> ## Documentation Index
> Fetch the complete documentation index at: https://rust-co.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Overview

> A mechanic's workshop for RCO Vehicles: repair first, then the accessories each vehicle has. Public, or owned with hired mechanics, on RSG or VORP.

RCO Motorworks is the mechanic's workshop of your RedM server. Players drive their vehicle in, the workshop repairs it, and then they choose the accessories that vehicle has: a roof rack, lanterns, a spare wheel and whatever its maker gave it. It comes ready in Saint Denis, and you can add your own workshops anywhere on the map.

It works with the vehicles of **RCO Vehicles**: each vehicle brings its own accessories, and the workshop shows only the ones it has.

## What players can do

> [card] Repair
>
> A damaged vehicle shows the repair first, with its price. The accessories only show once it is repaired, like a real workshop. With a mechanic, the repair is optional: the customer puts it in the order or not.

> [card] Fit accessories
>
> Each vehicle has its own categories (roof, lanterns, rear...) with several options. The list on the left has the categories, the list on the right the options and their prices.

> [card] Look at the vehicle
>
> Choosing a category turns the camera to that part of the vehicle: the roof, the front, the wheels. Drag with the mouse to turn around it, scroll to zoom.

> [card] Mouse or keyboard
>
> Arrow keys or W/S move in the list, Enter goes in and confirms, Esc goes back. Clicks work too; the mouse wheel zooms. H hides the panels.

## Owned workshops

A workshop can have an owner, who hires mechanics at his office.

> [card] The counter
>
> The owner has his office: till, commission, hiring (a window lists the players beside him by name) and firing. The mechanics have their own panel, where they clock in and out; the owner can use it too. Both list the orders and update by themselves while open.

> [card] Orders
>
> With mechanics, the customer picks what he wants and pays the whole order into the till. The owner and the mechanics on duty get a notice on screen. A mechanic walks up to the vehicle and does the job: the accessories appear when his bar is full.

> [card] Commission
>
> The mechanic who does a job gets his share of it from the till at once: 20% by default, and the owner changes it at the counter (up to 50%).

> [card] Money back
>
> An order nobody did in 5 hours is cancelled and the customer gets his money back. Away from the server? He gets it the next time he plays that character.

The server sets how owned workshops work (`Config.Owners.Mode`), one of three ways:

| Mode | How it works |
| - | - |
| Self service | Customers fit their own accessories. The money goes to the till. |
| Mechanics | Customers always place an order, and a mechanic does each job. |
| Automatic | Mechanics while one is on duty, self service when none is. |

## Good to know

* There are no items: an order is kept by the workshop, so a customer can't lose it.
* No jobs to create in your framework: the owner and his mechanics are kept by the workshop itself, the same way on RSG and VORP.
* Prices are in the money of the period: a repair costs from $0.50 to $3.50, and each vehicle sets its own accessory prices.
* The database tables are created by the resource itself on the first start.
* Light on the server: nothing runs in a loop. The work is done when a player presses a key.
* The vehicle's look is applied by RCO Vehicles and saved with the vehicle: it keeps its accessories in the garage, after a restart and for every player who sees it.

## Next steps

> [card] [Installation](https://rust-co.mintlify.site/rco-motorworks/installation.md)
>
> Put it on the server and start it in the right order.

> [card] [Configuration](https://rust-co.mintlify.site/rco-motorworks/configuration.md)
>
> The workshops, owners, prices, keys and the camera.


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