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Reworked Vehicle Maintenance

von QuadraticFourVersion 1.0Aktualisiert 15.10.2026Rev. 193,2 KiB
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Beschreibung

Reworked Vehicle Maintenance overhauls how vehicle maintenance is done. Instead of vehicles getting repaired in a depot's catchment radius, they're automatically dispatched to the nearest depot for repairs. Once it's good as new, it'll go back to the line it was assigned to, all on its own! For PC (and maybe consoles, but I haven't tested it on consoles), with no additional mod dependencies.

UPDATE: Select maintenance threshold in vehicle buyer! Maintenance thresholds now copy over to cloned vehicles! WOOHOOOO!!!!

Getting Started

The location of your road vehicle depots is a bit more important now. Your road vehicles will need to regularly reach and return to them for repairs. In each vehicle's window, you can set the maintenance threshold from 0% to 100% in steps of 5%. The default is 50%, with Automatic maintenance enabled.

When a vehicle's condition reaches or drops below the threshold, the vehicle will wait until it is empty of cargo and/or passengers, before automatically travelling to the nearest reachable Road Depot. While inside the depot, the vehicle will be repaired automatically (unless you've paused maintenance of that vehicle). At 100% condition, it will resume its previously assigned line, starting at the first stop. Vehicles that have been manually stopped by the player will pause degradation.

Uncheck the 'Automatic maintenance' box to stop automatic service. With automatic service turned off, a vehicle will run indefinitely without returning to the depot. This does not change the vehicle's current destination or remove condition penalties. Re-checking the box resumes automatic maintenance when its condition is at or below the threshold. Thresholds and checkbox settings are saved with your game.

When purchasing vehicles in the store, you can use the slider at the bottom of the menu to set the maintenance threshold vehicles will be purchased with. In addition, cloning a vehicle will also clone its maintenance threshold and automatic maintenance settings.

Maintenance Regime

Reworked Vehicle Maintenance brings a new and interesting dynamic to repair depots: Maintenance Regimes! Maintenance Regimes allow you to make tradeoffs between repair speed, cost, and quality, which adds a new and interesting subsystem to manage. When you open a Road Depot's window, it'll look a little different: there's a triangle there! You can drag the handle around the triangle to choose how that depot handles repairs, and watch the bars at the right update in real time to reflect your changes. Dragging the handle towards the triangle's vertexes will adjust the regime towards three different philosophies:

  • Premium: Faster repairs and higher quality, at a higher cost.
  • Economical: Higher quality and lower cost, but slower repairs.
  • Budget: Faster repairs and lower cost, but lower quality.

It's as the old adage says: "You can have it fast and good, but it won't be cheap; You can have it good and cheap, but it won't be fast; You can have it cheap and fast, but it won't be good." The center of the triangle gives you the standard repair speed, cost and quality, and you can use the "Reset to Center" button to restore the default vanilla regime.

Maintenance tradeoffs are on by default. However, if you'd rather just set the game's global repair/decay rate, then uncheck the 'Enable maintenance tradeoffs' box in the mod's config menu for that save.

Repair Quality

With maintenance tradeoffs enabled, each vehicle now has a "Repair Quality" bar. A vehicle's repair quality will affect the rate at which the vehicle decays once it's re-deployed. Think "repairing with duct tape" vs "repairing using the finest spare parts ever machined." So, even though the Budget repairs might be cheap and fast, they'll cause your vehicle to have to go in for maintenance more often. And, don't think you can cheese it by setting the regime to Premium at the tail end of repairs! Repair work will only nudge the bar towards the ends of quality, so a vehicle with month's worth of poor repairs will take multiple repair sessions to get back to full repair quality.

Rate Settings

The mod config menu has different sliders which you can use to affect that save's global repair, decay, and billing rates. 100% is the standard vanilla rate, 200% doubles it, 400% quaudruples it, and 0% disables it entirely. These rates will apply regardless as to whether you have maintenance tradeoffs enabled.

Enable in-game debug if you'd like to try different rates while playing. Changes made in that window are temporary and reset when you reload the save. For permanent changes, use the mod config menu for that save. The optional manual vehicle wear and depot repair sliders let you adjust the wear and repair rates of an individual vehicle or depot, for testing purposes.

Service Controls

  • Pause repairs / Resume repairs: With maintenance tradeoffs enabled, you can pause a vehicle's repairs. While in the depot, it won't receive repairs, and it won't deteriorate. You won't pay the accrued repair cost until the vehicle leaves the depot, finishes repairs, or gets sold.
  • Keep in Depot (Manual): This button shows up on any vehicle that is heading to a depot after its condition drops below its maintenance threshold. This button will keep the vehicle in the depot after it is finished repairing, instead of it getting redeployed to its previous line.
  • Cancel Automatic Dispatch: This button shows up when a vehicle is in the depot being repaired after an automatic depot return. Clicking it will keep the vehicle in the depot after it is finished being repaired. The button changes to Redeploy after repairs, allowing you to restore its return to the previous line. You can also assign it to a line like normal.
  • Redeploy after repairs: This button shows up when a vehicle is in the depot being repaired after a manual return, or after using the aforementioned Cancel Automatic Dispatch button. Clicking it will schedule a return to the vehicle's last assigned line after repairs, independently of the Automatic maintenance checkbox. If the previous line is unavailable, the vehicle stays in the depot and displays a notice. If the vehicle is idle, clicking this button will quickly and handily re-deploy it to the last assigned line.

Vehicle Statuses

Curious about what a vehicle is doing? The status text shows one of multiple different states.

  • Operating Normally: The vehicle is doing its thing, delivering cargo and passengers.
  • En route to repairs: The vehicle has been automatically dispatched to the depot for repairs. It will return to its line after the repairs are complete.
  • En route to depot (manual): The vehicle has been manually sent to the depot by the player. It will remain in the depot after repairs unless you choose Redeploy after repairs.
  • Being Repaired: The vehicle is being repaired while inside the depot.
  • Idle: The vehicle has reached 100% condition and is waiting in the depot. You can assign it to a line or choose Redeploy after repairs.

Depots And Maintenance Buildings

The catchment radius of the Road Vehicle Depot has been reduced to only 1 meter, which effectively gets rid of the radius. Now, vehicles will only receive maintenance when they are inside of the depot itself. Additionally, the road maintenance building has been temporarily removed from the build menu until a suitable replacement can be created. Existing Road Maintenance buildings remain. Other vehicle types and their maintenance buildings are unaffected.

Condition Penalties And Repair Bills

Below 75% condition, road vehicles receive progressively stronger speed, noise and pollution penalties. At zero condition, this mod applies a 60% top-speed reduction, a 175% noise increase and a 200% pollution increase. These are definitely noticeable at their worst, so keep those vehicles maintained! These combine with the game's existing effects.

With maintenance tradeoffs enabled, repair costs build up as work is done, using the depot's regime at the time. Both automatic and manual depot visits are billed. The accrued cost is paid when the vehicle finishes repairs, leaves the depot, or gets sold. Pausing repairs stops new costs from building up, but doesn't cancel the work already done. The vehicle window shows the accrued cost and last repair bill.

Without maintenance tradeoffs, completed mod-managed service uses the original bill: 100 + vehicle purchase value * repaired fraction * 0.25. Manual service does not receive this additional bill. The Base billing rate adjusts either system, and the game's normal maintenance costs still apply.

Removing The Mod

Aw, so sad to see you go! But, I understand. Before removing the mod, open this mod's content/config.lua and set PENALTIES_ENABLED = false. Restart/reload with the mod still enabled, run the simulation for several seconds, then save. Remove the mod after saving so its saved condition penalties are cleared. Vehicles already travelling to or stored in depots may need manual reassignment.

Road Depot catchment areas: Existing depots keep their reduced repair radius after the mod is removed, which may show as 0 metres in-game. To restore their normal catchment area, you'll need to buy replacement Road Depots after removing the mod. Move any stored vehicles out of the old depots before demolishing them.

Bugs? BUGS? BUGS!!!

This mod is in active development! So, there might be some bugs and unintended behavior. If you find something that seems amiss (or worse: game-crashing!), then please don't hesitate to let me know in the discussion section. I want to make this mod something that is genuinely pleasant to use, so helping me catch some of the weirder edge cases would be an amazing help!

Upcoming Features

Here are some features to look forward to!

  • Re-addition of the Road Maintenance Building (for a smaller, cheaper maintenance solution)
  • Extension of mod systems to other vehicles (trams will probably come first, followed by rail)
  • Random vehicle breakdowns tied to vehicle reliability and repair effectiveness
  • Translations into multiple languages (since this mod does require a little bit of reading)

Changelog

1.3

  • Added a slider to the vehicle purchase menu which lets you choose what maintenance threshold new vehicles are bought with. Additionally, made it so that cloned vehicles will inherit the maintenance threshold and automatic maintenance settings of the original vehicle.

1.2

  • Made the system work with trams/light rail. It works identically to how it works with road vehicles, but now your trams can auto-return to depots just the same as road vehicles.

1.1

  • Added Maintenance Tradeoffs, a new and interesting way to manage vehicle maintenance. Balance speed, quality, and cost using an intuitive triangle-shaped interface.

1.0

  • First release! Thank you all for downloading and trying this mod!

DE — Deutsch

Hello from America! I recognize that a lot of German/Dutch players are big fans of TF3, and I want to make it easier for them to understand the features of this mod. I hope you enjoy trying out the mod.

Hallo aus Amerika! Ich weiß, dass viele deutsche und niederländische Spieler große TF3-Fans sind, und möchte euch die Funktionen dieser Mod näherbringen. Viel Spaß beim Ausprobieren!

Los geht's

Reworked Vehicle Maintenance schickt Straßenfahrzeuge zur Wartung ins nächste erreichbare Straßendepot, statt sie beim Vorbeifahren zu reparieren. Im Fahrzeugfenster stellt ihr die Wartungsschwelle von 0% bis 100% in 5%-Schritten ein. Standardmäßig sind es 50%, und die automatische Wartung ist eingeschaltet. Bei Erreichen der Schwelle liefert das Fahrzeug zuerst seine Fracht oder Fahrgäste ab. Nach der Reparatur auf 100% kehrt es auf seine bisherige Linie zurück und beginnt an der ersten Haltestelle.

Mit 'Automatic maintenance' könnt ihr automatische Depotfahrten abschalten. 'Keep in Depot (Manual)' und 'Cancel Automatic Dispatch' lassen das Fahrzeug nach der Reparatur im Depot. 'Redeploy after repairs' schickt es anschließend wieder auf seine letzte Linie, auch nach einer manuellen Depotfahrt. Mit 'Pause repairs / Resume repairs' könnt ihr Reparaturen pausieren und fortsetzen. Im Depot verschleißt das Fahrzeug während der Pause nicht. Einstellungen und Reparaturqualität werden gespeichert.

Wartungsstrategie und Reparaturqualität

Im Depotfenster könnt ihr unter 'Maintenance Regime' den Punkt im Dreieck verschieben und drei Strategien mischen:

  • Premium: Schnell und hochwertig, aber teurer.
  • Economical: Hochwertig und günstig, aber langsamer.
  • Budget: Schnell und günstig, aber mit geringerer Qualität.

Die Mitte bietet die Standardwerte; 'Reset to center' setzt die Auswahl zurück. Jedes Depot hat seine eigene Strategie. Grün zeigt Vorteile, Rot die Nachteile. Gute Reparaturqualität verringert den späteren Verschleiß, schlechte erhöht ihn. Neue Fahrzeuge starten bei Standard. Die Qualität hängt von der tatsächlich geleisteten Reparaturarbeit ab: Ein winziges Nachbessern macht aus einem schlecht reparierten Fahrzeug noch lange kein Spitzenmodell!

Diese Funktionen sind standardmäßig eingeschaltet. Wer nur die Grundraten einstellen möchte, kann 'Enable maintenance tradeoffs' im Mod-Konfigurationsmenü ausschalten.

Raten, Kosten und Zustand

Die Mod-Einstellungen steuern Reparaturgeschwindigkeit, Verschleiß und Reparaturkosten: 100% ist Standard, 200% verdoppelt die jeweilige Rate, 0% schaltet sie aus. Mit der Stop-Taste angehaltene Fahrzeuge verschleißen nicht. Das optionale Debug-Fenster erlaubt Experimente im Spiel; seine Änderungen werden beim Laden zurückgesetzt. Dauerhafte Änderungen nehmt ihr im Mod-Konfigurationsmenü für den Spielstand vor. Optionale Regler erlauben auch Einstellungen für einzelne Fahrzeuge und Depots.

Bei aktiven Wartungsstrategien sammeln sich Kosten entsprechend der geleisteten Arbeit und der jeweils gewählten Strategie an, auch bei manuellen Depotfahrten. Bezahlt wird bei abgeschlossener Reparatur, beim Verlassen des Depots oder beim Verkauf. Pausieren hält neue Kosten an, löscht aber keine bestehenden. Ohne Wartungsstrategien gilt die bisherige Zusatzrechnung nur für abgeschlossene, von der Mod gesteuerte Wartung. Die normalen Wartungskosten des Spiels bleiben bestehen.

Unter 75% Zustand nehmen Geschwindigkeits-, Lärm- und Schadstoffnachteile zu. Neue Straßenwartungsgebäude sind aus dem Baumenü entfernt; bestehende bleiben erhalten. Andere Fahrzeugarten bleiben unverändert. Die Mod ist für PC gedacht und benötigt keine weiteren Mods.

Entfernen, Fehler und Ausblick

Vor dem Entfernen in 'content/config.lua' PENALTIES_ENABLED auf false setzen, mit noch aktiver Mod neu laden, einige Simulationssekunden laufen lassen und speichern. Danach könnt ihr die Mod entfernen. Fahrzeuge im Depot oder auf dem Weg dorthin müssen eventuell manuell einer Linie zugewiesen werden.

Wartungsradius der Straßendepots: Bestehende Depots behalten nach dem Entfernen der Mod ihren verkleinerten Reparaturradius, der im Spiel als 0 Meter angezeigt werden kann. Um den normalen Wartungsradius wiederherzustellen, müsst ihr nach dem Entfernen neue Straßendepots kaufen. Holt alle abgestellten Fahrzeuge aus den alten Depots, bevor ihr diese abreißt.

Etwas läuft schief? Meldet Fehler bitte im Diskussionsbereich! Geplant sind ein Ersatz für das Straßenwartungsgebäude, Unterstützung weiterer Fahrzeugarten und zufällige Pannen abhängig von Zuverlässigkeit und Reparaturqualität.

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