-- debug Config.FuelDebug = false -- How long the fuel nozzle can get before breaking completely? Config.RopeDistanceBeforeBreak = 10 -- fuel units label Config.FuelTypeUnitsMeasurementsUnits = { [MeasurementUnits.METRIC] = { [FuelType.NATURAL .. "_unit"] = "liters", [FuelType.DIESEL .. "_unit"] = "liters", [FuelType.EV .. "_unit"] = "kWh", [FuelType.LPG .. "_unit"] = "liters", [FuelType.CNG .. "_unit"] = "liters", [FuelType.MILK .. "_unit"] = "liters", [FuelType.AVIATION .. "_unit"] = "liters", }, [MeasurementUnits.IMPERIAL] = { [FuelType.NATURAL .. "_unit"] = "gallons", [FuelType.DIESEL .. "_unit"] = "gallons", [FuelType.EV .. "_unit"] = "kWh", [FuelType.LPG .. "_unit"] = "gallons", [FuelType.CNG .. "_unit"] = "gallons", [FuelType.MILK .. "_unit"] = "gallons", [FuelType.AVIATION .. "_unit"] = "gallons", }, } -- will the fuel overflow? if player wont stop tanking after 100% it will simply start going outside the fuel Config.OverflowFuel = true -- what types of vehicles will have disabled fuel consumption? Config.IsVehicleTypeAllowed = { Bicycle = false, Bike = true, Boat = false, Car = true, Heli = true, Jetski = true, Plane = true, QuadBike = true, Train = false, AmphibiousCar = true, AmphibiousQuadbike = true, } -- this will disable only specific model Config.DisableFuelFeatureForModel = { "bmx", } -- this will enable specific model to use fuel, it will ignore the "Config.DisableFuelFeatureForModel" and "Config.IsVehicleTypeAllowed" Config.WhitelistFuelFeatureForModel = { --"sultan", } -- size of the jerry can ( in liters ) Config.JerryCanLitersSize = 20 -- after vehicle reach 140km/h the fuel will take least possible (most efficient way to drive) Config.SpeedLimitCapForMinFuelTake = 140 -- after vehicle reach this speed it will start to consume more again Config.MinimumSpeedForIncreasingFuelConsumption = 160 -- this will allow to refuel only specific types Config.JerrycanRefuelingAllowedForSpecificTypes = { FuelType.NATURAL, FuelType.DIESEL, } -- Should we allow player to tank whatever he wants or not? -- if he will pump natural into diesel the engine will result in failure and break -- true = the script wont allow him to do that -- false = the script will let him do whatever he wants after all he is already adult and got some responsibilities doesn't he? Config.CheckForFuelType = true -- example: EV dispenser gun cannot possibly be plug into NATURAL, DIESEL vehicles. -- So this will prevent people sticking stuff where they are not suppose to -- you can view all FuelType in const.lua Config.DenyFuelingFromTypeFuelForTypeFuel = { [FuelType.EV] = { FuelType.NATURAL, FuelType.DIESEL, FuelType.LPG, FuelType.CNG, FuelType.AVIATION }, [FuelType.LPG] = { FuelType.NATURAL, FuelType.DIESEL, FuelType.EV, FuelType.CNG, FuelType.AVIATION, }, [FuelType.CNG] = { FuelType.NATURAL, FuelType.DIESEL, FuelType.EV, FuelType.LPG, FuelType.AVIATION }, [FuelType.NATURAL] = { FuelType.EV, FuelType.LPG, FuelType.AVIATION }, [FuelType.DIESEL] = { FuelType.EV, FuelType.LPG, FuelType.AVIATION }, [FuelType.AVIATION] = { FuelType.NATURAL, FuelType.DIESEL, FuelType.EV, FuelType.LPG, }, } -- some types of fuel type doesnt make sense to have the liquid sound effect here is the list -- which have disabled that sound effect -- you can view all FuelType in const.lua Config.NonLiquidFueLTypes = { FuelType.EV, FuelType.LPG, FuelType.CNG, } -- if the player does pump wrong fuel type into his vehicle then how many meters is he allowed to drive -- before his engine breaks? Config.VehicleFailureMileage = 100 -- if the fuel level will go below certain percentage level should be turn off the engine? Config.DisableEngineAfterCertainFuelLevel = { -- if EV percentage of fuel will be below 3.5% it will turn off the engine until player wont recharge his vehicle. [FuelType.EV] = 3.5, [FuelType.NATURAL] = -99, [FuelType.DIESEL] = -99, [FuelType.LPG] = -99, [FuelType.CNG] = -99, [FuelType.MILK] = -99, [FuelType.AVIATION] = -99, } -- in one minute player will be able to tank 60 liters to his tank -- more realistic number would be 15L per minute but I don't recommend it because it would take just too long -- the game it self is not reality and not everything should be as real as possible :D Config.DispenserGunFlowRatePerMinuteInLiters = 60 -- if you need specific gun flow rate for specific fuel type Config.FlowRatePerFuelType = { [FuelType.EV] = 25, [FuelType.LPG] = 30, } -- this option is how much kilometers vehicle has to drive in order to take full amount of liters defined above Config.ConsumptionWLTP = 10 -- Fuel consumption per weather type ( it is in liters ) Config.FuelConsumptionPerWeatherType = { ["CLEAR"] = 0, ["EXTRASUNNY"] = 0, ["CLOUDS"] = 0, ["OVERCAST"] = 0, ["RAIN"] = 1, ["CLEARING"] = 1, ["THUNDER"] = 2, ["SMOG"] = 0, ["FOGGY"] = 0, ["XMAS"] = 0, ["SNOW"] = 2, ["SNOWLIGHT"] = 1, ["BLIZZARD"] = 3, ["HALLOWEEN"] = 0, ["NEUTRAL"] = 0, } -- this will force reverse use for consumption of fuel. -- meaning instead of driving slow = higher consumption it will have lower consumption and higher on fast driving -- you can find all classes here: https://docs.fivem.net/natives/?_0x29439776AAA00A62 Config.ForceSpecificClassToUseReverseConsumption = { 4, 5, 6, 7 } -- this will force reverse use for consumption of fuel. -- meaning instead of driving slow = higher consumption it will have lower consumption and higher on fast driving Config.ForceSpecificVehicleModelToUseReverseConsumption = { --"sultan", } -- if you force specific class but want specific model to not be reversed then whitelist the model here Config.IgnoreSpecificVehicleModelToUseReverseConsumption = { "sultan", } -- this number represent liters (according to google 55 is average size of fuel tank in vehicle, you can increase it if you want to -- or you can only increase the fuel capacity for certain model below this configuration) -- (if somehow the car doesn't have any vehicle class so the default will be 55) Config.MaxFuel = 55 -- this will set for each vehicle class fuel tank size Config.VehicleClassAverageFuelTankSize = { [0] = 55.0, -- Compacts [1] = 65.0, -- Sedans [2] = 70.0, -- SUVs [3] = 60.0, -- Coupes [4] = 70.0, -- Muscle [5] = 75.0, -- Sports Classics [6] = 75.0, -- Sports [7] = 85.0, -- Super [8] = 15.0, -- Motorcycles [9] = 85.0, -- Off-road [10] = 150.0, -- Industrial [11] = 110.0, -- Utility [12] = 75.0, -- Vans [13] = 0.0, -- Cycles [14] = 150.0, -- Boats [15] = 400.0, -- Helicopters [16] = 800.0, -- Planes [17] = 85.0, -- Service [18] = 85.0, -- Emergency [19] = 150.0, -- Military [20] = 150.0, -- Commercial [21] = 150.0, -- Trains [22] = 55.0, -- Open Wheel } -- custom list with custom values for each car you want Config.CustomFuelCapacity = { { model = "phantom3", maxFuel = 300, }, } -- tank size per fuel type Config.AverageFuelTankSizePerFuelType = { --[[ [FuelType.EV] = { [0] = 55.0, -- Compacts [1] = 65.0, -- Sedans [2] = 70.0, -- SUVs [3] = 60.0, -- Coupes [4] = 70.0, -- Muscle [5] = 75.0, -- Sports Classics [6] = 75.0, -- Sports [7] = 85.0, -- Super [8] = 15.0, -- Motorcycles [9] = 85.0, -- Off-road [10] = 150.0, -- Industrial [11] = 110.0, -- Utility [12] = 75.0, -- Vans [13] = 0.0, -- Cycles [14] = 150.0, -- Boats [15] = 400.0, -- Helicopters [16] = 800.0, -- Planes [17] = 85.0, -- Service [18] = 85.0, -- Emergency [19] = 150.0, -- Military [20] = 150.0, -- Commercial [21] = 150.0, -- Trains [22] = 55.0, -- Open Wheel }, --]] } -- custom offset for fueling vehicle ( note: this will replace all existing offsets in "fueling_offset.json" ) Config.CustomOffsetForFuelingVehicle = { --[[ { model = "police", -- this offset + heading will result the player tanking the fuel into his trunk so use this just as an example. offset = vector3(0.62, -3.15, 0), heading = 0.0, }, --]] } -- this will get selected based on model hash of the vehicle. It will be randomized per model hash but it will persists on the model unless the types get -- shuffled/added new one -- you can view all FuelType in const.lua Config.DefaultRandomFuelTypes = { FuelType.DIESEL, FuelType.NATURAL, } -- this will force fuel type for specific type -- you can view all FuelType, VehicleTypes in const.lua Config.RandomFuelTypesPerVehicleType = { [VehicleTypes.HELI] = { FuelType.AVIATION, }, [VehicleTypes.PLANE] = { FuelType.AVIATION, }, } -- if you want to set specific model to specific fuel type you can do that here -- the types are generated based by model hash not by reality its better than mapping all 700 vehicles right? :D -- you can view all FuelTypes in const.lua -- if you want to set specific model to specific fuel type you can do that here -- the types are generated based by model hash not by reality its better than mapping all 700 vehicles right? :D -- you can view all FuelTypes in const.lua Config.VehicleFuelType = { { model = "phantom3", fuelType = FuelType.DIESEL, }, { model = "pavel", fuelType = FuelType.MILK, }, { model = "voltic", fuelType = FuelType.EV, }, { model = "t20", fuelType = FuelType.EV, }, { model = "raiden", fuelType = FuelType.EV, }, } -- random fuel types per specific class -- simply uncomment the vehicle class you want to enforce specific random fuel type Config.SpecificFuelTypePerVehicleClass = { --[0] = { FuelType.DIESEL, FuelType.NATURAL }, -- Compacts --[1] = { FuelType.DIESEL, FuelType.NATURAL }, -- Sedans --[2] = { FuelType.DIESEL, FuelType.NATURAL }, -- SUVs --[3] = { FuelType.DIESEL, FuelType.NATURAL }, -- Coupes --[4] = { FuelType.DIESEL, FuelType.NATURAL }, -- Muscle --[5] = { FuelType.DIESEL, FuelType.NATURAL }, -- Sports Classics --[6] = { FuelType.DIESEL, FuelType.NATURAL }, -- Sports --[7] = { FuelType.DIESEL, FuelType.NATURAL }, -- Super --[8] = { FuelType.DIESEL, FuelType.NATURAL }, -- Motorcycles --[9] = { FuelType.DIESEL, FuelType.NATURAL }, -- Off-road --[10] = { FuelType.DIESEL, FuelType.NATURAL }, -- Industrial --[11] = { FuelType.DIESEL, FuelType.NATURAL }, -- Utility --[12] = { FuelType.DIESEL, FuelType.NATURAL }, -- Vans --[13] = { FuelType.DIESEL, FuelType.NATURAL }, -- Cycles ( disabled ) --[14] = { FuelType.DIESEL, FuelType.NATURAL }, -- Boats --[15] = { FuelType.DIESEL, FuelType.NATURAL }, -- Helicopters --[16] = { FuelType.DIESEL, FuelType.NATURAL }, -- Planes --[17] = { FuelType.DIESEL, FuelType.NATURAL }, -- Service --[18] = { FuelType.DIESEL, FuelType.NATURAL }, -- Emergency --[19] = { FuelType.DIESEL, FuelType.NATURAL }, -- Military --[20] = { FuelType.DIESEL, FuelType.NATURAL }, -- Commercial --[21] = { FuelType.DIESEL, FuelType.NATURAL }, -- Trains ( disabled ) --[22] = { FuelType.DIESEL, FuelType.NATURAL }, -- Open Wheel } -- the vehicle will eat 1 liter of fuel per each x kilometers -- you can view all MaterialType in const.lua Config.FuelConsumption = { -- the slower the vehicle is driving the more fuel it takes from it max = 5, -- the faster the vehicle is going the lower amount of fuel it takes min = 2.5, CustomPerTerrarian = { [MaterialType.HARD_SAND] = { max = 6, min = 3, }, [MaterialType.SOFT_SAND] = { max = 8, min = 4, }, [MaterialType.GRASS] = { max = 5.5, min = 3, }, [MaterialType.WET] = { max = 10, min = 5, }, }, -- custom WLTP per model -- because this truck has 300L tank and my research pointed that on average -- the WLTP is between 11-17 liters per 100 km we will just adjust the value to match it CustomPerModel = { --------------------------------- { -- this will work for this specific model only model = "phantom3", -- the slower the vehicle is driving the more fuel it takes from it max = 11, -- the faster the vehicle is going the lower amount of fuel it takes min = 7.0, CustomPerTerrarian = { [MaterialType.HARD_SAND] = { max = 13, min = 10, }, [MaterialType.SOFT_SAND] = { max = 14, min = 11, }, [MaterialType.GRASS] = { max = 12, min = 8, }, [MaterialType.WET] = { max = 15, min = 11, }, }, }, --------------------------------- }, -- custom WLTP per fuel type CustomPerFuelType = { --------------------------------- --[[ { -- this will work for specific fuel type only fuelType = FuelType.EV, -- the slower the vehicle is driving the more fuel it takes from it max = 11, -- the faster the vehicle is going the lower amount of fuel it takes min = 7.0, CustomPerTerrarian = { [MaterialType.HARD_SAND] = { max = 13, min = 10, }, [MaterialType.SOFT_SAND] = { max = 14, min = 11, }, [MaterialType.GRASS] = { max = 12, min = 8, }, [MaterialType.WET] = { max = 15, min = 11, }, }, }, --]] --------------------------------- } } -- this modifier is prepared for min = 2.5 & max = 5.0. So if you're going to edit the WLTP above -- you will have to edit all of these -- custom list with custom values for each car you want -- the higher number = higher fuel consumption -- Number under 1.0 = more efficient -- in simply put this is ( Fuel consumption * modifier ) -- You can find possible fuel consumption in "Config.FuelConsumption" where you can edit values per terraian / per vehicle etc. Config.VehicleClassWLTPModifier = { [0] = 1.8, -- Compacts ( 80% less efficient - Fuel consumption per X KM = 9L ) [1] = 2.0, -- Sedans ( 100% less efficient - Fuel consumption per X KM = 10L ) [2] = 1.6, -- SUVs ( 60% less efficient - Fuel consumption per X KM = 8L ) [3] = 1.5, -- Coupes ( 50% less efficient - Fuel consumption per X KM = 7.5L ) [4] = 2.0, -- Muscle ( 100% less efficient - Fuel consumption per X KM = 10L ) [5] = 3.0, -- Sports Classics ( 200% less efficient - Fuel consumption per X KM = 15L ) [6] = 1.8, -- Sports ( 80% less efficient - Fuel consumption per X KM = 9L ) [7] = 2.0, -- Super ( 100% less efficient - Fuel consumption per X KM = 10L ) [8] = 0.8, -- Motorcycles ( 20% more efficient - Fuel consumption per X KM = 4L ) [9] = 1.2, -- Off-road ( 20% less efficient - Fuel consumption per X KM = 6L ) [10] = 2.2, -- Industrial ( 120% less efficient - Fuel consumption per X KM = 11L ) [11] = 2.4, -- Utility ( 140% less efficient - Fuel consumption per X KM = 12L ) [12] = 2.2, -- Vans ( 120% less efficient - Fuel consumption per X KM = 11L ) [13] = 0.0, -- Cycles ( disabled ) [14] = 0.3, -- Boats ( 70% more efficient - Fuel consumption per X KM = 1.5L ) [15] = 20.0, -- Helicopters ( 1900% less efficient - Fuel consumption per X KM = 50L (when full speed) ) [16] = 16.0, -- Planes ( 1500% less efficient - Fuel consumption per X KM = 40L (when full speed) ) [17] = 3.6, -- Service ( 260% less efficient - Fuel consumption per X KM = 18L ) [18] = 3.2, -- Emergency ( 220% less efficient - Fuel consumption per X KM = 16L ) [19] = 3.0, -- Military ( 200% less efficient - Fuel consumption per X KM = 15L ) [20] = 2.0, -- Commercial ( 100% less efficient - Fuel consumption per X KM = 10L ) [21] = 0.0, -- Trains ( disabled ) [22] = 1.0, -- Open Wheel ( No change - Fuel consumption per X KM = 5L ) } -- same modifier like above but for specific fuel types Config.VehicleClassWLTPModifierPerFuelType = { -- diesel is 20-30% more efficient so we will only so lets use 25% so we're in middle. [FuelType.DIESEL] = { [0] = 1.55, -- Compacts ( 55% less efficient - Fuel consumption per X KM = 7.75L ) [1] = 1.75, -- Sedans ( 75% less efficient - Fuel consumption per X KM = 8.75L ) [2] = 1.35, -- SUVs ( 35% less efficient - Fuel consumption per X KM = 6.75L ) [3] = 1.25, -- Coupes ( 25% less efficient - Fuel consumption per X KM = 6.25L ) [4] = 1.75, -- Muscle ( 75% less efficient - Fuel consumption per X KM = 8.75L ) [5] = 2.75, -- Sports Classics ( 275% less efficient - Fuel consumption per X KM = 13.75L ) [6] = 1.55, -- Sports ( 55% less efficient - Fuel consumption per X KM = 7.75L ) [7] = 1.75, -- Super ( 75% less efficient - Fuel consumption per X KM = 8.75L ) [8] = 0.55, -- Motorcycles ( 45% more efficient - Fuel consumption per X KM = 2.75L ) [9] = 0.95, -- Off-road ( 5% more efficient - Fuel consumption per X KM = 4.75L ) [10] = 1.95, -- Industrial ( 95% less efficient - Fuel consumption per X KM = 9.75L ) [11] = 2.15, -- Utility ( 115% less efficient - Fuel consumption per X KM = 10.75L ) [12] = 1.95, -- Vans ( 95% less efficient - Fuel consumption per X KM = 9.75L ) [13] = 0.0, -- Cycles ( disabled ) [14] = 0.2, -- Boats ( 80% more efficient - Fuel consumption per X KM = 1L ) [15] = 18.0, -- Helicopters ( 1700% less efficient - Fuel consumption per X KM = 45L (when full speed) ) [16] = 15.0, -- Planes ( 1400% less efficient - Fuel consumption per X KM = 37.5L (when full speed) ) [17] = 3.35, -- Service ( 235% less efficient - Fuel consumption per X KM = 16.75L ) [18] = 2.95, -- Emergency ( 195% less efficient - Fuel consumption per X KM = 14.75L ) [19] = 2.75, -- Military ( 175% less efficient - Fuel consumption per X KM = 13.75L ) [20] = 1.75, -- Commercial ( 75% less efficient - Fuel consumption per X KM = 8.75L ) [21] = 0.0, -- Trains ( disabled ) [22] = 0.75, -- Open Wheel ( 25% more efficient - Fuel consumption per X KM = 3.75L ) }, } -- if there is need to have custom modifier per vehicle model here you can do it Config.VehicleModelWLTPModifier = { --{ -- model = "sultan", -- modifier = 10.0, --}, }