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 1–25 of 122 releases

Oxide Drugsellingv2.2.0

Minor

Added

  • Desert Glass and Black Diamond meth baggies from oxide-meth 2.0.0 can be sold.
  • Signature recipe meth sells for more as the recipe's reputation grows, up to 15% with oxide-meth's default settings. oxide-meth sets the price through a new export_multiplier row in the meth entry of shared/config/drugs.lua. Signature baggies get their own line in the sell menu.
  • Trap phone clients who order meth take Desert Glass and Black Diamond baggies too.
  • The TrapFone text popup is a panel on Oxide HUD: move it or switch it off in /hud. Config.UseHudAccent (config file only) uses the HUD's accent colour for TrapFone highlights.

Changed

  • The meth metaKey passed to Config.OnDrugSold now starts with the signature id, or none, as in none:blue_sky:High. Update hooks that read the old blue_sky:High.
  • The SetSetting export refuses a change while settings are still loading at startup and returns false. Before, a change made in those first moments could be overwritten as the saved settings loaded.
  • Settings save errors can be translated (settings.error.* in locales/en.json).

Fixed

  • A function inside a customized config no longer stops oxide-drugselling's settings from loading. The function is ignored and the server console names it, along with the two hooks the resource does read, Config.OnDrugSold and Config.OnPhoneExamined.
  • When /drugselling settings can't save a change to the database, it says "could not be saved, see the server console" instead of "value rejected". A failed reset shows an error; before, nothing appeared.
  • A drug resource that runs without the price export its config row names (oxide-meth 1.7.0, for example) no longer empties the sell menu. That drug sells at its usual price and the server console warns once.
  • Weed strains of one quality no longer merge into one sell line, and weed's strain sale credit now counts.

Documentation

  • Configuration, features, exports, installation and README cover the meth signature key, the oxide-meth price row, the premium baggies, the Oxide HUD popup with its o-link version, Config.UseHudAccent, and how the sell menu groups weed by strain and quality.

Migration Guide

  • Config.Drugs is file-only. If you customized shared/config/drugs.lua, make these changes in the meth entry:
    • in items: meth_baggy_desert_glass = { label = 'Desert Glass Baggy', basePrice = 140 }, and meth_baggy_black_diamond = { label = 'Black Diamond Baggy', basePrice = 140 },
    • replace metaKeyFormat with metaKeyFormat = '{signature}:{variant}:{purity}',
    • in the variant_multiplier row's variants: desert_glass = 1.7, and black_diamond = 1.85,
    • as the last entry in modifiers: { type = 'export_multiplier', category = 'multiplier', exportResource = 'oxide-meth', exportName = 'PriceFor' },
  • If the meth row of What clients ask for (Orders in /drugselling settings) still lists the eleven 2.1.0 baggies, the two premium baggies are added to it once on the first start. Rows you edited are left alone.
  • Works with oxide-meth 1.7.0: meth sells at its usual price, and the server console warns once that oxide-meth has no price export. Premium baggies and signature prices need oxide-meth 2.0.0.
  • The HUD popup needs o-link 1.12.1 or newer. With older o-link it stays where it was.
  • Merge the new phone.ui.peek_sample_*, hud.panel_phone and settings.error.* keys into custom locales. Restart oxide-drugselling. No SQL or new items.

Oxide Chatv2.1.0

Minor

Added

  • Works with Oxide HUD (free): players move the chat box in /hud instead of /chat customize, starting from the spot they already had, and the chat box takes the server's accent colour (Config.UseHudAccent in config/main.lua, default true); message colours keep their own. Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes

Changed

  • Attempts to open or change /chat settings without admin rights are now written to the log

Fixed

  • The resource 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
  • /chat settings now says why a change was not saved, for example "settings are still loading, try again shortly" or "could not be saved, see the server console", instead of "value rejected". The old value stays, also when the database fails to save the change, and a failed Reset to default now shows an error
  • The SetSetting export now returns false when a change is refused or the database fails to save it, instead of always true. It refuses keys /chat settings doesn't list, and changes made before the settings finish loading at startup, which used to be lost
  • Saved settings can no longer be replaced by the config file's defaults when the database returns no rows at startup
  • Decimal settings in /chat settings no longer show rounding noise such as 0.90000000000009

Documentation

  • docs/EXPORTS.md: when SetSetting returns false, and that the server console names the reason
  • docs/ADMIN.md: the EMS job radio is /medic
  • docs/CONFIGURATION.md and docs/FEATURES.md: chat position with and without Oxide HUD, and Config.UseHudAccent

Oxide Policev1.15.0

Minor

Added

  • A ped can stand at a garage. In /police admin → Fleet → Garages, type a ped's spawn name (for example s_m_y_cop_01) in Ped model, press Save, then press Place Ped and put it where it should stand and face. Officers aim at the ped instead of the invisible zone to take out or return a vehicle. The ped can't be hurt and comes back within a few seconds if it is killed or deleted. A player whose game doesn't have that ped gets the zone instead. Clear Ped model and save to go back to the zone.
  • Fleet categories. Give a fleet entry a Category (K9, Patrol, SWAT or any name you like) in /police admin → Fleet → Vehicles. That screen and the garage menu officers use in game list vehicles under their categories in alphabetical order, with the rest under Other. Click a heading on the Vehicles screen to fold it away. Every unit of an entry shares its category, units added later get it, and copies keep it.
  • Cuffs can need a handcuffs item. New settings in /police settings → Field Actions → Cuffs: Cuffs require an item (off by default) and Cuffs item (handcuffs by default). When it is on:
    • An officer without the item can't cuff anyone. Cuffing uses one.
    • The officer who uncuffs the suspect gets it back. The officer who books the suspect gets it on booking.
    • If the suspect leaves the server while cuffed, or an ambulance script frees them on revive, it goes back to the officer who cuffed them.
    • Cuffs a suspect breaks out of or picks with a lockpick are lost.
  • items/handcuffs.png and a handcuffs entry in items/ox_inventory_items.lua.

Fixed

  • A suspect who logged out while cuffed and came back could not be uncuffed, searched, escorted, put in a vehicle or booked by any officer, and could not try to escape. All of these work again.
  • Restarting oxide-police no longer leaves the commissary NPC behind as a person walking around, and police props and placement previews in the world are removed with it.
  • /police settings now says why a setting could not be saved, for example that settings are still loading or that the database write failed, instead of "value rejected". A failed Reset to default now shows an error instead of nothing.

When you update

  • Run sql/migrations/010_garage_ped_model.sql and then sql/migrations/011_fleet_vehicle_category.sql on existing servers before starting this version. Until 011 is run, adding, buying, editing, copying and replacing fleet vehicles fails. Fresh installs need nothing. Existing garages keep their zones, and existing vehicles have no category, so they are listed under Other.
  • To use Cuffs require an item, register handcuffs in your inventory first. QBCore and Qbox usually have it already. On ESX, copy it from items/ox_inventory_items.lua. See docs/INSTALLATION.md, step 5.
  • Restart the whole server after updating; new files are added.

Oxide Landscapingv1.8.0

Minor

Added

  • Shift summary in /landscaping settings → General (Config.shiftSummary) now works. Popup summary ('nui') opens a pay summary screen at clock-out with the yards completed, gross pay, co-op bonus, each deduction and the net pay, with either menu style. Nothing is sent to the phone. Phone message ('text', the default) works as before: a net-pay notification, and the full summary on the phone as a text or mail when Use phone is on. A shift that ends any other way always gets the phone message.

Changed

  • The Shift summary option 'text' is now called Phone message, and the help for Use phone and Shift summary says what each one does. Saved settings keep working.
  • The GetInfo export reports crew as false when crews are switched off.

Fixed

  • Max size under Crews (Config.Crew.maxSize) now works: 1 allows only solo shifts, 2 allows a partner. A crew is always a leader and one partner, so the menu offers 1 or 2, and a saved size above 2 becomes 2 at the next start.
  • The pay summary on the phone names the account the pay went to (Config.Payment.payoutAccount). It always said Bank. The tutorial no longer says pay goes to the bank.
  • The resource 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.

Documentation

  • docs/CONFIGURATION.md, docs/FEATURES.md, docs/INSTALLATION.md and docs/TROUBLESHOOTING.md describe Config.shiftSummary and Config.Crew.maxSize.

Migration Guide

  • No SQL to run. An edited or translated locales/en.json keeps working, and lines added in this version (the pop-up summary, the solo-shift message and the account names) show in English until you add them. To show the account name in the phone pay summary, copy summary.net_pay and the account.* lines from this version's file.

Oxide Dispatchv1.6.0

Minor

Added

  • Works with Oxide HUD (free): players move the alert popups in /hud, which shows two sample alerts while none is up. The popups can't be switched off and don't hide with the HUD, so responders never miss a call. Moved to the lower half of the screen they stack upward; moved to the left half they slide in from the left. The popups and the Dispatch Hub take the server's accent colour on decorative parts only; priority, code and status colours never change (Config.UseHudAccent in shared/config.lua, default true). Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes.

Fixed

  • The resource no longer fails to start when a customized shared/config/weather.lua has a function inside the weather settings. The function is ignored and the server console names it.

Documentation

  • docs/CONFIGURATION.md and docs/FEATURES.md: Oxide HUD and Config.UseHudAccent.

Oxide Radiov1.2.0

Minor

Added

  • Works with Oxide HUD (free): players move the channel roster in /hud, where it replaces the Reposition button, or switch it off there. The roster's channel light and talking highlight take the server's accent colour (Config.UseHudAccent in shared/config.lua, default true), and the roster stays up while the player is downed, since they keep hearing their channel. Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes.
  • itemimages/ox_inventory_items.lua holds a paste-ready radio entry for ox_inventory.

Changed

  • The Admin badge in /radio settings can now be translated in locales/en.json.
  • Attempts to open or change /radio settings without admin rights are now written to the log.

Fixed

  • The resource 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.
  • /radio settings now says why a change was not saved, for example "settings are still loading, try again shortly" or "could not be saved, see the server console", instead of "value rejected". The old value stays, also when the database fails to save the change, and a failed Reset to default now shows an error.
  • The SetSetting export now returns false when a change is refused or the database fails to save it. It refuses a key /radio settings doesn't list, and any change made before the settings finish loading at startup. Before, those changes looked saved but were lost.
  • Saved settings can no longer be replaced by the config file's defaults when the database returns no rows at startup.
  • Decimal settings in /radio settings no longer show rounding noise such as 0.90000000000009.

Documentation

  • docs/INSTALLATION.md: the ox_inventory step uses itemimages/ox_inventory_items.lua.
  • README.md, docs/CONFIGURATION.md and docs/FEATURES.md: EMS and Fire register their own channels; Police channels are set up in /radio settings → Channels.
  • docs/ADMIN.md, docs/CONFIGURATION.md, docs/EXPORTS.md and docs/FEATURES.md: gang access to restricted channels.

Oxide Tabletv1.2.0

Minor

Added

  • Works with Oxide HUD (free): players move the notification bubbles in /hud or switch them off there, and the tablet's own controls (the status bar's bell and count, the home screen's edit buttons and panels) take the server's accent colour (Config.UseHudAccent in shared/config.lua, default true). Apps keep their own colours. Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes.

Fixed

  • The resource 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.

Documentation

  • docs/CONFIGURATION.md and docs/FEATURES.md: Oxide HUD and Config.UseHudAccent.

Oxide Gangsv1.1.0

Minor

Added

  • Oxide Tablet support: with oxide-tablet installed, gang members get a Gang app that opens the gang dashboard, and /gangs dashboard opens straight into it. The app appears and disappears as players join and leave gangs, with no relog. Without the tablet nothing changes.
  • A Gang Status home-screen widget for the tablet: territories held, gang and rank, a warning when turf is contested, the current war's score and time left, and a row per territory. Players add it themselves.
  • War and territory events in the tablet's notification tray, with an unread count on the app. Territory events (contested, claimed, taken, lost) show a banner and play a chime; tapping a notification opens the matching dashboard screen.
  • Tablet settings under System in /gangs settings: Config.Tablet.useTablet, notifications and widget.
  • With Oxide HUD, players can move the war capture bar or switch it off in the /hud editor, and it hides with the HUD (needs o-link 1.12.1 or newer). Without Oxide HUD it stays where it was.
  • The admin territory map uses o-link's shared map and can show Cayo Perico. Set Config.MapMode (inherit, combined, separate, disabled) with oxide-gangs:mapmode <value> in the server console, or /oxide-gangs:mapmode <value> in game as an admin.
  • New server event oxide:gangs:server:territoryClaimed, fired when a gang claims unowned turf.

Changed

  • The settings editor's remaining English text (buttons, placeholders, tooltips, empty lists, the Admin badge) comes from locales/en.json and can be translated.
  • The server log records refused /gangs settings attempts by non-admins, and whether each settings change came from the menu or another resource.
  • Decimal settings no longer show rounding noise such as 0.90000000000009 in the editor.
  • The map tiles now come from o-link, so the resource download is smaller.

Fixed

  • The gang turf colours on the minimap and pause map could stay blank after a player joined, until the resource restarted.
  • If a setting can't be saved, the editor now says why (still loading, not an editable setting, an invalid number, or a database error) and the old value stays. Before, it always said settings were still loading, or kept a value that was never saved.
  • A setting reset that fails now shows a message instead of doing nothing.
  • The resource 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.
  • Saved settings can no longer be replaced by the file defaults when the database returns no rows at startup.
  • Pressing ESC to cancel an in-world placement no longer closes the whole settings menu.
  • The settings editor closes when the character logs out.
  • The SetSetting export now returns whether the change was saved.

Documentation

  • docs/FEATURES.md, docs/CONFIGURATION.md: the Tablet app, widget and notifications; the war capture bar with Oxide HUD; police alerts without a dispatch resource arrive as a notification and map blip for the alert jobs (o-link 1.9.1 or newer); Config.MapMode.
  • docs/EXPORTS.md: oxide:gangs:server:territoryClaimed.
  • docs/INSTALLATION.md: o-link 1.8.0 or newer.

Migration Guide

  • No SQL to run. Update o-link to 1.8.0 or newer before installing this version (1.9.1 or newer for police alerts without a dispatch resource, 1.12.1 or newer for the war capture bar in the HUD editor), then restart the server fully once.
  • If you edited or translated locales/en.json, copy the new lines for the tablet app, widget, notifications, HUD bar, map and settings editor from this version's file. Until you do, those show as their key names.

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 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 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 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.

Oxide Roadside Assistancev1.7.0

Minor

Added

  • Works with Oxide HUD (free): job timer, incoming call card and tutorial pop-ups, placed in the /hud editor (needs o-link 1.12.1 or newer). A switched-off call card still rings.
  • Config.UseHudAccent (shared/config.lua, default on), config file only.
  • Fastest believable trip (Config.Calls.maxTravelSpeed, 50 m/s) in /roadside settings → Calls & Dispatch.
  • The Tow delivery point can be cleared in /roadside settings (the × button). Towed cars then go to each worker's own tow yard. Reset to default brings the point back.

Changed

  • Owed pay after a disconnect, logout or character switch is paid at the next login, once only. Logging out now ends the shift, and a crew partner keeps the truck and the call.
  • Each crew member is paid from their own record of the shift (own level, tips and streak, co-op bonus on own pay). The Oxide Phone Gigs app shows each partner's own pay.
  • Shifts that end without a clock-out send the text summary in either summary mode, including a restart.
  • Refused admin attempts are logged once per player, per action, per minute.

Fixed

  • A restart pays every player on shift.
  • Editing Tow yards during shifts no longer breaks shifts. Deleting a yard 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 for the next login.

Oxide Vendingv1.7.0

Minor

Added

  • Business dashboard as an app on Oxide Tablet when it runs; /vdb opens it (Config.Dashboard.UseTablet to turn it off).
  • The business dashboard map covers Cayo Perico. Config.MapMode (combined, separate or disabled; default follows o-link) is used on the first start; change it later with oxide-vending:mapmode <mode> from the console, or as an admin in game.
  • Optional weather effect on NPC sales with Oxide Weather (off by default, config/weather.lua): rain lowers sales, and heat raises drink sales. Edit the file and restart; other scripts can adjust it while the server runs with the SetSetting export.
  • Works with Oxide HUD (free): the machine placement hint can be moved or switched off in /hud and follows the accent (Config.UseHudAccent). Needs o-link 1.12.1 or newer.

Changed

  • The dashboard map now comes from o-link and loads only what is on screen; the resource download is far smaller. Needs o-link 1.8.0 or newer, or the dashboard won't load.
  • The map and its status counts show only machines in the region on screen.
  • Business account deposits and withdrawals take whole dollars only.
  • The placement hint can be translated.

Fixed

  • Business banking: on some frameworks, fractional deposits and withdrawals could create money, and a deposit could credit the business without taking the player's money. A withdrawal the framework refuses now goes back into the business account.
  • The dashboard's wholesale orders and price changes accepted fractional numbers that the menu refuses.
  • Players saw raw text instead of messages for the business account menu, a failed bank deposit and a failed restock.
  • Since 1.4.0, sql/reset.sql rebuilt vending_businesses without the balance column, so business balances weren't saved after a reset. It now matches sql/install.sql. If you ran the old reset.sql, run once: ALTER TABLE vending_businesses ADD COLUMN balance BIGINT NOT NULL DEFAULT 0;
  • Employees without the View balance permission could see the business balance and transactions.

Removed

  • Config.Notifications (never used; you can delete it).
  • The bundled map tiles and an unused 28 MB map image (o-link supplies the map).

Oxide Weedv1.7.0

Minor

Added

  • Works with Oxide HUD (free): the stage header, the controls (key prompts and hose bar), the level-up banner and the XP pop-ups can be moved or switched off in /hud. They share spots with other jobs' cards and hide with the HUD (pause, cinematics, death, character select), as do the gauges and labels over plants. Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes.
  • Config.UseHudAccent (shared/config.lua, default on): the weed HUD takes the Oxide HUD accent instead of green. Config file only.

Changed

  • The SetSetting export refuses UseHudAccent and SceneAnims, which are config-file only.

Fixed

  • Edits to Config.SceneAnims now apply after a restart; a copy saved by an earlier version is ignored.
  • The smoking prompt can be translated (smoke_prompt, Spanish included), and it clears when smoking is cut short by a logout or restart.

Oxide GoPostalv1.6.0

Minor

Added

  • Works with Oxide HUD (free): the delivery card and tutorial cards can be moved or switched off in /hud (needs o-link 1.12.1 or newer).
  • Config.UseHudAccent (shared/config.lua, default on), config file only.
  • Fastest believable trip in /postaljob settings → Payment (Config.Payment.maxTravelSpeed, 50 m/s).

Changed

  • Crew pay: each carrier is paid on their own level and streak, only for the deliveries credited to them.
  • Config.shiftSummary = 'nui' shows the pop-up with either menu style and no longer also sends it to the phone. Shifts that end without a clock-out always get the text summary.
  • Depots can be edited 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 on a disconnect, logout or character switch; it is paid at the next login. Going down still forfeits it.
  • A restart pays every shift, and one slow payment no longer leaves the rest unpaid.
  • A leaving crew leader's deliveries were paid twice.
  • A depot added only in the settings menu threw a server error on a package round. It now tells the player it has no parcel routes yet and warns in the console, naming the depot.
  • /postalbuilder Import Config and Export All now keep each depot's menu camera.
  • Saving depots during shifts reset the slot counts.
  • A payment the framework refuses is kept for the next login.

Oxide Pizza Jobv1.6.0

Minor

Added

  • Works with Oxide HUD (free): the delivery timer and tutorial cards can be moved or switched off in /hud (needs o-link 1.12.1 or newer).
  • Config.UseHudAccent (shared/config.lua, default on), config file only.
  • Fastest believable trip in /pizza settings → Payment (Config.Payment.maxTravelSpeed, 50 m/s).

Changed

  • Shops can be edited during shifts. Deleting one ends and pays its shifts.
  • The job creates all its database tables itself; nothing to import.
  • Refused /pizza settings attempts are logged once per player, per action, per minute.

Fixed

  • Pay is no longer lost on a disconnect, logout or character switch; it is paid at the next login. Going down still forfeits it.
  • A restart now pays every running shift. It used to pay nothing.
  • A payment the framework refuses is kept for the next login.
  • /pizzaexport exports every current shop with its menu camera, not only the shops captured since the restart, so pasting it and pressing Reset to default can no longer wipe shops. It also handles names with apostrophes and a missing heading or level.

Oxide Newspaperv1.5.0

Minor

Added

  • Works with Oxide HUD (free): the route card and tutorial cards can be moved or switched off in /hud (needs o-link 1.12.1 or newer).
  • Config.UseHudAccent (shared/config.lua, default on), config file only.
  • Fastest believable trip in /newspaper settings → Payment (Config.Payment.maxTravelSpeed, 50 m/s).

Changed

  • Depots can be edited 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 on a disconnect, logout or character switch; it is paid at the next login.
  • A restart now pays every running shift and sends the pay stub. It used to pay nothing.
  • A payment the framework refuses (including at the payout after a hospital respawn) is kept for the next login.
  • Running out of papers showed the raw text error.out_of_ammo; it now shows a proper message.

Oxide EMSv1.2.0

Minor

Added

  • Vehicle types Bike, Quad and Plane, alongside Car, Boat and Helicopter. Set each catalog entry's type in /ems settings → Fleet, and each vehicle's type in /ems admin → Fleet. The Fleet screen now has a Type dropdown and marks groups whose vehicles have mixed types.
  • /ems writeoff <plate> (admins and the server console) writes off a 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). Players move the downed card and the placement hint in /hud, the HUD editor previews them, and their key badges take the server's accent colour (Config.UseHudAccent in shared/config.lua, default true). Needs o-link 1.12.1 or newer. Without Oxide HUD nothing changes.
  • The database tables are created automatically on first start.

Changed

  • Hires from the management desk are job offers. The player has 60 seconds to accept or decline, and the boss is told the result. /ems hire still hires straight away.
  • A vehicle's type is set by admins only, and every unit spawns as its saved type. The medic's game no longer reports or corrects it. A catalog entry with an unknown type can no longer be bought; before, it silently became a car.
  • 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. A driver's report alone no longer writes one off. For anywhere else, use /ems writeoff.
  • Taking a vehicle out means standing within 10 m of the garage's interaction point.
  • Wear Civilian Clothes works only while you're wearing a department uniform.
  • A rank change applies at once to an on-duty medic: garage, vehicle and uniform rank checks, and the next salary.
  • With a banking account, the treasury can no longer go below zero, even if your banking resource allows overdrafts.
  • How long unpaid back pay stays owed now follows the value set in /ems settings, not the config file's.
  • Refused admin and boss actions, payouts and refunds are written to the server log.

Fixed

  • The treasury can no longer be overdrawn by withdrawals, payroll runs or fleet purchases landing at the same moment.
  • Two medics checking out at the same moment can no longer get the same unit or bay. A unit is returned only once, and a wrecked unit can no longer come back as available.
  • Two fleet recoveries at once no longer charge for the same units, and back pay can no longer be paid twice.
  • Two hires at once can no longer put one character in two departments or give two medics the same badge number.
  • On QBCore, Qbox and ESX, pressing an item twice quickly no longer uses it twice; one bandage used to heal twice.
  • Fleet units are recognised from the server's own records. A modified game client could disguise another car as a unit, or wipe a parked unit's health so the server wrote it off.
  • A modified game client can no longer report impossible fuel or health for a unit, or save an oversized vehicle look.
  • A treasury withdrawal the bank refuses goes back into the treasury, and the boss sees "The bank refused the payment. The treasury was refunded." Before, it reported success and the money was lost.
  • Back pay that can't be delivered stays owed and its money goes back to the treasury, instead of being lost.
  • Aiming the admin panel's entity picker at a person no longer risks crashing the game.
  • Medics examining hypothermia or smoke inhalation from oxide-medical see the condition's name instead of a raw text key.

When you update

  • Run sql/migrations/0006_vehicle_types.sql once. Until you do, vehicles an admin added to a boat or helicopter garage that nobody has taken out are still saved as cars. The migration saves them as boats or helicopters, or as planes when the same model already flies as a plane in your fleet. Don't run it twice: a second run would undo an admin's choice of Car in such a garage.

  • Check your fleet types. 1.1.1 had no Bike, Quad or Plane, so look for:

    • motorbikes and quads saved as cars;
    • planes listed as helicopter in the catalog.

    Fix them in /ems settings → Fleet and /ems admin → Fleet.

  • Restart the whole server after updating; new files are added.

  • If you translated locales/en.json, copy in the new keys.

Oxide Medicalv1.2.0

Minor

Added

  • Smoke inhalation. A resource that reports players breathing smoke, such as Oxide Fire, gives them a smoke_inhalation sickness that follows how much they breathed. It starts as a cough, then shortness of breath, then dizziness and weakness, then failing to breathe. From moderate up it costs health, and blood oxygen drops at each stage. It clears in clean air, or at once when a medic treats it. Tune it in the new shared/config/exposure.lua. Without a resource that reports smoke, nothing changes.
  • ReportExposure export for developers whose resources create smoke, also available as olink.medical.ReportExposure with o-link 1.12.1 or newer. See docs/EXPORTS.md.
  • itemimages/ox_inventory_items.lua: paste-ready ox_inventory definitions for the medical items, next to their images.
  • The database tables are created automatically on first start.

Fixed

  • Hypothermia's shivering symptom shows its name instead of a raw text key.
  • The saved hypothermia settings are no longer rewritten in the database on every server start.
  • /med test no longer deletes a real fracture the tested player already had; it removes only the conditions it added.

When you update

  • If you keep your own edited copies of shared/config/sickness.lua and shared/config/vitals.lua, copy the new smoke_inhalation entries into them.
  • There's no database migration in this version.