Features

π§° Features v1.5
πΏ Harvest System
Harvest from fully configurable plant zones
Per-zone respawn timers (no global cooldown)
Plants only appear dynamically when player is nearby
Per-zone job restrictions (optional)
Optional required tool per plant type
Per-zone item yield, animations & prompts
Prevents abuse/spamming with per-plant locks
Plants respawn individually using their own timers
Ground-adjusted props: no floating plants
π§ Processing System (Sync Processing)
Convert raw items into processed drugs
Configurable crafting time per recipe
Optional required tool per recipe
Per-recipe job lock (optional)
Immersive animations + progress bar
Prevents multiple players using same station
Clean checks before animation to prevent βghost actionsβ
Safe server-side validation
π Asynchronous Processing (Drying Racks)
Player starts a long process and can leave the area
SQL persistence:
Process continues if player disconnects
Continues through server restart
Resumes correctly on reconnection
Per-rack job lock (optional)
Optional 2nd required item: tool
Optional 3rd required item (consumable reagent)
Prevents starting if rack is already drying or finished
Correct per-player visual timers synced on join
Automatically deletes/updates SQL entries
Notifies player when process is done
Supports unique input, output, amounts and timers per rack
π§ Dynamic NPC Selling System
NPCs spawn non-locally with configurable models and spawn points
Randomized NPC selection, timing & positions
Fully configurable in-game selling schedule (hour ranges)
Chance-based NPC interest per item
Configurable price ranges & sale amounts
After each deal:
NPC despawns
Next NPC scheduled randomly
Smooth character orientation during deals
π Police-Aware Selling Restrictions
Requires minimum online police (or any job) to allow sales
This check can be enabled/disabled per config
Player must meet all conditions:
Sale zone schedule
Required items
Job restrictions
Police/job online
Clear rejection messages for every failure case
π‘ Sale Alerts with Blip (Multi-Job Support)
Configurable alert chance after each sale
Alerts can go to one job or multiple jobs
Adds temporary map blip where sale occurred
Blip auto-removes after configurable duration
Supports per-zone job locks AND multi-job alert targets
βοΈ Fully Configurable
Everything is modular inside config.lua:
Harvest zones
Process zones
Async drying racks
NPC selling zones
Job restrictions PER zone
Required tools
Required 3rd item for async
Respawn times
Price ranges, item yields, NPC timing
Sell schedules
Alert job lists and percentages
Police minimum requirements
Spawn models, spawn delay, animations
SQL integration for async processing
π Looped, Dynamic, Optimized
New NPC generated after each sale
Random time & model for each NPC
Low client/server load (local props, distance-based spawns)
Each plant respawns independently, not globally
Each rack persists independently via SQL
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