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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.

Service and World

Fuel Containers, Repair Tools, and Service Sessions

Understand the service-tool item layer, mounted and unmounted targeting, PDC-backed state, and fueling or repair session flow.

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.

YAML
inputArbitration:
  toolItemsOverrideWeapons: true
  requireSneakForToolUseWhileMounted: false

This 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:

YAML
fuelContainers:
  - id: standard_jerry_can
    spec:
      material: MUSIC_DISC_11
    capacityUnits: 100
    defaultUnits: 100
    fuelPerUnit: 1.0
    fuelType: GASOLINE

The important fields are:

  • id
  • spec
  • capacityUnits
  • defaultUnits
  • fuelPerUnit
  • fuelType

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:

YAML
repairTools:
  - id: welder_basic
    spec:
      material: FLINT_AND_STEEL
      customModelData: 13001
    depletionMode: USES_PDC
    maxUses: 200
    stepPercent: 1.0

Important fields:

  • id
  • spec
  • depletionMode
  • maxUses
  • stepPercent

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:

  1. define one container with obvious item identity
  2. test mounted and unmounted use
  3. confirm the session stops correctly on range, full target, and empty tool
  4. only then add richer sounds and particles

For repair tools:

  1. define one welder or repair item
  2. keep stepPercent conservative at first
  3. make sure the vehicle cannot be repaired while moving too fast
  4. 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.