> For the complete documentation index, see [llms.txt](https://docs.t1ger.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.t1ger.net/resources/t1ger-tuning/guides/tuner-shops.md).

# Tuner Shops

Tuner shops are the backbone of the whole tuning system — every mod install, engine swap, nitrous kit, and NPC job ultimately runs through one. This guide covers creating a shop as an admin, and running one day-to-day as a boss or employee.

#### Creating a Shop (Admin)

Shops are created through the admin interface — open it with the configured command (`/tuning:create` by default) or via the admin tuning menu (`F9` by default). Creating a shop places all of its markers in the world at once, and it becomes fully functional immediately — no server restart required.

Each shop gets its own set of markers, and every marker type can be individually enabled or disabled per shop:

| Marker         | Purpose                                       |
| -------------- | --------------------------------------------- |
| **Duty**       | Toggle on/off duty as an employee             |
| **Boss**       | Manage employees, shop account, markup        |
| **Garage**     | Store/retrieve owned vehicles                 |
| **Storage**    | Access the shop's shared stash                |
| **Workbench**  | Craft mod parts, tools and nitrous components |
| **Supplier**   | Order parts and materials from the catalogue  |
| **Customs**    | Public/customer-facing mods menu access       |
| **Tuning Bay** | Engine swaps, nitrous, dyno                   |

Marker positions, blip sprites, and colors are all fully customizable per shop through the admin management interface (`/tuning:manage`), which also lets you edit or delete markers, list a shop for sale, or remove it entirely.

#### Assigning a Boss

Every shop needs an assigned boss — done through the admin management interface when the shop is created or later. The boss is the player responsible for running that shop's day-to-day operations.

#### Running a Shop (Boss)

The **Boss** marker opens a dedicated menu with everything needed to manage the shop:

**Account** — view the shop's current balance, and deposit or withdraw funds. The shop account is what pays for engine swap parts, nitrous kits, and supplier orders — it needs a healthy balance to keep operating.

**Employees** — recruit nearby players directly (sends them a recruitment offer they can accept or decline), view the current roster, and manage individual employees: adjust their job grade or remove them from the shop. The shop owner can't be fired or demoted through this menu.

**Markup** — set the shop's price markup percentage, applied on top of mod order and customs pricing (see the **Pricing** guide for how this fits into the full price calculation). This lets each shop position itself differently — a premium shop might run a higher markup, while a budget shop keeps it low to attract more customers.

#### Delivery Point

Each shop has its own delivery point — where new engines arrive during an engine swap. This is set up through the boss menu, either teleporting to update an existing point or placing one for the first time. Only one engine swap can use a shop's delivery point at a time, so busy shops may want tuners coordinating rather than starting swaps simultaneously.

#### Job Grades & Duty

Shops use a standard job grade system — recruit, employee, boss by default, though grades are fully configurable. Employees can toggle on/off duty at the Duty marker; being off duty typically means no salary and no access to shop functions, depending on your server's configuration.

#### Combined Shops (with t1ger\_mechanic)

If `t1ger_mechanic` is installed alongside this resource, a single shop location can offer **both** mechanic and tuning services — one set of markers, one employee roster, one shared account, all in the same spot. This is set up the same way as a standalone tuning shop; the combined behavior is detected and applied automatically when both resources are present.

#### Buying & Selling Shops

If enabled (`Config.Shop.Sale`), shops can be listed for sale by an admin and purchased by players — giving ownership a real in-game economy instead of being purely admin-assigned.
