Movecraft
NOW MOVED TO SPIGOTMC, CHECK HERE FOR NEWER VERSIONS:
https://www.spigotmc.org/resources/movecraft.31321/

A Brief Description
Movecraft is a plugin that has been designed to give purpose to those extremely large (and awesome) oceans as well as to simply give the option to Sail, Drive, or Pilot amazing Ships, Creations, or Zeppelins. It allows the player and/or players to craft Vessels out of blocks that can be piloted and thus moved. Hence the name MoveCraft.
Credit
Movecraft was first created by Yogoda for hMod.
Movecraft 3 is a complete recode. It's only similarity to the Movecraft of Yogada is it's name.
Documentation, Tutorials, Quick Start Guide, and Demo Videos
For documentation and information, use this link:
http://www.planetminecraft.com/mod/movecraft-reloaded---loraxe42s-fork/
Also the builds on that site are more up to date than the builds on this site, so download the latest version there. Please be aware the builds on that site have not been checked by the dev.bukkit.org staff, so use at your own risk.
Here is a brief summary of Movecraft features covered on that site:
Control Method Options
- Sign and Pilot Tool
- Sign only
- Direct Control (the players movements control the craft)
- Misc Commands - /manoverboard, /release, etc
- Remote Signs to remotely activate command signs from other parts of the ship (Turn turrets, launch torpedoes, etc)
Craft Options
- Basic craft configuration options including size, speed, allowed block types, required blocks, etc
- Customizable Cruise Control to keep the craft moving forward
- Customizable Fuel Burning behavior
- Customizable sinking/crashing behavior including smoke, explosion on impact, and uncontrollable dives
- Restricting motion to horizontal or vertical planes
- Customizable "Hover" land contour following behavior for cars and surface vehicles
- Optional craft teleportation
- Require water contact for sailing ships and water craft
- Crafts that explode when they collide with things for ramming or torpedoes
- Repair signs to repair your ship, requires mats, and can require a fee
Server Options
- Customizable Pilot Tool for craft control (or you can disable it to force sign only movement)
- Man Overboard timeout to allow anyone who falls out of a craft to get back in it
- Configurable WorldGuard protection against moving into forbidden areas or sinking over protected areas
Permissions
Movecraft uses the following permissions:
movecraft.<craft name>.pilot
movecraft.<craft name>.move
movecraft.<craft name>.rotate
movecraft.<craft name>.repair
For example, if you have a craft named "Airship", you would need movecraft.Airship.pilot, movecraft.Airship.move, and movecraft.Airship.rotate in order to completely use it.
There is also:
movecraft.<craft name>.create - only required if RequireCreatePerm is set to true in config.yml
movecraft.cruisesign - only required if RequireCreatePerm is set to true in config.yml
movecraft.commands - grants access to /pilot, /cruise, /release, /rotateleft, /rotateright, /craftreport
You can also control these granularly with:
movecraft.commands.release
movecraft.commands.pilot
movecraft.commands.rotateleft
movecraft.commands.rotateright
movecraft.commands.cruise
movecraft.commands.craftreport
Dependencies
Movecraft does not require any other plugin to function, however certain features require additional plugins:
WorldEdit (>6.0) - For repair system
Vault - For payment system
In addition, the following plugins are supported for compatibility:
Cannons - Cannons will move with a piloted craft
WorldGuard - Region protection
Most common permission plugins - Assign permissions to various craft features
madrealms.net
MadRealms is the home server of Movecraft, and we welcome any player looking for a good movecraft experience to our main server : MadRealms : The Skyland Pirates.
Join today at madrealms.net
Statistics <> This plugin utilizes 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
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true. <>
-
Donations
Donations go towards funding movecraft's development.

Source Code
Source Code is hosted on GitHub and commits are built by Jenkins CI. The Jenkins is not currently publicly accessible.
Builds are regularly posted to BukkitDev from our CI System.
Localisation
Localisation is fully integrated into Movecraft 3. Locale can be set inside the config.yml.
Due to a bug in GetLocalisations software, language packs are not currently available for download. We apologise for the delay and are working to get them uploaded to BukkitDev ASAP.
Submit a translation to your language at: http://www.getlocalization.com/movecraft/
Troubleshooting, Error Reporting
Please use this site to report errors and for troubleshooting assistance: https://github.com/msummers123/Movecraft-3/issues

-
View User Profile
-
Send Message
Posted Oct 9, 2013Any chance of the "move" command making a return? On our server we used to use it to move large craft 100's/1000's of blocks - it's sorely missed. I can understand many people wouldn't want it an option by default, but maybe with a permission? Thanks!
-
View User Profile
-
Send Message
Posted Oct 7, 2013Ok, bugs are fixed and I added one more feature, and this might actually be the most significant for many of you.
Several people have requested Movecraft for either an older version, or a newer version of craftbukkit. In the newest of my custom builds, if you put:
CompatibilityMode: true
in the config.yml file, it will use generic bukkit calls to modify the map instead of the leaner build specific calls. The end result is that for a moderate loss in performance you can use newer and older craftbukkit builds. I couldn't say how much performance you lose, but with all the changes including the speed improvements it still runs much faster in Compatibility Mode than it used to without Compatibility Mode. So it should still be a net gain, even if you don't need the other new features like watercraft or redstone. As always, I can get you alpha builds if you PM me with your email address.
EDIT: I have tested Compatibility Mode in 1.6.2 and 1.6.4. If someone can test it on an earlier build, that would be appreciated.
-
View User Profile
-
Send Message
Posted Oct 6, 2013@Loraxe42
Bug fixed. Had to completely redo the watercraft handling code. But the new way will work much better anyway. Now it detects water level from surrounding terrain, so it can still handle varying waterlevels, but it no longer tries to fill in water from the sides. Anyway, will do some testing and get code changes posted in the next day or so.
-
View User Profile
-
Send Message
Posted Oct 5, 2013There is currently an error with the code that handles water craft (submarines, surface ships, and submersible airships) where long shaped vessels will fill with water while turning, and the displaced water does not get filled in properly. I'll get it fixed, then post all the new features. Probably not more than a few days.
-
View User Profile
-
Send Message
Posted Oct 4, 2013@Loraxe42
I saw no such message.
The documentation is in need of a rewrite, however under pages, most features currently in the download are accurately documented.
-
View User Profile
-
Send Message
Posted Oct 4, 2013@AJCStriker
Hey AJCStriker, did you get the PM I sent you about taking a more active role? I would also like to update alot of the documentation on this page so it is more current, particularly since we are about to add a bunch of features.
-
View User Profile
-
Send Message
Posted Oct 4, 2013@Loraxe42
Make the pull request and I will put them all through the Jenkins.
I don't have time to review all the changes, so I will take it on good faith that they work.
-
View User Profile
-
Send Message
Posted Oct 3, 2013I had a number of people request making the controlling item (IE: currently the stick) customize-able. I went ahead and added that to the changes in my custom build so now it will be easier to make the plugin compatible with other plugins that also use the stick.
It uses the plugin.yml file, just add a:
PilotTool: 288
in there. 288 is a feather, but you could theoretically use anything.
Again, if you want to assist with alpha testing, PM me. I will need an email address I can send the .jar and various craft and config files to.
-
View User Profile
-
Send Message
Posted Oct 2, 2013I thought of a solution to the water-craft problem and worked on it on lunches the past few days. It looks like it is working. Actually, its pretty cool. No changes to the .craft definitions, just use what is already there. If you set a .craft canfly to false it assumes it is a water craft. Then you can use preexisting minheight and maxheight values to control behavior. I also changed the height checking so it only checks when you actually move up or down. For a surface ship, like a sailboat, you would have minheight and maxheight both set to 62. For a submarine, you would set minheight lower, maybe to 10. Then you can dive into the water. If you set the maxheight to something above 62, you can fly above the water. Thats right.. submersible airships :) Good way to hide that Behemoth so your enemies can't find you. Or lay an ambush and pop out of the water and blow them away. The possibilities are endless...
The mechanism doesn't actually care what the water level is, it just fills water in from the sides. That means you can use these ships in a mountain lake, or you can even surface a submarine in an underwater cave pool. The downside is you can't have water in your ship, or the engine will flood the inside. A clever design could get around that by filling the area with signs, or some other non-air passable block. This also gets my other improvements, so large ships will move more smoothly and redstone will not break when you move.
Right now I think ACJstriker has enough pending changes. In the meantime, if anyone feels like helping with alpha testing, PM me and I can get you a .jar. At your own risk, don't blame anyone else if it blows your server up, etc. etc.
-
View User Profile
-
Send Message
Posted Oct 1, 2013@Danstryder
Hey guys, I understand the confusion on the mod working with ships. I'll be honest, I'm ridiculously obsessed with Airships, and not necessarily ocean going vessels. So at least speaking for myself I haven't made getting them working a priority.
If it hasn't already been done, I'll look at getting them implemented this weekend. No promises, but I'll give it a try. Maybe getting naval ships implemented will give my Airships something to bomb >:-) Might as well also look at getting the new patch working, hopefully they didn't change too much.
Note that I can't make official releases, those have to go through ACJstriker. Maybe I could PM you and get you something to tide you over though.
-
View User Profile
-
Send Message
Posted Sep 30, 2013@GodsDead
A bit of a burning here!
I can see what this guy is saying, Would be nice to have travel through water, like a true ship.
-
View User Profile
-
Send Message
Posted Sep 29, 2013Can you make this plugin work on 1.6.4 server please? ;;)
-
View User Profile
-
Send Message
Posted Sep 29, 2013I updated to 1.6.4 (saw that Sky Pirates did) but now I get this:
-
View User Profile
-
Send Message
Posted Sep 29, 2013@AJCStriker
Well im not going to read through 1474 comments am I? It does not support "sea vessels" but the one and only image you have of movecraft at the very top of your page is a sea vessel and your description of the plugin is: "Movecraft is a plugin that has been designed to give purpose to those extremely large (and awesome) oceans as well as to simply give the option to Sail, Drive, or Pilot amazing Ships, Creations, or Zeppelins. It allows the player and/or players to craft Vessels out of blocks that can be piloted and thus moved. Hence the name MoveCraft."
But your saying I can't use this for ships?
-
View User Profile
-
Send Message
Posted Sep 29, 2013@littleboy8399
When I see this error, it usually ends up being caused by a block inside the ship that is not on the allowed block list of the .craft file
-
View User Profile
-
Send Message
Posted Sep 29, 2013When I try to move a craft it says path is obstructed or something when there is nothing in the way. Help? Update please....
-
View User Profile
-
Send Message
Posted Sep 28, 2013@CraftBang
I don't know a fix, in my case I only ever had problems if I placed a crate near a redstone power source. Make sure it is on an unpowered area.
I often use dispensers instead of crates, not because of bugs, but because of compatibility with other mods, like WorldEdit. You may want to just try using dispensers or droppers.
-
View User Profile
-
Send Message
Posted Sep 28, 2013when I place the crate I get an error and it turns into a piston... I also saw this problem on the tickets thingey.
Do you know a fix? Greets, CB
-
View User Profile
-
Send Message
Posted Sep 27, 2013@AJCStriker Looks like its working for me, do you remember what the problem was?
I updated GitHub with the latest copies, and I added code to remove dropped items from the airship on movement. Its an imperfect fix, but it does clean it up. Right now I've got redstone working fine, speed is where I want it, so I'm calling it a night. Take a look, run some tests. So far everything looks good from where I am at.
-
View User Profile
-
Send Message
Posted Sep 27, 2013@Loraxe42
We have already tried two step translation. However there are bigger problem created with that model.