Guide · Updated 28 Sep 2026
How to set up player storage on a RedM server
Storage is where a player economy keeps its stock. A trapper needs somewhere for pelts, a gang needs a stash the law cannot open, a sheriff's office needs an evidence locker. Framework inventories give you the containers; what they do not give you is ownership: who placed this chest, who may open it, and what happens when that player quits. This guide covers setting that up, and the rules that stop items from vanishing.
Three kinds of storage
| Kind | Who owns it | Example |
|---|---|---|
| Player storage | One character, who can share it | A chest in a rented room |
| Job storage | A job; grade decides access | Sheriff's evidence locker, doctor's supplies |
| Shared containers | Nobody; anyone can open | A bin behind the saloon |
Player storage players place themselves
Poggy Storage (Free) is free. A player stands where they want the storage, types /createstorage, confirms, and pays the creation price. The storage appears where they stood; they open it by walking up and pressing G. The shipped defaults are sensible for a new server:
- Creation price 5, and a player may own 2.
- Starting capacity 200, with upgrades of 25 slots. Each upgrade costs a little more than the last (1.5, then 10% more each time).
- Map blips, shown only for storages the player can open.
- A storage unused for 60 days is removed when the script starts. Job storages never are.
Set the creation price to 0 for free storages. If money is tight on your server, keep the price and the owned count low: a storage is a way out of the economy for items, and every one you add is stock that is not being sold. Running a player economy covers why.
Sharing
The owner gives named players one of three levels:
- Manager: open, deposit, withdraw, read the ledger, buy upgrades.
- Member: open, deposit, read the ledger.
- Basic: open only.
Access can also go to a whole job, with the player's grade deciding the level. Every storage has its own money balance and a ledger of who put in and took out what, which settles most "who took the gold" arguments before they reach staff.
Job storages
Job storages are written in the config (Config.DefaultStorages), not placed by players: an evidence locker for law, supplies for doctors, a job-locked armory. Grade 2 gets Manager and grade 1 gets Member by default, and any other grade gets Basic. They can post to Discord webhooks, which is worth doing for an evidence locker.
Shared containers
Poggy Trash Bins ($8.99) makes bins searchable for loot and gives each one a shared container anyone can open with "Take a look inside". By default bins are emptied at every restart and cannot hold weapons, so they work as a dead drop, not a vault. Staff can empty them all at once with /emptytrash.
Admin tools
Poggy Storage adds a Storages panel to /poggy: every storage in one table, to rename, resize, move, change owner, delete, manage access and see what is inside. The same is there as commands: /movestorage <id> <x> <y> <z>, /deletestorage <id> and /storageadmin show|hide. /adminshop is a free shop with every item on the server, so treat it as an item spawner and keep it to senior staff. Admin access is the ACE character_storage.admin or the groups in Config.AdminGroups.
The rule that loses items: ids are data
Items are stored against a container's id. Change the id, and the container opens empty, while the items sit in the database under the old id where nobody can reach them. It is the most common "my stash was wiped" report, and it is almost never a wipe. So:
- Never rename a container that players have used: a trash bin's
storageid, a job storage's id. - Deleting a storage in Poggy Storage unregisters it: the container is forgotten but its items stay in the inventory database. That is on purpose, so a mistake can be undone.
- Back up before you change storage config. How to back up a RedM server covers that.
How each framework keeps a stash
Poggy Storage runs on all three through Poggy Core (Free), which turns each storage into the framework's own container. The differences are worth knowing:
- VORP Core: a vorp_inventory custom inventory. Its definition lives in memory, so it is registered again on every start (poggy_core does this, and again if vorp_inventory restarts). Containers are limited by slots, not weight.
- RSG Core: an rsg-inventory stash, saved in the
inventoriestable. Only one player can have a stash open at a time. - QBCore RedM: rows in qbr-inventory's
stashitemstable. Nothing on a QBR server creates that table, so poggy_core prints theCREATE TABLEto run and refuses storage until it exists.
Installing it
Poggy Storage needs Poggy Core (Free) and oxmysql, and none of vorp_menu, vorp_inputs or extra inventory resources. Its table is created on first start. See how to install a RedM script for the start order.



























