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Configuration

Where everything lives#

Benches, recipes, routes and upgrades live in the database and are edited inside the game, through /craftconfig. Once saved, they apply immediately to anyone already online — no .lua editing, no resource restart.

What remains in a file is the technical part, set once at install time:

FileWhat it holds
config/config.luavisuals, table prefix, anti-abuse, radii, texts, route NPC, police alert, orders, the /craftconfig and /sfdiagnostico groups
bridge/server.luahow to talk to your framework: items, money, permissions, groups, notify
bridge/client.luahow to talk to your target, notify, progress bar, blip

/craftconfig#

Four tabs. Every save is validated on the server and reloaded immediately.

Benches#

FieldWhat it does
Idinternal key. It never changes — it is what ties warehouse, queue and history together
Name / Subtitlewhat appears on screen
Permissiongroup allowed to use it. Empty = anyone
Modewho owns the warehouse: shared, personal, faction, or both
Factions with a vaultwhich factions have a vault here. Order matters: someone in two of them always lands in the first
Ordersaccepts prepaid orders, with a deadline and a per-player cap
Zone radiussize of the interaction point. Zero makes the bench vanish from the map
Capacity / Per-item limitwarehouse size
Simultaneous productionhow many crafts at once
Locationsas many as you want. The Use my position button takes where you stand

Deactivating a bench deletes nothing: warehouse, queue and history stay stored and come back whole when you reactivate it.

Organization and Personal and organization modes require at least one registered faction. Without it the bench would open and refuse everyone with no explanation — the panel refuses to save, and /sfdiagnostico flags it too.

Recipes#

Pick the bench and register what it produces: item, on-screen name, amount per run, time, destination (warehouse and/or backpack) and the ingredients.

  • Item is the item KEY in your inventory, not the display name. Getting this wrong is the number one cause of "the bench opens and never produces" — /sfdiagnostico points at it.
  • Recipe permission makes a recipe exclusive to one group inside a bench that others also use.

Routes#

Starting point (where the NPC stands), delivery points in the order the player must follow, collected items with a min/max range, payment per delivery and the chance of a police tip-off. Points are marked by walking to them and clicking Use my position.

The tip-off chance is per route; who receives it lives in Config.Rotas.Policia.Grupos. With a chance set and no group in the list, the roll happens and the alert goes nowhere — /sfdiagnostico warns about it.

Upgrades#

A ladder of levels per bench, in three independent tracks:

TrackWhat it raises
Warehousecapacity and per-item limit
Productionsimultaneous crafts
Speedcuts each run's time (up to 90%)

Every step must cost more and deliver more than the previous one — the panel refuses a ladder that does not grow, because the player would pay more for less with nothing flagging the mistake.

The level follows the warehouse owner, not the bench. In a faction vault the faction pays for the upgrade and keeps the benefit; tied to the bench, one player would buy it and the whole city would come along.

Orders#

Enabled per bench, in /craftconfig. config/config.lua only holds the sweep interval that expires and refunds them, and how many days a closed order stays in the table.

The money leaves the buyer's account the moment the order is created and is held on it. It leaves for the crafter on each delivery, or returns in full to the buyer when the order expires or is cancelled. The refund has its own mark in the database: if the server goes down halfway through, the next sweep pays it.

Route anti-abuse#

Config.Rotas.VelocidadeMaxMs is the maximum speed (m/s) allowed between two collections. The default, 120 m/s (~430 km/h), is deliberately generous: the target is the instant jump, not the fast car. 0 disables it.

A collection refused for this reason does not end the route — staff teleports and repositioning after a dropped connection happen, and punishing the player for that would be worse than the abuse.