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Tutorial 9 min read July 2, 2025

Custom Shops & Markets for FiveM Jobs

Step-by-step guide to building custom shops and NPC markets tied to your FiveM jobs. Configure items, prices, grade restrictions, and sell points — all from the Jobs Creator tablet.

fivem shops fivem markets custom shop fivem economy jobs creator

Why Custom Shops and Markets Matter

Generic 24/7 stores are fine for basic supplies, but serious roleplay servers need job-specific commerce. A police officer should buy equipment from a police supply shop. A mechanic should source parts from an auto shop. A chef should buy ingredients from a wholesale market.

Jobs Creator lets you create fully custom shops and market sell points for any job, configured entirely from the in-game tablet. This guide covers everything you need to set up a rich, job-connected commerce system in 2026.


Shops vs Markets: Understanding the Difference

Before we dive in, let's clarify the two types of commerce markers in Jobs Creator:

  • Shops — Where employees buy items. The player spends money to receive items (tools, supplies, ingredients, equipment)
  • Markets — Where employees sell items. The player gives items and receives money (selling processed goods, harvested materials, crafted products)

Both are configured similarly but serve opposite functions in your economy.


Creating a Custom Shop

Step 1: Choose the Job

Open the Jobs Creator tablet and select the job that needs a shop. Every job can have one or more shops.

Step 2: Add a Shop Marker

Navigate to the Markers tab and add a new marker of type Shop. Set the location to a place that makes sense for the job:

  • Police supply shop → Inside the police station
  • Mechanic parts shop → At the garage or workshop
  • Chef ingredient shop → Near the restaurant kitchen
  • Farming supplies → At the farm building

Step 3: Configure the Shop Items

This is the most important part. For each item in the shop, you'll set:

  • Item name — The internal item identifier that matches your inventory system
  • Item label — The display name the player sees (e.g., "Repair Kit", "First Aid Bandage")
  • Price — How much the item costs
  • Grade requirement — The minimum job grade needed to purchase this item (optional)

Step 4: Save and Test

Save the shop configuration, then walk to the shop marker as an on-duty employee. The shop interface should appear with all your configured items, and purchases should work immediately.


Shop Design Strategies

The Tiered Approach

Create progression within your shop by gating items behind grades:

Police Supply Shop Example:

ItemPriceMin Grade
Radio$50Cadet (0)
Handcuffs$100Cadet (0)
First Aid Kit$150Officer (1)
Traffic Cones$75Officer (1)
Forensic Kit$300Sergeant (2)
Spike Strip$500Lieutenant (3)

This way, new recruits get basic supplies while experienced officers unlock specialized equipment.

The Functional Approach

Design shops around what employees actually need to perform their duties:

Mechanic Shop Example:

  • Basic Repair Kit — Fix minor vehicle damage
  • Advanced Repair Kit — Fix major damage and engine issues
  • Cleaning Supplies — For vehicle detailing services
  • Paint Cans — For respray jobs
  • Tire Set — For tire replacement services
  • Diagnostic Tool — For identifying vehicle problems

Each item directly relates to a service the mechanic can provide, creating a clear connection between buying supplies and doing the job.

The Consumable Approach

Some jobs benefit from shops that sell consumable items:

Medic / EMS Shop Example:

  • Bandages — Basic wound treatment
  • Painkillers — Symptom relief
  • First Aid Kit — Comprehensive treatment
  • Stretcher — Patient transport (reusable but grade-restricted)
  • Defibrillator Pads — Cardiac emergency (consumable)

Creating Market Sell Points

Step 1: Add a Market Marker

Select your job in the tablet, go to Markers, and add a marker of type Market.

Step 2: Configure Accepted Items

For each item the market will buy, set:

  • Item name — The internal identifier
  • Item label — What the player sees
  • Sell price — How much the player receives per unit

Step 3: Place Strategically

Market locations should make economic sense:

  • Fish market → At the docks
  • Produce market → In the city commercial district
  • Scrap metal buyer → At the industrial zone
  • Drug sell point → In a back alley (if applicable to your server)

Market Pricing and Economy Balance

Getting market prices right is crucial for your server's economy. Here are some guidelines:

The Cost-Benefit Rule

The sell price at a market should always account for the player's total investment:

  • Time spent harvesting or crafting the items
  • Money spent on supplies or ingredients from a shop
  • Travel time to the market
  • Risk (if applicable, such as transporting illegal goods)

The net profit should feel rewarding but not overpowered.

Price Comparison Across Jobs

Make sure different jobs offer comparable hourly earnings. If a farmer makes $5,000/hour selling crops but a mechanic only makes $1,000/hour, players will all become farmers and your mechanic job will be empty.

Use the stats and reports feature in the tablet to monitor earnings across jobs and adjust prices as needed.

Dynamic Adjustments

One of the best things about Jobs Creator is that you can adjust market prices in real time from the tablet. If a particular item is too profitable:

  1. Open the tablet
  2. Find the market marker
  3. Lower the sell price
  4. Save — the change is instant, no restart needed

This makes economy balancing an ongoing, low-effort process rather than a major config overhaul.


Advanced Shop and Market Configurations

Multiple Shops Per Job

A single job can have multiple shops at different locations. This is useful for large jobs that operate across the map:

  • Main shop at the headquarters with full inventory
  • Satellite shop at a field location with limited supplies
  • Specialty shop for specific tasks

Job-Exclusive Items

If your inventory system supports it, you can create items that are exclusively available through job shops. This makes certain items rare and valuable in the player economy:

  • Only police can buy spike strips
  • Only medics can buy defibrillator pads
  • Only mechanics can buy advanced diagnostic tools

This creates inter-job dependency and trading opportunities.

Market Chains

For sophisticated economies, create chains where one job's market output becomes another job's shop input:

  1. Farmer harvests wheat → Sells at Grain Market for $10/unit
  2. Baker buys flour (processed wheat) from Baker's Supply Shop for $15/unit
  3. Baker crafts bread → Sells at Bakery Market for $30/unit

This multi-job chain creates a realistic supply chain and encourages player cooperation.


Auto-Integration with Inventory Systems

Jobs Creator automatically integrates with popular inventory systems. When a player buys an item from a shop, it goes directly into their inventory using whatever inventory system your server runs. Similarly, when selling at a market, items are removed from their inventory and money is added to their bank or wallet.

This auto-integration is managed from the tablet settings and works across ESX, QBCore, and QBOX.


Common Mistakes to Avoid

  • Pricing items too cheaply — Players will stockpile and crash the economy
  • Making shops too far from work locations — Employees won't bother buying supplies if it takes 10 minutes to drive there
  • Forgetting grade restrictions — Without them, new recruits get immediate access to high-tier equipment
  • Not testing the full loop — Always test: buy from shop → use item → earn money at market → repeat. Make sure it's balanced and fun

Build Your Commerce System Today

Custom shops and markets turn basic jobs into engaging economic roles. With Jobs Creator, the entire setup is click-based, instant, and adjustable on the fly.

→ Get Jobs Creator by Alone Studios

Want help designing your shop and market layout? Join the Alone Studios Discord community.

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