ASEAN Motor Club · Motor Town · Illicit Cargo Economy

Schedule I — Mod Report

mod v0.4.12 · laundering-only money economy pak Schedule_I_v0.4.12_0.7.19_P · md5 da16a447… · 360,335 B game 0.7.19 (B1088) staging: enabled · prod: disabled updated 2026-09-06
01

Supply chain

Full flow: two farms and two factories stock the raw goods, the sunflower farm refines paste, the iron mine cooks bricks, and the toy factory launders them into Money. Money feeds back as catalyst fuel (dashed) that doubles production speed at the hemp farm, sunflower farm and iron mine. Solid arrows are cargo flows with per-cycle rates; dashed arrows are the money loop.

production process market / sink money loop vanilla input

bricks

CocaineBricks ×2 · 300s

catalyst fuel: ×2 site speed · demand ×1.0 pay

Moonshine ×5

CocaLeavesPallet · 300s

HydrochloricAcid · 180s

Acetone · 180s

1 → 5 Moonshine · 180s

1 → 1 Acetone · 180s

LAUNDERING

5 bricks → 30 Money · 120s

Toy Factory
Factory_Toy

Money stacks

MARKETS — sink contracts

Export Harbor ×2
Dasa · Jeju

Supermarkets ×7
×1.5 pay

Gas Stations ×15+
×1.2 pay

PROCESSING

CocaPaste ×4 · 300s

Sunflower Farm
Farm_Sunflower

Gwangjin Iron Mine
Mine_IronOre

PRODUCTION — sites spawn stock

Gapa Hemp Farm
Farm_Hemp

Bottle Factory ×2
Factory_Bottle

Sanho Oil Refinery
Refinery_Oil

Copper Mine -G
Mine_CopperOre

VANILLA INPUTS — haul in from the board

CornPallet
corn farms · airport

Fuel
fuel storages

QuicklimePallet
Nobong factory

CrudeOil
Sanho · Oji Drilling

⟵ scrolls horizontally · natural width ≈ 3,600 px · dashed = money loop ⟶
One brick, end to end (v0.4.12 rates). 2× CocaLeavesPallet (hemp, 300 s) + 0.5× Fuel + 0.5× QuicklimePallet2× CocaPaste (sunflower batch ×0.5, 300 s) + 1.5× Acetone (1.5× CrudeOil, refinery 180 s) + 1.5× HydrochloricAcid (free, bottle factory 180 s) → 1× CocaineBricks (iron mine, 300 s) → 6× Money (toy laundering, 120 s) or a ×2.0 harbor contract.
Moonshine side business. 1× CornPallet (vanilla) → 5× Moonshine (copper mine, 180 s) → sell at supermarkets (×1.5) or gas stations (×1.2). Moonshine is the only mod cargo that also spawns as random world cargo (probability 8).
02

Payments & profitability

How the game pays a delivery, fitted from ~25k production payment events (2026-09):

pay per unit ≈ min(cap, base + pay/km × mult × Qroute × (Wtonnes)0.46 × √Dkm)
Q_route = route-class constant: paved ≈ 0.6 · mine dirt ≈ 2.4–3.1 · logging ≈ 5. Weight exponent 0.46 fitted on fixed routes — doubling unit weight ≈ +40% pay. V = pay/km × mult × (W_t)0.46 is the per-unit value index used below. Board display ≈ 3.7–4.1× the real payout (cosmetic); damage scales pay down; caps sit at 10–30k/unit.
CargoV indexPay/km×Mult BaseVanilla peerPeer Vvs peer Job sizeBoard spawnSell legs (demand ×)
Cocaine Bricks1,715900×2.0500IronOre1,0701.60×2–60 — recipe onlyExport Harbor ×2.0
Coca Paste920800×2.0200FineSand1,0480.88×4–100 — recipe only
Acetone Barrel361200×2.00CopperOre9880.37×0–10 — recipe only
Money Pallet314900×2.01,500AirlineMealPallet5800.54×5–100 — recipe onlynone — inert row
Coca Leaves Pallet359400×2.0200ToyBoxes2661.35×4–100 — recipe only
Hydrochloric Acid221200×2.00CopperConcentrate9020.24×0–10 — recipe only
Moonshine Keg297300×3.0300BottlePallete3320.90×4–108%Supermarkets ×1.5 · Gas ×1.2
Money Stack126600×2.0500CarrotBox393.24×10–200 — recipe onlyHemp/Sunflower/IronOre ×1.0 (catalyst fuel)
What a run pays (model estimate, Q ≈ 0.6–0.8). CocaineBricks ≈ 2.8k/unit → a ×2.0 Export Harbor contract ≈ 5.6k/unit11–34k per 2–6-unit run. Moonshine ≈ 700–1,050/unit before the ×1.5/×1.2 demand legs. A Money grab (10–20 stacks) ≈ 7–13k. All under vanilla caps (10–30k/unit).
Cops-vs-criminals balance watch. A max bricks run ≈ 22–68% of CRIMINAL_LEVEL_STEP (50k) and 11–34% of WANTED_FULL_CHANCE_AMOUNT (100k). Re-check escape-rate metrics after live play. Legal chemistry (Acetone, HydrochloricAcid) is deliberately priced below vanilla peers — it is the chain's feedstock, not the payday.
03

Cargo reference — specs & physics

All 8 rows in Cargos_ScheduleI, parsed from the shipped v0.4.12 pak. Weight range is drawn per unit; mass is the actor physics mass. Vanilla inputs (CornPallet, Fuel, QuicklimePallet, CrudeOil) are vanilla rows and not listed.

CargoCargo spaceWeight kgMass kg StackMesh (bounds cm)Mesh status
Cocaine BricksFlatbed · Box800–1000900noSM_Prop_Packet_Stack_Large_01 170×119×83oversized
Coca PasteDump200–400300no1M_Cube (physics placeholder)placeholder
Acetone BarrelTanker800800no1M_Cube (physics placeholder)placeholder
Money PalletFlatbed · Box15–3025yesSM_Prop_CardboardBox_Stack_01 144×142×155oversized
Coca Leaves PalletFlatbed · Box150–200170noSM_Prop_GrainBag_01 85×57×32fits
Hydrochloric AcidFlatbed · Box200–350410noSM_Refinery_OilBarrel_Pallet_01 128×84×102oversized
Moonshine KegFlatbed · Box80–10090noSM_Prop_Keg_01 55×53×73fits
Money StackFlatbed · Box5–108yesSM_Prop_Money_Stack_01 40×58×14fits

Acetone is Tanker-only; CocaPaste is Dump-space. cargo_flags 11 (Acetone 10), no timers, no distance limits, VolumeSize 1. Acetone and CocaPaste render the 1M_Cube physics placeholder — cosmetic debt, separate from the v0.4.10 ActorClass fix that repaired the rest.

04

Site reference — config truth

Delivery-point templates are class-level: one config entry covers every map instance of that class. Times are the un-boosted production cycles; a Money catalyst doubles everything at the site for 600 s. Storage caps and demand multipliers below are config values (live-verified on staging 2026-09-05).

Delivery pointRoleRecipes / cyclesStorage capsDemand (×pay · max)
Farm_Hemp
Gapa Starlight Hemp Farm
source catalyst demandCocaLeavesPallet spawns / 300s
catalyst: Money ×1 / 600s → ×2 site speed
CocaLeavesPallet 30 · Money 10Money ×1.0 · max 10
Factory_Bottle
Jeoji Plastic · Three Water Factory
sourceHydrochloricAcid spawns / 180sHydrochloricAcid 20
Mine_CopperOre
Copper Mine -G
process demandCornPallet ×1Moonshine ×5 / 180sCornPallet 20 · Moonshine 100CornPallet ×1 · max 20
Farm_Sunflower
Sunflower Farm
process catalyst demandCocaLeavesPallet ×4 + Fuel ×1 + QuicklimePallet ×1CocaPaste ×4 / 300s
catalyst: Money ×1 / 600s → ×2 site speed
CocaLeavesPallet 30 · CocaPaste 40 · Fuel 50 · QuicklimePallet 30 · SunflowerSeed 500 · Money 25Money ×1.0 · max 25
Mine_IronOre
Gwangjin Iron Ore Mine
process catalyst demandCocaPaste ×4 + Acetone ×3 + HydrochloricAcid ×3CocaineBricks ×2 / 300s
catalyst: Money ×1 / 600s → ×2 site speed
CocaPaste 40 · Acetone 15 · HydrochloricAcid 15 · CocaineBricks 30 · Money 25Money ×1.0 · max 25
Factory_Toy
Toy Factory
process launderingCocaineBricks ×5Money ×30 / 120sCocaineBricks 30 · Money 40
Refinery_Oil
Sanho Oil Refinery
processCrudeOil ×1Acetone ×1 / 180sCrudeOil 10 · Acetone 15
Export_Harbor
Dasa · Jeju General Cargo Export
sink demandCocaineBricks sink / 300sCocaineBricks ×2.0 · max 10
Supermarket
Ara · Gangjung · Gapa · Gwangjin · Hallim · Jeju · Seongsan
sink demandMoonshine sink / 600sMoonshine ×1.5 · max 20
GasStation
~15 fuel stops Jeju-wide
sink demandMoonshine sink / 480sMoonshine ×1.2 · max 20
05

Money economy — laundering only

v0.4.12 design rule: Money is generated only by shipping illicit goods. Every direct faucet from earlier versions is gone — harbor Money/MoneyPallet spawning, fish-market laundering, toy hidden sinks and board spawns are all removed. What remains is one loop:

Money in — one faucet Factory_Toy: 5× CocaineBricks → 30× Money / 120 s
Board spawn probability 0 for both Money rows. Toy's Money buffer caps at 40 — it fills in ~3 min of boosted production, forcing cash hauls out.
Catalyst fuel — why you haul cash out Farm_Hemp · Farm_Sunflower · Mine_IronOre
Each site burns 1 Money / 600 s and runs ×2 production speed for 600 s per unit — the boost applies to all production at the site. Storage buffers: 10 / 25 / 25.
Money out — where it drains catalyst burn ≈ 0.3 Money/min across the 3 sites
Demand legs at the three sites pay ×1.0 for delivered stacks. No hidden sinks, no harbor drains — the loop closes through gameplay, not voids.
MoneyPallet — inert by design row defined · zero refs · spawn 0
Removed from all transforms/storage/demand in v0.4.12 (fish-market laundering deleted). Kept as a defined row so old saves don't break; hard-delete later if wanted.
Staging save quirk (documented, harmless on prod). The staging world predates 0.7.19, and its saved construction-site state resurrects Money/MoneyPallet slots — board contracts route Money from construction sites into the catalyst-site demands, bypassing laundering. This is old-save residue, not a mod faucet: prod doesn't run the mod yet, and the prod landmine (same resurrection when it ships) has a planned UE4SS boot-cleanup fix. Details in the v0.4.12 design doc.
06

Vanilla economy inputs

Vanilla cargoFeedsWhere it comes from
CornPalletMoonshine (1 → 5)corn farms (Gapa Golden, Namwon, Sangdo) · Jeju Airport · warehouses · rest areas — also ×1.0 demand at Mine_CopperOre
FuelCocaPaste (1 per batch)fuel storages (Gwangjin 500, Migeum 500, Noksan) · Jeju Oil Fuel Terminal
QuicklimePalletCocaPaste (1 per batch)Nobong Quicklime Factory (300 stock) · farm demands Jeju-wide
CrudeOilAcetone (1 → 1)Sanho Fuel/Oil Refineries · Oji Drilling (300)

All mod recipes are replace_production_configs: false — added on top of vanilla, never replacing. Observed side effect: Oji Drilling and the Sanho Refinery Drop Offs also hold Acetone stock (class-level spillover from the Refinery_Oil patch, mechanism unconfirmed). Vanilla Copper Mines #1–3 are untouched.