Oil Rush — Complete Oil Extraction Business for RedM
Players survey the map with test drills, uncover tile-based oil deposits and build job-owned pumps over them. Pumps burn fuel, wear down and accept upgrades while a server-authoritative loop extracts quality-based oil into their tanks. Crews collect barrels or move bulk cargo with persistent tanker wagons, and anyone outside the owning job can siphon stored oil. A React NUI covers pump controls, field administration, wagon garages and live transfers.
Oil Deposits
Procedural tile grid — connected deposits with configurable size and oil capacity
Progressive discovery — test drilling reveals tiles for all configured oil workers
Three oil qualities — impure, normal and pure, each with its own item, price and wagon cargo
Pump Operations
Blueprint construction — place a blueprint, assemble it, add fuel and extraction begins
Live production — pumps stop when storage, fuel, condition or the deposit runs out
Maintenance — condition loss and repairs with configurable repair items
Upgrades — raise tank capacity and extraction output from the pump interface
Job grades — separate grade requirements for access, operation, collection, management and upgrades
Job limits — maximum assembled pumps per job
Full lifecycle — placement, assembly, repair, upgrade, collection, removal and cleanup
Tanker Wagons
Persistent job fleet — buy, store, retrieve and return job-owned oil wagons
Quality-aware cargo — one oil quality per wagon, configurable capacity
Physical hose transfers — connect a hose and load oil directly from an active pump
Live transfer UI — source, target, quality, amount and current cargo
Garage lifecycle — return wagons without losing cargo; active records recover after a restart
Delivery points — unload at configured sale locations or at points registered by another resource
Oil Theft
Siphoning — steal quality-based barrels from an active pump of another job, or without any job
Owner alerts — members of the pump's job near the pump are notified about stolen oil
Economy and Delivery
Quality-based products — each quality uses its own inventory item and sale price
Flexible collection — one full barrel at a time, partial oil stays in the tank
Split payouts — personal and company share for every barrel and wagon delivery
Company accounts — payments go through the Config.AddJobMoney callback
Admin Field Map
/gridadmin — full-screen oil field map
Deposit inspection — tile quality, remaining oil, total capacity and pump occupancy
Direct editing — change quality and capacity or remove deposits
Paint and erase tools — adjustable brush size
Random generation — connected oil fields with a chosen deposit count
Pump overview — every placed pump and its location
External Script Integration
Client exports — StartTestDrill() and PlacePumpBlueprint() for usable items and menus
Optional events — the same actions as client and server events, switched on or off with Config.ExternalEvents
Runtime delivery points — register and unregister custom wagon offload locations from other resources
Completion callback — receive point ID, wagon ID, job, liters, quality and result after an external delivery
Server Owner Friendly
Bridge-ready — VORP Core, RedEM:RP, RSG and RDR Core through pc_bridge
Configurable gameplay — jobs, items, deposits, pumps, grades, prices, distances, cooldowns, models, offsets, wagons and payouts
Discord webhooks — pump actions, theft, sales, admin edits, field generation, wagon purchases and deliveries
Modern interface — responsive React UI for pumps, maps, garages and transfers
How It Works
An oil worker test drills an undiscovered grid tile. A successful drill reveals the tile's quality and remaining oil, and the crew can place and assemble a pump blueprint over it. Once fueled, the pump extracts oil automatically while consuming fuel and condition; workers handle storage, repairs and upgrades in the pump UI. Oil is collected as quality-specific barrels for local delivery, or sent through a hose into a persistent tanker wagon for bulk unloading. Other players may siphon stored oil, which creates competition around productive fields.