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Configuring OPS

Every way to change how the OPS systems work — files, OPS Hub and the phone — and what each setting group does. Use ← → or the buttons.

Three ways to configure everything

  • The config files: opslabs-towers/config.lua, opslabs-phone/config.lua, opslabs-phone/sql/ops_catalog.json and sql/ops_guides.json.
  • OPS Hub → Settings, Jobs, Companies: every value, with its explanation, saved in the database.
  • OPS Work → Admin settings on the phone: the most-used switches, every job and every company.
  • What wins: a value set on OPS Hub or the phone overrides the file. "Reset" puts it back to the file’s value.

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What lives where

  • opslabs-towers/config.lua — mobile masts and Wi-Fi, cabling, mains electricity, the power grid, solar, fuel, OPS Track, the ISP, CCTV, data centres, gunshot sensors, faults, buildings, roadworks, lighting, vans.
  • opslabs-phone/config.lua — the phone itself, OPS Mobile plans, the OPS platform (automatic jobs), Features (web, cloud, business, training, assistant) and Work (play mode, depots, safety, training, animations).
  • sql/ops_catalog.json — companies, roles and permissions, job types, customer places, ISP pools, domain/hosting/cloud prices, stock lines, suppliers, contracts and SLA tiers.
  • sql/ops_guides.json — the training and job-assistant content: steps, tools, safety, mistakes, quizzes, exams and the classroom explainers.
  • config_server.lua — secrets (API keys, logins). Never shown on OPS Hub.

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OPS Hub → Settings

  • Quick settings: play mode, every system on/off, automatic jobs and the safety & training rules.
  • The two full editors list every setting of opslabs-towers and opslabs-phone as a tree. Search by name or by what it does — each one shows the comment from the config file.
  • Changes are saved straight away and applied in game within about 15 seconds. A few values are read when a script starts (for example turning a whole system on or off) — those apply on the next restart.
  • Every change is in the Platform audit log with who made it.

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Jobs editor

  • Switch any job type on or off, change the customer price and the engineer’s wage, decide whether it appears on its own, if it can be an emergency, the certification it needs, whether warranty/contracts make it free.
  • Parts: which stock items the job uses up (e.g. {"cat6": 20, "rj45": 2}).
  • The check (advanced): how the game proves the work was done — time on site, kit fitted, cable laid, ONT online, dial tone, live supply, cameras online, speed test, router settings, websites, data centre…
  • Create your own job types for any company: they appear in OPS Work within 30 seconds.

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Companies editor

  • Edit any company’s name, tagline, colour, icon, VAT and wage share.
  • Switch a company off: it disappears from OPS Work, gets no jobs and can’t be booked — handy if your server doesn’t want OPS Fuel or solar.
  • Create new companies, then give them job types in the Jobs editor and roles in Roles & permissions.

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Prices & catalogue

  • Settings → Prices & catalogue edits whole catalogue sections as JSON: domain endings and prices, hosting and cloud plans, certificate prices, stock lines and suppliers, SLA tiers and contract types, roles, the customer places that get automatic jobs.
  • OPS Hub uses them at once. The game writes them into sql/ops_catalog.json on start — restart opslabs-phone and opslabs-towers to use them.

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Play modes: standalone or items

  • Standalone (default): no inventory items needed. Tools are assumed to be in the van; kit is placed from /towers.
  • Items: tools, PPE and parts are inventory items. Engineers collect them at an OPS depot (Work.Depots) for the jobs they’ve accepted; jobs need their tools to start and use up their parts; placing kit from /towers uses its item (Work.ModelItems).
  • Add the items to your inventory first: opslabs-phone/items/ has ready-made definitions for ox_inventory, ESX and QBCore.

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Training & certification settings

  • Features.Training switches the whole training system on/off.
  • Work.RequireSafetyTraining: the family’s safety module before taking its jobs. Work.RequirePractical: an in-game practical at an OPS Academy centre (Work.TrainingCentres) as part of each certification. Work.PassMark: the pass mark for quizzes and exams.
  • Per job: the Jobs editor decides which certification a job needs and whether it’s required.
  • Content (lessons, steps, quizzes) is in sql/ops_guides.json — edit it to change what’s taught.

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Health & safety settings

  • Work.SafetyBriefing: a dynamic risk assessment before on-site work and before completing a job.
  • Work.SafetyIncidents: skip controls on risky work and accidents can happen (falls, shocks) — logged as safety incidents and alerted to managers.
  • Work.Anims: the animation used for each step type (dict/clip or scenario).

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Switching systems off

  • Each big system has an Enabled switch: Mains, Grid, OpsIsp, Cctv, DataCentre, Track, Fuel, Gunshot, Faults (opslabs-towers) and Features.* plus Carrier.Enabled (opslabs-phone).
  • Turning a system off stops its engine on the next restart; its jobs stay available unless you also switch them off in the Jobs editor (or switch the company off).
  • Enforce (opslabs-towers) decides whether phones need real tower signal.

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Good habits

  • Change one thing at a time and watch the game for a minute.
  • Use "Reset" to go back to the file’s value; the audit log shows every change.
  • Keep a copy of your config files before big edits, and test risky changes on a copy of the server.

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