Miner Job turns a quarry into a complete mining career for your FiveM server. A player takes a contract from the job manager, brings a crew along, breaks ore across three mine tiers with a pickaxe that wears down, carries the rock to the conveyor and smelts the best of it into jewellery at the furnace. Levels raise the drop rate, rich veins change what is worth digging for, tournaments turn the whole mine into a race, and achievements wait at the manager to be collected.
Everything a server owner normally changes lives in one config file — and almost all of it can also be edited in game from /mineradmin, saved to the database and applied on the next restart. There is no SQL to import: the tables build themselves on the first start and the ESX job registers itself. It runs on ESX, QBCore and Qbox, with ox_inventory, qs-inventory or your framework's own inventory, and ships in ten languages.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the automatic database, registering the job on ESX, QBCore and Qbox, and updating an older install. | |
Every pickaxe, ore and piece of jewellery, ready to paste into ox_inventory, qs-inventory, qb-inventory or the ESX items table. | |
The job panel, missions and crews, mining, pickaxes, the furnace, selling, levels, leaderboards, achievements, rich veins, tournaments and the admin panel. | |
Frameworks, inventories, targets, text UI, outfits, notifications, job money, Discord logs and translations — and how each one is detected. | |
The admin command, the keys, and the client and server exports for NPC managers and your own scripts. | |
What each problem means, the console line that explains it, and what to do about it. |
What it does#
Area | Details |
|---|---|
Missions and crews | Five contracts, from Beginner's to Master's Excavation, each with a level gate, a list of minerals, money and experience. Invite up to four miners: everyone shares the progress and everyone gets paid. |
Mining | Three mine tiers with their own level, spawn odds and ore positions. Six minerals — coal, gold, emerald, ruby, amethyst and diamond — each with its own drops, swings and experience, and a respawn timer per rock. |
Pickaxes | Six pickaxes, Rusty to Mythical, sold in the panel's shop. Each has a durability, a drop bonus and a level requirement, and works as a real inventory item or as a prop the script manages. |
Furnace | Twenty jewellery recipes — rings, earrings, bracelets and necklaces in gold, emerald, ruby, amethyst and diamond — smelted through a temperature minigame. Add as many furnaces as you like. |
Progression | Unlimited levels on a configurable curve, a drop-rate bonus per level, and daily, season and all-time leaderboards whose top three are paid automatically. |
Achievements | Nineteen milestones plus one per mineral, counted on the server and collected from the job panel for money and experience. |
Live events | Rich veins that boost one mineral across the whole mine, and scheduled or random tournaments with two rankings — the richest haul and the biggest haul. |
Admin panel |
|
Security | Ore types, loot rolls, prices, wear, mission progress and payouts are decided on the server. The client never names a price, an item or an amount of experience. |
Languages | Ten translations: EN · ES · FR · DE · PT · IT · RU · TR · NL · CN. |
Driving it from your own scripts? An NPC manager opens the shop and the leaderboard with one export each, and a job-management script can take a player off the job or ask whether they are on a mission. See Commands and Exports.



