# v1.0.9

## Fixes & Improvements

* Hunting coop sync overhaul (kill broadcast to all, owner reconciliation thread, wild-kill reconstruction, race-safe carcass interaction)
* Tiretechnician helper flow + jack desync fixes (sticky phase merge, ghost collision on lift/lower, authoritative jack delete)
* Cardetailer customer cars now networked (visible to passers-by) + cross-lobby location reservation
* Cardetailer "Cars Detailed" no longer double-counts wash+polish on the same car
* `StartPolish` recovers from stale break-session flags (death/disconnect/leave mid-polish)
* Polish points randomized per-car with per-model excludes (no more identical stain layouts)
* Diving anti-dupe: items + per-player totals locked at boat-arrival (drop-then-repickup exploit closed)
* Diving/Treasurehunter scuba leak fixed (re-attach thread guard, hard-cleanup on resource stop, oxygen pinned during interactions)
* Treasurehunter boat-full guard on dig / open / pickup
* Server-side networked vehicle spawn race fixed (3× retry with growing waits — affects all 24 jobs)
* Carry component: `SafeDeleteCarriedEntity` (network control wait + last-resort hide), networked carry props
* Continue/round-restart cleanup: stale ticks no longer linger on the progress panel after Continue
* Lumberjack/Miner/Scrapyard `onContinue` preserves uncut entities (no more silent "no prompt" after continue)
* `PayoutAccumulatedPay` pays BEFORE zeroing the ledger (no lost money on race)
* Quality system: global defaults now apply when a job omits its own override
* Job vehicle freeze leak on finish-cam fixed (warehouse/trucker permanent-frozen bug)
* Lobby invite: clear "player data not loaded" notification instead of silent fail
* `GetName` (QB) nil-safe against missing `PlayerData`/`charinfo`
* Dogwalking distance race fixed (rate-limit bypass on completing flush, instant gap close)

## New

* **Universal continue guidance hint** on every job ("Head to the next task on your map")
* **Step-by-step progress panel** for miner/lumberjack/scrapyard/hunting/farmer/fruitpicker (live next-step hint, 750ms refresh)
* **Hunting owner-driven kill reconciliation thread** (catches kills missed by local detection)
* **Tiretechnician NPC drive-away** after final repair (with road-node target + 250m/90s despawn watchdog)
* **Newspaper random delivery picker** — `locationPool` + `totalTasks{min,max}` per area; optional `timeWindow` gate
* **Cardetailer polish point pool** (10 shared points, server picks N per car) + per-model excludes
* **Diving** `sellMode` default flipped to `"auto"` + manual-mode "sell at NPC" reminder
* **Diving/Treasurehunter** surface refill notifications + refill time 5s → 12s
* **Hunting blip toggles** (`showAliveAnimals` / `showCarcasses`) + 6 vehicle spawn locations
* **Polish placer dev tool**

## Changed Files

* **Client:** `components/{carry, collect_interaction, decal_job, harvest_job, job_lifecycle, job_progress, processing_system, repair_job}.lua`, all 24 job files, `main.lua`, `utility.lua`
* **Server:** `components/{collectable_callbacks, harvest_job_server, job_utils, vehicle_manager}.lua`, `jobs/{cardetailer, diving, dogwalking, hunting, newspaper, tiretechnician, treasurehunter}.lua`, `lobby.lua`, `utility.lua`
* **Shared:** `config.lua`, `jobs/{cardetailer, diving, hunting, landscaping, lumberjack, newspaper, treasurehunter}.lua`
* **Locales:** 11 languages, `html/js/app.js`, `fxmanifest.lua`


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