
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.
fuel_tanks.yml is where Vehicle MC becomes a world-infrastructure plugin instead of only a vehicle plugin.
This file controls:
- tank types
- spawnpoints
- service mode
- hoses
- leaks
- collision behavior
- respawn and explosion behavior
Tank types are reusable station definitions
The file is built around tankTypes.
tankTypes:
basic_tank:
displayName: "&eFuel Tank"
modelItem: minecraft:barrel
scale: 1.0
hitbox:
halfExtents: [0.8, 1.2, 0.8]
offset: [0.0, 1.0, 0.0]
health: 500That means each tank type is not a one-off placed object. It is a reusable station definition that many spawnpoints can share.
Service mode
Service mode is the first important decision:
FUELREPAIRBOTH
Use:
FUELfor a standard refill pointREPAIRfor a workshop or repair bayBOTHfor a combined service station
That one setting changes how the whole station reads in-world.
Visual scale vs hitbox scale
Vehicle MC separates display alignment from the real hitbox.
Useful fields:
scaledisplayScaledisplayOffsethitbox.halfExtentshitbox.offset
This is a very important split:
- display fields fix how the station looks
- hitbox fields fix how the station is targeted and collided with
Do not try to solve every station problem by moving the hitbox.
Interaction behavior
Stations can already define how close the player must be and how the service action behaves.
interaction:
maxUseRange: 4.0
allowPour: true
allowInstant: false
pour:
everyTicks: 2This decides whether a station feels:
- physical and grounded
- quick and arcade-like
- strict or forgiving on range
Spawnpoints
Spawnpoints place tank types into the world.
Example shape:
spawnpoints:
- id: example_station_1
enabled: true
world: world
x: 100.5
y: 64.0
z: -20.5
yaw: 90.0
tankType: basic_tankImportant fields:
idenabledworldx,y,zyawtankType
This makes it easy to reuse one station definition in many different places.
Per-spawnpoint overrides
Spawnpoints can also override parts of the base tank definition.
This is very useful when:
- one outpost uses the same base station with a different model item
- one location needs more health
- one station needs idle particles or leak behavior while another does not
That keeps your shared tank type clean while still allowing location-specific polish.
Hose visuals
Hoses are one of the main realism lanes in the station system.
hose:
enabled: true
modelItem: minecraft:black_concrete
scale: 0.2
segments: 16
maxLength: 8.0
lingerTicks: 20
extendTicks: 10
curveHeight: 0.35These fields decide:
- how dense the hose looks
- how far it can reach
- how long it lingers
- whether it feels rigid or naturally curved
This is one of the easiest ways to make a station feel finished.
Idle FX, leak FX, and impact FX
Fuel tanks can already carry a lot of station personality.
That includes:
- idle particles
- health-threshold leaks
- projectile-triggered leak points
- flame leak behavior
- impact hit particles and sounds
This lets you build very different station roles:
- quiet depot props
- dangerous explosive objectives
- visibly damaged service points
Collision behavior
Stations can also react to vehicle impact.
Useful fields:
collision.enabledcollision.minSpeedcollision.damageToVehiclecollision.damageToTankcollision.cooldownTickscollision.blocks.*
This means a station can be:
- decorative only
- physically solid
- a mild driving hazard
- a serious combat-objective hazard
Respawn and persistence
Tank state is not only visual. Vehicle MC tracks real station state like:
- health
- remaining supply
- destroyed status
- respawn timing
That is why respawn settings matter:
respawn:
enabled: true
respawnSeconds: 300If a station is part of a live battlefield or server economy, this is one of the most important policy choices in the file.
Explosion stages
Fuel tank explosions are not limited to one flat blast.
explosion:
enabled: true
stages:
- delayTicks: 0
radius: 12.0
maxEntityDamage: 0.0
- delayTicks: 8
radius: 35.0
maxEntityDamage: 6.0
vehicleDamage: 120.0Staged explosions let you build:
- warning flash first
- delayed main blast
- better dramatic readability
- more vehicle-heavy damage than player-heavy damage
This is much more useful than a single undifferentiated explosion when you want stations to feel cinematic and understandable.
Suggested order
- Build one safe fuel-only station first.
- Add a clean spawnpoint and confirm it persists.
- Tune hose reach and use range.
- Add repair mode second, if needed.
- Add leak, collision, and explosion behavior only after the basic station feels solid.

