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Games, mods & Discord bots, engineered end to end.

The workshop of Burnsie — one engineer building LSPDFR plugins for Grand Theft Auto V, Discord bots like Thea, and browser games like Surf Sim. Everything released so far is free.

Stack we run
  • TypeScript
  • JavaScript
  • C#
  • C++
  • Python
  • Rust
  • Go
  • HTML5
  • CSS3
  • Tailwind CSS
  • React
  • Next.js
  • Vue.js
  • Three.js
  • Node.js
  • .NET
  • discord.js
  • PostgreSQL
  • Supabase
  • Vercel
  • AWS
  • Cloudflare
  • Docker
  • Git
  • GitHub

Built for LSPDFR, free on LCPDFR.

Plugins, a shared framework and a diagnostic tool — documented and maintained, not abandoned after launch.

03 releases
  • 01

    Panic Button

    Stable

    Plugin / requires Burnsie.Common

    One keybind sends every nearby unit to your position, SWAT included. No more spamming the backup menu mid-firefight. Set a key, press it, and dispatch sends all local and SWAT units in your vicinity Code 3. Minimum and maximum responding units are configurable.

    • Configurable dispatch behavior
    • Local and SWAT unit coordination
  • 02

    RAGE Plugin Hook Log Analyzer

    Stable

    Utility / standalone

    Reads your RagePluginHook.log and tells you why the game broke. Point it at a RagePluginHook.log and it surfaces crashes, plugin errors and version mismatches without scrolling through thousands of lines by hand. Built for diagnosing your own installs and for helping others troubleshoot theirs.

    • Crash and plugin error detection
    • Version mismatch diagnosis
  • 03

    Burnsie.Common

    Stable

    Framework / standalone

    Shared framework required by all hideout plugins. The common library that handles the shared plumbing behind every hideout plugin. Install it once and keep it up to date — each release is versioned alongside the plugins that depend on it.

    • Safe native and entity abstractions
    • Shared logging, threading and dispatch systems

One shared framework behind every plugin.

Burnsie.Common centralizes the failure-prone parts of GTA V development so individual features stay small and focused.

Read the 18 guides
01

Runtime safety

Safe natives, entity guards and predictable cleanup — a ped that despawns mid-callout is a handled case, not a crash.

02

Concurrency

GameFiber helpers keep timed work off the frame path, so heavy workloads run beside the game loop instead of stalling it.

03

Observability

Structured logging and diagnostics run through every system — dispatch, crowds, audio and world helpers included.

How it gets built.

Three rules that hold whether the target is a game engine, a Discord gateway or a browser.

Nothing at the edge is guaranteed to still be there. A game entity gets culled, an API call times out, a user leaves mid-command — every system validates before it acts and cleans up after itself.

Frame budget or event loop, it's the same discipline: slow work never runs on the hot path. In GTA V that's GameFibers and gated one-shot events; the rule doesn't change when the runtime does.

Logging, threading, native calls and dispatch behavior live in Burnsie.Common instead of drifting across plugins. Wherever there's a second project, that layer gets built before the drift starts.

Let's build what ships next.

Bug reports, feature requests and first looks at what's coming — mods, bots and games alike. It all happens on the Discord.

Join the Discord

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