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. <>
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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

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Posted Jan 10, 2014Any craft I make (and the submarine) all say craft has hit maximum height limit advice anybody?
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Posted Jan 10, 2014@mwkaicz
I am deliberating over Loraxe's last pull request which implements Chest translation.
I am concerned that there is a client crash when a chest is flown to become adjacent to a double chest. This always used to create crashes when crates of four were created, and I refuse to reintegrate the feature into Movecraft until that is corrected. I am still testing it to see the regularity of occurrence in the new pull request, however it will not be pulled until I am happy.
I try not to be militant with the project management, and let the community add the features they want, but as the maintainer of the "official" version, I do feel a duty of care to ensure that the plugin cannot break servers.
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Posted Jan 10, 2014@Exagerate
Yes! and No!
No we do not have World Guard region detection.
However what I suggest is linking any ship makable blocks in your spawn to an obsidian block, or bedrock, then make it forbidden. This will prevent people flying off with your spawn.
Unfortunately people will still be able to land in your spawn, so that is something you might want to think about.
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Posted Jan 10, 2014Any kind of WorldGuard region detection? I don't want people dismantling things in spawn, you can imagine how people are going to abuse that LOL.
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Posted Jan 10, 2014@Loraxe42
I think that you can close previous request and then make new one.
@nashoxx No, he can't, bukkit have some rules and github too. Plugin belongs to AJCStriker, he is manager of the plugin and only he decides when (and whether or not) our changes will be merged with the project.
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Posted Jan 9, 2014@Loraxe42
Can't you just upload it to bukkit as a new version?
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Posted Jan 9, 2014I found an intermittent bug with craft rotation. It only happened when you had a large number of airships moving rapidly. It would crash with a concurrent modification error. But its fixed now. I have been asked not to post links to the beta build in the comments by the dev.bukkit.org staff, but if you have the link from before its still good for the newest beta build. PM me if you want it.
Also, AJCStriker, I have pushed the bug fix to my repository but I think it needs you to merge the first pull request before it will allow me to make another.
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Posted Jan 8, 2014@Kyren_Leah At first sight: Airship shouldn't work as it is because Speed must be double (f.e: 3.0), not integer (3). There should be an error during loading craft files.
About maxHeightLimit I see difference between you Airship and Airskiff. Your Airskiff has max. at 256 which is more than limit of Minecraft (0 is number too, don't forget). This number causes that maxHeightLimit get new value by the map. Your Airskiff has it 256 and if it works as you say (without limit on 128) try to set it to heigher value in Airship too (254 is maximal value in actual release, so set it as 255 or more (256 will be better for using incomming release).
But it looks strange because true is that it should work in both cases or in none.
Maybe will be best to give you some plugin which will tell us real limits of your map. So try change limit as I wrote above and let me know, then we should try something else.
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Posted Jan 7, 2014@mwkaicz
Thank you for your help!
Here's the airskiff file: http://pastebin.com/KMgy2SNp
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Posted Jan 7, 2014@mwkaicz Once you get the catapult thing you should send me the craft file haha.
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Posted Jan 7, 2014@Kyren_Leah
Could you please post me your airskiff craft file to compare?
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Posted Jan 7, 2014@mwkaicz
TerrainControl indeed changes map heights, in our case we are using a 8 bit world (whereas normal minecraft uses 128), so our Terrain can generates from 0 to 256 and in some cases, namely mountain ranges, we reach the minecraft hard coded limit of 256. It'd be possible to make terrain generate from 50 to 120 too, or from 200 to 240. As far as I know, normal minecraft mainly utilizes the space from 0 to 128.
I just ran a quick test on our server and apparently we can't go over the (normal minecraft )height of 128!
And I also tried it with the airskiff class, and with that I can move freely from 100 to 240, just as intended, so just our airship is making those problems.
I can't check it on a normal map today anymore, but I'll do it either tomorrow or on thursday, I'll post here then! Thanks already :)
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Posted Jan 7, 2014@Kyren_Leah
I have no experiences with Terrain Control, so I can only guess, but It's possible that plugin changes map height limits. You wrote that your map starts above 120, do you can build under this height? Please try same craft on normal map and I will try tomorrow check this plugin what it does with the map size.
P.S: I like your language pack too :) ... we have "Ahoj!" in Czech :)
@bacondragon7 We preparing siege towers too :) At this time we have moveable cannos for New Age (using Movecraft and Cannons plugin), and for middle age we are testing catapults :) (modified cannon) But I'm afraid of your rams ... they will have long range (15sec to leave a craft) ... you can't prevent launch ram from his console or from long distance, so you will must do blow up full vehicle, but important is that it will works with hovering :)
P.S: for modern maps will be interesting rocket hovering few block over terrain :)
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Posted Jan 7, 2014Ok, I *think* I have everything working. AJCStriker, the new code should be coming your way momentarily. As a summary, here are the new features:
EDIT: And several bug fixes, here are the ones that stick out in my mind:
My biggest worries are the chests, and the bed spawns. So we should test those as much as possible.
@Kyren_Leah
I love your custom language files. I may have to steal the idea. Ahoy Captain! :)
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Posted Jan 7, 2014@mwkaicz
Ah, thanks very much, I run a medieval rp server, and planned on doing some coding to add a siege tower, the players think they need to get over the castle walls haha. Perhaps with the new rocket/torpedo system I'll be able to make them some battery rams. Thanks very much for your assistance.
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Posted Jan 7, 2014@mwkaicz
Hey, thanks for fixing the detection issue :) I must have changed that when I messed around with the heightlimit! So now I could move my ship to the sides again, but not upwards.
Our map is generated with Terrain Control, so most of the terrain starts above 120 for skylands :)
Here's a new paste with the craft config: http://pastebin.com/ideHBuqG
And here a screenshot of the problem in action: (I believe we changed the language files a little, to fit our RPG flavour) http://snag.gy/w0aDH.jpg
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Posted Jan 7, 2014@Kyren_Leah
problem with undetected craft is on first row, you have there:
it should be:
to height limits: do you have really map with 256 height? Because I wrote those limits, there are these rules: if is set in config then it's used, if not it's 254 (in new update will be corrected to 255), if world height < maxHeightLimit then maxHeightLimit = world height
@bacondragon7
Support for cars and hovercrafts is already done, but you must wait few weeks :)
list of changes is here: comment 1875
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Posted Jan 7, 2014Just curious but how long till cars can be made like in the older move crafts? I guess you could try and make one in it now but I don't want people flying with the cars haha. Also when you add cars could you configure it so if they drive over water they sink? Amazing plugin by the way, been using it for several years!
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Posted Jan 7, 2014Ahoy!
We're having trouble with the height limit on crafts on our server, we're using a Skylands like map that is largely above y 128. For that we've set the max height limit on ships to 400, and we still couldn't move most of the ships heigher getting told that we're surpassing the limit. I've tried different values for the height limit, 300 and 256, but no change - the ships that were to be moved were at about 170 in height. Lastly I deleted the value max height limit and this didn't help either.
We're currently moving decoration ships around with this, so our .craft file is a little.. strange. I've still uploaded it on pastebin for you to have a look, if you would :)
http://pastebin.com/qKBU3bqM
Right now the Airship class is entirely undetected, while the detection for other classes works.
It'd be great if you'd have an idea about how to solve this, thanks in advance!
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Posted Jan 7, 2014@Loraxe42
ok, I agree and new request is there.
@AJCStriker
sorry the request to your repository was by mistake again. I'll have to be more careful next time