GFX-Crafting - This feature-rich crafting system allows players to create items based on their skill levels, making gameplay more engaging and immersive.
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Transform your FiveM server's economy with GFX Crafting, a comprehensive item creation system that brings realistic manufacturing, resource gathering, and production mechanics to your community. This powerful crafting framework allows players to combine raw materials into finished products, creating entire production chains from resource extraction through final product delivery - adding depth to your economy and creating meaningful player professions beyond traditional jobs.
This complete crafting system provides everything needed to implement item creation and manufacturing on your server. Players gather or purchase raw materials, access crafting stations, combine ingredients following recipes, and produce finished goods that can be used, sold, or traded. The system includes recipe management, skill progression, crafting station placement, success/failure mechanics, and extensive customization allowing you to define exactly what can be crafted and how.
Recipe Requirements: Each recipe defines specific requirements - materials needed (leather, metal, fabric), tools required (hammer, saw, welding torch), minimum skill level, and crafting station type. Players must satisfy all requirements to attempt crafting.
Crafting Process: When requirements are met, players initiate the crafting process. A progress bar shows crafting time (configurable per recipe). Upon completion, the system checks skill level against recipe difficulty. Success creates the item and consumes materials. Failure destroys materials with no product created, but awards partial experience toward skill progression.
Skill System: Players level up specific crafting skills (weaponsmithing, cooking, mechanics, etc.) through repeated crafting. Higher skills unlock advanced recipes, improve success rates, reduce crafting time, and enable quality bonuses on crafted items.
Weapon Crafting: Combine metal components, weapon parts, and ammunition to craft firearms, melee weapons, and attachments. Requires weaponsmithing skill and access to illegal workbenches, creating criminal economy opportunities.
Cooking & Food: Mix ingredients to prepare meals that restore health, stamina, or provide buffs. Restaurants and food trucks become functional businesses where chefs craft menu items from raw ingredients.
Drug Production: Process raw materials into illegal drugs through multi-stage crafting. Each production step requires specific equipment and skills, creating realistic drug manufacturing operations.
Vehicle Modifications: Craft performance parts, body kits, and upgrades that can be installed on vehicles. Mechanics gain profession depth by manufacturing parts rather than spawning them from menus.
Construction Items: Create building materials, furniture, and decorative items for housing systems. Players furnish homes with crafted items rather than buying from catalogs.
Medical Supplies: Combine pharmaceutical ingredients into bandages, medkits, and medications. Hospitals and EMS services become dependent on medical crafting for their supply chains.
GFX Crafting excels through flexibility and depth. Rather than being hardcoded for specific item types, it's a framework you can adapt to any crafting needs your server requires. Want fishing to involve crafting bait? Configure bait recipes. Need gunsmithing to require multiple components? Set up complex weapon recipes with rare materials. Want cooking to be a viable profession? Create elaborate food recipes with ingredient sourcing challenges.
The skill progression system transforms crafting from a simple menu into a career path. New crafters start with basic recipes, but dedicated players can become expert manufacturers whose high-level skills produce superior products, creating player-driven specialization and interdependent economies.
Crafting creates production chains that drive economic activity. Miners gather raw ore, smelters process it into refined metal, weaponsmiths forge the metal into firearms, and dealers sell the finished products - each step involving different players and creating economic circulation.
Resource scarcity becomes meaningful when materials are consumed in crafting. Servers can balance economies by adjusting recipe costs, making certain items resource-intensive to craft, which controls availability and maintains value.
Job-locked recipes create professional specialization. Only mechanics can craft vehicle parts, only chefs can prepare complex meals, only pharmacists can create advanced medications. This creates demand for specific professions and prevents everyone from being self-sufficient, encouraging player interaction and trade.
Jobs can also determine which crafting stations players can access. Mechanics work at garage workbenches, chefs use restaurant kitchens, and gunsmiths operate in illegal workshops - each location providing the equipment needed for profession-specific crafting.
Recipes can be locked behind blueprint items - physical items players must acquire to learn crafting recipes. Blueprints can be found as loot, purchased from NPCs, earned through missions, or traded between players. This creates a knowledge economy where rare blueprints are valuable commodities.
For illegal items like weapons or drugs, blueprint scarcity controls how many players can engage in criminal crafting, preventing server oversaturation of illegal manufacturing while making blueprint acquisition itself a criminal objective.
Crafting adds realistic depth to professions that are often superficial in FiveM. Instead of mechanics spawning parts from thin air, they craft them from materials. Chefs actually prepare meals using ingredients rather than buying finished food. Criminals build weapon operations requiring resource gathering, production facilities, and supply chains.
The time investment required for crafting creates value in finished products. A crafted weapon represents hours of material gathering, skill building, and production work, making it more meaningful than instantly spawned items.
Weapon Manufacturing: Miners gather iron ore → Smelters process ore into metal ingots → Parts manufacturers craft weapon components → Gunsmiths assemble finished firearms → Dealers sell to customers. Each step can be different players with specialized skills.
Restaurant Operations: Farmers grow vegetables → Fishermen catch seafood → Butchers process meat → Chefs combine ingredients into meals → Servers sell food to customers. Creates functioning restaurant businesses with real supply chains.
Drug Operations: Growers cultivate plants → Processors extract base chemicals → Chemists synthesize drugs → Packagers prepare product → Dealers distribute to buyers. Multi-stage production requiring organization and cooperation.
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