> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-advanced-gang/configuration/stash.md).

# Stash

Configure the gang stash in CAS Advanced Gang System: the items it takes, guns, categories, remote access and RSG food spoilage.

## Items

{% code title="config.lua" %}

```lua
Config.StashAllowAnyItem = false

Config.StashItems = {
  { name = 'jerky',   label = 'Salted Jerky', icon = 'consumable_jerky.png',       category = 'Provisions' },
  { name = 'biscuit', label = 'Biscuit Tin',  icon = 'consumable_biscuit_box.png', category = 'Provisions' },
  -- more items
}
```

{% endcode %}

| Field      | Meaning                                                                                                                                            |
| ---------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| `name`     | The item's id in **your** inventory's items table. It must match exactly.                                                                          |
| `label`    | Shown in the stash.                                                                                                                                |
| `icon`     | A PNG in the interface's item icon folder. See [Customising the interface](/script-documentation/cas-advanced-gang/developers/interface.md#icons). |
| `category` | The filter tab it appears under. Must be one of `Config.StashCategories`.                                                                          |

{% hint style="danger" %}
**Every `name` must exist in your items table.** The defaults use common item names, but servers name things differently. An item id that doesn't exist never moves.
{% endhint %}

`Config.StashAllowAnyItem = true` lets the server accept items that aren't on the list. Framework inventories can't be listed through their exports, so the satchel side only ever offers the configured goods.

## Guns

```lua
Config.StashWeapons = true   -- VORP and RSG: store guns one by one; false = no guns

Config.WeaponIcons = {
  default                   = 'weapon_revolver_cattleman.png',
  weapon_revolver_cattleman = 'weapon_revolver_cattleman.png',
  -- your weapon name (any case) = icon file
}
```

On VORP and RSG, each stored gun keeps its serial, label, rounds, components and (on RSG) condition. A weapon not listed in `WeaponIcons` uses `default`. On RedEM:RP, guns are plain items, so list them in `Config.StashItems`.

## Categories

```lua
Config.StashCategories     = { 'All', 'Provisions', 'Ammunition', 'Valuables', 'Kits', 'Arms' }
Config.StashWeaponCategory = 'Arms'   -- stored guns
Config.StashOtherCategory  = 'Kits'   -- items not in Config.StashItems
```

The first category is always the "show everything" tab, whatever you call it. Rename categories to translate them, and point `StashWeaponCategory` and `StashOtherCategory` at the new names.

## Access

```lua
Config.RemoteStash = false   -- true = reachable from anywhere, not only in camp
```

A Supply Wagon must still stand in camp either way.

## Spoilage (RSG)

```lua
Config.StashDecayRate = 1.0   -- 1 = as fast as in a satchel, 0.3 = a cool cellar, 0 = never
```

Only RSG items with a `decay` value are affected. See [The shared stash](/script-documentation/cas-advanced-gang/playing/stash.md#food-spoils-rsg).
