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 29, 2015I need a deep ocean minecraft map submarine friendly, but with small islands like those in the plugins islandcraft? I heard its possible, but I cannot figure out how to do it.
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Posted Mar 28, 2015@Loraxe42
Depth charges maybe? just a idea id throw out there for maybe a addon or something.
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Posted Mar 27, 2015Oh, And as far as "triggers" go.. I was dreaming up a way to do more than redstone triggers, Like (if any player enters withing radius of )
or perhaps (if there is a player between and time within a radius of )
this would probably be another plugin in itself however so for now I'll just stick to redstone, is always the sturdy fall back to designing for meh. Happy building gents! : }
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Posted Mar 27, 2015Dear Loraxe... or bacca, or whatever you fancy being called today...
I am Genuinely excited. ADF SWEIQFR @#UVJX FDWQ!EBXC
@$OG Excitement ended. Thank you for that information, I will be putting it to use this weekend (l; v ]
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Posted Mar 27, 2015@GodsDead
The cruise sign issue is fixed in a new version I'm working on right now. I will probably be ready to post it in about a week. For now, you can grant the movecraft.create permission, and it will allow people to post cruise signs. In the future it will be movecraft.cruisesign, and it will only be active when requirecreateperms is true.
The reason this is done this way is to prevent people from posting cruise signs that allow their ships to cruise sideways or in reverse just as quickly as the ship can go forwards. That gives an unfair advantage in combat.
I think the /cruise command was used incorrectly. You are supposed to be in command of a craft, and you are supposed to specify a direction. For example, /cruise north
In the next version it no longer throws an exception, but you still have to be in command of a craft.
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Posted Mar 27, 2015I enabled RequireCreatePerm so that I can have more control, But this has broken people being able to create cruise signs on their ships, Shipsign, release & helm signs work, but Cruise sign gives a permission error, I took a guess at the permission level, but it didn't work and I cant see it in the docs. Current Perms:
Edit: Turns out /cruise is also broken, I added movecraft.commands to staff to test the updated cruise edits I made, and it just throws an internal server error:
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Posted Mar 26, 2015@Pitsols12
Yeah, it looks like CBWrapper works once again if you get their newest version. So you can now do this. Also, the previous issue of the minecraft client running out of memory and crashing has been resolved (technically a workaround to a minecraft bug).
As far as triggering based off a building falling, if my PVE events in the Temple of Remembrance, I triggered events off of buildings falling using simple redstone mechanisms. For example, a redstone wire going from a power source to a small circuit inside the building. If the wire is cut, trigger whatever you want to trigger. Next you just have to design the building so the redstone wire will be cut if it falls, which is usually is anyway. Crashes aren't generally kind to redstone.
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Posted Mar 25, 2015Get a chance to read the post from march 21st?
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Posted Mar 24, 2015@Loraxe42
Thanks, didn't know it was even updated anymore
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Posted Mar 24, 2015@aberts10
Actually, the problem is that they changed the WorldGuard API. Now you get errors unless you have the new WorldGuard build. I think it might still be a dev build, although I haven't checked recently.
Anyway, Movecraft uses the newest version of the WorldGuard API, and if you have the old one you get errors.
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Posted Mar 24, 2015Also you might want to fix WorldGaurd Compatiblility, I had to disable WorldGuardBlockMoveOnBuildPerm: false WorldGuardBlockSinkOnPVPPerm: false because it was spitting out errors.
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Posted Mar 24, 2015@Loraxe42
Thank you!, it was a design flaw
---------Edit = That was dumb of me, I just realized that the sign tell the torpedo to go in the direction its facing
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Posted Mar 24, 2015@mwkaicz @aberts10
Actually you already have canfly: false, so that should be enough. I suspect a tube design problem. As a test, just put 3 blocks of coal underwater in a line with nothing but water in front of it or anywhere around it. Place the launchtorpedo sign on the back of the last block. Right click the sign. Does the torpedo move forward? Or immediately explode?
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Posted Mar 24, 2015@aberts10
try to add:
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Posted Mar 24, 2015OneClick Torpedos from BaccaYarro blow up if they are fired while underwater
I cant figure a way to fix it!!?? Help!!!
Here my config for it: http://pastebin.com/MggPEFPQ
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Posted Mar 21, 2015I know I have talked with you before bacca about having CB wrapper and getting them to pilot crafts/buildings, at the time you came on my server and found that the whole concept using the CB wrapper to "impersonate" an admin or player somehow got bugged (i was trying to set up a town that each building could sink if it took enough damage, without people having to do anything). Anyway's I've just been using the anvil to name the command block and have it all directly on each craft to do this, its not perfect but hey it worked.
Now I have taken an interest into this video of yours: https://www.youtube.com/watch?v=1w_rem0_fKY
It is about having "automated crafts" so that your new users do not have to do everything to get them from starting/spawn areas, to places they can mature/ progress.
I am now wondering if any of this is possible yet as this was pre 1.8 I believe, anyways, I'm still trying out some of the things in your video to test and I am excited to see what you say. As this had AMAZING implications. Also, would there be a way, to have automated circuits like that one, waiting for a trigger, like a building falls, sets off this chain of events. etc.
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Posted Mar 21, 2015Ok still no sounds, for the vehicules ?
Still an empty config file, this plugin is really bad presented, could be so much better, if you guys were being nice with your community.
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Posted Mar 7, 2015Thank you sooo much. now it works like a charm, might have to delete MegaAirship file and reinstall it, still not working. Thanks both of you for your help.
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Posted Mar 6, 2015@mwkaicz
Thanks mwkaicz, well said. Yeah, the default craft files really work best on servers with the default world settings. You may need some tweaking to get it right for your own server if you use non-standard worlds.
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Posted Mar 6, 2015@pcschch
If you haven't set minHeightLimit and maxHeightLimit it takes default values: minHeightLimit = 0; maxHeightLimit = world.height; ... probably here isn't problem
what can causes step down per horizontal step: - maxHeightAboveGround - remove this for default value (no limit) ... good for space and skyblock (but must have right value)
- combination of canHover, useGravity, and hoverLimit (don't use for skyblocks etc. ... detection is more rigorous, don't set hoverLimit more than 5)