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 Jun 4, 2014@Loraxe42
I found out, and I tried removing water from the .craft file thing. (Deniedblocks), instead Skiffs broke. Sometimes when in a skiff or a boat, any movecraft thing, the redstone sometimes pops off, same with ladders. I believe its because the redstone/ladder moves first, and has nothing to attach on, or maybe it moves last.
Also, snow blocks ships from moving.
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Posted Jun 3, 2014@TheCoolGuy123_5_Minecraft_
This video will help: https://www.youtube.com/watch?v=8dVEul7hG78
I will be making a feature to warn you if you try to release your craft when blocks it might merge with are nearby, but for now you just have to clean it up as I do in the video.
@locococo3616
So, in general you are expected to build the ship in the water, and it stays there. You can disable vertical movement so people don't move their ships up out of the water.
You can use Maxheightlimit and useGravity to force it to sink if people try to build ships at high altitudes, although the limit will have to be set to the height of the maximum sail. So it will only force it to sink to a certain height.
I have updated the ship.craft in the example .craft files to reflect what I'm talking about. If you re-download you will get the modified version so you can see what I mean.
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Posted Jun 3, 2014For a submarine, how do I give it fuel?
Also, My airskiff touched water, and it connected to it...
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Posted Jun 3, 2014@Loraxe42
Thanks, it works great, but how would I make it so you can only pilot the craft in water? want to make boats but I don't know how.
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Posted Jun 3, 2014@locococo3616
I see the problem, forbiddenblocks expects an entry and there isn't one. I'll call that a bug and get it fixed in the next release. For now, put in a bogus forbiddenblock, IE:
forbiddenBlocks:
- 4242
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Posted Jun 3, 2014@Loraxe42
Yep, I'm using the latest version and it's still not working. This is my .craft file:
http://pastebin.com/F3pmzFNR
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Posted Jun 3, 2014Still looking for ideas for the next version? We need a "loading module" for schematics. Once we have a method of loading schematics, with options to remove things like water from them, and use gravity to drop ships into a sea cleanly, that API could be used to create mini-games, shops etc. One method could be by searching the worldedit schematics folder for any schematic labelled movecraft, this could quickly generate us a list of schematics we want to use for movecraft without having to /movecraft add or import or anything like that. One problem I can for-see if keeping sign data intact, Ive never been able to paste in a schematic and keep the signs data. Another option would be to define multiple schematic names in the .craft file, so permissions etc are already checked. The best thing about worldedit, is that it already has an API http://wiki.sk89q.com/wiki/WorldEdit/API & http://docs.sk89q.com/worldedit/apidocs/
This could generate a /movecraft list for players.
Now before we can let them "drop" anything in, we need to consider Limits, Permissions, Cooldowns, Timers, Eco Costs and Position relative to the player in which we "paste".
Then we have a "loading module" that can be used with existing shops and mini-games. Since most plugins let us run commands "on event"
For example, a Voting plugin could track the amount of votes a player gets, when he/she reaches their milestone it would run /movecraft give {player} ship1 1, This would increment their "inventory" of ship1 by 1, so they could run a /movecraft spawn ship1, which would decrease their "ship1" inventory.
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Posted Jun 2, 2014@locococo3616
This could be caused by trying to use some of the new features with an older version of the plugin. Get the latest version of the plugin here: https://github.com/msummers123/Movecraft-3 (link at the top) And try again. If it still doesn't work I will need to see your .craft file as it may have an error.
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Posted Jun 2, 2014I get an error when I right click the sign that says "Raft" (my ship type)
http://pastebin.com/kHs7XjCV
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Posted Jun 2, 2014Oh thanks, Loraxe! My plugin updater said I was using the latest version and then I checked console and I actually wasn't! (Bad plugin manager).
Thanks so much!
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Posted Jun 2, 2014@dragonzrmetal
A picture might help, but a copy of the .craft file for the bigger ship might help more. If the .craft file interpreter has a problem reading the .craft file it will give an error on server startup and it may not put all the information in correctly (for example, it may not get the "blockedByWater: false" setting). So check for errors and let me see the .craft file. Are you using the standard "subairship" or "submarine" type?
I routinely use large (10k+) block submersible airships for my minecraft airship pirate series, so I don't think the actual size is the issue.
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Posted Jun 2, 2014@Loraxe42
Hi, thanks for the reply, the water seems to be fine. It seems to be the size of the ship which is the problem. It turns out the water all is still, not flowing, and I can drive smaller submarines through, just not bigger ones. Do you have ideas? Would a picture help?
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Posted Jun 2, 2014@Loraxe42
Edit: I just had to rebuild it
Through now, It won't let me move it. I tried, nope.
I made a video of it.
http://youtu.be/Pa1C8UWZddo
(Uploading)
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Posted Jun 2, 2014@TheCoolGuy123_5_Minecraft_
Yeah, this looks the same. Please check the number of detected craft as I described in my previous post. Also, make sure your plugins\movecraft\types folder contains .craft files, not the zip.
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Posted Jun 2, 2014@Loraxe42
I added the craft files, did the step again.
No message, but this:
http://pastebin.com/Rw0yHdEV
(Probably same error)
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Posted Jun 2, 2014@Loraxe42
Oh whoops! I skipped a step.
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Posted Jun 1, 2014@TheCoolGuy123_5_Minecraft_
It may not be reading the .craft files you were supposed to put in your plugins\movecraft\types directory in step 4. Check the server console on startup. It will tell you how many .craft files it found. It assumes 1, so you are looking for a number greater than 1. How many does it find?
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Posted Jun 1, 2014Quick quide, step where right click sign.
Get this error:
http://pastebin.com/vBcD3ccQ
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Posted Jun 1, 2014Strange, I uploaded the .craft files and extracted them and still get the exact same error. I do not know what causes this. I did the Quick Start Guide again and step 12 still would not work. I don't think the error is in McMyAdmin because I have uploaded large files, such as .schematic files for WorldEdit and .jar files. The files run properly and are not altered by McMyAdmin. The directory is exactly the way it was when I downloaded the plugin. I extracted .craft files and put them in the types folder. I have run debugs in McMyAdmin and debugged files that might have interefered with Movecraft. I am very sure this is the plugin's fault, not my server's or McMyAdmin's.
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Posted Jun 1, 2014Hi, I've found a problem with submarines; I've made a submarine hangar underground in the air so I can build them and drive them into the sea via a tunnel, but once they touch the water at the end of the tunnel, they say "The craft cannot move because it's path is obstructed", and cannot be driven in any direction unless the water is removed so it is not touching the submarine. I think this is because submarines don't treat flowing water like still water.
The interesting thing is it works with smaller submarines, but only larger submarines get stuck. Do you have any ideas? Thanks