Shell Studio builds your own interior shells in game, piece by piece: floors, walls, doors, windows, stairs, elevators, parking and decor. Every shell you save can be picked in the Housing Creator like any other shell.
Open it with /housingshells. It needs the housing-shellcreator resource from [props] started before qs-housing (see Installation).
Who can use it#
Admins only, the same admins who can build houses (Config.AllowAdminsToCreateHouses). Set Config.ShellCreator.AllowCreatorJobs = true in config/shellcreator.lua to let the jobs in Config.CreatorJobs in too.
Building a shell#
The first screen, Your shells, lists every saved shell with its tier. New shell → Open builder starts from an empty grid.
Lay the foundations
In Structure, click and drag over the grid to lay out the rooms. Foundations are the floor tiles; everything else is built on them. Use Floor up to build another storey.
Raise the walls
Walls, half walls, doorways and window walls snap to the edges of the foundation tiles. Stairs need a floor above; the opening is cut for you.
Style the rooms
In Style, click a wall, floor or ceiling to change its texture, hang a door in a doorway and fit a window in a window wall.
Decorate
In Decor, place kitchen and bathroom pieces, carpets, tables and lights. Turn a piece with Z and X before you click.
Set the spawn point and save
The spawn point is where players appear when they enter the house. Place it near the front door; it is also the exit. Then save: give the shell a name, its stash size (weight and slots), whether it has a void around it, and a photo for the list.
A draft is saved every 30 seconds (Config.ShellCreator.AutosaveInterval), so Continue where I left off picks up an unfinished shell. A shell holds up to 800 pieces (MaxObjects) and 32 light sources (MaxLightSources).
Controls#
Key | Does |
|---|---|
Left click | Place the selected piece. Drag to lay several foundations at once. |
Right click | Rotate the camera. |
Mouse wheel | Zoom. |
W A S D | Move the camera. |
Z · X | Rotate the piece, or the door side of an elevator. |
ESC | Leave the builder. |
Undo and redo, the Edit tool (move, rotate and tune a placed piece, such as a light's range, power and colour) and the delete tool are in the builder's toolbar.
Elevators and garages#
Piece | How it works |
|---|---|
Person elevator | Krom or Panorama. Click a tile that exists on at least two floors; Z and X turn the door side. Players call it and pick a floor from its panel. |
Vehicle elevator | Showroom or Halo. Takes 2 × 3 tiles on at least two floors. Its top floor connects to the street, so cars drive in and out of the shell. |
Parking slot | Four styles (frame, platform, oval, corners). Click a floor to place one; Z and X rotate it. With a vehicle elevator, parking slots turn the shell into a garage. |
Speeds, door times and the models of every style are in Config.ShellCreator.Elevators and Config.ShellCreator.ParkingStyles.
Using your shells#
A saved shell appears in the creator's shell list at once (/realestate → Create House → Shell), with its own tier and stash. Custom shells take the tiers above Config.ShellCreator.TierOffset (1000): the first shell is tier 1001, the second 1002, and so on. Keep the tiers of your own Config.Shells entries below 1000.
To change a shell, open it from Your shells and save again; houses that use it get the new version. A shell that houses still use cannot be deleted: change their shell first.
Configuration#
File | Contents |
|---|---|
| The command, who may use it, the default stash, the tier offset, the object and light limits, autosave, camera speed, and the elevator and parking styles. |
| The catalogue: every ceiling, floor, wall, door, window, stair and decor piece, and their colour variations. |
Shells are stored in qs_housing_shells and their photos in qs_housing_shell_photos. Both tables are created automatically.
Troubleshooting#
Problem | Fix |
|---|---|
qs-housing does not start: housing-shellcreator is missing | Download the Housing [props] asset again and add |
Walls or floors are invisible after an update | Since 5.6.56 the pieces are named |
"Stairs need a floor above" | Build the foundation on the floor above first, then place the stairs. |
An elevator was not saved | Elevators connect floors: the same tiles must exist on at least two floors, with foundation in front of the door on every floor. |
A shell cannot be deleted | Houses still use it. Change their shell in the creator, then delete it. |



