WorldStead is a civilian-first FiveM roleplay and systems-simulation project set in the original United States of Ingrossia. The program is pushing GTA V/FiveM toward its practical limits with deeper vehicle behavior, persistent world consequences, responsive NPCs, believable public safety, and a long-term path toward a standalone game. The entries below describe current engineering work and approved goals—not a list of live, completed features.
01 / Vehicle engineering
Component-level cars and crash behavior
BMW 330i (G20) engineering blockout: 117 named parts and 189 one-inch reference stations; intermediate 3D output is not a finished GTA vehicle. ws_crash impact telemetry has passed local calculations. Vehicle-registration and in-game crash-physics acceptance tests remain outstanding.
Engineering assets and offline checks; live parity not certified.
02 / National world
Ingrossia, roads and traffic
The United States of Ingrossia has a 12-state planning atlas; the V0.16 map is a conceptual reference, not surveyed game terrain. Terrain, realistic cities, road networks, state climates, streaming/LOD and civilian highway/county/city traffic remain active development targets. Brinlow is at survey/staging rather than verified map construction.
Approved world direction; geographic rollout still under validation.
03 / Player interaction
World interaction, identity and daily life
ws_interaction is being moved toward free-mouse Third Eye targeting, with integration and visibility defects still requiring live tests. Character persistence, main-menu sizing, PvP configuration and day-to-day civilian activities are tracked work; ws_phone, ws_camera and deeper jobs are design/build priorities.
Source patches and requests exist; gameplay verification varies.
04 / Public safety
Dispatch, law, CAD and MDT
The aim is a WorldStead-owned dispatch and law model instead of GTA's native wanted behavior. Native wanted suppression in ws_dispatch has been tested in gameplay, including multiplayer. PASS (user-confirmed October 26): GTA's native wanted system does not trigger. This confirms wanted-level suppression, not completion of the separate custom dispatch and responder lifecycle. Computer Aided Dispatch and Mobile Data Terminal are separate professional workflows; radio operation stays inside ws_radio. Server-authoritative sirens and ELS controller/park-mode concepts remain in development.
Wanted suppression: PASS — GTA native wanted levels do not trigger (user-confirmed October 26, multiplayer gameplay test).
05 / Communications and simulation
Voice, NPC behavior and physical systems
ws_radio targets the sound characteristics of AMBE+2 digital equipment, without using the licensed codec, with nearby people able to hear a speaker radio. NPC voice/world-knowledge integration, advanced driving/flight/damage mechanics, and ws_tank are staged or planned; the tank Lua damage-model checks were offline only.
Design plus selected offline tests; game-side acceptance pending.
06 / Foundations and delivery
Custom storage and EDP evidence gates
ws_database is a prototype independent C++17 storage engine with nine isolated tests passed, not a production MariaDB replacement. Existing persistence must stay safe until migrations and FiveM integration are demonstrated. SHIN Link, staged packages, resource manifests, server configuration, and EDP's actual in-game test gates remain central to delivery.
Prototype and staging evidence; no database cutover claimed.
Evidence boundary: The 60-system inventory, 29 dependencies and 26 QA gates shown elsewhere are historical planning records, not live server telemetry. “Packaged,” “tested locally,” “staged,” and “deployed in FiveM” are different statuses. The legacy architecture blueprint remains preserved as a dated baseline.
WORLD–07 / INTERACTIVE NATIONAL REFERENCE
One nation. Twelve distinct states.
This is the official Ingrossia map from worldsteadrp.com, not a generated replacement.
WORLDSTEAD / INGROSSIAOFFICIAL MAP · V0.16
THE UNITED STATES OF INGROSSIAILLUSTRATIVE / NOT SURVEYED
NATIONAL TOPOLOGY
Geography is part of the simulation.
States are defined by landscapes, cities, seasonal patterns and transportation links—not generic biome labels.
01 — NORTHERN FRONTIERSnow / Mountains
02 — CENTRAL CORRIDORMetros / Farmland
03 — SOUTHERN COASTPorts / Islands
06Proposed interstates03Proposed auxiliary routes
THE ENGINEERING WORKSPACE
Explore the architecture.
REFERENCE DATA · NOT LIVE TELEMETRY
NEXT ENGINEERING GATES
Prove the foundation.
M01
Inventory deployed resourcesHash and version existing resource files; compare CFG.
Not started
M02
Define public contractsResource ownership, exports, schemas, error behavior.
Design
M03
Database transitionMariaDB adapter and incremental oxmysql migration.
Design
EVIDENCE STANDARD
Design is not deployment.
The Atlas is a historical reference. Proposed systems are not automatically considered operational, and implementation status requires direct server verification.
◇ Design baseline — WSRP-ARCH 1.0
◇ Last historical inventory — 20 Oct 2026
◇ Live verification — not connected
DEVELOPMENT SYSTEMSEDITION 05 CONCEPT · ACTUAL MAP ASSET · NO SERVER CHANGES
WORLDSTEAD DEVELOPMENT · EDITION 04
One world. Every system.
A full architectural reference for WorldStead Roleplay—from character identity and vehicle physics to national geography, jobs, climate, public safety and operational controls.
WORLDSTEAD / 2026.10.23 / DESIGN BASELINE
The United States of Ingrossia12-state planning atlas · Illustration, not surveyed terrain
WORLD–07
60Tracked resources
12States in the design
29Documented dependencies
26Acceptance gates
01 / Platform anatomy
A country isn't one script.
Eight collaborating disciplines. Each has clear ownership and measurable responsibilities.
WORLDSTEAD / OPERATING MODELDOMAIN MAP · SELECT A SYSTEM
Evidence boundary.This is a reference and audit workspace. The October 20 inventory is historical, and subsequent owner-reported changes are not certified live deployments.
02 / What changes
From scripts to accountable systems.
Every capability gets one authority, explicit dependencies, persisted state, meaningful failure behavior, telemetry and a rollback path. Existing progress is preserved until replacement parity is demonstrated.
03 / First engineering gates
Prove before deploying.
WORLDSTEAD / DEVELOPMENT / SYSTEM ARCHITECTURE
EDITION 05 · PREVIEW
01 / PLATFORM / WORLDSTEAD DEVELOPMENT
System architecture.
The anatomy of an interconnected nation—eight engineering domains and their documented authority contracts.
WORLDSTEAD OFFICIAL
08ENGINEERING DOMAINS
60TRACKED RESOURCES
29DEPENDENCY CONTRACTS
01 / Structure
System atlas.
Navigate the eight major domains and their constituent resources. This is a working index, not a decorative diagram.
Select a domain to filter its legacy resources; inspect cross-resource contracts below.
WORLDSTEAD / SYSTEM DOMAINSCLICK TO FILTER RESOURCES
02 / Connections
Dependency ledger.
Provider → consumer, with explicit acceptance criteria and boundary warnings.
WORLDSTEAD DEVELOPMENT · SYSTEM ARCHITECTUREOFFICIAL IDENTITY · HISTORICAL DESIGN RECORDS · NOT LIVE SERVER TELEMETRY
WORLDSTEAD / DEVELOPMENT / RESOURCE REGISTRY
EDITION 05 · PREVIEW
02 / RESOURCE INTELLIGENCE / WORLDSTEAD DEVELOPMENT
FiveM resource registry.
Trace every documented resource, owner, dependency and evidence gap. Interactive links visualize the recorded design—not live execution.
WORLDSTEAD OFFICIAL
60TRACKED RESOURCES
29CONTRACT RELATIONSHIPS
20 OCTHISTORIC INVENTORY
Registry context / 26 October 2026
Inventory versus active development.
This resource registry is the historical October 20 architecture inventory. Recent work includes ws_database, ws_crash, ws_interaction, ws_tank, ws_world, and BMW G20 vehicle engineering. A resource name or an offline package does not establish a live installation.
Use this table to navigate system ownership and dependencies; confirm manifests, startup order, resource exports, multiplayer behavior and rollback evidence before marking any change production-ready.
02 / Inventory
The resource registry.
Every tracked component retains its Oct 20 evidence level, owner domain, integration gaps and next verification task.
Resource evidence is not a production-readiness certification.
INTERACTIVE SYSTEM VISUALIZATION / EDITION 04
Resource connections, visualized.
Explore documented provider → consumer relationships. This diagram is an editorial visualization of the Architecture Atlas dataset, not an active FiveM linker or a live dependency scan.
Concept geography · Not surveyed. The map and highlighted routes represent proposed national infrastructure, not verified FiveM terrain, collision geometry or measured highway distances. State-specific details below are sourced from the WorldStead public /world page.
WORLD–07 / INTERACTIVE NATIONAL ATLASThe United States of Ingrossia
100%
Select a state marker or choose a state from the directoryRoutes schematic / not surveyed
● State reference markers━ Proposed national interstate alignmentsHighlighted corridor: I-15
WORLD–07 / NATIONAL TRANSPORTATION
Nine planned corridors.
Six primary interstates and three metropolitan auxiliary routes, reproduced from the public WorldStead plan. Select a highway to inspect its named destinations and illustrated corridor.
Transport design
Scale must be earned.
The 45–60 minute representative state-crossing goal and earlier Southport → Northgate 235-mile concept are unverified design targets, not measured routing or real driving ETAs.
Map engine architecture
Stream, don't duplicate.
ws_world owns geographic identity; ws_coordinates spatial topology; ws_navigations routes; streamed map assets handle terrain; FGVO handles graphics. A web map is not proof of a complete playable FiveM nation.
WORLDSTEAD DEVELOPMENT · ENGINEERING / QAOFFICIAL IDENTITY · HISTORICAL DESIGN RECORDS · NOT LIVE SERVER TELEMETRY
WORLDSTEAD / DEVELOPMENT / MILESTONE ROADMAP
EDITION 05 · PREVIEW
05 / DELIVERY PLANNING / WORLDSTEAD DEVELOPMENT
The development roadmap.
The complete milestone and architectural decision ledgers, grouped by evidence and priority—not by assumed deployment.
WORLDSTEAD OFFICIAL
20MILESTONES
18DECISION RECORDS
WSRPARCHITECTURE BASELINE
26 October 2026 / project checkpoint
Recent changes and open acceptance gates.
Vehicle pipeline: BMW 330i G20 intermediate component blockout prepared; ws_crash telemetry checks passed offline. ws_vehicle registry/manifest integration still needs live resource acceptance.
Player systems: Third Eye cursor-targeting changes prepared. Visibility, integration, character retention and menu behavior must be demonstrated in game before sign-off.
World and traffic: Ingrossia map remains the approved national planning reference; Brinlow surveying, road topology, city/county/highway AI and satellite-first minimap with Explore Mode require continued implementation.
Dispatch and communications: GTA native wanted suppression through ws_dispatch was tested with another player. The user confirmed on October 26 that native wanted levels no longer trigger: PASS. This does not imply that the separate managed-officer and incident-response workflows are fully accepted. ws_law and ws_dispatch remain distinct. CAD and MDT stay separate from ws_radio; sirens and ELS remain specialized subsystems.
Persistence:ws_database C++17 prototype passed 9/9 isolated tests, but compatibility, transactions, migration safety and live FiveM use are unproven. Keep legacy storage intact.
Deployment discipline:ws_tank Lua damage checks passed in isolation; server manifest, activation and in-game tests still need confirmation. Use EDP and SHIN Link snapshots for traceable staged changes.
Acceptance rule: source or offline test success is not equivalent to a live WorldStead deployment. txAdmin remains in current use while ws_staff is developed as a future replacement.
05 / Delivery sequence
The rebuild roadmap.
Twenty documented milestone gates carried forward from the project control workbook. No in-game rollout is inferred from this page.
Architectural decisions.
Historical accepted directions that should survive the refactor.
WORLDSTEAD DEVELOPMENT · MILESTONE ROADMAPOFFICIAL IDENTITY · HISTORICAL DESIGN RECORDS · NOT LIVE SERVER TELEMETRY
WORLDSTEAD / DEVELOPMENT / TECHNICAL BLUEPRINT
EDITION 05 · PREVIEW
06 / TECHNICAL REFERENCE / WORLDSTEAD DEVELOPMENT
The complete blueprint.
An indexed, unabridged technical specification for the WorldStead platform, its operating standards and its migration plan.
WORLDSTEAD OFFICIAL
1.0ARCHITECTURE EDITION
FULLSPECIFICATION
2026DESIGN BASELINE
06 / Engineering reference
Complete blueprint.
Unabridged architecture specification, preserved from V1.0 and indexed for reading.
WORLDSTEAD ROLEPLAY — FULL PLATFORM ARCHITECTURE REBUILD
Architecture: WSRP-ARCH 1.0 (design baseline) Date: 2026-10-23 Scope: Entire WorldStead FiveM Legacy platform, Ingrossia national simulation, existing resources and planned systems Status: Design deliverable; no live server changes, migrations, installation, or restarts executed Source evidence:WorldStead Project Control — 2026-10-20 (60 tracked systems, 18 decisions, 29 dependencies, 26 QA gates); WorldStead Original World Foundation V0.1; October 21–23 owner-reported changes and approved Ingrossia atlas. Evidence discipline: Historic status is not contemporary production certification. Keep user-observed progress separate from verified deployed hashes and two-client gameplay tests.
This is a whole-platform architecture refactor. The prior employment-only response was incomplete and is superseded. WorldStead becomes a modular, server-authoritative, persistent simulation platform. Existing functioning resources are retained until an explicitly tested successor achieves parity. We will not delete/rewrite servers, discard MariaDB data, remove txAdmin/baseevents/chat/pma-voice/oxmysql prematurely, or declare unfinished domains operational.
A first-party original fictional nation: United States of Ingrossia (USI), the approved 12-state national planning map, multiple climates, cities of meaningful size, realistic road topology, long-haul logistics, police pursuits and ordinary civilian life.
45–60 minutes of real driving for a representative highway crossing within each state, contingent on engine feasibility; the earlier Southport → Northgate ≈235 miles / ≈3 h 40 min is an unverified conceptual target, not measured game-world mileage.
Civilian RP is first-class. Law enforcement, fire/EMS, business, careers, transport, aviation and maritime careers are deeply modeled without forcing departmental membership on ordinary civilians.
Every domain has one authoritative owner. ws_core contains contracts and shared validation, not gameplay state. ws_world owns geographic identity, not terrain rendering, routing, weather or economy.
Native FiveM state, OneSync, entities, maps and Lua events require actual live tests. Offline package success, source syntax, user-visible UI and read-only observers are not sufficient to certify replacement of GTA engine systems.
Third Eye is the preferred physical interaction UX. Menus, phone, dashboard and map must not independently change authoritative simulation states.
Use miles, MPH, Fahrenheit in gameplay/presentation. Store physical calculations in well-defined SI units where appropriate, convert at the UI boundary.
A versioned, reversible and observable migration is required; server.cfg, grants, installed manifests, exports, data schemas, hashes and dependencies are audited before changes.
flowchart TB
U[Players / Input / NUI / Gamepad / PXN Wheel] --> C[Presentation and Client Adapters]
C --> G[Server Authorization / Contract Validation]
G --> F[Foundation: ws_core + ws_events + ws_identity + ws_database adapter]
G --> D[Domain Authorities]
D --> W[Geography + Simulation]
D --> P[Population + Safety]
D --> V[Vehicles + Transport]
D --> E[Economy + Civilian Life]
D --> X[Communication + UI]
W --> DB[(MariaDB: durable state / transactions)]
P --> DB
V --> DB
E --> DB
D --> O[Read-only Diagnostics + Staff Auditing]
D --> R[Client Replication + LOD + Visual/Audio Effects]
R --> C
O --> S[ws_staff + Status/Discord/SHIN collector]
Service model: Native FiveM resources with strict Lua/JS exports/events and bounded state bags, not a separate microservice per gameplay function. Cross-resource calls occur through versioned contracts; periodic telemetry and cosmetic updates are bounded, sampled and proximity scoped. Databases and outside services are not reachable directly from untrusted clients. External bots and SHIN may observe configured feeds but do not gain unrestricted desktop/server authority.
A single writer per durable domain fact: economy owns balances; fuel owns tank state; character owns appearance commit; vehicle subsystem owns ignition when installed resource mapping is confirmed; world owns jurisdiction labels; weather owns forecast/precipitation; fire owns combustion state.
Other components consume immutable snapshots, events or export-returned records; no second resource computes and persists its own contradictory version of a fact.
Cross-boundary operations carry request_id, schema version, actor and character IDs, target IDs, creation times, authorization context and source evidence; do not trust client-provided monetary amounts or job completion.
Read models (HUD, Discord, map, dashboard, public status) are replaceable projections; rebooting them must never roll back canonical state.
Separate game clock (day/night and seasons) from real elapsed time (work, cooldowns, fleet telemetry, payments). Time acceleration does not arbitrarily multiply wages, fuel consumption, penalties or real-world trip duration.
ws_core — only shared type validation, contracts/version checking, service discovery, error/result conventions, correlation IDs, transition guards and lifecycle helpers. No all-powerful core manager, no central item/job/money/vehicle state.
ws_database (planned) — compatibility access layer for MariaDB; oxmysql remains present until functional parity, load tests, transaction rollback, code search and recovery succeed. Parameterized statements, migrations with checksums, unique IDs, transaction retries only for retry-safe operations, schema versioning and tested backups. High-rate transient positions do not write per tick to MariaDB.
ws_events — stable lifecycle provider for joined, authenticated, selected character, ped spawned, death, disconnect and resource recovery. Preserve stock baseevents during parity; the event bridge must avoid double emission and late-join state races.
ws_security — server authorization, anti-cheat signals, incident attribution, rate limits, replay protection and defensive policy. Cannot directly manufacture staff rank. Separate detection from sanction, support appeal/evidence and controlled false-positive testing.
Character sequence:ws_loading → ws_identity → ws_character → ws_spawn; ws_state checkpoints only authorized committed per-character state; clothing preview is never a durable appearance commit; reconnect restores valid saved coordinates, clothing, fuel references and accepted state. ws_clothes, ws_vest, ws_armor build on character canonical appearance/accessories, not parallel character databases.
The 12-state layout supersedes earlier seven-state schemes. Approved geographic labels: Glacemere, Northreach, Highplain, Eastmark, Merrow Coast, Crownheart, Riverland, Sunridge, Stoneway, Tidehold, Southwatch, Seabreak Isles. Individual borders, county names, exact municipal boundaries, state capitals and highway alignments are still survey/modeling tasks, rather than image-certified geometries. The atlas is a design reference, not a georeferenced raster, a collision mesh or GTA-compatible navigable level.
Glacemere/Northreach: colder continental interior and mountain highlands, but real residential/industrial valleys and cities, not pure mountain sheets.
Highplain: farmland plus metro areas, mixed rolling terrain, hubs and major freight industries.
Merrow Coast, Eastmark, Sunridge: each mixed maritime/urban/rural regions; no one-biome states.
Crownheart and Riverland: interconnected metropolitan, river, lake and public administration/civic regions with varied settlements.
Stoneway: highlands, arid areas and mixed developed inland corridors; not endless empty desert.
Tidehold/Southwatch: river/coastal logistics, warm subtropical environments, developed communities and some wetlands.
Seabreak Isles: multiple populated island economies, roads, ports, airports, ferries, and weather exposure; a 45–60-minute crossing cannot be assumed for disconnected islands without specifying a traversable road/ferry scope.
ws_world data: nation_id, state_id, county_id, municipality_id, settlement_id, address_id, road_id, district_id, climate_zone_id, service_area_id, stable geometry refs, adjacent borders, effective-date schema versions and approved aliases. Store physical geography in separate terrain/mesh/vector databases, never all inside ws_world Lua code.
Source geospatial dataset (authoring/build pipeline): coastline, elevations, river hydrography, county/state borders, parcels, road alignments, lane graph, port/airport zones, terrain materials and map UV/world transforms.
Map content resources: sector-based real geometry, ground, buildings, vegetation, collision, water, HD/LOD/SLOD and road junctions; partition by sectors and asset bundles, with stable world offsets.
ws_world: names, codes, jurisdiction identities and place metadata.
ws_coordinates: coordinates, elevation sampling, containment and road/lane topology. Define transform precision; never assume GTA native road graph extends automatically to brand-new terrain.
ws_navigations: routing, driving directions, truck clearance/weight constraints, public-sector vehicle routing and ETA using road graph/time costs rather than straight lines.
ws_map / ws_minimap: separate photorealistic satellite base layers from political, traffic and weather overlays; accurate player marker, tile/zoom calibration, route display; no duplicate minimap.
Reduced meshes/materials and time-of-day-aware swaps
Regional far
Broad skylines, mountains, horizon features
Proxy meshes, SLOD and constrained materials
National view
Multi-zoom map atlas tiles and vector overlays
Not live 3D terrain displayed at full detail
Remote/offline
Cities and states outside relevance
No detailed client entities; persistence via durable records/aggregate simulation
Feasibility warning: The ~235-mile Southport-to-Northgate corridor and 45–60-minute per-state crossing are not verified engine capabilities. No LOD design alone proves floating-point precision, AI path graphs, map extents, collision streaming, water behavior or physics synchronization on a national-size continuous terrain. EDP must validate increasing corridor lengths and coordinate-extreme road traversal before constructing all states. Benchmark on the target QsTower hardware as well as an additional typical client; avoid designing only for high-end GPUs.
Road hierarchy: national interstates, state highways, regionally divided roads, metropolitan ring roads, suburban arterials, industrial truck routes, local streets, rural roads, service alleys, signed passes and ferry links. Each metropolitan region has practical urban density (blocks, neighborhoods, service access), not a symbolic dot. Create a major-city classification with two-city or multi-core metropolitan areas, multi-county conurbations, realistic suburban gradients and industrial buffers.
Preserved user reference route: Southport → Red Willow → Greenfield → Coldwater. Northgate is a farther northern destination in Glacemere, reached by an explicitly surveyed continuation; do not silently place Coldwater and Northgate at the same location. Road ETA is computed from measured road distance, speed profiles, grades, turns, congestion and seasonal conditions only after route graph acceptance. Cross-state pursuits must preserve callouts, dispatch handoff and vehicle networking, not force arbitrary jurisdiction resets.
4. Seasons, environment, weather and natural hazards#
ws_weather is forecast and precipitation authority; ws_environment is road/surface wetness, accumulated snow, shade/cover, ambient exposure and hydrological state; ws_wind owns vectors and gusts; ws_fire owns ignition, fuel, spread and suppression; ws_smoke owns smoke transport/decay; ws_explosions is a candidate coordinating bounded effects. FGVO is visual only. Avoid graphics resources inventing rain/fuel or fire facts.
Geography-driven regional climate uses latitude analog, elevation, coastline, ocean influence, terrain shelter, season, fronts and local rain shadows. North can experience long snowy winters, south hotter seasonal climate; never force a sharp weather seam along political boundaries. Roof cover is a geometry/occlusion exposure input—pumps under shelter must not simply render vehicle wetness/surface rain as if uncovered. Regional time/weather data replicated by bounded areas and smoothed at transitions.
Fire/smoke uses server incident cells + client visual emitters with safety caps, tested windward propagation and recovery. Client LOD only affects visuals; it must not delete the authoritative fire state. Seasonal traction inputs influence ws_physics without double-applying GTA traction modifiers.
5. Vehicle platform, commercial fleets and controller input#
Vehicle identities and category dispatch: historical ws_vehicle design had cross-category profile exports, but recent user input reports transition to ws_vehicle_ignition; the installed resource's actual role/exports must be inspected before making a final rename. Do not pretend exports.ws_vehicle:RegisterProfile exists: ws_vehicles/server/main.lua:12 previously failed on that missing export. Provide a transition shim only after verified source audits.
Ignition: one authority owns engine start/stop/permissions; never duplicate toggles in dashboard, fuel or interactions.
ws_physics: authoritative custom traction/engine/brake response layer where technically proven; v7 read-only/shadow logic is not an active physics override. Inputs include mass, occupants, cargo, environment, tires, gearbox, brakes, damage and engine family.
ws_wheel: existing PXN V9 Gen2 device mapping/input remains until audited; wheel contact/traction duties from older records require explicit disambiguation before splitting. All wheel/control profiles preserved; ws_input is a candidate for generalized device/control routing, not asserted installed.
ws_trailers: trailer identities, attach/detach, landing gear, fifth wheel, collisions, tow mass, replicated ownership and safety limits. Experimental ws_trailer_trial retires only after parity.
ws_fuel: quantity, type, flow, delivery, burn, pump targeting, authorization, transactions; fixed real stations, pump Third Eye targeting, engine off/vehicle exited, no false refuel. Missing fuel data = fault, not empty. Catalog must fail explicitly if undefined.
ws_dashboard: display-only vehicle cluster determined by real make/model/generation/trim, functional turbo indicator only if actual profile includes one; special reference-accurate marine/aero/commercial dashboards.
ws_plane, ws_helicopter, ws_boats candidate: specialized controls and vehicle categories; flight/marine mechanics and UI do not fork universal fuel/vehicle identity.
ws_emergency candidate: lights, sirens and specialized equipment role; no duplicate full vehicle mechanics.
ws_npc: managed actor lifecycle and NPC behavior policy, with native GTA fallback when enhancement cannot safely control actors. ws_npc_guard: independent watchdog/status agent; either kept independently or merged only after failure-detection parity. ws_traffic: traffic generation/behavior, lane choice, intersections, parking and congestion using verified ws_coordinates road graph and ws_navigations route plans. Read-only v0.1.0 observer is not proof of AI control. Fix parking-lot wandering with road-access classification, appropriate nav task endpoints and fallback handling—don't just increase scan rates.
ws_law: in-universe laws, codes, offense catalog, jurisdiction rules and policy effective dates. It is not a synonym for NPC officers. ws_dispatch: incidents, calls, responders, assignments, triage, escalation, handoffs and unit status. ws_gameplay: shared scene/interactions policy only, not a catch-all replacing NPC/law/dispatch. ws_cad/MDT candidate: presentation + authenticated records and queries. Officer/EMS/fire agency authorities remain policy-configurable; do not invent constitutional institutions before USI government decisions.
Incident lifecycle: citizen call/sensor → ws_dispatch incident ID → jurisdiction via ws_world → routing via ws_navigations → closest capable unit (player or managed NPC) → scene reservation → actions and law entries → close/cancel → immutable audit. Test cross-state pursuit/handoff, civilian vs NPC incidents, absence of real players, repeat calls, unit death/disconnect and restart recovery.
7. Civilian life: economy, businesses, work, housing and inventory#
Civilian-first systems remain a core architectural requirement.ws_economy owns fixed-rate policy, currency, account balances, double-entry ledger, taxes/fees policy and transactions. ws_store owns point-of-sale stock/carts/supply chain; no resource may addMoney or deduct cash without a transaction receipt from economy.
Proposal modules/resources, created only after live-inventory/name collision review:
Business (ws_business): company entity, establishments, ownership, access control, employees and finances as a projection (actual cash under economy).
Work (ws_work): verified work orders, delivery legs, service calls, repair/construction/agricultural jobs and industry task adapters.
Properties (ws_properties candidate): housing, tenancies, warehouses, commercial facilities, addresses and access, without copying world parcels.
Inventory (ws_inventory candidate): custodial items/transfer receipts/durability; police evidence, commerce and vehicle storage consume a single item service.
Logistics (ws_logistics candidate): freight manifests, custody, depot stock, shipment routing, insurance claims. Truck physics and trailer coupling stay in transport owners.
Utilities (ws_utilities candidate): water, power, sewer, heating, telecom and billing states where simulation is justified; do not spawn mandatory background ticks for empty distant regions.
Population and business activity should be distributed across all 12 states; geography provides location and regional conditions, economy provides prices, industries provide work. Independent contracts, part-time and multiple-job employment allowed within explicit conflict/policy rules. Real elapsed time is the pay basis; contract verification prevents repeat payouts. The earlier employment-only platform spec becomes a subsystem design under this complete architecture, not the umbrella architecture itself.
An empty server still supports limited NPC or system-operated businesses; player employers can recruit, operate and respond to supply/demand in-world. Simulated economic statistics for unloaded regions run coarse-grained, deterministic aggregate updates instead of spawning thousands of persistent NPCs.
ws_interaction: primary physical context/action surface. Registered actions require range, line-of-sight, entity role, network owner and server authorization. Raycast and NUI readiness exposed to diagnostics.
ws_chat: RP character display names, proximity and channel rules, suggestions, NUI cursor support, filtering of console-only F8 output, staff/txAdmin passthrough. Legacy chat remains until migration parity.
ws_voice: speech transport abstraction and health; actual pma-voice remains the installed provider until verified replacement. ws_radio and ws_phone are distinct voice/session/routing domains; phone calls never automatically join radio channels.
ws_map: separate satellite imagery, vector navigation, addresses, overlay layers and city detail. ws_minimap: exactly one anchored minimap; calibrated geo transform, no unnecessary player-arrow circle, appropriate collision with dashboard safe area.
ws_mainmenu, ws_loading, ws_character, ws_clothes: cohesive first-party design language with independent workflow ownership, protected NUI focus, configurable input and no black-screen overlays on startup/failure.
ws_audio: canonical acoustic system for engine, firearm, collisions, sirens, occlusion and region soundscapes. Retire the older ws_weapon_audio only after verifying wavepack registration, multiplayer hearing, sustain fire, pistol mapping and fallback audio.
UI should use read models and clearly show stale/unknown data (e.g., fuel health unavailable, connection provider_disconnected), rather than silently asserting real state.
fgvo is a single resource with internal performance, materials, lighting, atmospheric, vegetation, postprocessing, maps and diagnostics modules. FGVO:Performance is a module—not an invented second server resource. fcgvo remains separately evaluated client-only capability, taking account of FiveM Legacy plugin/graphics restrictions. GVOFU (when used) is the updater/delivery mechanism, never an authoritative weather/physics simulation.
Visual hierarchy: asset-level LOD + GPU-conscious materials/shaders + FGVO effects budgeting + weather-driven appearance + distance-scaled audio + optional client-side effects. Server authoritative facts are passed via contracts; no client shader decides road friction, fuel delivery or fire damage. Implement A/B benchmarks for rain, snow, wet vehicles (including covered pumps), photorealistic map, road textures, lens flare, reflective surfaces and NPC density. On low-end systems, dynamically degrade nonessential effects rather than terrain collision or authoritative simulations.
No claim that this can surpass GTA VI rendering or that a 235-mile region is playable has been proven. Visual acceptance must be judged through in-game screenshots, performance logs and realistic road/city reference fixtures.
10. Administration, allowlist, Discord and operations#
ws_staff is the single first-party authority for staff operations and the planned txAdmin parity target. Existing ws_admin, ws_access, ws_moderation, ws_monitorare proposed internal modules under ws_staff unless a proven operational requirement warrants separate independent resources; avoid duplicate permission authority. Staff access uses ACE + explicitly verified account/license/Discord bindings, least privilege, dual confirmation for high-impact actions, tamper-evident audit, command provenance and emergency recovery. An ACL status showing member should point to specific failed grants without leaking secrets.
Do not disable txAdmin until a full replacement is operational and proven, including server start/stop/restart, safe console, scheduled maintenance, player moderation, logging, crashes, permissions, audit, rollback and out-of-band recovery. Maintain a documented break-glass management route not dependent on a broken in-game UI.
ws_status publishes sanitized server health; ws_presence reports player presence/Discord rich presence; WorldStead bot handles status cards and community commands under explicit token scoping. External collectors and SHIN read-only outbound link can ingest signed sanitized diagnostics, but source modifications require separate authorized deployment channel. Distinguish “job receipt HTTP 202” from proof that UI/collector stored and displayed the event.
Diagnostics: a lightweight ws_diagnostics reader/aggregator candidate may publish standardized status/error codes and health probes without taking ownership of gameplay or duplicating ws_staff monitoring. Domain modules self-report faults; diagnostics merely aggregates and exports. Error classification: AUTH, DB, IDENTITY, WORLD, SPATIAL, AI, VEH, FUEL, UI, NUI, NET, AUDIO, VIS, OPS with source resource, severity, timestamp, trace ID, latest good sample and remediation hint. Never stream authentication tokens, private Discord credentials or full player secrets to telemetry.
11. Canonical platform contracts and extensibility#
Contract rules: exported names are versioned and real (validated at boot), all mutating events are authenticated, all requests are deduplicated, client-originated prices/coordinates/ranks are treated as claims to validate, event cadence is bounded and back-pressure has a policy. fxmanifest.lua declares actual dependencies and supported asset metadata; avoid circular dependency rings by using deferred readiness and clearly published provider APIs.
Example payment flow: verified delivery ws_work → signed completion receipt → ws_economy atomic transaction + idempotency key → ledger record → notification. On failure, mark work settlement_pending; do not silently regenerate money. Example refuel flow: third-eye pump intent → validated pump/site/station/ignition state → fuel reservation + economy hold → metered fuel transfer → invoice settlement and durable tank update; compensate or cancel on partial failure.
Every public API must define: allowed caller context, server/client authority, request schema, result schema, missing dependency behavior, timeouts, retryability, idempotency, restart replay and metrics. Consumers that lose a provider display degraded/unavailable state; they must not silently use zero fuel, zero balance, no laws or default owner authorization.
Important: This is a target repository layout, not the current folder tree and not instruction to move live FiveM resource directories. Bracket-group behavior and ensure globs need testing; deployment may preserve present resource paths while introducing equivalent source organization via build/install scripts.
Not all resources should hard-depend on all preceding phases: define hard dependencies narrowly, use optional capabilities for marine/aviation and future employers, and ensure a provider outage exposes degraded read mode rather than cascading resource stop. Avoid starting client NUI before identity handoff grants required data.
Provision health at three levels: resource_started, domain_ready, gameplay_verified. A successfully started resource with a missing export or a dead server callback is not domain-ready. Long-lived telemetry uses service IDs and source hashes so cached diagnostics cannot masquerade as a current deployment.
EDP-5 Scale and disaster: tracked asset streaming, sector load, large world coordinate extremes, peak entity/network load, DB reconnect, crash/restart rollback.
EDP-6 Release: version/hashes reproducible, signoff evidence attached, owner approves deployment and rollback can be performed.
Measured metrics (targets established by baseline before hard limits)#
Client: median/95th/99th frame-time, 1% low FPS, streaming stalls, texture/LOD late loads, client RAM/VRAM, NUI focus failures and crash rates.
Server: resource CPU timings, MariaDB query duration/lock contention, event rates, state bag churn, active NPCs, entity migration, routing latency, drop/disconnect and recovery metrics.
Gameplay: route distances in miles, measured trip durations, police unit response times, truck brake distance by load, fuel L/hr and deliveries, weather synchronization by region, maps/collision accuracy.
Reliability: double payment count (must remain zero), data loss after stop/restart, stuck session count, missing exports, duplicate event deliveries, desynced trailer/vehicle states, incident lifecycle drop rate.
No national-scale map declared feasible from an illustration. No oxmysql retirement before DB parity. No txAdmin retirement before infrastructure recovery parity. No stock baseevents/chat removal before full behavioral parity. No working resource renamed in place without mapping all imports/exports and CFG; no weapon audio replacement assumed based only on mounting a wavepack; no physics authority claimed from shadow output.
16. Architecture decisions and proposed next decisions#
Retained: the 18 project-control decisions from the October 20 record (appendix), except newer owner instructions take precedence after verified reconciliation. Newly proposed decisions:
ARCH-01: National 12-state terrain is constructed and validated through geospatial sectors with native LOD/SLOD, not drawn only on atlas.
ARCH-02: ws_world is identity/territory authority; spatial/route/asset ownership stays separate.
ARCH-03: All gameplay state changes are server-authoritative; temporary read models do not become canonical storage.
ARCH-04: Build a domain registry and compatibility adapters before renaming/deleting live resources.
ARCH-05: Current installed ws_vehicle / ws_vehicle_ignition and wheel/input boundaries must be inspected before resource renaming.
ARCH-06: Staff administrative modules consolidate under ws_staff pending operational evidence; no parallel staff permissions engine.
ARCH-07: Detailed sector simulation follows player relevance; remote economies and populations may run bounded aggregate updates, not networked NPC fleets.
ARCH-08: FiveM physical scale and performance are acceptance gates; no greenlighting 235-mile corridors based on LOD projections alone.
ARCH-09: Jobs, businesses, work, inventory and property belong to Society/Economy plane; the earlier employment architecture is a subordinate proposal.
ARCH-10: FGVO:Performance remains internal to a single fgvo resource; never spawn another competing visual authority.
These ARCH-* labels are proposed architecture decisions, not proof of being written to the owner's live project tracker or server.
17. Immediate executable audit checklist (first actual work)#
Read-only scan: locate authoritative server root and compare running ensure list with physical resource folders; record hash, version, fxmanifest metadata, Lua/JS exported names and client/server scripts.
Contract integrity scan: generate provider/consumer matrix from actual exports.*, RegisterNetEvent/AddEventHandler, state keys and SQL table usage. Flag undefined RegisterProfile, duplicate vehicle/fuel/wind/character owners and stale hard-coded resource names.
Dependency simulation: evaluate ensure order and optional/fatal dependency health; verify FiveM startup logs without altering source.
Database recovery: back up MariaDB and tests of character, fuel, positions and staff settings; no table drops.
Live parity matrix: repeat accepted smoke tests (login/appearance/reconnect, Third Eye, driving/fuel, chat/voice and Discord), then run failure injections with owner consent.
World survey prototype: only after services remain stable, sample one terrain sector, highway segment, collision, native roads/AI routes and high-speed drive before deciding map extent.
The architecture redesign is ready for review; code migration remains dependent on a fresh audit of installed server resources and explicit deployment authority. It would be misleading to label all 60 historical resources "rebuilt" without reading and testing the current installation.
Appendix A. Historic resource inventory (October 20 project baseline)#
This inventory is a starting point, not a source of current version truth. Reported active, Offline tested and Live behavior confirmed are the workbook's dated categories, not a universal health assertion. Recent notes beneath individual entries reflect user reports, not inspected files.
ID
Resource/component
Role
Oct20 evidence
Redesign disposition
CORE-01
ws_core
Logic foundation
Reported active
Retain and reconcile current installed source
CORE-02
ws_database
Database transport & transactions
Design / planned
Adapter migration; oxmysql stays until parity
CORE-03
ws_security
Incident/security authority
Offline tested
Retain and reconcile current installed source
CORE-04
ws_events
Lifecycle observation
Offline tested
Retain and reconcile current installed source
OPS-01
ws_status
Status publisher
Live behavior confirmed
Retain and reconcile current installed source
OPS-02
ws_presence
Presence reporter
Live behavior confirmed
Retain and reconcile current installed source
OPS-03
WorldStead Discord Bot
External integration
Live behavior confirmed
Retain and reconcile current installed source
OPS-04
ws_page
Scope to define
Reported active
Retain and reconcile current installed source
OPS-05
ws_staff
Staff operations
Reported active
Retain and reconcile current installed source
OPS-06
ws_admin
Proposed auxiliary module
Design / planned
Fold proposed functions into ws_staff modules after scope audit
OPS-07
ws_access
Proposed auxiliary module
Design / planned
Fold proposed functions into ws_staff modules after scope audit
OPS-08
ws_moderation
Proposed auxiliary module
Design / planned
Fold proposed functions into ws_staff modules after scope audit
OPS-09
ws_monitor
Proposed auxiliary module
Design / planned
Fold proposed functions into ws_staff modules after scope audit
ONB-01
ws_identity
Identity authority
Reported active
Retain and reconcile current installed source
ONB-02
ws_character
Character lifecycle
Reported active
Retain and reconcile current installed source
ONB-03
ws_state
State persistence
Reported active
Retain and reconcile current installed source
ONB-04
ws_spawn
Spawn authority
Reported active
Retain and reconcile current installed source
ONB-05
ws_loading
Loading experience
Live behavior confirmed
Retain and reconcile current installed source
ONB-06
ws_clothes
Clothing interaction
Offline tested
Retain and reconcile current installed source
UI-01
ws_interaction
Interaction interface
Reported active
Retain and reconcile current installed source
UI-02
ws_mainmenu
Menu/UI
Design / planned
Design only; do not invent deployment
UI-03
chat (custom legacy)
Legacy chat transport
Live behavior confirmed
Compatibility baseline until ws_chat accepts commands/RP
UI-04
ws_chat
Chat provider
Offline tested
Retain and reconcile current installed source
COM-01
ws_voice
Voice foundation
Reported active
Retain and reconcile current installed source
COM-02
ws_radio
Radio domain
Design / planned
Design only; do not invent deployment
COM-03
ws_phone
Telephone domain
Design / planned
Design only; do not invent deployment
AI-01
ws_npc
NPC behavior authority
Offline tested
Retain and reconcile current installed source
AI-02
ws_npc_guard
Guard/watchdog
Reported active
Retain and reconcile current installed source
AI-03
ws_coordinates
Spatial facts provider
Design / planned
Design only; do not invent deployment
AI-04
ws_navigations
Path / route authority
Design / planned
Design only; do not invent deployment
AI-05
ws_traffic
Traffic simulation
Design / planned
Design only; do not invent deployment
AI-06
ws_dispatch
Dispatch domain
Offline tested
Retain and reconcile current installed source
AI-07
ws_gameplay
Gameplay scene rules
Offline tested
Retain and reconcile current installed source
AI-08
ws_law
Law domain
Live behavior confirmed
Retain and reconcile current installed source
AI-09
ws_cad
CAD domain (candidate)
Design / planned
Design only; do not invent deployment
VEH-01
ws_vehicle
Universal vehicle contracts
Offline tested
High-risk naming/ignition reconciliation; audit exports before migration
VEH-02
ws_vehicles
Road vehicles
Offline tested
Retain and reconcile current installed source
VEH-03
ws_commercial
Heavy-vehicle domain
Offline tested
Retain and reconcile current installed source
VEH-04
ws_motorcycle
Proposed vehicle category
Design / planned
Design only; do not invent deployment
VEH-05
ws_wheel
Wheel-state provider
Reported active
Retain and reconcile current installed source
VEH-06
ws_physics
Physical simulation
Offline tested
Retain and reconcile current installed source
VEH-07
ws_trailers
Trailer domain
Offline tested
Retain and reconcile current installed source
VEH-08
ws_trailer_trial
Legacy experiment
Reported active
Migration candidate; retain until ws_trailers parity
VEH-09
ws_plane
Aircraft authority
Offline tested
Retain and reconcile current installed source
VEH-10
ws_helicopter
Rotorcraft authority
Offline tested
Retain and reconcile current installed source
VEH-11
ws_boats
Marine domain
Design / planned
Design only; do not invent deployment
VEH-12
ws_emergency
Equipment / role layer
Design / planned
Design only; do not invent deployment
VEH-13
ws_fuel
Fuel simulation authority
Reported active
Retain and reconcile current installed source
VEH-14
ws_dashboard
Read-only instrumentation
Reported active
Retain and reconcile current installed source
WORLD-01
ws_weather
Weather authority
Reported active
Retain and reconcile current installed source
WORLD-02
ws_environment
Environment authority
Reported active
Retain and reconcile current installed source
WORLD-03
ws_wind
Wind authority
Reported active
Retain and reconcile current installed source
WORLD-04
ws_smoke
Smoke authority
Reported active
Retain and reconcile current installed source
WORLD-05
ws_fire
Fire authority
Offline tested
Retain and reconcile current installed source
WORLD-06
ws_explosions
Explosion domain
Design / planned
Design only; do not invent deployment
VIS-01
fgvo
Visual presentation
Reported active
Single modular visual resource; current build audit
VIS-02
fcgvo
Client visual stack
Design / planned
Design only; do not invent deployment
VIS-03
ws_audio
Audio playback/mapping
Reported active
Retain and reconcile current installed source
ECON-01
ws_economy
Economy authority
Design / planned
Design only; do not invent deployment
ECON-02
ws_store
Retail domain
Design / planned
Design only; do not invent deployment
October 21–23 user-reported deltas (not live independently verified)#
ws_staff: Owner reports ACL authorization repaired Oct 21; full txAdmin replacement remains unverified.
ws_interaction: Owner reports 0.6.0-rc1 Third Eye functioning; raycast/physical-part focus and user-interface defects require regression test.
ws_dashboard: Owner reports 0.9.2 EDP RC1 active; marine/aero and road-cluster overhaul requested; trim differentiation requires verification.
ws_fuel: Owner reported 0.5.1 pump diagnostics and server WSFuelCatalog nil fault; cannot assume end-to-end fuel correctness.
ws_chat: Owner reports live chat working with RP-name display and mouse UI requests; command/F8 filtering and passthrough need acceptance.
ws_physics: Owner reports v7 shadow model running without physical actuation and Phantom acceleration concerns; shadow != physics override.
ws_traffic: Owner reports 0.1.0 observer with read-only telemetry, incomplete traffic control; NPCs in parking lots.
ws_law: Owner reports manifest fix, dispatch command non-responses later; no complete unit workflow.
ws_dispatch: Earlier owner report: wsdispatch/wsdispatch_status did not respond; command registration and the complete dispatch lifecycle require separate verification. Native GTA wanted suppression was tested in multiplayer and confirmed working by the user on October 26: the native wanted system does not trigger (PASS).
ws_audio: Owner reports native weapon wavepack working for some guns, pistols still need realism; engine capture 0.4.2 observed.
fgvo: Owner reports in-game 3.1.9.17; do not treat older archived FGVO package as live deployed source.
ws_npc: Owner reports enhanced/native fallback and continuing NPC behavior anomalies; no accepted persistence.
ws_voice: Owner reported pma-voice external provider and ws_voice passive health reporting.
ws_wheel: Owner says PXN V9 Gen2 input is under ws_wheel; avoid reassigning controls without installed-source audit.
ws_vehicle: Owner reports naming/role transition involving ws_vehicle_ignition. Old RegisterProfile export referenced by ws_vehicles failed. Map installed exports first.
ws_status: Owner reported HTTP 202 via external status collector when available; tunnel/Discord health needs current check.
ws_presence: Owner reported Discord bot/status connection; stale-session/reconnect acceptance still required.
ws_mainmenu: Owner requested full first-party UI redesign; newer prototype status than Oct 20 sheet unknown.
ws_map: Owner reports map visually working but photorealistic geography is still conceptual; map replacement remains unimplemented.
ws_minimap: Owner reports spatial grid calibration and visuals concerns; map tile accuracy not yet proven.
Appendix B. Retained accepted architectural decisions#
DEC-01 (Accepted) — ws_core contains contracts/validation, not domain gameplay authority.
DEC-02 (Accepted) — Use ws_coordinates (not ws_coordinations).
DEC-03 (Accepted) — Use ws_navigations for route/navigation system.
DEC-04 (Accepted) — Use singular ws_plane and ws_helicopter.
T-014 — ws_law / ws_dispatch / ws_npc: Autonomous officer + dispatch incident life cycle (Oct20 result: Not run).
T-014A — ws_dispatch: Native wanted-system suppression during multiplayer gameplay (Oct26 user confirmation: PASS — the native GTA wanted system does not trigger). This result is separate from complete dispatch incident-lifecycle acceptance under T-014.
T-015 — ws_fuel: Fuel type, pump authorization and reconnect (Oct20 result: Not run).
The full technical migration path is constrained by the real installed resource graph. All named additions not present in the existing 60-resource workbook are candidates, not asserted files.
WORLDSTEAD DEVELOPMENT · TECHNICAL BLUEPRINTOFFICIAL IDENTITY · HISTORICAL DESIGN RECORDS · NOT LIVE SERVER TELEMETRY