Features


🧰 Features v1.5

🌿 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


πŸ”§ 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 β€œghost actions”

  • Safe server-side validation


πŸ•’ 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


🧍 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


πŸš“ 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


πŸ“‘ 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


βš™οΈ 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


πŸ” 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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