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 Mar 27, 2014Spigot had a very nasty bug and now theres no Movecraft working natively with the fixed up R0.4 or 1.7.5 versions (besides compatibility mode): http://www.spigotmc.org/threads/arrayindexoutofboundsexception.14826/
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Posted Mar 26, 2014@bltwithtommy
Usually nothing happening is a sign of a permissions error. Try it as a server OP to confirm. Also check the server console for warnings/errors. Another possibility is it looks like a formatting error in the allowedBlocks for block 85. Could just be a problem when you pasted it online, but its worth checking the orginal. Usually a formatting error in the .craft file will result in console spam including a warning and a java trace indicating the error.
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Posted Mar 26, 2014For some reason this aircraft file i made isn't working. Its detecting that I'm clicking on the sign yet it doesn't say successfully piloted craft and i cannot move. Here is the .craft file for it http://pastebin.com/ApwE0V1K . I also have Water based ships on the same server that works fine. Yapp is setup in the same format that i set up ships with. let me know if you need any other files that could help you. thanks
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Posted Mar 25, 2014@bltwithtommy
I'm afraid I don't see a simple way to force the craft up. If it was too high, you could set useGravity. But not if its too low.
As they say in the submarine community, "Sinking is easy. Its coming back up, that's the tricky part."
EDIT: to clarify, what I meant was maybe you should consider just letting people build cheapskate submarines that can not surface nor submerge any deeper. Primitive submersibles with no buoyancy control have been in use for at least 500 years, basically just a wooden diving bell. Honestly, if I were on your server I would just put up the resources necessary to make something I could surface in.
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Posted Mar 25, 2014Hello, I'd like to introduce you to my final version of the PHP script, which allows you to show your craft files properties to your players and finally stop questions like "Which blocks can fly?"
- A working example of usage: www.craftman.cz/minecraft/MovecraftView
- Source code is free for use under terms of GNU GPLv2 and it's published here: github.com/mwkaicz/MovecraftView
basic info:
requires:
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Posted Mar 25, 2014Related to Water-Based Ships I have found that if you build a ship under the water (Not a submarine or at least configured not to be) that you can maintain control of the ship and can travel under water. You Cannot go down and if you go up you cannot go back down, but you can more forwards backwards side to side. Is there by Any chance anyway of preventing these kinds of ships from moving under the water or even stopping them from piloting successfully?
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Posted Mar 25, 2014@JEtheGreat
So, that's a really hard question to answer. Because Movecraft is extremely customizable. There is a HUGE difference between running 25 crafts that are about 1k blocks each and move every 2 seconds, and trying to run 25 crafts that are 5k blocks each and move 5 times a second.
I think the most useful answer I can give you is to tell you how I would set up a server like that. I would use the default .craft files, but I would change all the "big" ships (airship, subairship, ship, submarine, etc) to be limited to 2500 blocks, and the minimum to 200 blocks. I would leave the speed and cruiseskipblocks alone. I would change the "small" crafts (airskiff, subairskiff) to a maximum of 200 blocks and leave the speed as is.
If it was me, I would probably also add a new .craft type, "BigAirship" that I will reserve for a few special players that have done great things for the server. They would be the only ones allowed to use these larger ships.
These sizes allow everyone to use ships up to what are "corvettes" on my server, and a few special players to use crafts up to "destroyer" size.
To get a feel of what size airships this will be, take a look at these corvettes: http://www.minecraft-schematics.com/schematic/2877/
http://www.minecraft-schematics.com/schematic/1717/
And this is the size of a destroyer class: http://www.minecraft-schematics.com/schematic/1716/
Unarmored airships can be about double this size, because they usually have much more empty space on the interior.
I've never made a fighter with more than 200 blocks, so anyone can use fighters. If you limit what people can build, you won't have any problems.
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Posted Mar 25, 2014@JEtheGreat
Movecraft is asynchronous. Assuming you have a large number of cores, it should not have a prohibitive CPU load as it will distribute over multiple cores and has algorithms to help reduce CPU hogging.
RAM may become an issue depending on the size of the ships you use, but this is easily counteracted by increasing the RAM or modifying the Game Design of the server.
@WolfeBersahd
Thanks man, it means alot!
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Posted Mar 25, 2014A quick question... I'm planning on opening a server. Server will have around 4GB RAM, and a decent(maybe 2.5-3.5 GHz) processor. The server will also have AT LEAST 50 other plugins of varying CPU/RAM Taxation levels. The player cap will also be at 50.
Now, with these stats, will MoveCraft be too laggy to use extensively on my server? And by extensively, I mean at least half my players using MoveCraft boats/submarines at the same time, all the time. I really don't want to start using this if I'm gonna get huge lag/lag spikes from it.
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Posted Mar 25, 2014@Loraxe42
Have I told you that i love the work you're doing for movecraft?
Well if I haven't, I LOVE THE WORK YOU'RE DOING FOR MOVECRAFT!!!
You, mwkaize (I probably spelled that wrong) and AJCStriker have turned this plugin into an amazing addition to any server. The second i added it to my server, all my buddies, made me promise to never remove it :D and now all the new players expect it :p
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Posted Mar 25, 2014@WolfeBersahd
I suppose I can see that. I'll make it canDirectControl, and have it default to true. Should be relatively easy to add.
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Posted Mar 25, 2014@Loraxe42
The motivation for deactivating it would be so that different themed/styled ships could have different control methods.
I could see a car or small fighter be perfect to control using direct controls, allows for tight and precise rapid/speedy movement, (using something like "canDirectControl: true")
For a giant dreadnaught class i would prefer something more with signs, a large control room with directional and cruise signs. (using the existing "canStaticMove: true" with "maxStaticMove: 1 or up to 4")
For sail boats or mid sized crafts that shouldn't be precise fighters, the traditional right click pilot-tool method would be ideal, coupled with maybe a cruise sign. (I actually don't mind the standard tool being available for every ship, it is the standard after all.)
We already have the standard pilot-tool method available and, we already have the config option for control signs with; (which can be toggles on or off) canStaticMove: true/false canCruise: true/false why not include: (to be toggles on or off as well?) canDirectControl: true/false
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Posted Mar 24, 2014@psirusa
Yes, in fact the code already moves any spawn points it finds on a craft for a logged in player. There is currently a bug with beds dissapearing that makes this hard to use effectively, but it does do that.
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Posted Mar 24, 2014Is there any way to set homes on an airship and have them move where the ship goes?
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Posted Mar 24, 2014@WolfeBersahd
Well, the easy way would be to set the pilotTool to something you can't get. Like 32767. If you can't get a pilotTool, you can't use direct control (or the standard method of motion for that matter). You could still use signs though.
Other than it currently being buggy, which I will fix, what is the motivation for disabling it?
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Posted Mar 24, 2014@Loraxe42
Is there a config option to allow or deny direct control.
Lets say i have a sail boat and i don't want people to "become" the ship with direct control.
A config option like "directcontrol: false" would be nice.
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Posted Mar 24, 2014Might it be possible If I too could receive the link to the dev build? Would be very much appreciated.
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Posted Mar 23, 2014@napalm00
I will PM it to you, we can't post it on this site
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Posted Mar 23, 2014Where's the download for the dev version?
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Posted Mar 22, 2014It is a super great plugin but has little weaknesses, not made for Tekkit Tekkit version is 1.2.5 minecraft of modes required plugins 1.2.5 and version 1.2.5 movecraft not as cool as the latest
Tekkit and I do not go to set permissions on movecraft