Description
A performance tuning shop for ESX/QBCore/QBox servers: drive into the marked shop, cycle through engine, brake, transmission and turbo upgrades, and buy the next level — which applies real SetVehicleMod performance changes to top speed, acceleration and braking. Servers sell it because it gives tuner roleplay a genuine progression money-sink that cosmetic-only mod menus do not.
Prompt Template
You are writing a FiveM resource for ESX. ONE Lua file, client + server sections,…
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/vehicles/23-performance-tuning-shop.lua implements an in-vehicle shop with a cycle-and-buy proximity loop, a server-authoritative per-identifier build…
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
- No mod kit —
SetVehicleModwithoutSetVehicleModKit(veh, 0)first silently does nothing. - Client-side charge / trusted level — pricing or level on the client lets players free-tune; both must live server-side.
- Desync on re-scope — a locally-applied build vanishes for other players; persist it and re-apply.
Corrective re-prompt: "Move ALL pricing and level math to the server, key the build table by xPlayer.identifier, and on the client call SetVehicleModKit(veh, 0) before every SetVehicleMod; add a re-apply handler that restores the stored build when the player re-enters the vehicle."
Framework Integration
ESX: ESX.GetPlayerFromId(source) + xPlayer.getMoney()/removeMoney() for the upgrade charge.
QBCore: swap to QBCore.Functions.GetPlayer(source) + Player.Functions.RemoveMoney('cash', price); key builds by Player.PlayerData.citizenid.
QBox: identical to QBCore via exports.qbx_core:GetPlayer(source); persist the build with player.Functions.SetMetaData.
Profit Potential
$250–$3500/mo on Tebex (expected ~$950). [INFERRED] derived from the $50-389 paid-script band against the signal-scraper tebex_snapshot corpus (median seller $11.85K/mo, n=100), scaled for a rising tuner niche.
Trend Signal
↗ rising — strategy: Tuner-server segment growing; handling-stat tuning beyond cosmetic mods (distinct from liveries/repair) is under-served — rising.
Sales Angle
Position as the handling-progression layer cosmetic mod menus miss — the real money-sink for tuner roleplay. Recommended Tebex price: $329.
Difficulty & Ship Time
advanced · ships in 1 day.