
Wiki
Vehicle MC Wiki
Vehicle configuration, rig backends, service systems, terrain handling, and combat-ready admin workflows.
Getting Started
Start here for the real first-boot checks, module setup, and the runtime surfaces that affect every server.
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.
YML File Guides
Jump straight into the exact YAML file guide you need when you already know the filename and want the public explanation fast.
Vehicle Content
Build readable vehicle families, terrain behavior, browse layers, and driver feedback.
Service and World
Handle vehicle servicing, repair tools, fuel tanks, spawnpoints, and station behavior.
Combat and Ecosystem
Connect Vehicle MC to Duck Shot and the combat stack without losing control of performance or readability.
Vehicle MC already has a clear combat-side shape, even if some of the content files are still light or scaffolded.
This is the layer to understand when you want:
- armed vehicles
- subsystem damage
- Duck Shot integration
- collision damage policy
- future-ready turret, projectile, and loadout structure
combat.yml
combat.yml is the main runtime policy file for combat behavior.
combat:
enabled: false
targeting:
lookDistance: 64.0
damage:
globalDamageScalar: 1.0
dualWriteToVehicleHp: true
destroyVehicleOnZeroHp: true
inbound:
genericProjectileIngressEnabled: true
genericExplosionIngressEnabled: trueThis file decides:
- whether combat is on
- how far targeting checks should reach
- how damage is scaled
- whether combat damage also writes to the normal vehicle HP layer
- whether generic projectile and explosion ingress is allowed
Damage policy and budgets
The same file also controls:
- cooldowns
- persistence behavior
- background suspend rules while occupied
- per-tick budgets for projectiles, explosions, block breaks, and regen
These settings matter because they define how aggressive the combat layer can be on a live server.
duckshot_bridge.yml
This is the direct contract between Duck Shot and Vehicle MC.
duckshotBridge:
enabled: true
filters:
allowWeapons: [item]
denyWeapons:
- FX_SMOKE_GRENADE
duckshotToVehiclemc:
readProjectiles: true
readExplosions: true
readPlantedAndLoose: true
vehiclemcToDuckshot:
enabled: true
routeExplosiveWeapons: trueThis file controls:
- which Duck Shot weapons are allowed or denied
- whether projectiles and explosions are read
- whether loose or planted explosives are included
- whether Vehicle MC explosive behavior is routed back toward Duck Shot
If combined vehicle-plus-weapon behavior feels wrong, this is the first file to inspect.
components.yml
components.yml is the subsystem-damage layer.
Example:
components:
defaults:
hp:
engine: 100.0
transmission: 80.0
wheels: 60.0
rotor: 70.0
wings: 70.0
fuel_tank: 60.0This is what lets you treat a vehicle as more than one health bar.
Use this layer when you want:
- engines to feel fragile or sturdy
- wheels or tracks to be tactical weak points
- rotor and wing damage to matter on air vehicles
- fuel tanks or ammo racks to be risky targets
collisions.yml
This file handles combat-style collision damage policy.
Important groups include:
- tick interval
- pair cooldowns
- vehicle-to-vehicle toggles
- vehicle-to-world toggles
- mass classes
- minimum relative speed
- damage scaling
This is how you decide whether collisions are:
- mostly cosmetic
- a mild punishment
- a major tactical damage source
destruction.yml
destruction.yml is the world-damage safety layer.
It currently covers:
- whether destruction is enabled
- block-break budget per tick
- regen budget per tick
- persistence and restore behavior
That makes it the right place to decide whether the server should support destructive combat at all, and how carefully it should be restored.
weapons.yml, projectiles.yml, turrets.yml, and vehicle_loadouts.yml
These files are currently present as scaffold or light-preset files rather than dense finished content libraries.
That is still useful to know publicly:
- the plugin already has a clear long-term place for weapon presets
- projectile presets have a dedicated home
- turret groups have a dedicated home
- vehicle loadout presets have a dedicated home
Right now, the public takeaway is that the structure exists even where your own server may still need to author the actual content.
Honest deployment advice
If you are not running armed vehicles yet:
- leave combat off
- keep the bridge simple
- do not over-author projectile or turret presets prematurely
If you are running armed vehicles:
- enable combat deliberately
- test the Duck Shot bridge with a very small allowlist or denylist policy
- keep subsystem HP readable
- watch the damage and per-tick budgets
- only then expand into bigger loadout or turret libraries

