The question
Reggie: what part of the mod has to ship with the vehicle, and what doesn’t? It should be one folder dropped into Mods, nothing else to run.
What the audit checked
The modding wiki’s structure page (verified for 3.2.0), Nexus vehicle listings, the game binary, and the zip itself. One top-level folder, sixteen files. Every bundle path in the config resolves inside it, both entity classes bind to the one runtime, every icon and map sprite is present. The runtime needs only assemblies the game ships, including the Harmony folder that comes with every install. Localization is the .csv name the V3 game actually looks for. Models, icons and code do not push from a server, so every player needs the folder; the README now says so.
What was wrong
- No recipe. Every version before this one shipped without a
recipes.xml, while the README said “craft it at a workbench”. Only the creative menu worked. 1.2.1 adds workbench recipes for both vehicles built from the game’s own vehicle parts, the same pattern as the stock 4x4: the placeable recipe is open, the gating lives on the parts. - The wrong truck on the icon. The item icons were 160x160 identity art, and the tractor’s showed a blue truck that isn’t the Roadmaster. They are now rendered from the built vehicles with a transparent film and fitted to the game’s 116x80 icon size.
One finding withdrawn
The audit first said traders never stock the vehicles. Wrong: both items extend the stock 4x4 placeable and inherit its trader tier, so traders already can. Nothing was changed there. Values stand at 52,000 for the tractor and 36,000 for the van, against 30,000 for a stock 4x4.
Checked in game
Both recipes listed at a workbench with their parts, both icons in the inventory grid. Bundles, vehicle config and every code path are byte-identical to 1.2.0.