301 releases · 35 resources

Changelog

What changed in every Oxide Studios resource, release by release. Read these before you update: migration steps and database changes are listed with each version.

Showing 251–275 of 301 releases

Oxide Drugsellingv1.1.0

Minor

Added

  • Frontend locale loader now reads the active language from the ox:locale convar via a getLocale NUI callback and loads the matching locales/<lang>.json, with graceful fallback to English

Changed

  • Migrated from community_bridge to o-link for all cross-resource communication (framework, inventory, money, dispatch, target, notify)
  • Updated fxmanifest.lua dependency from community_bridge to o-link
  • Player is now hidden locally only (SetLocalPlayerInvisibleLocally) during cinematic sell camera instead of using SetEntityVisible which was visible to other players
  • Simplified safeExport helper to use a pcall wrapper instead of colon-style proxy invocation
  • Updated all documentation to reference o-link

Fixed

  • Fixed player ped being invisible to other players during sell camera interactions
  • Fixed partial item removal not being refunded when a transaction fails mid-removal
  • Fixed source not being captured to a local in the playerDropped handler

Removed

  • Removed unused @oxmysql/lib/MySQL.lua from server_scripts

Oxide GoPostalv1.1.0

Minor

Changed

  • Migrated from community_bridge to o-link — all Bridge.* calls replaced with olink.* equivalents across client, server, and shared code
  • Unified progression table — postaljob_progression merged into shared job_progression table with composite (char_id, job) primary key
  • Vehicle spawning now uses lib.requestModel() + CreateVehicle() instead of the bridge utility
  • Death monitoring replaced with client-side health polling, removing dependency on bridge death events
  • Config.uniformsEnabled default changed from true to false (uniforms now opt-in)

Removed

  • Deleted deprecated exported_locations.lua file

Migration (existing servers)

Run sql/migrate_unified_progression.sql once before updating. This migrates data from postaljob_progression into the unified job_progression table and drops the old table. Safe to run multiple times.

Migration Guide

  • Back up your database before updating
  • Run sql/migrate_unified_progression.sql once before starting the updated resource
  • This copies data from postaljob_progression into job_progression and removes the old table
  • If you are updating multiple Oxide jobs that use this migration, only run the script once total

Oxide Roadside Assistancev1.1.0

Minor

Added

  • Configurable outfit system — opt-in uniforms for male/female with automatic revert on clock-out, respawn, and disconnect (shared/config/outfits.lua)
  • Tow truck now spawns with full fuel

Changed

  • Migrated progression data from roadsideassistancejob_progression to unified job_progression table (migration script: sql/migrate_unified_progression.sql)
  • Refactored shift finalization into reusable RoadsideFinalizeShift() function with proper partner handling during auto-clockout
  • Centralized auto-clockout logic in RoadsideHandleAutoClockOut() — removed duplicate code from call rejection and missed call handlers

Fixed

  • Tow vehicle reattachment no longer breaks mission flow when detaching and re-hooking mid-tow
  • Vehicle spawn failure during clock-in now properly aborts shift and notifies the player instead of silently failing
  • Clock-out now validates server response and displays error notification on failure
  • Partner damage charges and breakdowns now correctly applied during simultaneous crew finalization

Migration Guide

  • Back up your database before updating
  • Run sql/migrate_unified_progression.sql once before starting the updated resource
  • This copies data from roadsideassistancejob_progression into job_progression and removes the old table
  • If you are updating multiple Oxide jobs that use this migration, only run the script once total

Oxide Methv1.1.0

Minor

Added

  • All frontend UI strings are now in locales/en.json — cooking manual, stats card, crystallizer panel, additive panel, and HUD can all be translated or customized without rebuilding the frontend

Fixed

  • ESX compatibility: stress removal no longer errors on frameworks without a stress system
  • Replaced invalid switch@trevor@trev_hunt_intro animation with a valid use animation

Changed

  • Reworked drug high effects to feel like a stimulant instead of drunkenness — removed wobbly vision, drunk camera sway, and drunk walk; replaced with vivid colors, jittery hand shake, and periodic intensity surges with FOV pulses

Oxide Weedv1.1.0

Minor

Added

  • oxide-drugselling — NPC street selling has been extracted into a standalone resource that supports all drug types (weed, meth, and custom). oxide-drugselling is included with your purchase and available on your Cfx.re Keymaster dashboard as a separate download. See its documentation for setup instructions.
  • New server export AddSold(source, amount) — allows external resources (like oxide-drugselling) to track lifetime sold count on the player's weed progression
  • New admin command /weed_sellkit — gives a random assortment of sellable weed products with proper strain metadata for testing selling

Removed

  • Built-in NPC street selling system — all selling config (shared/config/selling.lua), client/server selling logic, sell panel UI, and locale strings have been removed from oxide-weed. Install oxide-drugselling as the replacement.
  • Config.Progression.xpRewards.sell — selling XP is now configured in oxide-drugselling's drug type config

Oxide Drugsellingv1.0.0

Major

Added

  • NPC street selling system with ox_target integration for ambient pedestrians
  • Vue 3 sell panel UI with product selection, variant grouping, quantity controls, and price slider
  • Pricing pipeline engine with 5 modifier types: grade multiplier, score multiplier, variant multiplier, trait bonus, metadata bonus
  • Negotiation system with accept, counter-offer (95% fair price, 60s expiry), and reject outcomes
  • Gang NPC robbery mechanic with configurable item loss and cash percentage
  • Police dispatch system with independent trigger chance on any interaction
  • Dirty money system with account and item payout modes
  • Progression bridge for XP awards and level requirements via exports on source drug resources
  • Graceful degradation when source drug resources (oxide-weed, oxide-meth) are not running
  • Weed drug type with 6 sellable items, score-based pricing, 7 trait bonuses, and generation metadata bonus
  • Meth drug type with 11 variant-specific items, grade-based pricing, and variant multipliers
  • NPC blacklist for cops, paramedics, military, rangers, and security models
  • Gang model list for Families, Ballas, Lost MC, Mexican gangs, Salvadorians, and Koreans
  • Cinematic camera system with wall-collision raycast during NPC interactions
  • NPC walk-to-player behavior with distance monitoring and timeout safety
  • Rate limiting on all server callbacks (3-5 second windows)
  • Player and NPC cooldown systems to prevent spam
  • Server-side transaction validation with rollback on partial item removal failure
  • Localization support via ox_lib locale system (locales/en.json)

Oxide Methv1.0.0

Major

Added

  • Full meth production pipeline: cook, crystallize, break, bag
  • Interactive temperature minigame with 6 cycling key controls and optimal range scoring
  • 4 base ingredients: hydrogen peroxide, ammonia, hydrochloric acid, sodium benzoate
  • 10-additive chemistry system with pour and drag interactions
  • 10 named variants (Glass, Blue Sky, Purple Haze, Lean Crystal, Green Rush, Dirty Sprite, Street Mix, Rocket Fuel, Club Special, Ice) with unique items and value multipliers
  • Purity scoring system with temperature-based base score, additive modifiers, and level-based penalties
  • 5 purity grades: Pure, High, Mid, Low, Dirty
  • Crystallizer equipment with 18 drying slots (2 columns x 9 stacked) and 5-minute crystallization time
  • Breaking system with 4-stage visual tray progression and variant-specific shard output (3-6 per tray)
  • Bagging system with scale weight mechanics (0.3-1.0g shards, 1.0g target, 0.8g minimum seal)
  • 10-level progression system with XP rewards for all production activities
  • Shared drugs_progression table compatible with other Oxide drug resources
  • Gas mask usable item for cooking protection
  • Interactive cooking manual NUI with full production guide
  • Meth table and crystallizer placeable equipment
  • Equipment ownership enforcement with Config.RequireOwnership
  • Safe zone polygon system blocking equipment placement
  • Admin commands: /methkit, /meth_sellkit, /methstats
  • Server exports: GetPlayerLevel, GetPlayerProgression, AddXP, AddSold
  • Rate limiting on all server callbacks and events
  • Session locking to prevent concurrent production activities
  • Full localization support via locales/en.json
  • Routing bucket support for instanced gameplay
  • Database persistence for equipment, drying slots, and progression

Oxide GoPostalv1.0.5

Patch

Fixed

  • Crew member names now display character names (first + last) instead of Steam names in the NUI, notifications, and invite prompts
  • Supervisor target zones no longer duplicate when the resource is restarted
  • Uniform system now snapshots appearance before applying the outfit, fixing cases where clothing bridges (e.g. illenium-appearance) corrupted the restore data
  • Removed dependency on custom GetIsPlayerDowned bridge function that prevented the resource from working with the original community_bridge

Oxide 3D Weapon Printingv1.0.1

Patch

Added

  • Item Printing (Preview) - Printers can now produce non-weapon items directly, no bench assembly required
    • New Config.ItemPrints table in shared/config/items.lua for defining printable items
    • Each entry supports: label, item, model (optional), filamentCost, printTime
    • Items are delivered as-is on collection — no quality, durability, or serial metadata
    • Ghost prop preview works when a model is provided, gracefully skipped when nil
    • All existing printer systems apply: filament cost, print time, level gating, XP, upgrades
    • /givewepblueprint command now supports both weapon and item blueprint keys
    • NUI distinguishes items (cube icon) from weapons (scroll icon) in the blueprint grid and USB picker

Limitations

  • This is a preview feature — full item printing support with metadata, categories, and dedicated UI is planned for a future release
  • Item prints are single-output only (one print = one finished item, no multi-part recipes)
  • No quality grades, durability, or custom metadata on collected items
  • Items skip weapon benches entirely — collected directly from the printer
  • Config.ItemPrints keys must not collide with Config.Blueprints keys (weapons take priority if duplicated)

Setup

  1. Define items in shared/config/items.lua
  2. Add level gates in shared/config/progression.lua under blueprintLevels
  3. Optionally add ghost prop scale/offset in shared/config/ghostprops.lua
  4. Give test USBs: /givewepblueprint [playerid] [itemkey]

Oxide 3D Weapon Printingv1.0.0

Major

Added

  • 3D Printer System - Placeable 3D printers with ghost-prop placement preview, DUI status screen, and blueprint loading via USB drives
  • Blueprint System - 60+ weapon blueprints across pistols, SMGs, rifles, shotguns, snipers, and machine guns with per-part filament costs and print times
  • Part Printing - Print individual weapon components (slides, barrels, receivers, stocks, magazines, chassis, etc.) with real-time progress tracking and collection
  • Printer Upgrades - 5 upgrade categories (Nozzle, Storage Drive, Cooling Fan, Build Plate, Power Supply) with up to 3 tiers each, PSU requirements, and level gates
  • Weapon Assembly - Placeable weapon benches for assembling printed parts into finished weapons with crafting animations and 3D weapon preview
  • Quality System - 5-tier quality grading (Poor, Decent, Standard, Quality, Superior) based on player level, build plate upgrades, and experience bonuses
  • Weapon Durability - Shot-based degradation, escalating jam chances at low durability, unjam animations, and weapon destruction at 0%
  • 10-Level Progression - XP from loading USBs, completing prints, and assembling weapons with tiered weapon and upgrade unlocks
  • Experience Bonuses - Accumulated prints and assemblies grant progressive speed and quality bonuses up to a configurable maximum
  • USB Malfunction - Configurable chance for USB loading to fail, reduced by player level and cooling fan upgrades
  • Bad Luck Protection - Configurable chance and penalty for failed print attempts
  • Placeable Tables - General-purpose placeable tables with ownership and per-player limits
  • Floating Labels - Toggle-able floating info labels above printers and benches showing status, progress, and upgrade info
  • Camera System - Smooth camera transitions when interacting with printers and benches
  • Safe Zones - Configurable polygon zones where equipment placement is blocked
  • Ownership System - Configurable owner-only pickup for all placed equipment
  • Per-Player Limits - Configurable maximum count of printers, benches, and tables per player
  • Rate Limiting - Server-side rate limiting on all player actions
  • Admin Commands - Full suite of admin commands for testing: /printer_kit, /bench_kit, /upgrade_kit, /give_parts, /givewepblueprint, /wp_setlevel, /wp_setxp, /wp_info, /wp_testkit, /table_kit
  • Custom Props - 30 custom streamed props for weapon parts and 3D printer model
  • Database Persistence - All placed printers, benches, tables, and active prints persist across server restarts

Oxide Blackmarketv1.3.0

Minor

Added

  • Config.EnableTiers option to disable the reputation/tier system entirely - when set to false, all shop items are available to all players, reputation is not gained or lost, tier notifications are suppressed, pager works without tier requirements, and tier/rep display is hidden from the shop UI

Oxide Landscapingv1.1.4

Patch

Added

  • Tutorial tooltip system with KVP persistence, queueing, and auto-dismiss timer
  • 10 tutorial steps covering clock-in, mower usage, blades, obstacles, yard completion, timer expiry, vehicle damage, mower breakdown, level up, and crew join
  • Tutorial toggle (/landscapingtutorials) and reset (/landscapingtutorialreset) commands
  • Payment breakdown notifications on shift completion showing base pay, bonuses, and deductions

Fixed

  • Mower duplication when crew partner joins — crew members now adopt the existing networked mower instead of spawning a duplicate
  • Mower duplication on rapid unload/load — added mutex guards to prevent concurrent state changes
  • Mower duplication on load/unload cycle in crew — added ownership tracking so crew partners don't delete or re-spawn the leader's mower entity
  • Crew partner mower state desync — partner's local state now updates immediately on unload sync with background entity resolution retry
  • ox_target NPC zones persisting after resource restart — switched from sphere zones to entity-based targets matching the roadsideassistance pattern
  • Grass patches blocking ox_target raycasts to obstacle rocks — disabled collision on grass prop entities
  • Players could enter the cosmetic mower while attached to the truck roof — mower doors now locked for all players when on roof, unlocked when unloaded
  • Players could load the mower while another player was driving it — added occupancy check before and after progress bar

Oxide Roadside Assistancev1.0.1

Patch

Changed

  • Mission timers are now server-authoritative and distance-based — replaced hardcoded missionTime per event with dynamic calculation using Config.Timer.baseTime + distance * Config.Timer.timePerDistanceUnit
  • Removed extraTime config option — timer is now a single computed value
  • Removed missionTime field from all event definitions in shared/config/events.lua

Fixed

  • Towed vehicle freezing permanently when detached mid-tow — removed the re-freeze on detach outside delivery zone so players can re-hook and continue the mission

Oxide Animal Controlv1.0.0

Major

Added

  • Initial release of the animal control gig job
  • 4 job types: aggressive animal, stray capture, wildlife removal, and deceased pickup
  • 55 preconfigured events across the city (13 aggressive, 15 stray, 5 wildlife, 22 deceased)
  • Tranquilizer dart gun system with inventory-managed weapon and limited ammo per call (5 darts)
  • Bait placement system with ghost preview, scent particle effects, and player retreat mechanics
  • Stealth detection system with configurable native crouch detection or random chance fallback
  • Animal behavior AI: aggressive combat targeting, stray flee/approach cycles, wildlife waypoint patrols, deceased ragdoll states
  • Animal state machine: ALIVE, SEDATED, CAPTURED, LOADED, DEAD with transition logic
  • Sedation wake-up timer (30 seconds) requiring re-tranquilization
  • Escape radius detection per job type with complaint penalties
  • Animal kill detection with fine ($150) and complaint
  • Reporting NPC system with civilian models, reaction animations, and thank-you gestures on job completion
  • World NPC flee behavior around aggressive animals and wildlife
  • Shelter delivery system for live animal transport to Config.ShelterDeliveryPoint
  • Deceased remains collection with body bag prop and carry animation
  • Call dispatch system with configurable intervals (15-45s) and 30-second response window
  • 5-tier progression system (Volunteer, Handler, Senior Handler, Field Supervisor, Chief Officer) with persistent database tracking
  • 2-player crew co-op system with shared calls, vehicle sharing, and 15% co-op pay bonus
  • Payment system with base pay, distance bonus, speed bonus, level multiplier, streak bonus, tips, gas fees, and taxes
  • Complaint system with animal escape, animal kill, vehicle destruction, and death penalties; 30-minute timeout after 3 strikes
  • Server-authoritative mission timers calculated from base time plus distance
  • NUI frontend with mission timer, incoming call notification, shift menu with cinematic camera, shift summary screen, and tutorial tooltips
  • 3D floating waypoint system (hold H to show) with distance-based scaling
  • Dual menu style support: NUI (cinematic camera, crew headshots) and Bridge.Menu (lightweight context menu)
  • Phone integration via community_bridge for shift emails and notifications
  • Safety zones around animal scenes with speed zone tiers for NPC traffic
  • Admin builder tool (/animalcontrolbuilder) for creating office locations and job events
  • Tutorial commands (/animalcontroltutorials toggle, /animalcontroltutorialreset reset)
  • 17 contextual tutorial tooltips for new player onboarding
  • Database table animalcontroljob_progression for persistent progression
  • Dart weapon damage restriction (only affects active job animals while on shift)
  • Animal model registry with 14 animal types including dogs, cats, coyotes, mountain lions, panthers, and deer
  • English locale (locales/en.json)

Oxide Weedv1.0.3

Patch

Fixed

  • Heat lamps and plants not disappearing after pickup/harvest due to silent entity deletion failures — added fallback cleanup methods
  • "Attempt to index a nil value" error when interacting with a lamp or plant that was already removed server-side
  • Ghost plant models from earlier growth stages persisting after stage transitions — orphaned entities are now retried for deletion and have their interactions stripped immediately
  • Plant water and fertilize interactions crashing if the plant data was removed while the model was still visible
  • Picking up lamps/plants multiple times in quick succession causing desync — interactions are now blocked while a removal is pending
  • Server now notifies the client on lamp removal failure (inventory full, ownership, rate limit) so the interaction unblocks correctly

Oxide Chatv1.0.0

Major
  • Modern glassmorphism chat UI
  • Proximity-based roleplay messaging (/me, /do, /whisper, /shout)
  • Job-specific radio channels
  • Private messaging system
  • Customizable settings (position, opacity, colors, density)
  • Command autocomplete with suggestions
  • Emoji picker
  • FiveM chat API compatibility layer

Oxide Weedv1.0.2

Patch

Added

  • Configurable needs effect toggles for smoking (needsEffects.stressRelief, needsEffects.hungerCost, needsEffects.healing) — disable individually for frameworks without stress, hunger, etc.

Changed

  • Increased default smoking effect duration from 45-90s to 5-10 minutes (densityDurationMin/densityDurationMax)

Fixed

  • Removed unused config values (baseDuration, maxSlots, moldOffset, coughChance, dead selling animations)

Oxide Pizza Jobv1.0.0

Major

Added

  • Vue 3 + Vite + Tailwind frontend with delivery HUD, shift menu, waypoint overlay, and shift summary screen
  • Three order types: Standard (1.0x), Priority (1.5x), and Catering (3.0x) with level-gated access
  • 5-tier progression system (Trainee, Driver, Reliable, Senior, Veteran) with persistent database tracking
  • Random event system: Customer Not Home (8%), Rush Order (10%), Wrong Address (5%)
  • Customer reaction system with 4 tiers (Excellent, Good, Poor, Bad) based on delivery performance
  • Pizza box prop with carry animation, vehicle storage interaction, and automatic attach/detach on vehicle enter/exit
  • Delivery timer system with distance-based time limits and 15% late penalty
  • 3D floating waypoint overlay (hold H) with distance scaling and distance text
  • Daily streak bonus system (up to 7 consecutive days, $10/day)
  • Complaint and suspension system (3 complaints triggers 30-minute timeout)
  • Lump-sum shift payout with gas fee (5%) and tax (10%) deductions
  • Tips paid instantly as cash, base earnings deposited to bank on clock-out
  • Vehicle damage charge system based on body health at clock-out
  • Uniform system with separate male/female outfit configurations
  • NUI shift menu with cinematic camera and sway animation per location
  • Bridge.Menu fallback context menu for servers preferring simplicity
  • Shift summary delivered via NUI popup or SMS (configurable)
  • Phone integration for shift event notifications via community_bridge phone bridge
  • Tutorial system with 8 contextual tooltips and KVP persistence
  • Player commands: /pizzatutorials (toggle), /pizzatutorialreset (reset progress)
  • Admin coordinate builder: /pizzacreate, /pizzavehicle, /pizzadeliv, /pizzaexport, /pizzacancel
  • Server-side anti-teleport validation based on delivery distance
  • Rate limiting on all server callbacks and events
  • Automatic cleanup on disconnect, character unload, death, and resource restart
  • 3 pre-configured shop locations: Downtown, Del Perro, and Mission Row
  • Localization support via locales/en.json

Oxide Roadside Assistancev1.0.0

Major

Added

  • Initial release of the roadside assistance gig job
  • 4 service types: fuel help, wheel change, battery replacement, and vehicle towing
  • 40 preconfigured events across all job types (10 fuel, 10 wheel, 10 battery, 10 towing)
  • Call dispatch system with configurable intervals (15-45s) and 30-second response window
  • 5-tier progression system (Trainee, Mechanic, Senior Technician, Team Lead, Master Technician) with persistent database tracking
  • 2-player crew co-op system with shared calls, vehicle sharing, and 15% co-op pay bonus
  • Safety cone system with 3 placeable cones, ghost preview placement, tiered speed zones, and per-cone pay bonus
  • Props system with jack, spare wheel, jerry can, and battery — truck-mounted with third-eye take/return interactions
  • Stranded NPC behavior with exit animations, proximity-based animation cycling, and impatient reactions
  • Breakdown visual effects: hazard lights, cosmetic damage, engine smoke, flat tires
  • Payment system with base pay, distance bonus, speed bonus, cone bonus, level multiplier, streak bonus, tips, gas fees, and taxes
  • Complaint system with vehicle destruction and death penalties, 30-minute timeout after 3 strikes, complaint decay per completed job
  • NUI frontend with mission timer, incoming call notification, shift menu with cinematic camera, shift summary screen, and tutorial tooltips
  • 3D floating waypoint system (hold H to show) with distance-based scaling
  • Dual menu style support: NUI (cinematic camera, crew headshots) and Bridge.Menu (lightweight context menu)
  • Phone integration via community_bridge for shift emails and notifications
  • Admin builder tool (/roadsidebuilder) for creating tow yard locations and job events
  • Tutorial commands (/roadsidetutorials toggle, /roadsidetutorialreset reset)
  • Database table roadsideassistancejob_progression for persistent progression
  • English locale (locales/en.json)

Oxide Vendingv1.4.0

Minor

Added

  • Config.Business.MaxBusinesses option to set a server-wide limit on total businesses (0 = unlimited)

Changed

  • Migrated to community_bridge — All framework abstraction is now handled by community_bridge instead of the built-in bridge system. Dependencies simplified to just oxmysql, ox_lib, and community_bridge for all frameworks
  • Business balance is now built-in — Stored directly on the vending_businesses table instead of using oxide-banking. Existing servers must run:
    ALTER TABLE vending_businesses ADD COLUMN balance BIGINT NOT NULL DEFAULT 0;
    
  • Dashboard map rewritten with tiled PNG rendering (20 tiles in a 4x5 grid) replacing the single 6MB gta-map.png image. Default zoom starts further out (0.5x) with a range of 0.25x to 5.0x for crisp rendering at all zoom levels

Removed

  • Built-in bridge/ directory and all framework-specific bridge files
  • Config.BridgeOverride setting (framework detection handled by community_bridge)
  • Config.StandaloneMoney and Config.StandaloneInventory function tables (handled by community_bridge)
  • Config.UseBanking and Config.BusinessAccountPrefix settings — business balance is now built-in on the vending_businesses table, replacing the oxide-banking integration
  • oxide-banking optional dependency — no longer needed
  • Framework-specific dependencies (qb-core, qb-target, qb-inventory, qb-radialmenu, qb-input, es_extended, ox_target, ox_inventory) — these are now managed through community_bridge

Oxide GoPostalv1.0.4

Patch

Fixed

  • Fixed race condition in clock-out callback that allowed duplicate shift payments when spamming the clock-out button — shift state is now cleared before payment processing
  • Added missing active shift validation on clock-out, preventing callbacks from executing without a valid shift