
Explosive Mining
Blast, Wash & Extract — Immersive Quarry Mining
Overview
Mining has never felt this real.
OSM Mining transforms the standard FiveM mining job into a multi-phase immersive experience built around realism and skill. This isn't a click-and-collect loop — it's a full quarry demolition procedure.
Players purchase C4 and a Detonator Engine from a military supplier NPC, plant up to 6 charges across rock formations, arm the blast through a 3-phase Demolition Terminal minigame, collect blasted rocks, wash them at a riverside station, run a geological survey to uncover minerals, and sell their haul.
Every step feels purposeful. Every action has weight. Fully multi-framework: QBCore, ESX, and Qbox — auto-detected on startup.
Key Features
Explosive Chain System
Plant 2–6 C4 charges that detonate sequentially with configurable delay between each blast
3-Phase Demolition Terminal
Calibration dials → blast configuration drag-and-drop → hold-to-arm countdown minigame
Hydro-Clean Station
Canvas-based washing minigame with randomised stone shapes, brush cursor, and scrubbing audio
Geological Survey
Sonar-based ore extraction minigame with power meter, mineral deposits, and a 1:1 item tray
Detonator Durability
Unique item with 5 configurable uses — survives blasts and must be physically retrieved
Multiplayer Sync
Networked detonator prop visible and interactable by any nearby player
Multi-Framework Bridge
Auto-detects QBCore, ESX, and Qbox via a clean Bridge API — zero manual config
Fully Configurable
Economy, charge counts, minigame difficulty, NPC positions, and props — all in config.lua
Detailed Script Features
Demolition Terminal — 3-Phase Minigame
Arm the blast through three sequential phases that simulate a real quarry detonation system. No two sessions are the same.
Hydro-Clean Station — Washing Minigame
A canvas-based washing minigame at the Raton Canyon river. Every session generates a unique stone — no memorisable procedure.
Geological Survey — Ore Extraction
A sonar-based canvas minigame to extract minerals from washed stones. What you uncover in the tray is exactly what the server awards.
Detonator Engine — Durability System
The Detonator Engine is a unique, useable inventory item with a configurable uses counter that persists between sessions.
Technical Specs
Requirements
Quick Setup
- 1Place `osm-mining` in your `resources/[osmfx]/` directory.
- 2Add `ensure ox_lib` then `ensure osm-mining` to `server.cfg` (ox_lib must start first).
- 3Add all items (stone, washedstone, c4_explosive, detonator_engine, steel, iron, copper, metalscrap, aluminum) to your shared items file.
- 4Set `Config.TargetSystem` to `'qb'` or `'ox'` in config.lua.
- 5Restart the server and verify with `GetResourceState('osm-mining')` in F8 console.
Frequently Asked Questions
Version History
2026
- Full multi-framework bridge — QBCore, ESX, and Qbox now supported
- All framework calls replaced with clean Bridge.* API
- Bridge.CreateCallback uses lib.callback universally across all frameworks
- Bridge.HasItem is fully synchronous — no server round-trip delay
- Bridge.GetClosestPlayer implemented natively (no framework dependency)
- Canvas-based Hydro-Clean Station with randomised stone shapes and colour variants
- Canvas-based Geological Survey with sonar charges and mineral deposits
- Brush-shaped CSS cursor with brush_sound.ogg integration
- 6 stone colour/shape variants — no memorisable procedure per session
- 1:1 break item sync: items shown in tray = items server awards
- Detonator Engine pickup-after-use mechanic with full durability tracking
- Detonator deployed as a networked world prop via item use
- Server-side charge registry with item-gated C4 planting
- Military supplier NPC with target-based shop near the quarry
- Warning notification issued when detonator reaches its last use
- ox_target / qb-target full abstraction layer added
- Single central quarry blip with barrel props at each mining spot
- Washing station relocated to Raton Canyon river
- 3-phase Demolition Terminal minigame: Calibration → Blast Config → Hold-to-Arm
- Sequential chain detonation with configurable inter-blast delay
- Countdown HUD showing each charge ID as it detonates


