Properties
A property is a physical location in the world owned by a business. Properties are where the actual work happens — they produce goods, store inventory, sell to players, manage vehicle fleets, and display billboards. A single business can own as many properties as it can afford.
What Can a Property Do?
Produce
Automatically generate or convert items on a timer using recipes and employee productivity.
Store
Hold inventory in stashes accessible through the world. Production inputs and outputs live here.
Sell to Players
List items on a market that players can browse and buy from at your set prices.
Buy from Players
List buy orders so players can sell items to your property. Source inputs from other businesses.
Sell to the City
Retail properties consume items and generate money directly, simulating NPC customers.
Host a Garage
Park and manage a fleet of business vehicles with stickers and transfers.
Display a Billboard
Show a custom image in the world using DUI. Great for advertising and branding.
Host an Interior
Instanced interior using routing buckets where NPC employees are visually placed.
Production
Properties with a recipe run a production tick every 60 seconds:
1
Manager Check
Checks if the property has a manager assigned. No manager = no production.
2
Calculate Productivity
Calculates total productivity from all assigned employees. Higher total means faster cycles.
3
Consume Inputs
Consumes input items from the property stash (if the recipe has inputs).
4
Produce Outputs
Produces output items into the property stash based on the recipe.
5
Record Statistics
Records everything in business statistics for the charts and reports.
WARNING
If the business can't pay salaries during an operations tick, all employee productivity drops to zero. Production stops completely until salaries are paid.
Boost Events
Random Boosts
15% chance every 5 minutes. Multiplies productivity by 1.25x to 2.0x for 15 min to 1 hour.
Admin Boosts
Admins can manually trigger boosts with /business boost. Shareholders are notified when a boost activates.
Storage
Every property comes with a preset number of storage stashes defined by its property type. These are the core inventory nodes of the business system — everything flows through them.
Production I/O
Production recipes consume input items from storage and deposit output items back into it. No storage = no production.
Market Stock
When players buy from your market listings, items are pulled from storage. When players sell to you, items are deposited here.
Target Access
Players interact with storages via the target system (ox_target / qb-target). Walk up, aim, and open the stash.
Placement
Storages can be placed above ground on the map or inside a property interior. Use the property editor to position them.
Stash names follow the pattern:
prop_storage_{propertyId}_{stashKey}Property Market
Every property can set up a market — a list of items available for sale or purchase.
Sell Listings
Players visit your property and buy items from your stash at your price. Money goes to the business balance.
Buy Listings
Players bring items to your property and sell them to you. Items go to stash, money deducted from balance.
Global Market
All listings appear in one searchable marketplace. Filter by item, price range, and distance.
Default Markets
Unowned retail properties have an NPC manager selling items at fixed prices from Config.PropertyTypes.
Pricing Strategy
Setting the right price is everything. The global market makes pricing transparent — players will always go to the cheapest seller. Check what others are charging before setting your price.
Selling a Property
1
Set a Sale Price
Set a sale price from the property management panel in the tablet.
2
Listed on Real Estate Market
The property appears in the real estate market tab visible to all business owners.
3
Buyer Purchases
Other business owners can browse and purchase available properties.
4
Property Transfers
The property transfers to the buyer's business with all access points intact.
When a business is liquidated (disbanded), all its properties are automatically listed for sale at 80% of their original price.
Garage
Properties can have one or more garage access points where business vehicles are stored and managed.
Vehicle Fleet
Purchase vehicles from Config.VehicleMarket — economy cars, sedans, SUVs, trucks, vans, helicopters. Each garage spot holds one vehicle.
Transfers
Move vehicles between properties — move a van from one warehouse to another. Recover lost vehicles for $5,000.
Vehicle Stickers
Display company logo as a decal using DUI. Visible to all players, updates when logo changes.
INFO
Vehicles are tied to the property, not the business — they stay if the property is sold.
Billboards
Billboards are predefined 3D signs that come with certain property types. They automatically display key business information visible to all nearby players:
Business Logo
The company logo is rendered on the billboard using DUI. Updates automatically when the logo changes in the tablet.
Business Name & Owner
Shows the business name and who owns the property — visible branding for your storefront.
Sale Price
When a property is listed for sale, the billboard displays the asking price so passersby can see it's on the market.
Interiors
Properties can have instanced interiors using GTA routing buckets. When you enter, you're teleported to a separate instance where NPC employees are visually placed at predefined locations.
Built-in Interiors
Large Warehouse
Industrial storage space — 4 NPC spots.
Medium Warehouse
Mid-size storage — 4 NPC spots.
Small Warehouse
Compact storage — 3 NPC spots.
Nightclub
Entertainment venue — 5 NPC spots.
Rich Office
Executive office — 3 NPC spots.
Rustic Office
Casual workspace — 3 NPC spots.
Budget Office
Basic office space — 3 NPC spots.
Adding Custom Interiors
You can add your own interiors to the system. There are two approaches:
Underground Location
Pick any underground coordinate in the GTA map (below the terrain). The routing bucket isolates the instance — no other players will see it. Define NPC spots and you're done.
Existing MLO
Use any custom MLO you already have installed. Place above-ground storages at the MLO location instead of using underground instancing. Works great for unique buildings.
TIP
When using an MLO, you can skip the routing bucket entirely and just place storage access points directly inside the MLO. This gives you a real above-ground interior that players can walk into naturally.
Use /exitinterior to leave a routing-bucket interior and return to the default bucket.
Adding Properties
Property Editor (Recommended)
Use /propertyeditor in-game. This admin tool provides a freecam with gizmo controls for precisely placing:
- Property entrance point
- Storage access points
- Garage access points
- Billboard locations
- Property type and interior selection
Everything saves directly to the database — no config editing needed.
Config Seeding
You can pre-seed properties in Config.Properties, but the in-game editor is recommended for precision.
