ADVANCED BEEKEEPER

ADVANCED BEEKEEPER is a FiveM script by Risk Scripts, compatible with ESX, QBCore and QBox, available for 29.99 EUR as a one-time purchase. It idles at 0.00ms, ships with free lifetime updates and is supported 24/7 through the Risk Scripts Discord.

ADVANCED BEEKEEPER
Overview

ADVANCED BEEKEEPER - features, frameworks and installation

# Beekeeping — Honey Production Job for FiveM

**A new job for your server that nobody has to be whitelisted for. Players buy a hive, place it in the forest themselves, and come back later for the honey.**

A complete beekeeping job script for ESX, QBCore and QBox: placeable beehives that live in the database, a four-stage honey production chain, three hands-on NUI minigames, a shop NPC, a buyer NPC and bees that sting anyone without a suit. If you are looking for a new job idea for your roleplay server, a passive income job that keeps running while players do something else, or an economy job that works on a small server, this is that job.

---

## Why this one

- **No job, no whitelist, no grades.** Access is gated by items, not by a job name. A brand-new player can walk to the shop and start on day one — which makes it a good *first* job on a fresh server.

- **Players place the job themselves.** There is no fixed list of hive coordinates. You define forest zones, the player picks the exact spot inside them with a live ghost preview.

- **Half passive, half active.** The bees work on a server-side timer the player does not have to babysit. Harvesting and refining are real minigames with the mouse — no 30-second progress bar.

- **Hives survive restarts.** Every hive lives in MySQL with its owner, its timer and its remaining uses. A restart, a relog or a crash changes nothing.

- **Every number is a config value.** Prices, item names, amounts, timers, zone caps, hive caps, sting damage — all in commented config files that stay open and editable.

---

## Players Place the Job Themselves

No hive coordinates anywhere in the config. The player carries the hive into the forest and puts it down.

| Step | What the player does |

| --- | --- |

| **Buy** | Beehive, 5x Beehive Frame and a bee colony from the market NPC |

| **Find a spot** | Use the Area Scanner — every forest zone appears as a radius blip on the map |

| **Aim** | A ghost hive floats in front of the player with a gold outline and snaps to the ground |

| **Build** | Press `E` — hammering animation plus a built-in progress bar |

| **Bees** | Press `E` at the finished hive and put a bee colony inside. The timer starts |

| **Harvest** | A notification fires when the bees are done. Open the hive and pull the honeycombs out |

The client never decides anything. When the hive is confirmed, the server re-checks the zone, the distance to the player (max 8 metres), the zone cap, the player's personal hive cap and every required item before a single row is written. Frames and hive are only consumed after all of that passes, and are refunded if a later step fails.

---

## Zones You Draw, Caps You Set

A zone is a centre point, a radius and a hive limit. Two are shipped as examples — a 100 m grove capped at 10 hives, and a 500 m forest capped at 2.

That cap is the part that matters on a busy server: when a zone is full, the player is told how full it is (`8/10`) and sent to find another one with the scanner. Hives cannot pile up in one bush.

On top of that, `Config.MaxHivesPerPlayer` limits how many hives a single person may own at once — shipped at **2**. Ownership is bound to the player's license identifier, so a character swap or a reconnect does not hand a hive to somebody else.

---

## Three Minigames Instead of a Progress Bar

Every production step is a real interface the player has to work with.

- **Harvest** — the open hive shows ten honeycombs. Drag each one into the box on the left. The box visibly fills up as you work.

- **Clean** — scrape the wax off the comb with the hive tool by dragging it across, then drag the ten cleaned pieces into the jar. A counter tracks `x/10` and the jar art changes as it fills.

- **Mix** — grab the crank and actually rotate it with the mouse. Four stages, each one needs a set amount of rotation before the honey moves to the next state.

Bee buzzing, the crank, the pouring honey and the pop of each pick-up are all included as sound files. The notification system and the progress bar are built into the script — no external notify resource required.

---

## The Full Honey Chain

Four stages, three locations, three sellable products.

| Stage | Input | Output | Where |

| --- | --- | --- | --- |

| **Harvest** | A hive with working bees | 10x Dirty Honey | At the hive |

| **Clean** | 10x Dirty Honey + hive tool *(tool is not consumed)* | 5x Clean Honey | Honey Cleaner |

| **Mix** | 4x Clean Honey + 1x Empty Honey Jar | 1x Honey Jar | Honey Mixer |

| **Sell** | 5 items per click, cash or bank | Money | Honey Seller NPC |

The buyer takes all three products at their own price per unit — Honey Jar `$50`, Clean Honey `$25`, Dirty Honey `$10` by default. That ladder is the dial you turn to decide whether refining is worth the walk on your server, or whether raw honey should be a quick sell for new players.

A hive is good for **5 harvests** by default before it is used up and a new one has to be placed. Set `RequireBeesEachHarvest = true` and every cycle costs a fresh bee colony — a real running cost. Leave it `false` and the hive restarts its own cycle for free until it is spent.

`BeesWaitTime` is a plain number of seconds. Set `1800` for a half-hour cycle, `300` for a coffee break. The shipped default is short so you can test the whole chain in one sitting.

---

## Shop and Buyer

Two NPCs, both placeable, both with blips.

| Item | Price | Per purchase |

| --- | --- | --- |

| Beehive | $30 | 1 |

| Beehive Frame | $75 | 5 |

| Bees | $50 | 1 |

| Hive Tool | $50 | 1 |

| Area Scanner | $100 | 1 |

| Empty Honey Jar | $5 | 1 |

| Beekeeper Suit | $500 | 1 |

Prices are read from the config **on the server** at the moment of purchase. The client sends nothing but an item name — a manipulated NUI cannot change a price, an amount or the money that leaves the account. If the inventory turns out to be full, the money is put straight back.

---

## Bees That Sting Back

Walk up to a working hive without protection and you hear the swarm get louder the closer you get. Then they start stinging: **5 damage every 8 seconds**, and it never drops the player below 102 health — annoying, not lethal. A persistent on-screen warning stays up the whole time.

The Beekeeper Suit is an item. Using it plays a full animated dressing sequence — shoes, trousers, shirt, gloves, mask and veil, with separate male and female sequences.

The protection check reads the **actual clothing components on the ped**, not a flag in a variable. If the player takes the veil off in a clothing store, the bees notice immediately.

---

## Hives Live in the Database

- **Two tables, created automatically** on first start. No SQL import for the script itself.

- **Everything persists** — position, owner, bee timer, remaining uses. The countdown runs on server time, so logging out does not pause or cheat it.

- **Abandoned hives are cleaned up.** A hive that has not been touched for 3 days is removed automatically, both empty hives and ready-to-harvest ones. Set the value to `0` and nothing is ever deleted.

- **The owner is told either way.** Online, the notification fires instantly. Offline, it is queued in the database and delivered the next time they join.

- **Every hive is visible to everyone** as a prop and an optional short-range map blip, but only the owner can put bees in it or harvest it. Everyone else gets *"This beehive doesn't belong to you"* — and still gets stung.

Props stream in within 80 metres and are cleaned up past 120, so a server full of hives does not cost you a thing on the client.

---

## Markers or Target — Your Choice

Target is **off by default**: markers plus an `E` keypress, which works on any server without an extra dependency.

Flip `Config.Target.Enabled = true` and the script registers itself with `ox_target` or `qb-target` — auto-detected, or forced by name. Every interaction carries its own label and FontAwesome icon, and the hive options change with its state: *Place Bees*, *Bees still working…*, *Collect Honey*, *Not your hive*. `KeepMarker` decides whether the marker keeps drawing underneath so players still see where the spot is.

---

## Built to Fit Your Inventory

Item handling runs through one open, unencrypted wrapper file. Six inventories are wired up out of the box and detected automatically; adding a seventh means copying six lines.

```lua

['ox_inventory'] = {

    addItem    = function(src, item, amount) return exports.ox_inventory:AddItem(src, item, amount) end,

    removeItem = function(src, item, amount) return exports.ox_inventory:RemoveItem(src, item, amount) end,

    getCount   = function(src, item)         return exports.ox_inventory:GetItem(src, item, nil, true) or 0 end,

    canCarry   = function(src, item, amount) return exports.ox_inventory:CanCarryItem(src, item, amount) end,

},

```

If auto-detection ever picks the wrong one, `FORCE_SYSTEM` at the top of the file pins it. The framework itself (ESX, QBCore, qbx_core) is detected the same way at runtime — nothing is hardcoded.

---

## Compatibility

| | Supported |

| --- | --- |

| **Framework** | ESX · QBCore · QBox (qbx_core) — auto-detected at runtime |

| **Inventory** | ox_inventory · codem-inventory · tgiann-inventory · core_inventory · origen_inventory · qb-inventory & framework native |

| **Target** | ox_target · qb-target · built-in marker + `E` prompt (default) |

| **Database** | oxmysql — tables created automatically on first start |

| **Dependencies** | ox_lib · oxmysql |

| **Item files** | `items.lua` snippet plus SQL inserts in EN, DE, ES, FR, RU, ZH |

| **Props** | Custom beehive prop included and streamed with the script |

---

## What You Get

- ✅ A full job that needs no job whitelist, no grades and no licence system

- ✅ Ingame hive placement with live ghost preview and ground snapping

- ✅ Forest zones with their own radius, blip colour and hive cap

- ✅ Area Scanner item that toggles the zones on and off the map

- ✅ Per-player hive limit, per-zone hive limit, both server-enforced

- ✅ Four-stage chain: harvest → clean → mix → sell

- ✅ Three mouse-driven minigames with their own artwork and sound

- ✅ Shop NPC and buyer NPC with blips, scenarios and configurable stock

- ✅ Sell for cash or bank, at your own price per product

- ✅ Beekeeper suit with animated dressing sequence, male and female

- ✅ Bee stings with configurable damage, interval and health floor

- ✅ MySQL persistence with automatic table creation and offline notifications

- ✅ Automatic cleanup of abandoned hives after a number of days you set

- ✅ Optional `ox_target` / `qb-target`, or markers and `E` out of the box

- ✅ Built-in notifications and progress bar — no notify resource needed

- ✅ 11 items with images, item files and SQL in 6 languages

- ✅ Open config files, open item files, open inventory wrapper

- ✅ Server-authoritative prices, item grants and ownership checks

- ✅ Responsive UI from 1080p to 4K and ultrawide

---

## Installation

1. Drop `risk-beekeeping` into your resources folder

2. Add `ensure risk-beekeeping` to your `server.cfg`

3. Add the 11 items — copy the `items.lua` block for `ox_inventory` or run the SQL for your language, then copy the item images

4. Set your forest zones in `config_zones.lua` (centre and radius) and restart

Database tables are created automatically on the first start. No SQL import is needed for the script itself — only for the items, and only on frameworks that store items in the database.

**Requirements:** `oxmysql` · `ox_lib` · ESX, QBCore or QBox

---

## FAQ

**Does it work with ox_inventory?**

Yes. `ox_inventory`, `codem-inventory`, `tgiann-inventory`, `core_inventory`, `origen_inventory`, `qb-inventory` and the ESX/QBCore native inventory are all supported and detected automatically. The wrapper file is open, so any other inventory can be added in a few lines.

**Is this a good first job for a new server?**

Yes. There is no job whitelist, no grade check and no licence requirement — a player only needs the money for the gear. At the shipped prices a complete starting kit — hive, 5 frames, bees, hive tool and scanner — comes to $305, and every one of those prices is a config value you can lower. It is designed to be reachable on day one of a fresh server.

**Is it AFK-friendly or does it need active play?**

Both, by design. The bees produce on a server-side timer, so the player can log off, work another job or do anything else while a hive fills. Harvesting, cleaning and mixing are active minigames that need the player at the keyboard. It is not a script that pays out for standing still.

**How many hives can one player have?**

Two by default, set in one line in the config. On top of that, every forest zone has its own hive cap, so a full zone sends players elsewhere instead of letting one area fill up.

**Can players get stung?**

Yes. Anyone within 5 metres of a working hive without the Beekeeper Suit takes 5 damage every 8 seconds, down to a health floor that never kills them. The check reads the actual clothing on the ped, so there is no way to fake the suit.

**Does it need a target script?**

No. Markers and an `E` keypress are the default and work with no extra resource. `ox_target` and `qb-target` are supported and auto-detected if you prefer to switch them on.

**What happens to a hive when the server restarts or the owner stops playing?**

Nothing is lost. Hives are stored in MySQL with their owner and timer and come back exactly as they were. Hives that are ignored for several days are removed automatically, and their owner is notified — instantly if online, on their next join if not.

**Can another player harvest my hive?**

No. Ownership is checked on the server against the license identifier. Other players can see the hive and hear the bees, but placing bees and collecting honey is refused for anyone who is not the owner.

**Can I translate it?**

Yes. Every notification, help text, UI title and NPC label sits in the config files — `config_notifications.lua` for the ingame text and `config/config.js` for the interface. Item labels ship as ready-made SQL in English, German, Spanish, French, Russian and Chinese.

https://youtu.be/pr_mrR3DR1w?si=YMtz1K91mPMYuodh

Specifications
Technical specifications for ADVANCED BEEKEEPER
Resource ADVANCED BEEKEEPER
Frameworks ESX, QBCore and QBox
Price 29.99 EUR, one-time
Licensing Open source and Escrow editions available
Idle performance 0.00ms
Updates Free lifetime updates
Support 24/7 via the Risk Scripts Discord
Documentation Risk Scripts GitBook
Frequently asked questions
Does ADVANCED BEEKEEPER work with ESX, QBCore and QBox?
ADVANCED BEEKEEPER is compatible with ESX, QBCore and QBox. The framework is detected at runtime, so the same download works on every supported server without a separate build.
Is ADVANCED BEEKEEPER open source or Escrow?
Risk Scripts offers ADVANCED BEEKEEPER as an open-source edition and as an Escrow edition. In both cases the config files, locale files and the HTML/CSS stay editable.
How much does ADVANCED BEEKEEPER cost?
ADVANCED BEEKEEPER costs 29.99 EUR as a one-time purchase. It is also included in the Risk Scripts VIP package, a one-time payment that covers the Escrow edition of every current and future release.
Does ADVANCED BEEKEEPER affect server performance?
ADVANCED BEEKEEPER idles at 0.00ms and is profiled under real server load, so it runs alongside a full resource stack without measurable frame cost.
What support and updates are included with ADVANCED BEEKEEPER?
Every Risk Scripts purchase includes free lifetime updates and 24/7 support through the Risk Scripts Discord, answered directly by the developers who wrote the code.

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