Motels
Motels
A motel is simply a shell registered
under the motel category. Motels are ideal for cheap, high-turnover rooms
a starter-tier alternative to full apartments, and share every property feature
(lock, decorate, stash, wardrobe, security…).
What makes a motel
Motels aren't a separate system, they're a shell category. A shell whose
category = 'motel' is presented and grouped as a motel room. For example, the
K4MB1 starter-shells pack registers:
standard_motel = {
model = 'k4_motel2_furn',
label = 'Standard Motel',
category = 'motel',
-- doorOffset, price, …
}These auto-register when the shell pack resource is running
(shared/shells/k4mb1.lua), or you can register your own with KP.AddShell.
Typical setup
- Register (or enable) one or more motel-category shells in
shared/shells. - Create motel units at a motel building's doors via the creation wizard, many units share one entrance, so they group into a building with a unit picker (or a searchable directory for 12+ rooms).
- Set a low weekly rent and, optionally, flag rooms as starter apartments so new players spawn into them.
Running a motel
- Every motel room is a normal rentable property, see Renting & Leases.
- Rooms in a building are managed together in the Building Inventory (Company or Job Hub), including bulk rent-setting and bulk starter toggles.
- Because motels are shells, they're instanced, each occupant is in their own routing bucket, so many players can be in "the same room number" without colliding.
Want a physical, non-instanced motel players walk into? Use a walk-in (MLO) instead of a motel shell, file each room as its own walk-in deed. See Property Types.