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 142 releases

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 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 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.

Glitchv1.0.1

PatchOxide Phone

Fixed

  • Glitch no longer fails to start ("migrations failed", duplicate column) when sql/migrations/0002_characters.sql was imported by hand or an earlier start stopped part-way. The file can run any number of times, and Glitch completes a partial one on its next start.

Changed

  • Installation guide: both migration files are listed, importing them by hand is safe more than once, and the database user also needs permission to change tables.

Oxide EMSv1.1.1

Patch

Fixed

  • Clocking in at a facility now requires standing at one of its clock-in points. A modified game client could clock in from anywhere before. With Require facility clock-in turned off, /ems duty still works anywhere.
  • Treasury deposits and withdrawals, admin funding, salaries, fleet purchases, supply prices and grade salaries only accept a real amount of money: a whole number above zero. A modified game client could send an invalid number that slipped past the old check and broke the treasury balance or a medic's bank balance.
  • A deposit only reaches the treasury once the money has actually left the depositor's bank.
  • A fleet purchase is limited to 50 vehicles at a time. An oversized order of a free catalog vehicle could stall the server.
  • Bosses can change only their own badge number and callsign, and those of medics ranked below them. Before, they could change anyone's in the department, including higher ranks.
  • Pressing ESC to cancel an in-world placement no longer closes the whole /ems settings menu.
  • The /ems settings menu now closes when the character logs out instead of staying on screen.
  • A setting the database fails to save keeps its old value and shows as rejected in /ems settings, instead of looking saved until the next restart. The SetSetting export returns false when the save fails.
  • Salaries, back pay and treasury deposits and payouts show a description in players' bank history ("Paycheck", "Back pay", "Department deposit", "Department payout").

Changed

  • With wage garnishment turned on in oxide-banking, EMS salaries now count as wages and can be garnished for loans in collections.

Added

  • itemimages/ox_inventory_items.lua: paste-ready ox_inventory definitions for the seven EMS and medical items.
  • The /ems settings editor's buttons, placeholders and messages can be translated: 26 new settings_ui.* keys in locales/en.json, plus five treasury.* keys for the bank-history descriptions.
  • A security warning in the log when someone who isn't an admin tries to open or change /ems settings.

Documentation

  • docs/FEATURES.md, docs/INSTALLATION.md and docs/TROUBLESHOOTING.md: where down and death alerts go with oxide-dispatch, with no dispatch resource, and with another one.
  • docs/ESX_INSTALL.md and docs/QBX_INSTALL.md point to itemimages/ox_inventory_items.lua for the item definitions.
  • docs/ADMIN.md: clock-in points, the boss rank rule for roster edits, and the fleet purchase limit.
  • docs/EXPORTS.md: SetSetting returns false when a save fails.

Oxide Phonev1.0.2

Patch

Fixed

  • Changing the phone camera's mode no longer sends the EMS distress signal. Camera mode was on G, the distress key in oxide-ems; it is now on F7 for every player, including those who already joined your server. Players who had moved camera mode to another key need to set it again in FiveM's key bindings.

Added

  • Config.Camera.modeKey (default 'F7') sets the starting key for camera mode. Change it in /phone settings → Device → Media → Camera, then restart the phone. Players can still rebind it in FiveM's key bindings.

Documentation

  • docs/FEATURES.md, docs/ADMIN.md and docs/CONFIGURATION.md show F7 for camera mode and the new Config.Camera.modeKey.

Oxide Phonev1.0.1

Patch

Fixed

  • The Phone Wiper icon (items/phone_wiper.png) was flat clip art that did not match the other item icons. It is now a photoreal icon in the same style.

Added

  • An icon for the phone item (items/phone.png), showing the bundled phone. Until now the phone used your inventory's stock phone picture.

Documentation

  • INSTALLATION.md, ASSETS.md and items/ox_inventory_items.lua list all five item icons.

To update: copy phone.png and phone_wiper.png from items/ into your inventory's image folder (ox_inventory/web/images/ or qb-inventory/html/images/), replacing the old files.

Oxide Blackmarketv1.9.2

Patch

Changed

  • The Burner Pager's item image now ships in itemimages/blackmarket_pager.png, with a paste-ready ox_inventory entry in itemimages/ox_inventory_items.lua.
  • Every button and placeholder in /blackmarket settings can now be translated in locales/en.json.
  • Attempts to open or change /blackmarket settings without admin rights are now written to the log.

Fixed

  • Pager tips without a phone. On servers with no phone resource, the tip now shows as a notification with the location, instead of telling the player to check an inbox that never gets the email. With a phone, the tip still arrives as an email.
  • A /blackmarket settings change the database fails to save is now reported as failed, instead of applying until the next restart. Resetting a setting reports a failed save the same way.
  • Pressing ESC to cancel an in-world placement no longer closes /blackmarket settings as well.
  • /blackmarket settings now closes when your character logs out.

Documentation

  • docs/FEATURES.md and docs/INSTALLATION.md: how pager tips arrive with and without a phone, and where the item image now lives.

Oxide Dealershipsv1.0.5

Patch

Fixed

  • Missed-payment invoices reach the bank. When a financed vehicle loan defaults, the missed-payment invoice is now created in oxide-banking and can be paid. Collected payments go into a dealership business account, which is created automatically.
  • No emails without a phone. On servers without a phone resource, the dealership no longer tries to send emails, so the console no longer shows o-link fallback warnings.

Oxide Multicharv2.0.4

Patch

Fixed

  • Pressing Play could leave the player on the aerial spawn camera with the character card still on screen and no way forward, when the spawn flow was started a second time before the location picker appeared. A second Play press is now ignored, the button shows "Loading..." until the picker opens, and a flow that fails part-way returns the player to character selection instead of leaving a dead camera.
  • ESX: the card above each character showed $0 cash, $0 bank and "Unemployed" for everyone. Balances and jobs are now looked up by the character's identifier when the State ID lookup finds nothing.

Requires

  • ESX servers: o-link 1.10.1 or newer. It fixes "Failed to load character" when pressing Play on a character that is already loaded.

Oxide Blackmarketv1.9.1

Patch

Changed

  • Dealer spawn locations are now server-only. Config.Locations moved from shared/config.lua to the new server/config.lua, and the list is no longer sent to players' game clients - cheaters can't read it out of the downloaded resource files or out of the synced settings.
  • Editing spawn locations in /blackmarket settings works exactly as before. If you already run the resource, your saved locations live in the database and carry over - nothing to redo.

Fixed

  • Settings you customized could be reset to the file defaults at startup if the settings table read came back empty. Startup now only adds settings that are missing, and never overwrites saved ones.
  • Decimal settings in /blackmarket settings no longer come back as 0.90000000000009 after saving.

Documentation

  • CONFIGURATION.md and INSTALLATION.md updated for the new server/config.lua file.

Oxide Shopsv1.0.3

Patch

Changed

  • The Purchase Shop option now shows the asking price on the option itself, and opens a confirmation with the shop name and price before any money is taken. Previously the purchase went through the instant the option was clicked.
  • The shop templates and wholesale catalog that ship with the resource now list firstaid where they previously listed medkit. Servers that already have these saved in the database keep their current item — rename it in /shop settings if you want to match.

Fixed

  • Trying to buy a shop you can't afford now tells you the asking price and how much you are short, instead of only "You don't have enough money". The wording is editable in locales/en.json.
  • Settings toggles switched off in /shop settings no longer revert to their built-in default on the next server restart.

Oxide EMSv1.0.2

Patch

Fixed

  • painkillers no longer stops working as a cure when oxide-medical is installed. Both resources were claiming the item and whichever started last won, so on some servers taking painkillers did nothing at all, with no error anywhere. oxide-medical owns it now, because it is the cure for fever.
  • The Refresh and Close buttons at the bottom of the /ems admin sidebar no longer sit flush against their own border.

Added

  • ClaimPainkillers in shared/config/compat.lua, set per framework and off by default. Turn it on to take painkillers back for oxide-ems — on Qbox that restores the stock damage-effect stack, and the fever cure stops working.

Documentation

  • New troubleshooting entry for "No Medical Records" and "The medical system is not available", covering both causes: oxide-medical not running, and an o-link older than 1.4.1, which is too old to connect the two resources. A working /med record rules out neither.
  • Install guides now tell you to confirm painkillers, bandage, ifaks and your first-aid item really are in your inventory's item list. They ship with every supported framework, but trimmed item lists drop them and a missing entry fails silently.

Oxide Medicalv1.0.1

Patch

Added

  • Item images now ship with this resource, in itemimages/: antacid, antibiotics, antiviral, medical_bandage and medical_splint. They previously lived only inside oxide-ems, so installing oxide-medical on its own left you with no images to copy.

Documentation

  • painkillers is now listed alongside the other five cure items in every install guide, with a copy-paste entry for each inventory. It is stock on QBCore, ESX and Qbox and easy to assume is present, but trimmed item lists drop it — and an unregistered cure item fails silently: using it does nothing and nothing appears in F8 or the server console.
  • Troubleshooting covers that silent failure directly, and adds a stale o-link as a cause of cure items never registering.
  • Documented that oxide-ems deliberately leaves painkillers alone, so the fever cure keeps working when both resources are installed.

Oxide 3D Weapon Printingv1.1.4

Patch

Fixed

  • Jammed weapons actually jam now. A jam was announced on screen but the weapon kept firing normally, so jamming had no effect on gameplay at all.
  • Printed weapons wear out at the right rate. Durability counted every frame the trigger was held rather than shots actually fired, so a printed weapon degraded far faster than the shot counts in your config — a burst could register dozens of "shots" from a handful of rounds. Both durability and the jam roll now count real rounds fired.
  • The 3D printer's built-in screen works again. The page that draws the printer's on-prop display was missing from the download, leaving the screen blank on every printer. It now shows the idle, blueprint-loaded and printing-progress states as intended.

Changed

  • The weapon bench item was renamed from weapon_bench to weaponbench. Some inventories reject item names starting with weapon_, which stopped the bench working on those servers entirely. Its icon was renamed to match (itemimages/weaponbench.png).
  • The printer manual now reads the item names from your config instead of assuming the defaults, so renaming any of the printer, bench, table, USB or filament items keeps the manual working.

Documentation

  • Corrected weapon_bench to weaponbench throughout docs/CONFIGURATION.md, docs/FEATURES.md and docs/INSTALLATION.md, and the admin command permission column in docs/ADMIN.md now reads "Admin" rather than naming a per-command permission that is no longer used.

Migration Guide

  • Rename the bench item in your inventory. In your framework's item list, change weapon_bench to weaponbench (keep the label, weight and other properties as they are). Any bench items players are already holding will need to be re-issued.
  • Re-copy the itemimages/ folder into your inventory's image directory so the renamed icon is picked up.
  • If you set Config.BenchItem to your own item name, no change is needed.

Oxide Dealershipsv1.0.4

Patch

Fixed

  • Test drive and purchased vehicles appear reliably. Both are now created by the server directly into the buyer's world instead of being spawned by their game client, closing the gap where a car could be paid for or a test drive announced with no vehicle ever showing up.
  • Test drive cars can no longer be left behind. The server now removes the test drive vehicle on every ending — timer expiry, manual end, resource restart, or the driver disconnecting — instead of relying on the driver's game to clean it up.
  • You're told when delivery fails. If a bought car can't be placed on the lot you now get "Your vehicle couldn't be delivered to the lot — pull it from your garage", and a test drive that can't start says so instead of showing a misleading "test drives are disabled" message. A failed delivery never costs you the car — the purchase is already yours.

Documentation

  • docs/CONFIGURATION.md: Config.Debug draws the dealership lot-zone outlines in-game; it does not add server console output.
  • docs/TROUBLESHOOTING.md: corrected the note about upgrade SQL files — sql/install.sql is the complete schema and there are no separate migration files.

Oxide Bankingv2.0.2

Patch

Fixed

  • Debit card limit counted every card on the server - Personal checking cards were counted server-wide instead of per character, so once the server reached the card limit no one could order a new debit card. Card limits and card lists are now per character. Shared, job, and gang accounts are unaffected.
  • Paid invoices could be left unpaid - A failure while writing statement history no longer undoes a payment that already went through. The money moves, the invoice is marked paid, and the failure is written to the server log instead.
  • Invoice actions failed silently - Creating, paying, or cancelling an invoice now shows a clear error message instead of leaving the banking screen unresponsive when the server hits a problem.
  • Blank invoice confirmations - Success messages now show the correct invoice number and paid amount.

Changed

  • Admin commands use your framework's admin check - Every banking admin command (listed in docs/ADMIN.md) now uses the standard admin check instead of requiring a separate group.admin ACE grant in server.cfg. Existing framework admins keep access with no config changes, and the server console can still run every command.

Documentation

  • docs/EXPORTS.md - Documented the new optional citizenid argument on GetCardsForAccount and GetAccountCardCount.

Oxide EMSv1.0.1

Patch

Fixed

  • Dying no longer teleports you away from where you died and replaces your character with a random pedestrian. FiveM's built-in auto-respawn is now switched off on every framework, the way the ambulance job oxide-ems replaces used to do it.
  • Settings you switch off in /ems settings no longer revert to their default when the server restarts.

Oxide Roadside Assistancev1.4.1

Patch

Fixed

  • Safety cones could not be placed — taking a cone off the truck never showed the placement preview, and the worker could be left stuck carrying the cone. Placement works again in both tow truck and flatbed modes.
  • Flatbed: returning a cone to the truck put it at the tow truck's storage spot on the chassis instead of the flatbed's cone stack. Returned cones now sit on the bed and ride along when it raises or lowers.