Description
A player-to-player marketplace for learned recipes and blueprints on roleplay servers: a player lists a recipe they know at a price, another buys it, and the server escrows the cash and transfers the knowledge. It turns crafting knowledge into a tradable asset and creates a self-sustaining economy that static recipe content cannot match.
Prompt Template
You are writing a FiveM resource for a generic roleplay framework accessed via…
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 at content/expected-outputs/crafting/15-recipe-blueprint-marketplace.lua implements client list/buy commands and view refresh, plus a server that owns the listings table, verifies…
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-side transfer — moving money or the blueprint on the client lets a cheat buy free or dupe; do it all server-side.
- Stale listing race — not re-checking balance and listing existence at purchase enables double-spend or buying a delisted recipe; re-validate at buy time.
- Blueprint dupe — granting to the buyer without handling the seller's exclusive copy duplicates knowledge; define and enforce the transfer rule.
Corrective re-prompt: "Make 'mkt:buy' re-fetch the listing and the buyer's live balance on the server, then remove money from the buyer, credit the seller and grant the recipe atomically. Verify the seller knows the recipe before listing. The client may only request list/buy and render the view."
Framework Integration
ESX: if forced, use es_extended with xPlayer.getMoney/removeMoney/addMoney; store the known-recipe set in your DB. QBCore: use exports['qb-core']:GetCoreObject(), Player.Functions.GetMoney('bank') and RemoveMoney/AddMoney. QBox: use exports.qbx_core plus ox_inventory/ox_lib for the recipe knowledge store and money calls.
Profit Potential
$250–$3500/mo on Tebex (expected ~$1000). [INFERRED] priced inside the $50-389 standalone-script band against the signal-scraper corpus (tebex_snapshot n=100, median seller $11.85K/mo) for a rising player-economy niche.
Trend Signal
↗ rising — strategy: niche-selection.md defensibility axis: a player-driven recipe economy is a defensible market layer, hard to clone as static content.
Sales Angle
Positioned as the recipe economy that compounds: every learned blueprint becomes tradable supply, escrowed safely server-side. Recommended Tebex price: $99.
Difficulty & Ship Time
advanced · ships in 1 day.