Troubleshooting
Fixes for the most common oxide-phone problems — startup, opening the phone, SIM cards and numbers, passcodes, calls, texts and mail, photos, police evidence, apps, emergency numbers, settings and models.
Fixes for the most common problems, grouped by area. Most problems leave a clue in one of two places, so check them first:
- The server console: the window (or txAdmin's live console) where your server prints its messages.
- The F8 console: press F8 in game to open it. Messages from the phone's screen show up here.
Lines from the phone start with [oxide-phone], or look like [WARN][oxide-phone][...].
Startup Issues
Opening the Phone
SIM Cards and Numbers
Passcodes
Calls
Texts, Mail and Notifications
Photos
Police and Evidence
Apps
Emergency Numbers
| Message | Fix |
|---|---|
| "Dispatch did not take the call." | Your dispatch resource turned the call down under its own rules |
| "No signal." | The caller is in a no-signal area, or inside with No signal indoors on |
| "Wait a moment before calling again." | A player can make 2 emergency calls per 30 seconds |
| "Open your phone first." | The phone must be open to call |
Nobody receives emergency calls on a server with no dispatch resource: check the Jobs alerted for each number in /phone settings → Emergency use your framework's job names.
Settings and Configuration
Models
General Debugging
Enable Debug Mode
- Type
/phone settingsin game. - Switch to the Advanced tab, open Advanced → Advanced, and turn on Debug mode.
- Press Save Changes.
Or, before the first start, in shared/config.lua:
Config.Debug = trueWith it on, the phone prints extra lines starting with [oxide-phone] to the server console and the F8 console, and the Store offers a Demo app (also on oxide-tablet, when it runs). Turn it off again on a live server.
Check a player's phone
/phone device <id> shows the device ID, number, battery, power, passcode and owner of the phone a player is using. See Admin.
Useful console lines
| Line | Meaning |
|---|---|
settings loaded | Settings came from the database. Normal on every start |
configSeeded | First start: settings copied into the database. Normal |
phone ready | The phone finished starting. The line after it says whether voice calls are available and which photo storage is chosen |
inventory keeps item metadata; phones carry their own data | Every phone item is its own device. Normal |
inventory cannot keep item metadata; each character gets one phone | See Every character shares one phone |
phone locked out after wrong PINs | Someone guessed a passcode wrong too often |
player joined a call channel they are not in; removed | The privacy guard removed someone from a call. Expected after /phone calltest |
refused a client-sent qb-phone mail event | A player's game tried to send mail as a server script and was refused |
rate limited | A player acted faster than the phone allows. Logged once per burst |
admin command denied | Someone without admin permission tried an admin /phone command |
Getting Help
If none of the above solutions resolve your issue:
Turn on Debug mode and reproduce the problem.
Copy the lines mentioning oxide-phone from your server console and your F8 console.
Note your framework (QBCore, QBX or ESX), your inventory, and your o-link version.
Contact Oxide Studios support with that information.
Next Steps
Evidence Bridge Guide
How phone evidence reaches your police paperwork — the built-in Forensics layer, the evidence report event, report destinations that attach reports to your own MDT, your own search authorizations, a worked example and testing.
Assets and Licences
Every image, font, sound, model and third-party file oxide-phone uses — fonts and icons, the camera view, sounds, item icons, the phone and charging station models, wallpapers, the map and base-game assets — with its source and licence.