Frkn Crafting v2
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 - Advanced Multi-Location Crafting System with Blueprint Progression
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.
https://www.youtube.com/watch?v=Yy7yKWCW428What's Included
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.
Key Features
- Unlimited Recipes - Configure unlimited crafting recipes with any combination of input materials, output items, quantities, and success rates
- Multi-Location Workbenches - Create unlimited crafting stations at any coordinates with individual recipe sets, job requirements, and visual markers
- Blueprint System - Recipe unlocking mechanics where players must discover, purchase, or earn blueprints before accessing specific crafting recipes
- Skill Progression - Experience-based leveling system where crafting improves over time, reducing crafting time and increasing success rates
- Job-Based Access - Restrict specific workbenches or recipes to certain jobs creating specialized crafting opportunities for different professions
- Visual Crafting UI - Modern interface displaying available recipes, required materials, owned quantities, crafting progress bars, and success probability
- Batch Crafting - Option to craft multiple items in single session saving time for bulk production operations
- Crafting Duration - Configurable crafting times adding realism and preventing instant mass production of valuable items
- Success Rate System - Percentage-based success mechanics where difficult items may fail, consuming materials and requiring retry attempts
- Material Consumption - Automatic inventory checking and material removal upon crafting initiation with failure material loss options
- Custom Animations - Realistic crafting animations showing players working at benches during production processes
- Notification System - Success/failure notifications, missing material alerts, and blueprint unlock messages
- Admin Management - Commands to grant blueprints, adjust skill levels, add recipes dynamically, and monitor crafting activity
- Framework Agnostic - Compatible with ESX, QBCore, QBOX, and custom frameworks through configuration settings
Perfect For
- Economy Servers - Creates production chains where raw materials are transformed into valuable finished goods driving player-to-player trade
- Job Systems - Enables job-specific crafting like mechanics crafting repair kits, chefs cooking meals, or illegal operations producing drugs
- Survival Servers - Crafting becomes essential for creating tools, weapons, medical supplies, and survival equipment from gathered resources
- Progression Servers - Blueprint unlocks and skill leveling create long-term goals and character development through crafting mastery
- Roleplay Servers - Supports realistic manufacturing roleplay including gunsmithing, cooking, drug production, vehicle modification, and electronics assembly
- Criminal Servers - Illegal crafting stations for producing drugs, weapons, lockpicks, and contraband creating underground economy
Crafting Applications
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.
Recipe Configuration System
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).
Blueprint & Unlock System
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.
Skill Progression Mechanics
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.
Workbench Location Types
- Public Workshops: Open access crafting stations for basic items, typically at spawn areas or public buildings
- Job-Restricted Benches: Mechanic shops, restaurant kitchens, hospital labs accessible only to employees
- Gang Territory Stations: Illegal crafting at gang-controlled locations requiring gang membership
- Hidden Locations: Secret crafting spots for rare or illegal items requiring discovery or directions
- Mobile Benches: Portable crafting stations in vehicles like drug RVs or mobile workshops
- Property-Based: Crafting stations inside owned properties like houses or warehouses
Technical Specifications
- Performance: ~0.015ms server impact with optimized database queries and event handling
- Database: Stores player crafting levels, unlocked blueprints, and crafting history
- Inventory Systems: Compatible with ox_inventory, qb-inventory, qs-inventory, esx_inventory, and custom solutions
- UI Technology: Modern NUI interface with responsive design and real-time inventory updates
- Configuration: Extensive config.lua with recipe definitions, workbench locations, progression settings, and feature toggles
- File Size: Approximately 12 MB including UI assets, configuration templates, and documentation
Installation
- Download the Frkn Crafting v2 package from your purchase confirmation
- Extract the resource to your server's resources directory
- Import the provided SQL file to create crafting database tables
- Configure framework settings in config.lua (ESX/QBCore/QBOX detection)
- Define crafting recipes with input/output items, times, and requirements
- Set up workbench locations with coordinates, job restrictions, and recipe access
- Configure blueprint settings and skill progression parameters
- Add craftable items to your inventory system's item database
- Add
ensure frkn-craftingto server.cfg - Restart server and verify crafting stations appear at configured locations
Framework Compatibility
- ✅ ESX Legacy - Full integration with ESX jobs, inventory, and item systems
- ✅ QBCore - Complete QB support with metadata, jobs, and inventory integration
- ✅ QBOX - Compatible with modern QBOX framework features
- ✅ Standalone - Can operate with custom frameworks using configuration adapters
Configuration Examples
Weapon 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.
Integration Possibilities
- Job Scripts: Integrate with mechanic, chef, drug, and other job systems providing profession-specific crafting
- Drug Systems: Power drug production mechanics with configurable recipes and processing chains
- Weapon Scripts: Create weapon crafting systems with gunsmithing roleplay and illegal manufacturing
- Property Scripts: Place crafting benches in owned properties, businesses, and gang hideouts
- Market Scripts: Crafted items sold at player markets or shops creating supply chains
- Gathering Scripts: Connect with mining, farming, and gathering systems providing raw materials
What Makes It Stand Out
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.
Economy Integration
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.
Admin Tools
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.
Support & Updates
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.





