InventoryInCar
Choose which vehicles let players access their inventory.

InventoryInCar lets you decide which vehicles allow inventory access. Set the rules on your server; the mod synchronizes those rules with players' clients.
Get the mod on Steam Workshop · Installation guide · Get help
Set it up
- Install the mod and start your server once to generate
$profile:InventoryInCar/config.json. - Stop the server and open that file in your profile directory.
- Choose a mode below, then add the vehicle class names you want to allow or block.
- Save, restart, and test inventory access in one of those vehicles with the mod loaded on your client.
Choose how your vehicle list works
| Mode | Setting | What happens |
|---|---|---|
| Blocklist | m_UseVehicleAllowlist: 0 | Inventory access is allowed in every vehicle except those in m_BlockedVehicleTypes. |
| Allowlist | m_UseVehicleAllowlist: 1 | Inventory access is allowed only in vehicles listed in m_AllowedVehicleTypes. |
Use the vehicle's class name in the list. In blocklist mode, an empty blocked list allows all vehicles. In allowlist mode, an empty allowed list allows none.
Configuration example
This example starts in blocklist mode with no blocked vehicles. Leave m_Version unchanged, and use m_Enabled to turn the system on or off.
{
"m_Version": 1, // Config version. Leave this unchanged.
"m_LoggingLevel": 2, // Logging: 0 = off, 1 = errors, 2 = info, 3 = debug
"m_Enabled": 1, // Enables the mod: 1 = on, 0 = off
"m_UseVehicleAllowlist": 0, // 0 = allow all except blocked; 1 = allow only listed vehicles
"m_AllowedVehicleTypes": [], // Allowed classnames when m_UseVehicleAllowlist is 1
"m_BlockedVehicleTypes": [] // Blocked classnames when m_UseVehicleAllowlist is 0
}Logging
Set m_LoggingLevel to the level of detail you need:
| Value | Output |
|---|---|
0 | Off |
1 | Errors |
2 | Information |
3 | Debug details |
If a vehicle isn't behaving as expected
Check that m_Enabled is 1, confirm which list your selected mode uses, and check the vehicle class name. Restart after changing the file, then test again with the mod loaded on both server and client.
