FEATURES General Features You can test vehicles before crafting them. You can view weapons in 3d before crafting. After you start the craft process, you can come back and get your item when it expires. If you want, you can activate the job system and use the craft process w
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Frkn Crafting v2 delivers a comprehensive item crafting system for your FiveM server featuring unlimited craftable items, multiple crafting locations, job-based access control, blueprint/recipe systems, skill progression mechanics, visual workbench interfaces, and complete inventory integration. This powerful script transforms raw materials into finished products, creating economic depth and player progression through manufacturing and production gameplay.
This advanced crafting package includes fully configurable recipe systems with unlimited crafting recipes supporting complex multi-ingredient combinations, multiple crafting station locations with job restrictions and access controls, blueprint/recipe unlocking mechanics requiring discovery or purchase, skill progression systems that improve crafting speed and success rates, visual UI showing ingredients, requirements, and crafting progress, complete framework integration with major inventory systems, and administrative tools for recipe management and monitoring.
Legal Manufacturing: Mechanics craft vehicle repair kits and performance parts at garages. Chefs prepare meals and beverages at restaurant kitchens. Electronics technicians assemble phones and radios at workshops. Tailors create clothing and accessories at fashion studios. Each profession gains specialized crafting capabilities supporting their roleplay and economy.
Illegal Operations: Drug manufacturers process raw materials into finished narcotics at hidden labs. Gunsmiths assemble firearms and ammunition at underground workshops. Counterfeiters produce fake IDs and documents at secret locations. Each illegal craft requires rare blueprints, expensive materials, and carries risk of police discovery.
Survival Crafting: Players craft basic tools from raw materials like wood and stone. Medical supplies are assembled from components and chemicals. Camping equipment, food preservation, and emergency supplies become craftable necessities. This creates resource gathering and production gameplay loops.
Skill-Based Progression: Novice crafters start with basic recipes and slow crafting speeds. As they gain experience through repeated crafting, they unlock expert recipes, reduce production times, increase success rates, and gain access to premium crafting locations. Master crafters become valuable community members producing high-demand specialized items.
Each crafting recipe is fully configurable with input materials (unlimited items with specific quantities), output items (what players receive on success), crafting time (duration in seconds to produce), success rate (percentage chance of successful craft), required blueprint (if blueprint system enabled), job restrictions (which jobs can access recipe), skill level requirements (minimum crafting skill needed), workbench restrictions (which locations can craft item), and failure consequences (whether materials are lost on fail).
Example recipe configurations include weapon crafting (iron + wood + blueprint = pistol, 120s, 75% success, requires gunsmith job), drug production (coca leaves + chemicals = cocaine, 60s, 90% success, requires gang member), cooking (flour + water + yeast = bread, 30s, 95% success, available to all), and advanced electronics (circuit boards + wires + screen = phone, 90s, 80% success, requires tech skill level 5).
The blueprint system gates access to specific recipes requiring players to acquire blueprints before crafting certain items. Blueprints can be obtained through: purchasing from NPC vendors for high prices, finding in loot drops from activities, earning as rewards for completing missions or achievements, stealing from other players or locations, or admin grants for special events. This creates economy around recipe knowledge and makes rare crafts truly exclusive.
Once acquired, blueprints are stored in player data (not inventory items) permanently unlocking the recipe. Servers can configure whether blueprints are tradeable, one-time-use, or account-bound. This system is perfect for rare weapon crafts, advanced drug formulas, specialty vehicle modifications, and exclusive items that shouldn't be universally accessible.
The crafting skill system rewards dedicated crafters with tangible benefits. Players gain XP for each item crafted (more XP for complex items). As skill level increases, crafters enjoy reduced crafting times (up to 50% faster at max level), increased success rates (bonus percentage to base success), access to expert-tier recipes (unlocks at level thresholds), and reduced material waste on failures. This encourages specialization where some players focus on crafting as their primary activity.
ensure frkn-crafting to server.cfgWeapon Crafting: Configure illegal gun manufacturing where players need metal scraps (5x), weapon parts (3x), and pistol blueprint to craft pistols with 120-second production time and 70% success rate. Restrict to gang territories and require level 10 crafting skill. Failed attempts lose materials creating risk-reward dynamics.
Cooking System: Set up restaurant kitchens where chefs combine ingredients (flour, water, salt, yeast) to bake bread in 45 seconds with 95% success. Enable batch crafting for bulk production. No blueprints needed but restrict to chef job. Progression reduces cook time for experienced chefs.
Drug Production: Create hidden meth labs where criminals process raw chemicals into finished drugs. Require rare recipe blueprints, expensive precursor chemicals, 180-second cook time, and 60% success rate. Failed batches lose materials and alert nearby police. Restrict to specific gang members only.
Frkn Crafting v2 goes far beyond basic recipe scripts by incorporating blueprint unlocking and skill progression creating genuine crafting careers rather than simple item conversions. The multi-location system with job restrictions enables different professions to have unique crafting capabilities - mechanics craft vehicle items, chefs prepare food, criminals produce contraband. The success rate system adds risk and prevents guaranteed production making rare crafts actually rare. The visual UI provides intuitive interface while extensive configuration enables servers to create completely custom crafting economies tailored to their gameplay style.
Crafting creates multi-tier economy where raw material gatherers sell to crafters who produce finished goods for end consumers. Players can specialize as resource gatherers mining and farming, crafters purchasing materials to produce items, merchants buying crafted goods to resell, or vertical integration controlling entire supply chains. Blueprint economy adds another layer where rare recipes become valuable tradeable knowledge.
Administrators have complete control including viewing all crafting recipes and configurations, granting blueprints to specific players or globally, adjusting player crafting skill levels, adding new recipes without restart, monitoring crafting activity and statistics, and viewing popular recipes and production rates. This enables dynamic economy balancing and special event management.
Includes lifetime updates with new features, framework compatibility updates, and bug fixes. Comprehensive documentation covers installation, recipe creation, workbench setup, progression configuration, and integration guides. Active support via ticket system for technical assistance and customization help. Regular updates add community-requested features and expand crafting capabilities.
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