TrapNexus
A deep, configurable drug-gameplay system for FiveM roleplay servers.
TrapNexus covers the whole loop through one economy engine and one administration surface: players gather ingredients from world zones, craft them into product, and move that product on the street, from a vehicle, or through timed bulk contracts. Prices, random outcomes, inventory changes and progression are all decided on the server, and every value is editable in game without a restart.
Store link coming soon
Documentation$49.99 once — licensed for up to three servers you own and operate.
What it gives your server
One economy engine instead of several disconnected scripts
Production and distribution usually come from different resources that do not share prices, progression or an administration surface. TrapNexus derives all of it from the same numbers, so what a player is paid on a street corner follows from the same configuration that governed the harvest and the cook.
Tune it against your server
Payouts, yields and durations are starting points, not defaults you are stuck with. They are edited in game and take effect without a restart, so balancing is an ongoing adjustment rather than a deployment.
Cheating is a server decision
Because the values that matter are computed server-side and every request is validated, exploiting the loop means defeating the server rather than editing a client file.
You can see what happened
Every economy action and every administrative change is recorded with its reason, so a report of “the money disappeared” is answerable from data instead of guesswork.
Verified functionality
What it does today
Everything in this list exists in the current release. Anything planned is kept separately, further down, and clearly marked as not part of what you are buying.
Server-authoritative by design
Prices, random outcomes, inventory changes, payments, quality, ranks and heat are all decided on the server. The client is treated as untrusted input throughout.
Two-phase action tokens
Crafting and harvesting issue a server-side token and reject any completion that arrives too early, past the token lifetime, or from outside the zone, so a client cannot shorten its own progress bar.
World harvest zones
One gathering zone per ingredient, each with a configurable radius, duration and yield range. Yields are rolled on the server, and the range is never sent to the client.
Multi-input, multi-output crafting
Arbitrary ingredient and output maps with a quality roll, and a compensating rollback when an inventory or payment step fails.
Three ways to sell
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.
Progression, heat and reputation
A persistent XP curve, six ranks with payout multipliers, sale streaks, a server-wide leaderboard, and heat that suppresses prices and decays while a player stays quiet.
Live administration without a restart
Products, recipes, harvest zones, suppliers, market zones, economy values and ranks are editable in game, written to the database and pushed to connected players immediately.
Full audit trail
Every successful and rejected economy action, and every administrative change, is recorded with the reason and context that produced it.
Allowlisted, rate-limited requests
Remote calls are allowlisted, rate-limited, serialised per player and permission-checked, with proximity and state validation on the actions that need it.
Compatibility
Tested, supported, and not integrated
These three are different things and are never merged into one. Tested means the whole loop was run against it. Supported means it shares a tested code path but that exact combination has not been run. Not integrated means no adapter ships.
| Component | Status | Detail |
|---|---|---|
| QBCore | Tested end to end | Detected automatically; a standard install needs no configuration for detection. |
| ESX Legacy | Tested end to end | Detected automatically; a standard install needs no configuration for detection. |
| Component | Status | Detail |
|---|---|---|
| qb-inventory | Tested end to end | With QBCore. Stores per-item quality metadata, so the quality price curve is active. |
| esx_inventory (native) | Tested end to end | With ESX Legacy. Has no per-item metadata, so crafted quality falls back to a flat value and the quality price curve is inactive. That is a limitation of the inventory rather than of the resource. |
| ox_inventory with ESX Legacy | Tested end to end | Quality metadata verified by round trip: a craft rolled a value, and the sale that followed read the same value back out of the inventory. |
| ox_inventory with QBCore | Supported, not yet tested | Shares the adapter path tested under ESX Legacy, but this exact combination has not been run. |
| Component | Status | Detail |
|---|---|---|
| Framework-native notifications | Tested end to end | Uses whichever notification system your framework already provides. |
| Component | Status | Detail |
|---|---|---|
| ox_target, qb-target and similar | Not integrated | Interaction is a keypress prompt. No target adapter ships. |
| Component | Status | Detail |
|---|---|---|
| ps-dispatch, cd-dispatch and MDT integrations | Not integrated | The police alert is a documented configuration hook with a working default that notifies on-duty police. Wiring a dispatch resource to it is a change you make yourself. |
Requirements
What your server needs
Dependencies
- oxmysql
- OneSync, because sale validation uses server-side entity natives
- QBCore or ESX Legacy
- MySQL or MariaDB, accessed through oxmysql
Source accessibility
Distributed through Cfx.re Keymaster escrow. The client and server Lua are encrypted. Configuration, shared utilities, the database schema, the item definition packs and the documentation are left readable and editable, because the product cannot be configured or installed otherwise.
Installation
Roughly what setting it up involves
An outline, not a substitute for the documentation. Each step is written up in full with the exact commands and values.
- 01Ensure oxmysql is running and your framework has started.
- 02Import the database schema, or let the resource create its tables on first start.
- 03Add the item definitions using the pack that matches your inventory. The three packs are on different weight scales and must not be mixed.
- 04Add the resource to your server configuration and start it.
- 05Confirm the console reports the framework and inventory it detected, then run the loop once on a development server before opening it to players.
Demonstration and measurements
See it running
Performance evidence
No performance measurements have been published. Rather than quote a resource-monitor figure taken on an empty server, this section stays empty until there is a measurement worth standing behind, taken in a stated environment on a stated date.
Before you buy
Known limitations
Published here rather than left to be discovered. If any of these rule it out for your server, that is the right outcome.
Not yet proven at high concurrent player counts
The full loop has been tested end to end on live QBCore and ESX Legacy servers, but not under a realistic simultaneous load. Watch query load with a realistic number of sellers before opening it to a busy server.
The native ESX inventory cannot store per-item quality
On esx_inventory, crafted quality falls back to a flat value and the price curve based on it is inactive. qb-inventory and ox_inventory both store metadata and run the full curve.
Configuration and data formats may change between versions
This is alpha software. Migrations are provided where they are needed, and breaking changes are recorded in the changelog.
Roadmap — not included
Intentions for later versions
These are intentions, not commitments. They are not part of what you are buying, and no purchase should be made in reliance on them.
- Territory and gang economics, pooled earnings, contested demand
- Interactive negotiation, customer memory and repeat clientele
- Hireable NPC dealers with consignment stock
- Planting and growing, placeable processing, lab ownership
- Drug effects, consumables and evidence items
- Dispatch adapters and target integration
- Per-batch provenance, anomaly detection and administrative rollback history
- Localisation
Releases
Recent changes
0.3.0-alpha
Makes the cost of a failed street deal a server decision, and tightens buyer verification now that it can be relied on.
0.2.0-alpha
Replaces buying ingredients with gathering them, and replaces hunting for a pedestrian with summoning a buyer.
Support and licensing
What is covered
Support scope
Installation, configuration, and defects in the resource as delivered. Custom development, integration with third-party resources, and problems caused by your own modifications fall outside that scope.
Licence
One purchase licenses up to three servers you personally own and operate, so a development or staging server does not require a second purchase. Redistribution, resale and circumventing escrow are prohibited.
Questions
Frequently asked
- Do I need to configure the framework or inventory?
- No. Both are detected at start, and the console prints what was found. A standard QBCore or ESX Legacy install needs no configuration for detection to work.
- Why is item quality flat on my server?
- Per-item quality needs an inventory that stores metadata. qb-inventory and ox_inventory do. The native esx_inventory does not, so quality falls back to a flat value and the price curve based on it is inactive.
- How many servers does one purchase cover?
- Up to three that you personally own and operate, so a development or staging server does not need a second purchase.
- Can I edit the configuration?
- Yes. Configuration, the database schema, the item packs and the documentation are left readable and editable. The client and server Lua are encrypted through Keymaster escrow.
- Do I need Discord to use TrapNexus?
- No. Discord is where support and community happen, but the resource neither requires nor contacts it. Nothing about installing or running it depends on Discord.
- What does the alpha label actually mean?
- The loop is complete and has been tested end to end on live servers, but it is early software: expect bugs, expect formats to change between versions, and treat the roadmap as intentions rather than commitments.
Purchase
$49.99, once
Checkout is handled by the store, not by this site. Riftvane does not collect or process payment details here.
Store link coming soon
Riftvane Studios is an independent creator and is not approved, sponsored, or endorsed by Rockstar Games, Take-Two Interactive, or Cfx.re. FiveM is a trademark of Take-Two Interactive Software, Inc.
