Every job is a complete loop with its own NPC, vehicle, locations, mechanics, and payout curve.
πButcher β Catch, slaughter, shackle, package & deliver
πΏ Car Wash β Mobile car wash van β spray, scrub, rinse, polish
π§Ή Cleaner β Mop, wipe, sweep & pressure-wash dirt zones
π¦ Courier β Multi-drop parcel delivery
π Dockworker β Container handlers + trailer loading at the port
β‘ Electrician β Repair power faults (terminal / cable / scope / fuse / probe minigames)
π Farmer β Plow, plant, water/fertilize, harvest pumpkins
π Firefighter β Two-person hose, extinguish fires, rescue cats
π Forklift β Pick & sort crates onto the conveyor belt
π· Gardener β Mow grass, trim plants, grow flowers
π Locksmith β On-the-spot key cutting (3D key pattern minigame)
πͺ΅ Lumberjack β Fell trees, buck logs, haul to the sawmill
β Miner β Quarry mining, load truck, dump at crusher
π¦ Movers β Pack, load, drive, unpack at the new home
π° Newsroom β Typewriter editor + printing press + delivery
π Pizzeria β Roll dough, sauce, top, bake & deliver before cold
π Salvage Diver β Submersible cargo recovery
π Taxi β NPC fares with smoothness + satisfaction system
π Tow Truck β Hook & deliver to impound
π Trucker β Hook trailer, deliver to dropoff, return to depot
A branded UI players open at the Job Center NPC.
Job list with search, sort, daily featured highlight
Detailed briefing screen per job (objectives, payout, time bonus, players)
Per-job level bar with skill bonus % preview
Daily task tab
Crew tab β invite, share %, leave
Multiplayer-ready out of the box.
Invite nearby players (configurable range)
Adjustable share percentages per member
Mid-shift join β late members get the full job state
Auto-cleanup on disconnect
timeBonus.perPlayerReduction shaves the bonus window with bigger crews
One job per day gets a server-wide payout multiplier.
Deterministic β same job for every player, stable across server restarts
Seeded from the UTC date β auto-rotates at the configured hour
Configurable bonus multiplier (default +25%)
Every player gets a per-job daily task, resets every 24h.
XP + optional money reward on completion
Configurable per-job in shared/tasks.lua
Progress ticks automatically while on the matching job
Each of the 20 jobs has its own XP track and level cap.
bonusPerLevel adds payout % per per-job level
Default cap lv 10 β up to +18% payout on top of base
Account level and per-job level both shown in the briefing
Admin dashboard inside the same UI. Restricted by Config.admins.identifiers.
Dashboard
KPIs: paid in range, active lobbies, active players
Money-paid-out chart with Today / Week / Month / All ranges
Per-job table: earned, completions, average duration
Job Config
Edit req level / payout min / max / enabled for any job, live
Changes broadcast to every connected client instantly
Persisted to job_overrides.json β survives restarts
Does not modify the Lua config files
Lobbies
Built-in visual designer β redesign every location without editing Lua.
14 picker types (zone, polygon, vehicle spots, customer dropoffs, etc.)
Crew zones, dirt polygons, fire areas, mop locations, trailer dropoffs
Output: ready-to-paste Lua block per field
ALT-tap to skip optional steps (e.g. firefighter cat)
Performance
Idle usage: 0.00 ms
Active job: 0.02 β 0.10 ms depending on job
Supported Systems
Framework: ESX, QB-Core, Qbox (auto-detect)
Target: ox_target, qb-target, qtarget
Library: ox_lib
Database: oxmysql
Logging
Server owners can configure nearly every aspect from config files or the in-game admin panel.
Money & Rewards
Per-job min/max payout
Per-job XP reward
Time bonus multiplier and crew-size reduction
Featured job bonus multiplier
Levels
Account level XP curve and cap
Per-job level XP curve, cap, and bonusPerLevel
Locations
Daily Tasks
shared/tasks.lua
Localization
β For detailed configuration of all features, visit: DOCS.RAINMAD.COM