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Vehicle MC wiki

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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.

Vehicle Content

Messages, Bossbars, and Driver Feedback

Use messages.yml and ui.yml to make Vehicle MC readable to players, drivers, moderators, and support staff.

Vehicle MC feels polished or unfinished long before players understand the physics. A lot of that first impression comes from messages.yml and ui.yml.

These files control:

  • how the plugin speaks to players
  • what appears in the action flow around keys and pickups
  • what a driver sees while seated
  • how much information the vehicle HUD exposes

Quick routes:

messages.yml is your public voice

The message file already covers more than generic errors:

YAML
messages:
  prefix: "&6VehicleMC &8ยป &7"
ย 
  noPermission: "%prefix%&cNo permission."
  playerOnly: "%prefix%&cThis command can only be used in-game."
ย 
  usage:
    spawn: "%prefix%&cUsage: /vehicle spawn <type> [variant]"
ย 
  errors:
    vehicleNotFound: "%prefix%&cVehicle not found."

It also handles:

  • pickup failures
  • trunk warnings
  • stored-key errors
  • key redemption messaging
  • info output lines
  • actionbar responses for spawn redemption

That means messages.yml is not optional polish. It is a large part of the plugin's usability.

Rewrite messages around your actual audience

If players are not expected to know internal terms like "stored key" or "persisted record", your messages should not sound like internal logs.

A better player-side tone usually:

  • says what happened
  • says what to do next
  • avoids technical blame language

For example:

YAML
messages:
  errors:
    vehicleNotFound: "%prefix%&cNo vehicle was found nearby."
    keysDisabled: "%prefix%&cVehicle keys are disabled on this server."
  success:
    pickup: "%prefix%&aVehicle stored. Your key was added to your inventory."

The info block is a support tool too

messages.yml also shapes the output of the info view:

YAML
info:
  lineType: "&7Type: &f%type% &8(%display%)"
  lineHpFuel: "&7HP: &f%hp%&7/&f%hpMax% &8| &7Fuel: &f%fuel%&7/&f%fuelMax%"
  lineController: "&7Controller: &f%controller%"

This is one of the best places to make staff support easier. If your support team or moderators use vehicle info often, keep these lines compact, readable, and consistent.

ui.yml controls the live driving HUD

The bossbar file decides how loud the driving HUD is:

YAML
ui:
  updateEveryTicks: 2
  bossbars:
    hp:
      enabled: true
      style: SEGMENTED_10
      title: '&c&lHP &7- &f{hp}/{hp_max} &7({percent}%)'
    fuel:
      enabled: true
      style: SEGMENTED_10
      title: '&e&lFuel &7- &f{fuel}/{fuel_max} &7({percent}%)'
    speed:
      enabled: false

You are making three decisions here:

  • how often the HUD updates
  • which metrics matter while driving
  • how arcade-like or simulation-like the driving experience should feel

Thresholds change mood, not just color

Bossbar thresholds are not cosmetic trivia:

YAML
thresholds:
  yellowBelow: 0.6
  redBelow: 0.3

Higher warning thresholds make driving feel cautious and high-pressure. Lower thresholds make it feel calmer and more forgiving.

That means the color system is part of gameplay tone, not just art direction.

Suggested order

  1. Rewrite the main errors and success lines first.
  2. Make pickup and key-redemption wording crystal clear.
  3. Decide whether speed belongs on the driver HUD at all.
  4. Keep HP and fuel bossbars readable before adding extra noise.
  5. Test with a normal player, not just staff who already know the system.