Open Source Beanmachine Job by DRC
Run the whole Beanmachine, from cooking to 40 delivery stops
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Run the whole Beanmachine, from cooking to 40 delivery stops
Cook, distil and craft weapons from any appliance in the world
Run Tequi-La-La on the default GTA interior, no MLO needed
Free fingerprint prop scanner with a synced two-player UI
Players run their own dealerships and sell cars on pinkslips
Sold cars keep every mod, from turbo to suspension
Four-stage cocaine production on its own handcrafted island
Bahama Mamas club job that ships preconfigured for two MLOs
One free jail script that runs multiple prisons on the same map
Spin up entire departments from a computer terminal, no config edits
Ballistic and riot shields running at 0.00ms idle
Players build, staff and trade real businesses in-game
Run Uwu Cafe with third eye targeting on every station
Doctors run five hands-on surgeries with real training mode
Where several sellers have built the same career, they rarely build it the same way. One tow job is a list of waypoints, another syncs the ropes and expects the driver to actually load the car. One restaurant job is a counter and a menu, another runs prep, stock and a kitchen line. Read both product pages against how much attention your players give a shift, because the deeper version is wasted on a server where the job is a two minute money loop.
A career with stock, tools, wear and a boss menu needs somebody to run the business side. If your server does not have players who enjoy that, a simpler job that pays honestly will get more use. The middle ground, and usually the right answer, is one deep career for the role people actually roleplay and simple ones everywhere else.
Several sellers list in game builders rather than finished careers. They are the answer when the role you want does not exist: place the interaction points, set the grades, and the work is defined without waiting for somebody to write it. They are also how you keep a career that was built for another server from dictating your map.
A career resource touches money, jobs, grades and often the inventory. Confirm it can be pointed at the job names you already use, that it pays through the same banking resource as everything else, and that its items register with your inventory. Those three checks prevent most of the conflicts a new job causes.
Yes. Keep the job names and grades consistent with the ones your framework already defines, and confirm each resource pays through the same banking resource.
A finished career ships the locations, the work and the progression. A builder gives you the interaction points and the grade rules so you can define the role yourself, which suits servers with a map or an economy that does not match the defaults.
Anything that gives out items depends on your inventory resource. The supported ones are listed on each product page, and metadata support matters if the job hands over tools or stacked goods.