Smelter Stations | Advanced Crafting

Physical crafting stations players build and use in the world. Each one runs on its own fuel, wears down with use, and burns whatever sits inside too long. A five tier mastery system rewards the people who keep crafting, cooking faster and giving them a longer window before food and metal turn to waste.

Status
Updated
Production
Compatible With
ESXQBCoreQBox
Requirements
ox_libInventoryoxmysql
Price29.9923.99-20%One-time purchase

Overview

A forge you have to feed, a campfire you can leave burning too long. Smelter Stations replaces menu crafting with real props players place and work at: each one runs on its own fuel, wears down with use, and burns whatever gets forgotten inside.

What to expect

  • Define forges, campfires or labs, each with its own model and recipes
  • Stations only run on the fuel items you assign, with per-item burn time
  • Finished items carbonize if nobody comes back for them in time
  • Five mastery ranks cut cook time and stretch that grace window
  • Recipes can lock behind a rank, greyed out or hidden until earned
  • Built-in progression out of the box, or ml_skills with a ready skill tree
  • A live gauge on the prop shows fuel and progress from a distance
  • Placed stations keep their wear when picked up and re-placed
  • Guided ghost placement with a green or red outline before you commit
  • Runs at 0.00ms idle when nothing is cooking

Works on ESX, QBCore and QBox.

Key Features

Physical World Stations

Players place real props they walk up to and use, not a menu. Define any station you want, forges, campfires, labs, each with its own model, slot count and recipe categories.

Physical World Stations

Five Mastery Ranks

Five named ranks, Novice, Apprentice, Journeyman, Expert and Master, unlocked as the player levels. Each rank cuts cook time and lengthens the grace window before an item carbonizes.

Five Mastery Ranks

Built-in Progression

Every craft, fuel-up and repair earns experience on a leveling system that ships ready to run. It tracks level, total experience and crafts completed with no extra resource required. XP per action is tunable and any recipe can carry its own XP override.

Built-in Progression

ml_skills & DevHub Support

Point the experience layer at ml_skills, DevHub, or your own handler with one config value. A ready crafting skill tree and config snippet are included for the ml_skills route.


Rank-Gated Recipes

Lock a recipe behind a rank so it only appears once the player has earned it. Locked recipes can be greyed out or hidden, set per recipe or as a server-wide default.

Rank-Gated Recipes

Progression Tab

An optional in-panel tab shows the player's level, experience bar, crafts completed, active speed and burn bonuses, and which recipes their current rank unlocks.

Progression Tab

Fuel Dependency

Tie each station to its own fuel items, wood for a campfire or coal for a forge, with per-item burn time. The station will not run until it is fed.

Fuel Dependency

Wear & Repair

Stations wear down over hours of active use, and only the right repair item brings them back. Each station sets its own repair items and how much condition they restore.

Wear & Repair

Burn / Carbonize Timer

An item left in the station after it finishes carbonizes and is lost. The player has to come back for it. Higher mastery ranks lengthen the grace window before that happens.

Burn / Carbonize Timer

Wear Carried With the Item

Pick a placed station back up and its remaining wear travels with the item. Re-placing it keeps the condition you already used instead of resetting to brand new. The wear shows as a durability bar on the station item in the inventory, not hidden metadata.


Saved Between Restarts

Persistent stations save their position, contents and condition so they survive a restart. Non-persistent stations clear on restart for quick, throwaway field use.


Auto-Cleanup of Stale Stations

Stations untouched for a set number of days remove themselves, with optional guards so only empty, unlit or broken ones are cleared away.


Fixed World Stations

Pin always-on stations to fixed coordinates with optional infinite fuel and condition, like a running forge or a campfire zone, defined entirely in config.

Fixed World Stations

Hook A Station Into Your Other Scripts

Any other resource can open a fixed station. You can hook one into a target on a different prop, a job menu, or a custom interaction of your own.


Works Even On Collision-Free Props

For props with no collision mesh, like campfires or decals, switch a station to a sphere or box zone instead of prop targeting so interaction stays reliable.

Works Even On Collision-Free Props

Live Gauge On the Prop

A gauge renders fuel and progress directly on each station and fades out with distance. Players read its state from across the area without opening anything.

Live Gauge On the Prop

Recipe Categories & Filtering

Recipes are sorted into categories with icons and filtered inside the panel. Each station only accepts the categories you assign to it. Recipes can also hide when the player lacks the ingredients, server-wide or per recipe.

Recipe Categories & Filtering

Optional ml_hud Stress Link

When ml_hud is present, crafting can tie into its stress system. The link ships on but does nothing without ml_hud, and one flag turns it off.


Guided Placement Preview

Before a station drops, a translucent ghost prop follows your aim and snaps to the surface under the crosshair. Scroll to rotate, hold shift and scroll to fine tune the height, and the outline turns green on a valid spot or red on a bad one. Confirm and the character walks over for a short install animation.

Guided Placement Preview

Discord Logs For Every Move

Eight webhook categories cover placing, pickup, fuel, repairs, cooking and collection, plus a channel for blocked cheat attempts. Route each to its own Discord channel or mute it.


Target Or Keypress

Auto-detects your target resource and uses it for interaction, or falls back to a plain [E] prompt when none is running. One config value forces either mode.


Station Cap Per Player

Set how many stations each player can keep placed in the world at once. Fixed stations never count against the cap.

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