Visit The Shed and one of the locals is waiting on the driveway with a
broken shitbox and cash: their actual car model parked there under a
floating Label3D job sign -- who they are, what they reckon is wrong
("it makes a noise at church speed"), the honest fault name, and the
offer. Pull up beside it and hold still to take the job; the wrench
minigame opens on THEIR car.
The roster is the extended universe: Nanna, P-Plate Pepper, Mullet
Merv, Torque'n Tezza, the Self-Described Bathurst Legend, Your Mate
Dazza (don't tell Shazza), Karen from Number 12, and the Widowmaker,
who says nothing and pays cash. Roster and fault rotate
deterministically off jobs_done.
Settlement: full pay at 60+, a $50 tip at 85+, half below 60 -- and
SHED REP moves with the workmanship (+3 clean, -6 botched, cap 40),
scaling the next offer from 70% of shop rate at rep 0 to 100% at cap.
Rep shows on the menu and garage header. Customer jobs bank NO quality
buffs: the customer's car id might be a car the player owns, and
fixing Merv's Kingswood must not secretly tune yours -- the wrench
consumes Garage.ui_customer and routes _finish to customer_done()
instead of clear_fault/set_quality.
The shed guards the spawn (parent is Game and mode == cruise) so the
wrench scene's backdrop copy of the level never summons a customer
mid-job. The spare parked shitbox moves to the kerb; the driveway
belongs to commerce now.
Smoke: customer waits after a shed visit, holding beside the spot takes
the job (flag-guarded for headless), the driven wrench job pays, rep
rises, the driveway clears, and the customer's own-car quality stays
untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The 2D repair panel retires -- every fault is a wrench job on the real
car in the real shed now. Gearbox and gasket open with DIAGNOSIS: three
lit warning lights, one honest, the code reader pointing at it through
its cracked screen ("D!IV!TR!IN"); a wrong pick costs quality and makes
every nut in the job run a turn longer (penalty_turns feeds _need() and
the HUD torque arc).
The gearbox is the hero job. Without a hoist you drag the 60 kg box out
by hand and hold the steady ring so it doesn't land on you; with the
Cashies crane it's the ceremony -- hook the chain, pump it out -- and
the tier-3 gantry winch hooks itself up. The gasket job is the full
rite: bonnet, head bolts, old gasket out (mind the mayonnaise), seat
the new one square, torque the head IN the window, coolant back in.
Tool tiers: every line goes Cashies -> Supercheap -> SNAP-OFF
PROFESSIONAL (buy again to upgrade, garage shows [T2] UP $N). Tiers are
felt, not read: sockets scale turns 1.6x down to 0.5x and widen the
torque window 0.8 to 1.3 rad; the tier-2 compressor's RATTLE GUN
converts non-torque nut twists into BRRRT clicks (windows keep the hand
skill -- guns strip); ramps cut jacking 10 clicks to 3; the fluids
shelf speeds pours; the SNAP-OFF tablet skips diagnosis outright.
Pre-tier saves read as tier 1.
Workmanship reaches the strip: an 85+ gearbox rebuild raises box_limit
to 4 blown shifts, an 85+ gasket job lifts the overheat ceiling to
1.18. Both wired into the drag setup and asserted in the suite, which
now also covers tier upgrade/cap flow, wrong-then-right diagnosis, the
toolless 60 kg gearbox path, and a clean gasket run -- via one shared
driver that handles every verb including diagnose.
The := inference trap, visit four: indexing untyped const Arrays.
Typed the tables (Array[float]/Array[int]) so every index site infers.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The repair game grows its 3D half (src/wrench.gd): flat tyre, oil
change and dead battery are done on the player's actual car model,
parked in the actual shed level, through five mouse verbs on projected
3D anchor points:
GRAB part follows the cursor on a ray-plane, drop at the target
TWIST circle the mouse around the anchor; torque steps have a seat
window (release inside = clean) and blowing past it STRIPS
the thread -- quality hit plus an extraction step inserted
PUMP rhythm clicks (jack up, jack down)
YANK press and flick (pop the wheel, bonnet up)
STEADY keep the cursor inside a wandering ring (line up the studs,
pour the oil)
Camera presets per step (wheel / under-car / bonnet), a screen-space
ring overlay with a live torque arc, and props spawned per job (spare,
tray, bottle, batteries). The battery job enforces RED THEN BLACK --
backwards earns a spark shower and commentary.
Workmanship is a stat: every job scores 0-100, and an 85+ fix BUFFS the
car through Garage.apply (tyres +0.2 grip, oil +3% power, battery +0.15
boost) until that fault recurs -- add_fault clears its quality entry, so
your last good fix is exactly as durable as your driving.
Faults now have gameplay sources: a red light at the tree flat-spots
the fronts, every 4th wreck rattles the sump loose (oil light, not in
junctions where wrecking is the game), and getting busted kills the
battery. All three are suite-inert by construction. New faults route to
the wrench scene via FAULTS[id].scene; gearbox/gasket keep the 2D panel
until phase 2. Wounds: flat -0.35 grip, oil -7% power, battery -0.3
boost (boost floor clamped at 0.4 -- the old ba>0 guard never subtracted).
Smoke plays a clean flat-tyre job through the API (7 steps, quality
90+, grip buff verified on the next boot) and a sabotaged oil job (blown
torque window -> stripped thread -> extraction step appears). The same
Variant-inference parse trap struck a third time (Dictionary index this
time); the suite caught it before it cost anything.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Carnage now follows the car home. Grenading the gearbox or blowing the
head gasket on the strip records a persistent FAULT in the garage save,
and the car boots WOUNDED everywhere -- gearbox: 80% power and leaking
oil patches; gasket: 85% power and steaming from the bonnet -- until
someone fixes it. The garage screen grows an "IT'S BROKEN" section with
two routes per fault: pay the shop's someone-else's-problem rate ($700
to $900), or GET UNDER IT for free in the shed.
Getting under it opens the repair minigame (src/repair_ui.gd, all code
like every other screen). Step one is diagnosis off the dash warning
lights: with the CASHIES CODE READER the fault name comes through the
cracked screen ("D!IV!TR!IN") and the right light glows amber; without
it you're on vibes, and a wrong pick adds two penalty turns to every
nut in the job. Then the hands-on steps: hold-and-circle the mouse to
spin nuts (direction enforced -- a full turn the wrong way earns
"OTHER WAY."), click to pump the jack, drag the dead box to the bench.
The shed skill tree pays off physically: ALDI SOCKETS halve every nut,
SUPERCHEAP RAMPS halve the jacking, the CASHIES HOIST deletes the 60 kg
drag-the-box step entirely, the ADDITIVE CRATE shortens the coolant
top-up -- and finishing a job without the right tools leaves three
bolts over ("they're spares now").
Mouse plumbing routes everything through pick_light/twist/pump/drop_at,
so the smoke suite plays a complete toolless gearbox swap headless:
wrong light penalised, right light advances, every step type exercised,
fault cleared at the end. Wounded boot, shop fix and the drag-finish
fault handoff are covered too.
Two traps re-confirmed on the way: `var x :=` cannot infer through
InputEvent.position (base-class Variant) -- the parse error took the
whole suite down as a silent hang; and a full-rect background ColorRect
eats every mouse event before root._gui_input sees it unless its
mouse_filter is IGNORE.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Six tools, bought once, global: SUPERCHEAP WHEEL RAMPS, CASHIES CODE READER
(one previous owner, screen cracked), ALDI SOCKET SET, BUNNINGS AIR
COMPRESSOR, CASHIES CHAIN HOIST (on wheels, definitely not stolen), SERVO
ADDITIVE CRATE. Each unlocks a per-car tune-up at labour prices: dodgy
alignment (+0.4 grip), check engine delete (+6% power, the light WAS the
problem), 60 PSI in every tyre, head skim & lumpy cam (+12%), octane booster
habit (+0.25 boost), and RETORQUE EVERYTHING -- the one effect parts can't
buy: it raises the car's panel-shed and wreck thresholds, which are now
per-instance vars instead of consts. Parts buy bling; the shed buys labour.
Garage screen grows three sections (parts / shed / tune-ups) with locked
states showing which tool a tune needs. Save schema extends compatibly.
Smoke covers the tool gate, double-sell refusal and panel hardening on a
live car.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Earn bucks from every mode (takedowns, outruns, escapes, derby kills, medals,
a cut of crash damage) and spend them on performance parts of deeply
questionable provenance: K-MART MEGA WING, GO-FASTER STRIPES, SERVO FLAME KIT,
BLINGY MAGS, SERVO NEONS, BUNNINGS DRAINPIPE, TURBO THRU THE BONNET. Every
part gives a real stat bump AND bolts a procedural eyesore onto the car, sized
off the model AABB so the same tat fits a BUBBLA or a Kingswood. Fully kitted:
+35% power, +1.1 grip, +0.55 boost.
Per-car, persistent (user://garage.save), player-only -- stats apply to a
DUPLICATE of the shared CarStats so tuning your Lazza doesn't secretly tune
every Lazza in the city, and the save path is redirectable so the smoke test
can never wipe real progression. Bolt-ons attach after the deformer snapshot:
the wing survives every crash, as is right and proper.
GARAGE button + bucks readout in the menu; shop screen with prices, blurbs and
FITTED states. Smoke covers the earn/buy/duplicate-stats roundtrip.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>