Dirty Business Complete Orders Guide — July 2026 | Dirty Business Wiki
Fulfill buyer contracts in Dirty Business: accept jobs, match specs, pack deliveries, beat deadlines, and protect reputation for better payouts.
Orders are the economic heartbeat of Dirty Business. Production rooms mean nothing if finished goods never reach buyers on time and on spec. This guide explains how contracts appear, what each field on the order terminal means, how to stage inventory for delivery, and how to recover when a batch comes up short—without tanking the reputation that unlocks better jobs.
How the Order System Works
Buyers post requests through your order terminal or equivalent hub UI. Each contract lists product type, quantity, quality or tier requirements, deadline, and payout. Some orders add packaging rules, discrete drop-off instructions, or multi-item bundles mixing weed, weapons, counterfeits, or LSD.
Accepting a job reserves your reputation on delivery. Canceling may carry penalties depending on patch rules—check the terminal before you click. Declined jobs rotate out; missed opportunities are less costly than failed deliveries.
New players should read the beginner guide first, then specialize production via grow weed, manufacture weapons, or the production hub.
Before You Accept
Run a three-point checklist every time:
- Inventory audit — Count packaged goods already in storage. Partial credit rarely exists for “almost done” batches.
- Timer math — Add production, drying, assembly, and packaging durations. Include worker delays if staff is understaffed per hire workers.
- Logistics capacity — Heavy weapon crates and bulk cannabis need carry space and possibly vehicles. Walk the route once.
If any answer fails, skip the order. Reputation is a progression currency; cheap jobs completed cleanly beat lucrative jobs failed.
Matching Product Specifications
Quality tiers matter. A buyer requesting premium flower rejects standard buds even if quantity is correct. Weapon orders may require minimum condition after inspection. Counterfeit bills need correct denomination stacks. Chemical products like LSD punish purity mistakes harshly.
Label storage with internal discipline: ready, in progress, and do not ship. Co-op groups should call out reserved tubs verbally—see co-op etiquette.
When specifications confuse you, produce one test unit before committing bulk inputs. Test units still create waste; dispose via evidence disposal.
Packaging and Staging
Most orders require finished packaging, not intermediate goods. Move items from production rooms to an outbound staging zone near your delivery exit. Staging prevents accidental consumption by workers rerouting goods back into machines.
Assign a co-op partner as “quartermaster” if arguments start over who moved whose crates. Solo players benefit from the same zone discipline.
Delivery Flow
Delivery steps typically include: load goods onto character or vehicle, follow map marker or buyer location, interact at drop-off, confirm manifest. Late arrival fails the job even if product is perfect.
Plan travel before production finishes—idle finished goods tempt theft events or clutter in some builds. Keep paths wide; stuck physics waste minutes you do not have.
Controls for interaction, sprint, and vehicle mount live on controls and keybinds. If prompts fail at drop-off, consult controls troubleshooting.
Partial Batches and Recovery
Sometimes harvests underperform or quality checks fail mid-contract. Options:
- Produce replacement units if time remains
- Decline or abandon if penalty beats sunk costs
- Renegotiate only if the game offers that interaction in your patch
Never deliver wrong-tier product hoping buyers notice late—they flag mismatches immediately and penalize harder than honest cancellation.
Reputation and Order Tiers
High reputation unlocks multi-item contracts, better margins, and buyers with predictable specs. Low reputation throttles offers or adds hostile modifiers. Chain small successful deliveries to rebuild after a mistake.
Mix product lines carefully. Running weed and weapons in parallel is viable when timelines do not overlap catastrophically. Use the walkthrough for mission-gated buyers if campaign orders differ from free-form contracts.
Co-op Order Splitting
Assign roles:
- Production lead — Ensures specs during crafting
- Logistics — Staging, loading, driving
- Disposal — Cleans evidence before and after rush periods
One player should own the order terminal to prevent double-accepting conflicting jobs. Voice comms beat silent duplication.
Income Planning
Orders fund upgrade base purchases and worker wages. Schedule big accepts after payday cycles if the sim models bills. Keep emergency cash for parts restocks on weapon lines.
Track patch changes on updates—payout tables and deadlines shift in Early Access. Community tools may host profit calculators as they emerge.
Common Failures
- Accepting without reading quality tier
- Forgetting drying or assembly gates
- Delivering from wrong storage tub
- Ignoring travel time on large maps
- Letting packaging trash accumulate before delivery runs
Orders reward operators who treat contracts like promises, not suggestions. Align production with logistics, and your underground business stays solvent.
Frequently Asked Questions
Quick answers to the most common questions.
Can I cancel an accepted order?
Usually yes, with a reputation penalty. Read the terminal confirmation text before accepting high-value contracts.
What happens if I deliver late?
Late delivery typically fails the job and reduces reputation. Some buyers may offer reduced pay instead—verify per contract type.
Do mixed-product orders exist?
Yes in later progression. Stage each line separately and confirm packaging for every item before loading.
How do I rebuild reputation fast?
Complete small, easy orders on time. Weed bundles are common early rebuild jobs per the grow weed guide.
Why did my delivery fail at the drop-off?
Wrong product tier, incomplete quantity, or interaction bugs. Double-check manifest; if specs match, see controls troubleshooting.