- ATTENTION! It is necessary to install e_core before crafting!
- The Tebex download includes the previous version 2.4 (only QBCore) and the new version 3.0 (3.0 standalone + e_core) for now!
- ATTENTION! The new (3.0)version is not compatible with the old one! (Structural modifications were necessary for independence)
- Introduction of e_core dependency due to framework/inventory independence ESX/QBCore (this is a separate free script: https://github.com/Ekhion76/e_core)
- New design
- Blueprints (learnable blueprints)
- Multiple recipes can be added to an item
- Several professions and specialties can be linked to one workplace
- During the creation of the object, a side product can be created
- Support for any inventory can be built in (e_core)
- ESX / QB Inventory support is supported by default (e_core)
-
Portable workstations
- You can set up a table or light a campfire anywhere
- Built-in object placement function. The table can be rotated and placed in an exact position.
- The workplace can be created with the item used from the inventory, which is lost on success
- The removing player gets the item in the inventory
- You can customize who can remove it (anyone, owner, admin, police, owner job, owner gang)
- The number of workstations that can be created can be limited
- Restricted areas can be designated where portable workplaces cannot be placed
- Developer help: Restricted areas can be made visible (commands in config file)
- Developer help: Copies the model and position of the placed workstation to the clipboard
- Exports: for creating, removing and to request information
- Discord log
- Saves portable tables, they remain even when the server or script is restarted ( can be set in the config file )
-
Recipes
- Search in recipes
- Easy to understand, recipes are built on each other, you can go step by step
- The recipes can be adjusted to your needs. (jobs can have their on recipes and other players won't be able to see them, you can also block recipes, you can have "special recipes")
- Prices can be set, the production process can cost money.
- Recipe book
-
Labor point system (optional) (e_core)
- Each time when you craft you will need labor points.
- The used labor points will increase your proficiency level in the category you crafted items.
- "Labor point" item. (An item what gives you labor points, can be given as a present to your players or can be bought)
-
Proficiency system (optional) (e_core)
- Proficiency statistics panel
- "Proficiency point" item. (An item what gives you proficiency points, can be given as a present to your players or can be bought)
-
Chance system
- For every recipe, you can set a success chance
-
Custom scalable user interface
- The user interface is adjusted to the size of the game window, but it is also possible to adjust the size with '+ -' buttons
-
Remaining Ingredients
- The ingredients marked with the recipes (- with signs) are not taken away by the system
-
Level system (e_core)
- Can be determined by level as a percentage of benefits
- Discounts can be applied to the 4 items below: chance, price, time, labor
-
Adding 'Info / meta' data to the crafted product (Similarly as a serial number of a weapon)
-
You can move the whole UI around your screen
-
Workplaces can be given separately to jobs or gangs.
-
Effects, markers (cp), animations, tables (objects) can be set up for individual tables. You can set them up one by one
-
You can add your favorite notification system at libs/notify.lua
-
Target system or the regular distance settings are interchangeable as a function.
-
Multilingual
-
Discord log included
Function settings: You have the option to turn on and off different functions such as the money, profession and labor point systems to suit your needs. If the labor point system is turned off, the profesions system automatically turns off as well!
These settings can be switched centrally in e_core!
Config.systemMode = {
profession = true, -- proficiency system on/off
labor = false, -- If you turn off the lab, the profession system will automatically turn off
money = false, -- Money condition on/off
chance = true -- To take into account chances of success
}
In order to craft an item you will need ingredients, labor points and the necessary proficiency level. Every profession has its own workstand/workstands.
The recipes are categorized as professions. Eg.:
- chemist
- cooking
- weaponry
- foundry
- handicraft
- ...
- ...
The used labor points increases the proficiency level in the profession where you use it and with that you can craft higher level items.
With increasing proficiency, discounts can be set. The chances of success can increase and reduce crafting time as well as price and labor costs.
It is important that the discounts are not smaller than the previous level because the previous level is always given the fund to calculate the current discount.
For full discount, you must reach the upper limit of level.
The last level sets/overwrites the value of Config.proficiencyCap.
Config.ranks = {
{ -- 0. Base
limit = 20, -- proficiency upper limit
labor = 0, -- labor cost reduction as a percentage
time = 0, -- crafting time reduction as a percentage
price = 0, -- money cost reduction as a percentage
chance = 0, -- increase chance as a percentage
},
{
...
},
{ -- 11. Famed
limit = 120000, -- last rank sets the proficiencyCap
labor = 40,
time = 20,
price = 20,
chance = 20,
}
}
Example of calculation:
labor = math.ceil(recipe.labor - (recipe.labor / 100) * rank.labor)
price = math.ceil(recipe.price - (recipe.price / 100) * rank.price);
time = math.ceil(recipe.time - (recipe.time / 100) * rank.time)
chance = math.ceil(recipe.chance + (recipe.chance / 100) * rank.chance);
At the Famed level, the discount is 40%, so 100 labor points fall to 60.
If you don't need ranks, set an empty table in config/ranks.lua:
Config.ranks = {}
In this case, the upper limit of professional proficiency is set by config/main.lua.
Config.proficiencyCap = 120000
If you don't want a proficiency system at all, it can be turned off in config/main.lua:
Config.systemMode = {
profession = false, -- proficiency system
....,
}
Crafting an item has a labor point cost. The work point spent increases professional proficiency.
For example you have two restaurants, restaurant1 and restaurant2. If you want restaurant1 to craft items which restaurant2 should not be able to craft then you can set recipes to be only visible to restaurant1(as a job) or you can create special workbenches.
Here is an example how you can set recipes for two different restaurants in cooking profession:
Config.recipes = {
{
name = 'tosti', -- everybody can craft it on your server, at every 'cooking' workstand
labor = 10,
ingredients = {
{ name = 'item1', amount = 1, remove = true },
{ name = 'item2', amount = 1, remove = true },
},
time = 5,
amount = 1,
proficiency = 0,
price = 0
},
{
name = 'twerks_candy', -- everybody can craft it on your server, but only in a speacial 'tacoBomb' workplace
labor = 10,
ingredients = {
{ name = 'item1', amount = 1, remove = true },
{ name = 'item2', amount = 1, remove = true },
},
time = 5,
amount = 1,
proficiency = 0,
price = 0,
special = { 'tacoBomb' }
},
{
name = 'snikkel_candy', -- only the defined job and on a special 'hookies' workplace
labor = 10,
ingredients = {
{ name = 'item1', amount = 1, remove = true },
{ name = 'item2', amount = 1, remove = true },
},
time = 5,
amount = 1,
proficiency = 0,
price = 0,
whitelist = {
mechanic = { 0, 1 }, -- selected ranks in a job (optional)
vagos = {}, -- all ranks in a job
'crips', -- all ranks in a job
},
special = { 'hookies' }
},
{
name = 'sandwich', -- everybody can craft it except police and ambulance
labor = 10,
ingredients = {
{ name = 'item1', amount = 1, remove = true },
{ name = 'item2', amount = 1, remove = true },
},
time = 5,
amount = 1,
proficiency = 0,
price = 0,
blacklist = {
"police",
"ambulance"
}
}
}
Config.recipes = {
{
-- Basic recipe. Yes, that's all, the rest of the default gets value!
name = 'aluminum', -- item what you can create
ingredients = {
{ name = 'aluminumoxide', amount = 3, remove = true }, -- required
},
},
{ -- Fully optimized recipe
name = 'pistol',
labor = 5, -- labor point (optional)
increaseProficiency = 1000, -- (optional) You can determine by how many points the skill increases (regardless of labor use)
ingredients = {
{ name = 'steel', amount = 1, remove = true },
{ name = 'hammer', amount = 1, remove = false }, -- remove = false are not taken away by the system
},
blueprints = {
{ name = 'blueprint_pistol', knowledge = 'pistol' }, -- need create blueprint_pistol item and add usableitems (see: server/usableitem.lua)
},
sideProducts = { -- besides the main product, these items are also created with a given chance
{ name = 'random_item', amount = 1, chance = 40, metadata = {} },
},
time = 3, -- needed time to create the item (optional)
amount = 2, -- ammount of items you will get (optional)
proficiency = 3000, -- min proficiency level needed (optional)
price = 0, -- price to craft (optional)
chance = 75, -- Chance of crafting success in percentage (optional)
whitelist = {}, -- jobs where the recipe will be visible / can create the item (optional)
blacklist = {}, -- list of excluded jobs, gangs. If you have the "whitelist" list this part won't work (optional)
special = { 'only_steel' }, -- items can be crafted on a special workplace (optional)
metadata = { -- -- Added metadata to the crafted product (optional) for ox_inventory
components = { -- ox_inventory/data/weapons.lua
'at_flashlight',
'at_suppressor_light',
'at_skin_luxe',
'at_clip_extended_pistol',
},
ammo = 15,
durability = 50,
},
}
}
IMPORTANT: If the object receives metadata, you should not stack. It is recommended to make it unique in item list. E.g: /qb-core/shared/items.lua
- to add metadata
The recipe can determine the metadata parameter. An 'table' is required to specify.
Config.recipes = {
{
name = 'lemonade',
-- ...
metadata = {
effects = 'cold'
}
},
{
name = 'weapon_pistol',
metadata = { --for ox_inventory
components = { --ox_inventory/data/weapons.lua
'at_flashlight',
'at_suppressor_light',
'at_skin_luxe',
'at_clip_extended_pistol',
},
ammo = 15,
durability = 50,
},
}
}
Lemonade will always receive 'cold' effect parameter
- add creator data
Unique and weapon type items, the creator's data are added. Expanding the above example is the result:
metadata = {
identifier = 'AFG05790', -- citizenid or char:identifier
registered = 'Roy Tucker',
name = 'Ekhion'
}
- profession(job) and group (gang) you can add all as list
- if you have them in tables, you need to add the number of the ranks Eg.: mechanic = { 0, 1 }
- If you have an empty table all ranks will work. Eg.: mechanic = {}
- If you have it in strings then all the ranks will work Eg.: 'mechanic'
- The jobs which are not used here will not see the recipes in the recipe book
Config.recipes = {
{
name = 'steel',
-- ...
-- ...
-- ...
-- ...
whitelist = {
mechanic = { 0, 1 }, -- rank list (optional)
vagos = {}, -- all ranks accepted
'crips', -- all ranks accepted
}
}
}
- only in string! profesions(job) and groups(gang), ranks are not needed here.
- The listed professions and gangs won't be able to see the recipes in the recipe book.
Config.recipes = {
{
name = 'steel',
-- ...
blacklist = {
'mechanic', 'vagos', 'crips',
}
}
}
FiveM ACE permissions can be set to control the usability of recipes, workplaces and portable workplaces. For example:
Config.recipes = {
{
name = 'steel',
-- ...
requiredAcePermission = 'vip_gold'
}
}
Fulfillment of requiredAcePermission alone does not guarantee access to the workplace or recipe. If an whitelist or blacklist condition is set, it must also be met.
Only one requiredAcePermission can be set per recipe or workplace.
Eco crafting does not communicate directly with Discord. Discord APIs can handle FiveM ACE permissions.
If a player ACE permission changed, for example the Discord API gives or takes away ACE permissions from them, then the 'eco_crafting:acePermissionUpdate' event handler must be called on the server side, for eco_crafting to take into account the new ACE permissions.
TriggerEvent('eco_crafting:acePermissionUpdate', 'targetPlayerServerId') -- only serverSide
ACE permissions can be inherited from each other, so the 'gold' right includes the rights of silver and bronze! Example:
-- Creation of ACE permissions
add_ace group.bronzevip vip_bronze allow
add_ace group.silvervip vip_silver allow
add_ace group.goldvip vip_gold allow
-- Set inheritances
add_principal group.silvervip group.bronzevip
add_principal group.goldvip group.silvervip
requiredAcePermission = 'vip_bronze' -- it can be used by players with bronze, silver and gold rights
requiredAcePermission = 'vip_silver' -- it can be used by players with silver and gold privileges
requiredAcePermission = 'vip_gold' -- can only be used by players with gold privileges
Workplaces like recipes can be whitelist for different jobs/gangs. You can create as much workstands as you like. Every profession has its own workstand/workstands. For every workplace you can define an own marker, animation, object, specialization and owner. You can craft all the non spcialized items in the specialized workplaces.
Specializations are labelings, where you can tie recepies to workplaces. You are able to put labels on recepies and workplaces and make them points of interest.
Config.workstations = { -- WORKPLACES
{
workstation = { 'chemist' },
...,
special = { 'drug' }, -- This can be any label, even several
}
}
Config.recipes = { -- RECIPES
{
name = 'lsd',
...,
special = { 'drug' }
}
}
Help for the placement of the objects: https://github.com/Ekhion76/eco_placement
Help for creating effect markers: https://github.com/Ekhion76/eco_effect
Config.workstations = {
-- Basic workstand
{
workstation = { 'cooking' }, -- profession (this is defined at the recipes)
pos = vector4(226.98, -889.95, 29.7, 70.16),
},
-- Fully optimized workstand
{
workstation = { 'cooking' }, -- profession, even several (this is defined at the recipes)
pos = vector4(216.98, -889.95, 29.7, 70.16),
animation = { -- (optional)
dict = 'anim@amb@clubhouse@tutorial@bkr_tut_ig3@',
anim = 'machinic_loop_mechandplayer',
flag = 16
},
fx = { -- (optional)
dict = 'cut_family5',
name = 'cs_alien_hand_light',
offset = vector3(0, 0, 1.1),
loopedAtCoord = { 0.0, 0.0, 0.0, 1.0 },
loopedColour = { 8.0, 2.0, 2.0 },
},
object = { -- (optional)
model = 'v_ret_fh_kitchtable',
placeOnGround = true, -- (optional) (PlaceObjectOnGroundProperly(object))
offset = vector3(0, 0, 0) -- (optional) shift on the x, y, z axis
},
special = { '' }, -- (optional)
whitelist = { -- (optional) e.g 3 different options, they can be combined:
mechanic = { 0, 1 }, -- rank list (optional)
vagos = {}, -- all ranks accepted
'crips', -- all ranks accepted
},
blacklist = { "police", "ambulance" }, -- (optional, n.a. if whitelist is used)
actionDistance = 1.5 -- how many meters should you approach the workplace to open (optional, default 1.5)
}
}
Side note: All players will see the object (e.g. workstand) even if the workstand is whitelist, but the marker won't be visible and the player won't be able to interact wtih the workstand.
To use it, you need to create new usable items, you can find some examples for this in the QBCore_addition folder. The parameters of the workstations are the same as those in the config file and they behave the same way. You can find an example of these in the server/usableitem.lua file.
Players can rotate the tables as they wish and adjust their position precisely thanks to the built-in object placement function.
Important: As of version 2.4, automatic "place on ground" is disabled and manual height adjustment is built in. This was necessary because of the individual maps, because there the factory ground setting works incorrectly.
Unfortunately, for certain objects, the height shifts on the Z axis when placed. This can be corrected in server/usableitem.lua with the offset setting.
workstationAddRequest(source, item.name,
{
workstation = { 'chemist' },
...,
object = {
model = 'bkr_prop_coke_table01a',
placeOnGround = false, -- !important
offset = vector3(0, 0, -0.5) -- z Correction -0.5
},
...
}
)
You can find information about the use of exports in the export_examples.md file
Saves portable workstations to the script file. Saving can be turned off in the config file. save.lua is not encrypted, so you can create your own save method.
- proficiency point increase item (using it increases e.g. weaponry proficiency) see server/usableitem.lua
- labor point increase item (labor_enhancer) see server/usableitem.lua
- thanks to the ACE permission management, you can have your own workplace (including a portable one)
- recipes only available to them (e.g.: sniper, loot/lucky box, alarm neutralizer)
The graphics interface can be scaled at the beginning of the html/main.css file by rewriting '--html-font-size' value:
:root {
/* WINDOW SIZE */
--html-font-size: 10px; /* (px)This determines the size of the window! */
}
If the resize function is turned on (Config.displayComponent -> uiSizeBtn = true), the user can size the interface individually using the '+ -' buttons in the upper left corner.
Set the exports of your messaging system and inventory in e_core if necessary!
e_core: (Github)
The blips can be set manually in the configuration file because:
- the workstand can be secret
- workstand groups can use only one blip
Config.blips = {
{
name = 'Foundry',
coord = vector3(1110.3, -2008.43, 30.71);
sprite = 537,
color = 42,
scale = 0.9
},
{
name = 'Street food',
coord = vector3(-1249.14, -1473.74, 3.28);
sprite = 537,
color = 42,
scale = 0.9
},
}
- e_core (Github)
Always uses the actual pictures from the inventory. The path can be set in the config file.
You can find the base inventory config.lua in e_core:
e_core/bridge/esx|qbcore/config.lua
If you use addon inventory like ox_inventory:
e_core/standalone/overrides/ox_inventory/config.lua
-- See qb-core\shared\items.lua --> ['image'] = 'example.png' or ['image'] = 'images/example.png',
Config.imagePath = "https://cfx-nui-qb-inventory/html/images/"
-- Config.imagePath = "https://cfx-nui-qb-inventory/html/"
-- Config.imagePath = "https://cfx-nui-qs-inventory/html/images/"
-- Config.imagePath = "https://cfx-nui-lj-inventory/html/images/"
-- Config.imagePath = "https://cfx-nui-lj-inventory/html/"
Opens the craft window. Only the workstation type needs to be entered.
exports['eco_crafting']:open({
workstation = { 'weaponry' }, -- required
special = { 'w_extend' }, -- optional
animation = { -- optional
dict = 'anim@amb@clubhouse@tutorial@bkr_tut_ig3@',
anim = 'machinic_loop_mechandplayer',
flag = 16
},
})
The workstand properties and the profession level can be adjusted and monitored with external scripts.
exports['eco_crafting']:addPortableWorkstation(workstationData, usableItemName, ownerId)
exports['eco_crafting']:removePortableWorkstation(workstationId, requesterId)
exports['eco_crafting']:getPortableWorkstations()
- copy e_core and eco_crafting to resource folder
- you can find e_core here: (Github)
- you can find eco_crafting on your keymaster after purchase
- start e_core before eco_crafting in server.cfg
- give the refresh command
- start e_core
- start eco_crafting
turning on target system:
Config.useTarget = GetConvar('UseTarget', 'false') == 'true' -- Uses the server config file values
--or simply:
Config.useTarget = true
-
If the workplace has an object allocated then the script will attach the polyBox.
-
If there is no object attached then the script will search in a 1 meter area from the workplace and if it is possible attaches the polyZone. Tip: for mlo objects is most easily found in the admin menu 'Developer Options' -> 'Entity View Mode' -> 'FreeAim Mode' and the object coordinate can be read.
-
If it does not find then it will create a polyBox around the coordinate of the workplace.
For checking it please use:
Config.debugPoly = true
See the QBCore_addition folder. Icons and readme attached. To make them work create the items in the your framework. Copy the icons to the inventory images folder In case of addon inventory, don't forget to set the access path of images in e_core config.
e_core/bridge/esx|qbcore/config.lua
-- or:
e_core/standalone/overrides/custom_inventory_name/config.lua
- Portable workplaces (table, campfire, etc.)
- Recipe book (recipe_collection)
- Labor point increase +1000 point (labor_enhancer)
- Proficiency point increase +1000 point (weaponry_enhancer)
They are introduced in the server/usableitem.lua file as an example.