Framework Support
This is the only RedMorrow resource that supports QBR
Alongside VORP, RSG Core, RedEM:RP and standalone. If you run qbr-core, this one detects it natively.
Detection
Config.Framework = 'auto'On start the resource looks for a running core, in this order:
| Checked for | Becomes |
|---|---|
vorp_core | vorp |
rsg-core | rsg |
redem_roleplay | redemrp |
qbr-core | qbr |
| nothing found | standalone |
It prints the result:
[rm_Lantern] framework: vorpTo skip detection, name it outright: 'vorp', 'rsg', 'redemrp', 'qbr' or 'standalone'.
What each core is used for
Only three things. Everything else is framework independent.
| Identity | A stable key for saving each character's colour and brightness, and for tracking who placed which lantern |
| Notifications | So messages match the rest of your server |
| Inventory | Only when Config.Inventory.RequireItem is on |
| Core | Identity | Notification |
|---|---|---|
| VORP | charIdentifier | NotifyRightTip |
| RSG | citizenid | Functions.Notify |
| RedEM:RP | charid | ShowBasicTopNotification |
| QBR | citizenid | Functions.Notify |
| Standalone | license | Built-in on-screen text |
Standalone
Fully supported, not a degraded mode. Without a framework:
- players need the lantern weapon, exactly like singleplayer
- notifications use built-in on-screen text
- settings are saved against the player's license
- everything else — carrying, saddle, placement, colour, sync — is identical
Custom cores and inventories
bridge/client.lua and bridge/server.lua are left readable in the escrowed build specifically so you can adapt them. Nothing else in the resource talks to a framework.
Adding a core
In both bridge files, add a branch to detect():
if resourceRunning('my-core') then return 'mycore' endThen handle 'mycore' where the others are handled — core binding, Bridge.GetIdentifier, Bridge.Notify, and the three inventory functions.
Adding an inventory
If your core is already detected but you use a different inventory, change just the three functions in bridge/server.lua:
function Bridge.HasItem(src, item, amount) -- return true/false
function Bridge.RemoveItem(src, item, amount) -- return true/false
function Bridge.AddItem(src, item, amount) -- return true/falseThey are only called when Config.Inventory.RequireItem is on.
Safe failure
Every framework call is wrapped. If an export is missing, renamed, or your core updates and changes its API:
- item checks return true, so a misconfigured server never traps a player's lantern in limbo
- notifications fall back to built-in on-screen text
- identity falls back to the player's license
The resource keeps working. It may stop gating on items or stop matching your notification style, but nothing breaks and nothing is lost.
Running without your core started first
Detection happens once, at resource start. If rm_Lantern starts before your core, it may log standalone.
Fix it by ordering server.cfg:
ensure vorp_core
ensure vorp_inventory
ensure rm_LanternOr pin it explicitly and skip detection entirely:
Config.Framework = 'vorp'