Crafting Script with Level System | Attachments | FiveM QB ESX
Easy to configure Level up and open new craftable items Job-Based or Universal Crafting Tables: Configure crafting tables that are either exclusive to specific jobs or available to all players, providing flexibility in how you integrate cra…
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Features & Compatibility
This FiveM crafting script with level system turns flat resource gathering into a tier-driven progression loop that keeps players grinding, planning, and pushing for the next unlock. Built natively for both QBCore and ESX, it ships with job-locked or universal crafting tables, a weapon attachment system, and a visible queue that makes every project feel intentional. Whether your city runs hardcore economy gameplay, faction warfare, or survival-style RP, this gives players a genuine reason to log back in and chase tiers.
🎬 Script Showcase
See the tier progression, crafting queue, and weapon attachment customization flow in action across both QBCore and ESX setups.
🛠️ Why This FiveM Crafting Script with Level System Stands Apart
Most crafting systems on the market are static — open menu, click craft, done. This one adds real depth by gating recipes behind player levels, so what your community can build evolves as they invest hours into your city. Combined with the boosting system and optional job-locked tables, you can model entire micro-economies around it: mechanics get exclusive parts, gangs craft custom weapons with custom attachments, hustlers grind for the next tier unlock. The result is engagement that compounds over time, not a feature players use once and forget about.
✨ Full Feature Breakdown
Every feature below is built to deepen player investment and give admins fine control over how crafting integrates into the wider server economy:
- Compatible with both ESX and QB frameworks — drop it into your existing stack with no rewrites required
- Easy to configure — admins can tune recipes and values without diving into core logic
- Level up and open new craftable items — recipes unlock progressively, giving players long-term goals to chase
- Job-Based or Universal Crafting Tables: Configure crafting tables that are either exclusive to specific jobs or available to all players, providing flexibility in how you integrate crafting into your game
- Visible Crafting Queue: Players can view a queue to monitor the status and progression of their crafting projects, adding a layer of engagement and planning
- Boosting System: Implement a boosting system where players can purchase time-reduction boosts from Tebex. This feature allows players to expedite the crafting process, enhancing their gameplay experience
- Easily Create New Tables: The system is designed for ease of use, allowing admins to quickly add and configure new crafting tables as the game evolves
- Attachment System: Enhance weapons crafting with an attachment system, enabling players to customize their guns with various attachments that impact gameplay
🔌 Framework Compatibility & Requirements
This is a plug-and-play QBCore ESX crafting script designed to deploy on most modern QB or ESX builds without extensive refactoring. Native support for both frameworks means you’re not locked into a single ecosystem, and the configuration layer is structured for fast iteration as your server economy evolves. Requirements are intentionally lean — no exotic dependencies, no rigid inventory assumptions.
- QBCore or ESX framework
❓ Frequently Asked Questions
Q: Does this work with both QBCore and ESX servers?
A: Yes. The script is natively compatible with both ESX and QB frameworks, so you can run it on either stack without modification or custom bridge code.
Q: Can crafting tables be locked to specific jobs?
A: Absolutely. Each crafting table can be configured as job-exclusive or universal, giving you full control over which roles can access which recipes — ideal for mechanic, weapon dealer, or gang-specific economy designs.
Q: How do players progress through the level system?
A: Players level up through crafting activity, and as they progress new craftable items unlock. This creates a long-term progression loop that rewards consistent engagement instead of one-shot crafting sessions.
Q: How does the boosting system actually work?
A: Players can purchase time-reduction boosts from Tebex to speed up their crafting projects. This gives you a built-in monetization angle while letting players who want faster progression invest in their own pacing.
Q: Can I add new crafting tables after launch?
A: Yes. The system is built for easy expansion — admins can quickly add and configure new tables as the server economy grows, so your crafting offering can evolve alongside your roadmap.
🎯 Built for Long-Term Player Engagement
Crafting should be a system players grow into, not a menu they max out in a single night. This FiveM crafting script with level system delivers exactly that — tier-gated recipes, queue-based pacing, weapon attachment customization, and an admin-friendly config that lets you reshape the economy as your city matures. Drop it into your QB or ESX server and watch crafting stop being a chore and start being a reason players keep coming back.
