> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/inventory/reference/config-reference.md).

# Config Reference

## Config Reference

Every top-level key in `shared/config.lua`. The file itself carries the detailed comments; this is the map.

{% hint style="info" %}
Weight is **grams** everywhere. `30000` is 30 kg.
{% endhint %}

#### Core

| Key                                                                | Controls                                                                                                             |
| ------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- |
| `Config.Player`                                                    | `slots` and `maxWeight` for pockets                                                                                  |
| `Config.UI`                                                        | Language, language picker, max stack, interface options, `imageFallback` (where else to look for item art)           |
| `Config.OpenKey` / `Config.SecondaryKey` / `Config.Hotbar.peekKey` | Default keys, F2 / K / TAB as in ox\_inventory (rebindable; a change reaches new players only)                       |
| `Config.OpenRadius`                                                | Metres before an open panel closes                                                                                   |
| `Config.Names`                                                     | Renaming one item (`maxLength` 32)                                                                                   |
| `Config.Standalone`                                                | With no framework: which item is money (`cashItem`) and whether job-gated points are `open` or `closed` (`jobGates`) |
| `Config.Admin`                                                     | Who may open the admin panel                                                                                         |

#### Containers & world

| Key                    | Controls                                                                                                                                                                                                                                                             |
| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Config.Stashes`       | Static stash definitions — including the evidence locker (100 slots / 100 kg) and ox's `policelocker` / `emslocker`                                                                                                                                                  |
| `Config.Shops`         | Shop catalogues, stock and prices; each branch counts its own stock                                                                                                                                                                                                  |
| `Config.Shops_Ped`     | Clerks behind the counter where a shop or stash names a `ped`                                                                                                                                                                                                        |
| `Config.Shops_Restock` | Shelves refilling — `every = 0` (never, as ox: a count comes back on restart); `10 * 60000` refills a `share` every ten minutes                                                                                                                                      |
| `Config.Vehicle`       | Boot and glovebox capacity by model (ox's sizes per class); `respectLocks`; `randomLoot` / `loot` (ox `randomloot` / `vehicleloot`, on)                                                                                                                              |
| `Config.Drop`          | Ground piles — `slots` 50, `maxWeight` 30000 (an empty pile takes any first stack); `prop.enabled` (ox `dropprops`, off) draws `prop.model` (`prop_med_bag_01b`) instead of the drop marker. A pile nobody uses is cleared after 5 minutes (fixed, ox's `cleartime`) |
| `Config.Placeable`     | Placing props in the world                                                                                                                                                                                                                                           |
| `Config.PropPoints`    | Dumpsters and vending machines, found by model; dumpsters as ox's (models, loot, 15 slots / 100 kg, 5 min refill)                                                                                                                                                    |
| `Config.Airdrop`       | Crates, loot tables, timers                                                                                                                                                                                                                                          |
| `Config.Marker`        | Marker per kind — `stash`, `shop`, `workbench`, `drop` — at ox\_inventory's defaults                                                                                                                                                                                 |
| `Config.Target`        | Look-and-click (ox\_target / qb-target) — `enabled` off, as ox's `inventory:target`: every point opens with the inventory key and the label names it (`[F2]`); `keepKey` leaves the key working beside the eye                                                       |
| `Config.Workbench`     | Weapon benches — a door to `aty_gunsmith` for the weapon in hand                                                                                                                                                                                                     |

#### Items & economy

| Key                   | Controls                                                                                                                                                                                                                         |
| --------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Config.StarterItems` | Given once on first spawn                                                                                                                                                                                                        |
| `Config.Consume`      | Eating and drinking; `progress` picks whose bar draws timed actions (`auto` = ox\_lib, then qb, then this inventory)                                                                                                             |
| `Config.Portions`     | Portion behaviour (off, as ox: one item is one use)                                                                                                                                                                              |
| `Config.Decay`        | Spoilage (`spoil`) and water damage to items while swimming (`water`)                                                                                                                                                            |
| `Config.Effects`      | Effect definitions                                                                                                                                                                                                               |
| `Config.Pricing`      | Dynamic pricing (off by default)                                                                                                                                                                                                 |
| `Config.ItemFeed`     | On-screen item feed (ox `itemnotify`); `weapons` adds Equipped / Holstered lines (ox `weaponnotify`); lines last 2.5 s; `setupNotice` says "Your inventory is ready" once the bag has loaded (ox `disablesetupnotification` off) |
| `Config.Money`        | `mirror` (default, as ox\_inventory) or `framework` — cash, and ESX's black money, kept as items equal to the wallet; `stack` is the per-slot ceiling (250,000)                                                                  |

#### Player systems

| Key                            | Controls                                                                                                                                                                                                                                                                                                                 |
| ------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `Config.Wear`                  | Clothing slots and the character view                                                                                                                                                                                                                                                                                    |
| `Config.Weapons`               | Weapon handling — `wheel` (off by default), `reload.onlyWhenEmpty` / `reload.duration` / `reload.bar`, `mismatch` / `ignore` (ox `weaponmismatch` / `ignoreweapons`), `suppressPickups`, `draw` / `holster` animations (ox `weaponanims`: `melee`, police pistol `holster`, one-handed `waist`; `draw.lockSteering` off) |
| `Config.Ammo`                  | Ammo and loading — `mode` (`'single'` by default: one item is one round, as ox; `'box'`), `boxSize`, special rounds                                                                                                                                                                                                      |
| `Config.Encumbrance`           | Movement penalty when heavy                                                                                                                                                                                                                                                                                              |
| `Config.Hotbar`                | Quick slots — `mode` (`'ox'` by default: bag slots 1–5 are the quick slots, as in ox\_inventory; also `'bind'` and `'slots'`), `useKeys`, `peekKey`, `holdTime` (3000), `showOnUse` (off)                                                                                                                                |
| `Config.Death`                 | What falls out on death (off, as ox: nothing falls)                                                                                                                                                                                                                                                                      |
| `Config.Anim` / `Config.Emote` | Animations / `/me` narration of inventory actions                                                                                                                                                                                                                                                                        |
| `Config.CarryVisible`          | Visible carried props                                                                                                                                                                                                                                                                                                    |

#### Interaction

| Key               | Controls                                                                                           |
| ----------------- | -------------------------------------------------------------------------------------------------- |
| `Config.Give`     | Handing items over — `playerList` (off, as ox: to the player in front, or beside you in a car)     |
| `Config.Throw`    | Throwing                                                                                           |
| `Config.Search`   | Searching players — `key` (unbound, as ox; `/search`, and `/steal` while `stealCommand` is on)     |
| `Config.Evidence` | Who may take things out of an evidence locker (`takeGroups`, `takeGrade`)                          |
| `Config.Licences` | Where licences are kept (`backend`: `auto`, `qb`, `esx`, `item`) and which ones `invlicence` lists |
| `Config.Notes`    | Writable notes                                                                                     |

#### Integration

| Key                   | Controls                                                                                                                                                          |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Config.QbMirror`     | Keep the framework's own inventory copy in step                                                                                                                   |
| `Config.Webhook`      | Discord webhooks                                                                                                                                                  |
| `Config.ClearStashes` | Deletes `stash` and `evidence` rows unchanged for this long, at start (ox: `'6 MONTH'`). The first start only counts and prints what would go. `false` keeps them |
| `Config.Migrate`      | `oxResource`: the folder an old ox\_inventory sits in, for `invmigrate items`                                                                                     |

#### Live overrides

The admin panel's **Settings**, **Appearance**, **Dumpsters** and **Airdrops** tabs write overrides without editing the file — but only for the **75 curated fields** they expose (`UI`, `OpenRadius`, `Hotbar`, `Consume`, `Decay`, `Drop`, `Give`, dumpsters, `Search`, `Evidence`, `Encumbrance`, `Wear`, `Airdrop`, shop restock, `Standalone`, `Webhook`). Everything not on that list is edited in the file and needs a restart.

`invsettings` lists every one of them beside the file's value, and `invsettings clear <path>` puts one back. `invoverride` lists the item and shop-price overrides.

{% hint style="warning" %}
Clearing an override restores the file value. An early version of this used a falsy check to decide whether an override existed, which meant clearing a setting whose value was `false` silently deleted it instead — if you see a setting that will not clear, check you are on a current build.
{% endhint %}
