
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's service tools are not just a cosmetic extra. They are a full item-and-session layer for fueling and repairing vehicles without touching the driving core.
This is the right page if you need to understand:
- fuel container items
- repair tool items
- mounted vs unmounted targeting
- session flow
- per-tool sounds and FX
The targeting rule
Vehicle MC uses two clear targeting paths:
- mounted: the target is the vehicle you are currently seated in
- unmounted: the target is the vehicle you are looking at
That is a much better public rule than "nearest vehicle," because it keeps service actions predictable.
Input arbitration
The service-tool layer starts in config.yml.
inputArbitration:
toolItemsOverrideWeapons: true
requireSneakForToolUseWhileMounted: falseThis decides:
- whether recognized tools consume the click
- whether mounted players must sneak to use tools
If your server mixes combat and vehicle tools, this section matters a lot.
Fuel containers
Fuel containers are defined as item specs plus capacity and behavior.
Example shape:
fuelContainers:
- id: standard_jerry_can
spec:
material: MUSIC_DISC_11
capacityUnits: 100
defaultUnits: 100
fuelPerUnit: 1.0
fuelType: GASOLINEThe important fields are:
idspeccapacityUnitsdefaultUnitsfuelPerUnitfuelType
This lets one server build:
- small emergency cans
- full-size refill cans
- different fuel families
- cosmetic variants of the same functional tool
Fuel container interaction
The fueling session already supports multiple styles:
- right-click pour sessions
- optional instant-style hit transfer
- hold-based input behavior
The basic idea is:
- a session starts
- transfer happens in steps
- the session ends when the target is full, the tool is empty, range is broken, speed is too high, or the player cancels
That makes fueling feel like a real service action instead of a one-frame toggle.
Repair tools
Repair tools follow the same general pattern, but with durability/uses and repair percentages.
Example shape:
repairTools:
- id: welder_basic
spec:
material: FLINT_AND_STEEL
customModelData: 13001
depletionMode: USES_PDC
maxUses: 200
stepPercent: 1.0Important fields:
idspecdepletionModemaxUsesstepPercent
This lets you define:
- cheap disposable tools
- long-lasting workshop tools
- stronger or weaker repair items
PDC-backed state
Both fuel containers and repair tools rely on stored item state, not just the display item.
That means the item can remember:
- remaining fuel units
- remaining repair uses
- its specific tool identity
For administrators, the practical result is simple: the item can act like a real persistent service tool instead of a generic placeholder.
Session settings
Both fueling and repairing have session settings that shape how the action feels over time.
Useful public knobs include:
- tick cadence
- range limits
- max speed while servicing
- hold-mode behavior
- actionbar/title formatting
- bar formatting
Those settings are what separate:
- an arcade-style instant service flow
- a grounded maintenance flow
- a high-pressure battlefield refuel or repair flow
Sounds, particles, and held-item effects
Fuel containers and repair tools both support their own haptics layer.
That includes:
- start sounds
- loop sounds
- stop sounds
- empty/fail sounds
- per-tool particle FX
- optional held-item swap or command-driven effects
This is important because it means you can make:
- a jerry can feel soft and simple
- a welder feel noisy and industrial
- a special service tool feel premium without changing the gameplay logic
Good practical setup
For fuel tools:
- define one container with obvious item identity
- test mounted and unmounted use
- confirm the session stops correctly on range, full target, and empty tool
- only then add richer sounds and particles
For repair tools:
- define one welder or repair item
- keep
stepPercentconservative at first - make sure the vehicle cannot be repaired while moving too fast
- add visuals only after the repair loop feels right
Commands and admin flow
Vehicle MC already exposes a clean admin path for these systems.
Typical command lanes include:
- fuel tool listing and give commands
- repair tool listing and give commands
That makes it easier to test tool behavior in live conditions before rolling the items into a full economy or progression system.

