Advanced Crafting by Pickle
Picklea’s Advanced Crafting for FiveM features per-category XP progression, blueprint-gated recipes, placeable and persistent benches, a crafting queue, and item serial number metadata. Runs on ESX and QBCore.
$35 Original price was: $35.$20Current price is: $20.
Picklea’s Advanced Crafting takes a different design philosophy than most crafting systems on the market: instead of a single server-wide skill level, progression is tracked per crafting category. A character can be a seasoned cook and a novice armourer at the same time — which makes sense for roleplay economies where specialisation should mean something.
Crafting System Mechanics
Both placeable and static workbenches are supported. Placeable benches go down via an in-game interaction and persist to the database — players can own and control access to their own tables. Static benches are defined in config for fixed public or faction-controlled locations. The crafting interface renders item props visually, and a queue system lets players stack multiple craft jobs without sitting at the bench the whole time.
- Category-based XP progression — separate skill tracks per crafting type
- Blueprint system: recipes locked until the schematic is learned
- Placeable crafting benches with database persistence
- Static bench support for fixed server locations
- Crafting queue — start a job and walk away
- Item metadata generation including serial number tracking
- View and steal items from other players’ crafted benches (configurable)
- ox_lib required as a dependency
- ESX (1.1+), QBCore, and custom bridge support
- Metadata compatible with QBCore, Ox Inventory, and ESX inventories that support metadata
Framework and Inventory Compatibility
The script runs on ESX 1.1+ and QBCore, with a bridge interface for custom framework setups. ox_lib is a hard dependency. Metadata output — including serial number generation — works with QBCore inventory, Ox Inventory, and any ESX inventory that allows metadata in its item add functions. Two purchase options exist: an escrowed version (config, bridge, and localisation files open) and a source version with full code access.
Where Category XP Changes the Economy
The per-category progression model is the part most server admins underestimate until they see it running. It creates natural market niches: the player who has levelled cooking can produce food items that a weapons-focused crafter literally cannot access yet. Combine that with blueprints that gate high-tier recipes behind discovered schematics, and you get a crafting economy where knowledge itself has trade value — not just raw materials.
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