Density Control
Density Control alternate preview

Digital asset

Density Control

QBox / QBCore / ESX Digital delivery

World Control Resource Population + Traffic + Emergency REDACTOR Density
A configurable control layer for ambient population, road traffic, dispatch and world behavior

Density Control
make the world follow your rules.

ra_density centralizes population, traffic, ambient services, dispatch, emergency behavior, scenarios, cleanup and routing-bucket population in one configurable resource. Instead of accepting a fixed preset, server owners decide which background systems remain active, which are reduced and which are removed.

01 / Why this resource belongs on a roleplay server
Design focus
CTRL

From default world behavior —
to intentional server behavior.

Default background systems continue spawning pedestrians, vehicles, services, dispatch responses and aircraft even when a server already has its own departments, events and scripted workflows. That can create duplicated activity, visual noise and scenes that behave differently from the server's intended design.

ra_density moves those systems into one clear configuration. Population groups can be tuned independently, unwanted ambient behavior can be disabled, existing population entities can be cleaned up and server-side routing buckets can receive their own population state.

Designed around
Population density
Pedestrians, scenarios and population budgets
Vehicle activity
Moving, parked, random and generated vehicles
Emergency systems
Dispatch, wanted behavior and vehicle suppression
Server-side control
Compatibility warnings and routing buckets
02 / What Density Control actually manages

Fourteen configuration areas.
One complete world-control layer.

Every major control group is separated in shared/config.lua, allowing a server owner to change one system without rebuilding the entire resource around a fixed preset.

01 / POPULATION DENSITY Peds · Scenario Peds · Budgets

Choose how populated the world feels

Control pedestrian and scenario-ped density independently. Population budgets can also be configured, giving the resource control over both density multipliers and the wider ped population limits used by the world.

02 / VEHICLE DENSITY Moving · Parked · Random

Put ambient traffic on your terms

Tune standard vehicle density, parked vehicles and random vehicle activity separately. Vehicle population budgets and nearby vehicle generators can be controlled as part of the same configuration.

03 / AMBIENT SYSTEMS Services · Sirens · Audio

Remove background behavior that adds no value

Control random service activity, garbage trucks, boats, trains, sirens and weapon drops from ambient pedestrians. Related ambient audio flags can also be managed from the configuration.

04 / DISPATCH & EMERGENCY Wanted · Response · Suppression

Keep emergency activity under server control

Configure dispatch services, wanted-level behavior, ignore rules, emergency dispatch and emergency-vehicle suppression. This helps prevent default responses from competing with custom departments and scripted scenes.

05 / Deeper world control

The resource continues beyond simple density multipliers.

Selected vehicle scenario types and scenario groups can be disabled, specific ambient vehicle models can be suppressed and selected relationship groups can be neutralized. When density is disabled, already spawned population pedestrians and vehicles can be removed inside a configurable cleanup radius.

Vehicle generators, scenario types and scenario groups are controlled separately.
Cleanup removes existing population entities within the configured radius.
Selected routing buckets can receive server-side population control.
03 / Configuration architecture
// RA_DENSITY_CONFIGURATION
SHARED/CONFIG.LUA / EDITABLE SETTINGS / CLIENT + SERVER CONTROL
14
configuration sections
Separate groups for density, ambient systems, dispatch, cleanup, compatibility and routing buckets.
31
localization files
Locale detection is handled through ra_core, with English used as the fallback language.
07
included exports
Five client exports and two server exports for density and bucket population operations.
// CLIENT_CONFIGURATION
CONSOLE Console.enabled — startup and compatibility messages
DENSITY Client.density — ped and vehicle density multipliers
AMBIENT Client.ambient — random services, transport, sirens and drops
AUDIO Client.audio — ambient audio flags
BUDGETS Client.budgets — ped and vehicle population budgets
DISPATCH Client.dispatch — default dispatch services
EMERGENCY Client.emergency — wanted, ignore and suppression behavior
GENERATORS Client.generators — nearby vehicle generators
SCENARIOS Client.scenarios — vehicle scenario types and groups
SUPPRESSION Client.suppression — selected ambient vehicle models
CLEANUP Client.cleanup — spawned population entities inside a radius
RELATIONSHIPS Client.relationships — selected relationship groups
// SERVER_CONFIGURATION
COMPATIBILITY Server.compatibility
ROUTING_BUCKETS Server.routingBuckets
// VALUE_RULES
0.0 disables the configured density group
1.0 preserves the default density level
CONFIG remains editable after installation
04 / Core services built into the resource flow

ra_core handles the shared foundation.
ra_density stays focused on world control.

01
Framework detection
The required core resource detects the active supported framework environment for the resource.
02
Locale detection
The framework language is detected automatically when available, with English used as the fallback.
03
Version checks
Version checks are handled through the shared core instead of being duplicated inside the density resource.
04
Safe diagnostics
Safe diagnostic events are sent through ra_core to support stability work and faster bug investigation.
05 / Installation and compatibility
// SERVER_CFG
ensure ra_core
ensure ra_density
The core resource must start before the density resource. Keep the resource folder named ra_density.
// INSTALL_AND_COMPATIBILITY_CHECKLIST
[01] Start ra_core before ra_density
[02] Do not rename the ra_density folder
[03] Configure the resource in shared/config.lua
[04] Disable overlapping density or world-cleanup logic in other resources
[05] Review startup and compatibility warnings in the server console
[06] Test normal population and configured routing buckets before going live
Important: ra_density does not stop conflicting resources automatically. It reports known compatibility conflicts so the server owner can decide which overlapping systems to disable.
06 / Developer exports

Runtime density access on the client.
Population control for routing buckets on the server.

// CLIENT_EXPORTS
exports.ra_density:getDensity(name)
exports.ra_density:setDensity(name, value)
exports.ra_density:resetDensity(name)
exports.ra_density:SetDensity(name, value)
exports.ra_density:DecorSet(...)
// SERVER_EXPORTS
exports.ra_density:setBucketPopulation(bucket, state)
exports.ra_density:applyConfiguredBuckets()
Exports are included for client-side density access and server-side routing-bucket population operations.
07 / Package overview
// RA_DENSITY
WORLD POPULATION / TRAFFIC / DISPATCH / CLEANUP / ROUTING BUCKETS
// INCLUDED_SCOPE
POPULATION peds / scenario peds / population budgets
VEHICLES moving / parked / random / generators
AMBIENT services / transport / sirens / audio / drops
EMERGENCY dispatch / wanted / ignore / vehicle suppression
WORLD scenarios / model suppression / cleanup / relationships
SERVER compatibility warnings / routing buckets
// RESOURCE_REQUIREMENTS
[01] Required core resource: ra_core
[02] Configuration file: shared/config.lua
[03] Resource folder name: ra_density
[04] Compatibility conflicts are reported, not stopped automatically
[05] Documentation: docs.redactor.studio
Configure before deployment
Control the background before it defines the scene.

Keep the world systems that support your server, reduce the ones that do not and move population, traffic, dispatch, cleanup and routing-bucket behavior into one clear configuration.

Digital server resource. Requires ra_core. Keep the resource folder named ra_density, review compatibility warnings and test the configured world behavior before going live.