How a run goes from the farm to the shelf, what each supermarket role does, and what staff can change from the editor.
The job panel
The NPC at the co-op opens the job panel. From there the crew owner invites nearby players, picks a production line and starts the run. The panel also shows the player's level and daily tasks, the ranking, the job history and an in-game guide with the steps of each line.
Each line asks for a minimum level from every crew member. The crew owner can share the money by percentage (crew.splitRewards).
Production lines
| Line | Steps | Products |
|---|---|---|
| Poultry farm | Catch hens in the pen and load them into the van cage, slaughter them at the processing plant, pack the meat, load the crates. Collecting eggs from the nests is optional. | Chicken, eggs |
| Vegetable garden | Plant, water, wait for the crop to grow, harvest, load the crates. | Tomatoes, lettuce |
| Root field | Same as the garden, harvested in sacks. | Potatoes, onions |
| Dairy | Milk the cows, bottle the milk, load the crates. | Milk |
| Import | Pick up crates at a warehouse and load them. The warehouse hands out the products the supermarket and the active wholesale markets are shortest of. | Pantry, drinks, household, hygiene and restaurant ingredients |
The included lines are examples placed around Grapeseed, Sandy Shores and Paleto Bay. Lines, their points and their products are edited with /supplyadmin.
The van
The van is chosen by the crew owner's level: a larger model with more crate and hen slots unlocks at higher levels (data/vehicles.lua). A deposit is charged when the run starts. It is returned at the end if the van's engine and body are above van.minHealth.
Crates and hens are carried in the hands. While carrying something, a GPS route leads back to the van and a marker shows the rear door. G drops what you carry.
Delivery
When the van is loaded, press F6 to choose the destination. The selector lists the supermarkets and the active wholesale markets with what each one pays for the load and a demand indicator: high demand, normal or saturated.
- Drive to the destination. The dock ring is visible from far away (
guide.showDistance). - Park on the dock and unload the crates from the back of the van onto the pallet.
- Sign the delivery note: by the pallet at a supermarket, or with the manager at a wholesale market (E).
The run ends there and the crew is paid. The HUD line "Next step" guides every step of the way, from catching the first hen to signing.
How the pay is calculated
- Every crate is valued one by one, each at the price left by the previous one, so splitting a delivery does not change the total.
- A supermarket pays more the emptier it is: between
store.demand.min(full store) andstore.demand.max(empty store), always below the shelf price. A product can have a fixed purchase price set in the editor. - A wholesale market pays according to its stock, between the product's minimum and maximum price, plus the bonus of any open order the load covers.
- A level bonus is added (
reward.levelBonusper level of the crew owner), and in a crew of two or more the total is multiplied byreward.teamMultiplierand shared.
The crew is always paid the full value. The supermarket pays the delivery from its business account as far as its balance allows, and a delivery is never refused for lack of funds or of room: crates that do not fit in the stockroom go to the store's reserve, which refills the stockroom as it empties.
The supermarket
The included store is the supermarket in Paleto Bay, with its stockroom, shelves, fridges, freezer chests, two staffed tills and four self-checkouts already placed. Products on the shelves are real props that appear and disappear with the stock.
Roles
| Role | Grade | What they do |
|---|---|---|
| Stocker | store.grades.restock (0) | Take box from a stockroom pallet, carry it to a shelf or fridge that accepts that product and Restock. A marker shows the nearest slot with room. |
| Cashier | store.grades.cashier (1) | Opens a till and scans the customer's products. |
| Manager | store.grades.manager (2) | Opens the management panel: summary, stockroom, shelves and recent sales. |
| Boss | store.grades.boss (3) | Sets the price per unit of each product, within the limits set by staff. A grade marked as boss in the framework also counts. |
Stockers and cashiers must be on duty (store.duty).
Shopping
- Take a basket from the basket rack at the entrance.
- Take products from the shelves (Take, with the unit price on the label) and from the fridges (Open and take, with an animated door). Put back returns them.
- Pay at a till or at a self-checkout, in cash, from the bank or by card.
When a cashier is in the store, the tills are staffed and the self-checkouts are closed (store.till.selfWhenStaffed). With no cashier around, customers pay by themselves. Paid products become inventory items: one unit is one item.
Leaving the store with an unpaid basket puts the products back on the shelves, warns the on-duty staff with a blip on the map and writes a Discord log. A warning appears when the customer gets close to the exit.
Wholesale point
The jobs listed in trade.wholesale (for example a restaurant) see Buy wholesale at the stockroom manager. They buy whole crates from the stockroom and the reserve at the shelf price × units per crate × store.wholesale.factor. The money goes to the store's account. Everybody else does not see the point.
Wholesale markets
The three included markets (Los Santos, Sandy Shores, Paleto Bay) come disabled: deliveries go to the supermarket. Staff can turn them on from the editor. An active market:
- stores stock per product, consumed over time when
market.simulateis on; - pays and sells according to its stock, along the price curve of each product;
- opens orders with a bonus when a product runs low (
orders), and staff can create their own; - keeps a price history and a ledger of every movement;
- sells crates at its terminal: at the wholesale price to the jobs in
trade.wholesale, at the public price to everyone else.
Shops created in the editor sell crates of a market at the retail price.
The editor
/supplyadmin opens the staff panel. The market view sets stock, creates and cancels orders, toggles simulated consumption and forces an update. The editor changes, live and without a restart:
| Section | What you edit |
|---|---|
| Lobby | Position of the NPC and the van spawns. |
| Lines | Type, minimum level, XP, tasks, animals, plots, stations, nests, warehouse and products. |
| Products | Prices, cap, consumption, crate prop, item, units per crate, category. New products can be created. |
| Wholesale markets | Terminal, dock, pallet, accepted products, price factors, on or off. |
| Shops | Retail shops that sell from a market. |
| Supermarkets | Job, business account, dock, pallet, stockroom and shelf slots, tills, prices, limits, payment methods, prop zones and wholesale point. |
| Vehicles | Minimum level, deposit and crate and hen slots of each van. |
| Economy | Market, automatic orders, payout (team and level bonus), sales markups and wholesale jobs. |
Points are placed in the world with a ghost model. Saved changes go to the database and win over the data files. A factory entry can be hidden and restored later; a new entry is created disabled until it is complete.
