Price
UnknownA script by Freamee
Price
Unknown
Miner Job – Procedural Tunnel Generation
The Miner resource provides a fully modular, realistic mining experience for FiveM servers.
It features custom ore models, a detailed interior mine, working rail and cart systems, and equipment mechanics designed to create an immersive and scalable mining economy.
Built for performance, modularity, and roleplay immersion, this system seamlessly integrates into any economy or progression-based gameplay.
Purchase
Video (intro & raw gameplay)
Please note that the video may not accurately represent the latest version of the script, as ongoing updates and changes are made. (Additional sound effects, etc.)
If you are not inside any mine, the resource will only run one tick, which is basically searching for the closest mine entrance(s).
If you are inside the mine, it will have many threads run simultanesly, so resmon will surely raise, which we think is fine, considering that everything is rendering (smooth texts, progress bars, locomotive&minecarts calculation, etc…)
Images
Key Features
Entering the mine – you can enter the mine via the MineCenter, or you can also place the mines into world coordinates (but we have not found any right place to spawn them, so we made the MineCenter, where you can enter any mine via UI)
Custom models – Minecart, Locomotive, Sorting machine, animated entities, ores and many others.
Custom Mine Interior – fully instanced environment with expandable tunnel grids
Custom native sounds – +15 custom native sound effect. (PlaySoundFromEntity)
Storage – where you can store your ores (without limit, we found that limiting this storage, makes hard to keep track what to pickup, etc.)
Wardrobe – to apply proper clothes (you can disable this entirely if you want)
Rail & Cart System – dynamic rail connections, locomotive, and functional minecarts
Equipment System – helmets with real working lights (directional from your headbob), pickaxe(s)
Mining Shop – buy tools, and mining-related equipment (Minecart, and others…)
Permission System – to add players with different permissions (handle storage, change lock, mine, etc.)
Server–Client Synchronization – optimized state management using RPC and event-driven logic
Ore Generation – you can easily customize ore dropChance generation for your server economy fit
Easy localization – locale files through .json
Others – many others which are not mentioned here…
Basic WorkflowGems like Diamond, Ruby and others are also collected inside the storage container, but you do not have to repeat the smeltery progress, you receive them instantly after interacting with the storage.
Tunnel systemThere are no pre-built passages; you create everything yourself. You can blast passages to the right and left, but not backwards, so it is not possible for four adjacent passages to meet. There is a reason for this, as it would create interesting anomalies in the rail system. But the size of the mine is still almost infinite, and based on our current calculations, it would take approximately 4000-5000 hours to completely “exhaust” a mine.
Ore SystemEach ore has a different dropChance, in addition, you can add unique items to the table, so if the system generates diamond ore or anything else, it can also add any item you like to your inventory alongside the ore, which is easily customizable.
Rail & Locomotive SystemA full in-mine transportation network with animated locomotives and minecarts running along dynamically generated rails.
Includes:
RefineryA built-in smelting and refining module for processing raw ores.
Players can smelt metals such as iron, gold, copper, nickel, …others
Features:
Exports| Export name | Description | Parameters | Returns |
|---|---|---|---|
insertMine |
Creates a new mine at your position | x:number, y:number, z:number, price:number, name:string |
Promise |
removeMine |
Removes a mine | id:number |
Promise |
resetMine |
Resets the mine (carts, owner, etc.) | id:number |
Promise |
setPickaxeState |
Sets the pickaxe state for a player (if custom inventory) | source:number, state:boolean |
void |
setHelmetState |
Sets the helmet state for a player (if custom inventory) | source:number, state:boolean |
void |
Events| Event name | Description | Parameters |
|---|---|---|
onEnterMine |
Triggered when player enter the mine | source:number, mineId:number |
onLeaveMine |
Triggered when player left the mine | source:number, mineId:number |
onMineRentExpired |
Triggered when mine rent is expired | mineId:number |
onMineRented |
Triggered when mine was just rented | source:number, mineId:number, days:number |
onMineRentRenewal |
Triggered when mine rent was renewed | source:number, mineId:number, days:number |
onHitCell |
Triggered when player hits a cell (tunnel block) | source:number |
Installbridge folder, modify the functions to fit your framework functions. (Inventory, etc.)data folder contains additional configs, localesconvar setup, you can chance some basic config with it and also the language. (See config inside fxmanifest.lua)data/ores.jsondata/shop.jsondata/locales/*.jsonType setr miner_Language en and enter to the server console.
If you have any error during start, like NPM yelling at you that some modules are missing then, open the aquiver-mining-script with a terminal, and type npm install, this should install all of the required packages.
IntegrationThe system is designed to work seamlessly with any framework or custom economy.
All modules communicate through clean exports. (addInventoryItem, etc.) You have to set these up for yourself if you have a custom inventory or framework.
Resource is built around dependency injection with tsyringe (typescript).
| Code is accessible | Open-source will be available later |
| Subscription-based | No |
| Lines (approximately) | ~10,000 |
| Requirements | None |
| Support | Not good (review), but we have |
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