Short answer: pick Kevin Scripts' Coke Processing if you run QBCore and want cocaine to be field work anyone can pick up: seeds, watering, a lab, and sea crates to fish out. Pick Pug's Advanced Coke Business if you want a lab that a small crew buys and defends, fed by plane runs, and you run QBCore or ESX. We opened both downloads for this comparison and read the files; we have not run either on a live server, so nothing here is a speed or performance claim.

Two ways to build a FiveM coke script

The two resources start from opposite ends of the same trade.

  • Kevin Scripts, from the ground up. A player plants coca seeds, keeps each plant fed and watered until it can be harvested, siphons fuel out of a car for the processing step, then turns leaves into bricks and bricks into baggies. Seeds come from crates dropped in the sea, reached from a starting contact.
  • Pug, from the door in. A player buys one of the lab doors placed around the map, sets a password and adds a member. Workers inside turn stored bricks into baggies on a timer, and the bricks come from plane runs: load boxes, fly them out, drop them to boats.

Kevin Scripts Coke Processing: what the files set

The defaults below come from shared/config.lua, shared/planting.lua and shared/processing.lua. The files carry a warning that none of the numbers are balanced, so treat them as a starting point.

  • Runs: Config.AvailableRuns = 10 per server restart, with Config.CoolDown = 10 minutes between them. Each run spawns two to four crates (Config.SpawnedCrates), and a shark may guard one (Config.SharkData, 45% chance).
  • Crates: 10 to 20 coca_seed each, plus a 20% chance of an extra item from a list of bricks and baggies.
  • Plants: six growth stages; food and water must stay at 80 or more to harvest, and a harvest gives three to six coca_plant. A water_can has 30 uses.
  • Processing: the fuel script can be ps-fuel, LegacyFuel or cdn-fuel; a car needs at least 30 fuel to siphon and keeps 10. One plant becomes either one coke_brick (50 baggies when broken down) or four coke_small_brick (100 baggies each).
  • Police: jobs listed in Planting.PoliceJobs (police, bcso, lapd by default) can burn plants they find.
  • Extras: an optional buyer ped for seeds and bricks, and phone messages through qb, gks or qs phones.

Pug Advanced Coke Business: what the files set

Pug keeps everything in one long config.lua. The defaults:

  • The lab: Config.CokeLabDoors lists 30 doors; the first buyer of each owns it for Config.CokeLabCost = 10000 from the bank. Config.MaxMembers = 2.
  • Production: three baggies every ten minutes from stored bricks while an owner is online; three worker upgrades shorten the timer and raise the yield (Config.UpgradeCokeLabCost = 5500, multiplied per level).
  • Planes: runs start in a Dodo; the Seabreeze (5,500) and Vestra (12,000) are the upgrades in Config.CokePlanes. A run loads two to six boxes and pays three to eight coke_brick, and Config.MaxPlaneRunsAtOne = 3 lets a crew chain runs back to back.
  • Police: flying above Config.PlaneAltitudeToCallPolice = 70 calls the police and hands the pilot a cokelabnote with the lab password on it. An officer who gets that password can enter and, after four minutes (Config.TimeItTakesToShutDownCokeLab), close the lab for good.
  • Storage: one table, pug_cokebusiness, tracks owner, members, upgrades, supplies, product, password, location and plane.

Frameworks and what each download needs

| | Kevin Scripts Coke Processing | Pug Advanced Coke Business |
|---|---|---|
| Framework | QBCore only | QBCore or ESX in this build; Pug's docs now add Qbox |
| Target | qb-target | qb-target or ox_target |
| Menus and input | ox_lib | qb-menu, ps-ui or ox_lib; qb-input, ps-ui or ox_lib |
| Inventory | qb-inventory or lj-inventory (item info snippet for both) | qb-inventory or ox_inventory in the readme; Pug's docs also list qs, tgiann and codem inventories |
| Other | ox_lib, oxmysql, two free prop packs from the prop maker bzzz, bob74_ipl per the release thread | PolyZone, oxmysql; ox_lib optional |
| SQL | plants.sql (kevin_coke_plants) | pug_cokebusiness.sql |
| Code | plain Lua apart from one small encrypted branding file | all four Lua files readable |
| Size | about 1,400 lines in the thread; about 1,550 in the files | about 4,400 lines in the readme |

Two things are easy to miss:

  • Kevin's plant props are not in the zip. The manifest loads two .ytyp files from stream/, and the readme sends you to two free packs to fill that folder. Without them the plants have no model. The processing tables sit inside GTA's biker cocaine lab interior, which is why the release thread lists bob74_ipl.
  • Pug's build here is 1.0.0. Its config picks the framework by checking whether es_extended or qb-core is running, and the readme promises QBCore and ESX. Pug's documentation now lists QBX (Qbox) as well. On Qbox this build would go through the qb-core bridge that Qbox provides, which we have not tried; the Qbox guide covers what each studio says about Qbox. A purchase covers the updates Pug ships for this resource, new major versions included.

Which one to pick

  • You run ESX: Pug. Kevin Scripts' code calls QBCore throughout.
  • You want every criminal to have access: Kevin Scripts. Its fields and crates belong to nobody, whereas each Pug lab is owned by whoever bought the door, plus the members they add.
  • You want something for police to plan around: both give them a target, but differently. Kevin's crops can be burned wherever they are found; Pug's labs need the password first, which the altitude rule leaks to careless pilots.
  • You want passive income and progression: Pug, with timed production and upgrades for workers, planes and member slots. Kevin's loop is manual each time, though crates hand back seeds for the next field.
  • You plan to rework the code: both leave their Lua readable in the download here.

Kevin's farm pairs with the studio's Weed Processing, which grows weed with the same kind of loop. The rest of each lineup is on the Kevin Scripts and Pug studio pages.

Sources