Description
A working QBCore blueprint learning system: a player consumes a one-time blueprint item and the matching recipe is permanently taught to that specific character. The server checks the item, removes it once, and records the unlock per citizenid so it persists and can gate any craft. This is the simplest, most legacy-friendly progression hook a crafting server can sell.
Prompt Template
You are writing a FiveM resource for qb-core (exports['qb-core']:GetCoreObject()).
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua lives at content/expected-outputs/crafting/09-blueprint-learning-unlock.lua. It implements a read anim on item use, a server-side blueprint table, a per-citizenid learned set with…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-trusted unlocks — Claude stores learned recipes locally; a modder marks everything known. Keep the learned set and item consumption on the server.
- Anim before load —
TaskPlayAnimno-ops if the dict is not loaded; alwaysRequestAnimDict+while not HasAnimDictLoaded(dict) do Wait(0) end. - One-sided net event — defining
blueprint:learnResulton only one side breaks the confirmation; both client and server useRegisterNetEvent+AddEventHandler.
Corrective re-prompt: "Move the learned set to the server keyed by citizenid: verify the blueprint item with GetItemByName, RemoveItem exactly once, then record the unlock, and expose a server callback so other crafts can check knowledge. The client only triggers the learn event."
Framework Integration
- ESX: swap to
exports['es_extended']:getSharedObject(), key learned byxPlayer.identifier, consume withxPlayer.removeInventoryItem(item, 1), and register the usable item viaESX.RegisterUsableItem. - QBCore: as written —
Player.Functions.GetItemByName/RemoveItem, learned keyed bycitizenid, plus aQBCore.Functions.CreateCallback. - QBox: use
exports.qbx_core:GetPlayer(src)with ox_inventory item removal; the learned set and callback logic are identical.
Profit Potential
$200–$2400/mo on Tebex (expected ~$650). [INFERRED] priced inside the $50-389 script band against the signal-scraper tebex_snapshot corpus (n=100, median seller $11.85K/mo); a rising but simple progression pattern with broad legacy compatibility.
Trend Signal
↗ rising — inferred: blueprint-gated recipe unlocks are a rising progression pattern across crafting servers; simple and legacy-friendly.
Sales Angle
The cheapest progression hook any crafting server can drop in — consume a blueprint, learn a recipe forever, gate the good stuff behind it. Recommended Tebex price $89.
Difficulty & Ship Time
beginner · ships in 2-3h.