Cooking & Crafting (Pro)
Two placeable stations: the furnace (cooking) and the workbench (crafting). Both use the same recipe-book UI: recipe tiles on the left, the selected recipe hand-written on an old paper sheet on the right, and the working slots along the bottom.
Lite version
Lite also includes the furnace and the craftbench as placeable props, but without the built-in cooking and crafting system. Their "Use" option stays hidden until you connect your own script. Open config/props.lua, and in the TargetData of the furnance and craftbench entries set Enabled = true and replace the call inside Function with your own, for example TriggerEvent("myscript:client:openCrafting", entity).
Slots
Each station has 1 to 4 slots (config Slots in config/cooking.lua / config/crafting.lua, 4 by default). Every slot runs one job independently - players start a job, walk away, and collect the result later from the slot's Collect button.
Recipes
One craft/cook per action - there is no amount selection. A recipe can output more than one item via amountCrafted (e.g. one craft of Nails gives x10). Each recipe defines:
ingredients- consumed from the playerduration- job time in secondsamountCrafted- how many product items one job gives- Cooking recipes also take
fuel(e.g. wood) "for the fire" - Workbench recipes can require the base to have power
The recipe list shows craftable recipes first, then the rest alphabetically. Missing ingredients are marked with a red cross on the paper.
Blueprints
Any recipe can be locked behind a blueprint item:
RequiredBlueprint = false, -- or 'blueprint_lockpick': the player must have this item
HideIfNoBlueprint = true, -- true: recipe is hidden from the list without the blueprint
-- false: recipe is visible but shows "Blueprint needed"
RemoveBlueprint = false, -- true: the blueprint item is consumed on craft
Blueprint items are yours to create in your inventory (any item name works).
Adding recipes
Copy an existing recipe block in the config, change the product name, ingredients and duration - it appears automatically. The product item must exist in your inventory resource (see Items Setup), and remember: products are not usable by themselves - make food eatable in your framework.
Default recipes
- Cooking: Baked Potato, Grilled Tomato, Grilled Corn, Bread, Vegetable Soup, Fruit Salad, Apple Juice
- Crafting: Jerry Can, Nails (x10 batch example), Rope, Lockpick, Weed Repellent, Plant Fertilizer