☑️Config Breakdown

Config Option Explanations

Debug

  • This enables a debug mode, which will enable the debug boxes around locations to show you where they are set and where they are moving to.

PrintDebug

  • This enables Debug Messages in the F8 Menu and server console to help me and you with debugging issues

Lan

  • By default this is set to "qb" change to "ox" if using Ox

Notify

Notify Systems Supported:

  • qbcore - "qb"

  • Oxlib Notify - "ox"

  • t-notify - "t"

  • infinity-notfy = "infinity"

  • rr_uilib = "rr"

  • okokNotify = "okok"

CoreName

  • For the people that for some reason re-name their QbCore Core. You may set this to whatever your core is named.

Fuel

  • By default this is set to legacyfuel

    • We recommend ps-fuel

img

  • This puts images into your menu - leave blank like

img = "",

if you're getting double images

RequiresJob

  • This locks the entire script by job if you want. Leave blank if you wish it to be a walk up job like so

Job = "",

With Job

Job = "farmer",

Farming Rep

If you'd like your players to earn rep while farming you turn this to true - this will also require recipes to be rep based so they can only make certain recipes when they reach a certain rep.

FarmingRepNotificaitons

I for one am a person who doesn't want my players to know how much they're earning - however if you wish to have Notifications for each rep gained you may turn this true

ParticleFXEnabled

This script has a few ParticleFX your AC may have issues with this and if your AC has no way to whitelist Particles you can turn this to false

StressRelief

If you want your players to feel a little Zen when they're picking fruits and veggies you can turn this to true

StressReliefAmount

If StressRelief is turned to true - designate how much stress you want relieved. By default it is a math.random number between 5 and 10.

SellerLocations

You can have multiple locations for your players to sell their Farming products to the default single location is at the Farmer's Market in grapeseed

Zones

This script is divided into Zones and in this section you can do all your Zone Editing. You can turn off and on certain Zones by turning them true or false. You can change the Zone's item if you wish and you can also turn off the blips and customize them to your likings! You can see the zone breakdown HERE

Example

Trees = {
	One = {
	ZoneEnabled = true, -- True turns on the zone, false turns off the zone
	BlipEnabled = true, BlipSprite = 274, BlipColor = 21, -- https://docs.fivem.net/docs/game-references/blips/
	BlipLoc = vector3(353.3, 6518.64, 28.39),
	TargetIcon = "fas fa-circle", Item = 'orange', ItemLabel = "Oranges",
	RepAmount = 2, ItemAmountGiven = math.random(1, 2)
	},

WheatZone (BETA)

This feature is IN BETA meaning I feel it doesn't work up to its highest potential. However, it does work. It has a few known bugs meaning it may take you a few times to get the wheat to actually pick up. Sometimes the tractor rent doesn't want to charge and those sort of things.

WheatZone = {
		ZoneEnabled = true,
		CarDespawn = true, -- Sends the vehicle to hell
		PickUpKey = 74, -- https://docs.fivem.net/docs/game-references/controls/ Set Currently to H 
		WheatPlant = "prop_veg_crop_04", -- You can change the prop if you have custom props
		Effect = "ent_brk_tree_trunk_bark", Scale = 4.0, 
		DepositNeeded = true,
		TractorRent = 10,
		Minigame = true, -- Dependancy PS-UI
		RakeNeeded = true, -- This is if you want players to have to attach a trailer before being able to harvest wheat
		MinigameCircles = 2,
		MinigameTime = 10,
		RepAmount = 2, -- Rep given per harvest
		Locations = {
				{ 	zoneEnable = true,
				job = Config.Job,
				garage = {
					spawn = vec4(2614.98, 4517.17, 36.14, 145.1),  -- Where the car will spawn
					out = vec4(2618.38, 4513.67, 36.48, 71.25),	-- Where the parking stand is
					ped = {
						model = `A_M_M_Farmer_01`, -- Farmer Ped
						scenario = "WORLD_HUMAN_CLIPBOARD" -- Coffee Scenario
					},
					list = { "tractor2"},
				},
			},
		},
		Zones = {
			WheatField = {coords = vector3(2534.32, 4353.35, 40.24), name = ('Wheat Farm'), radius = 45.5},
			TrailerLoc = {coords = vec3(2574.34, 4508.96, 36.32), name = ('Trailer Loc'), radius = 7.0},
		},
	},

PropLocations

In this section, you can customize the props for processing to your liking. Like the Zones you can customize the blips to your desire and turn them off if you wanted. It also has the ability for you to use custom props if you wanted.

Example:

Juicer = {
		Enabled = true,
		BlipEnabled = true, -- Change this to false if you want to remove the Blip for the Juicer Prop Location
		Label = "Juicer",
		BlipSprite = 274, BlipColor = 21, -- https://docs.fivem.net/docs/game-references/blips/
        BlipLoc = vec4(405.6, 6526.34, 27.7, 86.5),
		TableProp = "prop_table_03", -- Change this if you want a different Prop
		TablePropLoc = vec4(405.6, 6526.34, 27.7, 86.5), -- Change this if you want the Prop Location to Change
		JuicerProp = "prop_kitch_juicer", -- Change this if you want a different Prop
		JuicerPropLoc = vec4(405.61, 6526.79, 28.7, 86.5), -- Change this if you want the Prop Location to Change this will also change the blip location
    },

AnimalSettings

This is the section you can customize the animals to your liking. Like the zones you can customize blips and turn them off if you so desire.

Example:

AnimalSettings = {
	AnimalFrozen = false, -- Do you want the Animals to Move?
	RespawnTime = 1, -- This is time in minutes for cows to respawn
	CollectWaitTime = 1, -- This is in minutes your player must wait to Collect Eggs or Milk Again!
	KillingWaitTime = 1,
	KnifeBreak = true,
	KnifeBreakChance = 10, -- change to 0 for no chance of breaking
	Cows = {
		ZoneEnabled = true, Blip = false, BlipLoc = vec3(2267.09, 4925.94, 40.93),
		BlipSprite = 274, BlipColor = 21, KillRepAmount = 2, MilkRepAmount = 2,
		MeatAmount = math.random(2 , 5), StressPerKill = math.random(5,10),

	},
	Pigs = {
		ZoneEnabled = true, Blip = false, BlipLoc = vec3(2378.22, 5054.29, 46.44),
		BlipSprite = 274, BlipColor = 21, RepAmount = 2,
		MeatAmount = math.random(2 , 5), StressPerKill = math.random(5,10)
	},
	Chickens = {
		ZoneEnabled = true, Blip = false, BlipLoc = vec3(2170.37, 4963.35, 41.36),
		BlipSprite = 274, BlipColor = 21, KillRepAmount = 2, EggCollectRepAmount = 2,
		EggReward = math.random(1 , 2),	 StressPerKill = math.random(5,10)
	},
}

Recipes

This is where you can determine what your players can make with all your farmed products! Based on your decision above on whether or not you wanted Farming Rep is what you will do here. If you did put FarmingRep to true you will have to set your recipes like so:

Crafting = {
	Juicer = {
		{ ['applejuice'] = { ['apple'] = 2, }, rep = 0,},
		{ ['orangejuice'] = { ['orange'] = 2, },rep = 0, },
		{ ['peachjuice'] = { ['peach'] = 2,  }, rep = 0,},
		{ ['tomatojuice'] = { ['tomato'] = 2,  },rep = 0, },
		{ ['lemonjuice'] = { ['lemon'] = 2,  },rep = 0, },
	},

If not then proceed as normal! The script is set up to be default without farmingrep. If you wanted to add new recipes you would do it like this, you can also designate amounts if you wanted.

{ ['itemname'] = { ['ingredient'] = 1, ['ingredient'] = 1, ['ingredient'] = 1, },},

Amount:

This will make 3 of itemname

{ ['itemname'] = { ['ingredient'] = 1, }, ['amount'] = 3 },

SellPrices

If you change one of the items above or remove them you must also list them below by itemname. You'll then have to go to the BUYER.LUA to the

jixel-farming:FarmSell:Sub

event and find the same item you changed or removed and do the same.

Example of Sell Items

The amount can be a straight number or can be a math.random. By having it at a math.random the prices change every restart.

['itemName'] = amount

['itemName'] = math.random(amount, amount)

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