🍽️ **UPDATED VERSION** ProjectLS Restaurant — Immersive RedM Restaurant System

Complete Immersive Restaurant & Business System for RedM

Turn restaurants and saloons into fully functioning player-run businesses with staff management, interactive cooking, dine-in service, takeout, NPC deliveries, events, business finances, wages, storage, fuel management, and much more.

ProjectLS Restaurant is designed around actual roleplay. Customers sit down and order, kitchen staff prepare meals, cooks physically move pots between preparation and the stove, waiters serve tables, managers control employees and finances, and restaurants can take on NPC deliveries and catering-style event orders.


LINKS

VIDEO - Projectls - Restaurants

(WATCH PREVIOUS VIDEO FIRST) - NEWEST UPDATE - PROJECTLS-RESTAURANTS (UPDATE #1)

TEBEX - Default category page | ProjectLS Scripts


ALL SCRIPTS CAN BE TESTED ON OUR LIVE SERVER -

(REDM Server List - ProjectLS)


:fire: Interactive Cooking System

Cooking isn’t just clicking a recipe and waiting for a progress bar.

Staff physically prepare the order, carry the cooking pot to the stove, heat the stove, cook the food, remove the pot, and store the finished meal.

Cooking is completely timing based:

:blue_circle: Under 10 Seconds — Undercooked
:orange_circle: 10–20 Seconds — Perfectly Cooked
:red_circle: 20–30 Seconds — Food Burning
:skull: 30+ Seconds — Spoiled

There is no automatic cooking completion. The cook decides when the food comes off the stove.

Remove an undercooked meal too early? Put it back on the stove and continue cooking it.

Cook it perfectly? Take it to the kitchen and store the finished food.

Leave it too long? Pick up the spoiled pot and physically take it to the restaurant trash area.


:shallow_pan_of_food: Prepare While Another Meal Cooks

Busy restaurants shouldn’t be limited to preparing one meal at a time.

While one dish is cooking, staff can prepare the next order and place it into the restaurant’s Prepared Pot Storage.

When the stove becomes available:

Prepare → Store Prepared Pot → Pick Up → Place on Stove → Cook → Remove → Store Food

This creates an actual kitchen workflow instead of repetitive menu clicking.


:fire: Interactive Stove System

The stove is its own gameplay system.

Staff must:

Add fuel → Turn Stove On → Wait for Stove to Heat → Cook

The stove includes:

  • Interactive On/Off controls

  • Heating state

  • Ready state

  • Fuel consumption

  • Staff-only fuel HUD

  • Live fuel bar while operating

  • Fuel storage through the restaurant pantry

  • Stove automatically consumes fuel while running

  • Visible fire/smoke effects

  • Physical cooking pot placement

  • Restaurant-specific stove/pot positioning

  • Automatic stove handling when kitchen activity finishes

No fuel means no cooking.


:fork_and_knife_with_plate: Full Dine-In Restaurant Experience

Customers can walk into a restaurant and actually dine there.

Players sit at configured restaurant tables and the menu automatically opens while seated.

There is no unnecessary table-menu target clutter.

Once an order is submitted:

Customer Orders → Kitchen Receives Order → Cook Prepares Meal → Waiter Serves Table → Customer Receives Food

When the waiter serves the completed order, the table inventory automatically opens for the customer who ordered — provided they’re still seated at their table.

Customers can collect everything before manually closing the table.


:takeout_box: Takeout Orders

Not every customer needs a table.

Players can place takeout orders, which appear directly within the restaurant’s live kitchen order system.

Kitchen staff can distinguish dine-in, takeout, event and other order types directly through the restaurant interface.


:clipboard: Live Kitchen Order Management

Staff receive a dedicated Kitchen Orders interface showing active restaurant orders and their current state.

Order states include:

NEW → PREPARING → COOKING → READY

Kitchen staff can manage the entire production process from preparation through completion.

Orders also include a dedicated Ă— CANCEL control, allowing authorized staff to remove unwanted or mistaken orders from the active kitchen queue.

Cancellation cleans up the associated kitchen state instead of leaving abandoned cooking jobs behind.


:bell: Staff Order Notifications

Clocked-in restaurant employees can receive custom sounds when:

  • :bell: A new order is created

  • :fork_and_knife_with_plate: An order becomes ready

Only appropriate clocked-in staff receive the restaurant alerts.


:man_cook: Employee Clock-In System

Restaurant features can be restricted to employees who are actually working.

Clocked-in staff gain access to employee systems including kitchen functionality, event systems, refrigerators and other staff-only interactions.

Clock out and those employee interactions are hidden again.

This allows restaurants to maintain a proper on-duty/off-duty workflow.


:crown: Restaurant Management

Owners and authorized managers receive a dedicated management interface.

Manage:

  • Employees

  • Hiring

  • Firing

  • Staff roles

  • Employee ranks

  • Hourly wages

  • Business finances

  • Deposits

  • Withdrawals

Nearby players can be hired directly into the business.


:money_bag: Business Funds

Restaurant income doesn’t simply disappear into a player’s pocket.

Sales feed into the restaurant’s Business Funds, creating an actual business economy.

Management can oversee company money, deposit additional funds, withdraw money and configure employee wages.

This makes running a successful restaurant financially meaningful.


:dollar_banknote: Employee Wages

Employees aren’t just roleplaying a job — they can be paid for working.

Restaurant management can configure hourly wages, tying staffing into the restaurant’s business economy.

Combined with clock-in tracking, businesses can operate much more like actual player-owned establishments.


:basket: Restaurant Storage

Multiple storage systems help separate different restaurant operations.

Including:

  • Ingredient/Pantry Storage

  • Prepared Pot Storage

  • Cooked Food Storage

  • Event Refrigerator

  • Coal/Fuel Storage

  • Table Food Storage

  • Takeout/Pickup Storage

This creates a real kitchen supply chain rather than using one giant shared inventory.


:tada: Event Food System

Restaurants can accept and prepare larger event food orders separately from standard customer meals.

Event orders integrate into the kitchen workflow while dedicated event refrigeration keeps event inventory separated from normal restaurant stock.

Perfect for:

Weddings • Parties • Town Events • Government Events • Gang Events • Community Gatherings


:horse: NPC Delivery Missions

Restaurants can also generate NPC delivery jobs.

Staff prepare delivery orders before taking them to NPC customers located around the world.

Features include:

  • NPC delivery customers

  • Visible destination NPCs

  • GPS/waypoint navigation

  • Randomized delivery gameplay

  • Dedicated delivery workflow

  • Restaurant employee interaction

NPC delivery cooking uses virtual/invisible ingredients, meaning delivery missions don’t drain the restaurant’s actual player-meal ingredient inventory.

Normal player orders and event meals still consume real ingredients.


:chair: Interactive Restaurant Seating

Restaurant tables can contain individually configured seats using target interaction.

Targets are intentionally short-range so restaurants aren’t covered with interaction markers from across the room.

Players need to actually approach the chair they want to use.


:musical_note: Restaurant Jukebox

Give every restaurant its own atmosphere with an integrated jukebox/gramophone system.

Players can play supported music links while controlling their own listening volume.

Audio originates from the configured restaurant jukebox location for a much more natural environment.


:receipt: Receipts & Customer Payments

The restaurant system supports a proper ordering and payment workflow rather than instantly exchanging money through a menu.

Orders can generate restaurant receipts, tables remain associated with their active dining session, and payment completes the restaurant transaction.

Tips can also be incorporated into the customer service experience.


:wastebasket: Spoiled Food & Kitchen Cleanup

Burning food actually has consequences.

Once food passes its cooking limit, it becomes spoiled.

Instead of magically disappearing, the cook must:

Pick Up Spoiled Pot → Carry It → Take It to Trash → Dispose of Food

The system also includes cooking-prop cleanup protection to prevent abandoned cooking pots and loose props accumulating around the kitchen.


:convenience_store: Multi-Restaurant Ready

The system is designed around configurable restaurant locations rather than one hard-coded business.

Each restaurant can have its own:

Company • Cashier • Kitchen • Stove • Cooking Pot • Pot Placement • Prepared Storage • Pantry • Pickup • Clock-In • Management • Jukebox • Trash • Tables • Seating

Restaurant-specific pot/stove offsets allow differently designed kitchens to position cooking equipment correctly.


:gear: Built for Immersive RedM Roleplay

ProjectLS Restaurant combines:

Customer RP + Cooking RP + Waiter RP + Management RP + Business Economy + Delivery RP + Event Catering

into one interconnected resource.

Rather than standing at a marker and pressing a button to receive food, every part of the restaurant has a purpose.

:star: Feature Highlights

  • :fork_and_knife_with_plate: Dine-In Ordering

  • :takeout_box: Takeout Orders

  • :chair: Interactive Seating

  • :open_book: Automatic Seated Menus

  • :man_cook: Physical Cooking Workflow

  • :shallow_pan_of_food: Carryable Cooking Pots

  • :stopwatch: Skill/Timing-Based Cooking

  • :blue_circle: Undercooked Food

  • :orange_circle: Perfectly Cooked Food

  • :red_circle: Burning Food

  • :skull: Spoiled Food

  • :fire: Interactive Stove

  • :thermometer: Stove Heating System

  • :fuel_pump: Stove Fuel System & HUD

  • :rock: Dedicated Fuel/Coal Storage

  • :fire: Fire & Smoke Effects

  • :shallow_pan_of_food: Prepared Pot Storage

  • :pot_of_food: Cooked Food Storage

  • :wastebasket: Physical Spoiled-Food Disposal

  • :clipboard: Live Kitchen Orders

  • :cross_mark: Staff Order Cancellation

  • :bell: Staff-Only Order Sounds

  • :fork_and_knife_with_plate: Waiter Table Service

  • :package: Table Order Storage

  • :tada: Event Catering Orders

  • :snowflake: Event Refrigerator

  • :horse: NPC Delivery Missions

  • :world_map: Delivery GPS/Waypoints

  • :bust_in_silhouette: Delivery NPCs

  • :infinity: Virtual Ingredients for NPC Deliveries

  • :carrot: Real Ingredients for Player/Event Meals

  • :basket: Pantry & Ingredient Storage

  • :alarm_clock: Employee Clock-In/Out

  • :busts_in_silhouette: Employee Management

  • :crown: Owner/Manager Controls

  • :dollar_banknote: Configurable Hourly Wages

  • :money_bag: Business Funds

  • :credit_card: Deposits & Withdrawals

  • :musical_note: Restaurant Jukebox

  • :speaker_high_volume: Individual Music Volume

  • :receipt: Restaurant Receipts

  • :dollar_banknote: Tips

  • :convenience_store: Multi-Restaurant Support

  • :bullseye: Target-Based Interactions

  • :purple_heart: Custom ProjectLS UI


ProjectLS Restaurant

Don’t just sell food. Run the restaurant.

IMAGES












Checklist

  • [ y] I have reviewed the latest version of the Releases rules.
  • [ y] I have included a detailed description of my work as described in the rules.
  • [ y] I have included a download link or a store link.
  • [ y] I have filled out the required information at the end of the topic

If you’re selling your resource, please include the following information at the end of your post:

Code is accessible Partial
Subscription-based No
Lines (approximately) 4000+
Requirements vorp / oxmysql / ox_target
Support Yes - ProjectLS 1.0