CityRP Documentation Repository

Income assessment (legal / illegal)

Last updated

Payday interval: 300s (sh_configuration.lua). Figures are solo steady-state ceilings from config; live play is lower.

Loop Effort ~$/hr Notes
Job salary alone None $4k–$24k Citizen → SS Lead; membership ×2
Maintenance jobs Medium salary + up to ~$12k $1k/job
Wood / mining NPC Med–high ~$2k–$10k Fixed NPC prices
Bins (rummage + Jerry) Med–high ~$7k–$36k Cooldown-bound; see Bins
Fishing / cooking / taxi Med–high market / tips Weak scripted faucet
Casino High ≤0 EV ~92–95% cash RTP

Bins

Re-run 2026-10-07 for rp_evocity_v4b1_fl2, with Spoiled Food (rottenfood) at $50, up from $10 (#2404). The open bins problem is #2396.

Inputs. Each cityrp_rubbish_bin rolls its loot table once per LootDelay of 300s; the reset is polled from Think every 20–30s, so a bin comes back after 312s on average (330s worst case). That caps one bin at **11.5 loots/hr**. Trashman Jerry buys only two of the drops, at item cost: scrap_plastic $1,000 and rottenfood $50. The boot and bottles have no buyer.

Roll Weight Sells for
Nothing 35 —
Spoiled Food 24 $50 (was $10)
Plastic scraps 15 $1,000
Boot / bottle / broken bottle 11 —

EV per rummage: $191 (was $179). Plastic is 93% of it; the price bump adds about 6%.

Route model.

  • Bins: the 18 positions in perma_ents/maps/rp_evocity_v4b1_fl2.lua. Jerry stands on Downtown Street beside two of them.
  • Walking routes: over the map's navmesh, rp_evocity_v4b1_fl2.nav, with tools/economy/navroute.py. Walking is often far from the straight line both ways: the two Hospital bins are 286u apart and 388u to walk, while the City Tunnel bin to Jerry's is 5,488u straight and 11,534u on foot.
  • Driving routes: over the waypoint plugin's road export, rp_evocity_v4b1_fl2_roads.json, sampled into the same 256-unit grid and 8-way search with corner protection that waypoints/sv_init.lua builds. Each bin joins the grid at its nearest road node; the gap (100–950u, ~1,560u at the Hospital) is walked.
  • On foot: 225 u/s sustained. Sprint (320 u/s) drains 7.5 stamina/s and jogging (160 u/s) regains 5/s, so a player can sprint about 40% of the time (stamina/sv_init.lua; the run speed only drops below 20 stamina).
  • By car: half the script maxspeed as a city average, driven node to node, parked at the node and the gap walked both ways. Two cars bracket it: the GMC Vandura ($50k, script 65 mph) and the Mercedes E63 AMG ($260k, script 108 mph). Shop ITEM.speed is only the F1 "Max Speed" label and often disagrees with the script (the Vandura is labelled 40 mph against a 65 mph script, the GT-R 70 against 112), so the scripts are used.
  • Fuel: a moving car burns 0.02% per 0.5s tick (0.05% with boost held, 0.009% stopped with the engine on), and a pump adds 10% per 2s tick for Petrol Refuel Cost $50, so 1% costs $5. That is $0.20 a second of driving, $0.50 with boost.
  • Per bin: 5s to rummage and pick up. A route earns bins × 3600 / max(loop time, 312s) loots an hour.
Route Bins Mode Loop Loots/hr $/hr before $/hr after Fuel/hr Net after
Jerry's two dumpsters 2 Foot 15s 23 $4.1k $4.4k — $4.4k
Jerry + Motel 3 Foot 36s 35 $6.2k $6.6k — $6.6k
Park + Back St + Nexus + BoA 6 Foot 119s 69 $12.4k $13.2k — $13.2k
Southwest 8 (+ AM/PM) 8 Foot 141s 92 $16.5k $17.6k — $17.6k
Downtown 12 (+ Tunnel, Jerry, Motel) 12 Foot 294s 138 $24.8k $26.3k — $26.3k
Downtown 12 12 Vandura 211s 138 $24.8k $26.3k $215 $26.1k
Downtown 12 12 E63 174s 138 $24.8k $26.3k $130 $26.2k
All 18 18 Foot 540s 120 $21.5k $22.9k — $22.9k
All 18 18 Vandura 442s 147 $26.3k $28.0k $420 $27.5k
All 18 18 E63 339s 191 $34.3k $36.4k $330 $36.1k

Holding boost the whole drive roughly multiplies fuel by 2.5 (about $1k/hr at worst); leaving the engine running while walking to bins adds at most $324/hr.

Read.

  • The cooldown, not the travel, sets the pay. Every compact route finishes inside 312s and then waits, so income is about $2.2k/hr per bin a player can reach in time. Bins sit in two clusters, Jerry/Motel and the Park–BoA–AM/PM strip in the southwest, and a runner covers all twelve downtown bins inside one cooldown (~$26k/hr on foot).
  • A car adds nothing downtown, where it earns the same as walking, and only pays on the full circuit, where the outliers (Hospital, Industrial, Outer AM/PM, Corelone) come into reach. A fast car on all 18 is the ceiling at ~$36k/hr net, above the top salary and level with average meth, for no risk. A cheap car does not make it round inside the cooldown and lands near $28k.
  • Fuel does not matter: at most about 1–3% of gross. Inventory is not a brake either: an hour on the full circuit is 34 plastic (size 1) and 54 spoiled food (size 0.2), about 45 of the 50 slots, and Jerry is on the route.
  • The table is a solo ceiling, not a per-player rate. Bins are shared and unowned, so the server has one fixed budget, split between everyone rummaging (see Server budget).
  • The rotten-food bump is cosmetic to the economy: it moves each route by about 6%. The lever on bin income is the $1,000 plastic price, which is nearly the whole loop and is also a crafting input (sch_electronics, sch_empty_cell, sch_beanbag_rounds).

Server budget

All 18 bins together yield at most 18 × 11.5 ≈ 207 loots/hr, about $39.5k/hr for the whole server, however many players rummage. Players split that budget:

Players on bins Each, roughly
1 ~$36k (cannot quite reach every bin within the cooldown)
2 ~$18–20k
4 ~$10k
8 ~$5k

Two players lose a little under half each, because between them they reach bins one player could not reach in time. Contested bins also waste trips ("looted recently"), so live figures sit below these.

Meth has no such limit: the buyer (cityrp_methman) pays per unit by purity with no cooldown, cap or stock, so the server's meth income grows with each extra cook. Bins pay the most on a quiet server and the least on a busy one. That rewards playing off-peak rather than effort, and makes the solo ceiling a poor guide to what a player actually earns.

Illegal (pre–weed-overhaul)

Loop Effort ~$/hr Notes
Weed (5 pots, old loop) Low–med ~$80k–$110k 21 min cycle, flat $500/unit
Meth (skilled 100%) Very high ~$80k–$135k+ $45k @ 100% purity
Meth (average) Very high ~$30k–$60k purity²×4
Money printers (2) Passive ~$5.2k $86 / 120s
Drug labs (5) Passive ~$5.6k $37 / 120s
Car boosting High + risk ~$20k–$80k+ Grade / heat scaled

Balance read

Weed overpaid for babysitting UV lights. Meth pairs attention and failure modes with pay. Active crime should beat passive contraband; weed should match meth effort → meth output, not AFK.

Post-overhaul weed targets

Yield per pot: 5 units/cycle base, up to 15 with sustained UV light and warm-up cycles (YieldBase / YieldMax in weed config).

Care Target net $/hr
Neglect ~$15–25k
Competent ~$40–60k
Optimized ~$110k

Price: floor(quality² × 0.052) via cityrp.weed.GetUnitPrice. Full optimized farm ≈ one skilled meth cooker’s hourly.