Advanced Crafting by Pickle
Contact sheet 2
The record
Placeable tables, queues, blueprints, and XP-driven crafting progression
Advanced Crafting by Pickle
A modern crafting system that turns making items into an actual roleplay loop. Players drop a table where they want it, load up a queue, and watch their craftable items render as props while the work ticks down. The whole thing is built to be configured, from success rates to what parts get consumed.
Crafting and tables
- Placeable crafting tables, plus permanent tables set through the config.
- View craftable items as props before you build them.
- Crafting queue so players can line up multiple jobs.
- Add and remove tables on the fly through exports.
- Third-eye support and a sleek, modern UI.
- Customize the success rate per recipe.
- Set individual parts to stay in inventory instead of being removed when crafting.
- Run custom actions before an item is crafted or added to the queue.
Cooking
- Full cooking system with fires and explosions that are configurable per item when something is over-cooked.
XP and progression
- XP support and rewards, using Pickle's XP System by default. Point it at your own system through the bridge.
- XP is category based rather than one flat "Crafting XP" pool, so players can level specific skills.
Blueprints and items
- Blueprints let players learn how to craft new items by using a blueprint item.
- Item metadata generation, handy for adding serial numbers to items (items must meet the metadata requirements).
- View and steal other players' crafted items straight from their table, configurable on or off.
Requirements
- ESX (1.1+) or QBCore, or code your own bridge for your framework. The bridge is fully accessible.
- ox_lib (required, works anywhere).
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