Description
A player-ownership loop for roleplay servers: players place their own crafting benches, and anyone who uses one pays a fee the server routes to the owner as passive income. It maps crafting onto a paid-RP economy where owning infrastructure pays out, and the per-use fee being server-escrowed is what stops the obvious free-use and income-inflation exploits.
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/17-player-owned-craft-stations.lua handles client placement/use commands and prop spawning, plus a server that owns the benches table, validates…
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 fee — charging or crediting on the client lets a cheat use free or inflate income; move all money server-side.
- Unloaded model —
CreateObjectwithoutRequestModel+ aHasModelLoadedwait returns 0 and no bench shows. - Single-target broadcast — sending spawn to
sourceonly desyncs the prop for everyone else; broadcast to-1.
Corrective re-prompt: "Make 'bench:use' re-fetch the bench and the user's live balance on the server, remove the fee from the user and credit the owner, accumulating earnings server-side. Reject any client-sent fee. Before CreateObject, RequestModel and loop on HasModelLoaded; broadcast spawn to -1."
Framework Integration
ESX: if forced, use es_extended with xPlayer.getMoney/removeMoney/addMoney and persist benches to your DB. QBCore: use exports['qb-core']:GetCoreObject(), Player.Functions.GetMoney('cash') and RemoveMoney/AddMoney. QBox: use exports.qbx_core plus ox_lib for persistence and the money calls for fee routing.
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-ownership niche.
Trend Signal
↗ rising — strategy: niche-selection.md: player-ownership/passive-income maps to paid-RP economy (rising 4.20) — a defensible ownership loop.
Sales Angle
Positioned as passive income for paid-RP economies: own a bench, earn while others craft, with every fee escrowed server-side. Recommended Tebex price: $99.
Difficulty & Ship Time
advanced · ships in 1 day.