Resource Gathering [ESX/QB]

5scripts-gathering-bezrust

Rust Inspired Resource Gathering Script lets players mine rocks, chop trees and other world props (like barrels) to collect wood, stone, metal, sulfur and anything else you define.

KEY FEATURES:

  • Spawn harvestable props in zones, manually or enable global mining for any world object.
  • Built in keyhints - toggle on/off in config.
  • Ready configs for Wood / Stone / Metal / Sulfur / Barrels.
  • Per prop loot tables with example yields, chances, rares, and multipliers.
  • Custom gathering animations with hooks for any audio file.
  • Inventory icon pack (pickaxe + materials) to add straight into your UI.
  • Highly Optimized - 0.00 ms Idle Resmon Usage.

CUSTOMIZATIONS:

  • Exports available to connect with leveling/progression systems.
  • Exports available to hook into permissions/role systems.
  • Fully configurable loot tables (items, min/max amounts, drop chances, rare bonuses).
  • Adjustable settings (drop multipliers, respawn timers, render distance, carry checks).
  • Zone controls with blips, resource counts, and custom models for each node.

:globe_with_meridians: Multi-language support - the script is easy to translate to any language.

:wrench: Fully compatible with ESX and QBCore frameworks. 100% compatibility guaranteed.

:closed_lock_with_key: This script is secured by FiveM’s Escrow system.

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Code is accessible Partial (config)
Subscription-based No
Lines (approximately) ~1500
Requirements 5s_lib (Included for FREE)
Support Yes
8 Likes

this is actually pretty fire good work

1 Like

Resource Gathering v1.1.0 – Now You Can Mine Any World Prop!

This update is based directly on your requests and feedback. From now on you can not only mine zone-based or manually spawned props, but also any configured world prop .

A new global ore system lets you define model names and link them to specific drop types.

Resource Gathering v1.2.0 - Now Live! This update tightens everything up.

The script now validates your zones on start and highlights bad setups (too big, overlapping, or too close), so misconfigurations are easy to spot.

We also rebuilt the drop system: pick when items drop with dropMode (“hit” or “destroy”) and set dropCount. Result: trees can give steady wood per hit, barrels can drop multiple different items on destroy!