Take the role of a construction worker in 1899. Load supplies onto a wagon, drive to the site, and carry out real work — placing planks, hammering nails, hauling sacks, laying bricks — across multiple hand-crafted locations, each with its own wave sequence. The more tours you complete, the higher your level and the better your pay.
PREVIEW
Find a foreman NPC in towns across the map and interact with him to open the job selector. Browse available construction sites, see the pay per tour, and start when ready. Load crates onto the wagon, drive to the destination, then complete a series of work waves using unique animations and tools — hammer, plank, sack, brick, or box delivery. After all waves are done, return the wagon to the depot to get paid.
Features
3 Hand-crafted Locations (easily expandable)
Limpany, Pleasance, and Ewing Basin — each with unique coordinates, wave order, and workspot layout
Adding new locations requires only filling out a config block
Level System
Players level up as they complete tours, unlocking higher-tier construction sites
Each level has a configurable tours requirement and pay-per-tour amount
Level-up notifications and tour progress messages are fully toggleable
Progress is stored per-character in the database, auto-created on resource start
5 Work Types, Fully Configurable Wave Sequences
hammer, plank, sack, brick, and boxdrop — each with unique animations, carried props, and interaction logic
Wave order per location is defined entirely in config: waveOrder = { 'hammer', 'plank', 'sack', ... }
Wagon & Loading Phase
Configurable number of boxes to load before departure
Box load time limit with auto-cancel to prevent exploitation
Wagon monitoring during drive and return phases — players have 30 seconds to re-enter before mission fails
Visual crate stacking on the wagon during the loading phase
NPC Foremen
Multiple foremen across the map, each with configurable model, position, wagon spawn, and pickup zone
Per-NPC cooldown system prevents two players from using the same foreman simultaneously
Custom UI
Location selector with card layout, lock/unlock states, level requirement display, and pay preview
Smooth timecycle effect on selector open
Configurable countdown timer overlay (for wagon abandonment warning)
Framework & Interaction
RSG-Core and VORP auto-detected at runtime
RSG supports both ox_target and a built-in prompt system (toggle via Config.UsePromptSystem)
VORP uses the built-in prompt system automatically
fw_func.lua is open and structured — swap notifications, progress bars, or add custom logic
Optional lrc-pgbar integration for the timing minigame; falls back to a standard progress bar if absent
Full Localisation
Installation: Drop in, configure, done.
Dependencies: oxmysql is the only actual requirement. RSG uses ox_lib / ox_target (both optional/replaceable). VORP uses vorp_progressbar (replaceable). lrc-pgbar optional for timing minigame.
OPEN!