Features

What oxide-phone does in game — phones and SIM cards, battery, signal and the screen lock, the home screen, Store and widgets, notifications, calls, messages, contacts, mail, camera and photos, the built-in apps, emergency numbers, police evidence, erase and Find Phone, and apps from other resources.

Everything the phone does, as your players see it and as you, the server owner, control it. Setting names in code are explained in full in Configuration; all of them can be changed in game with /phone settings.

The Phone

A phone is an inventory item. Every phone item is its own device: the first time it is used it gets a 15-digit device ID, saved on the item. Contacts, texts, mail, photos, notes, the home screen and the phone's own settings belong to that device, so they go with the phone when it changes hands.

Opening and Closing

  • Use the item — Using a phone item opens that phone. Using it again while it is open puts it away.
  • Press the key — F1 by default (Config.OpenKey) opens the phone in your lowest inventory slot, and closes it again. Players rebind it in Esc → Settings → Key Bindings → FiveM → Open phone.
  • ESC — Leaves the app on screen, then puts the phone away from the home screen.
  • Held in hand — While the phone is open the character holds a phone and plays a texting animation (a different one when seated in a vehicle, and a raised-phone pose while the camera is up).
  • Phone colours — The phone in the hand is the resource's own model in Black, Silver, Burgundy or Glacier. Each phone has one colour for good, and players nearby see it. By default each phone gets a random colour; you can give every phone one colour, or sell phones in colours as separate items (see Configuration → Held Phone).
  • Walk while using it — Players keep walking and sprinting with the movement keys while the phone is open. Walking pauses while they type.

When the Phone Won't Open or Puts Itself Away

  • The phone can't be opened while the character is dead, swimming, ragdolling or cuffed, or while the admin settings menu is open.
  • An open phone closes by itself when the character dies or goes down, starts swimming, ragdolls or is cuffed, when the phone leaves the inventory, and when it is switched off or runs flat.

The Registered Owner

  • The first character to use a phone becomes its registered owner. This never changes, and police see it.
  • A phone registered to someone else opens normally for anyone who picks it up, unless it has a passcode. Police are the exception: see Police and Evidence.

Several Phones

  • A player can carry several phones. Each keeps its own data.
  • A call rings only the phone that holds the number's SIM. When that phone is out, it shows there as usual. When another phone is out, the call rings from the pocket: a card rises beside the open phone with the caller and that phone's number ("Phone ••0142"), and it is answered or declined once the open phone is put away. Answering, declining, the live call, Recents and voicemail all belong to the phone the call reached.
  • Texts, mail and app notifications for a phone in the pocket sound from the pocket and never show on the phone that is out.
  • Other resources (jobs, mail senders) reach the player on a phone of their own that has a SIM (the open one first), else on any other phone with a SIM they carry. Phones held by police never count.

Inventories Without Item Data

Where the inventory can't save data on items (ESX's own item list, or qb-inventory without unique = true), each character gets one phone tied to them instead, and every phone item they hold opens that same phone. See Installation → Inventories and Item Data.

SIM Cards and Numbers

A phone's number lives on its SIM card, not on the phone. A phone holds one SIM at a time.

SIMItemRegistered toCan receive Wallet transfers
Registeredsim_cardThe character who first put it into a phone, or who got it free with a new phone (the carrier's record)Yes
Burnerburner_simNobodyNo

How It Works

  1. A new phone gets a number. The first time a phone is used without a SIM, it gets a free SIM registered to that character (Config.Sim.autoIssue, on by default).
  2. Using a SIM item puts it into the phone that is open, or the phone in the lowest slot. A SIM already in the phone comes out as an item, but only from a phone that is open and unlocked ("Open and unlock the phone to swap its SIM card."). The player sees "SIM card inserted. Your number is ..." or "SIM card swapped. Your number is now ...".
  3. A blank SIM item gets a new number when it is first put into a phone.
  4. Ejecting (Settings → SIM card → Eject SIM card) puts the SIM back in the inventory as an item that remembers its number. If the inventory has no room, the SIM stays in the phone ("No room for the SIM card. It stays in the phone."). Where the inventory can't save item data, an ejected SIM is lost.

Numbers

  • New numbers follow Config.Numbers.format. The default @-###-#### with ten area codes gives numbers like 213-555-0142. Existing numbers never change.
  • Players can type a number with or without dashes.
  • A SIM in a phone that police destroy is deactivated for good. Its number's carrier records stay.

Texts and Mail Follow the Number, Content Stays on the Phone

Texts and mail are delivered to whichever phone holds the SIM at the time. What was already delivered stays on the old phone. Moving a SIM into another phone does not move its old conversations.

Lost or Stolen SIM

The character a SIM is registered to can report it lost or stolen from any phone they are using. Settings → SIM card → Registered to you lists every number registered to them and where its SIM is: in this phone, in another phone, or not in a phone.

  • Reporting stops the SIM at once, wherever it is. Calls and texts to the number no longer reach it (texts and mail wait), a call in progress on it ends, the phone holding it shows No SIM service, and every other phone signed in to an app account the number made is signed out. The phone they report from stays signed in. Any password set on those app accounts is removed, so whoever held the SIM can't keep the owner out; the replacement SIM signs in to them as before.
  • A replacement SIM keeps the number, its Feed and Dark Chat handles, and its app accounts. Tap the reported number, then Put It in This Phone (when the phone in use has no SIM) or Get a SIM Card (a sim_card item in the inventory, not offered where the inventory can't save item data). It is free by default (Config.Sim.replacementCost). If the card can't be given, for example because the inventory is full, the money is refunded.
  • The old SIM never works again. Putting a SIM into the phone that holds it throws the old one away.
  • Burner SIMs belong to nobody and can't be reported.
  • The report and the replacement appear in the number's carrier records (Forensics → Records → SIM card), and the report in the custody log of the phone that held the SIM.
  • Admins can do both with /phone simlost and /phone simreplace.

Battery

Batteries are off by default (Config.Battery.enabled). While off, phones never run flat and the battery isn't shown.

When on:

WhatDefaultSetting
Drain while switched on (even in a pocket)0.2% per minute (about 8 hours)Config.Battery.drainPerMinute
Extra drain while the screen is open0.6% per minuteConfig.Battery.inUsePerMinute
Charging while sitting in a vehicle3% per minuteConfig.Battery.vehiclePerMinute
Charging while standing near a charging station2% per minuteConfig.Chargers.nearbyPerMinute
Charging on a charging station's pad5% per minuteConfig.Chargers.dockPerMinute
One powerbank item+50%Config.Battery.powerbankCharge
Low Power (a player's switch)every drain x0.6Config.Battery.lowPowerFactor
  • The battery level shows in the status bar and in Settings → General, with a bolt while it charges.
  • A flat phone won't open ("The battery is dead."), gets no calls, texts or mail (texts and mail wait), and can't be traced. Charge it in a vehicle, at a charging station or with a powerbank.
  • Power off (Settings → General) switches the phone off. It then drains nothing, rings for nobody and can't be traced. Using the phone again switches it back on, if it has charge.
  • Low Power (Quick Controls) makes every drain slower, turns the battery yellow in the status bar, and cuts the phone's animations.
  • Admins can set a phone's level with /phone battery.

Charging Stations

Charging stations are kiosks you place on the map in game (see Configuration → Charging Stations). They only do something while batteries are on.

  • Charge nearby — A player standing within 3 metres of a station charges every phone they carry, with the bolt in the status bar.
  • Charge on a pad — At the station, a player picks Put your phone on the charger. The phone they have open goes down, or their first phone if none is open. It leaves the inventory, lies on one of the three pads in its own colour for everyone to see, and charges while the player walks away. Take the phone on pad 1 (2, 3) puts the same phone, with all its data, back in the inventory of whoever takes it.
  • Who can take it — Anyone, by default, so a phone left on a pad can be stolen. Set Who can take a phone off a pad to Its owner and only the player who left it or the phone's registered owner can take it, plus police on duty unless you turn that off.
  • Without a target resource (such as ox_target or qb-target), players get a prompt at the shelf: E to put a phone down, G to take one (their own first).

A phone on a pad:

  • Calls and texts — Nobody carries it, so calls to it go unanswered, like any phone that isn't carried. Texts and mail wait and arrive once someone picks it up.
  • Find Phone and police — Find Phone and police traces find it at its station while it is switched on and the station is not in a no-signal area. Lost Lock and Erase reach it there too.
  • Evidence — A phone held by police as evidence can't be put on a pad.
  • Server restart — Phones stay on their pads through a restart and keep charging, counting the time the server was down. If you remove or move a station, the phones on it go back to the players who left them, the next time they are online.
  • Inventory — Pads need an inventory that keeps item data (such as ox_inventory). On ESX's own item list, players can only charge nearby.

Signal

Without signal a phone can't make calls, send texts, post, chat or send money. The status bar shows No service (or SOS where emergency numbers are set up).

The status bar shows four bars in town, three out in Blaine County, two inside a building and one underground.

  • No-signal areas (Config.DeadZones) — Draw areas such as tunnels and basements in the world, from /phone settings → Signal. Inside one, the phone can't call or text, gets no calls or texts (texts wait until it leaves), and a call in progress drops.
  • No signal indoors (Config.Signal.indoorsNoSignal, off by default) — Inside any interior, the player's own phone can't call, text, post, chat, send money or make an emergency call. Calls and texts to them still arrive.
  • A phone with no SIM shows No SIM instead, and one whose SIM was reported lost shows No SIM service.

Screen Lock

  • Passcode — Players set a passcode in Settings → Passcode: 4 to 6 digits by default (Config.Lock.minLength, Config.Lock.maxLength). Changing or turning it off asks for the current one. The keypad shows one dot per digit and checks the passcode as soon as the last digit is in: a right one unlocks at once, a wrong one shakes the dots, says "Wrong passcode" and clears for another try. A passcode set on an earlier version of the phone needs the arrow (or Enter) once; after that it checks itself too.
  • Lock screen — A phone with a passcode opens on the lock screen: the in-game date and a big clock, a row of widgets, the waiting notifications stacked by app, cards for a call, a timer or a waypoint in progress, and the torch and camera buttons. Drag up (or click) for the passcode pad, which also has Emergency call. A folded stack shows its newest notification with the edges of the ones behind it and how many more there are. Click a stack to spread it into a list under the app's name, with Show less to fold it again and an X to clear it. The list scrolls on its own between the widgets and the buttons at the bottom. Clicking a notification or the camera asks for the passcode first, then opens it (a notification opens the conversation, mail or voicemail it is about). Drag a notification left to clear it, or a folded stack to clear the whole stack. The X beside Notifications turns into Clear; click it again to clear them all. Clearing needs no passcode, except that police holding someone else's phone can't clear anything.
  • Lock screen style — In Settings → Lock Screen players pick the clock's weight and colour, a glass or compact clock, and up to four widget slots: battery, timer, unread messages and signal take one; the wide timer, weather (only with a weather resource on the server) and waypoint distance take two. Settings → Wallpaper → Lock Screen gives the lock screen its own wallpaper.
  • Previews — Settings → Notifications → Show Previews: Always (the default) shows what arrived in banners, Notification Center and on the lock screen, to anyone holding the phone, police included; When Unlocked shows it once the phone is unlocked, and only the app on the lock screen and when the phone rises from a pocket; Never shows only the app and "Notification" everywhere. The server sends the phone only what the setting shows. Previews change only what is shown: notifications are stored the same way and police extraction reads them whole.
  • Wrong guesses — After 5 wrong passcodes in a row (Config.Lock.maxAttempts) the phone locks itself for 5 minutes (Config.Lock.lockoutSeconds): "Too many wrong tries."
  • Forgotten passcode — An admin removes it with /phone resetpin.
  • A phone without a passcode opens straight to the home screen for whoever holds it.
  • Auto-Lock — Settings → Display & Brightness: after 30 seconds, 1, 2 or 5 minutes untouched (or Never, the default) the server locks the phone. A phone without a passcode is put away instead. It never happens during a call.

Passcodes are stored scrambled, so nobody, admins included, can read them back.

Home Screen, Store and Widgets

Home Screen

  • Pages and dock — Each page is a 4 by 6 grid. Up to 4 pages (Config.Home.maxPages) and a dock of up to 4 apps (Config.Home.dockSize). A new phone puts Phone, Messages, Mail and Camera in the dock. Drag sideways, use the mouse wheel or click the page dots to move between pages.
  • Edit mode — Right-click the home screen, or press and hold an app. Drag apps and widgets anywhere, remove an app from the home screen (it stays in All Apps), add widgets with Widget, and press Done.
  • Folders — In edit mode, hold an app over another app for a moment and they become a folder, named after their category when they share one. Hold more apps over it to add them (9 per folder page, 3 pages). Click a folder to open it, click its name to rename it, and right-click an app inside to take it out. A folder left with one app turns back into that app.
  • Widget stacks — Hold a widget over another of the same size and they stack; the mouse wheel flips through them. The stack button in edit mode takes the one showing out again.
  • All Apps — Past the last page: a search field, the apps grouped by category, and an alphabetical list. The dock and page dots step aside while it shows; the home bar or a swipe back returns to the pages. Apps removed from the home screen can be put back from it.
  • Search — The Search button under the pages finds apps, Settings pages, contacts, texts, notes and mail on the phone. Players who prefer page dots turn it off in Settings → Appearance.
  • Icon size — Settings → Appearance → Home Screen: small icons with names, or large icons without.
  • Wallpapers — Five built-in wallpapers (Ember, Graphite, Dusk, Slate and Ink) plus any images you add (Config.Home.wallpapers). Players pick one in Settings → Wallpaper, or paste an image link under From a Link and use it on the home screen, the lock screen or both. Links work only from sites you approve (Config.Home.wallpaperLinks); the phone says when a site is not approved or an image does not load.
  • Reset — Settings → General → Reset home screen puts every app back in its default place. The wallpaper stays.
  • Saved per phone — The layout, installed apps and settings belong to the phone.

Store

  • Players install apps. An app from another resource is not on anyone's phone until they press Get in the Store. Once it is on the phone the button says Open.
  • Product pages — Click an app for its page: icon, name, tagline, description, category, version and developer. Remove App on that page takes it off the phone again.
  • Only allowed apps show. An app limited to certain jobs, gangs or on-duty players only appears for them. A player who stops qualifying loses it from their screen.
  • Preinstalled apps (Config.Store.preinstalled) are on every phone, marked Built in, and can't be removed.
  • Turn the store off (Config.Store.enabled) and every app a player may use is on every phone; the Store app disappears.
  • Dark Chat and Feed come from the Store, and so do Hookr, Leakd and Glitch when you run them.
  • Downloading — Get downloads the app over a few seconds (Config.Store.simulateInstalls). Its icon appears on the home screen dimmed with a progress pie, reading Waiting…, Loading…, then Installing…, and brightens when it is ready. Weak signal slows the download, and no signal or Airplane Mode pauses it. Players tap the icon to pause or resume, or hold it for Cancel Download. The server keeps the download going even when the phone is put away. See Configuration → Store.

Widgets

Widgets are tiles on the home screen. Players add them in edit mode and choose Small (2x2), Medium (4x2), Large (4x4) or, where a widget offers it, a whole page (Extra large, 4x6). A widget that belongs to an app is only offered while that app is on the phone, and clicking it opens that app.

  • The phone's own widgets — Clock, Timer (with Start and Stop), Battery, Photos, Notes (the latest note), Messages (the latest conversations), Wallet (the balance), Maps (distance to the waypoint), Favourites (tap one to call), Weather (only when a weather resource runs on the server) and Gigs (only while you are on a gig shift). Photos and Notes also come in the whole-page size.
  • Widgets from other resources — A number, a list, a progress bar, a short text or a small page.
  • Clock styles — The Clock widget comes in six styles, each Small or Medium: City (a numbered dial, white by day and black at night), Analog (a ticked dial with the accent colour at twelve), Digital, Float (big digits in the accent colour), Solar (the sun or the moon crossing the sky of the game hour) and World Clock (Los Santos, Vice City, London and Tokyo, each with its day and hours ahead). In edit mode, click the Clock widget to open Edit Widget and pick a style; it applies at once and is saved with the phone's home screen. The clock shows game time, and its hands sweep at the game clock's speed only while the widget is on screen. Reduce Motion and Low Power hide the second hand.

Notifications

Texts, mail, missed calls, things shared nearby, bank transfers and messages from other resources arrive as notifications.

  • What shows — A text shows the sender and the start of the message; a photo, video, voice message, location, contact, drawing or poll shows a short label instead ("Photo", "Voice message", "Location"), and a payment request shows "Payment request $250" with its reason. A mail shows the sender, the subject and the mail's first line. Long text is cut to two lines.
  • Banner — A banner springs down while the phone is open and unlocked, for 4 seconds (Config.Notifications.bannerDuration). Click it to open what it is about, which clears the notification. Drag it up to hide the banner; the notification stays in the list. Drag it down (or click the arrow) to show its buttons and, for a text, a Reply field that answers without opening Messages.
  • While the phone is put away — The top of the phone rises at the bottom right for five seconds with the time and the notification, then sinks again, one notification after another. It never takes the mouse. It shows what arrived only when the phone's previews are set to Always; otherwise it says which app it is from. Incoming calls show there too.
  • List — Click the left half of the status bar, or drag down from it, for the Notifications list. Notifications stack by app, and texts by conversation; click a stack to spread it, then Show less folds it and its X clears it. Drag a notification left for Options (mute that app for an hour or for today, or turn it off) and Clear. The X beside Notifications turns into Clear; click it again to clear everything.
  • One list — The lock screen, the Notifications list, banners and the app badges all show the same notifications, so clearing one anywhere clears it everywhere. Clearing a notification only hides it: what it is about stays unread in its app, and no read receipt goes out.
  • Read clears it — Reading what a notification is about clears it, as on the phone itself: opening the conversation, opening a mail (or archiving, moving or deleting it), opening Recents for missed calls, playing a voicemail, answering a payment request, and opening the Wallet app for its notifications. The server clears them, so it holds after a restart and the badges follow.
  • Badges — An app's icon shows how many of its notifications are waiting. Clearing them, or reading what they are about, takes the number down at once. An app from another resource may set its own number; the icon shows the larger of the two.
  • Sound — The player's text tone plays for a new notification, also while the phone is put away (Config.Notifications.sound). On a gamepad the controller gives a short buzz too.
  • Locked phones show every waiting notification stacked by app, with what arrived only when the owner shows previews always (see Screen Lock). A notification that arrives while the phone is locked joins the lock screen at once.
  • Kept per phone — Notifications stay on the phone until tapped or cleared, up to 100 (Config.Notifications.stored). The oldest go first. Cleared ones stay readable to a police extraction for the recovery window.
  • Buttons — Some notifications have buttons, like Save and Ignore on something shared nearby. In the list, click the arrow on a notification to show them.

Players control notifications per phone in Settings → Notifications: Show Previews, Show banners, Play sound, the volume, and which apps may notify them.

With Oxide HUD

When Oxide HUD runs on your server (with o-link 1.12.1 or newer), the top of the phone that rises while it is put away (for notifications and for incoming calls) becomes one of its panels:

  • Players move it in Oxide HUD's editor (/hud), where it shows as Phone: notifications and calls with a sample notification in it. The HUD keeps it clear of its own parts and of other resources' panels, such as a tablet's notification bubbles in the same corner.
  • It starts at the bottom right, where it always rises. When the HUD has to move it, or the player drags it up, it rises a little way off the bottom edge of the screen instead.
  • Players can switch it off in /hud with Show in game. Calls still ring and can still be answered with the keys.
  • It hides with the HUD: in the pause menu, while the player is dead or downed, at character select, and during full-screen views such as a cutscene.
  • It keeps the phone's own colours: the frame, the player's wallpaper, the apps' icons, and green and red for answer and decline.
  • The open phone hides the HUD as before. The camera hides other resources' panels too, chat included, so nothing ends up in a picture.

Without Oxide HUD, or when it stops, it rises at the bottom right as it always has.

Modes

Do Not Disturb, Sleep, Driving and Work (Settings → Modes, or the button at the top of the Notifications list) silence notifications and calls the player has not allowed. Notifications still arrive, silently and without banners.

  • Who gets through — Per mode: calls from everyone, favourites only or nobody, and the apps whose notifications still sound.
  • For a while — Switch a mode on for an hour or until turned off. The status bar shows its icon.
  • Driving starts by itself while the player sits in the driver's seat (on by default). It can answer texts with the player's own message, once every ten minutes per person.
  • Work can start by itself while the player is on duty (off by default).
  • A call a mode holds back shows but does not ring, on the phone or for players nearby.

Sounds and the Torch

  • Ringtones and text tones — Settings → Sounds: eight ringtones and six text tones, all original, a volume for alarms and timers, and Vibrate the controller. An incoming call rings with the player's ringtone, also with the phone put away.
  • Side buttons — The volume buttons on the phone's side change the ringer and alerts volume; the button on the right locks the phone (a phone without a passcode is put away instead).
  • Torch — The lock screen's torch button lights the way from the phone in the player's hand, seen by everyone nearby. It goes out when the phone is put away and drains the battery a little faster (Config.Battery.torchPerMinute).

Quick Controls, Airplane Mode and the App Switcher

Quick Controls

Click the right half of the status bar, or drag down from it. A grid of controls:

  • Airplane Mode — The phone makes no calls, texts, posts, chats, money transfers or nearby shares, and nobody can reach it: calls to it are unreachable, texts and mail wait until it is switched off, and a police trace finds nothing. Emergency calls still go through. The carrier keeps when it was on (see Carrier Records).
  • Silent — No notification sounds (the same switch as Play sound in Settings → Notifications).
  • Torch — The same torch as on the lock screen.
  • Low Power — Slower battery drain (see Battery).
  • Modes — Pick a mode for an hour or until turned off.
  • Camera, Timer and Calculator — Open those apps.
  • Brightness — Dims the phone's screen (not the game).
  • Volume — The ringer and alerts volume.

Edit removes a control, changes its size (round or wide) and adds one back. The arrangement is saved per phone.

The App Switcher

Double-click the bar at the bottom of the screen, or drag it up and hold. The five most recent apps show side by side with a line from each (the conversation or page that was open). Click one to go back to it; drag it up to close it. The three most recent of the phone's own apps stay open in the background, so going back is instant; apps from other resources start again.

Sharing Nearby

The Share button on a photo, a contact, a saved note, a waypoint in Maps or a Feed post opens the share sheet:

  • Nearby — Players within 3 metres (Config.Contacts.shareRange) who have their phone out, closest first. A phone in a pocket never shows up, and neither does a player in another instance (routing bucket). A player shows by name only when both players saved each other as contacts; anyone else shows as Nearby. The other player gets a notification with Save and Ignore. It waits 60 seconds (Config.Contacts.shareSeconds), and both players must still stand close when it is saved. Each share can be saved once.
  • Messages — The last few conversations with people: the photo, or the item as text, is sent there at once.
  • Apps — Start a new message (or, for a contact, a place or a post, a new note) with it.
  • Actions — Set Waypoint for a place and Copy for anything that is text.

What is shared is read from the sender's phone by the server, never taken from what the player's screen sends. A saved photo is the receiver's own copy: the sender deleting theirs doesn't remove it. A saved contact whose number the receiver already has keeps the receiver's own name for it. A saved place sets the receiver's waypoint. Tapping the "Saved from Nearby" notification opens what was saved.

Every nearby share is kept for the carrier window and appears in police extractions of both phones: who shared it with whom, where and when, whether it was saved, and a short description (a contact's name and number, a note's title, a photo's link, a post's author, a place). Never a note's text. A secure wipe of either phone removes the description and keeps the rest.

The Settings App

PageWhat's there
SIM cardThe phone number, whether the SIM is Registered or Burner, and Eject SIM card; Registered to you: report a SIM lost or stolen, and get a replacement (see Lost or Stolen SIM)
Find PhoneThe phones registered to you: locate, Lost Lock and erase (see Find Phone)
PasscodeTurn the passcode on, change it, or turn it off
PhoneAlways Show Calls Full Screen; Show My Caller ID; Respond with Text replies; Silence Unknown Callers and Ask Reason for Calling; Voicemail on or off; Blocked Contacts
MessagesSend Read Receipts
WallpaperThe five built-in wallpapers, Server wallpapers and From a Link (an image link on a site the server approves), for the home screen and, separately, the lock screen
Lock ScreenThe clock (weight, colour, glass, compact) and the widget row
NotificationsShow Previews, banners, sound, volume, and which apps may notify
SoundsRingtone, text tone, alarms and timers volume, and controller vibration
ModesDo Not Disturb, Sleep, Driving and Work: who may call, which apps may notify, starting by themselves, and Driving's auto-reply
AppearanceLight, Dark or Automatic (dark from 20:00 to 06:00 game time); an accent colour (Blue, Red, Green, Orange, Purple, Pink, Graphite); how tinted the glass panels are; app icons Default, Dark or Tinted; text size (Default, Large, Larger, Largest) and Bold text; Reduce transparency, Increase contrast and Reduce motion. Until a player picks, the phone follows your default look (Config.Appearance); Use server default goes back to it. Apps from other resources that support it follow the light or dark mode, the accent and the text size
Display & BrightnessBrightness and Auto-Lock
GeneralDevice ID, phone number and battery; Reset home screen; Power off; Erase all content; Secure wipe (only while carrying a phone wiper)

Each app from another resource has its own page at the bottom: what it may use, and the account the phone is logged in to for it, with Change Password (which signs out every other phone unless Sign out of all other phones is turned off), Signed-In Phones (sign out any other phone) and Log Out. A phone signed out from elsewhere restarts the app if it is open, logged out.

Airplane Mode has its own switch at the top of the Settings app. The pages are grouped in sections (Airplane Mode and SIM; Notifications, Sounds and Modes; General and the look of the phone; Passcode; Phone and Messages), and the Display & Brightness row shows the Auto-Lock time.

The top of the Settings app shows the registered owner's name and the number.

Calls

Calls need pma-voice with phone calls turned on. Without it, the Phone app says calls are not available on this server and everything else works.

The Phone App

Three tabs: Calls (favourites on top of the recent calls, with Voicemail as a filter), Contacts and Keypad, with a search button beside them that finds contacts and recent calls by name or number.

  • Favorites — The first 4 favourites as photo tiles at the top of Calls, then Show All. Click a tile to call. Right-click for Message or Remove from Favorites.
  • Recents — The last 100 calls in and out. All, Missed or Voicemail, with missed calls in red. Drag a row left to delete it, or Clear to empty the list. The info button opens call details: every call with that number (date, direction, length and result), with Message, Create New Contact and Block.
  • Keypad — Dial any number. While typing, it suggests a contact by number or by the name spelled on the keys (2 for ABC, and so on). Paste a number, hold 0 for +, and hold delete to clear. The call key with nothing typed brings back the last number called. Emergency numbers go to dispatch instead (see Emergency Numbers).
  • Voicemail — See Voicemail.
  • Contacts — See Contacts.

How a Call Works

Calling — The caller needs an unlocked phone with a SIM and signal. A number that no SIM uses says "That number is not in service."

Ringing — The other phone rings for 30 seconds (Config.Calls.ringSeconds), with the ringtone set for that contact if there is one. Everyone within 15 metres (Config.Calls.ringRange), the owner included, hears it ring, unless the owner has sound off or Do Not Disturb on.

Answering — Depends on where the phone is:

  • Locked — The call fills the screen. A locked phone shows only the number, never the saved name.
  • Unlocked and in use — A banner drops over the open app with Decline and Accept. Click the banner for the full call screen. Players who want the full screen every time turn on Settings → Phone → Always Show Calls Full Screen.
  • Put away — A card rises with the caller and two keys: Enter answers and Backspace declines (the defaults; players rebind them in FiveM's key bindings, and the card shows the keys bound now). The call goes on with the phone still away.

Declining another way — Message declines and texts the caller one of the canned replies (players write their own, up to 6, in Settings → Phone → Respond with Text). Remind Me declines and puts a "Call back" notification on the phone an hour later.

Talking — Voice goes through pma-voice. The call screen has the keypad (both sides hear the tones), Add Call, Hold, Swap, Merge and Contacts. Minimise it with the arrow at the top left; the green pill in the status bar brings it back. The call carries on with the phone put away.

Ending — End call from anyone in it.

Hold, Call Waiting and Conference Calls

  • Hold — The other side hears nothing and sees "On hold" until the call is resumed.
  • Call waiting — A second call during one beeps instead of ringing and offers Hold & Accept, End & Accept or Decline. With two calls, Swap switches between them and the one not in use waits on hold.
  • Add Call — Puts the current call on hold when the next one is placed.
  • Merge — Joins the two calls into one conference call, up to 5 people. Anyone can leave; the call goes on while two people are still in it. People who joined through a merge see each other's numbers only if they called each other, or by the name they saved for them.

Unknown Callers and Caller ID

In Settings → Phone:

  • Silence Unknown Callers — Calls from numbers not in Contacts don't ring. The caller can leave a voicemail, and the call shows in Recents.
  • Ask Reason for Calling — A caller who is not in Contacts (and shows their number) is asked why they are calling first. The phone then rings with their answer shown. A caller who doesn't answer within 20 seconds gets no answer.

A caller who hides their number counts as unknown for both, even when they are in Contacts. Silenced and screened calls never make the phone busy: other calls still get through.

  • Show My Caller ID — Turned off, the other phone shows "No Caller ID" and can't call back or text back. The carrier records still hold the real number for police.

Blocked Numbers

Block a number from a contact, from call details, or in Settings → Phone → Blocked Contacts (up to 200 per phone). A blocked number's calls ring out to "No answer" and never show on the phone. They can still leave a voicemail, which never shows on the phone either (police can recover it like deleted messages). Their texts never arrive, and their mail goes to Junk without a notification. Blocking is per phone. Drag a number left in the list to unblock it.

Voicemail

  • Leaving a message — When a call isn't answered or is declined, the caller sees Leave a Message and records up to 30 seconds (Config.Calls.voicemailSeconds, never longer than the voice clip limit in Config.Media.audio). It needs photo storage set up, and the person called must have Voicemail on in Settings → Phone (on by default). A phone keeps up to 100 messages; when it is full, callers can't leave one until some are deleted.
  • Listening — Calls → Voicemail lists each message with the caller, time and length, and a dot on new ones. Open one to play it, scrub, change the speed, call back, send it on as a voice message, or delete it. The Phone icon counts unheard messages along with missed calls.
  • Deleted messages — Stay under Deleted Messages with Undelete until they expire.
  • Greeting — Players record their own greeting in Calls → Voicemail. Callers hear it before the tone. Without one, they hear only the tone.
  • Kept for — 30 days (Config.Calls.voicemailDays). Police can still recover expired and deleted messages for the recovery window.

When a Call Doesn't Connect

ResultWhy
BusyThe other phone is already in two calls, has another call ringing in, or is dialling
Not reachableThe other phone is switched off, flat, out of signal, held by police, not carried by anyone online, or its holder is dead or down
No answerNobody answered in time, the call was silenced, or the number is blocked. The callee gets a Missed call, except from a blocked number
DeclinedThe callee declined

After No answer, Not reachable, Busy or Declined, the caller can leave a voicemail if the other phone takes them.

What Ends a Call

A call ends by itself when either side dies or goes down, leaves the server, loses the phone, has the phone switched off or run flat, takes the SIM out, or (once answered) walks into a no-signal area. In a conference, only that person leaves.

Messages

Conversations

  • Direct and group texts — Start a conversation with one number or contact, or several for a group (up to 8 people including you, Config.Messages.groupSize). A group can have a name.
  • The list — Pinned conversations sit at the top as large pictures. Filters show All, Unread, Unknown (numbers not in Contacts) and Deleted. Drag a row right to mark it read or unread, or left to mute or delete it. Right-click a row to pin it.
  • Search — Finds conversations by name and texts by their words.
  • Recently deleted — A deleted conversation stays under Deleted for 7 days (Config.Evidence.recoveryDays) and can be recovered. Deleting only removes it from this phone.
  • Texts wait — A text to a phone that is off, flat, out of signal or held by police waits on the server and arrives once that phone can take it, for up to 7 days (Config.Messages.queueDays).
  • No signal — A text sent without signal shows "Not delivered". It goes again by itself when signal comes back within a minute; after that, click it to try again.
  • Texts from services — Jobs and other resources text players from a named sender. These conversations are read-only: "You cannot reply to this sender."
  • Unread badge — The Messages icon counts unread texts.

Writing

  • Length — Up to 500 characters per text (Config.Messages.maxLength), and up to 20 texts per minute (Config.Messages.perMinute).
  • The plus menu — Photos and videos (up to 4 in one message), Camera, Location, Wallet (in a conversation with one person), Contact, Poll, Drawing and Send Later.
  • Voice messages — Click the microphone, talk, then send or delete. Up to 60 seconds (Config.Messages.voiceSeconds, never longer than the voice clip limit in Config.Media.audio). Voice messages, photos and drawings need photo storage set up.
  • Locations — Share where you stand now, share a live location for 15 minutes, an hour or until you stop (8 hours at most), or ask someone for theirs. A live location moves on the card every few seconds and ends early if the phone leaves its holder. The other person opens a location in Maps.
  • Wallet — Send money to the person you are talking to, or ask them for some: type the amount on the keypad, add a note if you like, then Send or Request. Sending asks for your passcode when the phone has one. It works like the Wallet app, with the same limits, and leaves a payment card in the conversation with the amount, the note and where it stands (Sent, Received, Requested, Paid or Declined). The other person pays or declines a request from the card.
  • Polls — A question with 2 to 12 options. Everyone in the conversation can vote and add options.
  • Mentions — Type @ in a group to mention someone. A mention reaches them even when they muted the conversation.
  • Send later — Pick a time between one minute and seven days ahead. The text waits on the server, so the phone does not need to be on. Cancel it from its menu.

A Message's Menu

Hold a message down, right-click it or double-click it: the conversation dims, the message lifts, its reactions sit above it (see below) and its menu below it, all inside the screen:

  • Reply — Quotes it above your text. Click the quote to jump to the original.
  • Copy, Forward and Delete for Me.
  • Edit — Your own texts, within 15 minutes and up to 5 times. Everyone sees "Edited", and Edit History shows the earlier versions.
  • Undo Send — Your own messages, within 2 minutes. Everyone sees "This message was unsent."

Reactions

Above a held message: a heart, thumbs up, thumbs down, haha, !!, ? and +, which opens the emoji panel at the bottom of the screen (recently used, categories and search) to react with any emoji.

  • One each — Everyone has one reaction per message. Pick the same one again to take it back, or another to swap.
  • Badges — Reactions show at once as badges on the message's top corner, yours highlighted, on every phone with the conversation open. Click the badges to see who reacted with what, and to remove your own.
  • Notifications — The person who wrote the message is told who reacted and with what, as Show Previews allows. Not when they hid the conversation's alerts or blocked you, and only once a minute for the same message.

Conversation Details

Click the name at the top of a conversation for:

  • Group name and photo — Anyone in the group can change them.
  • Members — Admins add and remove people. The person who started the group makes admins. When the last admin leaves, the member who joined first becomes one.
  • Pin, Hide Alerts (for an hour, 8 hours, a week or until turned back on) and Send Read Receipts (direct conversations).
  • Background — Six colours or one of your photos. Everyone in the conversation sees it.
  • Leave and Delete.

Read Receipts and Typing

  • Read receipts — When on, the other person sees "Read" and the time under your last message. Turn it off for every conversation in Settings → Messages, or for one in its details.
  • Typing — The other people see three dots while you type.

Contacts

  • Saved on the phone — Up to 200 contacts per phone (Config.Contacts.max), not per character.
  • The list — My Card (this phone's own number) at the top, then contacts from A to Z with letter headers that stay in view and an A–Z rail on the side to jump.
  • A contact — Photo (from Photos) or coloured initials, name and number, and optionally an email address, birthday, notes and its own ringtone. Message, Call, Share and Favorite along the top; Block and Delete at the bottom (Delete asks first).
  • Adding and editing — The form shows the initials change as the name is typed.
  • Share with someone nearby — Opens the share sheet for the contact (see Sharing Nearby).
  • The phone shows saved names instead of numbers in Messages, Recents, calls and notifications.

Mail

Addresses

  • SIM address — Every SIM has an address: its number's digits at the mail domain, for example 3105550147@phone.mail (Config.Mail.domain). It goes where the SIM goes.
  • Alias — A player can claim one alias per phone, such as jordan@phone.mail (3 to 24 letters, digits, dots or underscores, starting with a letter). Others can write to it, and the phone sends from it. An alias can change once a week. Set it under Mailboxes → Addresses.
  • Resource addresses — Other resources can take mail for their own address (for example tips@lspd.gov). See Exports.

Mailboxes

  • Inbox — Split into Primary (mail from players), Transactions (from senders whose name has a word such as "bank" or "invoice", Config.Mail.transactionWords) and Updates (all other services).
  • Flagged, Drafts, Sent, Junk, Trash and Archive.
  • Conversations — A reply stays with the mail it answers. The list shows a conversation once with how many mails it holds, and the conversation opens with the earlier mails folded.
  • Rows — Drag right for read or unread, left to flag, archive or delete. Empty clears the Trash.
  • Search — Finds mail by sender, subject or words.

Writing Mail

  • To and Cc — Up to 10 addresses in all. Typing suggests contacts (their email, or their number's SIM address) and recent addresses. A typed number becomes its SIM address.
  • From — The alias or the SIM address. Sending needs a SIM in the phone, even from the alias.
  • Attachments — Up to 4 photos, videos or notes.
  • Undo — A sent mail waits 10 seconds with Undo before it goes. Undo puts it back in Drafts.
  • Send later — Up to seven days ahead.
  • Drafts — The mail saves itself to Drafts while you write and when you leave it.
  • Reply, Reply All and Forward — Quote the original under your words.
  • Limits — 6 mails per minute and 40 per hour per phone (Config.Mail.perMinute, Config.Mail.perHour).
  • Undeliverable mail — Mail to an address nobody holds comes back as "Undelivered mail".

Receiving

  • Mail waits — Mail for a player whose phone can't take it (off, flat, no signal, no phone) waits, then arrives on the next phone that holds their number or any SIM registered to them, for up to 30 days (Config.Mail.pendingDays).
  • Mail to offline players — Other resources can send mail to a character who is offline. It arrives when they next have their phone.
  • Kept per phone — Up to 200 mails per phone (Config.Mail.maxPerPhone). The oldest is removed beyond that.
  • Unread badge — The Mail icon counts unread mail.

Camera and Photos

The camera needs photo storage. Until you set one up, the Camera app says "Photos are not set up on this server" and explains what the admin has to do. See Installation → Photos.

The Viewfinder

Opening Camera starts it straight away. The viewfinder sits in the phone's screen and shows exactly what will be saved, in the chosen shape, filter and exposure. V shows it full screen for framing, and V again brings the phone back. The game's HUD is hidden while the camera is up, so it never ends up in a picture. With Oxide HUD running, its panels and other resources' panels (chat too) hide as well. On foot the camera is held out in front of the character; in a vehicle it looks out from head height; the selfie camera faces the player.

The mouse looks around. To click the camera's buttons, press Q for the pointer; right-click or Esc goes back to looking around.

Walking with the camera: W walks where the character and the camera face, at the normal pace, and the mouse steers by turning the character, with the phone held up. With the selfie camera the mouse turns the character too and W walks the way they face, so they can walk and talk to the camera. While S, A or D is held the mouse waits, since those keys already turn the character that way. Sprinting is off with the camera out unless the server allows it (Config.Camera.sprint). With the pointer out (Q) the movement keys still walk. The same applies when an app uses the camera, for example to go live. In a vehicle the mouse looks around freely.

Modes

  • Photo — A click takes a photo. Holding the shutter records a video while it is held; drag the shutter onto the lock beside it to keep recording after letting go.
  • Video — Click to start and stop. While recording: the time against the longest clip at the top (and a red pill in the status bar), Pause, a small white button that takes photos without stopping, and flip.
  • Time-lapse — Keeps one frame every half second and plays them back twelve times faster.
  • Portrait — Blurs what is not in focus. Click where to focus; holding the click locks it there ("AE/AF LOCK").

F7 (or the mouse wheel over the mode names) changes mode. The server sets the initial key with Config.Camera.modeKey; players can rebind it in FiveM's key bindings.

Controls

The strip above the viewfinder holds the controls the player picked; the button beside the shutter opens all of them. The pin next to a control puts it on the strip (up to 5).

  • Flash — Off, On or Auto (on at night and indoors). The flash lights the scene for the photo and players nearby see it. In Video and Time-lapse, the flash is the phone's torch.
  • Timer — Off, 3 or 10 seconds, with a big countdown. Clicking the shutter again cancels it.
  • Shape — 9:16 (the whole screen), 4:3, 1:1 or 16:9 for photos; 9:16 or 16:9 for video.
  • Exposure — Darker or brighter, -2 to +2. Clicking the picture also shows a focus box with a sun to drag up or down.
  • Filter — Original, Vivid, Warm, Cool, Mono, Noir, Fade, Dusk and Punch, seen live in the viewfinder.
  • Grid, Level (a line that turns yellow when the camera is straight), Microphone (records your voice with video; game sound is never recorded), Mirror selfies and Location tags.

Zoom

The lens buttons jump to .5×, 1×, 2×, 3× or 5× (1× and 1.5× on the selfie camera). The mouse wheel zooms anywhere between them, and holding a lens button opens a slider. The lens in use shows the zoom, for example 1.4×.

Keys

KeyAction
Left click or EnterTake a photo, or start and stop recording (hold in Photo to record)
Mouse wheelZoom
F7Next mode
RSwitch to selfie and back
FHold the view in place (rear camera on foot, up to 60 seconds or until you walk 10 metres away)
EFlash: off, on, auto
Z / CTilt left / right
VFull screen and back
QThe pointer, to click the camera's buttons
BackspaceBack to the phone

All of these except the mouse can be rebound in Esc → Settings → Key Bindings → FiveM ("Phone camera: ...").

Videos

  • Limits — Up to 60 seconds (Config.Media.video.maxSeconds), 12 MB (Config.Media.video.maxMB) and 3 per minute per player (Config.Media.video.perMinute). Recording stops by itself at the longest length, or just before the clip would be larger than the size limit, and the clip is saved. All the videos on one phone together can take up to 250 MB (Config.Media.video.perPhoneMB).
  • Saving — After recording, the phone uploads the clip with a progress ring on the thumbnail. If the upload fails, the clip is kept until the camera closes, with Try again and Discard.
  • Cancel — Leaving a recording asks Save video, Discard or Keep recording.
  • Put away mid-recording — Closing the phone, a call, or the character dying while recording stops the recording and saves the clip in the background; a notification says whether it was saved. A clip always goes to the phone it was recorded on, and only while the player still carries that phone and police don't hold it.
  • One at a time — A new recording waits until the last clip has finished uploading (or was discarded).

Photos

  • Library and Collections — Two tabs at the bottom, with Search beside them. The Library shows every photo and video by day (Today, Yesterday, then dates). The + and - buttons (or Ctrl and the mouse wheel) switch between 3, 5 and 9 columns; at 5 the grid groups by month, at 9 it is one run. Scrolling shows Years, Months and All: Years and Months sum the library up as cards, and picking one jumps to it.
  • Tiles — A video's length, a heart on favourites, stars when Show Ratings is on (the ... menu), and the days left in Recently Deleted.
  • Select — Click tiles, or drag across them, then Favorite, Add to Album, Hide or Delete. Right-click a tile for Favorite, Rate, Add to Album, Share, Hide and Delete.
  • Collections — Favorites, Videos and Places pinned at the top; My Albums; Shared Albums (with invites to answer); Media Types (Photos, Videos, Selfies, Time-lapse, Portrait); and Utilities: Hidden and Recently Deleted.
  • Places — Every photo and video with a location tag on the map, gathered into markers with a count when they are close together. Clicking a marker opens its items.
  • Search — Finds captions, street names and areas as you type.
  • Viewer — Drag or use the arrow keys to move between items, the mouse wheel or a double-click to zoom (drag to look around), click to hide the bars, and drag down to close. A filmstrip at the bottom scrubs the list. Buttons: Share, Favorite, Info, Edit (Trim for a video) and Delete. ... has Use as Wallpaper (home screen, lock screen or both), Assign to Contact, Add to Album, Rate, Make Album Cover, Show on Map, Slideshow, Hide and Revert to Original.
  • Info — A caption you can edit, the real date and time and the in-game time it was taken, the camera and mode, size and resolution, a rating, where it was taken on a small map (click it to open Maps), and the albums it is in.
  • Videos — Play and pause, a scrubber, speed (0.5x to 2x), mute, and Save Frame as Photo.
  • Trim — Yellow handles set where a video starts and ends. Save keeps the trim (the video plays and is shared that way; nothing is re-encoded), Reset clears it, and Save as New Clip makes a new video of just that part, with the same limits as recording.
  • Edit — Adjust (Exposure, Brightness, Contrast, Highlights, Shadows, Saturation, Warmth, Tint, Vignette), Filters (the camera's looks, with strength), and Crop (Freeform, 1:1, 4:3, 16:9 and 9:16, rotate, flip and straighten). Undo and redo; hold the picture to see the original. Done saves the result as an edit and the library shows it instead of the original, which is kept. Revert to Original brings the original back.
  • Albums — Make, rename and delete albums, and pick a cover. Adding to an album never copies the photo.
  • Shared albums — Invite people by number, Nearby, or everyone in one of your conversations (they get a text and a notification with Join and Decline). Everyone in a shared album sees every item and can add their own; the owner can remove people and anyone can leave. Up to 12 people per album and 50 albums per phone.
  • Hidden — Hidden items leave the library and every collection. Opening Hidden needs the phone's passcode (when it has one) and stays open for 5 minutes.
  • Recently Deleted — Deleted items stay here, with the days left, for as long as police can still recover them (Config.Evidence.recoveryDays). Recover puts them back. Delete Now removes them from the phone, but police can still recover them until those days run out. Only a secure wipe removes them for good.
  • Editing needs the file — Editing, Save Frame and Save as New Clip read the stored file. Storage that allows reading from the game (S3 with a GET CORS rule) is read directly; anything else is fetched through the server, a few files a minute per player.
  • Limits — Up to 2 MB per photo (Config.Media.maxKB), 6 per minute per player (Config.Media.perMinute), and 500 photos and videos per phone (Config.Media.keepPerPhone); a full phone says "This phone is full. Delete some photos first."
  • Only your storage — Photos and videos are only shown from the storage hosts you configured. An address anywhere else is never shown.
  • Location tags — With Location tags on (the default), each photo and video records where it was taken: the position the server sees the player at (for a video, where recording started), and the street and area names the phone gives when they match that position. Police see this in an extraction. With it off, only the time is kept.

Notes, Calculator and Clock

  • Notes — Up to 100 notes per phone (Config.Apps.notes.max), saved as you type. Folders: all notes, the default Notes folder and folders you make (a new folder with no note in it lasts until the app is closed; deleting a folder moves its notes to Notes). Pin a note to keep it at the top. Search finds words in titles and text. In a note, the format bar sets a line to Title, Heading, Body, Bulleted List, Numbered List or Checklist, and makes selected words bold; Enter continues a list. Tick checklist items without opening the editor. A note emptied is deleted. Deleted notes can still be recovered by police for a while (see Police and Evidence), and until then they count toward a second limit of three times that number.
  • Calculator — Works like a phone calculator: operator order (2 + 3 × 4 = 14), pressing = again repeats the last step, % (50 + 10% = 55), ±, delete and AC. The calculator button switches to Scientific: brackets, x², xʸ, √x, 1/x, x!, sin, cos and tan (degrees, or radians with Rad), ln, log, π and e.
  • Clock — Alarms on the game clock: up to 10, each with a time and a label, ringing every game day while switched on. A ringing alarm shows Snooze (9 game minutes) and Stop over the lock screen, plays the alarm sound at the alarm volume, and stops by itself after a minute; the phone also gets a notification. A big jump of the game clock (the time being set) rings nothing. Stopwatch with laps (the fastest in green, the slowest in red). One Timer (up to 23 hours, 59 minutes and 59 seconds) that keeps running with the phone put away and goes off with a notification and sound.

Maps

Maps draws o-link's map of the city. The phone does its own map logic; o-link only supplies the map images and their calibration.

  • My location — The player's position and heading. The map follows the player until you drag it; the location button follows again. Zoom stops where the map images stay sharp.
  • Search — The places on the player's map (the game's blips), named by their kind (gas station, police, hospital and so on) or their street, nearest first.
  • Place cards — Click a place, or anywhere on the map to drop a pin: the street and area, the distance, Directions, Save, Home, Work and Share.
  • Saved places — Home, Work and favourites, up to 50 favourites per phone (Config.Apps.maps.maxPlaces). Deleted favourites and replaced Homes, Works and parked-car positions are kept for the police recovery window; each kind counts toward a second limit of three times that number, past which a new one waits until old ones age out.
  • Parked car — When the player leaves the driver's seat after driving for 30 seconds, the phone they carry notes where, with the car's model and plate.
  • Directions — Driving directions on the game's GPS route: the route line, the time left, the arrival time (game clock) and the distance, with a banner for the next turn and the street. Leaving the route shows Rerouting; arriving shows You have arrived. Setting another waypoint (from the pause map or another resource) ends the phone's directions, so the newest route wins.
  • Shared locations — A location someone texted you opens here as a pin.
  • Map mode — How the map shows Cayo Perico is set in /phone settings → General → Map mode, or with oxide-phone:mapmode.

Wallet

The Wallet app works with the bank account of your framework (through o-link). With no framework money system, it says "Banking is not available on this server."

  • Cards — The character's bank balance, and their cash (read only) when the money system has cash.
  • Send — To a phone number (contacts are suggested), with an optional note, after a confirmation. The money goes from the sender's bank account to the bank account of the character that number's SIM is registered to. A burner SIM can't receive money ("That number is not registered to anyone, so it cannot receive money."), and you can't send to your own number.
  • From Messages — The plus menu in a conversation with one person sends or requests money the same way, leaving a payment card in the conversation (see Messages).
  • Request — Ask a number for money, with a note (from a number registered to you). The other phone gets it as a payment message in your conversation (with its notification), with Pay and Decline; it also waits in their Wallet app under Requests. Paying runs an ordinary transfer with all the same rules, and only while the number that asked still belongs to the person who asked. You can cancel a request while it waits; you hear when one is declined. A request can be paid for 24 hours (Config.Apps.bank.requestHours), and one character sends up to 30 a day (Config.Apps.bank.requestsPerDay). A payment message can't be unsent or forwarded.
  • Limits — Up to $50,000 per transfer (Config.Apps.bank.maxTransfer), $100,000 per character in any 24 hours (Config.Apps.bank.dailyLimit), and 3 transfers per minute.
  • Offline recipients — A recipient who is offline is paid into their account where your framework allows it.
  • Safe transfers — Every transfer is written down before money moves. If the money can't reach the recipient, it is refunded to the sender. A transfer that could not be refunded shows "not refunded, contact staff" in the sender's history, and the server console logs it.
  • Transactions — The latest 50 transfers in and out, with search (name, number, note or amount) and a details page (who, note, date, status and reference).
  • Money received — The recipient's phone gets a notification.

Sending and requesting need a SIM and signal. Wallet stays on every phone, beside any bank app a banking script adds (such as oxide-banking's Banking app). Turn it off entirely with Config.Apps.bank.enabled.

Gigs

The Gigs app shows the Oxide gig jobs running on your server: pizza delivery, newspaper route, landscaping, GoPostal, roadside assistance, animal control and pest control (see Integrations). It is on the home screen only while at least one of them runs, and it appears or goes as they start and stop. Each job keeps its own data; the app reads it from the job every time it shows it.

  • The list — Each gig with its icon, a short description, its base pay (for example "$50 per delivery") and its status: Open, On shift, Full (every start location has as many workers as it takes) or Suspended with the minutes left (after too many complaints).
  • The shift in progress — A card on top while you work a gig: what to do now (the address, the yard or the call, or "Head back to start the next run"), how far through the batch or route you are, the pay earned so far before deductions, tips where the job pays them, and the jobs done this shift. Crew shifts say whether you lead the crew or are in it.
  • A gig's page — How it works, its pay, what you need, its start locations on a map (tap a pin to open it in Maps), with Set GPS and Show on Maps and whether each has room right now, and your progress with that job: level and title, how far to the next level, jobs done in total and days in a row.
  • Starting and ending — Shifts start and end in person at the job. The app has no start or quit button.
  • Widget — While you are on a shift, the Gigs widget can be added to the home screen (small or medium): the job, what to do now, the batch progress and the pay so far. Once placed, it shows whenever you are on a shift and hides in between.
  • Updates — The jobs' shift updates (the welcome, incidents such as a lost vehicle, and incoming calls for roadside assistance and animal control) arrive as Gigs notifications instead of texts. Tapping one opens that gig's page. The pay summary at clock-out stays a text in Messages: it is the receipt with every deduction. A player who carries no phone gets the updates as mail.

Turn the app off with Config.Apps.gigs.enabled; the jobs then send their updates as texts instead.

Dark Chat

Anonymous chat rooms, installed from the Store. Turn it off with Config.Apps.darkchat.enabled.

  • A handle per SIM — The first time, the player picks a handle (3 to 20 letters, numbers or _). It belongs to the SIM card and can't be changed. Nobody ever sees the number behind it.
  • Rooms — Join or create a room by name (3 to 32 letters, numbers, spaces, - or _). A new room is Listed for everyone unless the creator unticks it; an unlisted room is joined by typing its exact name.
  • Public rooms — The listed rooms with the most members.
  • Rooms as conversations — A room looks like a Messages conversation: handles above other people's messages, the day between them, and older messages a page at a time. Send words or a photo from Photos.
  • Limits — Up to 20 rooms per SIM (Config.Apps.darkchat.maxRooms), 15 messages per minute (Config.Apps.darkchat.perMinute), 500 characters per message.
  • Unread counts per room. New messages appear live while the app is open.
  • Needs a SIM and signal.
  • Police — An extraction can recover messages sent from the phone, with the chance set in Config.Evidence.darkChatRecovery (0% by default, so Dark Chat stays out of reports).

Feed

One public feed of short posts for the whole city, installed from the Store. Turn it off with Config.Apps.feed.enabled. The app has four tabs (Home, Search, Notifications and Profile) and a round button to write a post.

  • A handle per SIM — Picked once, separate from the Dark Chat handle. Posts show the handle and the profile's name, never the number.
  • Home — For You shows every post; Following shows the handles you follow and your own. More posts load as you scroll.
  • Posts — Up to 280 characters (Config.Apps.feed.maxLength), with up to 4 photos or one video from Photos. Up to 3 posts per minute (Config.Apps.feed.perMinute) and 30 an hour per SIM (Config.Apps.feed.postsPerHour).
  • Hashtags and mentions — #words and @handles in a post can be tapped: a hashtag opens its posts, a handle opens its profile. While you type an @handle, matching accounts are suggested. A mentioned player gets a phone notification.
  • Videos — Play muted while on screen and pause when scrolled away, one at a time. Tap for full screen with sound. Low Power and Reduce Motion stop autoplay.
  • Replies — Reply to a post. Replies show under the post, with the post they answer above it.
  • Reposts and quotes — The repost button offers Repost (press again to take it back) and Quote (your post with theirs inside it). You can quote your own posts but not repost them.
  • Likes and bookmarks — Each with its count on the post. Bookmarks are private; find yours with the bookmark button on your profile.
  • Share — The share button sends a post to a nearby player or into a Messages conversation.
  • Edit — Fix your own post for 15 minutes after posting (Config.Apps.feed.editMinutes, 0 turns it off), up to 5 times. The post shows that it was edited, and every earlier version is kept as evidence.
  • Delete — Authors delete their own posts. Deleted posts stay recoverable by police for the evidence recovery window.
  • Search — Search posts, people and hashtags. Before you type, Search shows the hashtags trending over the last 24 hours (Config.Apps.feed.trendHours). Each person counts once per hashtag.
  • Notifications tab — Likes, reposts, replies, mentions, quotes and new followers. Likes, reposts and follows are grouped ("Maya and 2 others liked your post"). Mentions, replies and new followers also arrive as phone notifications (at most 10 replies or mentions an hour from one person, and one follow), which follow the phone's Show Previews setting. Opening the tab clears the Feed's phone notifications; opening a post clears that post's.
  • Profiles — A picture, a banner, a name, a bio and a pinned post (all set by the owner from their own photos), when they joined, followers and following (tap for the lists), Follow (up to 500 handles), "Follows you", and the Posts, Replies and Media tabs. Your own profile also has Likes.
  • Verified — A blue badge beside the name everywhere the account appears. Tapping it on a profile explains what it means, and the profile also says "Verified account". Admins give it in the app or with /phone feedverify (see the Admin Guide).
  • Reports — Any player can report a post as spam, abuse or something else. Admins work through reported posts in the app.
  • Moderation — Admins see Delete Post on every post, Mute the author for 24 hours, Unmute the author and Verify. A muted author sees "A moderator has muted you for now." and can't post, repost, quote or change their profile.
  • Needs a SIM and signal.

Emergency Numbers

911 (emergency) and 311 (non-emergency) by default (Config.Emergency).

How Players Call

Dial the number in the Phone app, or press Emergency call on the lock screen.

Pick the number, describe what is happening (up to 240 characters), and optionally tick Do not send my name or number.

Press Call. The player sees "Your 911 call went through. Stay safe."

It works on a locked phone and without a SIM. It needs signal, and a player can make 2 emergency calls per 30 seconds.

Where the Call Goes

Your server runsWhat happens
oxide-dispatchThe call arrives as its 911/311 call at the caller's position, with the caller's number unless they chose to hide it. Replies from responders arrive on the caller's phone as texts
Another dispatch resourceThe call arrives as an alert at the caller's position
No dispatch resourcePlayers with the jobs listed for that number get a notification and a map blip for 30 seconds

Police and Evidence

Police investigate phones with the Forensics app. Everything works with nothing else installed; oxide-police and your own MDT only add to it (see Integrations). Every check runs on the server.

Who counts:

  • Police are the jobs and grades in Config.Evidence.jobs.
  • Authorizers are the jobs and grades in Config.Evidence.authorizers (police command or a judge job). They issue and revoke search authorizations.
  • Players with one of those jobs see the Forensics app (only while on duty, when Config.Evidence.requireDuty is on). Their grade is checked each time they use it.

Evidence Mode

When police open a phone registered to someone else, on duty or not:

  1. The phone opens on an Evidence lock screen: its number, who the SIM is registered to, and its custody state. Never its content.
  2. The phone is logged as Seized.
  3. It only unlocks with the owner's passcode. A phone without a passcode doesn't open at all in evidence mode ("Evidence phones open only with the owner's PIN."). To see what is on it, police extract it.
  4. Police who unlock it with a passcode the owner gave them can look, but can't change anything on it: no deleting, no new contacts or notes, no photos, no passcode or SIM changes. The custody log records "Unlocked with the owner's PIN".

Custody

StateMeaningHow it gets there
With its holderNormalThe default. A seized, lodged or returned phone comes back to this when anyone who isn't police opens it, its owner included ("Left police custody")
SeizedHeld by policePolice open it, or start an extraction
LodgedBooked as evidenceLodge in Forensics
Being returnedOn its way back to its ownerReturn in Forensics. The phone stays dead while police hold it, and works again as soon as its next holder opens it
DestroyedGone for goodDestroy in Forensics. The phone says "This phone is broken." forever, and its SIM is deactivated

While police hold a phone (seized, lodged or being returned), it gets no calls, texts or mail (texts and mail wait), can't call or send, and its SIM can't be taken out or swapped ("This phone is held as evidence."). Every step is written to the phone's custody log, which is part of every report.

The Forensics App

TabWhat police do there
PhonesSee each phone they carry that is registered to someone else: number, SIM owner, device owner, custody and whether a search is authorized. Extract, Lodge, Return and Destroy
AuthorizationsSee recent authorizations (active or ended, who issued them, when they expire). Authorizers Issue authorization and Revoke
ReportsEvery extraction report. Open one to see whether each report destination took it, Copy text and Send again, and browse it by tab: Summary (the full text), Photos and Videos, Edited and Unsent (every version of an edited message, and the text of an unsent one), Mail, Call Log, Voicemail (with a player), Places (where photos and videos were made, as a list, and the saved places), Feed (posts made, edited or deleted on the phone, with their photos and video, every earlier version of an edited post, and deleted posts still inside the recovery window) and Apps (what the phone did in apps from other resources, with the photos and videos it gave them). Opening a photo and playing a video or voicemail is written to the phone's custody log
RecordsType a number for Carrier records or a Trace

Search Authorizations

Config.Evidence.authorization decides how searches are authorized:

ModeHow it works
Built in (default)An authorizer issues one in Forensics for a number or a device ID, with a case reference, a reason, and how many hours it lasts (24 by default, up to 72 with Config.Evidence.maxAuthorizationHours). With oxide-police running, an active warrant for the person the phone's SIM is registered to (or, without a registered SIM, the phone's registered owner) also counts
NonePolice need no authorization
HookAnother resource decides. See Evidence Bridge

An authorization for a number covers extracting the phone that number is in, its carrier records and traces. An authorization for a device ID covers extracting that phone.

Extraction

The officer carries the phone and presses Extract in Forensics (or uses a forensics station), entering a case reference.

The extraction takes 60 seconds (Config.Evidence.extractionSeconds). A phone that was still with its holder becomes Seized.

At the end, the officer must still carry the phone, the authorization must still be valid, and (when stations are required) they must still stand at a station.

The report is saved in Reports and sent to every report destination (Config.Evidence.backends).

Forensics stations (Config.Evidence.stations) are places where police extract a phone they carry. With a target resource, the station is a target option ("Extract a phone"); without one, police see an E prompt. The officer picks the phone, types the case reference and waits out a progress bar (they can't move, drive or fight meanwhile). With Config.Evidence.requireStation on, extraction only works at a station.

What a Report Contains

  • The phone's device ID, number, SIM owner, device owner and custody state, who extracted it, when, and on what authority.
  • Contacts (with their email, birthday, notes and ringtone), text conversations (with photos and shared locations), recent calls (calls with a hidden caller ID and merged calls marked), voicemail (deleted messages too, marked), blocked numbers, mail, photos, videos, notes (with their folder and whether they are pinned) and saved places (Home, Work, favourites and the parked car with its model and plate).
  • For each photo and video: when and where it was made (unless Location tags were off), which camera took it, a video's length and poster, and the parts it was recorded in when it was paused or flipped.
  • Photos details: favourites, ratings, captions, trims, which photos are edits of which originals (originals are always kept), Hidden items flagged as hidden, and items deleted with Delete Now marked "deleted for good on the phone".
  • Albums: their names, what is in them and, for shared albums, every member's number and role.
  • Deleted content from the last 7 days (Config.Evidence.recoveryDays), marked as deleted.
  • Recovered Dark Chat messages and their photos, when Config.Evidence.darkChatRecovery is above 0.
  • Nearby shares the phone sent or received.
  • What the phone did in apps from other resources (such as Hookr, Leakd and Glitch), one section per app, with the account the phone was logged in to.
  • The custody log.

Content destroyed by a secure wipe is never in a report.

Carrier Records

The carrier keeps a record of every call and text per number for 30 days (Config.Evidence.carrierDays): who called or texted whom, when, whether a call was answered and how long it lasted, the real number behind a hidden caller ID, calls from a blocked number, which calls were merged into a conference, and the area the number's phone was in (for texts, only when it sent them), plus when the phone was in Airplane Mode ("Unreachable from ... to ..."). Never what was said. Records survive an erased, wiped or destroyed phone. Police with an authorization for a number see its records in Records, plus who its SIM is registered to and whether the SIM was deactivated.

Traces

A Trace marks a rough area on the officer's map around the phone using a number, for 60 seconds: a red circle with a 150-metre radius (Config.Evidence.traceRadius), placed so the phone is somewhere inside it. It only finds a phone that is switched on, charged, not in Airplane Mode, not held by police, carried by someone online and alive (or lying on a charging station's pad), and not in a no-signal area. The same officer can trace the same number again after 120 seconds (Config.Evidence.traceCooldown).

Erase and Secure Wipe

What a player can do about forensics, from Settings → General. Both need the phone unlocked, and police in evidence mode can't use them. Both close the phone afterwards. Neither touches carrier records, which live at the carrier, not on the phone.

Erase all contentSecure wipe
NeedsNothingA phone wiper item in the inventory, used up
RemovesContacts, texts, recent calls, voicemail, blocked numbers, mail, photos, notes, notifications, the home screen, installed apps and the phone's settingsThe same
Can police recover it?Yes, for the recovery window (7 days by default)No, never
Dark Chat messages sent from the phoneStill recoverable (if Dark Chat recovery is on)No longer linked to the phone. They stay in their rooms for the other members
Nearby share recordsStay as they areKeep who, when and where; what was shared is removed
Custody log entry"Content erased""Securely wiped". Forensics shows "This phone was securely wiped."

The passcode and the SIM stay. The photo files themselves stay at your storage service; the phone only forgets them.

Find Phone

Settings → Find Phone lists the phones registered to the character (the phones they used first), from any phone they are using. Each shows whether it can be reached now (switched on, charged, not in Airplane Mode, carried by someone or on a charging station's pad, with signal) and its battery.

ActionWhat it does
LocateShows a rough area, like a police trace (150 m, Config.Evidence.traceRadius), on the map for a minute, with the area's name. Only while the phone can be reached, and once every 30 seconds per phone
Lock as LostLost Lock: locks the phone, sets a passcode first if it has none, and shows a message and a number to call on its lock screen. Entering the passcode on the phone, or Turn Off Lost Lock, ends it
Erase This PhoneThe same as Erase all content: police can still recover it for the recovery window. The phone is put away
  • A phone that is off, out of signal, in Airplane Mode or not being carried gets Lost Lock and Erase the next time it can be reached. Find Phone shows them waiting, and a waiting erase can be cancelled (Cancel Erase).
  • Phones police hold as evidence can't be located, locked, unlocked or erased remotely, and a waiting erase can't be cancelled. Anything already waiting is applied only after police give the phone back. Signing out of an app from another phone, or a SIM report, also leaves a police-held phone signed in.
  • Every action goes in the phone's custody log: "Located with Find Phone", "Lost Lock requested with Find Phone", "Lost Lock on", "Lost Lock off", "Erase requested with Find Phone", "Find Phone erase cancelled" and "Content erased".

Apps and Messages From Other Resources

  • Apps — Other resources can put their own screens on the phone as apps and widgets, and post notifications for them. Players install those apps from the Store. Oxide Phone comes with three: Hookr, Leakd and Glitch (see Integrations). Developers: see Building Apps.
  • What apps can use — The first time an app wants the phone's Photos, Camera, Microphone or Location, the phone asks the player, and Settings has a page for each app where the player changes those answers. Each app uses the phone's own accounts: a phone's SIM gets one the first time the app opens, and players can set a password, log out, log in on another phone, and see and sign out their other phones (Signed-In Phones).
  • Live streams — Apps such as Leakd and Glitch let players go live with the phone's camera, with a LIVE bar at the top showing the time, viewers, microphone, flip and End. Anyone with the app can watch from anywhere on the map, a second or two behind. A stream ends when the streamer puts the phone away, leaves the app, dies or disconnects, when the phone locks or police hold it, or at the time limit. The limits for every app together are in Config.Streams. Admins see and end streams with /phone streams and /phone endstream.
  • Evidence from apps — What players do in these apps (posts, messages, matches, streams) is kept on the phone, and police extractions show it in an Apps part of the report.
  • Texts, mail and notifications — Jobs and other resources text players from a named sender, send them mail (also when they're offline), and post notifications. The seven Oxide gig jobs do this when their usePhone setting is on; while the Gigs app is on, their shift updates go there instead. See Integrations.
  • Other phones' scripts — Scripts written for qb-phone mail keep working, and an optional layer answers common LB-Phone exports. See Compatibility.

Next Steps