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 Feb 15, 2015I just remade my craft to not be pointing in a ne nw se sw direction, lol. so don't worry to much about that, although it would still be a cool addition. I am however still curious about the other questions and am currently having issues where im sinking my airships by shooting bombs/torpedos, i release and repilot for the smaller ones, and its working okay, and i wanna keep planes at a easily sinkable ratio, but I am sinking my plane by shooting its larger bomb. and I cannot find a way around it other than a smaller bomb, harder to sink ship, or a bigger plane. Just picking your brain for how to solve these things. Thanks for all your feedback and work btw
One more thing, to add. anyway to make it so that you can configure a Ram.craft for example to do damage when it hits something, but not explode itself if the material that ram is made of is stronger than what is being rammed, I wanna use this thought to have stone rams that are actually useful for my Bireme.craft as well as the other applications for this.
GREAT JOB!
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Posted Feb 14, 2015also, would there be a way to configure tnt fuse time within a craft file that drops from that craft.
Example: Craft: Bomber tnt-fusedelay: 12s
Craft: Airskiff tnt-fusedelay: 2s
something that would work like the summon command that can be used with cmd blocks. (the /summonprimedtnt)
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Posted Feb 14, 2015Firstly, I Love that ASM and SAM craft, I went ahead and made VSAM AND VASM too for strait vert and strait down bombs. Now this comes to my next attempted feat, how would one make a Bay door on his airship using a portcullis or static move type signs that can be controlled from the well control room. I know about rem signs so if i can get the bay door to work while im piloted on my ship i'd be fine.
Secondly, I've just made a stealth bomber, looking like this: http://upload.wikimedia.org/wikipedia/commons/4/47/B-2_Spirit_original.jpg
sooo lol then came the issue of trying to fly a v shaped craft in a way that looks strait* cruise wont as it just does east west north or south, is there a way to make a craft travel like Cruise, but in a NE, NW, SE, SW direction like you can with sticks?
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Posted Feb 9, 2015@Pitsols12
Yeah, in the default crafts file there is an ASM.craft that may interest you. ASM = Air to Surface Missile. Basically it goes diagonally downward. To make it go straight down, just change cruiseskipblocks to -1. Its wierd, but it works.
Sadly, I think the fireball behavior will have to be global. I don't have an easy way to tell which ship fired the fireball.
I haven't used dynmap, but overviewer works fine with movecraft, showing all the crafts where they were at the time you rendered the map.
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Posted Feb 9, 2015Hey Bacca,
Gibbons here again, I like that Idea, especially the chance aspect. perhaps maybe even a possibility to configure that chance per craft? so like say my small plane has a much higher chance than my giant airship. Idk just a thought. But I do think that would clear up the issue I am currently having.
Also, is there a way to use static move on torpedos to allow for verticle dropping, aka Bombs, tnt does not do well, and not everyone will be using the summon command block bombers I've made for myself. Lastly, movecraft and dynmap have issues with each-other lol, is there a plugin already in action for dynmap to help with movecraft's moving crafts or anything like that?
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Posted Feb 9, 2015@Pitsols12
Hey Pitsols12, I have been thinking about your previous question, about fires not sticking with crafts. What do you think of making it so fire charges have a chance, say 25%, to replace a flammable block they strike with a fire, rather than starting a fire on its surface? That way it guaruntees at least some damage to the target, plus the fire would be carried away when the craft moves because it would be on it replaced one of the craft blocks.
This would only affect flammable blocks, not armor. So still no punching through armor with fire guns. And it would be a setting in config.yml. Defaults to on, but can be disabled.
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Posted Feb 9, 2015@Pitsols12
Yes, with the Remote Signs. The only downside is the silo itself must be a craft that is being piloted. Otherwise the plugin would have to search the entire world for a target sign every time you use a remote sign. So that is why it must be a piloted craft, so it only has to search within that crafts blocks.
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Posted Feb 8, 2015Thanks for the info, also, is there a way to well, remotely control crafts.. say i have a missel silo, and i want to take off, but the door is closed. I dont wanna rig a tnt door up each time, is there a way to make a craft that i can control from down at the bottom of the silo, so the roof slides on and off with a command?
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Posted Feb 8, 2015@GodsDead
The permission list on the PMC page (http://www.planetminecraft.com/mod/movecraft-reloaded---loraxe42s-fork/) is up to date. It's not currently possible to grant access to /release but not /cruise. If you create an "issue" requesting that as a feature on the github page (https://github.com/msummers123/Movecraft-3/issues), I can see about adding it, possibly next week. I would also like to discuss how it should work. For example, possibly leave in movecraft.commands, and add movecraft.commands.cruise and movecraft.commands.release?
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Posted Feb 8, 2015Can we have an updated permissions list? As far as I can tell there is only movecraft.commands for commands, I don't want players to have /cruise but I do want them to have /release.
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Posted Feb 7, 2015@Pitsols12
This happens primarily to surface fires.
Its because the fire sits on other blocks. If you move a ship, the ship moves away from the fire, but the fire stays still, now standing freely in the middle of the air. Then minecraft removes the fire because it no longer has a block to burn nearby.
It is not total immunity, however. It only works with surface fires, and only if the craft can move away from the fire. If the fire is large enough they will not be able to move away, because the fire itself will block them. Also, fires that burn in the interior of a ship will move with the ship and not go out. Another major issue is the speed the craft moves at. A slow craft will burn much more readily than a fast one. A common mistake with Movecraft is to make crafts move too quickly, which causes all kinds of havoc and makes them impossible to damage.
On fires, I am currently evaluating if this behavior should be changed. One possibility would be to make it attach any nearby fires to any moving ship, so the fire always moves with it. Although fast moving crafts would still never burn just due to Minecraft mechanics.
EDIT: also, it would be a lot of work...
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Posted Feb 7, 2015hey, so i am having trouble with "moving ships" and fire. Basically the fire will not stay on the moving ship and the ship tht should be burning gets away no problem.
How in the world do i solve this, yes fire is added as an allowed block
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Posted Feb 2, 2015Ok, another major Movecraft annoyance has been removed. For a long time if you cruised in an airship for an hour or 2, or if you were battling for about 30 minutes, your client would run out of memory and crash.
This was due to a bug in the Minecraft client, and the way chunks were sent from the server to the client. I can't fix the minecraft client, but I figured out a way to bypass the normal method of sending chunks by writing my own system for updating certain blocks. It only works in compatibilityMode, which is the default.
The new system is also more efficient, requiring less data to be sent to the client.
So NO MORE CLIENT CRASHES!
Also there are a number of bug fixes in this latest version and other new features, like the ability for fighters to take off from carriers without the carrier first being released.
I have submitted the file here, and you can always get the latest version on my PMC page.
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Posted Jan 22, 2015@billdcat21
So, I would recommend you use the cruise signs to move more quickly, and leave the default movement speed low to reduce lag and encourage realistic movement. IE: your airship can move at a decent speed straight forward, but not sideways.
I show how to make a ship along with its cruise sign in the tutorial, I'll link the exact time I show it: https:www.youtube.com/watch?v=8dVEul7hG78#t=1505
That also shows the helm sign on the ship, so you can turn it. After I make the ship I make a submarine, and talk about why you want to use the cruise sign instead of moving with just the stick.
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Posted Jan 22, 2015-
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Posted Jan 21, 2015Heya Loraxe! I was wondering if its possible to have a ship fly a predetermined route on its own? I would like to have a ship NOT piloted by a player fly around the server. edit: Just read the comments below and @maxotexas is basically asking the same thing.. Would be great if you can make this happen!
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Posted Jan 21, 2015@GodsDead
Honestly I'm not sure. I would guess not. But give it a try and let us all know what happens.
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Posted Jan 21, 2015Can I use colour and multi-lines in my movecraftlang_en.properties?
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Posted Jan 20, 2015@Guthixlord1
It could be you have a block in the ship somewhere that is not on the allowedlist in your airship.craft. If you can get me a schematic of the craft I may be able to tell you where it is.
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Posted Jan 20, 2015so i went to the spot it was talking about and about 3 others it mentioned destroyed that block and many surrounding it then went to pilot it and the sam messege poped up so i placed them back and still the same mesege im so confused and it in the air theres nothing surrounding it or that would get in its way