What goes wrong most often, what it actually means, and what to do about it. Most of these are configuration, not faults — and the console usually says which. Read the [qs-backrooms:INFO] lines from the last start before opening a ticket.
Installation and Access#
Players fall into empty space, or the level is invisible
backrooms-assets is not running, or starts after qs-backrooms. It streams the level interiors, the monsters and the entrance props; without it the levels are empty space. Put ensure backrooms-assets above ensure qs-backrooms and restart. A player who falls below a level is put back on its spawn automatically.
"You do not have permission" on /backroomsconfig or /backroomscreator
The server console prints the exact ace that was missing, for example tried to open the config panel without ace "command.backroomsconfig". Add it to server.cfg and restart — nine times out of ten the ace is there but the server was not restarted, or it was given to a group the player is not in. Framework admins get in without an ace while Framework admins is on.
/sendbackrooms or /leavebackrooms does nothing at all
They are restricted commands: FiveM drops them before the script sees them unless the player has command.sendbackrooms / command.leavebackrooms (or the blanket command ace). Add the ace, or run them from the server console without the slash.
The console says standalone for an inventory I have
That inventory starts after Backrooms, and detection only sees what is already running. Move its ensure above ensure qs-backrooms. The same goes for target: false and a framework reported as standalone. A renamed resource has to be added to the tables in config/config.lua — see Integrations.
The interface does not appear
The interface ships ready in web/build/. If that folder is missing or half-copied, the HUD and the panels never show and nothing errors in game — copy the whole resource again from the download.
I renamed a command and the old name still works
Correct until the next restart: a command name, once registered, stays until the resource restarts. The panel marks those two fields Needs restart and says so when you save.
Players can spawn monsters or set their own sanity
Config.Debug.enabled is on. It registers testing commands that are not permission-checked. Set it to false in config/config.lua and restart.
Levels and Runs#
There are no exits, boxes or lockers
The console said Creator points loaded: 0: sql.sql was never imported, so the level layouts are empty. Import qs-backrooms/database/sql.sql — on a fresh install, as it drops the Backrooms tables first — and restart.
Every exit says Locked — Needs a keycard
Correct behaviour: most exits need a Rusted Keycard, and the lock keeps it. When a floor's exits need one, a keycard is always hidden in one of its containers. Map fragments, radio parts, film rolls and tapes reveal where the exits are.
Nothing happens for the first minutes, or no monster ever shows
Correct behaviour. Every run starts with a quiet period, and monsters only come when the group's tension is high enough — darkness, noise, low sanity and time on a floor all raise it. Some only appear at certain moments: The Still One during a blackout on Level 1, The Colossus when the lights turn red on Level X. To check a monster works, turn debug on and use /brspawn on a test server.
Exits that lead out does not seem to change anything
The setting only rolls exits that have no fixed outcome. Exits placed with the level editor keep the outcome they were given — Descend, Escape or Trap — and the shipped layouts give every exit one. To change where the doors of a level lead, edit them with /brdeveloper.
Friends who went in together ended up in different runs
A run takes newcomers only while it is younger than Time to join a run (3 minutes), on the same level (Only runs on the same level), and up to Players per run (4). Players sent in with /sendbackrooms or the export always get a run of their own.
A player who disconnected inside came back outside
Correct with the defaults: Pull out on disconnect is on and wins over Back in after reconnecting. Turn it off to put returning players back on the same level with their items.
Players from another script appear inside a run
Each run uses a routing bucket between 5000 and 5999. Another script handing out buckets in that same range shares them with the Backrooms — move that script's range.
Deaths and Revives#
Players wake up in the Backrooms when they die
That is Wake up inside after dying, on by default: 6 deaths in 100 end up inside, with 15 minutes between them for the same player. Lower the chance, or switch it off under Getting in.
The ambulance job's death screen stays after coming out
With Revive on the way out on, esx_ambulancejob and qb-ambulancejob receive their own revive event. Any other ambulance script needs its revive event added to framework:revive in your framework's bridge, client and server.
A player died inside and lost everything
With Drop loot on death on, it is on their body for the rest of the group to recover for 30 minutes. A player who was alone, or whose group has left, does not get it back.
Items and Inventory#
Items cannot be used from ox_inventory
Check the console for Registered 11 usable items with ox_inventory. If it is there, the items list was not added to ox_inventory/data/items.lua, or the resource was renamed — the list calls qs-backrooms.<item> exports by that exact name. Items only do something while the player is inside a run.
Items have no pictures
Copy the twelve pictures from [images]/ into your inventory's images folder — ox_inventory/web/images/, qb-inventory/html/images/ or qs-inventory's.
A player lost a flashlight they owned before going in
With ox_inventory or qs-inventory, dying inside, giving up a machine run, or escaping with Keep loot on escape off removes every Backrooms item the player carries. Keep the twelve Backrooms item names for the Backrooms only.
The flashlight will not switch on
Either the player no longer carries the flashlight item, or the battery is flat — use a battery from the bag. Near The Bundle or The Colossus the light is killed for a few seconds on purpose.
Entrances#
"… is not on this server. Check backrooms-assets is running."
The creator could not load the tape or machine model. Start backrooms-assets before qs-backrooms, restart, and reconnect so your game streams it.
An entrance does not show its prompt
Entrances appear for players within 90 metres and offer their prompt within a couple of metres. A player already inside a run sees none, and after a failed attempt the prompt rests for a few seconds.
"You cannot afford this machine."
The player does not have the machine's price in the account it charges — cash or bank, set on the machine in the creator. Nothing is taken on a refused entry.
Messages#
Callbacks answer with locale keys, so the same failure reads in each player's language. The ones you are most likely to meet:
Key | Means |
|---|---|
| The server found the player too far from what they used — an entrance, an exit, a container or a body. |
| The door needs an item the player does not carry — a keycard. |
| The player is already in a run. |
| The entry was refused: the entrance was deleted or disabled, or the player was not actually dead for a death entry. The console says |
| Not enough cash or bank for the machine's price. |
| The item cannot be used, is not in the bag, or the player is not inside. |
| Someone in the run already searched it. It fills again after several minutes. |
| Missing the creator or settings ace, and not a framework admin. |
Still stuck? Open a ticket and include the
[qs-backrooms:INFO]lines from your last start, the output of/brdebugorbrinstancesif a run is involved, and your framework and inventory with their versions. A screenshot of the F8 console helps for anything on screen.



