Jobs Creator Markers, Blips & Zones Guide
Master every marker type in Jobs Creator — workshops, shops, garages, armories, crafting, teleports, markets, harvesting, and processing. Plus complete blip configuration for the minimap.
The Foundation of Every Job: Markers and Blips
Markers and blips are how your jobs exist in the game world. Without them, a job is just a name in a database. Markers are the interactive points where employees perform actions — buying items, taking vehicles, crafting goods, harvesting resources. Blips are the icons on the minimap and main map that help players find these locations.
Jobs Creator supports a comprehensive range of marker types, each designed for a specific job function. This guide covers all of them, plus how to configure blips for maximum usability. Updated for 2026.
All Marker Types Explained
Workshop Markers
Purpose: The primary work location for a job. This is where employees report for duty and perform their main activities.
Use cases:
- Police station duty desk
- Mechanic workshop floor
- Hospital reception area
- Construction site headquarters
- Restaurant kitchen
Configuration:
- Set the position where the marker appears
- Configure the interaction radius (how close the player needs to be)
- Optionally restrict access by grade
Workshops are typically the first marker you create for any job. They serve as the "home base" for employees.
Shop Markers
Purpose: Item purchase points for employees.
Use cases:
- Police equipment supply
- Mechanic tool and parts shop
- Medical supply purchase point
- Chef ingredient shop
- Farming supply store
Configuration:
- Item list with prices
- Grade restrictions per item
- Location positioning
See our dedicated custom shops guide for detailed shop configuration strategies.
Garage Markers
Purpose: Vehicle spawn and return points for job-specific vehicles.
Use cases:
- Police cruiser garage
- Ambulance bay
- Tow truck lot
- Delivery van depot
- Taxi stand
Configuration:
- Vehicle list with model names and labels
- Grade requirements per vehicle
- Spawn point coordinates and heading
- Return point location
See our vehicle management guide for advanced garage configurations.
Armory Markers
Purpose: Weapon and tactical equipment stations.
Use cases:
- Police armory at the station
- SWAT gear room
- Military base armory
- Security company equipment locker
Configuration:
- Weapon list with GTA V model names
- Weapon components and attachments
- Armor and protection items
- Grade-based access tiers
Armories are primarily used by law enforcement and security jobs, but you can configure them for any job that needs weapon access.
Crafting Markers
Purpose: Item combination stations where raw or processed materials are turned into finished products.
Use cases:
- Mechanic workbench (combining parts into repair kits)
- Restaurant kitchen (combining ingredients into dishes)
- Drug lab (combining chemicals into products)
- Workshop bench (combining materials into tools)
Configuration:
- Recipe list: input items and quantities, output item and quantity
- Crafting duration
- Grade requirements
Crafting markers work best as part of a larger economy chain with harvesting and processing.
Teleport Markers
Purpose: Instant transportation between two locations.
Use cases:
- Building entrance/exit (enter a door to teleport inside an interior)
- Elevator simulation (teleport between floors)
- Underground access (surface to tunnel)
- Secret passages
Configuration:
- Origin point (where the player interacts)
- Destination point (where the player arrives)
- Bidirectional option (can the player teleport back?)
Teleport markers are essential for MLO interiors (custom interior map mods). When you add a building interior to your server, use a teleport marker at the door to move players in and out.
Market Markers
Purpose: Sell points where employees exchange items for money.
Use cases:
- Fish market at the docks
- Produce stand in the city
- Scrap metal buyer at the junkyard
- Drug dealer in a back alley
Configuration:
- Accepted items and sell prices
- Location
Markets are the "cash out" step in the harvest → process → sell economy loop.
Harvesting Markers
Purpose: Resource gathering zones where players collect raw materials.
Use cases:
- Mining spots for ore
- Fishing spots
- Crop fields for farming
- Forest areas for wood gathering
- Ocean areas for diving
Configuration:
- Item gathered (what raw material the player receives)
- Gathering time per unit
- Interaction radius
See our harvesting and processing guide for complete economy chain setup.
Processing Markers
Purpose: Refinement stations where raw materials are converted into usable components.
Use cases:
- Smelter for turning ore into metal
- Sawmill for turning logs into planks
- Kitchen for turning raw ingredients into cooking ingredients
- Lab for turning raw chemicals into refined chemicals
Configuration:
- Input item and quantity
- Output item and quantity
- Processing time
Processing bridges the gap between raw harvesting and final crafting or selling.
Blip Configuration
Every marker you create can optionally display a blip on the minimap and main map. Blips help players navigate to job locations and identify points of interest.
Blip Settings
For each blip, you can configure:
- Sprite — The icon shown on the map. GTA V has hundreds of built-in sprites (icons for police stations, hospitals, shops, garages, and more). Choose one that represents the marker's purpose
- Color — The color of the blip icon. Use consistent colors within a job (e.g., all police blips in blue, all medical blips in red)
- Scale — How large the blip appears. Standard is 1.0; use smaller values (0.7-0.8) for less important locations and larger values (1.2-1.5) for main bases
- Display text — The label that appears when hovering over or selecting the blip on the map
- Visibility — Whether the blip is visible to all players or only to on-duty employees of the job
Blip Visibility Best Practices
- Public services should have blips visible to everyone — police stations, hospitals, mechanic shops. Citizens need to know where to find these services
- Internal locations should have blips visible only to job members — armories, processing stations, and employee-only areas. These don't need to be on every player's map
- Sensitive locations should have no blip at all — secret hideouts, undercover operations, covert sell points
Blip Organization
When your server has many jobs, the map can get cluttered with blips. Use these strategies to keep things clean:
- Use different colors for different jobs — Blue for police, red for fire, green for farming, yellow for taxi
- Limit blip count — Not every marker needs a blip. If a job has 10 markers at the same location, one or two blips is enough
- Use appropriate scales — Make main headquarters larger and satellite locations smaller
Marker Placement Tips
Coordinate Accuracy
When placing markers, precision matters:
- Use your position — Walk to the exact spot where you want the marker and use the "save current position" feature in the tablet. This is more accurate than typing coordinates manually
- Check the Z-axis — Make sure the marker isn't floating above the ground or buried under it. The Z (height) coordinate needs to be correct
- Test on foot — After placing a marker, walk to it as a regular player to make sure the interaction prompt appears at the right distance and position
Indoor vs Outdoor
- Indoor markers — Place them in the center of the room where the activity logically happens. Leave enough space for the player to stand
- Outdoor markers — Consider weather and visibility. Markers in open areas should have nearby blips since there are fewer visual landmarks
Spacing Between Markers
If a job has multiple markers in the same area (for example, a police station with a shop, armory, and garage), space them at least 3-5 meters apart. Markers that are too close together can cause interaction conflicts where the player triggers the wrong one.
Putting It All Together: Example Job Setup
Here's a complete marker and blip layout for a Mechanic Job:
| Marker Type | Location | Blip Visible To | Blip Color |
|---|---|---|---|
| Workshop | Garage floor at the shop | Everyone | Orange |
| Shop | Inside the shop, near the counter | Job members only | None |
| Garage | Parking lot outside | Job members only | Orange |
| Crafting | Workbench in the back | Job members only | None |
| Teleport | Front door → interior | Everyone | None |
Total blips on the map: 2 (Workshop visible to all, Garage visible to mechanics). Clean, functional, and organized.
Quick Reference: All Marker Types
| Marker Type | Function | Part of Economy Chain? |
|---|---|---|
| Workshop | Primary work location | No |
| Shop | Buy items | Economy input |
| Garage | Spawn/return vehicles | No |
| Armory | Equip weapons/gear | No |
| Crafting | Combine items | Economy step 3 |
| Teleport | Move between locations | No |
| Market | Sell items | Economy output |
| Harvesting | Gather raw materials | Economy step 1 |
| Processing | Refine materials | Economy step 2 |
Configure Your Entire Map from the Tablet
Every marker type, every blip setting, every zone — all managed from the Jobs Creator in-game tablet. No config files, no restarts, no external editors. Place a marker, configure it, and it's live.
→ Get Jobs Creator by Alone Studios
Questions about marker setup? Our Discord community has answers.
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