Crafting | In-World Workbench Menus, Interchangeable Recipes and Skill Gating
A crafting system where the menu lives on the workbench in the world, not as a fullscreen overlay. Interchangeable ingredient slots, native ml_skills gating, placeable benches, and an in-game admin panel where staff build every recipe, bench and blueprint without ever touching a config file.















Overview
Your players walk up to a workbench and the menu is on the bench itself, glowing on its own monitor while a hologram of the result spins above the table. They drag ingredients into slots, queue up a few crafts, and walk away to collect later.
What to expect
- The interface lives on the workbench's monitor, not a fullscreen overlay
- One slot, many answers: iron, steel or scrap can fill the same recipe
- Recipes unlock by physical blueprint or permanent account knowledge
- Ingredients can be consumed, wear down as tools, or just be checked
- Portable benches place with a ghost preview, and can be stolen if you allow it
- Queued crafts finish on their own, and rivals can lift them off the table
- Benches can burn fuel and wear down until repaired
- Staff build every recipe, bench and blueprint from an in-game panel
- Native ml_skills gating, XP and live crafting bonuses
- The bench costs 0.00ms idle when nobody is crafting
Compatible with ESX, QBCore, QBox and Standalone.
Key Features
The Menu Lives on the Workbench
No fullscreen overlay. The crafting interface shows up on the workbench's own monitor, in the world where the bench stands, and stays on the prop as you move around it. You run a cursor over the panel and click through it like an in-world terminal. Benches placed near each other stay independent, and a screen that glitches repairs itself.
Interchangeable Ingredient Slots
A single recipe slot can be satisfied by any one of several different items. Iron or steel or scrap, coal or charcoal. Drag ingredients into colour-coded alternative groups, and the server picks whichever the player actually carries, then locks the choice so refunds stay correct.

No-Config In-Game Admin Panel
Build the entire crafting economy from inside the game. Workstations, a calibrated map of every bench, recipes, blueprints, settings, an importer and a prop builder, all in tabs. No config files to edit, no manual setup. Every change reaches connected players live, and every save reaches every open panel right away.

Native ml_skills Gating
Lock recipes behind a skill or a level, hide them entirely until the skill is unlocked, and reward XP straight into ml_skills with smart category routing. Live bonuses change crafting on the fly: faster crafting, more XP, bigger yield and cheaper ingredients. No ml_skills? Switch on the built-in progression and it runs on its own levels. A fifth live bonus raises byproduct drop odds on top of faster crafting, more XP, bigger yield and cheaper ingredients.

Dual Blueprint System
Two ways to unlock a recipe: a physical blueprint item (consumable or reusable, with optional limited uses) and a permanent knowledge unlock saved to the player's account. Mix them per recipe. Knowledge unlocks stay consistent across a server restart.

Three Ingredient Modes
Each ingredient can be consumed, degraded (a tool that loses durability, breaking the most worn one first), or merely checked (it must be present but is never taken, like a licence or a workbench tool you keep).

Dynamic Outputs and Result Data
Weighted variant results (one colour picked per craft from the whole palette, not every variant at once), independent byproduct rolls, and randomized data on every output: durability, serials, quality, clothing drawables. Ready presets for weapons, food, clothing and bags.

Placeable Workbenches
Players place portable stations in the world with a ghost preview, surface snapping, rotation and anchor rules. Pick them back up, or, with the pickup rule opened up, steal someone else's after a timer. Static benches too, positioned right from the admin panel. A picked-up bench keeps its fuel, wear and custom label inside the item and comes back down the same.

Walk-Away Queue and RP Theft
Queue crafts and walk away, then collect them later. A shared queue view lets everyone at the bench see each other's jobs, and you can grab a rival's finished craft right off the table, logged for staff. Fully optional.
Fuel and Durability Stations
Benches can burn fuel and wear down with use. The optional ml_fuel integration treats jerrycans as refillable fuel, or use plain consumable items instead. Repair stations with materials you choose. All optional, set per bench type.

No Duping
Materials can't be cloned and a finished craft can only be claimed once. Crash mid-craft and the refund waits for the next login. Per-recipe cooldowns cap how many crafts fit in a time window.
Focus Camera and Hologram Prop
A focus camera frames the bench while a holographic result prop floats and spins above it, auto-fitted to any model, alongside crafting animations, a spotlight, particles and sound.
Plug It Into Your Other Scripts
Runs on ESX, QBCore, QBox and Standalone. Your other resources can react to crafts and unlock recipes, so a heist reward, a shop or a quest can tie straight into the bench. Discord logging is split per action. Requires ml_bridge and ox_lib.




