The framework runtime — every other resource depends on these.
Framework base — character, identity, and the shared event bus.
Intro flow and first-spawn hand-off into the rest of the framework.
Character selection, creation, and slot management.
Connection queue with priority slots and reserved access.
Staff tooling — actions, history, and live moderation.
Character creation, appearance, housing, and life-cycle systems.
Clothing, barbershop, tattoos, and full character customisation.
Starter apartment instances — the La Puerta MLO drop-in.
Player-owned properties with shared keys and persistent storage.
Damage system — bleeding, limb tracking, and medical states.
Sentencing, prison interior, and rehab activities.
Persistent state for the city — properties, billboards, zones.
In-world billboards, swappable from the admin panel.
Lockable doors — keypads, lockpicks, group access, autolock.
Multi-floor elevators with restricted access by group.
Placeable world objects — chairs, barriers, scene dressing.
PolyZone-style triggers and configurable kill-zones.
Robbery, drugs, gambling — the opt-in illicit half of the economy.
Employment, finance, and business ownership.
Job framework + labor missions for whitelisted and civilian work.
Player-owned businesses with payroll and shared registers.
Banking — accounts, transfers, loans, and ATM interactions.
Emergency services duty system and equipment lockers.
Mobile Data Terminal for police and EMS records.
Dealerships, fuel, mechanics, and stance — everything on four wheels.
Vehicle ownership, persistence, keys, and impound.
Dealership system with test drives and finance options.
Customs and mechanic workflows — repair, tune, and modify.
Realistic fuel consumption with multiple grades and jerry cans.
Wheel offset, camber, and ride-height tuning.
Shared HUD, menus, phone, tablet, and admin panels.
Shared HUD — health, hunger, vehicle, and status indicators.
Reusable in-game menu primitives used across every resource.
Smartphone — messaging, contacts, banking, and apps.
Tablet UI for staff workflows and field operations.
CCTV networks with monitor terminals for security teams.
Voice, radio, chat, and music — how players talk to each other.
Themed chat with proximity, OOC, and channel routing.
Proximity voice integration with effects and submix routing.
Multi-channel radio with squelch, encryption, and presets.
DJ booth and venue music — synchronised playback for crowds.
Shared sound + SFX bus used by every other resource.
Animation library with prop attachments and shared scenes.
Building blocks — targeting, zones, anti-cheat, web API.
Eye-target interaction system used across the framework.
Slot-based inventory with weapons-as-items and stashes.
Skill-checks, lockpicking, and shared minigame primitives.
Player keybinding registry with conflict detection.
Developer overlay for inspecting state at runtime.
Shared helpers + anti-cheat checks every resource pulls from.
Outbound HTTP bridge for site, dashboards, and integrations.