[PAID][VORP] Crafting System (Including Blueprints and player created custom recipes)

Crafting System (Including Blueprints and custom recipes)

:memo: Description

With our crafting system, you give your players a powerful tool that allows them to turn discovered herbs into healing potions, assemble individual components into firearms, or prepare delicious meals using the finest ingredients from the county.
And all of this within a high-resolution UI tailored to the setting, fully optimized for 4K and widescreen resolutions.

The highlight of our crafting system is the ability for your players to create their own recipes!
Define categories for custom recipes in the config (e.g., “Food,” “Drinks,” etc.) and assign usable item images.
Add usable ingredient items to these categories, which can be included in recipes and come with various stats compatible with metabolism systems.

The days of manually creating recipes for newly opened saloons or restaurants are over — from now on, your players can unleash their creativity, and the tastiest dishes will make their way onto your server!

:star: Features

  • High-resolution UI, optimized for 4K and widescreen
  • Fully configurable system through comprehensive config files
  • Create as many workbenches (crafting-menus), recipes and categories as you want
  • Crafting menus can be triggered by props, positions or the use of an item
  • Crafting menus can be restricted to specific times of day (realtime or gametime) or to jobs
  • Crafting menus can change their position - either on every script start or after a set number of minutes
  • You can assign idle and working animations
  • A skill system is included, which can be displayed on the individual category pages
  • Crafting a recipe can increase multiple skills
  • Ability for players to create their own recipes (Configurable ingredients and item images)
  • Custom-created recipes can pass stats to any metabolism system that supports the appropriate exports
  • Recipes can have alternative ingredients that can be used in place of the original ones
  • Comprehensive integration of metadata, allowing ingredients to be filtered accordingly
  • Blueprint items can be created that allow players to learn a specific recipe
  • You can perform multiple crafting processes simultaneously using a queue

:gear: Framework

:white_check_mark: VORP Core

:warning: Dependencies

You will need the following to run this script:

  • vorp_inventory
  • oxmysql

:lock: Locked

  • Client-side locked
  • Server-side locked

:euro: How to buy

BUY IT ON TEBEX

70€ (Taxes not included)

:video_camera: Preview

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Code is accessible Config & language-file
Subscription-based No
Lines (approximately) ca. 6.000
Requirements VORP, vorp_inventory, oxmysql
Support Yes
3 Likes

Update 1.0.1:

  • Fixed various issues related to webhooks
  • Added additional client events for failed items during crafting and for success/failure stats after crafting

Additional hotfix:

  • Added error handling for recipe titles that are too long

The script was recently updated to version 1.0.8, the following features where added in the last patches:

  • New serverside exports
    exports[‘byte_crafting’]:AddSkillXP(playerId, skillName, amount)
    exports[‘byte_crafting’]:RemoveSkillXP(playerId, skillName, amount)
    exports[‘byte_crafting’]:GetSkillXP(playerId, skillName)

  • New clientside events
    crafting:onSkillGained
    crafting:onSkillLoss

  • Added new open files customFunctionsClient/Server.lua to the root-folder
    Those files contain some functions that you can customize to your needs to achieve custom lock-mechanisms additionally to the built-in joblock.
    For example something like stress which is preventing a player from crafting or some kind of licenses handled by another resource using exports.

Update 1.1.0:

  • Fixed a bug where the skill bar was not displaying progress correctly
  • The recipe page now shows how many units of each item used in the recipe you have in your inventory

PASSIVE CRAFTING

What is passive crafting?
Passive crafting means that players can start crafting a recipe, and the workbench will handle the crafting process. The player can then collect the finished product once it’s complete.
This can be used, for example, for furnaces that smelt iron ore over, say, 24 hours.

Passive crafting (auto-crafting) can be enabled for workbenches. This unlocks a new page in the crafting-book for the respective workbench, which displays the current crafting progress.
Passive crafting can be enabled for each recipe individually.

Furthermore, there is the option to make passive crafting public. This means that crafting progress is shared among players, and, for example, player A can craft an item and player B can then take it.