Most gathering scripts hand out stone, wood and fish forever, which is asinine for an economy. One player with a macro and an afternoon floods the market, and the items your crafting and shops are built on end up worth nothing.
Resource Nodes gives every node a stock. Each harvest takes one unit and the node grows it back at the rate you set. Stock is saved in the database, so a restart never refills the map. When a field runs dry, players wait or go find another one, and what they already gathered keeps its value.
For staff, /nodes puts every field on one screen: stock, harvests in the last hour and day, regrowth, and how many days until it's empty at the current pace. Pick a field and you get each node, what a harvest gives and who gathers there the most. Also, you can refill a field after an event or freeze it while you sort something out.
The server makes every call. It checks where the player really stands, that they carry the tool, that the node has stock, the job, the daily cap and that the item fits in their inventory. It runs the timer itself and takes the unit at the start, so two players can't both walk off with the last one. If anything goes wrong before the item lands, the unit goes back to the node.
What it does
- Node types with weighted yields and amounts, a tool, harvest time, stock, regrowth per hour and an optional prop and animation
- Fields from a list of spots, or a circle and a node count that places them for you
- Stock saved across restarts, with regrowth worked out from timestamps
- Optional job list per field, and a daily cap per character per type that holds across reconnects
- Markers, stock labels and props that show when a node is empty
- Supply screen with stock, harvests per hour and day, regrowth, days until empty, stock per node, yields and top gatherers
- Refill and freeze buttons, checked against the ace on the server on every click
- Exports: GetSupply, GetFieldSupply and a supply based price multiplier for shops, with a ready example for Economy Pulse
- Server-side checks on everything, a server-side timer, one harvest per player at a time, rate limited
- Config check on start that calls out mistakes and items your inventory doesn't know
- ESX Legacy, Qbox and QBCore with ox_inventory, qb-inventory, the ESX inventory or ox compatible inventories, ox_lib optional



