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 26–50 of 301 releases

Oxide Policev1.14.0

Minor

Added

  • Destroyed vehicle recovery is simpler. A new setting, /police settings → Fleet → Destroyed vehicle recovery (Config.DestroyedVehicleRecovery), decides what happens when a fleet vehicle is wrecked or sunk:
    • Paid from treasury (default): it stays out of service until a boss presses Replace on the boss menu's Fleet screen. The boss picks how many to bring back and the treasury pays each one's replacement cost. If the treasury can't cover it, nothing is charged and the boss is told the cost and the balance.
    • Free: it is back in its garage straight away. Switching to Free also brings back every vehicle already destroyed.
    • Either way, nothing is ever charged automatically and no debt builds up. The vehicle comes back with the same plate, repaired and with a full tank.
  • Officers can have more than one vehicle out at a time, as long as the garage has a free vehicle and a free bay. Each one has its own keys and map marker, and is returned, towed or written off on its own.

Changed

  • Recover and Replace are now one Replace button, shown only with Paid recovery. The free Recover button is gone.
  • /police writeoff <plate> follows the recovery setting. With Free, the vehicle is back in its garage at once.

Fixed

  • Vehicles left out in the field are no longer deleted as wrecked about 30 seconds after a server restart when no player is near them.
  • Blown-up cars and helicopters, and helicopters that crash, are now written off within seconds. Before, they could stay listed as out on the Fleet screen.

When you update

  • Destroyed vehicles now cost their replacement cost to bring back. To keep them free, set Destroyed vehicle recovery to Free: every vehicle already destroyed comes back at once. On Paid, they stay lost until a boss replaces them.
  • There's no database migration in this version. The new setting is added as Paid from treasury and your other settings are kept. Restart the whole server after updating; new files are added.

Oxide EMSv1.2.1

Patch

Fixed

  • Units left out in the field are no longer deleted as wrecked about 30 seconds after a server or resource restart when no player is near them.
  • Blown-up units, and helicopters that crash, are now written off within seconds. Before, a blown-up ambulance took about half a minute and a blown-up helicopter could stay listed as out.

When you update

  • There's no database migration in this version. A new server file is added, so restart the whole server after updating, or run refresh and then restart oxide-ems.

Oxide Firev1.0.1

Patch

Fixed

  • Units left out in the field are no longer deleted as wrecked about 30 seconds after a server or resource restart when no player is near them.
  • Blown-up units, and helicopters that crash, are now written off within seconds. Before, a blown-up engine or chief car could stay listed as out.

When you update

  • There's no database migration in this version. A new server file is added, so restart the whole server after updating, or run refresh and then restart oxide-fire.

Oxide Bankingv2.2.1

Patch

Changed

  • The ProcessWireTransfer export takes whole dollars from $1 up to Config.Transactions.MaxTransferAmount, like transfers on the bank screen (see docs/EXPORTS.md).

Fixed

  • Reliability fixes for deposits, withdrawals, /givecash and wire transfers. Banking admin commands now also work from the server console.

Oxide Policev1.13.1

Patch

Fixed

  • A function left inside a menu-managed setting in an older customized config (for example Config.Evidence.IsDropExempt) no longer stops oxide-police from finishing its start. The console names each one and, for hooks that moved, the Config.Hooks entry to move it to.
  • A commissary refund or prisoner job reward that can't be paid is logged with the player and amount, and every admin online is alerted to pay it by hand.

When you update

  • If the console names a function in your config, move it to the Config.Hooks entry it gives, or remove it. Until you do, that hook does nothing.

Oxide Blackmarketv1.9.3

Patch

Fixed

  • With dirty money set to an account (mode = 'account' in Config.DirtyMoney or Config.SellPayout), a purchase whose payment is refused no longer hands over the item, and a sale whose payout is refused gives the items back.
  • A purchase refund, a sold item that can't be given back, or an arrest reward that can't be paid is logged with the player and amount, and every admin online is alerted to pay it by hand.

Oxide Animal Controlv1.7.2

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • A player whose saved job timeout is 0000-00-00 00:00:00 (left by earlier versions on some databases) can load their progression again.

Oxide Landscapingv1.7.1

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • On MySQL servers in strict mode, a player's progression could stop saving after they reconnected.
  • A player whose saved job timeout is 0000-00-00 00:00:00 (left by earlier versions on some databases) can load their progression again.

Oxide Vendingv1.7.1

Patch

Fixed

  • A failed business registration refunds the fee to the account it was paid from. It always went to the bank before.
  • A refund that can't be paid (business registration, vending machine purchases) is logged with the player and amount, and every admin online is alerted to pay it back by hand.

Oxide Weedv1.7.1

Patch

Fixed

  • The Germinator stops a purchase when the cash payment is refused. Before, it still handed over the items.
  • A refund that can't be paid (store, cloning, rank respec, strain registration) is logged with the player and amount, and every admin online is alerted to pay it by hand.

Oxide GoPostalv1.6.1

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • On MySQL servers in strict mode, a player's progression could stop saving after they reconnected.
  • A player whose saved job timeout is 0000-00-00 00:00:00 (left by earlier versions on some databases) can load their progression again.

Oxide Pizza Jobv1.6.1

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • On MySQL servers in strict mode, a player's progression could stop saving after they reconnected.
  • A player whose saved job timeout is 0000-00-00 00:00:00 (left by earlier versions on some databases) can load their progression again.

Oxide Newspaperv1.5.1

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • Progression no longer stops saving. The job timeout and the streak date were written back as numbers, which strict-mode MySQL refuses and other servers store as a zero date that made every later save fail.
  • A player whose saved job timeout is 0000-00-00 00:00:00 can load their progression again.

Oxide Shopsv1.4.0

Minor

Added

  • Works with Oxide HUD (free): the HUD hides while a player sits in a barber or tattoo chair, including the fades, and while an admin uses the tattoo camera editor. Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes.

Fixed

  • Weapon registration takes the fee first. A refused charge no longer registers weapons for free, and weapons that fail to register get their share of the fee back.
  • Tattoos are charged before they are applied or removed, and refunded if the change can't be saved.
  • A refund or item that can't be given back (masks, pawn shop, clothing, barber, shop purchases, auction listings, bids and buyouts) is logged with the player and amount, and every admin online is alerted to return it by hand.
  • Logging out now closes the tattoo parlor.

Oxide Pest Controlv1.1.1

Patch

Fixed

  • Daily streaks survive reconnects and restarts. A player who had already worked that day or the day before went back to a 1-day streak.
  • A player whose saved job timeout is 0000-00-00 00:00:00 (left by earlier versions on some databases) can load their progression again.

Oxide Dealershipsv1.1.0

Minor

Added

  • Works with Oxide HUD (free). Players can move the test-drive timer or switch it off in /hud, with a sample in the HUD editor, and it hides with the HUD. The HUD also hides during the catalog preview scene and while an admin draws a lot zone. Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes.
  • Config.UseHudAccent (shared/config.lua, default on): the test-drive timer uses the Oxide HUD accent instead of amber. The red last ten seconds don't change.

Fixed

  • A refused payment no longer pays the buyer. When a vehicle payment was refused, the buyer was paid the price as a refund for money that was never taken. The purchase now just stops.
  • Failed refunds are flagged. A refund or trade-in payout that can't be paid is logged with the player and amount, and every admin online is alerted to pay it by hand.

Oxide Pillsv1.1.0

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.

Oxide Pest Controlv1.1.0

Minor

Added

  • The shift summary (pop-up and phone text) lists the calls' own pay, then each bonus that paid on its own line: speed bonus, every-sign bonus, glue trap bonus, tips and daily streak bonus, before the co-op bonus and gross pay.
  • The stage card shows the bonuses still open on a call as optional lines with their counts: "Bonus: find all 8 signs" from level 5, and "Bonus: 3 glue traps by roach signs" on cockroach calls. Setting Config.Payment.fullFindBonus or Config.Payment.glueTrapBonus to 0 hides its line.
  • From level 5, taking the torch back out after the findings guides the search for the signs that are left.
  • Carrying glue traps on a cockroach call shows how to lay them for the bonus, with the count.

Changed

  • Backspace holsters the sprayer wand: the hose and wand stow and the tank stays on the back. Press G anywhere to take the wand back out (a FiveM key binding players can change: "Pest Control: take out the sprayer wand"); the stage card shows the key while the wand is holstered. Only Return Sprayer at the van takes the tank off.
  • The sprayer's stage card counts the foundation covered against the 85% the report needs (for example 62% / 85%), instead of runs filled.
  • Property editor keys: C steps through the modes (was 1 to 5 and Tab) and U undoes (was Z), as in the Oxide Fire incident editor, so they no longer clash with inventories and radial menus.

Fixed

  • The every-sign bonus is paid on each technician's own level. Before, it followed the crew leader's level, so a level 5 partner of a lower-level leader never got it.
  • The findings card counts the signs the inspection needs (for example 4 / 4), not every sign on site.
  • The first-time devices tutorial now covers glue traps as well as bait stations, and the property editor's "no runs" hint names the right key.

Oxide Phonev1.1.0

Minor

Added

  • Clear All on the lock screen and in the Notifications list: click the X beside Notifications, then Clear.
  • Lock screen stacks open into a list under the app's name, with Show less and an X that clears that app's notifications. A closed stack shows the newest notification, the edges of the ones behind it and how many more there are.
  • The passcode keypad checks the passcode as soon as the last digit is in, with no arrow or Enter to press. A wrong passcode shakes the dots, says so and clears for another try.
  • The Gigs app lists Pest Control (oxide-pestcontroljob) while it runs on your server, and its shift updates arrive as Gigs notifications.
  • With Oxide HUD (and o-link 1.12.1 or newer), the card that rises while the phone is put away is a HUD panel: players move it or switch it off in /hud, and it hides with the HUD. While the camera is up, other resources' HUD panels hide too.

Changed

  • The lock screen, the Notifications list, banners and app badges all show the same notifications, so clearing one anywhere clears it everywhere.
  • An app's badge is the number of its waiting notifications. Clearing them, or reading what they are about, removes it. Messages, Mail and Phone no longer count unread items. Apps from other resources can still show their own number.
  • A locked phone lists every waiting notification instead of only the newest ten, and a notification that arrives while it is locked shows there straight away.
  • Notifications from apps a player turned off no longer show on the lock screen.

Fixed

  • Notifications in an opened lock screen stack no longer overlap. The list scrolls in its own space between the widgets and the buttons at the bottom.
  • App badges that stayed after their notifications were cleared.

Documentation

  • docs/FEATURES.md covers the new lock screen, Clear All, badges, the passcode keypad and a new "With Oxide HUD" section. docs/CONFIGURATION.md notes that the put-away card keeps the phone's own colours with Oxide HUD. docs/FEATURES.md, docs/INSTALLATION.md and docs/INTEGRATIONS.md list Pest Control among the gig jobs.

Migration Guide

  • The phone adds a new column to oxide_phone_devices itself when it starts. If your database user can't alter tables, run sql/migrations/0016_pin_length.sql once before starting this version.
  • A passcode set before this update needs the arrow (or Enter) once. After it is entered correctly, the keypad checks it on its own.

Oxide Animal Controlv1.7.1

Patch

Fixed

  • The tranquilizer gun shows its proper model in players' hands.
  • Darts load into the tranquilizer gun with ox_inventory when you press R or use a dart from the inventory.

Documentation

  • docs/CONFIGURATION.md: the default package has 12 aggressive animal events, not 13.

Migration Guide

  • No SQL to run and nothing to change in your inventory files. Restart the server fully once after updating so players load the updated gun data.

Oxide Pest Controlv1.0.0

Major

Added

  • A pest control gig job for QBCore, Qbox and ESX (needs o-link 1.11.0 or newer, ox_lib and oxmysql). Clock in at the Bugstars depot, take the company van and answer calls about cockroaches, rats and wasps at houses, restaurants and warehouses. No framework job or items to set up.
  • Dispatch with call cards (E accept, Backspace reject), a call timer, a weighted pest mix and Cancel Current Task. Three missed or rejected calls end the shift.
  • 12 properties (4 houses, 4 restaurants, 4 warehouses), 6 with wasp nest spots.
  • UV inspection: cockroach and rat calls start as "Pest complaint". Find droppings, gnaw holes, grease marks, the burrow and the harbourage with the UV torch. A findings card then names the pest, the nest and the treatment. Hints shrink as the technician levels up.
  • Treatments: a backpack sprayer for cockroaches (wide fan or long stream, tank refills at the van), bait stations for rats, glue traps on cockroach trails, and wasp nests foamed and bagged from a stepladder (level 3+). Stings cost health and money.
  • Pet bowls and vegetable beds from level 2: spraying them brings a complaint and a charge.
  • Gear comes from the van's rear doors, and the van only offers what the next step needs. Everything goes back in the van when a call ends.
  • Filing a report at the van ends each call. Unfinished work pays less, adds a complaint and brings a customer callback.
  • On-screen stage and findings cards, distance markers and key prompts. Hold H for the job waypoint. Other players see the gear and the spraying.
  • 19 first-time tutorials (/pestcontrol tutorials, /pestcontrol tutorialreset).
  • Two-player crews: a shared van and calls, each member paid on their own level and streak plus a 15% co-op bonus. The partner keeps the van if the leader leaves.
  • Five levels (Trainee Technician to Master Exterminator) with higher pay and tips. Restaurants unlock at level 2; warehouses and wasp calls at level 3. Daily streak bonus.
  • Pay: base pay plus distance, speed and find bonuses, level, streak and tips. Van damage, treatment charges, a gas fee and tax come off at clock-out. Summary as a pop-up or a phone message (Config.shiftSummary).
  • No lost pay: shifts ended by going down, missed calls, the complaint limit or a restart are paid. A player who disconnects or logs out is paid at their next login.
  • Complaints and a 30-minute suspension at three. A call reached faster than a vehicle could drive there (Config.Calls.maxTravelSpeed) pays no distance or speed bonus.
  • In-game settings editor, /pestcontrol settings (admins): every setting with Reset to default, applied live, with Place in world buttons. Depots can be edited during shifts.
  • In-world property editor (area, spray runs, sign spots, wasp nests, no-spray zones) that blocks saving a layout a call can't use.
  • Shift menu with a camera view you frame in world, or a simple context menu (Config.menuStyle).
  • Admin tools: /pestcontrol level <level>, Force pest (Config.DebugForceSpecies) and debug logging.
  • Phone messages and an incoming-call ring on supported phones (Config.usePhone).
  • Works with Oxide HUD (free): players move or hide the stage and findings cards in the /hud editor, and the cards follow the HUD accent (Config.UseHudAccent). Without Oxide HUD, or while it is stopped, the cards use HUD → Card positions (Config.HudLayout).
  • Optional uniforms (off by default) and model replacements (Config.ModelSwaps).
  • Custom props included (tank, wand, bait station, glue trap, wasp nest, sign models).
  • Server exports: IsOnShift, GetSetting, SetSetting, GetInfo, GetShift, GetProgression, SetUpdateHandler.
  • Database tables are created automatically; nothing to import. Restart the whole server after installing so the props load.

Oxide Policev1.13.0

Minor

Added

  • Vehicle types. Every fleet vehicle has a type: Car, Bike, Quad, Boat, Helicopter or Plane. Set it on each catalog entry in /police settings → Fleet catalog, and on each vehicle in /police admin → Fleet → Vehicles. That screen shows a type badge and marks entries whose units have mixed types.
  • /police writeoff <plate> (admins and the server console) writes off a checked-out unit the server can't see lost, for example one sunk in a river or in an add-on map's water.
  • Works with Oxide HUD (free). The vehicle radar, the bodycam REC pill and the controls hint become panels players can move or hide in /hud, with a preview in the HUD editor. The HUD hides while you watch a bodycam or CCTV camera, place a camera, wear a headbag, take mugshots or use the admin camera tools. Config.UseHudAccent (in shared/config.lua, default true) gives the controls hint the server's accent colour. Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes.
  • The database tables are created automatically on first start.

Changed

  • A vehicle's type is set by admins only, and every unit spawns as its saved type. Boss purchases take it from the catalog, and the officer's game no longer detects or corrects it. A vehicle added in /police admin starts as its garage's kind (car, boat or helicopter); pick Bike, Quad or Plane yourself.
  • Catalog entries saved before this version have no type. Until you set one:
    • the entry is bought as the type your fleet already has for that model, then the shipped type, then Car;
    • the console names each such entry at start;
    • /police settings marks it "Type not set";
    • the catalog can only be saved once every entry has a type.
  • A saved type outside the six spawns as its garage's kind, with a console warning.
  • Units are written off only from what the server sees: a wrecked engine, body or fuel tank, or the unit sitting in the sea, the Alamo Sea or a reservoir. An officer's report alone no longer writes one off. For rivers and add-on water, use /police writeoff.
  • The unit count on the Vehicles screen reads x4 instead of "Quantity Badge: 4".

Fixed

  • A modified game client can no longer write off a checked-out unit by reporting it destroyed, or choose the type a vehicle is bought or spawned as.
  • A vehicle saved with the wrong type can now be corrected: set its Type on the Vehicles screen, and each unit spawns as that type from its next checkout.
  • Logging out while watching a CCTV camera now closes the camera view.

When you update

  • Set the Type of every catalog entry in /police settings → Fleet catalog. Shipped models fall back to the right type, but a custom bike, boat, helicopter or plane that isn't in your fleet yet is bought as a car until you do.
  • Check /police admin → Fleet → Vehicles for Mixed types or wrong types.
  • There's no database migration in this version. Restart the whole server after updating; new files are added.

Oxide Animal Controlv1.7.0

Minor

Added

  • Works with Oxide HUD (free): players can move or switch off the job timer, the incoming call card and the tutorial cards in the /hud editor. They hide with the HUD. Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes. A switched-off call card still rings and still answers to E and Backspace.
  • Config.UseHudAccent (shared/config.lua, default on): tutorial cards take the server's accent colour from Oxide HUD. Config file only.
  • Fastest believable trip in /animalcontrol settings → Calls & Dispatch (Config.Calls.maxTravelSpeed, 50 m/s): a call reached faster than that pays no distance or speed bonus.

Changed

  • Pay for a player who disconnects, logs out or switches character on shift is kept and paid a few seconds after they next load in, once only. Logging out or switching character now ends the shift, and a crew partner keeps the truck, the call and the animal.
  • Crew members are each paid on their own level, tip chance and streak, with the 15% co-op bonus on their own pay.
  • With Config.shiftSummary = 'nui', a shift that ends any way other than a clock-out sends the text summary. None is sent after a disconnect or logout.
  • The job creates all its database tables itself; nothing to import.
  • Refused admin attempts are logged once per player, per action, per minute.

Fixed

  • A restart now pays every player on shift.
  • Editing Offices during shifts no longer resets slot counts or breaks shifts. Deleting an office ends and pays its shifts and tells the players.
  • The pop-up summary opens with Config.menuStyle = 'menu'.
  • A payment the framework refuses is kept and paid at the next login instead of being lost.
  • Bosnian: the settings menu, the command help, and the owed-pay and office messages are now translated.

Oxide Landscapingv1.7.0

Minor

Added

  • Works with Oxide HUD (free): the yard card and tutorial cards can be moved or switched off in the /hud editor (needs o-link 1.12.1 or newer). The HUD hides while an admin uses the visual yard editor.
  • Config.UseHudAccent (shared/config.lua, default on), config file only.

Changed

  • Crew members are each paid on their own level, tip chance and streak, with the co-op bonus on their own pay, and each sees their own pay per yard.
  • Offices can be edited, reordered or deleted in /landscaping settings during shifts. Deleting one ends and pays its shifts.
  • The job creates all its database tables itself; nothing to import.
  • Refused admin and builder attempts are logged once per player, per action, per minute.

Fixed

  • Pay is no longer lost when a player disconnects, logs out or switches character mid-shift; it is paid at their next login. A shift lost to going down still pays nothing.
  • A restart now pays every running shift and sends the summary. It used to pay nothing.
  • Crew overpayment: a partner taking over, or a member rejoining, could be paid twice for the same yards.
  • Saving offices during shifts reset the slot counts, so more players than Config.MaxSlotsPerLocation could clock in.
  • A payment the framework refuses is kept for the next login.