> For the complete documentation index, see [llms.txt](https://docs.tworst.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.tworst.com/scripts/builder-job/regions.md).

# Regions

The Builder Job ships with **12 regions**. Each one is an independent mini-job with its own site, machines, task flow and reward. Players pick a region from the job menu after creating a lobby.

{% hint style="info" %}
Money and XP for every region live in a single table — `Config.RegionAwards` in `config/data/regions.lua`. Per-region mechanics live in `config/jobs/*.lua`.
{% endhint %}

***

## Overview

| #  | Region               | Type             | Machines           | Money   | XP    |
| -- | -------------------- | ---------------- | ------------------ | ------- | ----- |
| 1  | El Burro Heights     | Frame & Concrete | Crane + Pump       | $5,000  | 1,000 |
| 2  | Tower Crane — Main   | Tower Crane      | Tower Crane        | $6,500  | 1,500 |
| 3  | Tower Crane — Site 2 | Tower Crane      | Tower Crane        | $15,900 | 3,600 |
| 4  | Pipe Yard            | Crane Work       | Mobile Crane       | $7,000  | 1,500 |
| 5  | Panel Façade         | Hand Carry       | —                  | $8,000  | 1,800 |
| 6  | Water Facility       | Pump & Crane     | Pump + Crane       | $8,500  | 1,900 |
| 7  | Water Facility 2     | Crane Work       | Mobile Crane       | $9,000  | 2,000 |
| 8  | Sidewalk Repair      | Excavator & Haul | Excavator + Tipper | $5,000  | 1,200 |
| 9  | Lumber Stacking      | Hand Carry       | —                  | $14,765 | 2,000 |
| 10 | Plank Decking        | Hand Carry       | —                  | $11,325 | 2,200 |
| 11 | Wall & Roof Assembly | Hand & Crane     | Mobile Crane       | $13,840 | 2,400 |
| 12 | Crane Haul           | Haulage          | Mobile Crane       | $5,000  | 1,200 |

Every region also pays a **per-member bonus** on top (`bonusExtraMoney` / `bonusExtraXP`) when `onlineJobExtraAwards = 1`.

***

## The Regions

### 1 · El Burro Heights — Frame & Concrete

The flagship build. Raise the frame with the crane, then bring in the concrete pump: deploy the outriggers, open the hopper lid, swing the boom over the form and pour. Combines rigging, placement and machine work in one site.

### 2 · Tower Crane — Main

Climb into the tower crane cabin and lift stone into place. Slew, run the trolley in and out, and drop the hook precisely onto each pickup. A rigger on the ground attaches the load.

### 3 · Tower Crane — Site 2

A bigger tower crane site with longer, heavier lifts — the highest-paying region in the pack.

### 4 · Pipe Yard — Crane Work

Sling pipe sections from the pile with the mobile crane and lay them into the trench. Slow-precision mode helps for the final centimetres.

### 5 · Panel Façade — Hand Carry

No machines: carry façade panels from the stack and mount them on the building face. Holograms show exactly where each panel goes.

### 6 · Water Facility — Pump & Crane

Mixed site. Pour concrete with the pump and set components with the crane.

### 7 · Water Facility 2 — Crane Work

The second facility stage, crane-led placement work.

### 8 · Sidewalk Repair — Excavator & Haul

Break and dig out the old sidewalk with the excavator, load the spoil, and haul it away with the tipper.

By default every crew gets the first free pit in the list. Set `Config.ExcavatorJob.randomSite = true` in `config/jobs/excavator.lua` to hand each crew a random free pit instead.

### 9 · Lumber Stacking — Hand Carry

Carry lumber from the delivery pile and stack it into the required pattern. A small crew only builds its share of the site — the region card shows your crew's share, and that is what gets paid.

### 10 · Plank Decking — Hand Carry

Lay plank decking across the structure piece by piece.

### 11 · Wall & Roof Assembly — Hand & Crane

The most varied job: hand-carry the small parts, rig the big ones and set walls and roof sections with the crane.

### 12 · Crane Haul — Haulage

Move heavy loads across the site with the crane.

The cargo goes from the depot to a drop-off. Three drop-offs ship with the job, and admins can add more in game with `/j12site` — see [Controls](/scripts/builder-job/controls.md).

| Setting (`config/jobs/job12.lua`) | Meaning                                                     |
| --------------------------------- | ----------------------------------------------------------- |
| `Config.Job12.minDriveMeters`     | Destinations at least this far from the depot are preferred |
| `Config.Job12.maxJsonSites`       | How many in-game sites can be added (12 by default)         |

Each drop-off has its own pay multiplier (0.5–2.0), so a longer haul can pay more.

***

## Region Gating

Two independent gates decide who can start what:

| Gate                        | Where                   | What it controls                            |
| --------------------------- | ----------------------- | ------------------------------------------- |
| `regionMinimumLevel`        | `Config.Job.regionData` | Minimum player level for the region         |
| `minPlayers` / `maxPlayers` | `config/jobs/*.lua`     | Crew size needed to **start** that region   |
| `Config.MaxPlayersInLobby`  | `config/config.lua`     | Cap on who may **join** a lobby (default 4) |

{% hint style="warning" %}
To disable a region, set `enabled = false` on it. That hides it in the selector **and** blocks it server-side — hiding it in the UI alone is not enough.
{% endhint %}

***

## Completion Items

Each region can drop items when the job finishes:

```lua
missioncompletedItems = {
    giveItemPlayer = false,
    dropMode       = "weightedPool",
    itemList = {
        { item = "sandwich", count = 1, chance = 50 },
        { item = "water",    count = 1, chance = 30 },
    },
}
```

Set `giveItemPlayer = true` to hand the items out, and use `dropMode` to choose between a weighted pool and per-item rolls.

***

## Removing a Region

Since v1.0.1 the streamed files are separated **by region**, so a region you don't want can be removed completely — not just hidden.

### Example: removing Region 3

1. In `tw-builderjob/config/data/regions.lua`, add `enabled = false,` to the `regionID = 3` record:

```lua
{
    regionID = 3,
    enabled = false,
    regionInfo = {
        -- ...
```

2. Delete the region's folder:

```
tw-builder-stream/stream/r3_kulestone/
```

This completely removes Region 3, including its props, tower crane and terrain edits. A disabled region never appears in the job menu.

{% hint style="info" %}
**Only want the terrain edits gone?** Keep the job and delete only the region's `map/` folder — e.g. `tw-builder-stream/stream/r3_kulestone/map/`. See **MLO / Map Conflicts** below.
{% endhint %}

### Region folders

| Region                    | Folder in `tw-builder-stream/stream/` |
| ------------------------- | ------------------------------------- |
| 1 · El Burro Heights      | `r1_plank/`                           |
| 2 · Tower Crane — Main    | `r2_kulestone/`                       |
| 3 · Tower Crane — Site 2  | `r3_kulestone/`                       |
| 4 · Pipe Yard             | `r4_pipe/`                            |
| 5 · Panel Façade          | `r5_panelwall/`                       |
| 6 · Water Facility        | `r6_waterfacility/`                   |
| 7 · Water Facility 2      | `r7_waterfacility2/`                  |
| 8 · Sidewalk Repair       | `r8_excavator/`                       |
| 9 · Lumber Stacking       | `r9_job9/`                            |
| 10 · Plank Decking        | `r10_job7/`                           |
| 11 · Wall & Roof Assembly | `r11_job8/`                           |
| 12 · Crane Haul           | `r12_job12/`                          |

Each region folder ships a `README.txt` explaining what is inside it. The `map/` subfolder exists only where that region edits the GTA terrain.

{% hint style="danger" %}
**Never delete `_shared` or `_machines`.** Those folders hold assets every region uses — removing them breaks the whole job, not one region.
{% endhint %}

***

## MLO / Map Conflicts

Each region has its own `map/` folder holding **only our GTA map edits** — the terrain and world changes, separate from the props.

If one of your MLOs sits on top of one of our locations, delete **only that region's `map/` folder**. The job keeps working normally and the original GTA terrain comes back, so your MLO is left undisturbed.

{% hint style="info" %}
This is the fix to reach for **before** disabling a region. A map conflict rarely means you have to give the region up — you usually only need our terrain edit gone.
{% endhint %}

### Spotting a conflict

The job checks this for you. Two warnings can appear:

| Warning                                                                      | Where                   | Means                                                                                                                                                     |
| ---------------------------------------------------------------------------- | ----------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `[MAP CONFLICT] Region N (...): the ground changed at X of Y pile points`    | Player's **F8** console | Another map / MLO resource replaces the terrain at that site, or the builder map packs are not running. It also lists the map resources that are running. |
| `[MAP FILE CONFLICT] <resource> streams N map file(s) that ... also streams` | **Server** console      | Another resource streams a map file with the same name as one of ours. Only one copy can be active — the resource that starts last wins.                  |

For a terrain warning, delete that region's `map/` folder as described above. For a file-name warning, keep only one of the two resources running.
