Usage — Bunkers Creator | Quasar Store | Quasar Store
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Usage
Using Bunkers Creator: creating teleport and walk-in bunkers, buying, production and supplies, train robbery and sell missions, crafting, keyholders, heat and police raids.
Eleven bunkers, each on the map with a blip and ready to buy, all of them teleport bunkers into the GTA Online gunrunning interior:
Bunker
Price
Bunker
Price
Zancudo
$2,205,000
Grapeseed
$2,175,000
Route 68
$1,895,000
Paleto
$1,950,000
Oilfields
$2,100,000
Route 1
$2,500,000
Desert
$2,350,000
Farmhouse
$2,295,000
Smoke Tree
$1,750,000
Raton
$2,150,000
Scrapyard
$2,450,000
Every one of them can be edited — price, name, picture, blips, points — or disabled from its card. They cannot be deleted; only bunkers you create can.
An entrance outside takes players into the gunrunning interior. Each bunker has its own instance, so the owner and their keyholders share it and nobody else is ever in it. The laptop, gun locker, garage and workbenches are placed inside.
Walk-in
No interior. The bunker is a place in the open world — a warehouse, a hangar, a mapped base — with a purchase point, and the laptop, gun locker, garage and workbenches placed wherever you want them around it.
Press a point's button, the window closes, and a preview — a ped, a vehicle or a prop — follows where you look. Put it in place and confirm. Interior points are placed from inside the bunker, so enter it first (Teleport Inside).
Point
Where
What it is
Entrance
Outside
Where players view, buy and enter the bunker on foot. Police breach here.
Exit
Inside
Where players leave on foot.
Vehicle entrance · Vehicle exit
Outside · Inside
Drive a vehicle in and it appears in the garage; drive it out the other way.
Garage
Inside
Three spots in one go: the garage menu, where the caddy spawns, and where it is stored.
Laptop
Inside
The bunker's management screen and the start of every mission.
Gun locker
Inside
A private stash for weapons.
Workbenches
Inside
As many as you like, placed one after another. G finishes the series.
Interior location
Anywhere
Optional. Sends players to your own interior instead of the gunrunning one.
Buy location
Walk-in only
Where a walk-in bunker is viewed and bought. On a walk-in bunker, the laptop, garage, gun locker and workbenches may stand outside.
Key
Does
E
Confirm the position.
← →
Rotate. Hold SHIFT to turn faster.
↑ ↓
Turn 90°.
G
Finish a series (workbenches).
BACKSPACE
Cancel.
Save, and the bunker appears on the map for everyone at once, saved to data/bunkers.json. A new bunker defaults to $1,000,000 if no price is set.
A player walks to the entrance of a bunker for sale (on a walk-in bunker, its buy location) and chooses View Bunker: a card with the picture, the description, the vehicle included and the price. Confirming takes the price from the bank. A bunker has one owner at a time.
Bunker
Its blip
For sale
Shown to everybody in the sale colour.
Yours, or you hold a key
Shown in the owned colour.
Owned by somebody else, or disabled
Hidden.
Set Config.EnableBlips = false to hide every bunker blip.
The owner adds a friend by server ID on Manage Staff — the friend must be online — and removes them from the same list. A keyholder can enter, use the laptop, the storage and the gun locker, buy supplies and run missions. Only the owner adds and removes keys, and the change applies at once.
Each bunker has its own storage, and production happens in it: on a timer, supplies are consumed and bunker_stock is made.
Setting
Default
What it does
Conversion interval
5 s
How often production runs, in seconds.
Conversion rate
1
Units of stock made each time.
Supplies per stock
5
Supply items consumed per unit of stock. supplyPerStock in globalConfig.json.
Max stock
100
Production stops at this much stock. maxStock in globalConfig.json.
Max storage
500
How many items the bunker storage holds. Also 100% on the supplies bar.
Buy supplies price
$15,000
Paid from the bank to fill the storage with supplies.
Any item listed under Supply items in Settings counts as a supply; bunker_supplies ships as the only one. Buy Supplies tops the storage up to its capacity with the first supply item.
The bunker storage is snapshotted to the database as it changes and on shutdown, and anything missing is put back on boot — so stock survives a restart even on inventories that do not keep stash contents themselves.
Two missions start from the laptop. Only one can run on the whole server at a time, each has 30 minutes to finish, and players within 100 m can be invited to join from a picker.
A freight-train robbery for up to four players.
Plant the bombs
Four charges on the tracks near Harmony, shared out between the crew.
Take the train control
A cutscene, the freight train arrives, and the charges go off.
Cut the containers
Eight containers opened with a grinder — one of them empty — and the crates inside looted. Each crate gives the items set under Crate loot.
Bring it home
Back at the bunker entrance (a walk-in bunker: its laptop), Complete Mission moves every supply item the crew carries into the bunker storage.
All the stock leaves the storage with the crew. Each delivery point buys 15 to 35 units at the price per unit, and the money goes to whoever started the mission. What is left at the end — or at the timeout — goes back into storage.
Route
Vehicle
Price per unit
Heat per delivery
Blaine County
Valkyrie helicopter
$500
15
Los Santos
Terrorbyte, meeting buyers
$750
20
To make missions depend on the police being online, set Config.MinPoliceOnline above 0 and list the jobs in Config.PoliceJobs. On QBCore and Qbox only on-duty officers count; ESX has no duty flag, so everyone with the job counts.
The workbench is a 3×3 crafting grid in the Minecraft style, beside two inventories: the bunker storage and the player's own, with items moved between them by dragging. Lay the ingredients in the pattern of a recipe and the result appears. Inside a bunker, ingredients are taken from the bunker storage and the result goes back into it.
Recipes live in Config.CraftingRecipes in shared/config.lua. Each one is a result and a 3×3 pattern, read row by row; nil is an empty slot. The pattern must match slot for slot.
Every bunker has a heat level from 0 to 100. Crime raises it, time lowers it — 5 points an hour by default — and the higher it is, the more clearly the police can see the bunker.
Activity
Heat
Stealing supplies
+15
Each delivery in Blaine County
+15
Each delivery in Los Santos
+20
What officers in a raid job see on their map:
Heat
Police map
Below 25
Nothing.
25 – 49
A wide yellow search area: Suspicious Activity (Low).
50 – 74
A tighter orange area. A raid is now possible.
75 and above
A small red area: high priority.
Breach
At the entrance of an owned bunker with enough heat, an officer chooses Breach Bunker. The breach takes 5 minutes; the officer can move but not drive or fight, and dying cancels it. The owner is alerted the moment it starts.
Raid
Once breached, any officer in a raid job can enter. While the breach or raid is on, the owner and keyholders cannot get in.
End the raid
At the exit, G ends the raid after a confirmation. The bunker's heat drops to 0, the owner is locked out for 2 hours, and the bunker cannot be raided again for 24 hours.
The jobs that may raid are set in Settings → Raid jobs, each with a minimum grade (0 is any grade). police, sheriff and fbi ship in the list. If an officer disconnects mid-breach the breach is cancelled.
lua
Config.Raid = {
minHeatForRaid = 50, -- heat needed to breach (0-100)
breachDuration = 5 * 60, -- seconds
lockoutDuration = 2 * 60, -- minutes the owner is locked out
cooldownDuration = 24 * 60, -- minutes before the same bunker can be raided again
heatGain = {
sellBlaine = 15,
sellLosSantos = 20,
stealSupplies = 15,
},
heatDecay = { amountPerHour = 5 },
blipVisibility = { lowHeat = 25, mediumHeat = 50, highHeat = 75 },
}
Creator → Settings. Saved to data/globalConfig.json.
Section
What it holds
Production
Conversion rate and interval, max storage, the price of buying supplies.
Selling
Price per unit in Blaine County and in Los Santos.
Supply items
Which items count as supplies.
Crate loot
What each train crate gives: item, minimum and maximum.
Raid
Heat needed to raid, breach time, lockout, cooldown, heat decay per hour.
Raid jobs
The jobs that may breach and their minimum grade.
Global style
The interior style and upgrades every teleport bunker uses.
On ESX the money is paid as black_money. QBCore and Qbox have no black money, so it goes to Config.SellPayoutAccount — cash by default, or bank or crypto.