Mechanic — Configuration
Config is split by feature under config/, all unencrypted. Shops themselves are placed in-game rather than in a file.
The files
| File | Controls |
|---|---|
config.lua | Core settings, commands, framework-facing options |
config.tuning.lua | Engine, turbo, drivetrain, brakes, gearbox, tyres, handling presets |
config.servicing.lua | The 10 wear parts, how fast they degrade, service pricing |
config.breakdown.lua | Failure thresholds, smoke, stalling, repair-kit behaviour |
config.repairs.lua | Repair pricing and the self-service kiosk repair |
config.customs.lua | Cosmetics catalogue and kiosk pricing |
config.modhandling.lua | How each mod maps onto real handling values |
config.nitrous.lua | Capacity, bottles, purge keybind and cooldown |
config.services.lua | Service jobs offered and their labour |
config.crafting.lua | Bench 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:
- Worn parts make the engine run rough and smoke.
- Below a threshold the engine cuts out at random while driving.
- 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 by | Who | Does |
|---|---|---|
/mechanicadmin | Admin | Shop config editor and admin panel. Rename it via Config.Commands.admin |
mechanic_tablet item | Staff | Opens the tuning tablet |
stance_kit item | Staff | Opens the tablet straight to the stance page |
lighting_controller item | Staff | Opens the tablet straight to the lighting page |
| Nitrous bottle item | Staff | Opens 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.