Production creates inputs, processing turns them into products, and crafting prepares most personal-use drug consumables. These are distinct actions with different requirements.
Use the processing section of Drug Production. Inputs must be available in your current city's stash. A batch consumes its required inputs when started, occupies processing capacity and has a completion time. Recipes with two inputs require both.
Processing capacity comes from properties in that city. A bulk start is limited by the available capacity and required materials. The Lab Efficiency milestone upgrade reduces processing duration. An active Chemist can block manual processing, and a local event can halt new processing starts.
Return to collect finished batches. Collection carries bust risk: a seized batch gives no output. Collect All processes the eligible finished batches in your current city together, so consider the amount at risk before collecting a large group.
The following conversions each spend one finished product and create one consumable. Use the product's crafting action in Inventory or the current-city stash where available. Crafted consumables are delivered to inventory when their item tags identify them as consumables.
| Finished product | Consumable |
|---|---|
| Weed Bags | Joint |
| Dried Shrooms | Shroom Tea |
| Speed Caps | Speed Line |
| Crack Rocks | Crack Hit |
| Meth Shards | Meth Hit |
| Cocaine Wrap | Cocaine Line |
| Heroin Wrap | Heroin Shot |
| LSD Tabs | LSD Drop |
MDMA Pills are the exception: the finished pills are directly consumable and do not need another conversion.
Crafting prepares the item; it does not apply its resource effect. Consume the resulting item separately. Crafting also does not bypass the shared drug-use cooldown.
City-stored inputs remain associated with their city. Materials in another city's stash are not available for a local processing batch. Decide whether the finished product is intended for sale or personal use before converting it.
Check the displayed recipe inputs rather than relying on flavor text. Multi-stage chains can require additional products before their final sell-ready stage.
Mechanics checked against the game code on 17 September 2026.