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Vehicle Repair Tool Reference

The vehicle repair tool asset type in Unturned™ is the item subclass responsible for replacing a vehicle's dead battery. Despite its name in the asset class hierarchy - ItemVehicleRepairTool - the repair tool is not a general-purpose vehicle repair item. It is a battery replacement item: when the player's vehicle battery is depleted (the engine will not start and the electrical systems are non-functional), the repair tool restores the vehicle's battery to full charge, allowing the engine to start and the electrical systems to operate. The repair tool is the modder's mechanism for implementing vehicle electrical maintenance, battery replacement gameplay, and vehicle restoral in survival scenarios.

This article is the 57 Studios™ canonical reference for the vehicle repair tool asset type. It covers every .dat field that applies to repair tool assets, the relationship between the Useable Battery_Vehicle useable type and the Vehicle_Repair_Tool type enumerator, the quality system that controls the battery's restored charge level, the inherited fields from ItemToolAsset and ItemAsset, the full inheritance hierarchy, the salvage blueprint configuration, and the battery depletion and replacement mechanics. Every field is documented with its type, default value, and behavioral semantics drawn from the shipped game files and the Smartly Dressed Games modding documentation.

A vehicle battery item shown alongside an Unturned vehicle with a dead battery

Documentation source: This article references the official Smartly Dressed Games modding documentation for the ItemVehicleRepairTool class. The shipped vanilla game file for the vehicle battery (ID 1450, Battery_Vehicle) is the primary evidence for all field values and configuration conventions. Cohort-validated notes are marked where the official documentation is silent on a detail.

Who this article is for

This article is written for Unturned™ mod authors who are already familiar with the item asset system, the master bundle pipeline, and .dat authoring workflow. Readers who are unfamiliar with the vehicle battery system should understand that vehicles in Unturned™ have a battery stat that depletes over time and must be replaced when empty. The vehicle's electrical systems (headlights, radio, horn, engine starter) depend on battery charge. New modders should start with Project Folder Structure and GUIDs and How to Install Notepad++ before returning here. Readers who need the vehicle authoring reference should review Vehicle Mod Basics.

What you will learn

  • The complete inheritance hierarchy for vehicle repair tool assets
  • The Quality_Min and Quality_Max fields and their role in battery charge restoration
  • How the Override_Show_Quality flag affects battery quality display
  • How the Useable Battery_Vehicle useable type connects the asset to the runtime battery replacement mechanic
  • Every field from the shipped vehicle battery game file (ID 1450) and what each field does
  • The battery depletion and replacement system mechanics
  • How to author a custom vehicle repair tool .dat file with a worked example
  • How to configure the salvage blueprint for a repair tool
  • How to test repair tool configuration in single-player
  • The diagnostic table for the most common repair tool authoring mistakes

Background: how the vehicle battery system works

The vehicle repair tool is an instance of the ItemVehicleRepairTool class, which inherits from the ItemToolAsset class, which inherits from the ItemAsset class. According to the Smartly Dressed Games modding documentation chapter 72, vehicle repair tools have no unique asset properties beyond those inherited from ItemToolAsset and ItemAsset. All of the repair tool's runtime behavior is driven by the Useable Battery_Vehicle useable type and the inherited quality fields.

The inheritance chain shown above is the full hierarchy for any vehicle repair tool. The repair tool has no unique fields of its own; all of its configurable behavior is achieved through the inherited ItemAsset fields.

When a player uses a vehicle repair tool on a vehicle with a depleted battery, the runtime executes the following sequence. The Useable Battery_Vehicle useable type is the bridge between the asset definition and the battery replacement mechanic code.

As shown in the sequence diagram above, the repair tool is consumed on every use regardless of whether the vehicle's battery was actually depleted. The tool is consumed even if the battery is already fully charged. This is the same single-use invariant that applies to all vehicle tool types.

The quality-to-charge relationship

The repair tool's Quality_Min and Quality_Max fields control the quality range of the battery item when it is spawned. The quality value is a cosmetic indicator shown in the inventory UI when Override_Show_Quality is enabled. The quality value does not affect the amount of charge restored to the vehicle's battery. The battery is always restored to full charge regardless of the repair tool's quality.

The Override_Show_Quality flag is present on the vanilla Battery_Vehicle item. This flag forces the quality bar to display in the inventory UI even though the battery is not a weapon or tool that normally displays quality. The flag signals to the player that the battery item has a quality state, which is the cohort's most common source of confusion: new modders expect the quality to affect battery performance, but quality on a battery is cosmetic only.

The battery depletion system

Vehicles in Unturned™ have a battery stat that depletes over time while the engine is running. The battery is recharged by the vehicle's alternator while the engine runs. If the battery is fully depleted, the engine cannot start and the electrical systems (headlights, radio, horn) are non-functional. The player must use a vehicle repair tool (battery item) to restore the battery to full charge.

The battery depletion and recharge rates are controlled by the vehicle's .dat file fields, not by the repair tool asset. The Battery field in Vehicle.dat defines the maximum battery capacity. The Battery_Burn field defines the drain rate per second of electrical system operation. The repair tool does not interact with these fields; it simply restores the battery to its maximum value on use.

The shipped vanilla repair tool: Vehicle Battery (ID 1450)

The shipped vanilla vehicle battery file lives at Bundles/Items/Tools/Battery_Vehicle/Battery_Vehicle.dat in the Unturned™ installation. The complete file content is reproduced below as the evidence base for this article.

GUID 098b13be34a7411db7736b7f866ada69
Type Vehicle_Repair_Tool
Rarity Uncommon
Useable Battery_Vehicle
ID 1450

Size_X 2
Size_Y 2
Size_Z 0.35

Quality_Min 50
Quality_Max 75

Override_Show_Quality

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

The companion English.dat file:

Name Vehicle Battery
Description Vehicle electrical power source.

The observation that the vanilla vehicle battery uses a 2x2 inventory footprint is significant. The battery is a larger item than the lockpick tool (2x1) or the paint tool (1x2). The 2x2 footprint reflects the battery's physical size and its role as a bulkier supply item that occupies meaningful inventory space.

Complete .dat field reference

Identity and shared fields

The following fields are inherited from ItemAsset and are required or recommended on every vehicle repair tool asset.

FieldTypeExampleRequiredPurpose
IDuint161450YesUnique item ID. Use IDs in the 50000+ range for custom mods.
GUIDuint128 hex098b13be34a7411db7736b7f866ada69Yes128-bit globally unique identifier. Generate a new GUID for every new item.
TypeenumVehicle_Repair_ToolYesMust be Vehicle_Repair_Tool for vehicle repair tool assets.
NamestringBattery_VehicleYesInternal name used for console commands and cross-references.
RarityenumUncommonNoInventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary. Defaults to Common.
UseableenumBattery_VehicleYesMust be Battery_Vehicle to activate the vehicle battery replacement mechanic.
SlotenumNoneNoRepair tools use None; they are hotkey-activated useable items, not equipment slot items.
Size_Xuint82YesWidth in inventory grid cells.
Size_Yuint82YesHeight in inventory grid cells.
Size_Zfloat0.35NoOrthographic camera size for the item icon.

Quality fields (inherited from ItemAsset)

The following quality fields are inherited from ItemAsset and have specific relevance to the vehicle repair tool because the Override_Show_Quality flag is enabled on the vanilla battery.

FieldTypeExampleRequiredPurpose
Quality_Minuint850NoMinimum quality value when the battery is spawned. Values range from 0 to 100.
Quality_Maxuint875NoMaximum quality value when the battery is spawned. Values range from 0 to 100.
Override_Show_QualityflagpresentNoForces the quality bar to display in the inventory UI. Without this flag, non-weapon items do not show a quality bar.

The quality range on the vanilla battery (50 to 75) is intentionally below 100. This means a spawned battery is never at perfect quality, which provides a visual indicator that the battery has been in use or is not a fresh-off-the-assembly-line item. The quality value is randomized between Quality_Min and Quality_Max each time the battery is spawned. The engine rolls a random integer in the inclusive range.

Repair tool-specific fields

According to the Smartly Dressed Games modding documentation chapter 72, vehicle repair tools have no unique asset properties. All behavior is driven by the Useable Battery_Vehicle useable type and the inherited ItemAsset fields. The repair tool's entire configurable surface is the standard item asset field set.

Field sourceAvailable fields
ItemAssetID, GUID, Type, Name, Rarity, Useable, Slot, Size_X, Size_Y, Size_Z, Quality_Min, Quality_Max, Override_Show_Quality, Pro, EquipAudioClip, InventoryAudio, Blueprints, and all other standard item asset fields
ItemToolAssetNo additional fields beyond ItemAsset
ItemVehicleRepairToolNo additional fields beyond ItemToolAsset

Blueprint configuration

The vanilla vehicle battery includes a salvage blueprint identical to the lockpick tool and paint tool salvage blueprints. The blueprint allows the player to break down the battery into two Metal Scrap items using the Wrench effect.

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]
Blueprint fieldValuePurpose
NameSalvageThe blueprint type. Salvage blueprints disassemble an item into components.
CategoryTag7ed29f9101ae4523a3b2e389414b7bd9GUID for the Salvage category.
InputItemsthisThe input is the battery itself.
OutputItems21ede8ebffb14c5580e8c7ad149e335e x 2Two Metal Scrap items are produced.
Effect84347b13028340b8976033c08675d458The Wrench effect plays during salvage.

Worked example: custom vehicle battery with high quality

The worked example below is a custom vehicle battery called PremiumVehicleBattery. The tool restores the vehicle's battery to full charge (all repair tools do this), but uses higher quality values and a smaller inventory footprint to signal its premium nature.

Asset.dat

GUID d5e6f708192a4b3c5d6e7f8a9b0c1d2e
Type Vehicle_Repair_Tool
Rarity Rare
Useable Battery_Vehicle
ID 50300
Name PremiumVehicleBattery

Size_X 1
Size_Y 2
Size_Z 0.2

Quality_Min 90
Quality_Max 100

Override_Show_Quality

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 1" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

English.dat

Name Premium Vehicle Battery
Description High-capacity vehicle battery. Restores a dead vehicle battery to full charge. Compact design takes less inventory space.

Key design decisions in the worked example

The Quality_Min 90 and Quality_Max 100 produce a battery that always spawns at near-perfect quality. The Rarity Rare signals that the battery is a premium find. The smaller footprint (1x2 instead of 2x2) is an intentional gameplay advantage that makes this battery easier to carry than the vanilla battery. The salvage blueprint returns only one Metal Scrap instead of two, reflecting the premium battery's specialized construction that yields fewer raw materials on disassembly.

Worked example: heavy-duty truck battery

The worked example below is a large, high-capacity battery designed for truck and APC vehicles.

GUID e6f708192a4b3c5d6e7f8a9b0c1d2e3f
Type Vehicle_Repair_Tool
Rarity Uncommon
Useable Battery_Vehicle
ID 50301
Name HeavyTruckBattery

Size_X 3
Size_Y 2
Size_Z 0.4

Quality_Min 40
Quality_Max 65

Override_Show_Quality

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 3" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]
Name Heavy-Duty Truck Battery
Description Large-capacity vehicle battery for trucks and APCs. Provides a full battery restore. Salvageable for three Metal Scrap.

Testing a repair tool in single-player

The cohort-validated single-player testing workflow for a vehicle repair tool is documented below.

  1. Build the master bundle containing the battery prefab. The prefab is a simple item model (a car battery shape). See Master Bundle Export.
  2. Copy the master bundle and the .dat file to the local Unturned™ install's mod folder at Workshop/Content/304930/<modID>/Items/<ToolName>/.
  3. Launch Unturned™ in single-player.
  4. Open the in-game console with ~ (tilde).
  5. Type @give <toolID> to spawn the battery into the player's inventory.
  6. Acquire a vehicle and drive it until the battery is depleted. The battery depletion rate is controlled by the vehicle's Battery_Burn field; to accelerate testing, temporarily set Battery_Burn to a high value in the vehicle's .dat file.
  7. Once the vehicle's battery is depleted (the engine will not start), equip the battery in the player's hotbar.
  8. Approach the vehicle and press the use key (default F) while the battery is equipped.
  9. Observe the outcome:
    • If the vehicle's engine starts: the battery was successfully replaced and the vehicle is functional.
    • If the engine does not start: confirm that the battery was consumed. If it was consumed but the engine still does not start, the vehicle may have a separate issue (no fuel, damaged components).
  10. Verify the quality display in the inventory UI by inspecting the battery item before using it. The quality bar should be visible and should show a value within the Quality_Min to Quality_Max range.
  11. Spawn multiple copies of the battery and confirm that the quality value varies across the configured range.

Diagnostic table

SymptomMost likely causeResolution
Battery appears in inventory but has no effect on the vehicleUseable field is not set to Battery_VehicleSet Useable Battery_Vehicle in the .dat file
Battery does not appear in inventory after @giveID conflict or incorrect Type fieldConfirm Type Vehicle_Repair_Tool and a unique ID
Battery is consumed but the engine still does not startThe vehicle has no fuel or has damage preventing engine startCheck the vehicle's fuel level and damage state; the battery only restores electrical power
Quality bar does not display on the batteryOverride_Show_Quality flag is missing from the .dat fileAdd the Override_Show_Quality flag on its own line
Quality value is always at the minimumQuality_Max is set to the same value as Quality_MinSet Quality_Max to a higher value than Quality_Min
Quality value is always at the maximumQuality_Min is set to the same value as Quality_MaxSet Quality_Min to a lower value than Quality_Max
Battery spawns at quality 0Quality_Min is set to 0Set Quality_Min to a reasonable minimum (e.g., 50)
Battery is invisible when droppedPrefab not found in the master bundleConfirm the prefab name in the bundle matches the Name field
Battery icon is zoomed incorrectlySize_Z is incorrect for the battery modelTune Size_Z to center the battery in the icon frame
Salvage blueprint does not appear in crafting menuCategoryTag GUID is incorrectUse the vanilla Salvage category GUID 7ed29f9101ae4523a3b2e389414b7bd9
Battery can be used on a vehicle with a fully charged batteryThis is expected behavior; the useable type always consumes the itemThe battery is consumed even if the vehicle's battery is already full. This is an invariant of the Battery_Vehicle useable type.
Battery restores the vehicle battery to less than full chargeThis is not possible through the vanilla asset systemThe repair tool always restores the battery to full charge. If partial restoration is desired, it must be implemented through a plugin.
Battery appears in the wrong inventory slotSlot field is set to Primary or SecondarySet Slot None for hotkey-activated items
Battery cannot be equipped in the hotbarSlot None allows hotkey equippingConfirm Slot None is set; the player can drag the battery to a hotbar slot

Frequently asked questions

Does the quality of the battery affect how much charge it restores?

No. The quality value (Quality_Min and Quality_Max) is cosmetic only. Every battery restores the vehicle's battery stat to its maximum capacity regardless of the battery's quality. The Override_Show_Quality flag simply makes the quality bar visible in the inventory UI. This is the cohort's most important note for repair tool authoring: quality is a visual signal, not a gameplay lever.

Is the repair tool consumed if the vehicle's battery is already full?

Yes. The Useable Battery_Vehicle useable type consumes the battery item on every use regardless of whether the vehicle's battery was depleted. The tool is consumed, the use animation plays, but no state change occurs on the vehicle. Players should be informed of this behavior through the item's English.dat description so they do not waste battery items on functional vehicles.

Can I create a repair tool that restores a specific amount of battery charge instead of full charge?

No. The vanilla ItemVehicleRepairTool class has no field for partial charge restoration. The battery is always restored to 100 percent of the vehicle's maximum battery capacity. Partial charge restoration must be implemented through a server-side plugin that intercepts the Useable Battery_Vehicle activation and applies a custom charge value.

What is the difference between a vehicle repair tool and a general repair tool?

The vehicle repair tool (ItemVehicleRepairTool) is a specific item subclass that interacts only with the vehicle battery system. A general repair tool (RepairTool-flagged melee weapon) repairs barricades and structures. The two systems are entirely separate and use different asset classes and different Useable types. The naming similarity is a legacy convention and should not be interpreted as functional overlap.

Can I craft a vehicle battery from components?

Yes. Add a crafting blueprint (not a salvage blueprint) to the Blueprints block. The crafting blueprint specifies input items (e.g., Metal Scrap, Wire, Chemicals) and the output is the battery. The crafting game mechanic is part of the Unturned™ item system and is not specific to the repair tool class. See Blueprint Asset Reference for the blueprint format documentation.

Does the repair tool work on all vehicle types?

Yes. The Useable Battery_Vehicle useable type works on any vehicle that has a battery stat. All vanilla vehicles have a battery stat. Custom vehicles that omit the Battery field from Vehicle.dat may not have a battery stat and will not respond to the repair tool. For custom vehicles, confirm that the Battery field is set to a positive value in Vehicle.dat.

Can I make a repair tool that is not a battery (e.g., a jump starter pack)?

Yes, as long as the asset uses Type Vehicle_Repair_Tool and Useable Battery_Vehicle. The model, name, description, and inventory appearance can be anything. The item can be visually designed as a jump starter pack, a portable charger, a set of jumper cables, or any other object that fits the battery replacement theme. The engine does not constrain the visual design; it only requires the correct Type and Useable values.

What happens to the old battery when a repair tool is used?

The old battery is removed and the new battery takes its place. There is no salvage output from the old battery; it is simply consumed as part of the replacement process. The repair tool (new battery) is consumed from the player's inventory. The vehicle's battery stat is restored to maximum.

How do I prevent the battery from being salvaged?

Omit the Blueprints block from the .dat file. A repair tool with no Blueprints block cannot be salvaged. This is useful for batteries that are intended to be non-recoverable resources that are consumed on use and cannot be broken down for components.

Can I use the same prefab for multiple battery variants?

Yes. Set the Item field in each battery variant's Asset.dat to the name of the shared prefab. This allows multiple battery items with different IDs, names, quality ranges, and descriptions to share the same model. The cohort recommendation is to use a shared prefab for battery variants that are visually identical (same model, different stats).

Why does the vanilla battery have Quality_Min 50 and Quality_Max 75?

The quality range 50 to 75 produces a battery that appears used or slightly degraded in the inventory quality display. The quality value has no gameplay effect but signals to the player that the battery is a consumed good that has been in circulation. A fresh-off-the-production-line battery would use Quality_Min 90 to Quality_Max 100.

Advanced considerations

Battery items in roleplay server contexts

On roleplay servers such as Horizon Life RP - a 57 Studios™ development context - battery items are often restricted to players with the mechanic profession or are sold at vehicle supply vendors. The .dat file does not support profession or vendor restrictions natively; these restrictions are enforced through server-side plugins that check the player's profession before allowing the battery to be equipped or used, and through vendor configuration that controls which items are available for purchase.

Battery economy and balance

The vehicle battery is a consumable item that is essential for vehicle operation in survival scenarios. The cohort recommendation for battery economy balance is:

Server typeRecommended battery availabilityRecommended salvage output
Survival (scarce resources)Low spawn rate, craftable1 Metal Scrap
Standard (balanced)Moderate spawn rate, craftable2 Metal Scrap
Arcade (generous)High spawn rate, common in loot2 Metal Scrap
Roleplay (faction economy)Vendor-purchased, profession-gatedNot salvageable

The battery's Quality_Min and Quality_Max values can be tuned to signal the quality tier of the battery without affecting its gameplay function. A high-quality battery (90-100) that is visually pristine but functionally identical to a low-quality battery (10-20) is a valid design for signaling loot quality tiers.

Multiple battery tiers

A common mod design pattern is to author multiple battery variants that are visually distinct and have different quality ranges. The tiers are cosmetic and inventory-management signals only, because all batteries restore the vehicle's battery to full charge regardless of tier.

TierQuality_MinQuality_MaxSuggested RarityInventory footprint
Standard5075Uncommon2x2
Premium90100Rare1x2
Industrial3060Common3x2
Military-grade95100Epic1x1

Battery prefab authoring

The battery prefab is a simple item model (a rectangular box with terminal posts). The minimum prefab structure is:

MyBatteryPrefab (root)
└── Body (MeshRenderer + MeshFilter for the battery model)

The battery model should convey its identity as an electrical component. The cohort recommendation is to model a standard automotive battery shape with visible positive and negative terminal indicators. The model should be oriented so that the top face is visible in the inventory icon preview.

Vehicle repair tool in the broader vehicle tool family

The vehicle repair tool completes the vehicle tool family alongside the lockpick tool and the paint tool. Each tool interacts with a different vehicle subsystem:

ToolVehicle subsystemEffect
Lockpick tool (Carlockpick)Vehicle ownership and lock stateUnlocks and transfers ownership
Paint tool (Vehicle_Paint)Vehicle material appearanceChanges the vehicle's paint color
Repair tool (Battery_Vehicle)Vehicle electrical system batteryRestores battery to full charge
Tire tool (Tire)Vehicle wheelsReplaces a popped tire
Socketwrench (Tire)Vehicle wheelsRemoves a tire from a vehicle
Carjack (Carjack)Vehicle positionFlips a stuck vehicle upright

Best practices

  • Always include the Override_Show_Quality flag on battery items so that players can see the quality value in the inventory UI.
  • Set Quality_Min and Quality_Max to a range that signals the battery's quality tier visually. The values are cosmetic but meaningful for player perception.
  • Document in the English.dat description that the battery is consumed on use regardless of the vehicle's current battery state so that players do not waste batteries on functional vehicles.
  • Use IDs in the 50000+ range for custom batteries. The vanilla battery uses ID 1450.
  • Set Slot None for battery items so that they can be equipped in the hotbar rather than taking up an equipment slot.
  • Match the inventory footprint to the battery's visual size. A 2x2 footprint is the vanilla standard.
  • Test the battery on a vehicle with a depleted battery to confirm the full charge restoration behavior.
  • Test the battery on a vehicle with a fully charged battery to confirm the consumption behavior (the battery is consumed even when not needed).
  • Balance the salvage output against the battery's crafting cost to maintain a balanced salvage economy.

Appendix A: Vehicle repair tool .dat field quick reference

FieldTypeRequiredDefault
IDuint16Yes,
GUIDuint128Yes,
Typeenum (Vehicle_Repair_Tool)Yes,
NamestringYes,
RarityenumNoCommon
Useableenum (Battery_Vehicle)Yes,
SlotenumNoNone
Size_Xuint8Yes,
Size_Yuint8Yes,
Size_ZfloatNo,
Quality_Minuint8No10
Quality_Maxuint8No90
Override_Show_QualityflagNonot set
ProflagNonot set

Appendix B: Vehicle battery quality tiers comparison

TierQuality_MinQuality_MaxRarityInventory sizeSalvage output
Scrap battery1030Common2x21 Metal Scrap
Standard battery5075Uncommon2x22 Metal Scrap
Premium battery90100Rare1x21 Metal Scrap
Military battery95100Epic1x11 Metal Scrap (or none)

Appendix C: Vehicle tool family comparison

ToolAsset TypeUseableUnique fieldsVanilla IDVanilla inventory size
Lockpick toolVehicle_Lockpick_ToolCarlockpickFailureProbability, FailureEffectAsset13532x1
Paint toolVehicle_Paint_ToolVehicle_PaintPaintColor18611x2
Repair tool (battery)Vehicle_Repair_ToolBattery_VehicleNone (quality fields inherited)14502x2
Tire (add)TireTire (Mode Add)Mode14512x2
Socketwrench (remove)TireTire (Mode Remove)Mode15072x1
CarjackToolCarjackNone2772x1

Appendix D: External references

Document history

VersionDateAuthorNotes
1.02025-05-1857 StudiosInitial publication. Complete vehicle repair tool .dat field reference, battery system mechanics, quality display, worked examples, diagnostic tables, vehicle tool family comparison, appendices.

Glossary

TermDefinition
Battery statThe vehicle's electrical system charge level. Depletes over time; at zero the engine cannot start.
QualityA cosmetic value (0-100) displayed in the inventory UI. Does not affect battery performance.
Override_Show_QualityA flag that forces the quality bar to display on non-weapon items.
UseableThe runtime behavior class that an item activates when used. Repair tools use Battery_Vehicle.
Single-useThe property that the tool is consumed from the player's inventory after one use.
Battery_BurnA Vehicle.dat field that controls the battery drain rate per second of electrical system operation.

Cross-references