The Chassis
Every car starts with a chassis -- the frame that carries the fuel tank, undercarriage, tyres, and module sockets. There are three sizes, defined by how many module slots they have:
- Small chassis: 2 module slots
- Medium chassis: 3 module slots
- Large chassis: 4 module slots
You cannot craft a chassis. They spawn around the world (often near roads and monuments), usually in a broken state -- you repair them with parts found in blue vehicle-parts crates. Finding and repairing a chassis is the only way to own a car.
Modules
Modules slot onto the chassis and each takes 1 or 2 sockets. Common ones:
- Cockpit: a basic front seat for a driver and passenger.
- Cockpit with Engine: two seats plus a small engine (75 kW) in one module.
- Engine module: a dedicated, more powerful engine (95 kW).
- Storage: a 3x6 box (18 slots).
- Plus Passenger, Rear Seats, Camper, Taxi, Flatbed, and Armored variants for different roles.
- The Fuel Tank module only carries water -- skip it for normal driving.
Minimum to run: every car needs at least one engine and one cockpit-type module. Modules are swappable -- you can pull them off into your inventory and rearrange them. On the car lift, the left slots are the FRONT of the car and the right slots the back.
Engine Parts
An engine won't run until its compartment is filled. Each engine takes five components -- carburetor, crankshaft, pistons, spark plugs, and valves -- and each comes in three quality tiers (low, medium, high). Higher tiers mean more speed and better handling, so you get what you pay for.
To install: face the engine module, press E when the OPEN prompt appears, and drag a component into each slot. A Cockpit-with-Engine maxes at 75 kW; a dedicated Engine module at 95 kW. You can fit up to three engines on one car for maximum speed.
Research tiers: Medium engine parts unlock once you've learned the Modular Car Lift at a level-2 workbench; High quality parts need a level-3 workbench.
Fuel & the Car Lift
Cars run on Low Grade Fuel and hold up to 500 at once. The fuel input is always at the BACK of the car -- look for the orange tank labelled FUEL with a small red canister; press E to open the fuel storage and drop the low grade in.
All module and engine-part swaps must be done at a powered Modular Car Lift, which draws 20 power -- but only while you're actually customising, so you don't need it running constantly. Drag modules between the sockets and your inventory to build the car you want. There's a permanently powered car lift at the Junkyard monument if you don't want to build your own garage.
Decay tip: a car does NOT decay while parked on a powered lift; on an unpowered lift (or just left in the world) it decays. Keep your car on a powered lift to preserve it.
Locking & Pro Tips
Once a cockpit module is installed, the vehicle edit screen lets you Add Code Lock for 75 metal fragments. The lock secures everything -- cockpits, engines, fuel tank, and storage (except a Taxi module) -- so you can safely park inside Outpost or Bandit Camp and shop without anyone driving off in your car.
Pro tips: - Every module adds weight and slows the car, and a longer chassis is slightly slower at the same power -- strip unused modules if you want top speed. - Never put the car KEY inside the Storage module of a locked car -- you'll lock yourself out. - Mini-tank build: a 3-slot frame with two Armored Cockpits and an engine seats four, each with an armored peek slot -- a cheap, durable group vehicle.

