Cannons
What can it do?
Cannons is a highly configurable plugin which allows you to fire block build cannons. It is possible to aim and load different amounts of gunpowder to hit targets at different ranges. The power of redstone makes it possible to set the gun to auto load and activate the rapid fire mode. Choose your projectile from a broad spectrum of cannonballs and smash the enemy.
With Cannons 2.0 you are also able to design your own cannons using .schematic files and give each cannon their own settings, as well as different types of projectiles.

Features
- Build a cannon out blocks
- Design your own cannon and save it as .schematic
- Design and fire different projectiles to smash your enemy
- Use redstone to fire guns from distance
- Rapid fire with auto-load possible
- Destroyed blocks can be restored with CreeperHeal (if 'custom' option is true)
- Cannons will stay load and aligned due to the database
- Movement plugins (e.g. Movecraft) are supported if a cannon has a sign to store a tag
- API for ships plugins (e.g. iSails) to use cannons on ships without signs.
Videos
by ServerMiner
by wickedbrother
Out-dated showcase 1
Out-dated showcase 2
Recommended plugins
- ObsidianDestroyer
- WorldGuard (flag protection: '/region flag NAME other-explosion deny')
- CreeperHeal (set 'custom explosion' for your world to repair cannon damage)
Installation
- Install WorldEdit first (don't forget this)
- Copy the cannons.jar into your Bukkit's "plugins" directory, then run the server.
Dependencies
This plugin requires:
Metrics
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version If you wish to disable this feature (/me cries), you can do so by opt-ing out, which you can do in the config file under /plugins/PluginMetrics/
Information for Cannons 2.x
Tutorial:
Additional information:
Cannon Designs
- Share your designs with other people: Cannon Designs
Known Bugs
- The cannon ball (snowball) becomes invisible after 60 blocks but hits the target.
- Voxelsniper will delete Buttons/Torches when you load the gun (be careful when you click the barrel)
Need Help?
Credits
- Raser4000
- DreTax
- JlJlJl
- and many more

-
View User Profile
-
Send Message
Posted Apr 18, 2013@DerPavlov
I'm using the v1.9.4, it does say wrong entry in the language file. How can I convert it? I'm still new to bukkit. I'm using an iMac
-
View User Profile
-
Send Message
Posted Apr 18, 2013@YourWifeMyKids Which version are you using? I believe it is the 1.9.4.? Have you tested the projectile on ground. Maybe a protection plugin is interfering and blocks all the damage done by the explosion.
-
View User Profile
-
Send Message
Posted Apr 18, 2013There are several bugs that break half of the plugin:
1) When a cannonball hits a wall that is shaped like a "V" (on the sides of the V), it does no damage. Tried changing the explosion and penetration from 1 to 10, but still nothing. The walls aren't made of something special, just wood. Pic related, my ship's nose and another pic of the result of an explosion of a Speed: 7, Explosion: 3, Penetration 2 cannonball. No damage, only the incendiary stuff. Edit: There seems to be a 1 layer damage (the buttons of some of the cannons are missing)
2) Same goes for fire. Only incendiary works for that wall, using the placeBlock function to spread fires on hit doesn't work.
3) There seems to also be a problem with the penetration in general. I tried making a cannonball that penetrates my whole ship, but the wall, again, stops it.
I also have this
The wall doesn't have anything special behind it, just some more wood and air.
-
View User Profile
-
Send Message
Posted Apr 17, 2013@s0501402 Only an old one
http://dev.bukkit.org/server-mods/block-cannons-v1-1/files/14-cannons-v1-9-1/
-
View User Profile
-
Send Message
Posted Apr 17, 2013Do you have a 1.2.5 version?
-
View User Profile
-
Send Message
Posted Apr 17, 2013@NewbieCorvo Which version are you using. It maybe the wrong encoding in the language file. I messed up with that. Try to convert it to either UTF8, UTF8 without BOM or ANSI. Which operating system are you using?
-
View User Profile
-
Send Message
Posted Apr 17, 2013I'm always getting "An internal error occured......." everytime I use /cannons. What can I do to fix it?
-
View User Profile
-
Send Message
Posted Apr 16, 2013@Sonorpearl It is a alpha (test) version. If there is nothing like [SEVERE] everyhing is fine.
-
View User Profile
-
Send Message
Posted Apr 16, 2013Why does this Plugin on First Run gives out about 200 times this or other checks?: 2013-04-16 18:45:07 [INFO] [Cannons] check cannon 2013-04-16 18:45:12 [INFO] [Cannons] check cannon 2013-04-16 18:45:12 [INFO] [Cannons] check cannon 2013-04-16 18:45:12 [INFO] [Cannons] check cannon 2013-04-16 18:45:12 [INFO] [Cannons] check cannon
And Some Cannon Coordinates, which couldn even exist, because this Plugin is brand new on a brand new Server xD.
-
View User Profile
-
Send Message
Posted Apr 16, 2013@robotnikthingy Hm, thats a good point. I am going to fix that later in the afternoon. Thanks for the input.
-
View User Profile
-
Send Message
Posted Apr 16, 2013@DerPavlov
Ok that makes sense.
Also found another bug. When as set TNT to be used as the propellant for a cannon (instead of gunpowder), it says i loaded the TNT click on the cannon, but it does not remove the TNT from the player. Instead the TNT is just placed where you are looking.
-
View User Profile
-
Send Message
Posted Apr 16, 2013@robotnikthingy It is not implemented at the moment. I added many keys in the config for later implementation, but didn't have time for this. But it will be implement the next few days.
@Dwarfsosi Believe this block protections make me sad too. However for worldguard it should work perfectly if you set the flag 'tnt' to deny and 'force tnt event: true'. However I recommend setting the flag 'other-explosions' to deny and 'force tnt event: false'
-
View User Profile
-
Send Message
Posted Apr 15, 2013@DerPavlov
Yes that seems to have done it, it works fine now
ill let you know if i find any more bugs
Edit: ok, found a bug
the "defaultVerticalAngle" property for the cannons does not seem to work. i made a mortar, which i wanted to have a default angle of 65, and when i fired it, it fired straight forward, instead of upwards
-
View User Profile
-
Send Message
Posted Apr 15, 2013Ahhhh im so sorry for that layout..Here ill attach the file..
-
View User Profile
-
Send Message
Posted Apr 15, 2013@robotnikthingy Error found and fixed. Actually it was a quite stupid error, but also a little bit funny one because I reloaded the same config every time (copy and paste error). Also the thing with the projectile should be working now. Test this one here: https://dl.dropboxusercontent.com/u/16404245/Alpha/Cannons.jar
Edit: I have tested a new way to place blocks on projectile impact. In the old version I iterated over the area to find a nice spot. However it looks odd because the block appears out of nothing. In the new version I spawned a falling block with the material id and data. It looks pretty funny if there are cobwebs flying through the air.
-
View User Profile
-
Send Message
Posted Apr 15, 2013@DerPavlov
Yes. it seems to only accept only one type of projectile
-
View User Profile
-
Send Message
Posted Apr 15, 2013@robotnikthingy So it accepts only one projectile?
-
View User Profile
-
Send Message
Posted Apr 15, 2013Im also having trouble with some cannons recognizing projectiles
I have a cannon which i set to only load iron blocks, yet it will only accept cobblestone and does not do anything when i right click with an iron block. it only accepted iron blocks when i removed the entire cobblestone projectile file
-
View User Profile
-
Send Message
Posted Apr 15, 2013@robotnikthingy It has a soft depend on worldedit at the moment, because the loading of schematics and rotating is done by worldedit. I have to test what happens if I remove the soft depend.
Also explanations in the config file are possible, because it only copies the files. I will implement that as soon I have time.
The same loadtingItem for the both projectiles but different cannons; good point I never thought about that. I have to check if the projectile is loadable at all. So it skips projectiles that are not loadable. Then you can have projecitles with the same item.
About the maximum gunpowder: I checked the code, but found nothing wrong. I have to investigate that further.
But at least it is running without crashing. However my to do list for feature to implement is really long.
-
View User Profile
-
Send Message
Posted Apr 14, 2013@ DerPavlov
You might want to make a note for server owners using the cannons 2.0 alpha that they need worldedit installed. I just found that out when cannons gave an error on a new server that didnt have worldedit
Also, an explanation for what certain options in the config files do would be helpful
Edit: some notes when testing the alpha
The plugin does a good job with recognizing custom cannons and seems to work well overall, no crashes have happened and most things seem to work as they should.
I do have 1 problem though with projectiles and cannons. I have a cannon called "howitzer" and a cannon called "field_gun", and in howitzers config file i put that it is only allowed to fire the projectile "howitzer_he". In howitzer_he projectile config file, it's LoadingItem is 4 (aka cobblestone).
When i then load howitzer with cobblestone, it seems to confuse the projectile with "field_gun_he", and thinks it is loading that projectile, which is a different projectile that is supposed to be fired by a different cannon (even though howitzers config file only has "howitzer_he" as the only thing under allowedProjectiles). Maybe its because both use cobblestone as the LoadingItem.
Edit:
Actually on further investigation, it seems like the plugin is not even reading the config file for the howitzer. I tried changing the max gunpowder from 3 to 7, and even after restarting the server it still says it takes only a maximum of 3 gunpowder
Edit again:
did some more testing. I made a new cannon with new schematic and config. Even though in the cannon config it says to only allow a maximum of 2 gunpowder, it still allows a maximum of 3.