Flyiron's Drugs Plugin icon

Flyiron's Drugs Plugin -----

A gameplay-focused drugs and addiction system that adds real buffs, real downsides, and long-term co



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PUBLIC SMP mc.swanky.wtf

Flyiron's Drugs Plugin
GitHub / Full Technical Documentation

Discord

Supporters/Patreons: DubSubz

Flyiron’s Drugs is a persistent drug, addiction, overdose, and withdrawal system designed first for survival SMP servers, and also works well in PvP/economy/factions environments.
It adds a long-term gameplay layer built around risk, supply chains, tolerance, addiction, overdose, and recovery, rather than short-lived novelty buffs.

This is not a "one-time gimmick" plugin. It's built for long-running worlds with economies, conflict, and supply chains.

What Your Players Get
  • Persistent addiction mechanics
  • Config-driven overdose risk and outcomes
  • Resource-heavy drug production
  • Meaningful tradeoffs between power and long-term consequences

Out of the box by design: the default configs are intentionally balanced relative to each other and are meant to be dropped into a live survival server with minimal setup.
You can rebalance everything, but the default experience is already engineered to create stable gameplay loops.

Disclaimer
This plugin is a fictional gameplay system created for use in Minecraft servers.

All items, names, effects, and mechanics included in this plugin are entirely fictionalized and abstracted for gameplay purposes. They are not intended to represent real-world substances, encourage real-life behavior, or provide accurate information about drugs or their effects.

Any resemblance to real substances, terminology, or experiences is purely for in-game thematic design. The mechanics are designed solely to create engaging risk/reward gameplay, resource management, and player-driven systems within a virtual environment.

This plugin is intended for entertainment purposes only and should be used responsibly by server owners in accordance with platform rules and community guidelines.

Core Gameplay Systems
Drug Effects
Each drug provides strong, situational benefits paired with drawbacks. Effects are intentionally short to medium duration and are not meant to replace vanilla potions.

Use cases include:

  • PvP combat
  • Mining and resource gathering
  • Movement and mobility
  • Team coordination and visibility
  • Risk/reward decision making

Addiction & Tolerance
Repeated use of drugs builds tolerance. Once tolerance reaches a threshold, the player becomes addicted.

Key points:

  • Addiction persists across deaths and logouts
  • Addiction is drug-specific
  • High-risk drugs can cause addiction after very few uses
  • Tolerance reduces effectiveness of repeated doses

Overdose System
Using drugs too frequently or at high tolerance levels can result in an overdose.

Overdose mechanics:

  • Are configurable per drug
  • Scale with tolerance and recent usage
  • Can result in severe effects or death
  • Trigger custom death messages indicating the drug involved

Overdose risk varies by drug:

  • Some drugs are non-lethal
  • Others are intentionally unforgiving

This keeps high-power strategies risky even for experienced players.

Withdrawal System
Once addicted, players suffer persistent withdrawal effects.

Withdrawal:

  • Does not expire automatically
  • Persists until cured or temporarily blocked
  • Varies by drug class

To escape withdrawal, a player must either:

  • Use the drug again (temporary relief), or
  • Use the appropriate cure item

Cures & Recovery
Different addictions require different cures:

  • Suboxone
    • Cures opioid addiction (Heroin, Fent, and configured profiles)
  • CBD
    • Cures weed addiction paths
    • Weed withdrawal is hunger-based
  • Sleeping
    • Cures configured stimulant addictions (including Meth)
  • Enchanted Golden Apple
    • Universal cure path
    • Removes addictions/withdrawals instantly

Game Design Dynamics (Why the Defaults Matter)
The balancing is engineered to shape server behavior, not just item effects.

  • Survival SMPs (primary target): players form farms, trade routes, and cure supply chains; repeated users create demand pressure and territorial hotspots.
  • Economy servers: consumables become sinks and profit drivers; cure scarcity and dangerous recipes create meaningful pricing and market cycles.
  • PvP/Factions: short combat spikes are powerful, but addiction/tolerance punishes endless spam, creating timing-based fights and resource attrition.
  • Long-running worlds: persistent consequences produce player stories (dependence, recovery, overdoses, black-market trading, logistics wars).

In short, the plugin is designed so power has upkeep costs, and those upkeep costs create emergent social/economic outcomes.

Drug List, Effects, Addiction & Overdose
Heroin
  • Effects: Strength II, Resistance III, Slowness II
  • Addiction: High
  • Overdose Risk: High
  • Notes: Long-lasting damage resistance at the cost of mobility

Fent
  • Effects: Strength I, Resistance III, Absorption II, Slowness IV
  • Addiction: Extremely High
  • Overdose Risk: Very High
  • Notes: Cheap, powerful, and extremely dangerous

Cocaine
  • Effects: Speed IV, Strength I, Saturation III
  • Addiction: High
  • Overdose Risk: High
  • Notes: Short-duration burst drug with rapid tolerance gain

Meth
  • Effects: Speed III, Haste II, Weakness II
  • Addiction: Medium
  • Overdose Risk: Medium
  • Notes: Strong mining utility with combat drawbacks

Molly
  • Effects: Regeneration II, Absorption II, Glowing
  • Addiction: Low
  • Overdose Risk: Low
  • Notes: Glowing is a tactical tradeoff in PvP

Shrooms
  • Effects: Jump Boost II, Luck X, Nausea X
  • Addiction: None
  • Overdose Risk: None
  • Notes: Non-lethal, visual and fishing-focused

Weed (Blunt / Joint / Edible / Cart)
All weed variants share:

Admin Commands
  • Effects: Resistance, Slowness, Hunger
  • Addiction: Low
  • Withdrawal: Hunger only
  • Overdose Risk: Non-lethal profile

Variants differ in strength, duration, and convenience:

Drug Types Included
  • Blunt
  • Joint
  • Edible
  • Cart (durability-limited)

Glue
  • Effects: Poison, Mining Fatigue
  • Addiction: High
  • Overdose Risk: High
  • Notes: Cheap, destructive, and intentionally unrewarding

Cannabis Strains, Bongs, and New Mechanics
  • Large strain registry with progression and mutation logic
  • /strains GUI for browsing strain data
  • Placeable bong system with usage durability
  • Cart durability and feedback systems
  • Configurable cannabis growth timing

Bong System
The bong feature is designed to be a persistent, in-world cannabis utility rather than a one-click consumable.
It gives weed progression a visible object players can place, protect, and repeatedly use.

What the system includes:
  • Placeable bong item that spawns as a world object
  • Interaction-driven use flow tied into plugin menus/drug logic
  • Durability support with configurable values and persistence
  • Placement restrictions to valid surfaces to reduce abuse
  • Rotation/alignment handling for cleaner visual placement

Operational behavior for server owners:
  • Bongs are meant to survive normal server operation and remain functional after restart
  • Usage can be tuned through config to control longevity/economy pressure
  • Because they are world objects, they naturally create high-traffic use spots in bases/towns
  • Placement rules and break logic are intended to reduce griefy/exploit edge cases

Why this matters on live SMP/economy servers:
  • Turns cannabis progression into a location-based loop instead of pure inventory spam
  • Creates player-facing infrastructure that can be traded, shared, controlled, or contested
  • Increases demand for cannabis inputs and cures through repeat-use durability cycles
  • Gives admins a clearer balancing lever versus carts/joints/edibles in long-running worlds

Recommended admin checks after updating:
  • Confirm bong.yml values match your server pace/economy goals
  • Test place/use/break/replace behavior in a staging area
  • Restart server once and verify existing placed bongs still interact correctly
  • If using a custom pack pipeline, ensure players receive the current model/texture pack version


Commands
Player Commands
  • /drugs - Open the main menu
  • /drugs help - Show command help
  • /tolerance - View current tolerance/potency levels
  • /strains - Open strains menu
  • /drugs achievements - View achievement progress

Admin Commands
  • /drugs give <player> <drugId|cureId|bong|all> [amount]
  • /drugs purge <player>
  • /drugs reload
  • /drugs list
  • /drugs overdose reload
  • /drugs overdose reset <player>
  • /drugs achievements toggle

Crafting & Supply Chains
Drug recipes are intentionally tied to non-AFK, high-effort resources, including progression-gated materials.

This encourages:

Server Owner Notes
  • Farms and active gathering
  • Trade and specialization
  • Territorial control around resources
  • Active participation over passive automation

Recommended Resource Pack
This plugin is designed to be used with the included resource pack: RECOMMENDEDResourcePack.zip

The resource pack:

  • Adds custom textures only
  • Does not alter gameplay

Server Use Case
Flyiron’s Drugs is intended for:

  • Survival SMPs (primary)
  • Economy-driven servers
  • Faction-style gameplay
  • PvP servers with persistent consequences

Install, start the server, and the system begins working immediately with balanced defaults.

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Resource Information
Author:
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Total Downloads: 48
First Release: Jan 30, 2026
Last Update: Mar 10, 2026
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All-Time Rating:
1 ratings
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