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Care and health
Needs
Spawned, living pets lose hunger and thirst while their owner is online. Stored pets and pets whose owner is offline pause this drain. Status is saved at checkpoints and when a dog is dismissed, an item is used, a player disconnects or the resource stops. A depleted stat damages the dog, so keep food and water available.
| Item | Default effect |
|---|---|
pet_food, pet_food_2 | Restore 20 percentage points of hunger |
pet_water_bottle | Restore 10 percentage points of thirst |
pet_treat | Reward training and restore 5 hunger points |
pet_ball_1 to pet_ball_3 | Reusable fetch activity; no need refill |
pet_bone_1, pet_bone_2 | Reusable chewing activity; no need refill |
Select and call the dog, keep it nearby, then use the item from inventory. Food and water start a proximity-checked interaction with a bowl; balls are thrown for retrieval and bones start a chew activity. X or Escape cancels an activity. A ball can become unreachable on difficult terrain or in water. The server checks ownership, state, item and range before applying a reward or removing a consumable. Keep inventory-side automatic consumption disabled (consume = 0 for ox_inventory).
Injuries and rescue
Pets have persistent life values. A bandage (pet_bandage) heals a living selected pet by 25 percentage points by default. When a pet is dying, an owner has a real-time five-minute rescue window to use pet_rescue_kit; a successful rescue returns it at 50% life by default. The rescue timer is not reset by recalling, disconnecting or restarting. On expiry, the ownership row is permanently deleted.
The selected dog must be within the configured item-use distance (2.5 m by default). Server validation consumes one medical item only on success. Configure drain, damage, item IDs, healing and the rescue window under Needs and Health. See Inventory items for every required ID.