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  • @dexterMQX Hey, thanks for suggestion :) Yeah, it would be easy to add the ability to persist bicycles. Although I'm not sure how "locking" them would quite work, ha. But I'll add it minutes the "lock" animation, I think, and release that with the next version ASAP.

    1 day ago
  • @Jadeyness

    If you mean mechanic bills, there are a number of settings in the .INI like "Bill_..." that allow for changing the various billing factors used for the mechanis repair service.

    If you mean costs to start a policy, there settings in the .INI like "Premium_..." that allow for changing the cost to start a policy per vehicle type.

    Also, all of this documented in more detail in the README included in the download, too.

    1 day ago
  • @Jadeyness Ha. Hey, thanks for the kind words :) Happy gaming!

    2 days ago
  • @Tukiel Certainly! Let me know if you have any problems or suggestions.
    @MrAlaz10 Emergency vehicles should now be insurable and repairable in 1.6.5. Please lmk of any problems.

    And sorry to you both this took so long for me to release.
    Basically, 1.6.5 also wound up having some pretty critical globilization-related fixes that took me a while to regression-test, ha.

    3 days ago
  • Oh, the other case could be: if the vehicle explodes or is otherwise destroyed and that kills your character in the process -- then the vehicle's policy status should come up as "totalled", instead. From there, the usual logic for that takes over: you have to call the mechanic for a replacement, etc. A new one doesn't just automatically go to the garage.

    7 days ago
  • @estsimo123 It should. (And I just tested this a bunch to confirm that it does) :)

    Generally, any time the game despawns a vehicle that was insured -- or if it gets despawned otherwise (via another mod, a trainer, whatever) -- the vehicle winds up being in the garage. Also, the status you see in the menu for its policy should say "garaged", as well.

    As you pointed out, this doesnt apply to insured vehicles that you lock. They stay where they were locked.

    Let me know if you have any problem with this, or have any other feedback. Thanks :)

    7 days ago
  • @Tukiel I am on the 5Mods Discord server as "Ptah" if you want to DM me there. I thought about creating my own Discord, but I'm not sure it would make much sense, ha.

    July 30, 2026
  • Ha, great, thanks! I'll wrap up the instant-return option for release as part of 1.6.5 this weekend ASAP.

    Maybe I'll add the more immersive mechanic-pickup option for people who want it in 1.7 (as an .INI toggle or something). I'm also looking into the garage expenses you mentioned for 1.7. Which is, again, scheduled for early August at the moment.

    Meanwhile, let me know of anything else that comes up :)

    July 30, 2026
  • @Tukiel Okay :) I can release the way that instantly returns vehicles to the garage as part of 1.6.5 this weekend.

    But if you'd instead prefer the option where the mechanic can spawn on foot, pickup your vehicle, then drive off, thus returning it to the garage ... that will take much more coding and testing, which means it will have to wait until the 1.7 release scehduled for next weekend or so. (And also because I have already promised another user some features for 1.6.5 that I want to release ASAP this weekend, but I don't want to rush this request of yours!)

    What do you prefer? I can do it either way. Thanks again :)

    July 30, 2026
  • @Tukiel - Perfect, thank you for that explanation, it helps a lot :)

    Okay. So about returning your insured cars to garages ...

    a) Since your first post, and taking my best guess at what you meant, I have developed a prototype that allows you to send any non-garaged insured car back to the garage. If the car is nearby and on-screen, it does a quick fade-out + fade-in to remove it. If not, the effect is instant. Either way, the car immediately returns to the garage for certain, and you get a confirmation message about it.

    Would that best-guess be close to what you're looking for? If so, I can wrap it up and publish it this weekend as part of 1.6.5.

    Right now, I'm looking into the possibilities of a pickup service. Basically: the mechanic spawns somewhere neaby on foot, picks up your vehicle (if it is somewhere nearby and onscreen), then drive off as usual. Once they're gone (or if your vehicle is already somewhere off-screen far away), your vehicle winds up in the garage, and you get a confirmation. Of course... but this approach has some serious limitations and gotchas, so I'm still seeing if it can work nicely.

    Meanwhile, just to clarify how it works now:
    b) the mod already returns insured cars to the garage in the background. Basically, any time the game despawns it, and unless it was locked or destroyed, etc, when you enter the garage (during the fade-out of entry) the mod scans for any "lost out there somewhere" vehicles and assumes they are garaged. This results in them being in the garage by the time you enter.

    Okay, now for repair bills: FYI, yhe mod currently has several .INI settings for adjusting the cost of repairs. They're named "Bill_(X)". The README goes into detail on what each can do. I hope that helps?

    Lastly, garage costs: sounds easy enough to add as an option; I'm looking into the possibilities...

    Thanks again for the great feedback! This helps me make the mod better for everyone :)

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    July 30, 2026