Most crafting scripts give you a recipe list and a level number, then leave you to guess how long anything takes. A month later you find out nobody passed level 5, or that one player maxed out in a weekend and your progression is cooked.
Craft and Progression gives you the answer up front. Set a curve for each skill (linear, power or exponential) and the pace you expect people to play at, and the balancing screen lists every level with its XP, the running total, the number of crafts and the real hours it takes. With the shipped settings, level 10 Crafting takes about 12 hours and level 20 about 75. Change the numbers on screen until it feels right, then put them in the config.
For players it's simple. They walk up to a station and see every recipe it offers, which ones are locked and at what level, and what they carry against what each recipe needs. The server checks distance, job, level and items, runs the craft timer itself and locks each player to one craft at a time. Also, if the outputs don't fit, the inputs come back.
What it does
- Crafting stations with recipe groups, optional job limits and map blips
- Recipes with craft time, level requirement, XP, tools that never get used up and batch crafting
- Optional failure chance that only costs part of the inputs and still gives some XP
- Skills with linear, power or exponential XP curves, each with its own max level
- Balancing screen with XP, total, crafts and real hours for every level, and a pace you can change on screen
- Leaderboard of top players per skill
- Console command that prints the balancing table before anyone joins
- Config check on start that calls out recipes nobody can craft and items your inventory doesn't know
- Server-side checks on everything, a server-side craft timer, one craft per player at a time, inputs returned when outputs don't fit
- Exports: GetLevel, GetXP and AddXP for jobs, quests and other scripts
- ESX Legacy, Qbox and QBCore with ox_inventory, qb-inventory or the ESX inventory, ox_lib optional



