Description
A reverse-crafting loop for roleplay servers where players dismantle an item to recover a rolled fraction of the components that made it. Servers buy it because salvage closes the crafting economy — turning loot and surplus gear back into raw materials — and rewards scavenging without minting free resources.
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/24-salvage-dismantle-recovery.lua implements a client dismantle request and a server BLUEPRINTS table that validates and removes the source item…
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-rolled recovery — rolling quantities on the client lets a cheat recover full components; roll server-side.
- Add-before-remove dupe — adding materials before the source item is confirmed removed can dupe on failure; remove first.
- Missing blueprint — dismantling an item with no blueprint entry must early-return, not iterate nil.
Corrective re-prompt: "Remove the source item on the server before adding anything, then roll each component unit against the blueprint recovery rate server-side and addItem only what survives. Early-return when the dismantled item has no blueprint entry; the client only names the item."
Framework Integration
ESX: swap to exports['es_extended']:getSharedObject() and use xPlayer.getInventoryItem().count / removeInventoryItem / addInventoryItem. QBCore: use exports['qb-core']:GetCoreObject() with Player.Functions.GetItemByName, RemoveItem and AddItem. QBox: route counts and grants through ox_inventory exports.ox_inventory:GetItemCount / RemoveItem / AddItem.
Profit Potential
$250–$3000/mo on Tebex (expected ~$800). [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 salvage/recycle niche.
Trend Signal
↗ rising — corpus: signal-scraper corpus: dismantle/recycle scripts recur in tebex_topsellers; salvage is an explicit crafting-intent keyword.
Sales Angle
Position it as the loop that closes the crafting economy — surplus and looted gear becomes raw materials again, rewarding scavengers. Recommended Tebex price: $69.
Difficulty & Ship Time
intermediate · ships in 3-5h.