Mechanic | Tuning and Engine Swaps
Cars that earn their scars. Parts wear with every kilometre, breakdowns strand the careless, and a real workshop brings them back. Diagnose, service, repair, then build with performance tiers, engine swaps that actually sound different, stance and nitrous.








Overview
Cars stop being disposable. Every kilometre leaves a mark. Oil turns dirty, brake pads thin out, the radiator starts to complain, and ignoring it has consequences. Push a worn engine too far and it overheats, stalls, or leaves the crew stuck at the worst possible moment.
Maintenance becomes gameplay. Players pop the hood, run a diagnostic and see exactly which part needs attention. Radiator, fuel pump, clutch, brakes, fluids, filters, tyres, drive belts, even the battery on electric models. A mechanic with the right job, tools and skill swaps parts with animations, camera work and a skill check. Everyone else can limp home on a basic repair kit, a patch kit, or a single tyre fix. You decide which jobs need a real workshop and which work in a muddy field by the roadside.
Then comes the build. Tiered performance upgrades for engine, brakes, transmission, suspension and turbo, body kits, full resprays with six finishes, drivetrain conversions, drift setups, tyre compounds, and six engine swaps. Each swap ships with its own engine sound the player can rev and preview before committing. Add the wheel geometry editor for that perfect stance and a nitrous system with boost, purge and backfire, and your car meets become the main event.
Everything sticks. Wear, mods, mileage and stance save per plate for owned vehicles only, so traffic cars never clutter your records. Crashes damage random parts based on speed and vehicle class, and helicopters, boats and bikes get their own sensible part lists.
Staff stay in control. An in-game panel covers tuning, maintenance, resprays, nitrous, mileage and stress-test tools, with each mode locked behind its own permission and per-channel Discord logging for every action.
Donation support ships switched on. Engine swaps and wheel geometry can be offered as use-packs, or flip one flag to run both on normal in-game items instead. Players support the server through Tebex packages or receive uses from staff grants, with per-player caps and automatic refunds. If you would rather not use it, switch it off and both features run on normal in-game items instead.
Compatible with any inventory ml_bridge supports. Every part, item, distance and rule lives in plain config files. Works on ESX, QBCore, Qbox and Standalone.
• Living part wear with real failure effects • Roadside or workshop, your call per action • Six engine swaps with bundled sounds • Stancer, nitrous, full cosmetics and paint • Per-plate persistence for owned vehicles only
Key Features
Living Wear System
Parts degrade by mileage, vehicle class and crash speed, with real failure effects like overheating, stalls and brake fade.

Roadside or Workshop
Decide per action what needs a real workshop. Two-tier repair kits plus a patch kit and a tyre kit handle field emergencies anywhere.
Diagnostic Panel
Target a vehicle and read part health. Mechanics get exact numbers, everyone else gets simple condition labels. The readout also covers live engine temperature, fuel level and type, body and engine health, and mileage.

Performance Tiers
Engine, brakes, transmission, suspension and turbo upgrades installed with items. Dismount a part and you get materials back.

Engine Swaps With Real Sound
Six swaps from a four-cylinder to a V12, each with its own bundled engine audio. Rev and preview the sound before you commit. Each swap also rewrites the car's power, top speed and shift feel through its own handling profile, not just the audio.

Stancer
Dial in ride height, camber and track width within set limits. Stance saves per plate and shows correctly to nearby players.

Nitrous
Install a kit, refill bottles, and fire off boost or purge with screen shake, taillight trails, steam and exhaust backfire.

Cosmetics and Paint
Tiered body kits, a wide range of cosmetic slots, full resprays with six finishes and editable colour sets for every paint slot.

Staff Panel
In-game admin modes for tuning, maintenance, repairs, resprays, nitrous and mileage, each behind its own permission with Discord logs. A permission-gated stress-test command ships predefined scenarios (fresh car, high mileage, critical, electric) to demo wear instantly.

Optional Donation Use-Packs
Offer engine swaps and stance as Tebex use-packs or staff grants, capped per player with automatic refunds, or switch it off entirely.

Hear Trouble Coming
Engine knock, brake squeak and alternator whine kick in when a part drops below its threshold. Drivers get an audible heads-up before the breakdown.
Mechanic Skill Progression
Flip one flag to wire jobs into ml_skills. Every repair and install pays XP by category, and parts can require a minimum skill level.
One Kit Per Category
Not ready for the full parts catalogue? Simple mode runs everything on a handful of generic kits, one per category, named whatever your inventory already uses.

Hooks for Your Scripts
Exports expose wear, mileage, nitrous and collision damage, and open hooks let other resources react to repairs and resprays without touching core files.




