
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.
ui.yml controls the live vehicle HUD.
This is the file that decides what a driver sees while mounted, how often that information updates, and how loud or quiet the driving interface feels.
If the driving loop works mechanically but feels noisy, unclear, or unfinished, this file deserves attention.
What the current file already contains
The current resource file is compact and focused:
ui:
updateEveryTicks: 2
bossbars:
hp:
enabled: true
style: SEGMENTED_10
title: '&c&lHP &7- &f{hp}/{hp_max} &7({percent}%)'
thresholds:
yellowBelow: 0.6
redBelow: 0.3
fuel:
enabled: true
style: SEGMENTED_10
title: '&e&lFuel &7- &f{fuel}/{fuel_max} &7({percent}%)'
speed:
enabled: false
style: SEGMENTED_20
title: '&fSpeed &7{speed}/{speed_max}'This already tells you the main public design choices:
- how often the HUD updates
- which bossbars exist
- which bossbars are enabled
- how warning colors should kick in
updateEveryTicks
This controls how often the HUD refreshes.
Lower values feel more immediate. Higher values lighten the visual noise and reduce how chatty the HUD feels.
Good rule:
- keep it low enough to feel responsive
- do not update faster than you actually need
For most public setups, the default fast-but-readable update cadence is a strong starting point.
bossbars.hp
This is the health bar for the full vehicle.
Important fields:
enabledstyletitlethresholdscolors
This is usually the first bar to keep enabled because it answers the most basic driver question:
"How close is this vehicle to failing?"
bossbars.fuel
This is the second most useful bar on most live servers.
Important fields:
enabledstyletitlethresholdscolors
Keep this enabled when:
- fuel is a real part of the server loop
- players actually need to plan around service stations
- vehicles should feel like persistent resources rather than disposable props
bossbars.speed
The speed bar is optional for a reason.
Some servers benefit from it. Others feel cleaner without it.
Enable it when:
- speed is gameplay-critical
- racing or precision piloting matters
- the server wants a more instrumented driving feel
Leave it off when:
- the HUD already feels busy
- players can judge speed by feel
- health and fuel are more important than raw speed numbers
title
The title line is where the HUD gets its voice.
The current examples use:
&c&lHP&e&lFuel- token values like
{hp},{hp_max}, and{percent}
That is a good public pattern because it is:
- short
- readable at speed
- easy for players to interpret
Avoid overstuffing the title with too many tokens or lore-like wording.
thresholds
Thresholds are gameplay tone, not just color.
Example:
thresholds:
yellowBelow: 0.6
redBelow: 0.3Higher warning thresholds make the HUD feel more tense and cautious.
Lower warning thresholds make the HUD feel calmer and more forgiving.
colors
These colors shape how readable each state feels under pressure.
Use them to support fast recognition:
- healthy
- caution
- critical
The important part is consistency. If every vehicle class uses the same warning logic, drivers learn the HUD much faster.
Suggested order
- Keep HP enabled first.
- Keep Fuel enabled if the server uses real fuel.
- Enable Speed only if drivers truly need it.
- Make the titles short and readable.
- Test the HUD in motion, not only while parked.

