Known issues
Current limitations, published so they can be weighed before purchase rather than discovered after.
These are limitations of the current release. They are on the product page as well, so they can be read before buying rather than after.
Not yet proven at high concurrent player counts
The full loop has been tested end to end on live QBCore and ESX Legacy servers, but not under a realistic simultaneous load.
What to do about it: watch database query load with a realistic number of simultaneous sellers before opening it to a busy server. If you run it at scale, that information is genuinely useful — please share it.
The native ESX inventory cannot store per-item quality
On esx_inventory, crafted quality falls back to a flat value and the price curve based on it
is inactive. Crafting, selling and progression all still work; the incentive to craft well does
not exist.
What to do about it: use ox_inventory if the quality mechanic matters to your server. This is a limitation of the inventory, not something a release can fix.
No targeting integration
Interaction is a keypress prompt. There is no ox_target or qb-target adapter. See Targeting integration.
No dispatch adapters
A police alert hook is provided with a working default, but no adapter for ps-dispatch,
cd-dispatch or an MDT. Wiring one up is a change you make in config.lua. See
Dispatch integration.
Configuration and data formats may change between versions
This is alpha software. Migrations are provided where they are needed, and anything that will stop working on an existing server is recorded under breaking changes in the changelog for that release.
What to do about it: read the changelog entry for every version you are skipping, not just the newest, and back up before upgrading.
The exports and events surface is not documented
Deliberately, rather than by omission. See Exports and events.
