Crafting Stations Settings
This comprehensive guide covers how to configure crafting stations, add items, create categories, configure blueprints, and customize your crafting system.
ποΈ Station Configuration
Basic Structure
Crafting stations are configured in shared/config.lua under Config.Craftings:
Config.Craftings = {
{
id = 'unique_station_id',
coords = vector4(x, y, z, heading),
blip = { ... },
title = 'STATION TITLE',
desc = 'Station description',
prop = 'prop_name',
categories = { ... },
items = { ... },
blueprints = { ... }
},
-- Add more stations...
}Station Properties
id
String
β Yes
Unique identifier for the station
coords
Vector4
β Yes
Location (x, y, z, heading)
blip
Table
β Yes
Map blip configuration
title
String
β Yes
Display title in UI (uppercase recommended)
desc
String
β Yes
Short description shown in UI
prop
String
β Yes
Object model to spawn at location
categories
Table
β Yes
List of item categories
items
Table
β Yes
Craftable items list
blueprints
Table
β Optional
Special blueprint-locked items
π Adding New Stations
Add Station Configuration
Config.Craftings = {
-- Existing stations...
-- Your new station
{
id = 'my_custom_station',
coords = vector4(123.45, -678.90, 28.50, 180.0),
blip = {
name = 'My Crafting Station',
sprite = 478,
colour = 2,
scale = 0.7,
visible = true,
},
title = 'CUSTOM CRAFTING',
desc = 'Craft custom items here',
prop = 'prop_tool_bench02',
categories = {
{
id = 'custom_category',
label = 'Custom Items'
}
},
items = {
{
respname = 'custom_item',
name = 'Custom Item',
category = 'custom_category',
image = './images/custom.webp',
craftingTime = 30,
requiredLevel = 1,
resources = {
{ name = 'iron', amount = 5 }
},
exp = 25
}
},
blueprints = {}
}
}π Categories
Purpose
Categories organize items in the crafting menu for better navigation.
Structure
categories = {
{
id = 'category_unique_id',
label = 'Display Label'
},
-- More categories...
}Example - Multiple Categories
categories = {
{
id = 'medical',
label = 'Medical Items'
},
{
id = 'tools',
label = 'Tools & Equipment'
},
{
id = 'weapons',
label = 'Weapons'
},
{
id = 'food',
label = 'Food & Drink'
},
{
id = 'materials',
label = 'Raw Materials'
}
}π¨ Items Configuration
Basic Item Structure
items = {
{
respname = 'item_id', -- Item name in inventory
name = 'Display Name', -- Name shown in UI
category = 'category_id', -- Category it belongs to
image = './images/item.webp', -- Image path
craftingTime = 30, -- Seconds to craft
craftingAmount = 1, -- Amount crafted per operation
requiredLevel = 1, -- Minimum level needed
resources = { ... }, -- Required materials
exp = 25 -- XP gained on completion
}
}Item Properties Explained
respname (Required)
respname = 'bandage'Must match your inventory item name exactly (case-sensitive)
Used to give item to player on completion
Examples:
'bandage','weapon_pistol','lockpick'
name (Required)
name = 'Bandage'Display name shown in crafting UI
Can include spaces and special characters
Doesn't need to match inventory name
category (Required)
category = 'medical'Must match a
category.idfrom categories tableDetermines which tab item appears in
Case-sensitive
image (Required)
-- Option 1: Local image (starts with ./)
image = './images/bandage.webp'
-- Option 2: Inventory image (no ./)
image = 'bandage.png'
-- Option 3: Full path
image = 'nui://ox_inventory/web/images/bandage.png'See Images Settings for detailed image configuration.
craftingTime (Required)
craftingTime = 30Time in seconds to craft one batch
Minimum:
1secondRecommendations:
Simple items:
5-20sCommon items:
20-60sRare items:
60-180sEpic items:
180-600s
craftingAmount (Optional)
craftingAmount = 3How many items are crafted per operation
Default:
1if not specified
requiredLevel (Required)
requiredLevel = 1Minimum crafting level to unlock this item
Range:
1to max level inConfig.LevelsShows as "Locked" in UI with level requirement
resources (Required)
resources = {
{ name = 'wood', amount = 5 },
{ name = 'iron', image = './images/iron.webp', amount = 3 },
{ name = 'cloth', amount = 2 }
}Resource properties:
name(required): Inventory item name (must exist)amount(required): Quantity requiredimage(optional): Custom image for this resource
exp (Required)
exp = 25Experience points gained on successful craft
Typically scales with crafting difficulty/time
Example balancing:
Simple 10s craft:
exp = 10Medium 30s craft:
exp = 30Complex 60s craft:
exp = 60Or use formula:
exp = craftingTime / 2
See Player Progression for XP balancing.
Complete Item Example
{
respname = 'medikit',
name = 'Medical Kit',
category = 'medical',
image = './images/medikit.webp',
craftingTime = 45,
craftingAmount = 1,
requiredLevel = 3,
resources = {
{ name = 'bandage', image = './images/bandage.webp', amount = 3 },
{ name = 'pills', amount = 2 },
{ name = 'syringe', amount = 1 }
},
exp = 50
}π Blueprints System
What Are Blueprints?
Blueprints are special items that require:
Finding/earning a blueprint item
Admin giving blueprint with
/addblueprintcommandPurchasing/unlocking through gameplay
Once unlocked, the item becomes available to craft (if level requirement met).
Blueprint Structure
blueprints = {
{
respname = 'item_id',
name = 'Display Name',
category = 'category_id',
image = './images/item.webp',
blueprintItem = 'blueprint_item_name', -- π KEY DIFFERENCE
craftingTime = 60,
requiredLevel = 3,
resources = { ... },
exp = 100
}
}Key property:
blueprintItem = 'parachute_blueprint'This is the "key" item that unlocks crafting
Must be given via
/addblueprintcommandStored in player's database record
Can be rare drop, quest reward, or admin gift
Blueprint vs Regular Item
Visible by default
β Yes (if level met)
β No
Unlock method
Reach level
Admin command or drop
Config location
items = { ... }
blueprints = { ... }
Special property
None
blueprintItem required
Blueprint Example
blueprints = {
{
respname = 'parachute',
name = 'Parachute',
category = 'advanced',
image = './images/parachute.webp',
blueprintItem = 'parachute_blueprint', -- Required blueprint
craftingTime = 120,
requiredLevel = 4,
resources = {
{ name = 'cloth', amount = 10 },
{ name = 'rope', amount = 5 },
{ name = 'metal_frame', amount = 2 }
},
exp = 150
},
{
respname = 'night_vision',
name = 'Night Vision Goggles',
category = 'advanced',
image = './images/nvg.webp',
blueprintItem = 'nvg_blueprint',
craftingTime = 180,
requiredLevel = 5,
resources = {
{ name = 'electronics', amount = 15 },
{ name = 'glass', amount = 5 },
{ name = 'battery', amount = 3 }
},
exp = 200
}
}Giving Blueprints
Admin command:
/addblueprint [playerID] [blueprintItem]
# Examples:
/addblueprint 1 parachute_blueprint
/addblueprint 5 nvg_blueprintWhat happens:
Blueprint added to player's database record
Item appears in crafting menu (if level met)
Player can now craft the item
Blueprint persists through restarts/disconnects
See Admin Permissions for command details.
πΊοΈ Blip Configuration
Blip Structure
blip = {
name = 'Weapon Crafting',
sprite = 89,
colour = 1,
scale = 0.7,
visible = true,
}Blip Properties
name
String
Text shown when hovering blip
'Weapon Crafting'
sprite
Number
Icon sprite ID
89, 478, 402
colour
Number
Color ID (0-85)
1 (red), 2 (green)
scale
Number
Size (0.5-1.5)
0.7, 0.8, 1.0
visible
Boolean
Show on map
true, false
Common Blip Sprites
89
π« Pistol
Weapon crafting
478
π¨ Hammer
Tool/general crafting
402
π Pills
Medical crafting
409
π Food
Food/cooking
499
π οΈ Repair
Repair station
566
π¦ Crate
Materials
521
βοΈ Gear
Mechanical
Find more: https://docs.fivem.net/docs/game-references/blips/
Blip Colors
0
White
#FFFFFF
General
1
Red
#E03232
Weapons/Danger
2
Green
#32E032
Medical/Safe
3
Blue
#3232E0
Police/Official
5
Yellow
#FFD700
Gold/Premium
25
Purple
#B432E0
Special/Rare
27
Orange
#FF8C00
Warning/Tools
Blip Examples
Weapon Crafting (Red pistol):
blip = {
name = 'Weapon Crafting',
sprite = 89,
colour = 1, -- Red
scale = 0.8,
visible = true
}Medical Crafting (Green pills):
blip = {
name = 'Medical Station',
sprite = 402,
colour = 2, -- Green
scale = 0.7,
visible = true
}π οΈ Props/Objects
Common Crafting Props
prop_tool_bench02
Workbench
General crafting
prop_tool_bench01
Small bench
Tool crafting
gr_prop_gr_bench_02a
Garage bench
Vehicle work
prop_toolchest_01
Tool chest
Small items
prop_ld_bench01
Long bench
Large projects
bkr_prop_meth_table01a
Lab table
Medical/chemical
bkr_prop_weed_table_01b
Processing table
Materials
π Troubleshooting
π Related Documentation
For images configuration, see Images Settings
For level requirements, see Player Progression
For blueprint commands, see Admin Permissions
For interaction setup, see Interaction Settings
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