The Four Locations#
Every interior in Foundations Living stands on the open map, at the place of an original GTA V building that it replaces. These are the entrance coordinates — the ones to teleport to, put a blip on, or give to a job script.
Interior | Coordinates (X, Y, Z) | Resource | Best for |
|---|---|---|---|
Cottage Park Cabin |
|
| Gardener and park ranger jobs. |
Power Plant Office |
|
| Electrician and utility jobs. |
Electronics Store |
|
| Retail business and robberies. |
Lumberjack Entrance |
|
| Lumberjack and logistics jobs. |
The same points, ready to paste into a Lua config:
local FoundationsLiving = {
cottage_park = vector3(-949.912109, 329.235168, 71.337036), -- gardener cabin
power_plant = vector3(532.984619, -1617.270386, 29.515747), -- electrician office
electronics = vector3(52.496708, -1597.621948, 29.583130), -- electronics store
lumberjack = vector3(1224.131836, -1265.604370, 35.295288), -- lumberjack entrance
}Cottage Park Cabin#
A small work cabin inside Cottage Park that turns an empty public park into a place people actually go. Built for gardeners, park rangers, maintenance crews and event staff: clock in, change in the lockers, take the tools from storage and head out to the lawns. The cabin and its surroundings in the park are rebuilt to match, with lockers, work lamps and string lights.
Room | Good place for |
|---|---|
Work room | Duty point, job menu, boss menu, briefing desk. |
Lockers | Work uniform and personal lockers. |
Storage | Job stash, tool pickup, seeds and supplies. |

Power Plant Office#
An electrician's base inside the power plant, and the interior with the most rooms in the pack. Built for electricians, engineers and utility companies, with a working garage for the service vans, a hallway that connects everything, and live details — sparking wires with their own electric crackle — that make the place feel dangerous to touch.
Room | Good place for |
|---|---|
Garage | Job vehicle spawn and return, van garage. |
Main hallway | Duty point, job board, monitors and briefings. |
Lockers | Work uniforms and safety gear. |
Storage | Job stash, cables, spare parts and tools. |
Toilet | Staff restroom. |

Electronics Store#
A complete retail store with a lot of style: sliding glass doors at the front, a sales counter, walls of modern TVs, a back office and a stock room with its own back door. It works for legal and illegal roleplay alike — a player-run business by day, a store robbery or a stolen-goods drop by night.
Room | Good place for |
|---|---|
Sales floor | Shop menu at the counter, register, displays. |
Office | Boss menu, safe, duty point. |
Storage | Stock stash, deliveries through the back door. |

Lumberjack Entrance#
The front door of a lumberjack operation: a main hall for the crew and a garage big enough for work trucks, behind roller shutters and a yard covered in wood chips. Built for lumberjack, forestry, logistics and resource-gathering jobs, where players start the shift, take a truck and come back to sell.
Room | Good place for |
|---|---|
Main hall | Duty point, job menu, sell point, lockers. |
Garage | Truck spawn and return, tool and wood storage. |

The rooms do nothing on their own. A duty point, a stash or a garage is added by your job, inventory or garage script at these coordinates. Integrations shows how.



