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About this package

<p>A rework of ox_fuel that replaces the menu and progress bar with physical refuelling. Players take the nozzle off the pump, carry it to the vehicle, attach it to the real fuel cap, and operate a screen rendered on the pump itself.</p>

<p>Frameworks: esx, qbcore, qbox. Inventories: ox_inventory, qs-inventory, origen_inventory, codem-inventory, ps-inventory, qb-inventory. Targets: ox_target, qb-target, qtarget. Requires ox_lib 3.22.0.</p>

<p><strong>Open source edition.</strong> Every file in <code>ox_fuel</code> is readable and editable. The streamed models ship in a separate <code>Dm_fuel_assets</code> resource, which is escrow protected.</p>

<p><a href="https://devmosaic.gitbook.io/devmosaic/resources/devmosaic-ox-fuel-rework" target="_blank" rel="noopener"><strong>View Full Documentation &amp; Config Guide &rarr;</strong></a></p>

<h2>Product Features</h2>

<h3>{fa-solid fa-gas-pump} A Nozzle You Carry</h3>

<ul>

<li>The nozzle is a real object that leaves its holder into the player's hand with a carry animation.</li>

<li>Visible to every other player on the server, attached to the correct bone.</li>

<li>Custom nozzle and active-pump models for all seven pump types.</li>

</ul>

<h3>{fa-solid fa-wave-square} A Hose With Real Slack</h3>

<ul>

<li>Built from the pump's own mesh geometry, skinned along a computed gravity curve.</li>

<li>Sags, drags on the ground, and straightens as the player walks.</li>

<li>Configurable reach limit with a grace period before it pulls loose.</li>

<li>Disconnects if the vehicle is moved or the player teleports away.</li>

</ul>

<h3>{fa-solid fa-car} Automatic Fuel Inlet Detection</h3>

<ul>

<li>Finds the real filler opening on any vehicle with no per-model setup.</li>

<li>Falls back through tank bones, axle bones and body proportions when a model has no usable fuel cap bone.</li>

<li>Validates an existing petrolcap bone rather than trusting it, since custom models often export it in the wrong place.</li>

<li>Raycasts onto actual bodywork so the nozzle never floats or sinks, and places it on the side facing the pump.</li>

<li>Per-model overrides in <code>data/vehicles.lua</code> for anything you want placed exactly.</li>

</ul>

<h3>{fa-solid fa-display} A Working Pump Screen</h3>

<ul>

<li>Rendered on the pump in world space, not a fullscreen menu — other players can see it.</li>

<li>Camera moves to the pump face; the cursor maps onto the screen, including angled pump faces.</li>

<li>Keypad entry, scroll wheel and arrow keys all set the amount.</li>

<li>Live sale and quantity counters with a progress bar.</li>

<li>Gallons calculated from the vehicle's real tank capacity, with price per gallon derived from it.</li>

</ul>

<h3>{fa-solid fa-palette} Seven Pump Faces</h3>

<ul>

<li>Every gas pump model in the base game has its own matching face.</li>

<li>Four digital registers with keypads: Ron, Globe, LTD and Xero.</li>

<li>Two mechanical pumps with rolling counter windows and no keypad.</li>

<li>The vintage pump with tall counters and a price per gallon row.</li>

<li>Three fuel grades to choose from — presentation only, all priced the same.</li>

</ul>

<h3>{fa-solid fa-users} Built For A Live Server</h3>

<ul>

<li>Sessions are held server side, with one player locked to each nozzle.</li>

<li>Most pumps have two nozzles, so a second player can use the other side.</li>

<li>Routing bucket aware — the same pump in two buckets is two separate locks.</li>

<li>Payment settles against a session token, validated on owner, vehicle, stage and single use.</li>

<li>Sessions release on disconnect, bucket change, distance or timeout.</li>

</ul>

<h3>{fa-solid fa-plug} Works With Your Stack</h3>

<ul>

<li>Inventory and targeting both go through a bridge, so nothing is hard wired to one resource.</li>

<li>Inventories: ox_inventory, qs-inventory, origen_inventory, codem-inventory, ps-inventory, qb-inventory, or your QB / ESX framework inventory.</li>

<li>Targets: ox_target, qb-target or qtarget, all optional.</li>

<li>Detected automatically, or name the one you want in a single config line.</li>

<li>The petrol can needs ox_inventory for durability tracking and switches itself off elsewhere. Pump refuelling works on all of them.</li>

</ul>

<h3>{fa-solid fa-hand-pointer} Target And Keybinds</h3>

<ul>

<li>Five contextual target options on pumps and vehicles.</li>

<li>Key prompts for servers that do not use a target resource.</li>

<li>Both work at the same time, so players use whichever they prefer.</li>

</ul>

<h3>{fa-solid fa-gauge-high} Performance</h3>

<ul>

<li>Identical idle pumps share one screen surface, so a nine pump station runs one or two rather than nine.</li>

<li>Screen sharpness adjustable from a single config line if players report frame drops.</li>

<li>Draw distances for screens and models are all configurable.</li>

<li>No database access and no SQL.</li>

</ul>

<h3>{fa-solid fa-code-branch} Fully Open Source Script</h3>

<ul>

<li>Every file in <code>ox_fuel</code> ships readable and editable.</li>

<li>Drop-in for an existing ox_fuel install — prices, consumption and exports all unchanged.</li>

<li>Payment and money checks replaceable through <code>setPaymentMethod</code> and <code>setMoneyCheck</code>.</li>

<li>Fuel still stored on the vehicle state bag, so anything already reading it keeps working.</li>

<li>27 stations and 122 pumps included, and pumps on custom maps are picked up automatically.</li>

</ul>

Compatibility

ESX - bridge included QBCore - bridge included Qbox - bridge included ox_lib and ox_inventory ready
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