
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.
This page is for the person who already has the Vehicle MC jar and wants to bring it onto a live server cleanly.
The goal is not to author the whole garage on day one. The goal is to generate the files, confirm the runtime rules, and prove one believable vehicle loop before the platform expands.
What to check on the first boot
Your first review should be:
config.ymlvehicles.ymlui.ymlcatalog.ymlfuel_tanks.ymlif service stations matter on day one
That first check tells you:
- which modules are live
- whether the runtime cadence matches your server
- whether the default rig path is the one you want
- whether browse and driver-feedback surfaces are enabled
- whether fuel and repair belong in the first rollout or should wait
Bring the plugin online in layers
Vehicle MC is much easier to understand if you only enable the systems you plan to test first.
Example module layout:
modules:
storage:
enabled: true
ui:
enabled: true
fx:
enabled: true
surfaces:
enabled: true
fuel:
enabled: true
combat:
enabled: false
weapons:
enabled: falseThat creates a clean civilian or transport-first boot:
- vehicles can store and redeploy
- bossbars and driver feedback can show
- terrain response can work
- fuel can exist if you want it
- armed-vehicle systems stay out of the way until the base fleet already works
Files that matter immediately
config.yml
Use this to confirm:
- modules
- runtime cadence
- rig backend default
- pickup rules
- anti-dupe rules
- seat switching
vehicles.yml
Use this to confirm:
- at least one usable starter vehicle exists
- seat and controller data look sane
- the base vehicle is not overloaded with unnecessary systems
ui.yml and messages.yml
open ui.yml guide
open messages.yml guide
These are the first places to look when:
- bars are too noisy
- players do not understand what the vehicle is doing
- the basic driving loop feels unclear
catalog.yml
This matters early if staff or players should browse vehicles from a menu instead of only through command handoffs.
Safe first-boot checklist
Before you publish anything to normal players, confirm:
- the plugin loads without errors
- the files generate cleanly
- the modules match the features you actually want live
- one vehicle spawns and mounts correctly
- the bars and driver feedback render correctly
- pickup and storage rules behave the way your server expects
What does not belong on day one
Do not try to solve all of this at first boot:
- a full public catalog
- final rig polish for every family
- a giant fleet
- all fuel and repair stations across the map
- the Duck Shot bridge
- armed-vehicle loadouts
Start with one believable working vehicle loop, then scale outward.
Good first public test
A clean first live test usually means:
- one ground vehicle
- one variant of that vehicle
- working entry and exit
- readable HP or fuel feedback
- safe pickup or storage behavior
- optional fuel interaction if your server needs it immediately
If that loop already feels confusing, adding helicopters, tanks, or armed systems will only make the confusion bigger.

