
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.
keys.yml is the item-layer file for Vehicle MC.
It decides how vehicles become claimable, redeemable content instead of staying locked behind commands or direct admin spawns.
This matters whenever the server uses:
- vehicle keys
- claim flow
- pickup-to-key storage
- display props that hand out keys
What the current file already contains
The current resource file is split into two main lanes:
keyseffects
Example:
keys:
baseItem: minecraft:tripwire_hook{CustomModelData:12001}
nameTemplate: '&6%vehicle_type_name% &7Key'
lore:
- '&7Redeems: &f%vehicle_type_name%'
- '&8Key ID: %short_id%'
redeemMode: on_use
requireNonCreative: false
idFormat:
shortLength: 8
effects:
defaults:
on-claim-success:
title:
- '&aVehicle Claimed!'
- '&7%li%'That means the file already covers:
- the physical key item
- how it is named
- how it is redeemed
- how success and failure should feel
baseItem
This decides what the key actually is in a player's inventory.
The important part is consistency. A server usually feels cleaner when one item family represents keys across the whole vehicle ecosystem.
Use a different base item only if the server truly needs a completely separate class of vehicle access item.
nameTemplate
This is where the key stops feeling generic.
The current pattern:
nameTemplate: '&6%vehicle_type_name% &7Key'is strong because it answers the first question immediately:
"What vehicle does this belong to?"
lore
Lore should help the player understand the action, not confuse them with internal terms.
The current pattern is clear:
- what the key redeems
- a short visible id for support or admin reference
That makes the key useful to both normal players and support staff.
redeemMode
This decides how the handoff feels.
The current file uses:
redeemMode: on_useThat creates a quick, direct workflow.
Keep that kind of immediate redeem flow when:
- keys are common
- the server wants low-friction access
- staff do not want to explain a second menu layer
requireNonCreative
This is an admin-policy setting.
Set it carefully:
- keep it
falsewhen staff need to test the full flow easily - switch it when you want creative-mode behavior to stay separate from live player behavior
idFormat.shortLength
This makes the visible id easier or harder to read.
Shorter ids are cleaner in lore. Slightly longer ids can be easier for support when many keys are in circulation.
Use the shortest value that still helps staff and players communicate clearly.
effects.defaults
This is where keys start to feel polished instead of mechanical.
The current defaults already support named effects for events like:
on-prop-spawnon-prop-despawnon-claim-successon-claim-failon-key-redeem-successon-key-redeem-fail
That means the file already gives you a shared presentation layer for the whole key system.
effects.per-type
This is the place to specialize a family only when it genuinely needs different treatment.
Use per-type effects when:
- an event vehicle should feel special
- a premium vehicle family deserves its own styling
- a public reward path needs a different feedback tone
Do not use it just because you can. Shared defaults usually keep the system cleaner.
Pickup and stored-vehicle flow
Keys are also part of the pickup and storage loop.
That means some keys represent:
- a simple redeemable vehicle
- a stored live vehicle record
If your server uses pickup heavily, make sure these pages line up:
- vehicle Interactions, Entry, Exit, Trunks, Horns, and Pickup
- messages YML: Player Language, Errors, and Support Feedback
Those pages handle the wording and rules around what the player is really receiving.
Suggested order
- Pick one consistent base item.
- Make the name instantly readable.
- Keep the lore short and useful.
- Set one clean redeem-success effect.
- Use per-type overrides only when a family truly needs them.

