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 2, 2015@JaffaMC
Check on the server startup logs. Repair functionality requires the worldedit integration be working. I bet you will find it is not working. You probably need a new WorldEdit build, one from after 6.0.
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Posted Jun 2, 2015Sorry one more thing :D, could someone tell me exactly how to set up the repair signs? They don't seem to be working on our server. I make the sign but it doesn't register when I lift click it. there are also no options related to repair in the config.yml. Thanks!
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Posted Jun 2, 2015Is there a way to have movecraft compatible with Towny, or Factions?
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Posted Jun 2, 2015@spotexx1
No rules on naming, other than it can't have illegal characters in it. Check your server for errors on startup, and if necessary, post an "issue" in the link listed above for troubleshooting including your log with server startup and a copy of the error.
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Posted Jun 2, 2015Hi, I was just wondering if there was rule for naming ships because i have one called SmallFighter that works just fine but when i names one BigTanker both are craft files and i have tried copying the SmallFighter configuration into the BigTanker configuration and just changing the name and the tanker still wont work because of an internal error.
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Posted Jun 2, 2015@JaffaMC
You get rid of the PilotTool by setting it to something unobtainable. For example: PilotTool: 999
If that didn't work for you, you may have a typo in your config.yml, watch for errors on server bootup. If you remove the PilotTool setting, it will revert to it's default, the stick.
I'm afraid there is not currently a way to remove the feature where it releases a craft after a certain amount of time.
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Posted Jun 1, 2015Also, how do I get rid of the man overboard thing? Or I mean the thing that realizes your craft after you get so far away? It would be great to be able to board an enemy ship, or go inland to a tavern, or dive for sunken treasure and not have my ship un elected. Be free to roam and have a ready to sail elected ship to come back to. Thanks
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Posted Jun 1, 2015Hey Im having a bit of trouble getting rid of the pilot tool, I set it to false and changed the tool item yet I am still able to move my ship with a stick. I even tried deleting the pilot tool option all together yet it still works. I need this option of moving disabled because it inter fears with our cannons plugin while loading the guns, and I don't want my players moving ships that way. We simply use the cruse signs and wheel to turn, the ships can only go straight and turn as if with the wind, no inching left right or backwards. We feel this is more realistic and honestly more strigeticly and fun to sail. Please help me find a way to disable the pilot tool stick feature all together. Thanks :D
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Posted May 30, 2015Anyway we could get custom skulls to stay custom with a ship as it moves? Thanks for the awesome plugin!
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Posted May 29, 2015@snowfox12
Are you using an unmodified airship.craft? Check for typos in the .craft file, and check for errors on startup on the server. If it has a problem with a craft file, it will tell you on bootup.
A common problem is that if there is a tab or other typo in the file towards the bottom, it will succeed in reading everything else so the craft will basically work. But it won't read the sinking configuration because it's after the typo.
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Posted May 28, 2015We seem to be having a problem on my server Foxica: realm of the gods where even though all a ship's wool blocks are gone it doesn't sink, Any insight to why this may be?
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Posted May 27, 2015@GodsDead
Yeah, at this point we are just waiting for a fix so you can run the plugin on old spigot versions.
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Posted May 27, 2015@Bowbuck2
I have never seen bed duplication on the craft but it is possible, there was same problem with trapdoors and pistions, now it's fixed, but this fix is waiting for next release.
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Posted May 25, 2015Hello there I Am using this Plugin for a server of mine that is Called FoxicaRealms but when we started beta testing before PublicRealease We did find a glitch that worries us that the players can use Which is Duplication. one beta tester said when he was flying his bed kept glitching and duplicating when i watched him kept on flying i saw he wasnt lying did anyone else report this or via soulution to this problem the server runs on minecraft 1.8.4-1.8 Optifine Recommened
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Posted May 25, 2015@Loraxe42
Cool, would it be possible to keep the project updated, It was built for 1.8.1 and 1.8.6 just dropped, so theres no native functionality and it still needs to be run in compatibility mode.
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Posted May 24, 2015@Loraxe42 We need ghost ships. Airships with no pilot, flying around randomly and attack players :).
I hope I can finish the sentry-mode for cannons soon. Then we would at least have floating ghost ships, which fire at players. Hopefully it is not too accurate.
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Posted May 21, 2015@GodsDead
Yeah, that along with several other scriptability enhancements are on the roadmap. I need to get it "server-ready" in a few other ways first, and I have a server project of my own I need to get done in addition to the YouTube Airship Pirates series. Long story short: I'll get it done, but it may be a little while.
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Posted May 21, 2015Really small request, since we now have /rotate commands, can we get a /move north 100 to move in whatever direction its facing that many blocks, since cruise just keeps going and going and you would have to figure out timings. So then we can have the CB wrapper actually move ships without having to use ghastly redstone, using a scripting plugin, even something like mycommand allows schedules and delays, we could stack up commands together.
/cw FakePlayer1 pilot Ship1
/cw FakePlayer1 move north 100
/cw FakePlayer1 rotateleft
/cw FakePlayer1 move east 10
We would also need a delay, I know you can do it in mycommand...
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Posted May 20, 2015@Aylith21
I'm afraid that there is no option which are you looking for. But you can use two craft types at one ship and just switch control when you want to use another option.
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Posted May 20, 2015Hello, how can I make it to where airships always obey the maxheightaboveground option? Once the craft has reached a certain height, like climbing a mountain, and can maintain that height even when its in say the plains, but when it clicks the ascend sign it starts going back down how do I make it to where it automatically goes back down when it is more then 30 blocks over the ground?