Pickle's Advanced Crafting
Drop a crafting table anywhere and level each skill separately
A crafting script sets the pace of your whole item economy, so the config options matter more than the menu design. Everything in this category runs on ESX, QBCore or Qbox, and most releases build on ox_lib with direct ox_inventory or qb-inventory support. Check each listing for the recipe and progression features your server actually needs.
Drop a crafting table anywhere and level each skill separately
Branching tech trees turn crafting into real server progression
Skill gated crafting benches you can lock to a job or a player
Crafting sits at the center of a server economy whether you plan it that way or not. The moment players can turn scrap metal into a weapon part or herbs into meds, every gathering job, gang turf and business on your server gets a reason to exist. A bad crafting script leaks items into the economy faster than your admins can drain them. A good one gives you recipe-level control over cost, time and access, so progression feels earned instead of farmed.
The scripts in this category cover the full range. Some are straight replacements for qb-crafting with a cleaner UI and saner configs. Others are full progression systems with crafting XP, blueprint items that unlock recipes, success chances that improve with level, and benches players can buy and place at their own properties. A few lean into the illegal side, with weapon crafting tables that only work in certain zones or for certain gangs, which pairs well with a gunrunning economy.
Almost everything here supports ESX and QBCore, and most newer releases list Qbox as well, either natively or through a bridge. The common dependency stack is ox_lib for menus and progress bars, plus ox_target or qb-target for bench interactions. Inventory support is the thing to check twice. Scripts written around ox_inventory metadata will usually run on qb-inventory but may lose features like quality on crafted outputs, so read the store page for your exact inventory resource.
Installation follows the usual pattern. Drop the resource into your server, ensure it after your framework and inventory, then register any new items in your shared items file or ox_inventory data. The real work is recipe balancing, and that lives entirely in the config. Escrowed scripts keep the core locked, but every crafting script worth selling ships its recipes, bench locations and XP curves in open config files, so escrow rarely gets in the way here. Open source versions cost more and make sense if you plan to wire crafting into custom job scripts or your own gathering loops.
Every crafting script on this page lists its framework support, inventory compatibility and escrow status up front, pulled from the seller's own documentation, so you are not decoding a vague store page at 2am before a launch. Where sellers publish resmon numbers or preview videos, we link them. Updates come through Keymaster or the seller's own system as usual, and if a listing turns out to misstate compatibility we take it up with the seller and correct the page. If your setup is unusual, ask before you buy rather than after.
Most current releases do, and many are built around it. The thing to verify is metadata support, since crafted items with durability or quality data need ox_inventory or another metadata-capable inventory. Scripts commonly support qb-inventory and qs-inventory too, but check the listing for your exact resource.
Yes, job and gang restrictions are standard in any decent crafting script. Most configs let you set a job or gang plus a minimum grade per recipe or per bench. Some go further with blueprint items, so a recipe only unlocks once a player finds or buys the blueprint.
Both exist and each listing states which. Escrowed versions keep the core code locked but leave recipes, bench locations and XP settings in open config files, which covers most balancing work. Buy open source if you want to hook crafting into custom scripts or change the core logic.
A well-written one will not. It should idle at 0.00ms in resmon and only use resources while a bench UI is open or a craft timer is running. Performance problems usually come from scripts that loop over every bench location constantly, so look for resmon screenshots or ask the seller.
Some scripts support it and some only allow admin-placed benches at fixed coordinates. Player placement usually works through a usable bench item, with the placed prop saved to the database so it survives restarts. If housing integration matters to you, confirm the script persists benches and tracks ownership.
Newer releases increasingly list Qbox support natively, and QBCore scripts often run through the Qbox bridge. Bridge compatibility is not guaranteed for scripts that touch player data in nonstandard ways. Check the listing, and when in doubt ask the seller with your exact core version.
qb-crafting is the free default that ships with QBCore, with a basic menu and reputation gating. Paid scripts add blueprint items, crafting XP with level-gated recipes, success chances, placeable benches, craft queues and metadata on crafted items. If your server treats crafting as real progression, the stock script runs out of road quickly.