Build a Roblox Economy — Items, Loot Tables & Crafting
Give items, roll loot tables, handle currencies, open crafting stations and set timers.
Stores production state on an owned item instance.
A deployed item enters a work spot and begins generating items or currency.
Stops the production state on an owned item instance.
When an item leaves a spot, is recalled, or changes role.
Collects stored outputs from one producer, all producers, or an explicit target.
Chest buttons, item interaction, harvest all workflows.
Adds, removes or sets how many copies of a catalog item the resolved owner has.
Thieves stealing an item, penalties that take resources away, rewards that grant several copies at once, syncing a fixed amount after an event.
Gives a random item from a list. Build loot tables with weighted drop chances and rarity colors.
Gacha mechanics, mystery crates, enemy drops, treasure chests with random rewards.
Removes the used item from inventory. Perfect for consumables like food, potions, keys or single-use tools.
Eating food, using a key, sacrificing ingredients, activating single-use items.
Adds, removes or sets a catalog currency on the resolved owner.
Shop purchases, quest rewards, entrance fees, selling items, salary systems.
Runs one recipe immediately: consumes its inputs and grants its outputs, or opens the Roblox purchase prompt for a developer product recipe.
One-click purchases, tycoon buttons, upgrades, doors, turrets and paid unlocks.
Opens an exchange / craft menu for the player. Players combine resources into new items via defined recipes.
Crafting stations, cooking pots, forges, alchemy tables, workbenches.
Starts a countdown on the item. The following actions execute when the timer expires. Add an optional skip cost for instant completion.
Crafting timers, plant growth, cooldowns, timed upgrades, incubation periods.