Engine parts not being added to most carsFixed
Car Spawn Settings successfully puts fuel in the tank, but the EnginePartsTier function is not working. There are simply no details.
Does it work for any cars? For example, if you spawn a car with the console command spawn 4module_car_spawned.entity, does it work for that car? If not, then you likely haven't configured the plugin correctly. If that does work, but random cars don't have the engine parts, they could either have been spawned before you added the plugin so the plugin won't affect them, or it's a timing issue where the cars don't have modules immediately so the plugin doesn't add parts (which will need to be fixed if that's the case).

It would also be useful to run the carstats command to see how many cars are "Complete" and "Working" which should be near 100% with engine parts and fuel enabled, assuming the cars spawned after the plugin was loaded with that configuration, and none broke down due to decay or had their parts removed by players.

If you want to prune old cars from before the plugin loaded, you can temporarily set modularcar.population 0, then modularcar.outsidedecayminutes 1 to destroy all cars within a few minutes. Run the carstats command a few times to check and make sure all the cars are gone. Note that cars on lifts won't decay, and cars in buildings will take longer. Then set modularcar.outsidedecayminutes and modularcar.population to their previous values which will cause the cars to respawn within a few minutes. If the plugin is working, you should see all of those cars are in "Complete" and "Working" state with the carstats command.

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I tested this a bunch using these troubleshooting steps. It seems about 70% of the cars didn't have engine parts or were still damaged. This doesn't match my previous testing so I wonder if something changed in the latest update.

Increasing the delay from 0.1 to 0.5 seconds after the car spawns, before repairing and adding engine parts, seems to have completely resolved the issue from my testing. I've released an update with this fix. Thanks for reporting! Let me know if you have issues in the future.
I need to have engine parts when cars appear along the road. They are not there, while there is the amount of fuel that I configured in the config. I don't need any other functions. I tried restarting the server and changing the config parameters.

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I apologize for the google translator.) In general, the main function does not work in the plugin, the other can not be discussed.

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Now I have already ordered another plugin, where the details and fuel will appear, and there is no other unnecessary nonsense.

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Thank you for your time
Did you try the update? It should be fixed in v1.0.3. I also provided steps in my post that you can do to confirm and troubleshoot.

If it's still not working for you, I can increase the delay more or try something else. No need to "order plugins"... I'm puzzled about why you would pay for someone to make you a plugin after I fixed your reported issue for free within hours. I'm guessing other people noticed this issue, and instead of reporting it to me, they simply paid other people to build new plugins instead. It's probably not worth my time to try to understand why people do that.

I'm not sure what you mean about "unnecessary nonsense". The plugin only has 3 features: repairs, adds fuel and adds engine parts. For the other two options, you can use the defaults which were set to sensible values.

I'm also working on another plugin that will make cars work without engine parts, which requires a hook not yet available into Oxide.
Have you tried using NextTick instead of "timer"? This should work faster in some places
TurEduard
Have you tried using NextTick instead of "timer"? This should work faster in some places
Yes I was using NextTick originally when developing the plugin. It didn't work in most cases so I opted to use a timer. The issue is that I'm hooking when the vehicle spawns, but the modules are added somewhat async if the car is not spawned right in front of a player.

There are alternative approaches such as detecting when vehicle modules spawn, then checking that the parent vehicle just spawned a short time ago, but I probably cannot as easily determine whether it happened while loading a save in that case.
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