Skip to main content
Vehicle MC wiki

Wiki

Vehicle MC Wiki

Vehicle configuration, rig backends, service systems, terrain handling, and combat-ready admin workflows.

Vehicle Authoring

Learn the top-down YAML flow so you know what belongs in config.yml, vehicles.yml, service files, and player-side UI files.

Service and World

Handle vehicle servicing, repair tools, fuel tanks, spawnpoints, and station behavior.

Vehicle Content

Catalog, Keys, Spawns, Messages, and Driver UI

Control the browse flow, bossbars, keys, spawn props, and player-side text that make Vehicle MC feel finished.

Some of Vehicle MC's most important public behavior lives outside the main vehicle physics files.

This layer covers:

  • how players browse vehicles
  • how they receive keys
  • how spawn displays behave
  • what they see in bossbars
  • how the plugin talks back through messages

The most important files here are:

  • catalog.yml
  • keys.yml
  • spawns.yml
  • ui.yml
  • messages.yml

Quick routes:

catalog.yml

The catalog is the browse layer for the vehicle library.

Example:

YAML
catalog:
  root:
    title: '&0Vehicle Catalog'
    rows: 3
    entries:
      dirtbike:
        slot: 10
        base: dirtbike
        icon: minecraft:diamond_hoe{Damage:10}
        name: '&6Dirt Bike'
        lore:
          - '&7Click to view variants'

This file decides:

  • where each family sits in the menu
  • which icon and name it uses
  • how variants are introduced

That means the catalog is selected, not random.

ui.yml

ui.yml controls the driver-facing bossbars.

YAML
ui:
  updateEveryTicks: 2
  bossbars:
    hp:
      enabled: true
      style: SEGMENTED_10
      title: '&c&lHP &7- &f{hp}/{hp_max} &7({percent}%)'
    fuel:
      enabled: true
      style: SEGMENTED_10
      title: '&e&lFuel &7- &f{fuel}/{fuel_max} &7({percent}%)'
    speed:
      enabled: false

This is where you decide whether the plugin feels:

  • minimal
  • utility-focused
  • more arcade-like
  • heavily instrumented

keys.yml

Keys are not just simple give-items. They have their own public identity and effect hooks.

Example:

YAML
keys:
  baseItem: minecraft:tripwire_hook{CustomModelData:12001}
  nameTemplate: '&6%vehicle_type_name% &7Key'
  redeemMode: on_use
  requireNonCreative: false

This file controls:

  • the base item used for keys
  • naming and lore
  • redeem behavior
  • creative-mode restrictions

It also supports default and per-type visual effects for actions like:

  • prop spawn
  • prop despawn
  • claim success
  • key redeem success

spawns.yml

spawns.yml is the public prop and spawnpoint system.

It is organized around:

  • pools
  • tables
  • spawnpoints

The supported high-level modes already include:

  • DISPLAY_ENTER
  • DISPLAY_REDEEM_KEY
  • DIRECT_SPAWN

That means a spawnpoint can act like:

  • a display prop you can enter
  • a display prop that gives a key
  • a direct drivable spawn point

messages.yml

messages.yml is the language and feedback file.

This is where you shape:

  • prefix styling
  • usage text
  • error text
  • success text
  • pickup warnings
  • info output
  • spawn redemption feedback

If the plugin feels harsh, confusing, or unfinished to normal players, this file is one of the best places to improve it.

Suggested order

  1. Curate the catalog first so the library feels readable.
  2. Enable only the bossbars that actually help.
  3. Set key naming and redeem behavior before rolling keys into a live economy.
  4. Build one spawn pool and one clean table before adding lots of spawnpoints.
  5. Rewrite important player-side messages so the server sounds consistent.