Mosquito Mining and Blacksmithing
Preview
Video Showcase:
Tebex
: https://erebus-scripts.tebex.io/package/6830805
1. Node & Mining System
The mining system is built around configured mining nodes rather than generic gather prompts. Each mine can have its own rock layout, props, respawn timing, interaction logic, and reward setup. This allows different mine locations to feel distinct and gives server owners control over where materials come from and how accessible they are.
The script also supports optional mining minigame functionality, allowing servers to choose between a simpler mining loop or a more involved accuracy-based interaction style. Mine behavior can be tuned per location, including mining duration, difficulty, and reward balancing.
Mining nodes are synchronized and managed in a way that supports shared server gameplay, so players are interacting with a broader resource system rather than isolated client-only nodes.
2. Pickaxes & Tools
Pickaxes are treated as actual progression items rather than static tools. The script supports multiple pickaxe tiers, each with different balancing options for effectiveness, wear, and long-term value.
Each pickaxe can track:
- sharpness
- durability
- repair count
- metadata-driven item description updates
This creates a real maintenance loop where pickaxes gradually lose effectiveness and lifespan over time. Players can restore or maintain them through supported systems like wetstones, grindstones, and anvil repair paths, depending on how the server is configured.
This system allows tool progression to matter over time and creates stronger economic value around crafted tools, repair materials, and upgraded equipment.
3. Dynamite & Blast Mining
The blast mining system expands mining beyond manual node harvesting. Players can use dynamite crates and trigger explosions that interact with configured blast-mining rules.
This includes support for:
- deployable dynamite crate placement
- synced crate tracking and updates
- configurable explosion behavior
- blast mining restrictions based on mine area or job settings
- debris/reward handling tied to blast activity
This makes mining feel broader than simply walking up to rocks and pressing a button. Servers can use blast mining as a more advanced or specialized extraction method that fits progression, job restriction, or economy balance.
4. Rock Crusher
The script includes a rock crusher system for further material processing. This adds another stage to the profession loop by allowing mined materials to be broken down or converted into additional outputs based on the server’s configured reward structure.
Rock crusher behavior is configurable, including:
- crushable item lists
- required items
- job restrictions
- output balance
This helps make mining feel like a multi-step profession rather than a single extraction event.
5. Forges & Smelting
One of the largest parts of the resource is the forge and smelting system.
Players can interact with both public smelters and player-owned forge objects, depending on configuration. Smelting is not treated as a simple instant conversion. It supports recipe configuration, timing, synced state handling, collection flow, and forge condition logic.
The forge system includes:
- placeable forge objects
- multiple forge models/tiers
- owner-based access control
- employee/allowed access lists
- ownership transfer
- configurable upgrades and forge tools
Forge condition simulation is also built in, including:
- fuel
- firewood
- cleanliness
- structure integrity
These are not only decorative values. They are integrated into active forge use and maintenance gameplay. Players may need to clean, repair, restock, and manage their forge before using it efficiently.
This gives the forge system actual persistence and roleplay weight instead of functioning as just another menu object.
6. Anvil Crafting
The anvil side of the system handles blacksmith crafting progression and lets servers define more advanced recipes tied to forge upgrades and experience thresholds.
Crafting can be configured to require:
- specific materials
- forge upgrades
- blacksmith EXP
- item return/giveback logic
- custom timing and attached props
This allows the blacksmithing side of the resource to grow beyond bars and raw refining into crafted tools, parts, and profession-based outputs.
The system is structured so anvil crafting can serve as a late-stage payoff for mining and smelting progression, tying the whole loop together.
7. Skill System & EXP
Mining and blacksmithing are both supported by configurable experience and progression systems.
The skill framework supports:
- mining XP
- blacksmith XP
- level requirements
- reward thresholds
- unlock-based content gating
This means servers can make progression matter over time, whether they want a slow-burn profession grind or a faster-access production system. Experience requirements can be tied into mines, smelting, and crafting so that higher-tier content actually has progression weight behind it.
8. Custom Props
The script includes 10 custom props, made specifically for the script, including:
- Big Brick Forge, Isolated from existing game mapping.
- Anvil, created an anvil from existing game resources & textures, to better match the hammer animation.
- Scaffolding.
- 3 Different Pickaxes of different materials.
- 3 Different head models specific to the pickaxes.
Configuration
The resource is heavily config-driven and designed to be adjusted to fit different server styles. Major systems that can be configured include:
- mine locations and node data
- rewards and progression balance
- pickaxe values and repair loops
- minigame settings
- blast mining settings
- rock crusher behavior
- smelting recipes and timings
- forge models, upgrades, and maintenance values
- jobs and permissions
- UI behavior and multilingual language support
Technical Notes
This resource is built for servers that want a deeper profession loop and includes server-side validation, inventory-safe item handling, and synchronized management for major gameplay systems such as:
- mining node state
- smelter state
- forge conditions
- forge ownership/access
- forge tool placement
- dynamite crate syncing
- blast mining interactions
Tebex
: https://erebus-scripts.tebex.io/package/6830805
Discord: Mosquito Scripts
| Code is accessible | No, Only Configs |
| Subscription-based | No |
| Lines (approximately) | 20,000 lines of code |
| Requirements | VORP, PolyZone, objectloader |
| Support | Yes |
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