Weapon Farm Script - Item-Based Weapon Crafting System for FiveM
Give your players the ability to craft their own weapons through resource gathering and item collection. This weapon farming script creates an engaging progression system where firearms aren't simply purchased — they're earned through gameplay. Players collect components, gather materials, and craft weapons, adding depth to your economy and creating meaningful gameplay loops beyond simple gun shops.
What It Does
This script allows players to create weapons by collecting specific items scattered throughout the map or obtained through various activities. Instead of buying ready-made firearms, players must gather components like metal parts, wood, ammunition components, and other materials. Once they've collected the required items, they can craft weapons at designated locations or through crafting systems.
Core Features
- Item-Based Crafting - Define which items are required to craft each weapon type. For example: pistol requires metal parts (5x), gun powder (3x), and grip material (1x). Fully customizable recipes in config.
- Weapon Variety - Support for all weapon types — pistols, SMGs, rifles, shotguns, melee weapons. Create different crafting paths for different weapon tiers (basic to advanced).
- Resource Gathering - Players collect crafting materials through mining, scavenging, looting, completing jobs, or purchasing from specialized vendors. Creates economy-driven gameplay.
- Crafting Locations - Set up weapon benches at gang hideouts, safe houses, illegal workshops, or mobile crafting setups. Restrict access by job, gang, or location ownership.
- Progression System - Start with simple weapons (knives, pistols) and progress to advanced firearms as players gather rarer materials. Natural tier progression keeps gameplay engaging.
- Customizable Requirements - Adjust how many items are needed, which items are required, and success rates for crafting. Balance difficulty to match your server economy.
Perfect For
- Survival or hardcore roleplay servers where weapons should be scarce
- Gang servers where crafting creates territory control over resources
- Apocalypse or wasteland themes requiring weapon scavenging
- Economy-focused servers wanting meaningful crafting systems
- Servers that want to remove easy gun shop access
- Criminal roleplay where illegal weapon manufacturing adds realism
How It Works
- Players gather crafting materials through various activities (mining, looting, jobs, purchases)
- Materials accumulate in player inventory
- Player travels to weapon crafting location (gang hideout, workshop, etc.)
- Opens crafting menu and selects desired weapon
- System checks if player has required materials
- If materials are sufficient, weapon is crafted and materials consumed
- Crafted weapon is added to player inventory
Crafting Recipe Examples
Basic Knife - Metal scrap (2x), grip material (1x). Easy starter weapon.
Pistol - Metal parts (5x), gun powder (3x), spring (2x), pistol grip (1x). Basic firearm.
SMG - Advanced metal (8x), gun powder (6x), firing mechanism (1x), SMG stock (1x). Mid-tier weapon.
Assault Rifle - Weapon receiver (1x), rifle barrel (1x), gun powder (10x), advanced springs (4x), rifle stock (1x). High-tier weapon requiring rare components.
Resource Integration
- Mining Scripts - Gather metal ore from mining locations, process into metal parts
- Scavenging Zones - Search abandoned buildings, dumpsters, or loot areas for components
- Job Rewards - Reward certain jobs with crafting materials (mechanics get metal parts, hunters get wood)
- Black Market Vendors - Purchase rare components from illegal dealers at high prices
- Gang Territory - Control resource-rich areas to monopolize material gathering
- Heists/Robberies - Steal weapon components from facilities or transports
Configuration Options
- Weapon Recipes - Define exact items and quantities needed for each weapon
- Crafting Locations - Set coordinates for weapon benches or enable mobile crafting
- Success Rates - Optional failure chance adds risk (materials lost on fail)
- Crafting Time - Set duration for weapon creation (instant or timed progress bars)
- Skill Requirements - Require certain levels or skills to craft advanced weapons
- Job Restrictions - Limit who can craft (gang members, criminals, mechanics)
- Item Sources - Configure where players can obtain crafting materials
Economic Impact
By requiring item collection instead of cash purchases, this script creates secondary markets for materials. Players who don't want to craft can sell materials to crafters. Resource-gathering jobs become valuable. Gang wars over material-rich territories create conflict. Black market dealers profit from rare components. The entire server economy becomes more interconnected and dynamic.
Roleplay Scenarios
- Illegal Gun Manufacturing - Gangs run underground weapon factories, competing for material sources
- Police Investigation - Law enforcement tracks down crafting locations and confiscates materials
- Resource Wars - Gangs fight for control of mining areas or scavenging zones
- Weapon Dealers - Players craft weapons in bulk and sell to other players
- Survival Gameplay - In harsh environments, weapon crafting is essential for protection
- Progression Stories - New criminals start with knives, work up to building gun empires
Framework Compatibility
- ✅ ESX - Integrates with ESX inventory and item systems
- ✅ QBCore - Native QBCore inventory integration
- ✅ ox_inventory - Compatible with ox_inventory systems
- ✅ Custom Inventories - Adaptable to most inventory frameworks
Balancing Recommendations
- Starter Weapons - Keep knife/bat recipes simple (2-3 common items) for new players
- Mid-Tier Weapons - Pistols and basic guns require moderate effort (5-7 items)
- Advanced Weapons - Rifles and heavy weapons need rare components (10+ items including rare drops)
- Ammo Consideration - Don't forget ammo crafting — guns are useless without ammunition
- Economy Balance - Ensure material gathering earns reasonable income for gatherers
Installation
- Download and extract to your resources folder
- Configure framework type (ESX/QBCore) in config
- Define weapon crafting recipes (items required per weapon)
- Set up crafting locations or enable mobile crafting
- Configure which items can be gathered and where
- Adjust crafting times and success rates
- Add 'start weapon-farm-script' to server.cfg
- Add crafting items to your inventory/item database
- Test crafting process to ensure balance
Advanced Features
- Weapon Quality - Crafted weapons can have durability or condition systems
- Blueprints - Require weapon blueprints before players can craft certain guns
- Experience System - Crafting weapons increases skill, unlocking better recipes
- Batch Crafting - Craft multiple weapons at once if materials sufficient
- Failed Crafts - Risk losing materials on failed attempts adds tension
Performance
- Optimized - 0.00-0.01ms idle, minimal impact during crafting
- Lightweight - Simple script logic keeps server load low
- Scalable - Works efficiently even with many simultaneous crafters
What You Get
- Complete weapon crafting system
- Item-based crafting recipes (fully customizable)
- Support for all weapon types
- Crafting location system
- Configurable requirements and success rates
- ESX/QBCore framework integration
- Installation guide
- Configuration documentation
- Example recipes for common weapons
Why Choose This
Simple gun shops where players buy weapons with cash are boring and unrealistic for certain server types. Weapon Farm Script adds depth, creates gameplay loops, drives economic activity, and makes weapon acquisition feel earned. Players remember the grind to build their first rifle. Gangs fight over resource territories. The entire weapon ecosystem becomes more engaging and immersive.
Add meaningful weapon progression to your FiveM server with Weapon Farm Script — where firearms are crafted, not just bought.
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