Player Homes on FiveM: Housing and Apartment MLOs Explained
Housing is one of the features players ask about most. A home gives a character somewhere to change clothes, store items and host friends, and it anchors roleplay that does not involve crime or emergency jobs. This guide explains the main ways servers handle player homes and how to choose interiors that fit the system you run.
Three common approaches
Most servers use one of these approaches, or a mix of them:
- In-world MLO houses. The interior is built into the map, so the front door opens into a real space that anyone nearby can see into and walk through. This feels the most immersive and works well for a small number of special properties.
- Instanced shells. A housing script spawns a small interior model, often somewhere hidden from the main map, and teleports the owner into it. Because each player can get their own copy, hundreds of players can own a home without hundreds of interiors in the world.
- Apartment buildings with instancing. One apartment interior is shared, but the server separates players into different instances so each tenant sees only their own unit.
Instancing and routing buckets
Instancing is usually handled with routing buckets. A routing bucket is a server-side grouping that decides which players and entities can see each other. When a housing script moves a player into their own bucket, they no longer see players or vehicles in the main world until they leave. The server sets this with SetPlayerRoutingBucket. You do not need to write that code yourself, but it helps to know the term when reading a housing script's documentation, because it explains why two players standing in "the same" apartment cannot see each other.
When an MLO house is the right choice
In-world interiors shine for properties that should be shared or seen. Good candidates include:
- A large mansion that a family or crew rents together.
- A beach house or penthouse that becomes a regular party location.
- A safehouse tied to a storyline, where other players need to be able to find and visit it.
- Starter apartments near the spawn point that new players walk past on day one.
For the bulk of ordinary homes, instanced shells are usually lighter on the server and simpler to manage. Many servers combine the two: shells for everyday housing and a handful of in-world properties for premium or shared use.
Matching interiors to your housing script
Your housing script decides what an interior needs to provide. Before buying, check how the script expects to find:
- Entrances: where the door marker or interaction point goes, and whether it supports more than one door.
- Stash and wardrobe: the coordinates for storage and clothing, which need clear floor space and should not sit against a wall the player can clip through.
- Furniture: some scripts let players place their own furniture, which works best in rooms that ship partly empty.
- Garage: whether the property has a separate garage interior or uses an outdoor parking spot.
Planning the neighbourhoods
Think about where homes sit relative to jobs and nightlife. A city where every house is in one district leaves the rest of the map empty after work hours. Spreading properties across a few areas, such as a few hillside houses, some downtown apartments and a small rural cluster, gives players reasons to drive around and creates natural meeting points. Avoid putting a premium MLO house right beside a busy job site, since constant traffic and noise get in the way of quiet roleplay.
Keep it maintainable
Add properties in small batches. Each new in-world house adds files players must download, and each one needs its door lock, stash and wardrobe configured. Testing three houses properly beats launching twenty that half work.
Comparing options
If you want to see sizes and layouts side by side, these house and apartment listings group homes, apartments and mansions in one place. Shortlist two or three that suit your housing script, then test them on a local server before anything goes live.