AJD Crafting gives your server a proper item-crafting system without forcing you into someone else’s framework. Everything runs through a fully configurable setup where you control the crafting benches, skill requirements, XP progression, recipes, materials, and item outputs. It’s designed for QB-Core, but the logic is clean enough to sit comfortably inside any modern FiveM economy that relies on player-driven crafting or progression.




Each crafting bench can be placed anywhere in the world, tied to specific jobs, restricted by level, or used freely by anyone depending on how you tune the config. The script handles the rest: checking materials, validating the recipe, executing the craft, and updating the player with clean UI notifications. Recipes can be as simple or as layered as you want — single-item crafts, multi-ingredient recipes, rare components, time-gated crafts, all of it’s supported directly from the config file.


Progression is built in. Players earn XP for crafting, level up their crafting skill, and unlock new recipes over time. The math behind it is transparent so you can tweak the progression curve to match your server’s pacing, whether you want a slow grind or a fast-paced loop for high-action servers. Because the XP and level checks run server-side, everything stays secure and predictable.



Because the entire resource is open-source, there’s no hidden logic or locked-down components. If you want to expand the crafting UI, change how recipes unlock, integrate crafting into jobs, or make crafting part of a bigger survival system, the codebase won’t fight you. Everything is documented, readable, and easy to extend.

AJD Crafting does what a proper FiveM crafting script should do:
give your players a clear progression path, give your economy a meaningful item sink, and give your server a crafting engine that’s flexible, modern, and production-ready.