Overview
What TrapNexus is, how the loop fits together, and what to read first.
TrapNexus is a drug-gameplay system for FiveM roleplay servers. It covers production and distribution through one economy engine and one administration surface, so the price a player is paid on a street corner derives from the same configuration that governed the harvest and the cook.
The loop
Four stages, each feeding the next:
- Gather. Ingredients come from harvest zones placed in the world. Each zone has its own radius, duration and yield range.
- Craft. Recipes take any number of ingredients and produce any number of outputs, with a quality roll applied to what comes out.
- Sell. Three routes: summon a buyer to the street, deal from the driver's seat, or take a timed bulk contract to a delivery point for volume at a lower margin.
- Progress. Sales award experience and raise heat. Rank raises payout multipliers; heat suppresses prices and decays while a player stays quiet.
What is decided where
The division matters when you are reasoning about exploits or about a bug report.
The server decides prices, random outcomes, inventory changes, payments, quality, ranks and heat. It also validates position, state and timing on any action where those matter.
The client draws the interface, plays animations, and asks the server to do things. It is treated as untrusted: nothing it sends is believed without checking.
What you configure
Most behaviour is data rather than code. Products, recipes, harvest zones, suppliers, market
zones, economy values and ranks are all stored in the database and editable in game, taking
effect without a restart. config.lua holds the seed values used the first time the resource
starts, plus the settings that are not database-backed.
Where to go next
- Requirements — what your server needs before installing
- Installation — the install itself
- Configuration — what is editable and where
- Known issues — current limitations, worth reading early
