` element
![Locate UI container div]()
***
#### 6. Modify the Colors
Once you locate the correct element:
1. On your right you will find the **Styles** tab, there you can see the current color values
![On the right you will find the Styles tab with the current color values]()
2. To change the color values, click on the small rectangle next to the color you want to modify and see the color change in real time
![On the right you will find the Styles tab with the current color values]()
***
#### 7. Apply Final Values to Config
After finding the colors you like:
1. Copy the final color values
2. Paste them into your screen UI configuration
3. Save the config file
![On the right you will find the Styles tab with the current color values]()
Your website will now use the selected colors permanently.
***
### Why This Method Is Recommended
Using NUI DevTools lets you:
* Preview changes instantly
* Avoid repeated restarts
* Fine-tune GTA-style color balance
* Find the perfect accent contrast
This significantly reduces setup time when designing a new hotel website.
***
## Final Checklist
Before testing the website, make sure:
* The folder is inside `nui/websites/`
* The folder name follows the format `www.
.com`
* All required images are added
* The screen UI configuration URL matches the folder name exactly
If everything is correct, your new hotel website should now be available on the hotel screen.
# Installation
Source: https://docs.markz3d.com/utility-hotel/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
* Install the items if you plan to use an inventory
how to install items?
You will find a `mxc_hotels.sql` file that creates the necessary tables.\
Before running the server, import this file into your database using HeidiSQL, phpMyAdmin, or any other MariaDB/MySQL-compatible manager.\
Simply open your database tool, select your target database, and execute (import) the `mxc_hotels.sql` file to generate the required structure.
Some maps require additional work to be compatible with the hotel system.
1. Check the `[compatibility]` folder in the resource for further installation steps
# GetPlayersInRobbery
Source: https://docs.markz3d.com/utility-jewelry/exports/getplayersinrobbery
Returns a table with all the players inside the robbery, this doesnt 100% means that they are robbers but only that they are near/in the robbery location (physically)
|
Name
|
Type
|
Default
|
Description
|
| id |
number |
|
The store id (only 1 for now) |
|
Name
|
Type
|
Default
|
Description
|
| players |
table |
|
A table of all players inside the robbery (server id) |
# Example
```lua theme={null}
local players = exports["utility_jewelry"]:GetPlayersInRobbery(1)
for k,v in pairs(players) do
print("The player "..GetPlayerName(v).." ("..v..") is inside the robbery")
end
```
# GetShuttersStatus
Source: https://docs.markz3d.com/utility-jewelry/exports/getshuttersstatus
Allow to get the shutters status (closed/open)
|
Name
|
Type
|
Default
|
Description
|
| id |
number |
|
The store id (only 1 for now) |
|
Name
|
Type
|
Default
|
Description
|
| status |
boolean |
|
The store shutters status (true = open, false = closed) |
# Example
```lua theme={null}
local status = exports["utility_jewelry"]:GetShuttersStatus(1)
if status then
print("Open!")
else
print("Closed!")
end
```
# IsJewelryBeingRobbed
Source: https://docs.markz3d.com/utility-jewelry/exports/isjewelrybeingrobbed
Returns true if the jewelry is being robbed
|
Name
|
Type
|
Default
|
Description
|
| id |
number |
|
The store id (only 1 for now) |
|
Name
|
Type
|
Default
|
Description
|
| beingRobbed |
boolean |
|
If the jewelry is being robbed |
# Example
```lua theme={null}
local status = exports["utility_jewelry"]:IsJewelryBeingRobbed(1)
if status then
print("Open!")
else
print("Closed!")
end
```
# SetShuttersStatus
Source: https://docs.markz3d.com/utility-jewelry/exports/setshuttersstatus
Allow to set the shutters status (closed/open)
|
Name
|
Type
|
Default
|
Description
|
| id |
number |
|
The store id (only 1 for now) |
| status |
boolean |
false |
The new shutters status, true = open, false = closed
|
Nothing.
# Example
```lua theme={null}
exports["utility_jewelry"]:SetShuttersStatus(1, true) -- opens shutters
exports["utility_jewelry"]:SetShuttersStatus(1, false) -- closes shutters
```
# FAQ
Source: https://docs.markz3d.com/utility-jewelry/faq
# How to integrate your dispatch system
To integrate your dispatch system you can modify the `StartAlarm` function in `config_functions.lua`.
In the
[compatibilities](https://discord.com/channels/722977719864000534/1334090058315333662)
channel on our discord you can discover already integrated dispatch systems by
us or our community. We would be grateful if you could share your integration
in the channel!
# Installation
Source: https://docs.markz3d.com/utility-jewelry/installation
# 📦 Required Dependencies
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
* Install [Vangelico Jewelry (MXC)](https://www.markz3d.com/products/maps/base?product=6533130)
* Install the items if you plan to use an inventory
how to install items?
# Community Video
A step-by-step installation guide created by one of our community members. This video walks you through the full setup process, making it easier to get started quickly and without confusion.
this is an external community-made video and not an official MXC resource. it
should be treated as a reference or supplement to the default documentation
# Installation
Source: https://docs.markz3d.com/utility-keyhanger/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
To integrate car keys out of the box, ensure the item metadata includes the plate field.
You can fully edit the code in Config.KeyHangers\["mxc\_keyhanger\_prop\_cargarage\_1"] to integrate your custom system.
This type of integration currently requires coding experience.
# FAQ
Source: https://docs.markz3d.com/utility-kitchen/faq
# How do I install the required items?
How to install items?
# I have installed utility\_kitchen / merged the expansions into utility\_kitchen, but all of the containers are empty?
By default is `Config.RequireItems` set to `true`, while set to true the containers require to have their contents added manually by the players. If you'd like to have unlimited ingredients, set `Config.RequireItems` to `false`.
# How can I setup a new kitchen?
Follow the format of `Config.Kitchens`
# How do I install an expansion?
# What should I do if I see duplicate props or props that I cannot interact with?
Make sure you have followed the readme in the `[compatibility]` folder of the affected map
# Durability formulas
Source: https://docs.markz3d.com/utility-kitchen/guides/durability-formulas
This documentation explains how durability is calculated for ingredients/foods.
***
# Ingredient/Food Durability
Each ingredient (or food item that can be cooked) has a **durability value** depending on how well it is cooked.
The perfect cooking point is at 73% (0.73) of its cooking progress.
Durability scales as follows:
1. **From 0** → **0.73 cooking progress**
* Durability rises from **0%** → **100%**
* Example: halfway cooked (0.365) gives \~50% durability.
2. **From 0.73 → 1.00 cooking progress**
* Durability decreases from **100% → 0%**
* Example: burned (1.0) gives 0% durability.
The progressbar is completed at 73% after that it will start turning red and so burning
***
# Examples
**Cooking progress =** 0.50
**Durability formula:**
= (0.50 / 0.73) \* 100
≈ 69%
**Cooking progress =** 0.90
**Durability formula:**
= ((1 - 0.90) / (0.27)) \* 100
= (0.10 / 0.27) \* 100
≈ 37%
**Cooking progress =** 0.73
**Durability formula:**
= (0.73 / 0.73) \* 100
= 1 \* 100
≈ 100%
***
# Hamburger Durability
A hamburger’s durability depends on **two factors**:
1. How well its ingredients are cooked.
2. How many ingredients are used.
***
### 1. Ingredient Durability (80% of total)
Each ingredient contributes durability based on how close it is to the **perfect cooking point** (73%).\
We take the **average durability** of all ingredients in the burger.
👉 Example:
* 4 ingredients with durabilities **60%, 80%, 90%, 70%**
* Average durability = (60 + 80 + 90 + 70) / 4 = **75%**
### 2. Ingredient Count Score (20% of total)
The hamburger also gets a bonus depending on how many ingredients it has.\
Max bonus at 8 ingredients = 100%.
Fewer ingredients give a smaller bonus.
|
Ingredients
|
Score
|
| 8 |
100% |
| 6 |
75% |
| 4 |
50% |
| 2 |
25% |
| 0 |
0% |
👉 Example:
* 4 ingredients = 50% score
***
# Combine Them (Final Durability)
The final durability of the hamburger is calculated as:
Hamburger Durability = (
Average Ingredients Durability
\* 0.8) + (
Ingredient Count Score \* 0.2)
## Example
**Average ingredients durability =** 75% (0.75)
**Ingredient count score =** 50% (0.50)
**Durability:**
= (0.75\*0.8) + (0.50\*0.2) \* 100
= 0.60 + 0.10 \* 100
= 70%
***
# Examples
### 2 ingredients (cooked at 0.5, 0.6) and 6 filling ingredients
**Ingredient durabilities:**
0.5 → 68%
0.6 → 82%
**Average =** 75%
**Ingredient count score:**
(8 / 8) \* 100 = 100%
**Final durability:**
(75 \* 0.8) + (100 \* 0.2) = 60 + 20 = 62%
***
### 5 filling ingredients, no cooking ingredient
**Ingredient durabilities:**
(none, so all = 0%)
**Average =** 0%
**Ingredient count score:**
(5 / 8) \* 100 = 62%
**Final durability:**
(0 \* 0.8) + (62 \* 0.2) = 0 + 12 = 12%
***
### 1 cooking ingredient burned (1.0) and 2 filling ingredients
**Ingredient durabilities:**
1.0 → 0%
**Average =** 0%
**Ingredient count score:**
(3 / 8) \* 100 = 37%
**Final durability:**
(0 \* 0.8) + (37 \* 0.2) = 0 + 7 = 7%
# Installation
Source: https://docs.markz3d.com/utility-kitchen/installation
This resource relies on specific inventory features and requires a compatible inventory or custom integration. Check the product description on our store for a list of supported inventories!
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
* Install the items if you plan to use an inventory
how to install items?
[installation for qb-inventory](../other/installation-for-qb-inventory "mention")
If you're using a **supported map**, do the following:
1. Check the `[compatibility]` folder in the resource for further installation steps
2. If you see:
* Duplicate props
* Props you can't interact with
What should I do if I see duplicate props or props that I cannot interact with?
If you have purchased either the pizza or kebab expansion, follow this installation video.
Expansion resources **should not** be started as standalone resources.
# Known Crashes
Source: https://docs.markz3d.com/utility-kitchen/known-crashes
# ScaleformStore Pool Full, Size == 852
When the Scaleform pool becomes full, it can lead to crashes because the system is unable to allocate additional resources beyond its capacity. \
To increase the pool size add the following line to your `server.cfg` configuration file:
```lua theme={null}
increase_pool_size "ScaleformStore" 200
```
# Installation
Source: https://docs.markz3d.com/utility-moneywash/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
You will find a `mxc_moneywash.sql` file that creates the necessary tables.\
Before running the server, import this file into your database using HeidiSQL, phpMyAdmin, or any other MariaDB/MySQL-compatible manager.\
Simply open your database tool, select your target database, and execute (import) the `mxc_moneywash.sql` file to generate the required structure.
Some maps require additional work to be compatible with the moneywash system.
1. Check the `[compatibility]` folder in the resource for further installation steps
# DisableMenus
Source: https://docs.markz3d.com/utility-pausemenu/exports/disablemenus
If is true the menus (pause, map, settings) will be disabled.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `disable` |
boolean |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:DisableMenus(true)
```
# GetCurrentPauseMenu
Source: https://docs.markz3d.com/utility-pausemenu/exports/getcurrentpausemenu
Return the current pause menu that is being displayed.
|
Type
|
Description
|
| string |
"map", "settings", "pause" |
```lua theme={null}
local menu = exports["utility_pausemenu"]:GetCurrentPauseMenu()
```
# IsInPause
Source: https://docs.markz3d.com/utility-pausemenu/exports/isinpause
Return true if the pause menu its showing
```lua theme={null}
local inpause = exports["utility_pausemenu"]:IsInPause()
```
# IsMenuDisabled
Source: https://docs.markz3d.com/utility-pausemenu/exports/ismenudisabled
Return the current disable state of the menus (pause, map, settings)
|
Type
|
Description
|
| boolean |
If true the menus (pause, map, settings) are disabled, if false they
are enabled.
|
```lua theme={null}
local menuState = exports["utility_pausemenu"]:IsMenuDisabled()
```
# OpenBrowserPage
Source: https://docs.markz3d.com/utility-pausemenu/exports/openbrowserpage
Open a browser page, with the given URL.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `url` |
string |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:OpenBrowserPage("https://google.com")
```
# SetMapMenu
Source: https://docs.markz3d.com/utility-pausemenu/exports/setmapmenu
Set the map menu to be displayed, this is the menu that is displayed when you click the "MAP" button.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `active` |
boolean |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:SetMapMenu(true) -- Open the map
```
# SetPauseMenu
Source: https://docs.markz3d.com/utility-pausemenu/exports/setpausemenu
Set the pause menu to be displayed, this is the menu that is displayed when you click ESC.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `active` |
boolean |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:SetPauseMenu(true) -- Open the pause menu
```
# SetSettingsMenu
Source: https://docs.markz3d.com/utility-pausemenu/exports/setsettingsmenu
Set the settings menu to be displayed, this is the menu that is displayed when you click the "SETTINGS" button.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `active` |
boolean |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:SetSettingsMenu(true) -- Open the settings menu
```
# TogglePauseMenu
Source: https://docs.markz3d.com/utility-pausemenu/exports/togglepausemenu
Toggle the pause menu.
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `active` |
boolean |
✅ |
`-` |
|
```lua theme={null}
exports["utility_pausemenu"]:TogglePauseMenu() -- Open or close the pause menu
```
# Installation
Source: https://docs.markz3d.com/utility-pausemenu/installation
# 📦 Required Dependencies
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
# Installation
Source: https://docs.markz3d.com/utility-respray/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
Add the following
[convar](https://docs.fivem.net/docs/scripting-reference/convars/) to your
`server.cfg` to prevent `ox_inventory` from removing the spraygun weapon
```
setr inventory:ignoreweapons ["WEAPON_SPRAYGUN"]
```
Save the changes and restart your server to apply the configuration
If you already have the `inventory:ignoreweapons` [convar](https://docs.fivem.net/docs/scripting-reference/convars/) set elsewhere in your `server.cfg`, simply add `WEAPON_SPRAYGUN` to the existing array.
For example, if your current array is `["WEAPON_KNIFE", "WEAPON_BAT"]`, update it to `["WEAPON_KNIFE", "WEAPON_BAT", "WEAPON_SPRAYGUN"]`.
Make sure each weapon is separated by a comma and enclosed in double quotes.
# Installation
Source: https://docs.markz3d.com/utility-safe/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
You will find a `mxc_safe.sql` file that creates the necessary tables.\
Before running the server, import this file into your database using HeidiSQL, phpMyAdmin, or any other MariaDB/MySQL-compatible manager.\
Simply open your database tool, select your target database, and execute (import) the `mxc_safe.sql` file to generate the required structure.
# Creating a new liquid
Source: https://docs.markz3d.com/utility-vape/creating-a-new-liquid
Following this format:
```lua theme={null}
["item-name"] = {
puffs = 10 -- The number of puffs that the liquid will last
}
```
`item-name` *refers to the name of the item that will function as a liquid.*\
`puffs` *represents the number of puffs the liquid.*
You need to register the item in your inventory for it to work.
# Installation
Source: https://docs.markz3d.com/utility-vape/installation
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
* Install the items if you plan to use an inventory
how to install items?
If you're using a **mxc-smoking**, do the following in the mxc-smoking folder:
* Delete the `stream/[props]` folder (from the map folder)
* Open `smoking_entityset_mods.lua`
* Set all `desk-workmats` to `false`
###### Final smoking\_entityset\_mods.lua
# Installation
Source: https://docs.markz3d.com/utility-vending/installation
# 📦 Required Dependencies
* Install [Utility Lib](https://github.com/utility-library/utility_lib)
***
## Community Video
A step-by-step installation guide created by one of our community members. This video walks you through the full setup process, making it easier to get started quickly and without confusion.
this is an external community-made video and not an official MXC resource. it
should be treated as a reference or supplement to the default documentation
# utility_weapons:BreathOver
Source: https://docs.markz3d.com/utility-weapons/events/breathover
Triggered when the player hold breath until he runs out
```lua theme={null}
AddEventHandler("utility_weapons:BreathOver", function()
print("Player ran out of breath!")
end)
```
# CanHoldBreath
Source: https://docs.markz3d.com/utility-weapons/exports/breath-system/canholdbreath
Return true if the player can hold breath or not
|
Type
|
Description
|
| boolean |
If the player can hold breath |
```lua theme={null}
local isHolding = exports["utility_weapons"]:CanHoldBreath()
```
# GetMaxBreathTime
Source: https://docs.markz3d.com/utility-weapons/exports/breath-system/getmaxbreathtime
Return the max allowed breath time for a specific weapon, including the weapon experience a player has
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weaponHash` |
number |
✅ |
`-` |
The weapon hash |
|
Type
|
Description
|
| number |
The max breath time (in ms) |
```lua theme={null}
local maxBreath = exports["utility_weapons"]:GetMaxBreathTime(`WEAPON_SNIPERRIFLE`)
```
# GetRemainingBreath
Source: https://docs.markz3d.com/utility-weapons/exports/breath-system/getremainingbreath
Return a value from 1.0 to 0.0 that indicate the current remaining breath, when the player its not holding the breath it returns 1.0
|
Type
|
Description
|
| number |
The remaining breath (1.0 to 0.0) |
```lua theme={null}
local remaining = exports["utility_weapons"]:GetRemainingBreath()
```
# IsHoldingBreath
Source: https://docs.markz3d.com/utility-weapons/exports/breath-system/isholdingbreath
Return if the player is holding breath or not
|
Type
|
Description
|
| boolean |
If the player is holding breath or not |
```lua theme={null}
local breath = exports["utility_weapons"]:IsHoldingBreath()
```
# GetWeaponFireMode
Source: https://docs.markz3d.com/utility-weapons/exports/firemode/getweaponfiremode
Return the fire mode of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
|
Type
|
Description
|
| number |
The experience that the player has with the weapon
|
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
local fireMode = exports["utility_weapons"]:GetWeaponFireMode(weapon)
```
# SetWeaponFireMode
Source: https://docs.markz3d.com/utility-weapons/exports/firemode/setweaponfiremode
Set the weapon fire mode of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
| `mode` |
number |
✅ |
`-` |
The weapon firemode (1 = single, 2 = burst, 3 = auto, 4 = safety)
|
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
exports["utility_weapons"]:SetWeaponFireMode(weapon, 1)
```
# IsWeaponJammed
Source: https://docs.markz3d.com/utility-weapons/exports/jamming-system/isweaponjammed
Return the jammed state of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
|
Type
|
Description
|
| boolean |
The jammed state of the weapon |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
local jammed = exports["utility_weapons"]:IsWeaponJammed(weapon)
```
# SetWeaponJamState
Source: https://docs.markz3d.com/utility-weapons/exports/jamming-system/setweaponjamstate
Set the weapon jam state of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
| `state` |
boolean |
✅ |
`-` |
The jam state |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
exports["utility_weapons"]:SetWeaponJamState(weapon, true)
```
# GetRecoilStep
Source: https://docs.markz3d.com/utility-weapons/exports/other/getrecoilstep
Return the current recoil step of the specified weapon (every time the weapon is fired, the recoil step is increased), the recoil step can be setted in Config.Patterns
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
|
Type
|
Description
|
| number |
The recoil step of the weapon |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
local recoilStep = exports["utility_weapons"]:GetRecoilStep(weapon)
```
# HaveGunpowderTraces
Source: https://docs.markz3d.com/utility-weapons/exports/other/havegunpowdertraces
Return true if the player has a gunpowder trace.
|
Type
|
Description
|
| boolean |
If the player is holding breath or not |
The following example shows how to use the export in the client-side, for the server side you need to use the `source` argument.
```lua theme={null}
exports["utility_weapons"]:HaveGunpowderTraces()
```
# AddWeaponExperience
Source: https://docs.markz3d.com/utility-weapons/exports/weapon-experience/addweaponexperience
Set the weapon experience of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
| `experience` |
number |
✅ |
`-` |
The experience |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
exports["utility_weapons"]:SetWeaponExperience(weapon, 100)
```
# GetWeaponExperience
Source: https://docs.markz3d.com/utility-weapons/exports/weapon-experience/getweaponexperience
Return the experience of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
|
Type
|
Description
|
| number |
The experience that the player has with the weapon
|
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
local experience = exports["utility_weapons"]:GetWeaponExperience(weapon)
print(experience)
```
# RemoveWeaponExperience
Source: https://docs.markz3d.com/utility-weapons/exports/weapon-experience/removeweaponexperience
Remove experience from a weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
| `experience` |
number |
✅ |
`-` |
The experience |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
exports["utility_weapons"]:RemoveWeaponExperience(weapon, 100)
```
# SetWeaponExperience
Source: https://docs.markz3d.com/utility-weapons/exports/weapon-experience/setweaponexperience
Set the weapon experience of the specified weapon
|
Argument
|
Data Type
|
Nedeed
|
Default
|
Description
|
| `weapon` |
number |
✅ |
`-` |
The weapon hash |
| `experience` |
number |
✅ |
`-` |
The experience |
```lua theme={null}
local retval, weapon = GetCurrentPedWeapon(PlayerPedId())
exports["utility_weapons"]:SetWeaponExperience(weapon, 100)
```
# Installation
Source: https://docs.markz3d.com/utility-weapons/installation
# 📦 Required Dependencies
* Install [Utility Lib](https://github.com/utility-library/utility_lib)