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 Apr 23, 2014Hello movecraft team! How are developments happening? Is there a changelog of edits/changes in the lastest beta? I haven't updated since the last development build I was sent, which has an error displaying its own version number, so im not sure 3.1.${env.BUILD_NUMBER} Shows up on my version checker.
I would love to get a beta/dev update for this as I still get a few errors appearing here and there, along with a changelog!
Im really interested in the new mechanics being introduced in 1.8, are we finally going to have players walk around a ship while its moving? To attack with cannons and bows etc.
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Posted Apr 20, 2014@arceusser
Simple, the height limit is in the .craft file. Just change it and /reload the plugin
EDIT: Important note on heights: Everyone please be aware that altitude makes server lag exponentially worse. If you are having problems with running out of memory, server lag, client crashes, all of that is caused by too much data being moved. Because of the design of Minecraft code, an airship moving at a height of 200 causes 20-30 times as much lag as the same airship moving at only 80. If you must allow airships at high altitude, make sure they are restricted to only small ones. Like, tiny. Or better yet DON'T DO IT
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Posted Apr 20, 2014Hi, I have a very important question... How do I modify the heigh limit? So I can move more higher. I have a Sky Island World Generator, but i cant go up them because I hit the height limit ....
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Posted Apr 15, 2014@ucuber
The way the engine works is when you pilot a ship, it checks all adjacent blocks that are on the allowedblock list and adds them to the list of blocks for the ship. Then it checks all the blocks adjacent to those blocks and adds them. Then the ones adjacent to those, and so on.
Long story short: A .craft does not exist in the plugin when it is not being piloted, it's just a bunch of blocks. And it is completely redetected every time it is piloted. So if your ship is accumulating blocks, check your allowedblocks list. Remember that water has 2 different IDs: 8 and 9. If neither are on the allowedblock list, it's probably something else. Extended pistons have a habit of making phantom blocks appear as the craft moves, thats a candidate. In my designs I've started using pistons that operate with a single pulse instead. IE: one pulse to one piston opens the torpedo tube doors, one pulse to a different piston closes it. They work fine.
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Posted Apr 14, 2014Awesome. Thanks for the response. :)
Hoping this helps.
I set my worlds up to only work with certain ship types via permissions (a.k.a. per world permission via McMyAdmin & permissionbucket). So I have certain ships that are only available per world (spaceships in space, sea faring boats in the default world & airships in the skylands).
I have a 'dinghy' ship .craft file setup for the main world with 100 max blocks. Apparently, water (pretty sure it's stationary water, id#9) on move attaches itself to the ship, thereby putting it above the max (100). So after exiting the ship, upon return, I get a over max block error because it's over 100 blocks (very easy to recreate if you need me to).
Also, I set my default world ships to be made from mostly oak wood blocks. Well needless to say I attempted to make docks out of this same material but upon docking (and this took me some time to figure out because I kept thinking it was the stationary water error I finally found this reference via google https://github.com/AJCStriker/Movecraft-3/issues/114) and docks of allowable ship blocks are a no-go.
In other words, don't make your docks from allowable blocks or upon 'docking' your ship will attach these blocks to itself, thereby breaking your ship (or if your block max is set high enough, making it look very awkward). :)
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Posted Apr 14, 2014@crunchycamsta
Ah, I see. Have you tried this yet? The code currently collapses all signs (and redstone, and lots of other things I thought shouldn't hold up a falling ship) on a crash. Now, a clever designer could get around this, but I bet it would work in most cases.
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Posted Apr 14, 2014@Loraxe42
When it sinks every sign on the ship would break so locked chests are no longer locked and pirates can take the stuff. This would be cool because shooting down an airship to find the chests locked would be really annoying
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Posted Apr 14, 2014@serpental
Lets move this to PM. I'll PM you.
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Posted Apr 14, 2014Still getting the same errors even with spigot 1.7.5
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Posted Apr 14, 2014@serpental
MCProHosting supports FTP, I know for certain you can upload the world file, because they have instructions here:
https://clients.mcprohosting.com/knowledgebase/31/How-to-Upload-a-World-to-Your-Minecraft-Server.html
So you could use the world download I posted in the video descriptions. I'm pretty sure you should also be able to also unzip the package into the /plugins folder. You would do that very similar to these instructions:
https://clients.mcprohosting.com/knowledgebase/32/How-to-Install-Bukkit-Minecraft-Plugins.html
Except you would unzip the package, and post all of the contents into the /plugins folder, including the directories within the package
@crunchycamsta
Help me understand what you are trying to accomplish here. Is the goal to prevent people from fixing their ship while its sinking?
@carcrab14
The way I see it, there are 2 possibilities:
Geometry (IE: the blocks aren't actually adjacent to each other, or there are blocks that aren't in the allowedBlocks list in the ship, preventing the detection chain from detecting the whole ship)
.Craft file problem (IE: something is wrong with the craft file, and its not being loaded)
Check for any errors on your server console during boot up, which may indicate a problem with the .craft. Failing that, PM me a screenshot of the ship, and a copy of the .craft file and I will help you figure it out.
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Posted Apr 14, 2014I cant get temple of remebrance because my server is run on mcprohosting and i cant upload the files properly help?
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Posted Apr 14, 2014The plugin keeps telling me that "Detection Failed" because my ship is too small. My minimum ship size is 5 blocks, and the ship is well beyond 5 blocks. Any idea what's wrong? Thanks
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Posted Apr 14, 2014Can you add an option in the config for the craft files that when they begin to sink every sign on the craft breaks ? (lockette and piracy)
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Posted Apr 14, 2014Want to see a movecraft fighter that shoots flaming arrows at 1200 rounds/min take on a huge horde of hungry zombies? Check out Airships vs Zombies:
https://www.youtube.com/edit?o=U&video_id=J69xopyc64w
Its part of a PVE/Co-Op/Arena event system called the Temple of Remembrance. In the video is the package download so you can put it in your own servers so your players can run through the events, earn a pilotrating, and purchase rewards. Everything is customizable, yet works right out of the package with minimal changes.
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Posted Apr 13, 2014This is the java heap space error.
http://gyazo.com/0536b2310e654456f6721e7ffd32c1e2
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Posted Apr 13, 2014@ucuber
Good idea, that is commonly missed. I'll make sure it is emphasized. The key difference between canStaticMove and canTeleport is that teleport: signs go to set coordinates, and move: signs move relative to the ships location.
Move: signs ended up being pretty useful for things like elevators, so they have been expanded with rMove: signs (which rotate their axis of movement with the ship) and the maxStaticMove property (which limits how far you can move with one click of the sign).
As far as the I'm in space plugin, unfortunately I can't think of any way to update the worldguard region while the ship moves, short of an extensive overhaul.
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Posted Apr 12, 2014Hey! Just wanted to thank you for such an awesome plugin, submit a suggestion, ask a question and a request.
After spending the most part of the past day trying to get your plugin to work on my 1.6.4 server, I finally stumbled on my difficulty being that, by default the plugin does not put the 'example' ship types in the types folder. Apparently I skimmed past that part in the quick start guide but I did eventually figure it out and without posting up first too, I might add.
My suggestion being, perhaps you could include this in a future update (for 1.6.4 specifically, not sure if it's included in versions higher than that) or stress this more in your quick start guide (all caps maybe? lol).
For my question, it would be: What exactly is the difference between canStaticMove & canTeleport? Their descriptions are almost identical.
For the request, not sure how 'doable' this would be or not but one of the worlds on my server is a 'space' world and I use the 'Im In Space' plugin, which causes a certain amount of damage to the player if they are not wearing a diamond helmet (to simulate a space/oxygen helmet). I noticed that you have a breathable area for submersibles and was wondering is there any way I can plug that into the 'Im In Space' plugin so if users are inside the ship, they will not take this damage even without the helmet or perhaps you can add this in a future update?
And again, thank you very much. I am very much enjoying creating new ships with the .craft format and then in-game with the actual building part! Totally awesome I can do this in minecraft.
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Posted Apr 12, 2014@crunchycamsta
Makes sense. Like I say, limit the size of the ship, or how high it can fly and it will cut down on client side updates. The users may be able to do something with the java options to give more memory to Java when they start Minecraft, I'm not sure if that will help or not.
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Posted Apr 12, 2014@Loraxe42
Im guessing because of how much 1 airship travels it causes java to update that many chunks it just runs out of memory. It does however affect only certain people close to that airship
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Posted Apr 12, 2014@crunchycamsta
Because its happening on the client, and Movecraft doesn't do anything with the client, we should look instead at what Movecraft is making Minecraft do. IE: what is on your ship that Movecraft is moving?
There are a few things that could cause massive client side updates that may explain a client crash. I've seen it happen with large amounts of water updates (but due to WorldEdit, no Movecraft, but same principle), and with huge lighting updates (same thing). The worst is caused by changes that affect all the blocks below a block, meaning various updates at high altitude. Thats why all the default crafts have altitude limitations. Any large high altitude ships?
You mention it affects numerous clients simultaneously. Do the clients tend to be in the same area? Perhaps near the same ship? If its people on the opposite side of the world, I'm stumped. Movecraft doesn't do anything client side, other than move blocks and their related content.