What goes wrong most often with Claw Machine, what it actually means, and what to do about it. Most of these come down to load order, a missing item or a setting doing exactly what it says.
Installation and Access#
/clawcreator says I have no permission
The ace is not granted. Add this to server.cfg and restart:
add_ace group.admin command.clawcreator allowMake sure your identifier is actually in group.admin, and that you did not rename the permission in Config.Creator.permission.
The resource does not start, or cabinets are invisible
clawmachine-assets is missing, renamed, or starts after qs-clawmachine. Ensure the assets first. The creator saying Model could not be loaded is the same problem. OneSync must also be on — without it the resource refuses to start.
The console says the framework is standalone, but I run ESX / QBCore
The framework started after Claw Machine, so it was not running when detection looked. Move es_extended, qb-core or qbx_core above it in server.cfg, or force Config.Framework. In standalone mode everything is free and cash prizes pay nothing.
ESX money operation failed
ESX is set to keep accounts in an inventory (qs-inventory, for example) that is not running. Start that inventory, or change the ESX account override. Until then, paying for a drop and receiving cash prizes fail.
Anybody can use /clawzone, /clawtune and the other calibration commands
Debug mode is on — it ships that way for setup. Set Config.Debug.enabled = false and restart; the commands disappear completely.
Machines and Gameplay#
"Somebody is already playing this machine"
Correct behaviour: one player per cabinet. The machine frees itself as soon as that player leaves, walks away or disconnects. Others can still watch the run.
"This machine is not in service — it is up for sale"
A machine for sale cannot be played until somebody buys it. Turn Up for sale off in /clawcreator, or buy it. If every new machine goes up for sale on its own, Config.Ownership.defaultForSale is on.
"This machine is out of prizes" and it stays empty
An unowned machine refills 15 seconds after it empties, as long as Config.Gameplay.autoRestock is on. An owned machine waits for its owner to pay from the G panel — set autoRestockOwned = true to refill them for free. An admin can always use Restock now in the creator.
A new machine does not appear where I placed it
A machine's id comes from its position, to the nearest 10 cm. Placing a second cabinet on exactly the same spot as an existing one keeps the existing machine. Move the new one a little, or edit the existing one instead.
The prompt does not appear with ox_target enabled
With Config.UseTarget = true there is no floating prompt — aim at the cabinet with your target key. ox_target must be running. The target only offers Play; buying and the owner panel need the floating prompt (see Integrations).
The claw does not line up with my own cabinet
It needs calibrating — see Adding Your Own Cabinet. The four cabinets that ship are already done.
The console says the saved prize layout is outside the current bin
The cabinet's geometry in Config.MachineModels changed since that machine was stocked. Nothing to fix: the machine is re-stocked automatically to fit the new interior.
Prizes and Rewards#
Players win a plush but receive no item
The item does not exist in your inventory. Add the peluche_01 … peluche_08 definitions from items/ (see Installation) and restart the inventory. If detection is picking the wrong inventory, set Config.Rewards.inventory to its resource name. The same applies to any item you add as a reward in the creator.
The item search in the creator is empty
The item list could not be read, and the console says so. Set Config.Rewards.inventory to your inventory's resource name. The list is only sent to players with the creator ace.
A prize never spawns and the console warns about a model
That prop does not exist on your server. Swap its model in Config.Prizes.catalog for one you have. The rest of the machine keeps working.
I cannot untick the plush toys in the creator
They are in Config.Prizes.defaults, which every machine carries. Empty that list to pick them per machine. Defaults also count towards the 16 prize types a machine may hold.
Players are farming the machines
The price is too low for the payouts. Keep the price at 100 or more, lower Config.Gameplay.carryChance, or lower the rewards in Config.Prizes.catalog. See The Economy.
Player-Owned Machines#
Nobody can buy a machine
Only machines up for sale can be bought — turn Up for sale on in the creator. Config.Ownership.enabled must be on, and the floating prompt must be in use (Config.UseTarget = false).
"You already own the maximum number of machines"
The player reached Config.Ownership.maxPerPlayer (2). Raise it, or set it to 0 for no limit.
The owner cannot set the price they want
Prices are clamped to Config.Ownership.priceLimits (100–300). Widen the band if you also change the payouts.
The till is lower than what players paid
Correct behaviour: the city keeps Config.Ownership.commission (20%) of every play. Total revenue in the statistics shows the full amount before commission.
Error Keys#
Server answers return locale keys rather than sentences, so the same failure reads correctly in every language. The ones worth knowing:
Key | Means |
|---|---|
| Another player is on that machine. |
| No prizes left. It refills on its own unless it is owned. |
| Not enough cash or bank (whichever the machine uses) for the drops chosen. |
| The machine was deleted, moved or never existed for this player. |
| The machine is up for sale and out of service. |
| Only the owner can collect, restock, change the price or sell. |
| The framework has not loaded the character yet. Retry once fully spawned. |
| Nothing to restock — the machine is already full. |
|
|
Still stuck? Open a ticket and include the
[qs-clawmachine]lines from your server console, your framework and inventory, and what the player saw.



