π² NBTreeTapping β Tree Sapping for RedM (VORP Core)
NB Tree Tapping Preview https://www.youtube.com/watch?v=L-4AMPWukSs
Tap a tree. Hammer in your bucket. Walk away and let the sap fill on its own. A complete, server-authoritative sapping economy β from harvesting raw sap off live world trees to selling it at an NPC trader or running timed delivery contracts for a premium.
No placeholders, no half-finished systems. Everything below is in the box.
How it works
Walk up to a tree, get the Tap Tree prompt, and hammer a bucket onto the trunk. The bucket hangs on the real bark surface in front of you β found by probing the trunk β so it sits flush on a skinny sapling or a fat old pine with zero per-tree tuning. Then it fills passively over time. Come back later, collect your sap, and either take the bucket back down or leave it running.
Placing a tap costs a bucket, a nail, and a hammer. The nail and bucket are consumed; the hammer is a tool and is kept. Take the bucket down later and it's returned to your inventory β the nail stays hammered in the tree.
Features
- Tap real world trees β no fake props. Trees are detected by model name, so you control exactly which species are tappable. Ships configured for ponderosa pine, with the full vanilla RDR2 tree set documented in the config; add your own mapped trees by name.
- Auto-fitting bucket placement β the bucket is hung on the actual bark surface via a fan-out raycast probe, fitting any tree size automatically. No manual offsets per tree.
- Passive sap economy β sap accrues on a timer (default 1 unit/60s) and caps per bucket so it never overflows into an exploit.
- Per-player tap limits β cap how many buckets a single character can have out at once.
- Anti-stacking β a minimum spacing rule stops players hammering a second bucket onto an already-tapped tree. Enforced on both client and server.
- Flexible ownership rules β toggle whether anyone can collect from a bucket or only the placer, whether the tap is removed on collect, and whether the bucket refunds on pickup.
- Optional job lock β restrict tapping to specific VORP jobs with minimum-grade requirements, and optionally lock collecting too.
- NPC Sap Trader β a configurable vendor ped with a blip and a clean buy/sell NUI. Buy your buckets, nails and hammers; sell raw sap. Prices are server-authoritative β the client never sets the price.
- Delivery contracts β an optional Foreman NPC hands out timed delivery jobs: he takes your sap up front, picks a random destination, and pays a premium over selling raw, with a bonus for fast delivery and a cooldown between completed runs. One active contract per character.
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Full persistence β placed taps survive server restarts (
taps.json) and active delivery contracts survive too (missions.json), so a restart never silently eats a player's sap. - Server-authoritative throughout β inventory changes, prices, placement spacing and delivery completion are all validated server-side with range checks.
Configuration
Everything that matters is exposed and commented in config.lua:
- Sap item, fill rate, and per-bucket cap
- Bucket / nail / hammer item names and the bucket prop model (vanilla bucket props listed in-file)
- Max taps per player, collection & refund rules, tap spacing
- Tree model list and detection radius
- Job lock (jobs, grades, collect restriction)
- Trader ped, blip, prices and interaction ranges
- Delivery foreman, pay, bonus timer, cooldown and destination list
- Hammering animation
config.lua ships open and escrow-ignored β tune the whole resource without touching encrypted files.
Requirements
- VORP Core
- vorp_inventory
Items used by the script (tree_sap, bucket_large, tap_nail, hammer) must exist in your inventory β an install.sql is included to add them.
What you get
- Drop-in resource folder
- Open, fully commented
config.lua -
install.sqlfor the required items - A self-contained NUI (no external dependencies)
Built by NB Scripts.