Oxide Pills changelog

Every released version of Oxide Pills, newest first. Read the notes for each version between yours and the latest before you update.

v1.1.1

PatchLatest

Changed

  • The SetSetting export refuses a change while settings are still loading at startup and returns false. Before, it accepted the change and then lost it.
  • The reagent test result card and the engraver's brand name field no longer have a coloured bar down their left edge.

Fixed

  • oxide-pills no longer fails to start when a customized config has a function inside a saved setting. The function is ignored and the server console names it.
  • /pills settings now says why a change wasn't saved (settings still loading, a number that isn't valid, or a database error) instead of "value rejected", and keeps the old value. A failed reset now shows an error too.

v1.1.0

Minor

Added

  • Works with Oxide HUD (free): the stage header, the tallies and career card, the dust meter and the controls (key prompts with the press and rotary consoles) can be moved or switched off in /hud, with a preview in the HUD editor. They share spots with other jobs' cards and hide with the HUD (pause, cinematics, death, character select). Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes.
  • Config.UseHudAccent (shared/config.lua, default on): the stage HUD uses the Oxide HUD accent instead of red. Config file only.

Fixed

  • When a pharma delivery can't give back the dirty money or blister cards it took, every admin online is alerted with the player and amount, so it can be returned by hand.

v1.0.0

Major

Added

  • First release of oxide-pills.
  • Runs on QBCore, QBX and ESX through o-link. ESX needs ox_inventory.
  • A full pill lab: mill, blend, press, sort and pack, each worked by hand at its own station.
  • 17 placeable stations: a lab workbench with 2 machine slots, 11 benchtop machines and 5 floor machines, all kept through restarts.
  • A hidden quality profile for every batch (potency, integrity, imprint, finish and consistency) that only a light box reading reveals.
  • A mortar and pestle ground by circling the mouse, and a blade grinder you pulse and knock clean.
  • A stand mixer loaded by hand: pour each ingredient for as long as you want it in the bowl.
  • A hand-cranked press where your pace is the skill, and an electric press with four speeds.
  • Die residue that builds as you press and is scrubbed off with a brush, and die wear that follows the die set.
  • Tray sorting: throw out crumbled, capped, chipped, picked, blurred and patchy tablets before the batch is counted.
  • Five product lines: Party Pills, NOVA Bars, VELA Blues, AXIA Percs and AURA Capsules.
  • Counterfeit VELA Blues and AXIA Percs, judged on how well they pass for the real thing.
  • A die engraver for cutting tooling to a product line and stamping its face.
  • Player brands: a unique name and one of 8 symbols pressed onto party pills, with a reputation that sales build and overdoses and seizures damage.
  • Hand-filled baggies, labelled pharmacy bottles and sealed blister cards, each protecting pills differently.
  • Granulating sieve, drum tumbler, ball mill, pan coater and hardness tester for better batches.
  • A capsule filling board for AURA Capsules: spread, tamp and cap 30 shells at a time.
  • A rotary press worked by a crew of up to three (feeder, sorter and packer), or by one player alone.
  • Dust from milling and pressing, with a wearable dust mask and a placeable dust collector.
  • Mystery powder that only a reagent test kit can identify, and that can turn out to be fentanyl.
  • Usable pills with effects per product line, and overdoses from batches that are too strong or from taking too many.
  • Pills that break in crashes, falls and over time; broken tablets can be ground back down.
  • Street sales through oxide-drugselling 2.0.0 or newer, priced by four buyer types who each judge a batch differently.
  • A pharma delivery run that pays per blister card and launders dirty money at each drop.
  • Pill ID lookup for brands and counterfeit imprints, with police evidence logging and an optional press serial trail.
  • 10-level progression that unlocks stations and product lines, shows more detailed readings as players climb, and adds two level-10 perks.
  • An in-character Pressing Manual item (pill_manual) covering the whole trade.
  • Single /pills command: /pills stats and /pills pillid for players, and /pills settings, /pills kit, /pills setlevel and /pills traytest for admins.
  • Live settings editor (/pills settings): change settings in game with no restart, and draw placement zones in the world.
  • Blocked or allowed placement zones, and a per-item job and gang usage whitelist.
  • Optional police alerts for each production stage and delivery handoff, off by default.
  • Optional Pill ID tablet app with oxide-tablet, overdose conditions with oxide-medical, and territory bonuses with oxide-gangs.
  • Model replacements for older game builds (Config.ModelSwaps).
  • 59 inventory items with icons, and a ready-to-paste items/ox_inventory_items.lua.
  • Database tables are created automatically at boot; sql/install.sql ships for manual installs.
  • English locale (locales/en.json) covering every notification, prompt and menu.