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 76–100 of 142 releases

Oxide Policev1.4.5

Patch

Added

  • Officers can belong to more than one department. A character can now be hired into several departments at once — for example the city police and the sheriff's office — each keeping its own badge number, callsign, rank, and pay. The department they count as "working" at any moment is whichever police job they currently have selected; duty, the boss menu, the MDT, and field tools all follow that active department. This is off by default. Turn it on with Config.AllowMultiDepartment = true in shared/config.lua. With it off, hiring someone into a second department still moves them out of the first, exactly as before.
  • Works with g-multijob. Oxide Police now plugs into the g-multijob multi-job menu, so officers can switch between their police job and their other jobs from that menu. Hiring or firing an officer automatically adds or removes their police job in the menu, and switching to a non-police job takes them off police duty until they switch back. It turns on by itself when g-multijob is installed (Config.Compatibility['g-multijob'] in shared/config/compat.lua) and needs Config.AllowMultiDepartment = true. Full setup steps are in the g-multijob section of docs/ESX_INSTALL.md.

Changed

  • /pfire can target one department. When a player belongs to more than one department, you can now fire them from a single department and leave the others untouched: /pfire <serverID> <departmentName>. Without a department name it still fires them from the department they are currently working.

Fixed

  • Station no longer thinks you're on duty when you're not. If you were taken off duty by something other than clocking out yourself — being fired or moved while on duty, or switching to another job — the station's clock-in point could still treat you as on duty and refuse to let you clock back in. It now always matches your real duty status.

Database

  • When upgrading, run the new file in sql/migrations/ (005_multi_department.sql) once. It lets a character be stored in more than one department. Fresh installs already include it, and it is safe to run on an existing database.

Notes

  • Both new features stay off until you turn them on. If you change nothing, the resource behaves exactly as it did before.
  • The new settings live in shared/config.lua (Config.AllowMultiDepartment) and shared/config/compat.lua (the g-multijob block). If you use customized copies of those files, copy the additions over to get them — fresh installs already include them.

Oxide Dealershipsv1.0.3

Patch

Fixed

  • Test drive vehicles now spawn reliably. On some servers a test drive would announce it started but no car would appear — sometimes even showing a "test drives are disabled here" message while they were switched on. The test drive car now spawns dependably and puts the player behind the wheel.
  • Purchased vehicles spawn more dependably. Cars bought from a dealership now appear reliably across different server setups; on some configurations a purchase could go through without the vehicle spawning in.

Oxide Policev1.4.4

Patch

Added

  • Turn off bullet casings for on-duty officers. A new setting lets you stop on-duty officers from leaving bullet casing evidence when they fire — so range training or a duty firefight doesn't litter the area with collectable casings. It is off by default, meaning officers leave casings just like everyone else until you turn it on. Set Config.Evidence.OfficersDropBullets = false in shared/config/evidence.lua. Off-duty officers and civilians always leave casings.
  • Skip evidence drops during your own minigames or modes. A new check lets you stop a player from leaving any evidence — bullet casings, blood, and vehicle fingerprints — while they are in a state you control, such as a paintball or laser-tag minigame. You write the check using your other resource's export. See Config.Evidence.IsDropExempt in shared/config/evidence.lua and the "Excluding players from evidence drops" section in docs/CONFIGURATION.md.

Notes

  • Both new settings live in shared/config/evidence.lua. If you use a customized copy of that file, copy the additions over to get them; fresh installs already include them.

Oxide Dealershipsv1.0.2

Patch

Fixed

  • Turning off test drives now actually disables them. Setting a shop's test drives to "off" (from the admin dashboard or the /dealership testdrive <shopId> off command) previously left them switched on if they were already enabled. The off setting now takes effect and the greeter hides the Test Drive button as expected.

Oxide Blackmarketv1.5.1

Patch

Fixed

  • Blueprint USBs selling the wrong product - shop entries that share an item name (the printer USB blueprints) were treated as one product: buying any USB charged the SNS Pistol USB price, delivered the SNS Pistol blueprint, and all USBs drew from one stock pool. Each shop entry now has its own price, stock, and item data.
  • Loot bag items now keep their item data - looted weapons stay serial-free and looted blueprint USBs keep their blueprint.

Changed

  • Admin commands (relocatedealer, dealerstatus, godealer, setblackmarketrep, checkblackmarketrep) now use the standard admin check instead of a restricted ACE, so they work for your framework's admins and tell a non-admin they lack permission instead of silently doing nothing.
  • setblackmarketrep now ignores negative or fractional values - reputation can only be set to a whole number of zero or more.
  • Config.Debug now ships disabled. Turn it on while setting up or troubleshooting.

Oxide Multicharv2.0.2

Patch

Fixed

  • When two or more players were at the character selection or creation screen at the same time, they could see each other's characters standing in the scene. Each player is now kept in their own private copy of the scene, so they only ever see their own characters.

Oxide Policev1.4.3

Patch

Fixed

  • MDT rank requirements now actually apply. The minimum-rank settings for the Mobile Data Terminal — opening the MDT, processing an arrest, and issuing a fine — are now enforced. Before, these settings were ignored, so any on-duty officer could do all three no matter what minimum rank you set. Officers below the rank you choose are now turned away. The defaults allow every rank, so nothing changes unless you raise these values in shared/config/mdt.lua.
  • Jail sentences from the MDT use your server's month length. Sentences handed down through the MDT now use the same month length as the /jail command (Config.Custody.SecondsPerMonth in shared/config/custody.lua). Before, MDT sentences were always locked to 60 seconds per month, so if you had changed the month length, an MDT arrest and the /jail command could give different sentence lengths. At the default setting nothing changes.
  • Escorting a suspect into a vehicle. Putting a suspect you are escorting into a vehicle now properly ends the escort hold on the officer, instead of occasionally leaving the officer stuck in the escort animation.

Notes

  • An unused permission setting (manageCatalog) was removed from shared/config/mdt.lua. If you use a customized copy of that file, you can leave the line in or delete it — it has no effect either way.

Oxide Dealershipsv1.0.1

Patch

Fixed

  • Greeter appearance now saves when you move it. Picking a new greeter character or idle animation in the admin dashboard and then repositioning the greeter now applies your choice in the same step.
  • Corrected the "Used Car Dealer" greeter option. This appearance choice pointed at an invalid character; it now shows the right one.

Oxide GoPostalv1.1.3

Patch

Changed

  • Builder and crew invite dialogs now open through your server's configured input UI instead of always using ox_lib
  • Documentation rewritten in plainer language for server owners

Removed

  • Removed config entries that had no effect in-game: Config.CustomerReactions, Config.Animations.pickup, and the unused letterbox scan settings in Config.Letter

Oxide Multicharv2.0.1

Patch

Fixed

  • Config.AllowDelete = false now hides the delete button and blocks deletion server-side.
  • Config.RequireDeleteConfirmation = false now skips the delete confirmation prompt.
  • ESX: the esx_multicharacter folder can now be deleted entirely — oxide-multichar announces itself under that name so ESX stays in multi-character mode.

Oxide Methv1.2.1

Patch

Fixed

  • Variant baggies produced through bagging now give their variant's own effects when used — previously they used the standard Crystal effects
  • Using meth now reduces stress on frameworks with a stress system (QBCore/QBX)
  • Shards and baggies now carry their variant in item metadata

Oxide Policev1.4.2

Patch

Fixed

  • Officer actions now lock you in place properly. Restraining or releasing a suspect with zip-ties, searching a suspect, clamping or unclamping a tire, applying or removing mouth tape or a tracking band, and impounding a vehicle now correctly play the action animation and stop you from moving or fighting until the progress bar finishes. Previously, on some setups, the animation could be skipped and you could still move during the action.
  • Rank-restricted radio channels. Radio channels with a minimum rank now correctly recognize each officer's rank. Previously every officer was treated as the lowest rank, so restricted channels (such as a command channel) were unavailable to everyone — including officers who should have access.

Documentation

  • New setup guide for media uploads. The documentation now includes a full step-by-step walkthrough for setting up FiveManage — the free service that stores mugshot photos, bodycam clips, and bait car dashcam clips. See "Setting up FiveManage media uploads" in docs/CONFIGURATION.md; the installation and troubleshooting guides now link to it too.

Oxide Policev1.4.1

Patch

Fixed

  • Department member counts. The admin panel now shows the correct number of officers in each department instead of always showing 0.
  • On-screen text. Fixed placeholder and incorrect wording in several screens — the evidence terminal, the boss menu, the admin panel, and the electrical repair minigames now show proper labels and text.

Notes

  • The wording fixes are in the language file (locales/en.json). If you use a customized language file, copy the updated lines over to get the corrected text.

Oxide Dispatchv1.3.2

Patch

Fixed

  • The auto-expire sweeper now actually runs again — a background-task issue was silently preventing it from executing, so resolved or timed-out alerts could pile up until the resource was restarted. Servers using Config.AutoExpire.enabled = true will once again see old alerts close on their own.

Notes

  • Existing servers can update in place — no SQL changes required for the 1.3.2 release.
  • You'll now see a sweeper started info line in the server console on resource start (with the sweep interval and default TTL) confirming the sweeper is live. If you have Config.AutoExpire.enabled = false, a warning prints instead so it's obvious the sweeper was intentionally turned off.

Oxide Dispatchv1.3.1

Patch

Added

  • Auto-detection can now be silenced for specific jobs — list any job name under Config.Detection.JobBlacklist and on-duty members of that job will no longer trip auto-alerts (service-weapon fire, melee, vehicle theft, etc). 911, panic, and manual MDT alerts are unaffected.

Fixed

  • The MDT Dispatch tab now keeps itself in sync with the live calls list — alerts that close or expire while you have the panel open will clear on their own within a few seconds, instead of sitting there until you reopen the tab.
  • The police, EMS, and fire radial menus (and the civilian Player Interactions menu) now wait for the player to fully load before they appear. Fixes a startup error on QBX servers when joining during character selection.

Notes

  • Existing servers can update in place — no SQL changes required for the 1.3.1 release.
  • Config.Detection.JobBlacklist is a new option and won't exist in your current shared/config/detection.lua — copy the block from the updated file (sits next to WeaponBlacklist / ZoneBlacklist) into your existing config, then uncomment whichever job names match your server's setup. Leaving it out (or empty) keeps current behavior — no jobs are filtered.

Oxide Policev1.3.1

Patch

Added

  • Station-only duty option. A new setting lets you require officers to clock on and off duty only at a station's clock-in point. When turned on, the /duty command and the radial menu duty shortcut are switched off. Off by default, so nothing changes unless you enable it.
  • More officer target-menu actions. The on-duty officer target menu can now also include hard cuff, carry, headbag, put in / take out of vehicle, gunshot residue (GSR) check, and issue ticket. Each one can be turned on or off on its own. All of the new actions start off — cuff, search, and escort stay on as before.

Changed

  • Cleaner suspect vehicle options. When dealing with a cuffed suspect, the menu now shows only the option that applies — "Put in Vehicle" when they're standing, or "Take out of Vehicle" when they're seated — instead of both at once. These options only appear for a cuffed suspect.
  • Uniform editor improvements. Creating and editing station uniforms is smoother, with male and female outfits handled separately.

Fixed

  • "Take out of Vehicle" now shows up reliably. After putting a cuffed suspect into a vehicle, the option to take them back out now appears as expected. On some menu systems it could previously stay hidden.
  • Fleet liveries and extras apply correctly. Admin-set liveries and forced extras on fleet vehicles are no longer overwritten by older saved vehicle data when a vehicle spawns.

Notes

  • These updates add new settings. If you are upgrading and use customized config files, add the lines below (the defaults keep your current behavior). Fresh installs already include them.
  • Add to shared/config.lua to enable the station-only duty option:
    -- When true, officers can only go on/off duty at a station's clock-in zone.
    -- Disables the /duty command and the radial duty toggle.
    Config.RequireStationClockIn = false
    
  • Add the new actions inside Config.OfficerTargetMenu.Actions in shared/config/interactions.lua (all default off):
    hard_cuff = { enable = false, icon = 'fas fa-lock' },
    carry     = { enable = false, icon = 'fas fa-user-plus' },
    headbag   = { enable = false, icon = 'fas fa-user-secret' },
    vehicle   = { enable = false, icon = 'fas fa-car-side' },
    gsr       = { enable = false, icon = 'fas fa-hand-dots' },
    ticket    = { enable = false, icon = 'fas fa-receipt' },
    

Oxide Weedv1.2.6

Patch

Fixed

  • Interaction prompts no longer show on top of the plant harvesting minigame. On proximity-based interaction setups (where options appear automatically as you walk up to something), the plant's harvest prompt could stay on screen during the minigame. Targeting is now hidden while you harvest a planted or wild plant and restored as soon as you finish.

Oxide Baitcarv1.0.2

Patch

Added

  • Localization support. Every player-facing string (notifications, dashboard, remote controller, dashcam recorder, event feed) now loads from locales/<lang>.json. Copy locales/en.json to your locale code (e.g. locales/de.json), translate the values, and set SetConvar('ox:locale', 'de') to switch languages.
  • Packaged screwdriver.png item image. Drop-in art for the default Config.RemovalToolItem = 'screwdriver' for servers whose inventory framework does not already ship a screwdriver image.

Oxide Landscapingv1.2.2

Patch

Added

  • Config.Payment.payoutAccount and Config.Payment.fineAccount to choose which accounts shift pay is deposited to and vehicle fines are taken from (defaults 'bank' / 'cash')
  • Config.Rumpo.livery / Config.Rumpo.extras and Config.Mower.livery / Config.Mower.extras for replacement vehicle models

Changed

  • Documentation updated to cover all current config options, the tutorial system, and player keybinds (G for blades, H to highlight obstacles)

Oxide Animal Controlv1.1.3

Patch

Added

  • Config.Vehicle.livery and Config.Vehicle.extras for custom vehicle models
  • Config.Payment.payoutAccount and Config.Payment.fineAccount to configure which account shift pay is deposited to and which account fines are deducted from
  • Bosnian (bs) locale

Changed

  • Installation guide now notes the required qb-weapons durability entry for weapon_g2

Oxide GoPostalv1.1.2

Patch

Added

  • Config.Payment.payoutAccount to choose which account net shift pay is deposited to (default 'bank')
  • Config.Payment.fineAccount to choose which account the vehicle-destroy fine is taken from (default 'cash')
  • Config.Vehicle.livery to set the spawn livery index on the delivery van (default -1, leave model default)
  • Config.Vehicle.extras to force vehicle extras on or off when the van spawns (useful for custom replacement models)

Oxide Roadside Assistancev1.1.2

Patch

Added

  • Config.Payment.payoutAccount and Config.Payment.fineAccount — choose which account shift payouts deposit into and which account the vehicle-destroy fine is taken from
  • Config.Vehicle.livery and Config.Vehicle.extras — set a livery index and toggle extras on the tow truck (useful for custom replacement models)

Documentation

  • CONFIGURATION.md now documents shared/config/outfits.lua, the new payment/vehicle options, and Config.Blip.enabled
  • FEATURES.md covers the optional uniform system
  • ADMIN.md lists the H waypoint key binding
  • INSTALLATION.md references the full set of config files

Oxide Newspaperv1.0.3

Patch

Added

  • Config.Vehicle.livery and Config.Vehicle.extras options for customizing replacement bike models

Fixed

  • Configuration reference now documents Config.Item.weapon, the payout/tip/fine account fields, the newspaper bag prop, and the pickup animation settings
  • Corrected depot blip sprite default and shipped depot/zone counts in the documentation

Oxide Weedv1.2.5

Patch

Fixed

  • Drying rack Collect button not appearing at 0:00 — same fix as the 1.2.3 freeze dryer fix, applied to drying racks. Trays now report dried buds as soon as the timer hits zero instead of waiting for the next background tick.
  • Duplicate plant / lamp / heater / equipment / wild plant models — under load (many entities spawning at once, or a stage change firing mid-spawn) the client could create duplicate objects or leak entities. Spawning is now race-safe.
  • Plant model occasionally jumping back to an earlier growth stage — growth is now monotonic and only ever advances.
  • Background loops silently stopping — drying, freeze dryer, plant growth, smoking effects, and wild plant respawn are no longer wrapped in the logger's SafeCall and run reliably regardless of oxide-logger's state. Errors still print to the server console.

Changed

  • /weed_water and /weed_grow admin commands now refresh the plant's quality and push the updated stats to clients (previously the menu showed stale values).
  • Water and fertilizer percentages on the plant menu now show as whole numbers (e.g. 45%) instead of decimals.
  • Plant trait names on the plant menu now run through your locale file.
  • /weed_fasttick now takes a multiplier: /weed_fasttick 12 runs plants 12x faster, /weed_fasttick 1 restores normal speed. Running it with no args still toggles 12x on/off. The multiplier affects both growth time and water/fertilizer decay.