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), priced inside the $50-389 standalone-script band against a corpus of comparable Tebex sellers (median ~$11.85K/mo) for a rising salvage/recycle niche.
Trend Signal
↗ rising, corpus: comparable-seller 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.
