Simplify content controls and add vehicle roles; record Workshop 0.0.144
continuous-integration/drone/push Build is passing
continuous-integration/drone/push Build is passing
Discover installed mod vehicles and save independent garage, traffic, patrol and convoy assignments. Retire the superseded RHS 1.9 overrides. Include native menu, crew/driving and publication evidence.
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@@ -464,3 +464,83 @@ protection as cars. Normal DLC driver restrictions remain in effect.
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The administration menu keeps the selected UI scale while its panel fits, then
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reduces only that panel enough to remain inside the viewport with a small margin.
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It does not change the player's saved interface scale or other game UI.
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### Content menu
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The **Content** top tab groups **1. Mods**, **2. Items**, **3. Vehicles**, vehicle
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spawn settings, equipment chance, advanced weights, presets and starting supplies.
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Supported enemy-pack/faction switches are under **Forces → Enemy packs**.
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Mods initially shows packs with selectable items or vehicles. Search
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narrows the list; the filter can also show all loaded mods, enabled mods or
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disabled mods. Each row links directly to its items and vehicles. A mod switch
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controls future automatic extra equipment and civilian spawns, while remembering
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its individual choices. It does not unload Workshop scripts, remove existing
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inventory or vehicles, or rewrite authored enemy loadouts.
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Item and vehicle pages select one mod and search its whole catalog before paging
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(12 results per page). Search matches names and prefab filenames, ignores case,
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and requires every entered word. All / Enabled / Disabled filters use the
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effective selection, including disabled contributing mods. Counts describe the
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filtered results. Catalogs are sorted by name when discovery completes. Each
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item shows its filename to distinguish variants with identical display names.
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**Enable all** / **Disable all** applies to the whole selected mod in that page,
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including entries outside the current search and page. These actions reset the
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individual choices for that domain only; item changes do not erase vehicle
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choices, and neither action turns a disabled mod back on. A disabled source mod
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wins when several mods contribute to a resource. Choices are confirmed by the
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server and retained across restarts. Presets now include mod switches, item and
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vehicle-role choices, and equipment weights; spawn counts remain separate.
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The **Vehicles → Use for** selector stores independent assignments for garages /
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yards, civilian traffic, enemy patrols, convoy armed escorts and convoy supply
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trucks. Select an installed mod, choose a use, then enable vehicles. The same
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vehicle can serve several uses. Whole-mod buttons affect only the selected use.
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A disabled master mod still overrides remembered assignments.
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Discovery reads server vehicle catalogs plus complete vehicle prefabs under each
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loaded mod's Prefabs directory, including mods without faction catalogs. It
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inspects resources in small batches without spawning them. Aircraft, boats,
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wrecks and vehicle parts are excluded. The scan is bounded to 8,192 candidates;
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the menu reports incomplete discovery if the limit is reached. Mods must be
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installed and enabled on the server, with their dependencies available. This
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menu does not download or unload Workshop addons.
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Newly discovered vehicles start unassigned. Existing authored pools retain their
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defaults. Explicit bulk assignments also apply to later discovered compatible
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entries from that same mod. Missing mod choices remain dormant and return when
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the mod is loaded again. Configurations and presets save all five uses.
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Garages/yards require an unarmed vehicle with a usable driver seat that fits the
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existing parking envelope; farm-yard tractor defaults remain. Traffic requires
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native AI driving support. Patrols use the selected enemy faction's soldier /
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medic profiles, one driver and up to 14 other crew, within the existing finite
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patrol allowance. Both armed and unarmed patrol vehicles are supported. These
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assignments control the main HQ vehicle patrol roster; separate optional bike
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and Sarka waves retain their own settings.
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Convoy armed escorts replace the three light escort slots and retain one driver
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and one gunner each. Supply assignments replace the cargo truck and retain one
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driver; existing storage-capacity and finite-cargo rules remain. The specialized
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BMP slot is unchanged because its interception and mounted-ammunition logic
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requires that specific vehicle. Neither aircraft nor extraction is affected.
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AI road vehicles must fit the existing 4m × 9m × 3.5m deployment envelope. Native
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crew, driver, AI-use, inventory and placement checks still apply; component
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presence alone does not certify that every third-party vehicle drives correctly.
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A vehicle failing physical fit or crew checks is excluded from that use until
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the next round, with a log message and unavailable status. Empty pools defer
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spawns rather than re-enable a disabled vehicle. Convoy pools are selected before
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consuming their finite receipt; a subsequent physical startup failure retains
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the existing no-retry receipt policy. Existing vehicles are never deleted by a
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menu change. Normal DLC access, visibility, claim and cleanup rules remain.
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Preferences remain in the `items.records` section of `Escapists.json`. A `mod`
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rule stores the master switch; `v*` and `v<resource-guid>` store vehicle defaults
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and individual overrides. `r0` through `r4`, followed by `*` or the vehicle GUID,
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store each use (garage, traffic, patrol, escort, supply). Assigning a vehicle also
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restores its legacy vehicle permission, without enabling its master mod. Existing
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`*`, item GUID and weight rules retain their
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meaning. Old configurations need no automatic rewrite and default to enabled.
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