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Lawnmowing job - Multiplayer and tools DLC

Lawnmowing job - Multiplayer and tools DLC
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[META]

TITLE: Lawnmowing Job Addon

CATEGORY: Jobs & Economy, Activities

COMPATIBILITY: ESX, QBCore, QBox, ox_core, vRP, Standalone

SETUP: Easy Setup

PERFORMANCE: Optimized

STATUS: Actively Maintained

BADGE: NEW

[/META]

[SUMMARY]

The optional expansion for Lawnmowing Job V2: crews of up to four, three rented tools with their own yard work, and a carry loop that turns cut grass into extra cash. One config.lua covers the whole addon, no separate admin panel.

[/SUMMARY]

[FRAMEWORKS]ESX,QBCore,QBox,ox_core,vRP,Standalone[/FRAMEWORKS]

Lawnmowing Job Addon is a pure add-on to Lawnmowing Job V2: core keeps working exactly as before if this is removed, and every feature here can be switched off on its own. It requires rc_mower to start.

Admins set it up once in config.lua: feature switches for crews, hidden loot and the three extra tools, task pay and XP for each kind of work, tool tiers and rental deposits, crew size and how the yard scales with headcount, carry-loop dump points, trailer capacity and the disposal site, and the loot pool. None of it needs an in-game panel or a restart-free economy of its own; core's payments, XP, levels, yards and vehicles stay exactly where they were, in core's own /mower_edit.

Players rent a trimmer, leaf blower and watering can from the Workshop menu core already has, each against a deposit that is refunded on return. Trimming weeds, blowing leaf piles and watering wilted plants pay on top of the mowing, which is unchanged and still pays on its own. Cut grass leaves piles that need clearing: a pitchfork carries them to the truck, a full truck is driven to a dump point for cash and XP, and the trailer is the bigger sink, sold at the disposal site marked on the map once loaded. Some piles hide a wallet, a watch or a ring, paid out as a cash tip when the job settles. Up to four players share a yard, invited with /mowerinvite; a crew of two or more earns a +25% payout bonus split between members, and the yard scales with crew size so working together stays worth it.

[FEATURES]Requires rc_mower (Lawnmowing Job V2) to start; a pure add-on that can be removed without breaking core|Crews of up to 4 on one yard (/mowerinvite, /mowerleave, /mowerkick), +25% payout bonus split between members|Yard scales with crew size: more players means more grass, more tasks and more loot, but not proportionally more|Three rented tools - trimmer, leaf blower, watering can - each with their own kind of yard work|Tools run on a charge that drains with use and refills at the truck; only one tool held at a time|Carry loop: cut grass leaves piles, a pitchfork carries them to the truck (5-pile cap, shared by the crew)|Trailer disposal: fill it, drive to the disposal site marked on the map, sell the load|Hidden loot in the piles - rings, watches, wallets - paid as a cash tip when the job settles, nothing to sell|First-run on-screen guidance for the carry loop, mandatory until the first paid job, then set with /mowertut|Highlight system outlines whatever the held tool can act on and dims the rest|Bronze / silver / gold tiers per tool (range, charges, work rate), granted manually until an in-game seller ships|Extends core's HUD rather than adding a second one: crew, tool charge, truck/trailer load, loot found|One config.lua for the whole addon; every feature (crews, loot, extra tools) has its own on/off switch|rc_mower_props ships alongside it for the custom pile, trimmer and pitchfork models, not a separate purchase|Automatic framework detection via kq_link (ESX, QBCore, QBox, ox_core, vRP, Standalone)|Automatic database setup on first boot: three tables created and migrated, no SQL import needed|Locale file for every string|Optimized:  idle[/FEATURES]

[REQUIREMENTS]rc_mower (Lawnmowing Job V2)|rc_mower_props (ships bundled, not a separate purchase)|ESX, QBCore, QBox, ox_core, vRP or Standalone|mysql-async or oxmysql|kq_link (framework / inventory bridge)[/REQUIREMENTS]

[FAQ]Do admins edit config files?::Yes, for this resource specifically - there is no in-game panel for the addon. Everything lives in config.lua and stays editable after the escrow build; a restart applies changes. Core's economy is still edited in game from /mower_edit.|Do I need rc_mower first?::Yes. This is an add-on to Lawnmowing Job V2 and will not start without it - it is listed as a hard dependency in the resource manifest, not just a suggestion.|Do I need to buy rc_mower_props separately?::No. It ships bundled inside this package's delivery. It is four stream models and one .ytyp with nothing to configure; without it the addon's work still pays, there is just nothing to see or aim at.|Is there a cheaper way to get both?::Yes - the Lawnmowing Job Bundle package includes rc_mower and rc_mower_addon together at 20% off buying them separately.|How does the payout bonus work for crews?::A crew of two or more earns a flat +25% payout bonus, split between members when the job settles. The yard scales with crew size so a bigger crew still clears more work, not just a smaller cut of the same job.|What happens to hidden loot finds?::They are never inventory items. A find is counted and paid out as a cash tip when the job settles, so there is nothing to sell or fence afterward.|Can I turn off crews, loot or the extra tools individually?::Yes. Config.addon has one switch per feature; turning one off removes it cleanly and the rest keep working.|Does it work with my framework?::Yes. It talks to your framework and inventory through kq_link, the same bridge core uses, so ESX, QBCore, QBox, ox_core, vRP and standalone all work.[/FAQ]
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