What goes wrong most often, what it actually means, and what to do about it. Most of these are configuration, not faults — a missing dependency, a load order, an item that does not exist.
Installation and Access#
Players fall through the floor, or the bunker is empty inside
The gunrunning interior is not loaded. Install bob74_ipl and start it before qs-bunkers-creator. Check no other IPL loader on your server unloads the bunker interior.
Vehicles or props are missing in the missions
Your server runs an old game build. The missions use DLC content — the Terrorbyte, train containers, grinders, crates. Set sv_enforceGameBuild to 2802 or newer in server.cfg and restart the server.
/bunkercreator does nothing
You are not an admin for the script. On ESX the group must be admin or superadmin; on QBCore the admin permission or the command ace; on Qbox and standalone the command ace. After adding an ace, restart the server or reconnect. See Claiming Admin Access.
My inventory, target or key script is not used
It starts after Bunkers Creator, and detection only sees resources already running. Move its ensure above ensure qs-bunkers-creator, or pin it by hand in shared/config.lua — see Integrations. A renamed resource is not detected either.
Red bubbles and outlines everywhere
Config.Debug is on. It shows zone outlines to every player and shortens the breach to a few seconds. Set it back to false on a live server.
Bunkers and Ownership#
A bunker disappeared from the map
Correct behaviour. A bunker owned by somebody else is hidden from everyone but its owner and keyholders, and a disabled bunker is hidden from all. Check its card in /bunkercreator.
A player cannot buy a bunker
The price is taken from the bank, not from cash — check the bank balance. A bunker also has a single owner: once bought, nobody else can buy it.
How do I take a bunker away from a player?
There is no in-game button for it. Delete the owner's row in the database, then restart the resource:
DELETE FROM `owned_bunkers` WHERE `bunker_id` = 3;This also removes the bunker's keyholders, earnings history and heat.
My changes to bunkers.json were lost
The creator rewrites the file every time a bunker is saved in game, so hand edits made while the server runs are overwritten. Make changes in /bunkercreator, or edit the file with the server stopped. If the file is ever damaged, the server restores bunkers.json.bak on boot.
The style I picked for one bunker does not show
The Style and Upgrades tabs of a bunker are a preview. Every teleport bunker uses the global style and upgrades from Settings — change them there.
A player reconnects and finds themselves outside
Correct behaviour. Players inside a bunker during a disconnect or a restart are put back at the entrance, so nobody is left stranded under the map.
Production, Missions and Crafting#
Stock does not go up
There are fewer supplies in storage than one unit needs (5 by default).
Stock is already at its maximum (100 by default).
The items in storage are not in the Supply items list in Settings.
bunker_suppliesorbunker_stockdo not exist in your inventory — see Inventory Items.
Stock fills up far too fast
The shipped Conversion interval is 5 seconds, meant for testing. Raise it in Settings → Production — 300 seconds or more is typical for a live server.
"A mission is already in progress"
Only one steal or sell mission runs on the whole server at a time. Wait for the other crew to finish; a mission ends on its own after 30 minutes.
Missions refuse to start: not enough police
Config.MinPoliceOnline is above 0. Only jobs in Config.PoliceJobs count, and on QBCore and Qbox only while on duty. Set it to 0 to switch the gate off.
The train never arrives
The mission's freight train is a game data file loaded when a player joins. After restarting only the resource, players need to reconnect — or restart the whole server — before trains spawn.
QBCore players say selling pays nothing
The money went to the account in Config.SellPayoutAccount. If it is crypto, most HUDs never show it — use cash (the default) or bank. Payment goes to the player who started the mission.
A recipe does not craft
The pattern must match slot for slot, one item per slot, exactly as written in Config.CraftingRecipes. Inside a bunker the ingredients must be in the bunker storage, not in the player's pockets — move them across in the workbench first. The result item must exist in your inventory.
Item pictures are blank in the workbench
The image folder in Config.InventoryImagePaths does not match where your inventory keeps its pictures, or the PNG is missing. The file name is the item name.
The storage or gun locker does not open
No supported inventory was detected, so the script runs on its in-memory fallback, which cannot open stashes. Start your inventory before Bunkers Creator. The gun locker opens only for the owner and keyholders.
Heat and Raids#
Police cannot breach a bunker
Their job is not in Settings → Raid jobs, or their grade is below the minimum.
The bunker's heat is below the raid threshold (50 by default).
It was raided less than 24 hours ago.
The bunker has no owner — only owned bunkers can be raided.
The server runs standalone, which has no jobs.
I changed the heat gain in Settings and nothing changed
The heat each activity adds is read from Config.Raid.heatGain in shared/config.lua. Change it there and restart the resource. Keep the rest of Config.Raid in line with Settings too: the police map thresholds are read from it.
Police never see bunkers on the map
Nothing shows below 25 heat. Heat only comes from missions and from other scripts through AddHeat, and it decays by 5 an hour. The officer must also be in a raid job.
The owner cannot get into their bunker
It is being breached or raided, or it was raided recently and the lockout (2 hours by default) is still running. The message says how long is left.
Still stuck? Open a ticket with your framework and inventory and their versions, your
server.cfgensure order, and the server console and F8 output from the moment it went wrong.



