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Core pluginVehicle MC
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Vehicle MC

The main Vehicle MC page for downloads, starter setup, fleet systems, service tools, and related add-ons.

One engine covers ground, tank, boat, helicopter, and plane controllers.
You can launch with one dirt bike, then scale into a full fleet without replacing the platform.
Physics stays authoritative while DISPLAY and ModelEngine rigs handle presentation.

Runtime

Paper 1.21.10+ / Java 21

Dependencies

PacketEvents required; SQLite bundled; ModelEngine, WorldGuard, and WorldEdit optional

Vehicle families

Ground, tank, boat, helicopter, and plane controllers

Admin tools

/vehicle plus config.yml, vehicles.yml, catalog.yml, spawns.yml, and fuel_tanks.yml

Latest release

Vehicle MC

The main Vehicle MC page for downloads, starter setup, fleet systems, service tools, and related add-ons.

  • One engine covers ground, tank, boat, helicopter, and plane controllers.
  • You can launch with one dirt bike, then scale into a full fleet without replacing the platform.
  • Physics stays authoritative while DISPLAY and ModelEngine rigs handle presentation.
Browse plugin directory

Overview

What this plugin covers

Vehicle MC is the vehicle layer for servers that want more than a single car spawn command. It already covers the pieces that make a fleet feel real on a live server: controllers, seats, keys, stored vehicles, spawn systems, fuel, repair, and service-world infrastructure.

The public source shows a real runway here, not just a demo rig: dirt bikes, jeeps, tanks, boats, helicopters, planes, trucks, hybrid ModelEngine rigs, terrain response, and operator controls for staging the whole thing safely.

  • Multiple vehicle families from one controller and config stack.
  • Keys, pickup/store, catalog flow, and spawns are already part of the product.
  • Fuel, repair, depots, and advanced bridge lanes can be enabled in layers instead of all at once.

At a glance

  • One engine covers ground, tank, boat, helicopter, and plane controllers.
  • You can launch with one dirt bike, then scale into a full fleet without replacing the platform.
  • Physics stays authoritative while DISPLAY and ModelEngine rigs handle presentation.

Compatibility and setup

Runtime

Paper 1.21.10+ / Java 21

Dependencies

PacketEvents required; SQLite bundled; ModelEngine, WorldGuard, and WorldEdit optional

Vehicle families

Ground, tank, boat, helicopter, and plane controllers

Admin tools

/vehicle plus config.yml, vehicles.yml, catalog.yml, spawns.yml, and fuel_tanks.yml

Guided sections

Plugin guide

Vehicle MC features banner

Features

What Vehicle MC actually gives you

This is a vehicle platform, not just a steering loop.

Vehicle MC already supports GROUND, TANK, BOAT, HELICOPTER, and PLANE controllers, and the shipped content proves that range with dirt bikes, jeeps, tanks, helicopters, planes, boats, trucks, and more experimental hybrid rigs.

The plugin also covers the systems around the vehicle instead of stopping at movement: seats, trunks, keys, pickup and store flow, catalog browsing, terrain response, spawn pools, fuel containers, repair tools, and world service tanks.

That is the difference between a novelty vehicle plugin and something you can actually build a server around.

Core features worth surfacing first

  • Ground, tank, boat, helicopter, and plane controllers in one engine.
  • Catalog UI, keys, redemption, trunks, and stored vehicles for player access flow.
  • Spawns, surfaces, fuel, repair, and service-world systems for actual server gameplay.
Vehicle MC quickstart banner

Installation

Installation and first boot

Install the runtime, boot once, then prove one clean vehicle loop before you expand the garage.

The public build targets Paper 1.21.10+ on Java 21. PacketEvents is the one hard dependency, so install that first, then drop in Vehicle MC and let the plugin generate its working files on first boot.

The main files you will actually use after that first restart are config.yml, vehicles.yml, catalog.yml, ui.yml, surfaces.yml, spawns.yml, and fuel_tanks.yml.

YAML
modules:
  storage:
    enabled: true
  ui:
    enabled: true
  fx:
    enabled: true
  surfaces:
    enabled: true
  fuel:
    enabled: true
  repair:
    enabled: true
  spawns:
    enabled: true
  keys:
    enabled: true
  pickup:
    enabled: true
  catalogMenu:
    enabled: true
  fuelTanks:
    enabled: true
  combat:
    enabled: false

That is the right starter posture for a public server too: keep combat off, keep the core vehicle systems on, and prove one dirt bike or jeep before you start showing off the bigger runway.

TEXT
/vehicle menu
/vehicle spawn dirtbike
/vehicle give <player> dirtbike
/vehicle fuel list
/vehicle repair list

Use /vehicle menu or /vehicle spawn dirtbike to prove one loop end to end: spawn, mount, drive, store, redeem, and if needed refuel or repair. Once that feels good, the rest of the platform has a trustworthy base.

A good first boot should prove

  • The plugin generated the right files and your module set matches the features you actually want live.
  • One vehicle can spawn, drive, store, redeem, and return cleanly.
  • The starting path already feels believable before the fleet grows outward.
Vehicle MC commands banner

Commands

Commands people will actually use

The command surface is broad, but it stays organized around normal admin and player workflows.

For a public page, the important thing is not listing every subcommand. It is showing that the plugin already has clean lanes for player access, fleet administration, service tooling, and spawner tooling.

TEXT
Player-facing
/vehicle menu
 
Core admin
/vehicle list
/vehicle reload
/vehicle spawn <type> [variant]
/vehicle give <player> <type> [variant] [amount]
 
Fuel and repair
/vehicle fuel list
/vehicle fuel <containerId> [units]
/vehicle repair list
/vehicle repair <toolId> [uses]
 
World service and spawns
/vehicle tanks editor
/vehicle tanks spawn <tankId>
/vehicle spawns editor

There is also a combat command namespace in the source, but in the current public build that route is intentionally unavailable until the combat module is wired back in.

What the command surface already covers

  • Player entry through the catalog menu.
  • Admin spawn, give, reload, debug, fuel, repair, tanks, and spawns tooling.
  • Dedicated editor-style lanes for service stations and spawn systems.
Vehicle MC permissions banner

Permissions

Permissions are straightforward, and the menu stays opt-in

The permission surface is easy to explain to staff, which matters for a public plugin page.

Vehicle MC gives players the basic use nodes they need for placing and picking up vehicles, while keeping menu access opt-in and admin tools under the vehiclemc.admin family.

TEXT
Player nodes
vehiclemc.player.place     (default: true)
vehiclemc.player.pickup    (default: true)
vehiclemc.player.menu      (default: false)
vehiclemc.use              (legacy, default: true)
 
Admin nodes
vehiclemc.admin            (legacy umbrella)
vehiclemc.admin.*
vehiclemc.admin.spawns.*

That vehiclemc.player.menu default matters on a public server because it lets you choose whether /vehicle menu is a normal player feature or an admin or donor-facing route.

Permission details worth calling out

  • Place and pickup are enabled for players by default.
  • Menu access is disabled by default until you explicitly grant it.
  • Admin and spawner tooling are already separated into their own wildcard lanes.
Vehicle MC dependencies banner

Dependencies

What it depends on, and what stays optional

The hard dependency list is short, and the optional integrations are sensible.

Vehicle MC requires PacketEvents. It also bundles SQLite JDBC for storage, so you are not asked to install a separate database driver just to persist vehicles.

On top of that, ModelEngine, WorldGuard, and WorldEdit are optional. That means the core install can stay lean, while better presentation and world-aware tooling can be added later if your server actually needs them.

This is also the right place to be honest about bridge lanes: ModelEngine is a real implemented presentation path, while the Duck Shot combat bridge should still be treated as an advanced lane rather than a first-boot promise.

The dependency story in plain language

  • PacketEvents is required.
  • SQLite storage is bundled.
  • ModelEngine, WorldGuard, and WorldEdit are optional integrations, not mandatory setup steps.
Vehicle MC faq banner

FAQ

Questions server owners are likely to ask first

This is the kind of plain-language section a public plugin page should have.

Does Vehicle MC require ModelEngine?
No. The core engine runs without it. ModelEngine is an optional rendering and animation path on top of Vehicle MC's own controller, collision, and seat authority.

Does it only do cars?
No. The source supports ground, tank, boat, helicopter, and plane controllers, and the shipped content already proves bikes, jeeps, tanks, boats, helicopters, planes, and trucks.

Can players store a vehicle and get it back later?
Yes. Pickup and stored-key flow already exists, and the source preserves health, fuel, and trunk contents when that vehicle is converted back into a stored key.

Is armed vehicle combat part of the first install?
No. Keep combat off for first boot. The docs and source include bridge scaffolding, but in the current public build the combat route is not available by default.

Can I start small?
Yes. That is the intended rollout. One dirt bike, one menu path, and one simple fuel or repair loop is a healthy public starting point.

Quick answers worth surfacing on the page

  • ModelEngine is optional.
  • The plugin covers more than cars.
  • Stored vehicles and advanced bridge lanes should be described honestly, not overhyped.
Vehicle MC why use banner

Why Use Vehicle MC

Why build on this instead of a simpler vehicle plugin

The real value is that Vehicle MC already behaves like an engine you can keep building on.

Vehicle MC keeps physics, collision, seats, and controller logic authoritative while letting you choose how the rig is presented. That makes DISPLAY rigs, native wheel systems, and ModelEngine-backed vehicles feel like real upgrade paths instead of disconnected hacks.

It also exposes the boring but important operator controls: module toggles, tick cadence, autosave cadence, surfaces, spawn caps, anti-dupe switches, audio budgets, VFX budgets, and service-world rules. That is why it can stay practical on a real server instead of collapsing under its own ambition.

TEXT
Why it scales
- one controller engine across multiple vehicle families
- swappable render backends without giving up authority
- real player loops through keys, pickup/store, catalog, and spawns
- real world loops through fuel, repair, tanks, hoses, and depots
- data-driven config surface instead of hardcoded content only

That is why it is fair to market Vehicle MC as an engine to build on, not just a set of sample rides.

Why teams stick with it after first boot

  • It can stay small at launch and still support a much larger fleet later.
  • It already includes the surrounding systems that make vehicles worth keeping on the server.
  • The config surface is broad enough for custom fleets, service worlds, and better presentation without replacing the core plugin.

Preview Gallery

Real screenshots and in-server proof for this section.

Preview slot

Starter vehicle loop

A clean dirt bike, jeep, or boat shot that proves the first live experience.

Preview slot

Operator or player surface

A catalog, key, UI, or stored-vehicle surface that shows the system is usable.

Preview slot

Advanced runway

A hybrid rig, service depot, or larger fleet scene that proves the platform can scale.