Build a fully functional crafting economy on your FiveM server with this comprehensive crafting system that supports materials, weapons, items, and completel...
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Build a fully functional crafting economy on your FiveM server with this comprehensive crafting system that supports materials, weapons, items, and completely custom recipes. Whether you're running ESX or QBCore, this system integrates seamlessly to add manufacturing, resource gathering, and item creation to your server's economy.
You're getting a complete crafting framework that handles everything from raw material processing to complex weapon manufacturing. The system comes with pre-configured recipes for common items, weapons, and materials, but the real power is in the custom recipe system that lets you add anything you want players to craft. Need molotov cocktails crafted from alcohol and cloth? Done. Want custom lockpicks made from scrap metal? Easy. The configuration is straightforward with clear documentation.
The crafting interface is clean and intuitive, showing players what materials they need, what they currently have, and what the crafting time will be. Players can queue multiple items, and the system handles the progress bars, material consumption, and success/failure states automatically. No complex menu navigation or confusing UI elements, just straightforward crafting that works.
Players gather raw materials through jobs, gathering scripts, or purchasing from suppliers. They then access crafting stations (workbenches, labs, garages) where they can view available recipes. The system checks their inventory for required materials, and if they have everything, they can start the crafting process. A progress bar shows crafting time, and materials are consumed immediately to prevent duplication exploits.
Once crafting completes, the finished item appears in their inventory automatically. Failed crafts (if you enable that feature) consume materials but don't produce the item, creating risk for rare or expensive recipes. The system logs all crafting activity for admin review and anti-cheat purposes.
Creating custom recipes is simple. Define the item name, required materials with quantities, crafting time, success rate (if using chance-based system), and any location restrictions. For example, a molotov recipe might require 1 bottle, 1 cloth, 1 gasoline, take 15 seconds to craft, have 95% success rate, and only be craftable at gang hideouts. The configuration file uses clear syntax with examples for every recipe type.
ensure premium-crafting to your server.cfgMost crafting scripts are rigid with fixed recipes and limited customization. This system was built to be flexible from day one, letting you add any recipe imaginable without touching the core code. The dual-framework support means you can switch from ESX to QBCore without losing your crafting system or reconfiguring everything. The location-based crafting restrictions let you create interesting gameplay, like requiring drugs to be crafted in labs, weapons in workshops, and food in kitchens.
The clean UI design makes crafting accessible to new players while the depth of configuration satisfies experienced server owners who want complete control. Material consumption happens server-side immediately, preventing duplication exploits that plague other crafting systems. The built-in logging system tracks all crafting activity, making it easy to identify issues or balance problems.
Pair this crafting system with gathering scripts (mining, farming, fishing) to create a complete economy loop. Inventory systems like Cyber Inventory Pro or Aquiver Inventory provide better material management and visual feedback. Job scripts that produce raw materials (lumberjack, miner) give players ways to obtain crafting supplies through gameplay rather than just purchasing.
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