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Changelog

First release.

  • No-whitelist courier job: anyone clocks in at the depot’s card readers (with a card swipe animation); it doesn’t change the job.
  • Its own cartoon-style tablet with three tabs. Board: pickup → drop-off, distance, route, boxes, pay and the time left to grab it; the ones you can take come first. My delivery: the current step, a drawn route with your van moving along it, the countdown, GPS and the order as a delivery note. Profile: your level and what the next one unlocks, delivered, % on time, abandoned, total earned, tips and today’s bonus with its cap. History: your latest deliveries, how they ended and what you earned (bonus and tip shown apart). Always visible at the bottom: your level and what you have to collect. Automatic GPS to the pickup and the drop-off.
  • Dispatch-style job popup: with the tablet put away, every new job slides in from the right with its route, details, pay and a countdown; accept or decline it with one key without opening anything, and the first courier to accept takes it. Its own animation and sounds, a queue when several come in, and keys you can rebind in the game settings.
  • Pickups with their own bay: at the warehouse every order gets its own dispatch bay. When you accept, the warehouse gives you a free one and your order waits there on a pallet with a sign above it (“Your order · Bay 3 · Ref. 0042”); only you can take it. If they’re all taken, the tablet says “Preparing your order” (the clock stops) and lets you know as soon as you have a bay. Built for busy servers: orders from different couriers never mix.
  • Pickup counter (SL-Marketplace): the courier asks the pickup point’s clerk for their order (“Pick up order · Ref. 0042”); the clerk turns round, takes the package and hands it over, and everyone nearby sees it. One at a time: if they’re serving another courier, you wait your turn.
  • Level-ups are celebrated: a card drops in at the top with your new level spinning in, a burst and what you unlock, with its own fanfare.
  • Sounds for every moment: the card reader beep when clocking in and out, the cash register when collecting, coins when giving or getting a tip, and audio cues when you drop a level or your order is cancelled.
  • Physical deliveries: boxes exist in the world (the pile, in your arms, in the trunk and at the drop-off), with interactions through sl_interact, ox_target, qb-target or qtarget.
  • The PostOP Couriers depot: company vans wait parked in rows in its car park, with gaps, like a real depot. On shift, you rent any of them (with a deposit) and it shows up in its bay; the bay is refilled after a few minutes. To return it, leave it anywhere in the car park and a yard worker parks it again, ready for someone else (the deposit comes back, minus damage). Forget it there and it is returned on its own; abandon it outside and the tow truck takes it. Built for full servers: parked vans cost the server nothing and two players never get the same one. Deliveries only go in company vans (own vehicles can be allowed in the config). The depot feels alive: the fleet manager with a clipboard and staff on a break (coffee, a smoke, leaning on a wall); it costs the server nothing and can be turned off in the config.
  • Hand truck in the van to carry several boxes at once.
  • Customers never lose: if nobody takes it in time, or the courier drops it, disconnects or loses the vehicle with the cargo, the origin sends its NPC.
  • Everything is validated server-side: distances, capacity, deadlines by distance and minimum trip time (anti-teleport; with Config.Debug on, admins can switch it off for testing with /slcourier_tripcheck).
  • SL-Shops integration: home deliveries of products and furniture, each thing to its spot at the shop.
  • SL-Marketplace integration: “Home delivery” purchases go to the job board; they are picked up at the shipping centre nearest to the buyer and handed over in person.
  • Hand delivery (for SL-Marketplace): the courier gives the package to the buyer with “Hand over package”; if the buyer isn’t there when they arrive, they take it to the nearest mailbox (the marketplace pickup points), with the GPS and deadline updated, just like a real parcel service.
  • Earnings are collected at the depot’s card readers: each delivery adds the shipping fee (minus a configurable commission, 0 by default) to “To collect”, shown on the tablet. It is kept even if you disconnect.
  • On-time bonus: deliver within the first half of the time limit and the company adds 20 % of the fee, with a daily cap per courier ($500 by default) so it can’t be farmed. All configurable.
  • Reputation and levels: each delivery earns points (more if on time); abandoning, losing the cargo or running out of time takes them away. Levels unlock bigger deliveries: the ones you can’t take yet show a lock on the board. Level and progress on the tablet. Levels and points are configurable.
  • Tips: after a hand delivery, the buyer can tip the courier for a minute with an interaction over them ($10, $25 or $50, in cash). It goes to “To collect”. Configurable amounts.
  • Cargo theft: other players can steal boxes from a courier’s vehicle. If it isn’t locked they just take them; if it is, they have to force the lock with a lockpick by beating the ring (the same minigame as in SL-Marketplace: several phases, each faster and on another key; the lockpick can break and tries are limited): the alarm goes off, the courier is warned and the police alert fires (hook for your dispatch). Minimum police, cooldowns for the thief and for the robbed courier, all configurable. If boxes are stolen from you, you carry on with the rest and get paid your share of what you deliver; if everything is stolen, the delivery ends and it doesn’t count against you. The tablet shows how many were stolen. Furniture orders can’t be stolen.
  • QBCore, Qbox and ESX. Spanish and English.