Docs · Current plan
Contraband
docs/roadmap/scopes/crime/contraband.mdEdit on GitHub
Milestone: In the tree (M1)
Extends: Gathering, Processing, Trader, hideouts, Police confiscation
Player loop
An organization gathers a configured illegal good, processes it on the machine in their hideout, and runs it by vehicle to a buyer. Police who confiscate a wanted player take those items.
In scope
- One example good: a base-game item marked contraband in config. The example is enough; servers swap the prefab.
- Gather node and process recipe use the existing gather and process actions. The process action only succeeds at a hideout the player's organization owns.
- Sell uses the existing trader path. The black-market trader already rejects non-civilian factions.
- First organization job: a convoy. Load the goods into a base-game vehicle at the hideout, drive to a placed drop, get paid in cash on delivery. Leaving the vehicle or dying fails the run and logs it.
- Confiscation, today limited to weapons, also removes items flagged contraband from a wanted player in range.
Out of scope
- A dedicated island, a custom drug mesh, or a chemistry recipe.
- Real-world production steps. The recipe is "input prefab, output prefab" in config, the same shape as apple to juice.
- Turf wars, lab defense AI, or a second illegal job track beside the organization.
Assets
Process on Prefabs/Processor/ItemProcessor_Base.et (the juicer, furnace, and sawmill are the working examples). Sell at Prefabs/Trader/BlackMarketTrader.et. Confiscation extends EL_ConfiscateAction.
The example recipe is moonshine-shaped, taken from LNGC Configs/Economy/CraftingRecipes.conf: configured input prefabs in, one output prefab out, at a hideout machine. The stash prop is LNGC Prefabs/Props/Crates/ShineStash.et. Search uses the request shape of LNGC_SearchAction (police, server validates) but checks inventory prefabs, not LNGC virtual item ids.
Do not port the marijuana license or the hidden drug-dealer shop as this example. See sources.
First slice
One gather node, one hideout machine, one drop point. A member processes a stack and completes one convoy for cash. A non-member using the machine is refused and logged. An on-duty officer confiscates the flagged item.
Depends on
- Organizations and hideouts
Gathering,Processing,MoneyEL_ConfiscateAction- Vehicles only for the lock and keys if the convoy vehicle is owned; the first slice can use a job vehicle spawned for the run
Proof
- Logic: non-member process refuses; delivery pays cash once; confiscation removes only flagged items.
- World: gather, process, drive, deliver on DebugWorld.
- Persistence: a half-processed stack in the hideout survives a restart.