Quasar Billing turns invoicing into a system your city can actually run on. Multiline invoices with a per-job price list, partial payments, installment plans, disputes, approval queues, recurring charges, staged debt collection, payment terminals you place in the world, and a paper trail players carry in their pockets.
What separates it from every other billing script is where the settings live. There is no configuration file to edit — everything is edited from the Creator inside the game, stored versioned in the database, and applied to every connected player the moment you save. No restarts, and no file that quietly disagrees with what is running.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, and claiming admin access on a fresh server. | |
The two items that make the paperwork physical, per inventory. | |
The Creator, job permissions, the price list, terminals, debt collection, plans and recurring charges. | |
What it does#
Area | Details |
|---|---|
Invoices | Multiple lines, each with its own quantity, discount and tax. Categories, notes, due dates, unique |
Payments | Bank, cash, or both at once, each half at its own fee. Partial payments. Every charge is atomic and rolls back if the second half fails. |
Paper trail | The billed player receives the invoice as an item. Using it renders a real paper document over the game, stamps included. Payers get a thermal receipt the same way. |
Driving billing from your own scripts? An MDT fine, a garage fee or a rent charge is four lines of Lua. Skip straight to Commands and Exports.



