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EscapistsReintroduced/docs/vehicle-maintenance.md
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Finite player vehicle maintenance

The Western supply cache now contains one emergency repair kit and two vanilla fuel cans, alongside the existing finite UAZ. Its discovered map label identifies the maintenance supplies. Take the item into your inventory, equip it, then use the vanilla action at a damaged vehicle part or fuel cap. Park the vehicle before using either action.

The kit includes 20 native supply units and inherits the vanilla wrench's emergency repair ceiling and damage eligibility. It does not fully restore every damaged part, resurrect destroyed vehicles or create replacements. The held wrench uses the normal native resource consumer; eligible nearby finite supplies may also be consumed according to vanilla resource rights. The item has no resource generator or replenishment callback. Each can starts with 5 litres, with a 20-litre capacity; the pair supplies 10 litres initially. The native fuel station transfers fuel out of the held can into an eligible tank and stops when the can is empty or the target is full. Cans may be refilled only through ordinary existing native sources.

Audit and validation limits

The original stock contained no repair wrench or fuel can. Stock UAZ inheritance already provides repair and left/right refuelling actions. The vanilla wrench contains a repair support station and gadget consumer but no supply container, so this successor prefab adds one finite native container. The container uses the same native configuration shape as vanilla's portable medical kit; no original Escapists content is reused. Both underlying items have native equip/gadget support, so no new scripted action or interaction bypass is added.

vehicle-maintenance-source-evidence.json records the locally installed vanilla paths and hashes used for this audit. Configuration checks cover finite stock, resource identity, limits and unchanged clue redundancy. The native stock/transport run passes 131 assertions with zero captured script/runtime/engine errors. It confirms exactly one site-owned kit with 20/20 supply units and two distinct site-owned cans, each with 5/20 litres, in the actual cache inventory. It also repeats lock/entry, scripted vehicle occupancy, engine, fuel-loss and no-replacement checks. Inputs remained unchanged and private cleanup was confirmed. Consuming repair supplies and transferring fuel through ordinary held actions remain pending; stock inspection does not qualify those interactions. A future bounded test should use the existing cache/UAZ, capture resource and fuel values before/after a native repair/refuel action, confirm depletion and no duplicate stock, and preserve actual native eligibility failures. No actor, vehicle, faction, physics or damage override is needed in the gameplay implementation.