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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.

YML File Guides

Fuel Tanks YML: Service Stations, Hoses, Respawn, and Hazards

Use fuel_tanks.yml to build reusable station types, map placement, hose visuals, leaks, respawn, and explosion behavior.

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:

  • tankTypes
  • spawnpoints

Example:

YAML
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
 
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:

  • FUEL
  • REPAIR
  • BOTH

Use them intentionally:

  • FUEL for classic refill points
  • REPAIR for workshop or bay-style props
  • BOTH when one station should act like a full support point

Visual scale vs real hitbox

This file already separates:

  • scale
  • displayScale
  • displayOffset
  • hitbox.halfExtents
  • hitbox.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:

YAML
interaction:
  maxUseRange: 4.0
  allowPour: true
  allowInstant: false
  pour:
    everyTicks: 2

This 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:

  • enabled
  • modelItem
  • scale
  • segments
  • segmentSpacing
  • maxLength
  • lingerTicks
  • extendTicks
  • curveHeight

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:

YAML
respawn:
  enabled: true
  respawnSeconds: 300

This 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

  1. Build one safe fuel station first.
  2. Add one spawnpoint and test range and hose feel.
  3. Add repair mode only after the basic station feels clean.
  4. Add collision and leak behavior only if the location should be dangerous.
  5. Use respawn and staged explosions deliberately, not automatically.