The AJD Economy Pack bundles AJD-Scavenge, AJD-Crafting, and AJD-StreetSelling into one unified system that gives your server an actual gameplay loop instead of disconnected minigames. Players gather supplies, turn them into valuable items, and take those items to the street to make real money. Every part of the loop is modular, fully configurable, and tuned for modern QB-Core servers.
This pack isn’t three random scripts thrown together.
It’s a resource pipeline — exploration → crafting → selling — designed so servers can build progression, value, and player-driven economy without needing custom bridges or extra systems glued on top.
Explore With AJD-Scavenge
Players roam the map and search custom loot zones you create anywhere in the world — rooftops, alleys, underground tunnels, abandoned interiors. Each zone has its own loot table, rarity system, cooldowns, and item pools.
Scavenge feeds directly into the crafting system, giving players a reason to explore and gather materials instead of relying on shops or static spawners.
If your server uses crafting, scavenging becomes the backbone that makes it feel alive.
Progress With AJD-Crafting
Once players have materials, AJD-Crafting turns them into usable gear, items, drugs, tools, and components. Workbenches can be placed anywhere and themed individually, and the XP/level progression system rewards players as they level up through your recipe tree.
Recipes, requirements, craft times, unlock levels, and XP rewards all run through a clean config.
Inventory support is automatic across QB-Inventory, OX-Inventory, and Core.
Crafting becomes the bridge between exploration and profit — the middle of the loop that makes the economy feel purpose-built.
Profit With AJD-StreetSelling
Players take their crafted items to the streets and try their luck with NPC customers. Selling isn’t static — it is dependent on NPC mood, area risk, configurable detection chances, and optional police alerts. Haggling is built in, rejection is possible, and every sale is validated server-side to prevent exploits.
It turns “sell to NPCs” into actual gameplay with risk, reward, and personality.
And yes — it works perfectly with your crafted drug bags, tools, or items because everything normalises automatically.