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), derived from the $50-389 paid-script band against a corpus of comparable Tebex sellers (median ~$11.85K/mo), 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.
