Please assist, the items never craft. I'm sure I've set up the recipes correctly however the items never actually craft. Has not worked with qb-inventory nor with qs-inventory.
I tried adding the "amount" to craft which didn't seem to help. Further more I tried using different style quotes for items ' '/" " because the guide was a bit misleading in that fashion. Example in screenshot attached. That is the current state of the crafting items.
Required items were in personal/society/both stashes when I tried crafting. The shops work fine and I just don't have the energy/time/patience to debug.
Current Config file
`print("^2Jim^7-^2Mechanic ^7v^42^7.^49^7.^48^3SpamFix ^7- ^2Mechanic Script by ^1Jimathy^7")
Config = {
Lan = "en", -- Pick your language here
Debug = false, -- Set to true to show green debug boxes to help track
img = "qs-inventory/html/images/", -- Set this to the directory for your inventory image files
JimShops = true, -- If using my free script jim-shops, enable this to use it with the mechanic stores.
JimMenu = false, -- If using my free edit of qb-menu enable this.
distkph = true, -- Set to false to read distance travelled in Miles.
Notify = "okokNotify",
qsinventory = true, -- Toggle this to enable Quasars Inventory Stash support
RenewedBanking = true, -- This is used for manualrepair benches, enable to use
-- Main variables
isVehicleOwned = false, -- Keep this true if you only want changes to be made to owned vehicles
RequiresJob = true, -- Do the specfic items require the mechanic job?
LocationRequired = true, -- Are the mecahnics locked to specific locations?
LocationBlips = false, -- Enable to grab the blip locations from locations.lua
CosmeticsJob = true, -- Do vehicle cosmetics require a mechanic job role?
ShowStash = false, -- If true, it will show the locations job stash if `StashRepair` or `StashCraft` is enabled or not
FreeRepair = false, -- Are repairs free? True means yes
StashRepair = true, -- Enable for repair materials to be removed from a job stash (disabled if RequiresJob = false)
Stores = true, -- Set true to turn on shop storage features
Crafting = true, -- Set true to turn on crafting features
StashCraft = true, -- Set true to grab materials from mechaincs stash for crafting
PreviewPhone = true, -- Enable this is preview menu generates an email, False if you want to give an item
PreviewJob = false, -- Enable this if you want /preview to require a Job Role
PreviewLocation = true, -- Enable this if you want to lock /preview to a job location (ignored if LocationRequired is false)
PhoneMail = "qs", -- If PreviewPhone is true, change this to choose the correct phone system
-- "qb" = use qb-phone for emails
-- "gks" = use gks-phone for emails
-- "qs" = use qs-smartphone for emails
CosmeticRemoval = true, -- If "true" items will be removed on successful application of a mod
-- If "false" items will not be removed on use.
ShowOdo = true, -- Wether the distance is showed in car by default
OdoLocation = "bottom-right", -- Where the Odometer will show,
-- "left", "right", "top", "top-left", "top-right", "bottom", "bottom-left", "bottom-right"
OdoShowIcons = true, -- Enable this to allow the use of the warning icons on the odometer
OdoAlwaysShowIcons = false, -- Enable this to show the icons even when not damaged
OdoIconsToShow = {
["engine"] = true,
["radiator"] = true,
["brakes"] = true,
["axle"] = true,
["clutch"] = true,
["wheel"] = true,
["headlight"] = true,
},
Chameleon = true, -- Enable this if you want to use chameleon paints (ONLY GAME BUILD 2545 AND ABOVE)
WaxFeatures = true, -- Enable this if you want to use Car Wax Features
-- Player vehicle repair config
ManualRepairCost = 5000, -- Set this to a high amount to get people to talk to mechanics rather than use automated systems
ManualRepairCostBased = false, -- Set this to true if you want the cost to ALWAYS be the amount set at "ManualRepairCost"
-- Set this to false if you want it to "ManualRepairCost" to be the max and cost is calculated by damage
ManualRepairBased = true, -- Set this to true if you want to set the repair cost to be based on QBCore.Shared.Vehicle costs(overrides the cost setting above)
ManualRepairPercent = 10, -- Set this to the percent of the vehicle price (Only works if ManualRepairBased is true)
-- Default is 5% because $200,000 would be $10,000 max to repair by this system
-- 5% of a $10,000 car would be $500
repairEngine = true, -- Set this to true if automated repairs also repair engine (not just body)
repairExtras = true, -- Set this to true for automated repairs to also repair extra damages (if mechanicjob is available and repairEngine is true)
requireDutyCheck = true, -- if set to true, the repair bench will only be usable if there are no mechanics in the server ON DUTY
dutyMessage = "There is a Mechanic on duty!", -- This is the notification that pops up when a person tries to repair when a mechanic is on duty, choose what you want for it.
repairAnimate = true, -- Better than staring at a progress bar, "damaged" parts will be removed and replaced. Making it look more authentic
repairSpeed = 3000, -- The time between each task while using repairAnimate. 1500 Seems to be a reasonable time for it
-- NOS STUFF
NosRefillCharge = 10000, -- amount in dollars required to refill a nos can
NosTopSpeed = 55.0, -- Enabling this adds a multiplier to the top speed of the vehicle
-- Set this to "-1.0" to disable this
-- This doesn't affect the boost acceleration
NosBoostPower = { -- NOS boost acceleration power
10.0, -- Level 1
30.0, -- Level 2
50.0, -- Level 3
},
NitrousUseRate = 0.4, -- How fast the nitrous drains (halved for level1, doubled for level3)
NitrousCoolDown = 7, -- 7 Seconds, set to 0 to disable
CooldownConfirm = true, -- Will play a confirmation beep when cooldown is done
nosDamage = true, -- This enables NOS causing damage to engine while boosting
boostExplode = true, -- If boosting too long at level 3 boost, tank will explode.
-- Effects
EnableFlame = true, -- True adds exhaut flame effects while boosting
EnableTrails = true, -- True adds taillight effects while boosting
EnableScreen = true, -- True adds screen effects while boosting
skillcheck = "ps-ui", -- When adding Nos to a vehicle there are three script options available
-- "qb-skillbar" "qb-lock" "ps-ui"
explosiveFail = true, -- Better not fail that skill check. (1 in 10 chance of explosion)
explosiveFailJob = false, -- if true, mechanics can trigger an explosion
-- if false, mechanics will never trigger an explosion
-- Discord preview receipts
-- You will need to set custom info in each job location in locations.lua
-- But for the ones you don't add info to, it will default to these numbers
DiscordPreview = false, -- Set to true if you want to use discord receipts
DiscordDefault = "", -- Set this to the default channel API link if one isn't set for a location
DiscordColour = 16753920, -- This is the default "decimal" number colour
--Extra Vehicle Repair Costs
RepairEngine = "engine_repair_kit", ---Engine repair item and its MAX cost
RepairEngineCost = 1,
RepairBody = "panel_beating_kit", ---Body Repair item and its cost
RepairBodyCost = 1,
RepairRadiator = "coolant", ---Radiator Repair item and its cost
RepairRadiatorCost = 1,
RepairAxle = "axleparts", ---DriveShaft Repair item and its cost
RepairAxleCost = 1,
RepairBrakes = "brake_repair_kit", ---Brakes Repair item and its cost
RepairBrakesCost = 1,
RepairClutch = "clutch_repair_kit", ---Clutch Repair item and its cost
RepairClutchCost = 1,
RepairFuel = "fuelsystem_repair_kit", ---Fuel Repair item and its cost
RepairFuelCost = 1,
--DuctTape Controllers
DuctSimpleMode = false, -- This will repair the engine to the max (set below)
MaxDuctEngine = 300.0, -- 450.0 is 45% health, this will be the max amount that it can be repaired to
DuctAmountEngine = 100.0, -- Repairs the engine by 10% each use
DuctTapeBody = false, --Enable if you want duct tape to repair body at the same time as engine
MaxDuctBody = 450.0,
DuctAmountBody = 100.0, -- Repairs the engine by 10% each use
RemoveDuctTape = true, --If Enabled it will remove 1 duct after use. If false it will be constantly reusable
JobRoles = { "mechanic", "delperro_mech"}, -- These are the job roles who can use items if RequiresJob is enabled.
-- Add your extra job roles here or just leave as "mechanic"
--Example--
--JobRoles = { "mechanic", "tuner" }
-- nosBar() stuff
nosBarColour = true, -- "true" to set nosBars to use colour, "false" for white and grey
nosBarFull = "▓", -- The symbol to be used for a "full" segment of the bar
nosBarEmpty = "░", -- The symbol to be used for an "empty" segment of the bar
updateDelay = 2, -- 2 = 20 second database update delay from the LAST upgrade done to a vehicle
Greetings,
Please assist, the items never craft. I'm sure I've set up the recipes correctly however the items never actually craft. Has not worked with qb-inventory nor with qs-inventory.
I tried adding the "amount" to craft which didn't seem to help. Further more I tried using different style quotes for items ' '/" " because the guide was a bit misleading in that fashion. Example in screenshot attached. That is the current state of the crafting items.
Required items were in personal/society/both stashes when I tried crafting. The shops work fine and I just don't have the energy/time/patience to debug.
Current Config file
`print("^2Jim^7-^2Mechanic ^7v^42^7.^49^7.^48^3SpamFix ^7- ^2Mechanic Script by ^1Jimathy^7")
Config = { Lan = "en", -- Pick your language here Debug = false, -- Set to true to show green debug boxes to help track img = "qs-inventory/html/images/", -- Set this to the directory for your inventory image files JimShops = true, -- If using my free script jim-shops, enable this to use it with the mechanic stores. JimMenu = false, -- If using my free edit of qb-menu enable this. distkph = true, -- Set to false to read distance travelled in Miles. Notify = "okokNotify",
-- Main variables isVehicleOwned = false, -- Keep this true if you only want changes to be made to owned vehicles RequiresJob = true, -- Do the specfic items require the mechanic job? LocationRequired = true, -- Are the mecahnics locked to specific locations? LocationBlips = false, -- Enable to grab the blip locations from locations.lua CosmeticsJob = true, -- Do vehicle cosmetics require a mechanic job role?
-- Player vehicle repair config ManualRepairCost = 5000, -- Set this to a high amount to get people to talk to mechanics rather than use automated systems ManualRepairCostBased = false, -- Set this to true if you want the cost to ALWAYS be the amount set at "ManualRepairCost" -- Set this to false if you want it to "ManualRepairCost" to be the max and cost is calculated by damage
-- NOS STUFF NosRefillCharge = 10000, -- amount in dollars required to refill a nos can
-- Discord preview receipts -- You will need to set custom info in each job location in locations.lua -- But for the ones you don't add info to, it will default to these numbers DiscordPreview = false, -- Set to true if you want to use discord receipts DiscordDefault = "", -- Set this to the default channel API link if one isn't set for a location DiscordColour = 16753920, -- This is the default "decimal" number colour
--Extra Vehicle Repair Costs RepairEngine = "engine_repair_kit", ---Engine repair item and its MAX cost RepairEngineCost = 1,
--DuctTape Controllers DuctSimpleMode = false, -- This will repair the engine to the max (set below) MaxDuctEngine = 300.0, -- 450.0 is 45% health, this will be the max amount that it can be repaired to DuctAmountEngine = 100.0, -- Repairs the engine by 10% each use
-- nosBar() stuff nosBarColour = true, -- "true" to set nosBars to use colour, "false" for white and grey nosBarFull = "▓", -- The symbol to be used for a "full" segment of the bar nosBarEmpty = "░", -- The symbol to be used for an "empty" segment of the bar
}
-- No touch Loc = {} Crafting = {} Stores = {} VehicleNitrous = {} VehicleStatus = {} purgemode = true purgeSize = 0.4 boostLevel = 1 purgeCool = 0
if Config.JimMenu then Config.img = "" end`