Server loot and ground drops
Authoritative ground drops: creating and projecting item drops, validating pickups, the onLootPickup hook, and where native UI ends and server authority begins.
In a CyberM session, ground loot is server-authoritative. Vanilla bodies, bags, containers,
collectibles, and physical drops never hand an item to the player directly. An item visible on the
ground is a local projection, presented through Cyberpunk's own interface — contents, rarity, detail
card, Take and Take All. Selecting an item there sends a request to the server, which checks the
drop, the dimension, and the distance before allowing the pickup. The local TransactionSystem
removes nothing until the reply arrives.
The official cyberm_loot resource must stay started. Its manifest asks for network.events and
world.loot, and its client is distributed with the server's resource set.
Use this guide to place items in the world from a server resource, and to credit them to a player's inventory when they are picked up.
Server API
Server resources that declare world.loot get CyberM.loot:
permissions { "network.events", "world.loot" }
local dropId, reason = CyberM.loot.create({
item = "Items.money", -- TweakDB record
quantity = 250,
position = { x = -1450.2, y = 117.8, z = 12.4 },
bucket = 0, -- routing bucket
radius = 2.0, -- 0.5 to 10 metres
label = "Eurodollars",
visualItem = "Items.MoneyShard", -- record used only for the 3D entity
ttlMs = 300000 -- optional, seven days maximum
})
assert(dropId, reason)
CyberM.loot.update(dropId, {
quantity = 300,
position = { x = -1450.0, y = 118.1, z = 12.4 },
radius = 2.5
})
local drop = CyberM.loot.get(dropId)
local bucketDrops = CyberM.loot.all(0)
CyberM.loot.remove(dropId)
A player's authoritative position is available server-side too:
local position = CyberM.players.position(playerId)
-- { x, y, z, bucket }, or nil when the player or snapshot is unavailable.
A drop belongs to the resource that created it. Another resource can neither change nor delete it, and stopping the owning resource cleans up its drops. The registry is capped at 4,096 entries, quantities at 1,000,000, and positions at the world bounds the protocol accepts.
item and visualItem play distinct roles. item is the authoritative content actually granted
once the pickup is validated. visualItem is a TweakDB record that owns a dropObject and serves
only to create the physical gameItemDropObject. For a weapon, leaving visualItem empty uses the
weapon's own record directly. Since Items.money is abstract currency, CyberM automatically picks
Items.MoneyShard (smallItemDrop, entity money) when no override is supplied.
After an accepted pickup, every server VM receives:
AddEventHandler("onLootPickup", function(playerId, dropId, item, quantity, ownerResource)
if ownerResource ~= GetCurrentResourceName() then return end
-- Write the authoritative persistent inventory here (database, weight,
-- transaction log, and so on). The client never decides the outcome.
print(playerId, dropId, item, quantity)
end)
The pickup is atomic within the registry: two players cannot consume the same id. Validation uses a
PlayerSnapshot received less than two seconds ago, requires the same routing bucket, and accepts
at most radius + 0.75 m to absorb network latency.
Testing from the CyberM terminal
These commands are genuinely declared in cyberm_loot/server/main.lua with RegisterCommand, just
as in a FiveM resource:
loot.create.player 1 Items.money 250 1.0 2.0 Items.MoneyShard
loot.create Items.money 250 -1450.2 117.8 12.4 0 2.0
loot.create.player 1 Items.Preset_Lexington_Default 1
loot.list 0
loot.remove 1
Type these lines into the developer terminal opened with ² in Cyberpunk. loot.list is public.
The mutations loot.create, loot.create.player, and loot.remove are registered with
restricted=true and require the ACL permissions command.loot.create,
command.loot.create.player, and command.loot.remove respectively (or a suitable wildcard).
loot.create expects <item> <quantity> <x> <y> <z> [bucket] [radius] [visualItem]. Decimal numbers
use a dot. The drop is replicated to the bucket's players immediately; its prompt should disappear on
every client as soon as a pickup is accepted.
loot.create.player uses the player's latest fresh snapshot and adds one metre in Z by default, so
the item falls in front of them. Its full form is
loot.create.player <playerId> <item> <quantity> [offsetZ] [radius] [visualItem].
The representation is a real native entity produced by LootManager.SpawnItemDrop: the record's
mesh, a gameItemDropObject wrapper, placement, physics, highlight, and REDengine UI. CyberM binds
the native EntityID to the server id when the child object appears, then fills the native inventory
with item and quantity. There is no separate CyberM anchor or prompt any more.
Client API
Gameplay clients read the projection through cyberm_loot's exports:
CreateThread(function()
local promise, err = CyberM.exports.call("cyberm_loot", "all")
if not promise then return print(err) end
local drops = assert(promise:await())
for _, drop in ipairs(drops) do
print(drop.id, drop.item, drop.quantity)
end
end)
-- The native prompt already performs this. Useful for a custom UI.
CreateThread(function()
local promise = CyberM.exports.call("cyberm_loot", "requestPickup", 42)
if promise then print(promise:await()) end
end)
Available exports:
get(id)— returns the local drop, ornil;all()— snapshot sorted by id;requestPickup(id)— sends the request to the server.
This local event lets you show feedback without touching authority:
AddEventHandler("cyberm:loot:result", function(id, accepted, reason, item, quantity)
if not accepted then
print("Pickup refused: " .. tostring(reason))
end
end)
Do not call CyberM.loot.upsert, acceptPickup, or setAuthorityEnabled directly from a gameplay
resource. Those are the internal primitives of the distributed projection, guarded by world.loot.
The boundary between native UI and server authority
Inventorychoices stay visible only for entities bound to a server drop;Inventory.OnInteractionUsedis intercepted before its localRemoveItemand becomes acyberm:loot:pickuprequest;- the native pickup condition is re-enabled only for bound
gameItemDropObjects; - legacy placed pickups (
HealthConsumable,VirtualItem_TEMP) and theLootchoices of inspectable objects; - the container role of bodies, bags, ground items, and static containers;
- the vanilla backpack's "drop" action;
- the normal held-weapon drop path when an NPC dies;
- drops already present when authority activates, purged before the server projection.
The global purge runs only when authority activates. After that, a pickup, a removal, or an update
empties only the inventory of the entity concerned. Cyberpunk then receives its normal
OnInventoryEmptyEvent and cleanly removes the HUD, the interaction, and the visual without
recreating the other ground items.
CyberM items therefore use the same presentation as vanilla: the physical mesh resolved by the
TweakDB record falls with the game's physics, and the Inventory component builds the list and the
item card. That entity holds no authority though: removal and granting only happen after the server
answers positively.
Scope
A drop holds one stack — one item and one quantity. Containers holding several stacks, and
corpses carrying an authoritative inventory, belong to the container API and are not part of this
one.
Persistent inventory is yours to write. This subsystem decides who may take what, and stops
there. onLootPickup is where you credit an account, apply weight, or write a transaction log.
Quest collectibles that bypass Inventory are not intercepted. A handful of highly specialised
pickups take neither the Inventory path nor the standard loot conditions; those still grant
locally. If you meet one, its class can be identified with the CyberM inspector.
For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt
