Troubleshooting
Fixes for common Oxide Drugselling problems — settings and permissions, street selling, money, police alerts, corners, the trap phone, meets and dead drops, police tools, pricing and progression, and console lines worth knowing.
Common problems with oxide-drugselling, what they look like, and how to fix them. Work through the solutions in order; the most likely fix comes first.
Setup And Settings Issues
Street Selling Issues
Money Issues
Police Alert Issues
Corner Issues
Trap Phone Issues
Meet And Dead Drop Issues
Police Tool Issues
Pricing And Progression Issues
General Debugging
Enable debug mode
In /drugselling settings, switch to Advanced and turn on Core → General → Debug logging. It saves and applies straight away.
With it on, debug lines are written at info level, so they show in the server console with or without oxide-logger. Turn it off again on a live server.
With it off, debug lines are still written at the logger's debug level, which the console hides by default. With oxide-logger you can show them without the setting by running this in the server console:
oxlog level oxide-drugselling debugWhat to look for in the console
On a normal start you'll see these lines. With oxide-logger they're written in its own format, like [oxide-drugselling][INFO] heat: heat loaded.
[INFO][oxide-drugselling][lifecycle] database tables ensured
[INFO][oxide-drugselling][heat] heat loaded
[INFO][oxide-drugselling][evidence] evidence bridge
[INFO][oxide-drugselling][lifecycle] resource initializedWarnings and errors to look for:
| Message | What it means |
|---|---|
sale payout failed | The money couldn't be given. Check Sale money |
item not returned | Items taken for a failed sale couldn't be given back. Check the player's inventory space |
no free phone number; widen Config.Phone.numberFormat or no free number for a SIM swap | Every number is used. Add # to Number format |
inventory keeps no item metadata; trap phones are bound to characters | Your inventory drops item metadata, so each character gets one phone tied to them (see Installation → Which inventory you need) |
export multiplier resource not started | A drug priced by another resource (pills) is missing it |
evidence bridge call failed | Your MDT bridge threw an error |
client reported an unloadable model | A model isn't on a player's game build. Add a Model swap |
sale input rejected | A sale the menus never offer was refused: an impossible street or corner offer (bad quantity, unknown item), a drug the player's level doesn't allow yet (levelTooLow), an item the order didn't ask for (itemNotOrdered), or a meet or drop run by someone who doesn't hold its phone (notHandler) |
drop insert failed | A dead drop couldn't be saved to the database. A package is given back to the player; cash that couldn't be left is also logged as drop cash not placed |
Getting Help
If none of the above fixes it:
- Turn on debug logging and reproduce the problem.
- Copy the server console output from the start of the server to the problem, and any errors in your F8 console.
- Note your framework (QBCore, QBX or ESX), your inventory, your
o-linkversion, and what you expected to happen. - Contact Oxide Studios support with all of the above.
- Discord: https://discord.gg/dZ6q8FyGhm
- Website: https://www.oxidestudios.dev/
- o-link (required abstraction layer): https://github.com/Oxide-Studios/o-link