The Three Windows#
Inventory has one window for players and two for admins, and it helps to know which is which from the start:
Window | Opened with | What it is for |
|---|---|---|
The inventory |
| What every player carries, and whatever is open beside it: the ground, a stash, a trunk, a shop, a crafting bench. |
The creator |
| Stashes, shops, sell points, crafting benches, items and weapons made in game; giving items; stats and anti-dupe alerts; the importer. |
The settings |
| Every behaviour of the inventory, in 17 sections, applied to every player when saved. |
An admin with both permissions switches between the creator and the settings with the Creator / Settings tabs at the top. The creator opens on its Stats tab: what was created recently, by which script, and any alert.
Almost nothing is configured in files. Every setting is edited in game, saved in the database and survives updates. Item and weapon lists can still be written in files when you prefer — see Items below.
What a Fresh Server Opens With#
On the first start, four example points are written into the creator, ready to edit or delete:
Point | What it is |
|---|---|
Police Crafting | A bench at Mission Row for the police job: pistol, SMG and carbine rifle from iron, metal scrap, rubber, steel and lockpicks. |
Attachment Crafting | A bench open to everyone: pistol extended magazines and suppressors, at 90% success. |
Seller · 24/7 Store | Two sell points that buy food and water for cash. |
The settings start with three rarities (common, epic, legendary), nine vending machine models selling drinks, coffee and candy, six dumpster models with loot, one weapon repair point and the trunk sizes of every GTA vehicle class. They are written once; deleting them never brings them back.
The Inventory#
Press TAB. What opens beside your pockets depends on where you stand, checked in this order:
In a vehicle: its glovebox.
Behind an unlocked vehicle: its trunk (at the front on rear-engine cars). A locked vehicle says so.
Next to a bag on the ground: that drop.
Next to a dumpster: its loot.
At a vending machine (without target): its shop.
Anywhere else: your inventory and the Ground, where anything you drag becomes a bag on the floor.
Stashes, shops, crafting benches and sell points made in the creator open with E at the point, or with the target eye when target is on. Players can walk while the inventory is open; the camera, aiming and attacking are blocked.
Where | What is there |
|---|---|
Left | Health, armour, hunger and thirst. |
Your grid | Your items, a weight bar (120 kg and 41 slots by default) and the numbers 1–5 on the hotkey slots. Search and Sort sit under it. |
Middle | The amount box and the action buttons, then your logo. |
Right grid | Whatever is open: the ground, a stash, a trunk, a shop, a bench, a robbed player. |
Right | Your server ID, cash, bank and dirty money (crypto on QBCore). Each piece can be hidden in Settings → Interface. |
Keys#
Key | Does |
|---|---|
| Opens and closes the inventory. |
| Use the item in hotbar slot 1–5 without opening anything. A weapon is drawn, and the same key holsters it. |
| Uses the protected slot, the last one, which robbers never see. |
| Shows the hotbar, or — held — the quick wheel. |
| Reloads the weapon in hand with ammo from the inventory. |
| Hands up. |
| Throws the weapon in hand. |
These are the starting keys. Every one is a FiveM key binding, so each player can change theirs in ESC → Settings → Key Bindings → FiveM. The server's starting keys are in Settings → Key binds.
Moving items#
Drag an item onto a slot. On the same item it stacks, on a different one they swap. The amount box at the top of the middle column decides how many move: a number moves that many and splits the stack into an empty slot, 0 moves everything. Unique items and weapons never stack.
Mouse | Does |
|---|---|
Right click | By default (Smart): moves the item to the other side when a stash, trunk or shop is open, and uses it otherwise. In a shop it buys one. |
Ctrl + right click | Moves half the stack. |
Double click | Uses the item and closes the inventory. |
Click | On one of your items: renames it. On a weapon: selects it and shows the Attachments button. |
Settings → Interaction → Right click on an item switches right click between Smart, Always move, Use and Off. The middle column's buttons take an item dragged onto them:
Button | What it does |
|---|---|
Use | Uses a usable item. |
Give | Lists the players within 3 m; pick one and they receive it with a hand-over animation. |
Throw | Puts the item in your hand to throw it. |
Place | Places the item in the world as a prop. |
Trade | Click it to invite a nearby player to trade. |
Clothing · Settings | Open the clothing screen and the style studio. |
Search, under your grid, dims every slot that does not match, in both columns; it ignores capitals and accents and finds renamed items by their new name. Sort stacks everything that can be stacked and packs the rest from slot 6 on — weapons first, then alphabetically — without touching slots 1–5.
Hotbar and quick wheel#
Each player chooses how the five quick slots look, in the style studio: a Bar that Z slides in at the bottom of the screen, or a Wheel like GTA's weapon wheel: hold Z, point at a slot with the mouse or the right stick and release to use it. The wheel shows the item's name and count, or the weapon's ammo and stats. On foot the player stands still while it is open; in a vehicle only the camera stops, so the car can still be driven.
Settings → Item rules → Items blocked on keys 1-6 (a lockpick by default) can only be used from the inventory, and Settings → Vehicles decides whether items and weapons can be used inside vehicles.
The item card#
Hovering an item shows its card: its name (or the name the player gave it), its description and its data — the ID card with its owner's name and birth date, the phone with its number, the bag with its slots, the weapon with its serial number, ammo and attachments. Which data each item shows is set in Settings → Item rules → Item descriptions, with a live preview.
A weapon's card also shows its damage, fire rate, accuracy, range and magazine, compared with the weapon in your hands: the one you hold is a pale bar behind, and the difference shows green when better and red when worse. On the slot, the line at the bottom is the item's condition — green, then orange under 50%, red under 25% — and the colour behind it is its rarity.
The Style Studio#
The Settings button inside the inventory opens the style studio, where each player designs their own inventory. Every change shows live, on a preview drawn with the player's own items. Cancel puts back what they had, Restore original goes back to the server's default.
Presets are 12 complete styles, each with its own colours, box shape, effects and finish:
Style | Look |
|---|---|
Quasar | The house style: slate cards, blue light and glowing titles. |
Simple | Plain and familiar: dark tiles, white hotkey tags, a name strip. |
Minimal | Hairlines, soft corners and one quiet accent. |
Cyberpunk | Red cut-corner frames, gold counters, cyan details. |
Pole Position | Glossy black, red accents and a redline weight bar. |
Synthwave | Neon tubes, a retro sun in every box and cyan counters. |
Emerald | Emerald-cut gems set in gold, faceted light and a glint. |
Royal | Black lacquer and gold, Art Deco frames, a crown and Roman numerals. |
Aqua | Liquid glass: water levels, bubbles and light from the surface. |
Sunset | Golden hour: sunset postcards, handwritten titles and a warm sky. |
Sonar | Submarine sonar: a radar sweep, glowing blips and a depth gauge. |
Frost | Frozen glass: creeping frost, icicles and falling snow. |
Free mode changes every part by hand:
Tab | What you set there |
|---|---|
Style | The finish, the box shape (classic, soft, leaf, tab, drop, orb, racing, cyber), the effect (glow, neon, elevation, inner light, glass) and rounded corners. |
Colours | Accent, glow, background and text, with transparency, glow and border strength. |
Boxes | Bar or wheel, icon and text size, item names, hotkey numbers, rarity outline, how count, weight and condition show, and the hover effect. |
Text | The font: the style's own, Montserrat, Inter, Roboto, Poppins, Nunito, Rajdhani, Exo 2 or Oswald. |
Scene | Particles (snow, bubbles, stars, rain, embers), the opening animation, the inventory's size and a performance mode for modest PCs. |
My styles | Three save slots, and a style code to copy and share with friends. |
On the left, the player also picks the Full layout or the Compact one — a slim column on the side of the screen that lets them keep walking — and the corner where item notifications appear. Choices are saved on the player's own PC. What a new player starts with is set in Settings → Default appearance, and Settings → Interface → Show the Settings button can lock everyone to it.
Items#
An item can be made two ways, and both can be used at once. A creator item with the same name as one in the file replaces it, and deleting the creator item brings the file's version back.
Creator → Items → Create new. The item exists for every player the moment you save, with no restart, on ESX, QBCore and Qbox.
Field | What it is |
|---|---|
Label · Item name · Description | The name players see, the id scripts use (lowercase, fixed once created) and the text on its card. |
Image | Pick a file from |
Weight · Rarity | Grams, and one of your rarities. |
Unique · Usable · Close on use · Cannot be thrown | Whether it stacks, can be used, closes the inventory when used, and can be thrown. |
Decay rate · Delete when broken | How long it lasts (see Durability and decay) and whether a broken one is removed when used. |
Dropped object model | The prop shown when it lies on the ground or is thrown. |
Consumable | Hunger, thirst and stress it changes, use time, animation, a prop in the hand, whether it is removed after use, and whether combat, walking or driving are blocked while using it. |
Add the item to the items file of your framework (qs-inventory/shared/items.lua on ESX and Qbox, qb-core/shared/items.lua on QBCore) and restart:
['tosti'] = {
['name'] = 'tosti', -- unique id, same as the key
['label'] = 'Grilled Cheese Sandwich',
['weight'] = 200, -- grams
['type'] = 'item', -- 'item' or 'weapon'
['image'] = 'tosti.png', -- file in web/dist/images, or a link
['unique'] = false, -- true: never stacks
['useable'] = true,
['shouldClose'] = true, -- closes the inventory when used
['description'] = 'Nice to eat',
['decay'] = 0.07, -- days from 100% to 0%
['delete'] = false, -- remove it when used broken
['object'] = 'prop_sandwich_01', -- prop on the ground
['disableThrow'] = true,
['client'] = {
status = { hunger = 200000 }, -- 1000000 = 100%
usetime = 2500,
anim = { dict = 'mp_player_inteat@burger', clip = 'mp_player_int_eat_burger_fp' },
prop = { model = 'prop_cs_burger_01', pos = vec3(0.02, 0.02, -0.02), rot = vec3(0.0, 0.0, 0.0) },
disable = { move = true, car = true, mouse = false, combat = true },
removeAfterUse = true
}
},Other fields: rare (a rarity name), job = { 'police' } (only those jobs can use it), objectRotation, combinable (below), and client.export = 'my-resource.myExport' to run your own code when the item is used.
Rarities#
A rarity colours the bottom of the slot, and players can add a matching outline in the style studio. Three ship — common (grey), epic (purple) and legendary (gold) — and Settings → Item rules → Rarities holds up to 30 of your own, each a name and a colour. Give an item a rarity in the creator, or with rare in the file.
Durability and decay#
Every item has a condition from 100 to 0. An item with decay loses it with time, whether it is used or not: the number is the days it takes to go from 100% to 0%, counted from the moment the item was created. 1 lasts a day, 0.5 twelve hours, 0.07 about an hour and forty minutes; 0 never decays. The condition is updated each time an inventory opens.
At 0 the item is spoiled and cannot be used. With delete (Delete when broken), a spoiled item disappears when someone tries to use it. Items in different condition do not stack. Weapons wear as they shoot instead — see Weapons.
Renaming items#
A player clicks one of their own items, types a name (up to 64 characters) and confirms. The card, the search and Sort use the new name from then on. Weapons cannot be renamed. Settings → Item rules decides whether renaming is allowed, what it costs in cash, and which items keep their name (money and phone by default).
Combining items#
Drop one item on another and, when the target accepts it, a Combine button appears: one of each is used and the reward is given, with an optional animation and progress bar.
['combinable'] = {
accept = { 'aluminumoxide' }, -- items that can be dropped on this one
reward = 'thermite', -- what the player gets
anim = { ['dict'] = 'anim@amb@business@weed@weed_inspecting_high_dry@', ['lib'] = 'weed_inspecting_high_base_inspector', ['text'] = 'Mixing powder..', ['timeOut'] = 10000 }
},Carry limits and protected items#
Setting (Item rules) | What it does |
|---|---|
Carry limits | The most of an item a player can carry. Ships with one bag: |
Items that can't be stolen | Stay with their owner when robbed or searched. |
Items that can't be stored | Cannot go into stashes, trunks or gloveboxes. |
Weapons#
Weapons are inventory items. Using one draws it, and using it again holsters it; GTA's own weapon wheel is replaced by the hotbar. Every weapon gets a serial number, keeps its loaded ammo when it is put away, and wears as it shoots.
Ammo#
Ammo is an item. Use it, or press R with the weapon in hand, and the first matching ammo in your inventory is loaded:
Item | Reloads |
|---|---|
| Pistols, SMGs, rifles, shotguns, machine guns and sniper rifles. |
| The police rifle, the RPG, the grenade launcher and the EMP launcher. |
| Universal ammo: fits every weapon. |
By default one ammo item fills one magazine, and a weapon never holds more than one magazine. Settings → Weapons changes both: One magazine at a time off lets every reload add a full magazine on top, and One bullet per ammo item makes each item a single round. The Ammo items table links any item to any GTA ammo type.
Wear and repair#
Every shot takes 0.15% of a weapon's condition — about 667 shots from new to broken — set per weapon in Settings → Weapons → Wear per weapon. The stun gun, nightstick and flashlight never wear. A broken weapon is put away and cannot be used until it is repaired:
Repair kit (
weapon_repairkit): with the weapon in hand, each kit restores 10% (Repair kit restores).Repair points: stand on one with the weapon in hand and press
Eto bring it back to 100% for a cash price per weapon type — from $1,000 for pistols to $10,000 for heavy weapons. Points are added at your position in Settings → Weapons → Repair points.
The attachments screen#
Click a weapon and press Attachments. The weapon appears in front of the player with its details — calibre, serial number, ammo and condition — and a point for each part it accepts: suppressor, flashlight, scope, barrel, grip, magazine and tint, joined by lines to the weapon. The attachments the player carries that fit this weapon are listed below.
Fit: drag an attachment onto its point. It is fitted at once and shows on the weapon. Using the attachment item with the weapon in hand fits it too.
Remove: drag a fitted attachment onto Remove attachment and it goes back to the inventory.
Rotate: drag the weapon itself.
ESCor Back returns to the inventory.
Which item fits which weapon is the Attachment items table in Settings → Weapons, and the component of each weapon is set in the creator's Weapons tab.
Tints#
Eight colour tints fit every weapon — black, green, gold, pink, army, LSPD, orange and platinum — next to camouflage and luxury finishes. The custom tint item (weapontint_url) paints a weapon with any image: use it, paste a link, check the preview and save. With Tints are single-use on, a tint is used up when it is removed or replaced instead of returning to the inventory.
Throwables#
Grenades, molotovs, sticky bombs, flares, smoke and BZ gas, pipe bombs, proximity mines and balls spend one item each time one is taken out. The list is Settings → Weapons → Throwable weapons.
Add-on weapons#
Creator → Weapons → Create new teaches the inventory about a weapon streamed by its own resource: its item, ammo, wear and attachments. Edit an existing weapon does the same for a built-in one; deleting the record later restores the original.
Field | What it is |
|---|---|
Label · Weapon name · Description · Image | The weapon name must match the add-on weapon and start with |
Weapon category | Pistol, Submachine Gun, Assault Rifle and so on; it sets the repair price. |
Ammo type | Which ammo items reload it, e.g. |
Weight · Wear per shot · Rarity | Grams, the condition each shot takes (0 = never wears out), and its rarity. |
Death message | The damage reason other scripts read for kills with it. |
Attachments | Up to 40 rows: the attachment ( |
Settings → Vehicles → Weapons usable inside vehicles turns off drive-bys by putting weapons away in vehicles.
Clothing as Items#
What a character wears is kept as items: clothes can be taken off, stored, sold, traded or given away. The Clothing button opens a screen with the character in the middle and a slot for each piece around them, each joined by a line to its place on the body.
Put on: drag a piece from the inventory onto its slot, or use the item.
Take off: drag it back into the inventory, or press the hand on its slot.
Back: the Back button or
ESCreturns to the inventory.
Area | Items |
|---|---|
Head |
|
Body |
|
Accessories |
|
Clothes bought in a clothing shop or changed in an appearance menu become items on their own: a piece that differs from the default outfit is turned into its item within a second or two. A vest gives 100 armour the first time it is worn (Settings → Clothing → Vest armour) and keeps the armour that was left when it is taken off. Worn clothes are saved when the inventory closes. The clothing screen needs a freemode character and cannot open in a vehicle.
Stashes, Trunks and the Ground#
Stashes#
Creator → Stashes → Create new places a stash for a house, a gang, a job or the police station:
Field | What it is |
|---|---|
Stash name | What players see when they open it. |
Slots · Max weight | Up to 500 slots; weight in kilos. |
Personal stash | Every player gets their own stash at this point instead of one shared by everybody. |
Access · Position · Object · Map blip | See Placing a Point below. |
Deleting a stash point removes it from the world, but what players stored stays in the database. Other scripts can open any stash by id — see Integrations.
Trunks and gloveboxes#
Every vehicle has a trunk, opened from behind an unlocked car, and a glovebox, opened from a seat. Gloveboxes hold 100 kg in 5 slots; trunks depend on the GTA vehicle class:
Class | Trunk |
|---|---|
Compacts · Muscle · Trains · Open wheel | 38 kg · 30 slots |
Sedans | 50 kg · 40 slots |
SUVs | 75 kg · 50 slots |
Coupes | 42 kg · 35 slots |
Sports · Sports classics · Super | 30 kg · 25 slots |
Motorcycles | 15 kg · 15 slots |
Off-road · Industrial · Utility | 60 kg · 35 slots |
Vans | 120 kg · 35 slots |
Boats · Helicopters · Planes · Service · Emergency · Military · Commercial | 120 kg · 50 slots |
Cycles | None |
Settings → Vehicles changes every class, gives single models their own size (Use my vehicle fills in the one you sit in), and lists the rear-engine cars whose trunk opens at the front. It also decides who opens what: by default anyone opens any trunk and glovebox; switched off, an owned car opens only for its owner and for police from the grade you choose. Trunks of cars whose plate contains PLZI open only for police. Only owned cars keep their items stops saving the trunks of cars nobody owns.
The ground#
Drag an item into the Ground column and it becomes a bag on the floor — the item's own prop when it is alone, a paper bag when there are several, the weapon's model for a weapon. Bags hold 130 slots, are seen from 9.5 m and disappear 15 minutes after nobody touched them, never while someone has them open (Settings → Capacity). With OneSync, bags and thrown or placed items can be pushed by walking into them and kicked with the attack key while unarmed, and they open wherever they end up.
Shops, Sell Points and Crafting#
Shops#
Creator → Shops → Create new starts with the Type: a Shop sells what you list, a Buyer buys players' items at the price you set. It can be changed later.
Field | What it is |
|---|---|
Name | The shop's title and blip name. |
Players pay with · Players get paid in | Cash, bank, or dirty money on ESX and crypto on QBCore and Qbox. |
Products | Up to 200: the item, its price, the amount of each purchase, and an optional stock — empty means unlimited. |
Restock every | Minutes until limited products refill; 0 never. |
Access · Position · Ped · Map blip | See Placing a Point below. A shopkeeper stands at the point by default. |
Players buy by dragging a product into their pockets, with the amount box deciding how many; right click buys one. A limited product shows how many are left and "Sold out" at zero. Weight, slots and money are checked before anything is charged. Stock counts start full again when the resource restarts.
At a buyer, each card shows the price, how many the player has and the total; dropping the item on its card sells it, paid in the buyer's account.
Crafting benches#
Creator → Crafting → Create new: a bench name, a prop and up to 100 recipes. Each recipe is the item crafted, how many, the crafting time, the chance of success, and up to 30 ingredients. On QBCore and Qbox a recipe can also earn and require crafting reputation (Settings → Crafting).
At the bench, each recipe card shows a green tick when the player has everything and a red cross when something is missing, the time and the chance, and every ingredient as have / need. Set the amount and drag the recipe into your inventory to craft it. The ingredients are used even when the chance fails.
Vending machines and dumpsters#
Vending machines are map props: press TAB beside one, or use the target eye. Settings → Vending machines holds the categories — products with price, most per purchase and optional stock, the account they are paid with and the restock time — and which machine models sell each category.
Dumpsters work the same way. Each model in Settings → Garbage has its slots and one or more loot sets; a search rolls one set at random, and new loot appears 2 minutes later.
Placing a Point#
Stashes, shops, sell points and benches share the same panels. Under Placement, press Here to use the spot where you stand, or Select to aim at a spot up to 60 m away:
Key | Does |
|---|---|
Left click | Confirms the spot. |
| Turns the point. |
Mouse wheel | Raises or lowers it. |
| Cancels. |
Panel | What you set there |
|---|---|
Access | Jobs or gangs that can use it, each with a minimum grade. Empty means everyone. The server checks it again when the point is opened. |
Map blip | Name, icon, colour and size, picked from lists with pictures. Only players with access see it. |
Ped · Object | A character standing on shops and buyers, with an optional scenario; a prop on stashes and benches. |
In the world, players open a point with E within 2 m, under a small floating marker when there is no ped or prop, or with the target eye when target is on. Each row of the list has a Teleport button to fly there. Distances and the placing speed are in Settings → Creator points.
Trading, Throwing and Placing#
Trade. Press Trade and pick a player within 3 m. They get a card with the name of who is asking and a 30-second countdown: E accepts, G declines. Both then share a window with five offer slots each, where every item put in shows live on the other screen. The trade only happens when both confirm, and the server checks that every offered item is really in each player's inventory before anything moves.
Throw. Drag an item onto Throw, or press H for the weapon in hand. Aim with right click and throw with left click, one unit at a time; Backspace cancels. It lands as a prop everyone sees, picked up with E.
Place. Drag an item onto Place: a ghost of it follows your aim. Turn it on three axes with the keys shown on screen and press left click to put it down; aimed at a vehicle it rides along with it. Anyone nearby picks it up with E.
Each one has its switch in Settings → Interaction, which can also hand throwing to jonska-itemthrowing and placing to kq_placeable_items.
Robbery and Police#
X raises the hands. A player who opens the inventory within 3 m of someone with their hands up — or dead, with Loot dead players on — while holding a weapon gets a Steal button. After a short progress bar the victim's inventory opens on the right, and the victim is told they are being robbed. /searchplayer opens the closest player with their hands up directly.
The protected slot — the last one, used with key 6 — is never shown to robbers. Police see it when searching, unless that is switched off.
Items that can't be stolen stay with their owner.
With Robbed weapons can break into parts, a stolen weapon may break (20% by default) into random parts for the robber.
Police jobs (
policeandsheriff) search without the robbery rules and open restricted trunks and gloveboxes.
All of it is in Settings → Robbery & police.
Admin Tools#
Give#
Creator → Give hands any item or weapon to one or more online players at once — up to 64, sorted by distance. Pick the item from a grid with pictures, then the amount and quality; a weapon also takes its ammo and, if you want, a serial number. ID cards and licences are filled with the receiving player's details. Every give is logged in the shared Recent gives list and sent to the admin Discord webhook. In the Items and Weapons tabs, Give it to me is the quick way to test one.
Stats and anti-dupe alerts#
Every item that enters a player's inventory is recorded with who received it and who gave it: the script that called AddItem, or the inventory action — shop, crafting, trade, admin. Activity charts it over the last hour, day or week: items created by script, the most created items, which script gives them, and the latest items given.
Alert | Raised when |
|---|---|
Burst | One player gets more than 250 of one item within a minute — or more than 4 of a weapon. |
Repeated | The same script gives the same item to the same player more than 25 times within a minute: a loop. |
Spike | An item is created 6 times faster than usual: at least 150 units in 10 minutes, against its average over the day before. |
Admin gives and transfers between players never raise alerts. Every online admin is notified, the alert goes to the admin webhook, and it waits in Alerts until marked as read. The limits and the days of history kept are in Settings → Anti-dupe alerts.
Who has what scans online and offline players, stashes, trunks and gloveboxes: the items with the most units in circulation, the ones owned by the most people, and — for any item — every player and storage that holds it, with the amount.
The Settings#
/inventoryconfig holds every behaviour, in 17 sections. Each field shows its default and what it does; Ctrl+F searches all of them and Ctrl+S saves.
Section | What it holds |
|---|---|
General | Language, sounds, target, autosave, and the developer options. |
Capacity | Player weight and slots, and bags on the ground. |
Interaction | Right click, throwing, trading, giving and placing. |
Robbery & police | Hands up, robbing, police jobs and robbed weapons. |
Item rules | Renaming, hotbar, carry limits, protected items, rarities and item descriptions. |
Anti-dupe alerts | Item tracking, alert limits and history. |
Interface | Logo, opening effects, the darkened game behind, and what the inventory shows. |
Default appearance | The style, layout, quick slots, notifications corner, font and particles new players start with. |
Clothing | The clothing system, its button, vest armour and the clothing pieces. |
Key binds | Starting keys for the inventory, hotbar, reload, hands up and throwing. |
Vehicles | Trunks and gloveboxes: who opens them and how much they hold. |
Vending machines | What each machine sells and which props are machines. |
Crafting | Crafting on or off, and crafting reputation on QBCore and Qbox. |
Garbage | Dumpster search, loot and refresh time. |
Weapons | Ammo, wear, repair kits and repair points, attachments, tints and throwables. |
Creator points | How points are placed and how they behave in the world. |
Access & commands | Who can open the two panels, and the commands that open them. |
These values live in your database, not in a file. A field marked Restart is saved at once but applies after restarting the inventory; everything else applies to every player when you save. Show advanced settings reveals the developer options, each section has its own reset, and the whole panel can be reset by typing RESET.



