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–3600s 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

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.

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

Increases the quality bonus applied to printed parts and assembled weapons.

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

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.

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.

Experience Bonuses

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)

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.


Weapon Durability

All 3D-printed weapons have a durability system. Weapons degrade with use and eventually break.

Degradation

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.

Weapon Jams

As durability decreases, the chance of a weapon jam increases:

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

When a jam occurs, the player must perform an unjam animation lasting 3 seconds before the weapon can fire again.

Durability Display

The weapon's inventory tooltip shows the current durability and quality grade via a display metadata table:

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

Progression

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

Levels and XP

LevelXP RequiredCumulative XPUnlocks
100Basic Pistols & Placement
2200200SMGs & Shotguns
3600600Mk II Upgrades
41,4001,400Standard Rifles
52,8002,800Military Weapons
65,0005,000Mk III Upgrades
78,5008,500Sniper Rifles
814,00014,000Heavy Weapons & MGs
922,00022,000Exotic Weapons
1035,00035,000Master Printer

XP Rewards

ActionXP Earned
Loading a USB into a printer5
Completing a part print15
Assembling a weapon30

Metadata Storage

Progression data is stored in player metadata under the weaponprinting key via community_bridge. 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: weapon_bench
  • 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), only the player who placed a piece of equipment can pick it up. Equipment is returned to inventory on pickup.


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
1Cover / WelcomeGetting Started
2Blueprint USBsLoading & Storage
3Printing PartsPrint Tips
4Printer UpgradesUpgrade Tiers
5Weapon AssemblyAssembly Tips
6Quality & DurabilityJam Mechanics
7Progression & XPLevel Chart
8Pro TipsBack Cover

Usage

  • Use the printer_manual item from your inventory to open the handbook
  • Navigate between pages using A (previous) and D (next) keys
  • Press ESC to close
  • Item images for all parts, upgrades, and equipment are displayed inline

Floating Labels

Printers and benches display floating 3D labels above them showing status information. Labels are toggled with a configurable key (default: J / key code 74).

SettingDefaultDescription
Toggle KeyJ (74)Key to toggle label visibility
Max Distance5.0mMaximum distance to see labels
Height Offset1.2mHeight above equipment
Data Refresh2000msHow 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),
        },
    },
}