Features

Complete overview of all Oxide 3D Weapon Printing features including printing, blueprints, upgrades, assembly, quality, durability, and progression.

3D Printing

The 3D printer is the core manufacturing station. Players place a printer in the world, load blueprint USBs, feed it filament, and print individual weapon parts over time. Each printer persists across server restarts and tracks its own upgrade state and loaded blueprints.

Printing Process

  1. Use a 3D Printer item from your inventory to enter placement mode
  2. Position the ghost prop and confirm placement
  3. Interact with the placed printer via ox_target
  4. Load a Printer USB containing a weapon blueprint
  5. Select a part from the blueprint to print
  6. The printer consumes filament and begins printing with a real-time countdown
  7. Collect the finished part when the print completes

Each part in a blueprint has two key parameters:

  • Filament Cost - How many filament items are consumed (1-5 per part depending on weapon tier)
  • Print Time - Base duration in seconds (600s-4500s depending on weapon tier), reduced by nozzle upgrades

DUI Status Screen

The printer displays a live DUI screen showing:

  • Currently loaded blueprint name
  • Active print progress with countdown timer
  • Printer status (idle, printing, complete)

USB Malfunction

When loading a USB into a printer, there is a chance the USB fails and is destroyed. The base malfunction chance is 25%, reduced by:

  • Player level - Each level reduces the chance by 1.5%
  • Cooling Fan upgrades - Mk I: -10%, Mk II: -20%, Mk III: -30%
  • Minimum chance is 5% regardless of level and upgrades

Blueprint Storage

Printers have an internal storage drive that holds loaded blueprints. The base capacity is 1 slot, upgradeable to 8 with Storage Drive upgrades. Multiple blueprints can be stored simultaneously, and you can switch between them without needing to reload USBs.


Blueprints

Blueprints define which parts can be printed for each weapon. Each blueprint is stored on a Printer USB item with metadata identifying the weapon. Blueprints are organized by weapon category and gated behind progression levels.

Weapon Categories

CategoryWeaponsLevel Range
Pistols (Basic)SNS Pistol, Vintage Pistol, Flare Gun, Pistol, SNS Mk II, Ceramic Pistol, Double-Action Revolver, Marksman Pistol, Machine Pistol1
SMGsMicro SMG, Mini SMG, SMG, SMG Mk II, Combat PDW, Assault SMG2
Shotguns (Basic)Pump Shotgun, Sawed-Off Shotgun, Double Barrel Shotgun, Sweeper Shotgun2
Pistols (Advanced)Combat Pistol, AP Pistol, Pistol Mk II, Heavy Pistol3
Rifles (Standard)Assault Rifle, Carbine Rifle, Special Carbine, Compact Rifle, Bullpup Rifle4
Shotguns (Advanced)Pump Shotgun Mk II, Bullpup Shotgun, Assault Shotgun4
Rifles (Military)Assault Rifle Mk II, Carbine Mk II, Special Carbine Mk II, Bullpup Mk II, Advanced Rifle, Military Rifle, Heavy Rifle5
Shotguns (Heavy)Heavy Shotgun5
Pistols (Heavy)Pistol .50, Heavy Revolver, Heavy Revolver Mk II, Navy Revolver6
SnipersSniper Rifle, Marksman Rifle, Marksman Rifle Mk II7
Machine GunsMG, Combat MG, Combat MG Mk II8
Snipers (Heavy)Heavy Sniper, Heavy Sniper Mk II8
ExoticPerico Pistol9

Part Types

Parts vary by weapon category. Common part types include:

PartUsed By
Pistol SlidePistols
Pistol GripPistols
Pistol MagazinePistols
Compact FrameCeramic Pistol, Perico Pistol
Revolver FrameRevolvers
Revolver ReceiverRevolvers
Trigger GroupVarious (revolvers, shotguns, rifles, SMGs)
SMG ReceiverSMGs
SMG BarrelSMGs
SMG MagazineSMGs
Compact BarrelMini SMG, Machine Pistol, Compact Rifle
Folding StockAssault SMG
Rifle UpperRifles, Machine Guns
Rifle LowerRifles, Machine Guns
Rifle BarrelRifles, Machine Guns, Marksman Rifles
Rifle HandguardSelect Rifles
Rifle MagazineRifles
Rifle StockRifles, Machine Guns, Marksman Rifles
Bullpup ChassisBullpup Rifle, Bullpup Shotgun
Shotgun ReceiverShotguns
Shotgun BarrelShotguns
Shotgun StockShotguns
Pump HandlePump Shotguns
Double Barrel SetSawed-Off, Double Barrel Shotgun
Sniper ReceiverSniper Rifles
Sniper BarrelSniper Rifles
Sniper MagazineSelect Snipers, Marksman Rifles
Sniper StockSniper Rifles
Long ScopeHeavy Snipers, Marksman Rifle Mk II
Drum MagazineMachine Guns

Item Printing

Added in v1.0.1 — this is a preview feature. Full item printing support with metadata, categories, and dedicated UI is planned for a future release.

The printer can produce non-weapon items directly, with no bench assembly required. Item prints are configured in shared/config/items.lua under Config.ItemPrints.

How It Works

Item blueprints behave like weapon blueprints and use the same printer workflow, with two key differences:

  1. Items are single-output — one print job produces one finished item
  2. Items are collected directly from the printer — the weapon bench is not involved

All standard printer mechanics apply: filament consumption, print time countdown, USB malfunction chance, level gating, XP rewards, and nozzle upgrade speed bonuses.

Collecting Items

When a print completes, the finished item is added directly to the player's inventory with no additional metadata. Items produced by the printer carry no quality grade, durability, or serial number.

NUI Behavior

The printer NUI distinguishes item blueprints from weapon blueprints visually:

  • Item blueprints display a cube icon in the blueprint grid and USB picker
  • Weapon blueprints display a scroll icon

When an item blueprint is selected, the NUI shows a single print button rather than a multi-part selection list.

Ghost Prop Preview

If the item entry in Config.ItemPrints includes a model value, a ghost prop preview is displayed on the printer during printing. If model is nil, the preview is silently skipped.

Level Gating and XP

Item blueprint keys can be added to Config.Progression.blueprintLevels in shared/config/progression.lua to gate access behind player level. XP is awarded on print completion using the same reward system as weapon parts.

Limitations (Preview)

  • Items are single-output only — one print produces one item, no multi-part recipes
  • No quality grades, durability, or custom metadata on collected items
  • /givewepblueprint supports item blueprint keys for testing
  • Config.ItemPrints keys must not collide with Config.Blueprints keys — weapon blueprints take priority if duplicated

For configuration of item entries, see Config File: shared/config/items.lua.

Printer Upgrades

Each 3D printer can be upgraded independently with five upgrade categories. Upgrades are installed by having the upgrade item in your inventory and using the upgrade interface while interacting with the printer.

Upgrade Categories

Nozzle

Reduces print time by increasing extrusion speed.

TierItemSpeed MultiplierPSU RequiredLevel Required
0 (Stock)-1.0x--
Mk Iprinter_nozzle_mk10.85x (15% faster)None1
Mk IIprinter_nozzle_mk20.7x (30% faster)PSU Mk I3
Mk IIIprinter_nozzle_mk30.55x (45% faster)PSU Mk II6

Storage Drive

Increases the number of blueprints a printer can hold simultaneously.

TierItemBlueprint SlotsPSU RequiredLevel Required
0 (Stock)-1--
Mk Iprinter_storage_mk13None1
Mk IIprinter_storage_mk25PSU Mk I3
Mk IIIprinter_storage_mk38PSU Mk II6

Cooling Fan

Reduces the chance of USB malfunction when loading blueprints.

TierItemMalfunction ReductionPSU RequiredLevel Required
0 (Stock)-0%--
Mk Iprinter_cooling_mk1-10%None1
Mk IIprinter_cooling_mk2-20%None3
Mk IIIprinter_cooling_mk3-30%PSU Mk I6

Build Plate

Adds a quality bonus to weapons the printer's owner assembles at a bench (see Quality System).

TierItemQuality BonusPSU RequiredLevel Required
0 (Stock)-+0%--
Mk Iprinter_buildplate_mk1+3%None2
Mk IIprinter_buildplate_mk2+6%PSU Mk I4
Mk IIIprinter_buildplate_mk3+10%PSU Mk II7

Power Supply (PSU)

Required to support higher-tier upgrades. The PSU has no direct gameplay effect but gates other upgrades.

TierItemLevel Required
Mk Iprinter_psu_mk12
Mk IIprinter_psu_mk25

PSU Dependency Chain

Higher-tier upgrades require a sufficient PSU installed first. Without the required PSU, the upgrade will fail with an error message. Plan your upgrade path:

  1. Install PSU Mk I (level 2) to unlock Mk II upgrades for Nozzle, Storage, and Build Plate, and Mk III for Cooling
  2. Install PSU Mk II (level 5) to unlock Mk III upgrades for Nozzle, Storage, and Build Plate

Weapon Assembly

The weapon bench is where printed parts are combined into finished weapons. Each weapon has a defined recipe specifying which parts and quantities are needed.

Assembly Process

  1. Use a Weapon Bench item from inventory to enter placement mode
  2. Place the bench and interact via ox_target
  3. Select a weapon recipe from the assembly menu
  4. The bench verifies you have all required parts in your inventory
  5. Parts are consumed and a crafting animation plays
  6. The finished weapon is added to your inventory with quality metadata

If the player disconnects or cancels mid-assembly, the parts are returned to their inventory.

Ghost Guns

Weapons made at the bench have a blank serial number and stay untraceable — even when traded to another player or moved between inventories. Police weapon-registry systems will not find an owner for them.

Assembly Recipes

Weapons require different combinations of printed parts. Examples:

WeaponParts RequiredCraft Time
SNS PistolSlide + Grip + Magazine20s
PistolSlide + Grip + Magazine30s
AP PistolSlide + Grip + Magazine + Trigger Group45s
Assault RifleUpper + Lower + Barrel + Magazine + Stock60s
Heavy SniperReceiver + Barrel + Magazine + Stock + Long Scope90s
Combat MGUpper + Lower + Barrel + Drum Mag + Stock + Trigger Group90s

Assembly recipes are gated behind the same level requirements as blueprints — see the Progression section for the full unlock table.

Weapon Preview

During the assembly interface, a 3D model of the selected weapon is displayed on the bench with a configurable offset, giving players a preview of what they are building.


Quality System

Assembled weapons receive a quality grade that affects their durability and displayed metadata. Quality is determined by a combination of player level and build plate upgrades.

Quality Grades

GradeQuality RangeLevel Gap
Poor20-30%Level matches recipe requirement
Decent35-45%1 level above requirement
Standard50-60%2 levels above requirement
Quality65-75%3 levels above requirement
Superior80-90%4+ levels above requirement

The "level gap" is the difference between your current level and the minimum level required for that weapon's assembly recipe. Building weapons well below your level produces higher quality results.

Quality Bonuses

Two bonuses are added on top of the base roll (total quality is capped at 95%):

Experience bonus — accumulated prints and assemblies grant progressive bonuses:

MetricThresholdBonus
Total printsEvery 50 prints+2% quality per milestone
Total assembliesEvery 25 assemblies+3% quality per milestone
Maximum bonus-+20% (capped)

Build plate bonus — when assembling at a bench, the system looks at all printers the player owns and applies the quality bonus from the best Build Plate among them (+3/+6/+10%). The player does not need to be near the printer.


Weapon Durability

3D-printed weapons can degrade with use and eventually break. Both degradation and the jam mechanic are independently toggleable via Config.Durability.enabled and Config.Jam.enabled.

Compatibility With Other Inventory Decay Systems

Some inventory resources (ak47_qb_inventory, qs-inventory, codem-inventory, etc.) ship their own weapon decay. Running both at once causes double-decay or nil-quality crashes. Set Config.Durability.enabled = false to hand decay over to the host inventory while keeping the jam mechanic active.

Degradation

When Config.Durability.enabled = true, each shot fired reduces durability by 0.15% (configurable via Config.Durability.degradePerShot). At 0% durability, the weapon is destroyed and removed from inventory if Config.Durability.breakAtZero is enabled.

When Config.Durability.enabled = false, no durability field is written to the printed weapon's metadata and no shot-sync events fire. The weapon never breaks from this resource.

Weapon Jams

When Config.Jam.enabled = true, the jam roll runs every shot. Two modes:

Durability mode (when Config.Durability.enabled = true) — jam chance scales with the current durability tier:

Durability RangeJam Chance
80-100%0%
60-80%2%
40-60%5%
20-40%10%
0-20%20%

Flat mode (when Config.Durability.enabled = false) — there is no durability to derive a tier from, so every shot rolls against Config.Jam.flatChance (default 5).

When a jam occurs, the player must perform an unjam animation lasting 3 seconds (configurable via Config.Jam.unjamTime) before the weapon can fire again.

Durability Display

When durability tracking is enabled, the weapon's inventory tooltip shows the current durability and quality grade via a display metadata table:

3D Printed - Quality (72%) | Durability: 85%

When durability is disabled, the tooltip shows only the quality/grade portion since no durability number is tracked.


Progression

The progression system tracks player XP and level, gating access to weapons, upgrades, and assembly recipes.

Levels and XP

LevelTotal XP NeededUnlocks
10Basic Pistols & Placement
2200SMGs & Shotguns
3600Mk II Upgrades
41,400Standard Rifles
52,800Military Weapons
65,000Mk III Upgrades
78,500Sniper Rifles
814,000Heavy Weapons & MGs
922,000Exotic Weapons
1035,000Master Printer

XP Rewards

XP from printing and assembling scales with the size of the job — bigger weapons give more XP:

ActionXP Earned
Loading a USB into a printer (successful load)5
Collecting a finished print15 × the part's filament cost (15–75)
Assembling a weapon30 × the weapon's average part filament cost (30–150)

So collecting a starter pistol part (1 filament) gives 15 XP, while a heavy sniper part (5 filament) gives 75 XP.

Bad Luck Protection

There is a 10% chance for a "bad luck" event during weapon assembly, which reduces the assembled weapon's quality by 15 percentage points (minimum 5%). Both the chance and penalty are configurable via Config.Progression.badLuckChance and Config.Progression.badLuckPenalty.

Metadata Storage

Progression data is stored in player metadata under the weaponprinting key via o-link. The data includes:

  • level - Current level
  • xp - Current XP total
  • totalPrints - Lifetime print count
  • totalAssembled - Lifetime assembly count

Placeable Equipment

3D Printer

  • Item: 3d_printer
  • Model: Custom prop_3d_printer
  • Max per player: 3 (configurable)
  • Interaction: ox_target with 1.5m distance
  • Persistence: Saved to database with coordinates, rotation, routing bucket, owner, name, and metadata

Weapon Bench

  • Item: weaponbench
  • Model: gr_prop_gr_bench_04b
  • Max per player: 2 (configurable)
  • Interaction: ox_target with 1.5m distance
  • Persistence: Saved to database with coordinates, rotation, routing bucket, owner, name, and metadata

Placeable Table

  • Item: placeable_table
  • Model: bkr_prop_weed_table_01b
  • Max per player: 5 (configurable)
  • Interaction: None (decoration/organization only)
  • Persistence: Saved to database with coordinates, rotation, routing bucket, and owner

Ownership

When Config.RequireOwnership is true (default), placed equipment belongs to the character who placed it. Only the owner can:

  • Pick the equipment up (it goes back into their inventory)
  • Load USBs into a printer, eject blueprints, or start prints
  • Start an assembly at a bench

Anyone can still open a printer or bench to look at it. With the setting off, anyone can use and pick up anything.

Picking up a printer: a printer can't be picked up while it's printing. If it has blueprints stored, the player is warned and asked to confirm — force-removing destroys the stored blueprints (eject them first to keep them). Upgrades are never lost; they stay on the printer item.


Ghost Gunner's Handbook

The Ghost Gunner's Handbook (printer_manual) is a usable in-game guide item that opens an interactive book-style NUI. It provides players with a complete reference for the weapon printing system without needing to check external documentation.

Contents

The handbook is organized into 8 two-page spreads (16 pages total):

SpreadLeft PageRight Page
1ForewordGetting Started
2Blueprints & USBsPrinting Parts
3Weapon PartsShared Components
4The Weapon BenchQuality & Grades
5Printer UpgradesThe PSU Problem
6Durability & JamsYour Reputation
7Weapon CategoriesMore Weapons
8Tips & TricksFinal Notes

Usage

  • Use the printer_manual item from your inventory to open the handbook
  • Navigate between pages using A/D or the arrow keys
  • Press ESC to close
  • Item images for all parts, upgrades, and equipment are displayed inline
  • The handbook is included in the /printer_kit admin command

Obtaining

Players can obtain the handbook through:

  • The /printer_kit admin command (includes 1x handbook)
  • Direct inventory addition via admin tools
  • Custom shop/vendor configuration (add printer_manual to any shop)

Floating Labels

Players can press H (configurable, control ID 74) while near a placed printer to toggle floating status labels above all nearby printers — showing the printer's name, status, print progress, and upgrades at a glance. Labels only appear within 5 meters and the data refreshes every 2 seconds.

SettingDefaultDescription
Config.Labels.toggleKey74 (H)Key to toggle label visibility
Config.Labels.maxDist5.0Maximum distance to see labels
Config.Labels.heightOffset1.2Height above equipment
Config.Labels.dataRefreshMs2000How often label data refreshes

Safe Zones

Safe zones are configurable polygon areas where equipment placement is blocked. Define zones in Config.SafeZones as arrays of 2D points. Any attempt to place a printer, bench, or table inside a safe zone is rejected server-side.

Config.SafeZones = {
    {
        points = {
            vec2(x1, y1),
            vec2(x2, y2),
            vec2(x3, y3),
            vec2(x4, y4),
        },
    },
}

Next Steps