crafting
Crafting benches, recipes, gathering, weapon assembly, and durability — the inventory-driven maker loop.
Weight & Slot Inventory Core
ESX/QBCore capacity engine where every item carries weight and slot size, enforcing max-weight, slot count, metadata-aware stacking and overflow rejection server-side.
Spatial Grid Inventory (Footprints + Rotation)
ESX/QBCore spatial inventory where items occupy WxH grid cells and rotate to fit, with all placement validity checked server-side.
Encumbrance — Over-Weight Penalty
ESX/QBCore encumbrance layer where carrying over the weight cap drains stamina, slows sprint, blurs the screen and drops items on death, with the overweight flag set server-side.
Nested Containers & Backpacks
ESX/QBCore container items (backpacks, duffels, crates) that open their own sub-inventory with an independent server-enforced weight cap.
Deployable Lockable Stash Crate
ESX/QBCore deployable crate that spawns a persistent lockable storage prop in the world and packs back into a carriable item to relocate, with ownership and contents owned server-side.
Shared Org Stash with Permissions & Audit Log
ESX/QBCore shared organization stash with per-rank deposit/withdraw permissions and a full audit log of every transfer, all enforced server-side.
Rentable Warehouse Storage Units
QBCore rentable storage where a player pays a recurring fee for a grid unit and missed rent locks the unit and decays its contents — all rent and locks server-authoritative.
Tiered Crafting Workbenches
QBCore tiered workbenches where each bench level unlocks a higher band of recipes and the server validates tier, materials and output on every craft.
Blueprint Learning — Unlock Recipes
QBCore blueprint unlock where consuming a one-time blueprint item permanently teaches a recipe to that specific player, validated and persisted server-side.
Blueprint Fragment Assembly
QBCore fragment assembly where collecting N schematic fragments combines into a complete blueprint, with the count, consume and grant validated server-side.
Crafting Skill Progression (XP & Levels)
QBCore crafting proficiency that levels with use to raise success rate, output quality and craft speed — XP, the success roll and rewards all server-authoritative.
Queued Offline Crafting Jobs
QBCore offline crafting where a started job progresses on a server wall-clock timer and completes even while the player is offline, with materials, the timer and the payout server-authoritative.
Crafting Quality Minigame
Generic-framework timing skill-check whose server-graded accuracy sets the crafted item's quality tier and metadata.
Crafted-Gear Rarity & Stat Affixes
Generic-framework loot-affix model on crafted output: server rolls a rarity tier plus randomized stat affixes stored in item metadata.
Recipe & Blueprint Marketplace
Generic-framework player-to-player marketplace to list, price and sell learned recipes/blueprints, with server-authoritative escrow on the sale.
Crafting Tech-Tree (Intermediate Components)
Generic-framework multi-tier crafting where recipes consume crafted intermediates (parts → sub-assembly → final), resolved server-authoritatively.
Player-Owned Pay-Per-Use Craft Stations
Generic-framework player-placed benches that charge other players a per-use fee, with server-authoritative fee collection and owner passive income.
Modular Weapon Assembly from Parts
Generic-framework weapon assembly where receiver/barrel/stock parts combine into a weapon whose stats the server computes and stores in metadata.
Weapon Attachment Crafting
Generic-framework crafting that turns materials into standalone attachment items (suppressor, optic, grip) and mounts them as native weapon components, all server-authoritative.
Ammunition Reloading Bench
Generic-framework reloading bench that converts casing, powder and primer into caliber-specific rounds with a server-authoritative, distance-gated batch payout.
Firearm Reliability — Jamming & Cleaning
QBCore firearm-wear system: shots accumulate server-side wear that raises jam probability, and a field-strip cleaning action consuming a kit restores reliability.
Equipment Durability & Repair Benches
Generic-framework item-durability system: tools drain a server-owned durability metadata bar with use and are restored by a repair kit or a distance-gated repair bench.
Item Enhancement & Tier Upgrading
QBCore/QBox risk-reward upgrade loop: spend an enhance stone to roll a tier-up on an item, with tier-scaled odds of success, downgrade, or destruction — all resolved server-side.
Salvage & Dismantle (Component Recovery)
Generic-framework reverse-crafting: dismantle an item to recover a server-rolled percentage of its source components from a blueprint table.
Explosives & Breaching-Charge Crafting
Generic-framework bench that crafts throwables and breaching charges from volatile materials, with a server-rolled mishandling detonation risk.
Smelting & Foundry Refining
Generic-framework foundry station that smelts raw ore into refined bars using fuel and a server-gated melt timer.
Cooking Station — Buff Meals
Generic-framework cooking station that combines ingredients into meals granting timed status buffs, with the recipe validated and the buff issued server-side.
Tailoring & Soft-Armor Crafting
Generic-framework tailoring bench that crafts clothing and soft-armor garments from cloth, leather and ballistic fiber, with armor value stored in server metadata.
Gadget & Electronics Crafting
Generic-framework bench that crafts tools and gadgets (lockpicks, hacking devices, radios) from electronic components, validated and granted server-side.
Ballistic Plate Carrier Crafting
Generic-framework system that crafts ballistic plates, slots them into a carrier as armor, and degrades the plate server-side until it breaks and must be replaced.