Description
A working QBCore blueprint fragment assembly system: rare recipes are gated behind N collectible schematic fragments that only combine into a complete blueprint once the player holds the full set. The server counts the fragments, consumes them atomically and grants the blueprint, so the chase can't be skipped. This is the fragment-collection engagement loop survival and RP crafting economies sell to drive grind.
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 β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Expected Output
The reference Lua lives at content/expected-outputs/crafting/10-blueprint-fragment-assembly.lua. It implements an assembly anim with a load wait, a server-side schema table that counts fragments viaβ¦
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth β both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access β pay once
- All 510 prompts β the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates β new niches as the market moves
$49 for 60 Β· $199 for all 510 + intelligence β one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-trusted assembly β Claude counts fragments and grants the blueprint locally; a modder assembles with none. Keep the count, consume and grant on the server.
- Anim before load β
TaskPlayAnimno-ops if the dict is not loaded; alwaysRequestAnimDict+while not HasAnimDictLoaded(dict) do Wait(0) end. - One-sided net event β defining
fragment:assembleResulton only one side breaks the progress round-trip; both client and server useRegisterNetEvent+AddEventHandler.
Corrective re-prompt: "Move the fragment count and grant to the server: read the fragment amount with GetItemByName, reject if below the required count, then RemoveItem the exact required amount (checking its return) before AddItem the blueprint. The client only triggers assemble and renders the have/need values the server returns."
Framework Integration
- ESX: swap to
exports['es_extended']:getSharedObject()and usexPlayer.getInventoryItem(frag).count/xPlayer.removeInventoryItem/xPlayer.addInventoryItem. - QBCore: as written β
Player.Functions.GetItemByName, guardedRemoveItem,AddItem, plus a progress callback. - QBox: use
exports.qbx_core:GetPlayer(src)with ox_inventory exports; the count/consume/grant flow is identical.
Profit Potential
$250β$3200/mo on Tebex (expected ~$900). [INFERRED] priced inside the $50-389 script band against the signal-scraper tebex_snapshot corpus (n=100, median seller $11.85K/mo); a rising engagement-loop niche in survival and RP economies.
Trend Signal
β rising β inferred: fragment-collection creates a chase/engagement loop, rising in survival and RP crafting economies.
Sales Angle
The chase loop that keeps players grinding β collect fragments, assemble a rare blueprint, unlock the recipe nobody else has. Recommended Tebex price $169.
Difficulty & Ship Time
intermediate Β· ships in 4-5h.