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:
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.
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