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Planning and Equipment
Give players planning access
Players can use Heist Planning in the Crime tablet or at their organization's placed planning board. Both show the same plans and progress.
On a physical board, the leader controls which plan or mission everyone sees. In the tablet, each player can browse independently.
An organization member outside the selected crew can read its plans but cannot participate in the crew's preparation actions. Add everyone taking part to the crew before starting. Choose an approach, if offered, before starting any mission.
Set up the organization facilities
| Facility | How to set it up |
|---|---|
| Planning board | Place it with /heistplanning or the usable heist_planning_table item |
| Heist workshop | Add a heist_crafting point to the organization |
| Equipment storage point | Add a heist_storage point to the organization |
Open /jobconfig → Crime System → Jobs, edit the intended organization, then choose Locations → Add. Select Use heist workshop or Open heist storage. On the new row, choose Set, place the point somewhere reachable and confirm the placement. Wait for the saved confirmation, then repeat for the other point. The Jobs menu also contains Crime organizations when they use independent membership.
If you use plaintext configuration, these points belong in Config.Jobs[].locations.
Check: return as a member of that organization and interact with both points. A visible planning board alone does not confirm that workshop or storage access is set up.
Each organization has one planning-board location. Placing another board replaces it. Command placement is free; item placement consumes one planning item after success. The default placement permission is MANAGE_MEMBERS, configured at Config.HeistPlanning.workstations.planning.leaderPermission.
Do not use old point types named heist_planning or planning; place the board in-game instead.
The tablet shows the plan's equipment stock. To deposit or withdraw items, use the organization's equipment storage interaction and select the plan there. The ordinary planning board also shows the equipment overview; it does not replace the storage point. Crafting requires the physical workshop.
Make equipment available
Registering an item in your inventory system does not give it to players. Decide how they obtain each required tool: a preparation pickup, a recipe, a shop, or organization stock.
Test this sequence:
- The player obtains the item in personal inventory.
- At the equipment storage interaction, they select the plan and deposit the item.
- The leader starts the finale after the equipment checklist is complete.
- The player withdraws tools that must be carried, such as the hacking device.
The storage accepts equipment needed by that plan. It is not a general organization stash.
Gas masks work differently from carried tools: keep enough masks stored and equip them through Crew. Once protection is no longer needed, unequip them before closing the plan so their stock can be recovered.
Set up a crafting preparation
For each recipe, select the ingredients, their quantities, the finished item, and the difficulty. Use items registered in your inventory and give players a way to obtain all ingredients.
The drill preparation starts with an empty recipe for you to fill. Do not add the finished drill a second time as an extra reward; crafting already gives it to the player.
In /jobconfig → Crime System → Robbery → Heist Creator → Heist workshop, choose Crafting complexity and save. This setting applies to the whole Crime System, including future crafting attempts. If you use plaintext configuration, the corresponding setting is Config.HeistPlanning.craftingMode.
| Menu choice | Experience |
|---|---|
Simple (simple) | Progress bar |
Medium complexity (medium) | Ingredient selection with timing checks |
Maximum complexity (advanced, default) | Device assembly where available, otherwise ingredient timing |
Test with a normal player at the configured workshop. They must start the preparation, carry the ingredients, and have room for the result. After crafting, they deposit the finished item into the plan's storage. A crafting preparation can stay active until its required result has been deposited; check the plan again after this step.
Choose sensible time limits
Open /jobconfig → Crime System → Robbery → Heist Creator → Heist timing. The settings have different purposes:
| Setting | Default | What it means for players |
|---|---|---|
| Minutes until first heist interaction | 15 minutes | After the leader starts the heist, the crew must interact at the target within this window. If nobody does, the start resets and the crew can start again. |
| Heist inactivity limit (minutes) | 30 minutes | After the first interaction, each further heist action restarts this timer. When it expires, the run ends and its world objects disappear. |
| Heist cooldown (minutes) | 0 | No additional cooldown. A positive value blocks the same heist after a run with actual interactions ends. |
Save your changes and test with a new run. If you use plaintext configuration, these settings are under Config.HeistPlanning.executionLifecycle, where the durations are in seconds.
Allow enough time for travel, the robbery, and any buyer handover. Test your whole route before reducing these values.
A date entered in the planning interface is a personal reminder. It does not automatically start the heist.