Income assessment (legal / illegal)
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This page was last updated ago, on 7 October 2026. Check what it says against the code before relying on it.
Payday interval: 300s (sh_configuration.lua). Figures are solo steady-state ceilings from config; live play is lower.
Legal (order of magnitude $/hr)
| Loop | Effort | ~$/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, withtools/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 thatwaypoints/sv_init.luabuilds. 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
maxspeedas 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). ShopITEM.speedis 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) and54 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.