
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 the world-service file for Vehicle MC.
This is where a vehicle server becomes a place with real infrastructure:
- fuel points
- repair stations
- dangerous service props
- respawning stations
- hose visuals
- leaks and staged explosions
What the current file already contains
The current resource file is built around:
tankTypesspawnpoints
Example:
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: 500
service:
mode: FUEL
Â
spawnpoints: [item]That means the file already separates:
- reusable station definitions
- the physical places where those stations appear
tankTypes
Each tank type is a reusable service-station definition.
This is the right level for:
- display model
- scale
- display offset
- hitbox
- health
- supply rules
- interaction rules
- service mode
- repair behavior
- hose visuals
- leak and collision behavior
- respawn and explosion behavior
service.mode
This is one of the most important decisions in the entire file.
The current file supports:
FUELREPAIRBOTH
Use them intentionally:
FUELfor classic refill pointsREPAIRfor workshop or bay-style propsBOTHwhen one station should act like a full support point
Visual scale vs real hitbox
This file already separates:
scaledisplayScaledisplayOffsethitbox.halfExtentshitbox.offset
That is a very useful split.
Use the display fields to fix how the station looks.
Use the hitbox fields to fix how it is targeted, collided with, and damaged.
interaction
This is where the station starts to feel grounded or arcade-like.
Example:
interaction:
maxUseRange: 4.0
allowPour: true
allowInstant: false
pour:
everyTicks: 2This decides:
- how close someone must be
- whether a pour session exists
- whether instant fill is allowed
- how fast the interaction ticks
repair
The repair lane already has its own timing and feedback block.
That means a repair station can feel completely different from a plain fuel point without needing a second plugin or a hidden code toggle.
hose
The hose block is one of the easiest ways to make a station feel finished.
The current file already supports fields like:
enabledmodelItemscalesegmentssegmentSpacingmaxLengthlingerTicksextendTickscurveHeight
That means you can control:
- how dense the hose looks
- how far it can reach
- how quickly it extends
- whether it feels straight or naturally curved
collision
This lets the station become more than scenery.
The current file already supports:
- minimum speed checks
- damage to vehicle
- damage to tank
- per-pair cooldown
- optional physical collision blocks
That means a station can be:
- soft scenery
- a mild obstacle
- a serious hazard
leak
The leak system is already much richer than a simple broken-state toggle.
The current file supports:
- health-threshold leaks
- projectile-triggered leaks
- impact flame chance
- hit particles and sounds
- separate flame behavior
- impact leak duration and cap
That is enough to make a station behave like:
- a safe depot prop
- a vulnerable service point
- a combat objective with real consequences
respawn
Respawn turns a station from a disposable prop into a managed world system.
Example:
respawn:
enabled: true
respawnSeconds: 300This is one of the most important economy and world-policy choices in the whole file.
explosion
The current file already supports staged explosions, not only one flat blast.
That is useful because it lets you create:
- a warning flash
- a delayed main blast
- clearer dramatic timing
- stronger vehicle damage than player damage if needed
spawnpoints
Spawnpoints place one tank type into the world.
They also support per-spawnpoint overrides, which is useful because one reusable tank type can still behave differently at a specific location.
That keeps your base tank library clean while still allowing map-specific polish.
Suggested order
- Build one safe fuel station first.
- Add one spawnpoint and test range and hose feel.
- Add repair mode only after the basic station feels clean.
- Add collision and leak behavior only if the location should be dangerous.
- Use respawn and staged explosions deliberately, not automatically.

