Living backlog of enhancements and complementary modules. Not commitments - a place to capture good ideas as they surface so nothing is lost. Grouped by theme, roughly ordered by value/effort. Tick items as they ship.
Constraints reminder: GTA V lore only (no invented brands), no player commands (everything via phone/radial/pause + permissions), EMBER design system, version locked at 0.2.0.
The committed roadmap now lives in ARCHITECTURE.md §5 - vehicles (persistence, keys, garages, dealerships, rentals), factions + boss menu, gangs, police, licences & permits, and the full legal/illegal economy, with the build order and the reasons behind it. This file stays what it always was: the loose idea bin for everything not yet committed to.
- Weapon jam at low condition ✅ (shipped) - worn weapons jam on firing, forcing a reload.
- Food / perishable time-decay - items spoil over real time (store
spoilAton craft/spawn); spoiled food heals less or turns intospoiled_food. Server-computed on open, never silent-deletes. - Tool durability - extend the weapon wear model to lockpicks / drills / repair kits (chance to break per use), feeding the crafting economy.
- Item inspection / 3D preview - right-click → "Inspect" shows the item prop in a small viewport.
- Split / combine stacks by keyboard - shift-drag split exists; add a numeric split modal + "combine all".
- Quick-use radial from the hotbar - number keys 1–5 already; add a wheel for controllers.
- Weight-based movement penalty - over X% capacity slows sprint (ties into
v-statusstamina). - Container categories & search - filter chips (weapons / food / materials…) + text search in big stashes.
- Evidence / serial tracking - weapons keep an owner-history trail on metadata for police RP.
- Move direct-SQL
items/stashesaccess behindv-core(from the architecture audit).
- In-game recipe editor (admin) - add/edit recipes without a resource restart (DB-backed).
- Server-side craft timer - move the progress duration server-side to fully close the client-time gap.
- Crafting XP / skill tree - repeated crafts unlock faster times, bulk crafting, rare recipes (roadmap #9).
- Blueprints as items - a recipe is locked until the player owns/learns its blueprint.
- Batch queue - queue several crafts instead of one at a time.
- Salvage / dismantle + refine ✅ (shipped) - Recycling Center station breaks items into materials (net loss) and refines raw stock. Next: let a recycle row title show the INPUT item (currently shows the output), and multi-material yields (needs a NUI tweak to the craft row).
- Job-gated benches - mechanic/medic/police stations with restricted recipes (uses the existing
gate).
- Addon-weapon component map - fill
data/attachments.luafor ak74 / ar15 / m4a4 / .38 once their component hashes are known (they currently return "doesn't fit"). - Weapon-on-back / holster props - visible slung rifle / holstered pistol while not drawn.
- Tints & skins as attachments - weapon tint index stored on metadata, applied on draw.
- Ammo types - AP vs ball already exist as items; make them actually swap the loaded round.
- [~]
v-jobs✅ (foundation shipped) - jobs/grades/duty/salaries +setjobadmin command + exports; job gates across shops/stashes/benches now enforce. Next: in-game job manager/boss UI, job center to pick a job, duty toggle UI, and wire the police job into the friskpolicegate (replaces the admin stub). -
v-shopsselling + hardening ✅ (shipped) - Buy/Sell toggle, scrap dealer buys raw materials, server-authoritative proximity + job-lock enforced. Next: in-game stock/price editor, dynamic market pricing (supply/demand), restock consuming crafted goods → fully player-driven economy. - [~]
v-drugs(high, mostly shipped) - ✅ grow cannabis + ✅ process at a hidden Drug Lab + ✅ street selling for dirty money + ✅ money laundering (65% rate). Next: police heat/risk on sale & laundering, weed-plant growth timers, drug-use screen effects (v-status), more meth precursors, addiction. -
v-gathering/ resource jobs ✅ (shipped) - mining / salvage / textile nodes produce raw materials (iron,copper,cloth…) crafting consumes. Closes the loop: gather → craft → sell. Next: tool-gated gathering (pickaxe/durability), gathering XP, more node types (wood, oil, chemicals forgunpowder), processing stations (ore → ingot). -
v-phone(high) - iFruit NUI: primary interaction surface (marketplace to sell crafted items, messages, bank, job apps). Gameplay never happens through chat (seev-chatin ARCHITECTURE §5.5: local, OOC and emotes only), so the phone is a keystone. -
v-radial(high) - context radial menu (the other main interaction surface): frisk, give, craft-here, vehicle actions - replaces the temporary keybinds (H/X/etc.). - Vending machines ✅ (shipped as v-shops locations, no-ped/no-blip). Next: garbage job & other recurring-income jobs; dynamic detection of vending props map-wide instead of fixed coords.
-
v-storage-rental(medium) - rentable warehouses/lockers using the shared-stash engine already built. -
v-blackmarket(medium) - illegal buyer for stolen/crafted contraband; ties frisk-stealing to an outlet. -
v-repair/ mechanic (medium) - vehicle repair consumingrepair_kit/tire/car_batteryitems. -
v-anticheat(medium) - server-side sanity checks (money/health/explosion guards), logged.
- [~] Central
v-targetinteraction ✅ (shipped) - permission/job-aware eye with a full registration API; built-ins: vehicle trunk/glovebox, player frisk, admin repair, police search. Next: migrate the per-resource "press E" prompts (shops, benches, gathering nodes, stashes) onto v-target zones; add cursor-hover selection + entity outline/highlight; item-gated options (needs a client item mirror). - Unified notifications - make sure every module routes through
v-notifyfor a consistent look. - Sound design pass - shared SFX helper (open/close/craft/jam) for a cohesive audio identity.
- Localization sweep - verify fr/en parity across all modules; consider a third language toggle.
- Persistence audit - confirm every metadata-bearing item (weapons, attachments, durability) round-trips through save/load and character switch without loss.
Last updated: 2026-07-11. Add freely; keep it lore-safe and permission-driven.