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
StartPolishrecovers 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 propsContinue/round-restart cleanup: stale ticks no longer linger on the progress panel after Continue
Lumberjack/Miner/Scrapyard
onContinuepreserves uncut entities (no more silent "no prompt" after continue)PayoutAccumulatedPaypays 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 missingPlayerData/charinfoDogwalking 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; optionaltimeWindowgateCardetailer polish point pool (10 shared points, server picks N per car) + per-model excludes
Diving
sellModedefault flipped to"auto"+ manual-mode "sell at NPC" reminderDiving/Treasurehunter surface refill notifications + refill time 5s → 12s
Hunting blip toggles (
showAliveAnimals/showCarcasses) + 6 vehicle spawn locationsPolish 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.luaServer:
components/{collectable_callbacks, harvest_job_server, job_utils, vehicle_manager}.lua,jobs/{cardetailer, diving, dogwalking, hunting, newspaper, tiretechnician, treasurehunter}.lua,lobby.lua,utility.luaShared:
config.lua,jobs/{cardetailer, diving, hunting, landscaping, lumberjack, newspaper, treasurehunter}.luaLocales: 11 languages,
html/js/app.js,fxmanifest.lua
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