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Mechanic — Configuration

Config is split by feature under config/, all unencrypted. Shops themselves are placed in-game rather than in a file.

The files

FileControls
config.luaCore settings, commands, framework-facing options
config.tuning.luaEngine, turbo, drivetrain, brakes, gearbox, tyres, handling presets
config.servicing.luaThe 10 wear parts, how fast they degrade, service pricing
config.breakdown.luaFailure thresholds, smoke, stalling, repair-kit behaviour
config.repairs.luaRepair pricing and the self-service kiosk repair
config.customs.luaCosmetics catalogue and kiosk pricing
config.modhandling.luaHow each mod maps onto real handling values
config.nitrous.luaCapacity, bottles, purge keybind and cooldown
config.services.luaService jobs offered and their labour
config.crafting.luaBench recipes and materials

Servicing & wear

Ten parts degrade with mileage and sap handling as they wear: oil, plugs, clutch, brakes, tyres, suspension and air filter, plus EV motor, battery and coolant on electric vehicles.

Wear is driven by the odometer in jj_mechanic_mileage, so a car that never moves never needs servicing. Collisions also knock health off parts directly — a wreck needs a mechanic even at low mileage.

💡

Servicing is the recurring-revenue loop. If mechanics complain there's no work, shorten the wear intervals in config.servicing.lua rather than raising prices.

Breakdowns

Neglected cars actually fail, in stages:

  1. Worn parts make the engine run rough and smoke.
  2. Below a threshold the engine cuts out at random while driving.
  3. At 0% the car will not restart at all.

A repair kit patches a dead car back to a limp-home state; only a real service restores it properly. Every threshold is configurable, and the whole system can be switched off in config.breakdown.lua.

⚠️

Breakdowns are the setting most likely to upset players if you leave it at default on an established server — every existing car has mileage already. Consider easing the thresholds in for the first week.

Customs kiosk

A customer sits in their vehicle at a kiosk, presses E, and builds a cart with a live 3D preview on an orbit camera. The server re-prices the whole cart before charging — the client's numbers are never trusted — then files a paid work order for a mechanic to fulfil part by part.

Cosmetics cover respray with custom RGB, wheels, neon, xenon, tyre smoke, window tint and plate index. All of it is written back to the garage so it persists.

Self-service repair

While nobody is on duty, the kiosk offers customers a paid engine and body repair. Fee and duration are set in config.repairs.lua. Turn it off if you would rather players wait for a mechanic.

Work orders, invoices and pay

Jobs are billed itemised, with invoice templates for repeat work. The pay flow is atomic — a failed payment never leaves a half-completed order. Every completed job splits into mechanic commission and a society cut, both configurable per shop from the in-game admin panel.

Commands & items

There is one command. Everything a mechanic does day to day is opened from an item.

Opened byWhoDoes
/mechanicadminAdminShop config editor and admin panel. Rename it via Config.Commands.admin
mechanic_tablet itemStaffOpens the tuning tablet
stance_kit itemStaffOpens the tablet straight to the stance page
lighting_controller itemStaffOpens the tablet straight to the lighting page
Nitrous bottle itemStaffOpens the tablet straight to the nitrous page
⚠️

There is no /mechanic command. Staff need the mechanic_tablet item in their inventory — sell it at the shop, hand it out on hire, or add it to the job loadout, or nobody can open the tablet at all.

Next: Troubleshooting.