Farmer Job - interactive job system for ESX servers Compatible with ESX framework. Fully customizable and optimized. Easy setup and configuration.
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Bring farming and agricultural roleplay to your FiveM server with ESX Farmer Job, a comprehensive farming system that lets players earn money through crops, livestock, and agricultural work. This job script provides multiple farming activities including planting and harvesting crops, tending animals, processing agricultural products, and selling goods at the market. With customizable crop types, growth timers, processing mechanics, and vehicle support for farm equipment, ESX Farmer Job creates authentic rural roleplay that complements urban server economies with food production and supply chains.
ESX Farmer Job delivers a complete farming operation system. Players can plant various crops in designated farm fields, wait for growth cycles to complete, harvest mature plants, process raw crops into sellable products, tend livestock for milk or wool, operate farm vehicles like tractors, and sell finished goods at markets or to businesses. The script includes configurable crop types with individual growth times, processing stations for turning raw materials into products, vehicle spawning for farm equipment, market sale points with dynamic pricing, and ESX society integration for farm company profits.
Farming begins at designated field locations where players plant seeds for various crop types. Wheat grows in 15-20 minutes and sells as raw grain or processed flour. Corn takes 20-25 minutes to mature and can be sold fresh or processed into animal feed. Vegetables (lettuce, tomatoes, potatoes) have 10-15 minute growth cycles perfect for quick cash. Each crop type requires purchasing seeds from the farm supply store, planting in designated zones, and waiting for the growth timer to complete. Visual markers show planted crops, and notifications alert when harvests are ready. Weather and time of day can affect growth rates if configured, adding seasonal farming mechanics.
When crops reach maturity, farmers return to fields and interact with crop markers to harvest. The harvest action includes a progress bar and animation showing the collection process. Harvested crops go into inventory as raw materials - wheat stalks, corn cobs, raw vegetables, etc. Harvest yields vary based on crop type and random factors, typically ranging from 5-15 units per plant. Farmers can hire temporary workers (NPCs) to assist with large harvests, or cooperative servers can have multiple players working the same fields. Tractor vehicles with trailers increase carrying capacity, allowing bulk harvest transport to processing facilities.
Raw crops require processing before sale at premium prices. The grain mill converts wheat stalks into flour bags through grinding mechanics with a processing timer. The vegetable wash station cleans and packages produce for market sale. Corn can be processed into animal feed at the feed production facility or ground into cornmeal. Processing requires taking raw materials to designated stations, starting the production process, and waiting for completion. Some processes require additional items like packaging materials or processing fees. Processed goods sell for 2-3x the price of raw crops, rewarding players who complete the full production chain rather than selling raw harvests.
Beyond crops, farmers can tend livestock for passive income. Cows require feeding and milking on regular schedules - feed costs balance against milk sale profits. Sheep need shearing for wool that sells to textile businesses. Chickens produce eggs that can be collected and sold to restaurants. Each animal type has care requirements including feeding schedules, cleaning pens, and health maintenance. Neglected animals produce less or may die, requiring replacement purchases. Animals represent an investment - initial purchase cost, ongoing feed expenses, but steady production over time. Cooperative farming allows one player to manage animals while another handles crops.
Tractors and farm equipment spawn at the farm headquarters for job members. Standard tractors with trailers enable bulk crop transport from fields to storage or processing. Specialized harvesters can automate crop collection in configured fields. Fertilizer spreaders prepare soil for planting. Livestock trailers transport animals between locations. Vehicle spawning requires farmer job membership and often a rental/checkout fee. Returning vehicles properly may refund deposits. Vehicles handle differently from cars - slower speeds, better off-road capability, high torque for hauling. Damaging farm equipment may incur repair costs, encouraging careful operation.
Farmers sell products at designated market locations or directly to businesses. The farmer's market NPC buys all crop and animal products at base prices that fluctuate based on supply/demand. Restaurants and food businesses may offer premium prices for specific items - fresh vegetables to cafes, milk to coffee shops, flour to bakeries. This creates supply chain roleplay where farmers become food suppliers to other businesses. The ESX society system tracks farm company finances if run as a business, with revenue from sales and expenses for seeds, animal feed, and equipment. Solo farmers keep all profits but pay operating costs. Cooperative farms split profits among members.
Farmers advance through ranks based on harvests and sales completed. Beginner farmers start with small plots and basic crops. Experienced farmers unlock larger fields, advanced crop types, and livestock access. Master farmers gain access to automated equipment and premium processing options. Higher ranks may unlock farming in additional zones, better market prices, or reduced supply costs. Progression creates long-term goals beyond simple harvesting - players work toward farm expansion and efficiency improvements. Leaderboards can track top farmers by production volume or profit, fostering friendly competition.
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