[Illegal Economy, QoL] Diving + hunting sales (cash + crypto)
Diving: selling illegal items can pay cash + small crypto bonus (configurable),
Hunting: illegal kill sales can pay cash + small crypto bonus (configurable),
All values tuned to be small but accumulative to avoid inflation.
Notes:
These loops were tuned to feel worthwhile over time without destabilizing the economy. Players still get their main cash payout, with occasional small crypto bonuses that accumulate gradually as an extra progression layer.
[Crime, Economy] Oxyrun improvements (laundering + rare crypto)
Improved markedbills cleaning behavior for smoother laundering flow,
Added rare crypto reward rolls (random cryptosticks, configurable odds).
Notes:
Oxyruns were strengthened as a more consistent laundering path, with rare crypto rewards as an optional bonus layer. The aim is better âcleaningâ feel and a bit of excitement without making crypto drops mandatory or excessive.
[Core, Economy, Security, UI/UX] Garage + vehicleshop compatibility fixes
Fixed lunar_garage vehicle list entries showing âCARNOTFOUNDâ and âPlate: nilâ
Normalizes vehicle properties when player_vehicles.mods is missing/blank/{}/invalid,
Builds minimal props from DB fields (plate, hash/vehicle, fuel, engine, body) to keep UI + spawning consistent,
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Patched qb-vehicleshop to persist proper vehicle properties to player_vehicles.mods on purchase
Adds server-side validation to ensure the plate belongs to the buyer before writing,
Stores a minimal props payload immediately, then updates to full props after the vehicle is spawned and properties are applied,
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Added a qb-vehicleshop startup migration (one-time safe backfill)
Automatically updates legacy rows where mods is NULL, empty, {}, or null,
Backfills with a valid props JSON (model/plate + basic health/fuel) so garages donât misrender older purchases,
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Hardened server event usage to prevent native errors from nil player targets during inventory/UI event dispatch.
Note:
This resolves garage/impound UI entries rendering incorrectly when qb-vehicleshop previously stored mods = â{}â. With these changes, new purchases always have valid props saved, and old purchases are automatically backfilled at resource start (no manual SQL required).
[Performance, AI] Crowd-aware traffic stabilizer for high-population areas
- Added tiered, player-density-based scaling for ambient traffic and ped density
- Cached nearby-player counting to avoid per-frame overhead while still reacting quickly
- Reduced AI pileups and âchaotic trafficâ behavior when many players cluster together
Notes:
When lots of players are close together, GTA/FiveM ambient AI can become erratic due to local AI simulation differences and entity update pressure. This change keeps the normal world density when players are spread out, but automatically lowers vehicle/ped/scenario densities in crowded hotspots to stabilize traffic flow, reduce avoidance-chain pileups, and improve overall client performance during large gatherings.
[Crime, Economy, Inventory] Markedbills stacking fixed by aggregating into a single running total
- Added server-side markedbills aggregation so multiple dirty payouts combine into one stack,
- Prevented metadata mismatch stacking issues (e.g. separate $20/$40 stacks) by summing worth,
- Updated dirty money handling to avoid duplicated/incorrect âworthâ displays,
Notes:
Instead of creating many separate markedbills stacks with different worth values (which wonât merge in most inventory systems), dirty money now accumulates into a single stack whose total worth increases over time. This removes confusion and makes laundering and accounting straightforward.
Still looking to fill team roles. We are looking for any HC, LEO, EMS, Fire, Lawyer, Judge - full applications can be found here