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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

Spawns YML: Pools, Tables, and Display Spawn Modes

Use spawns.yml to control weighted world distribution, display props, redeem props, and direct spawn locations.

spawns.yml is the world-distribution file for Vehicle MC.

It decides how vehicle props, key displays, and direct spawn locations appear in the world.

This file matters when you want vehicles to exist as part of the server world instead of only being handed out by commands.

What the current file already contains

The current resource file is organized around:

  • scheduler
  • pools
  • tables
  • spawnpoints

Example:

YAML
scheduler:
  tickIntervalTicks: 20
 
pools:
  default:
    enabled: true
    maxActive: 25
    respawnSeconds: 900
    activationRadius: 128
 
tables:
  default_table:
    dirtbike:
      weight: 40
      variants:
        default: 35
        red: 5
 
spawnpoints: [item]

That split is important because it keeps:

  • world timing
  • spawn safety
  • content weighting
  • physical placement

as separate problems.

scheduler

This controls how often the spawn system processes its work.

Most servers should leave this conservative unless they have a clear reason to push it harder.

The spawn layer should feel reliable first. Speed comes second.

pools

Pools are the server-safety rules for the spawn system.

Important fields include:

  • enabled
  • maxActive
  • respawnSeconds
  • activationRadius

These decide:

  • whether the pool is live
  • how many active props or spawns it can maintain
  • how quickly the world refills missing entries
  • whether distant inactive areas should stay quiet

tables

Tables decide what actually appears.

The current structure supports:

  • weighted base-family selection
  • optional variant weighting under the base family

That means the server can say:

  • dirtbikes are common
  • trucks are rarer
  • one color or one version inside a family should appear more often

This is one of the best places to make the world feel selected instead of random.

spawnpoints

Spawnpoints are the physical world placements.

The important thing is that the file keeps them as a managed list instead of hiding them inside other systems.

That is a good public workflow because it keeps one placement layer that can be edited and audited more easily.

The three supported spawn modes

The current file and docs already describe three important high-level behaviors:

  • DISPLAY_ENTER
  • DISPLAY_REDEEM_KEY
  • DIRECT_SPAWN

Use them deliberately:

  • DISPLAY_ENTER for display props that should become a vehicle immediately
  • DISPLAY_REDEEM_KEY for props or hubs that should hand off a key
  • DIRECT_SPAWN for strict spawn pads or service-style locations

The wrong mode can make a world setup feel confusing very quickly.

Why pools and tables should exist before lots of spawnpoints

Do not start by hand-placing a giant world full of entries.

Start with:

  1. one pool
  2. one table
  3. one spawn mode
  4. one real test location

Then scale up once the world behavior is understandable.

Suggested order

  1. Build one safe pool first.
  2. Make one readable weighted table.
  3. Test one spawn mode at one location.
  4. Confirm respawn timing and activation radius.
  5. Expand only after the first public loop feels clear.