Resource Description
How the shredders, generators, and scrap buyer work.
#Links
#Scrapyard Shredder
Each configured machine has an inclined infeed, twin cutter shafts, an outfeed conveyor, a bin, a control pedestal, and a diesel generator. Parts ride the belt as their own models, are cut with sparks or dust, and leave as scrap. The motion is synchronized for every player.
A live status screen above the control panel shows the machine state, cutter heat, diesel, bin fill, and the parts on the line. Machines retain their fuel, heat, and loaded parts across restarts.
#Loading & Shredding
Players load any part with a recipe from the infeed's loading end, whether the machine is running or not. Parts still on the infeed can be taken back off and return to the inventory unchanged. A part only enters the cutters once the bin has room for its output.
Running the line hard heats the cutters. At the limit, the thermal cutout stops the machine until it cools. Parts occasionally jam the cutters, which reverse briefly to free them.
#Compact Shredder
The compact set is a small shredder, a portable generator, a power cable, and a catch crate, each carried as an item. Players set the props up themselves, link the generator to the shredder with the cable, and dock the crate at the outlet. Packing a prop up returns its item.
The compact shredder has a hopper instead of an infeed. It takes one part at a time, is slower than the scrapyard shredder, and only accepts the parts whose recipe allows it. It has its own heat and jam settings, and its generator holds and burns far less diesel.
Each prop belongs to the routing bucket it was set up in, so a shredder inside an apartment instance stays in that instance. Props are saved and return after a restart.
#Generators & Diesel
The scrapyard generator burns diesel while the shredder runs, and an empty tank stops the machine. The portable generator has its own switch and burns diesel for as long as it runs. Players carry a diesel_can and pour it into either generator's filler. Partly used cans keep their remaining litres. Fuel can be disabled entirely.
A portable generator running indoors fills the room with exhaust. The fumes build from haze to coughing and health loss, until the engine chokes and stalls. Outdoors, nothing builds up.
#Recipes
Recipes are keyed by input item. Each output has its own amount range and drop chance. Variants add outputs based on the item's metadata, so a rusty converter can produce rusty scrap. Recipes are managed in the in-game admin panel and stored in the database, and players browse them in a searchable recipe book at each shredder.
More than a hundred default recipes cover converters, wheel clamps, angle grinder tools, and a range of electronics, tools, instruments, and household items. They produce twelve output items, from steel and copper scrap to catalyst powder.
#Bin & Scrap Buyer
Bins and catch crates are shared by default, or kept per character. The scrap buyer pays from a shared demand that drops as items sell and recovers over time. Each character also receives a three-item order that pays full price and rerolls over time.
#Interactions
Every spot on a machine is used through zyke_lib interaction markers by default. Target-based interactions through ox_target or qb-target are optional.
#Admin & Logging
The admin panel manages recipes and machines and shows statistics and a searchable activity log. Loading, shredding, collecting, selling, and every compact set action are server-authoritative, with server events, Discord webhook logging, and editable Can-Check Hooks.