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 6, 2015Please help,
there is an error where in an alternate world, named skyisle that uses skyworldgen as the Generator. what happens is i spawn the craft (using world edit, loading the schem) over my Island, it works fine, then i move a bit, and then suddenly it starts to go down. Every movement makes the craft go down. it reaches a certain Point and then i can move up and down by 1 block. Is it to do with the height Limit?
Please help.
I deleted the world and used an Airship instead of an airskiff. Still have the prob
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Posted Mar 5, 2015@Loraxe42 Thx, please, check PM.
One screen from testing:
some info:
- allows to setup the material types of the blade, when are defined, only these blocks can harvest
- dropped items are stored in chests and also parsed by looking for same item in all chests on the board.
- when craft hasn't chest, items are dropped naturally on the position where was the harvested block
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Posted Mar 4, 2015@mwkaicz
Excellent, sounds great!
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Posted Mar 3, 2015Harvesting completed :D
I'll keep plugin about one week on our server, just for assurance that everything works good and then I'll make a request to join it to main repo.
If someone wants a version with harvesting support, send me PM.
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Posted Feb 28, 2015Thank you for your instantaneous Response. The Village i am trying to Pilot is flying 130 blocks in the air. I apoligise for not seeing the Error Report button, and i will take out all spaces. I will Point out that before i was piloting the exact same craft in a different Location, so perhaps it ws an error with the Pre-Loaded chunks?
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Posted Feb 28, 2015@pcschch
Pcschch, I had to remove your post because with the error trace there it displaced the whole thread. I do need those error traces, but in the future, please use the link right above the comments that says "Troubleshooting, Error Reporting", and post an issue including your error trace to github under the issues section.
Your error looks like it is having a problem reading the .craft file. Check for an error on server startup saying it is having a problem reading the .craft file. A common problem is that the .craft file should not have tabs in it. So make sure there aren't any.
Also, from your description, if you really added every minecraft block but bedrock to the megaairship.craft file, then realize that it will use that to determine what blocks are part of the airship. Thus if you pilot an airship on the ground, you will be basically telling Movecraft you want to pilot the entire world. That won't go well.
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Posted Feb 26, 2015@GodsDead
Interesting. This error is actually occurring in Spigot code. The underlying Movecraft code is simply asking for the contents of a block. I wonder if Spigot has a bug in the release you are using?
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Posted Feb 26, 2015Getting errors for both cannons & movecraft in the latest version, here is one of the movecraft errors im getting:
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Posted Feb 25, 2015@Loraxe42
Signshop allows wireless connection of Lever to Sign by Right clicking a Piece of redstone on a lever, and then on a Sign, If you could develop a system to work like that, then you could make this work for all your remote signs, It would need to be configurable for distance so people are not activating ships from around the world. Once we can control signs via a wireless redstone signal like that, we could create automated ships with command blocks without the need of a third party plugin. I would much prefer being able to set a commanded course inside a file that can be set to each craft via a sign though. for instance: a movement1.conf/txt that includes all move forward 10, turn right etc. then have a sign on the actual ship that loads this movement file, which gets activated when right clicked. This route would also need an admin command to stop all currently active ships.
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Posted Feb 24, 2015@Exagerate
Take a look at the subairship.craft file, which is in the default types. It can go underwater.
Unfortunately I'm not sure how I would implement redstone controls for airships. I'll have to think about it.
As far as protecting airships, one possibility is to use Lockette. You can use that to make a door that only the pilot can open. That provides physical protection in public spaces. You would need something to prevent someone from just breaking through the walls, but you would need that anyway.
Because Lockette is just sign based, it will move with any Movecraft ships. Unlike, for example, LWC, which will not.
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Posted Feb 24, 2015I have a couple of suggestions to make this even more awesome than it already is:
To make this a little more immersive, how about Redstone input like levers that can control the cruising & ascend/descend signs, if they are on a block with a Redstone input, say. Also item frames can 'rotate' items in them, so the helm could be further improved by having an actually turning wheel. Just some ideas.
I also wish you could add usernames to the vehicle signs so that people could protect their own vehicles without literally having to anchor them down in their own land.
Also, How do you allow an airship to also go under water if it wants to? I have an amphibious one which I would like the hull to go underwater.
Kind regards
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Posted Feb 24, 2015@mwkaicz
Yeah, just responded. Sorry for the delay, we were having an emergency at work.
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Posted Feb 24, 2015@Loraxe42
Please, check PM
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Posted Feb 24, 2015@GodsDead
Yeah, cannons move with the airships now. The best way to track the changes is to watch the youtube videos as they come out. The channel is here: https://www.youtube.com/user/BaccaYarro/videos Just look for the videos pertaining to Movecraft. When I come out with major new features, I will generally make a video showing them.
Also, if you look at the PMC site: http://www.planetminecraft.com/mod/movecraft-reloaded---loraxe42s-fork/ There are two things that may help. First, is just the documentation. When I add a new feature, I will put it in there. /rotateright was overlooked though, sorry about that. It's in there now.
But the second thing that may be more helpful is the update logs on that page. That lists every update to the plugin, and what it entailed.
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Posted Feb 24, 2015Im loving the new addition of Cannons Support, I have been using the cannons plugin for years alongside movecraft, Im stoked you have implemented these working together, what implementation have you made? Does it update the cannons plugin with the location of the cannon every time you move a ship?
Also, is there some detailed documentation of everything that's updated? I tend to find out things like new commands via comments! I had no idea /rotateright existed. Will these commands get their own permissions in future releases?
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Posted Feb 22, 2015@Formula350
So that it can be easier for the next person to find, and since this post will likely fall off the front page soon, where had you checked so I can update it? I'll update the permissions section here now.
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Posted Feb 22, 2015For anyone else who was having problems with players not being able to do commands, and were unable to find mention of it anywhere (if it's on the PMC page, it goes down far too often and didn't see it on the Google Cache version), after digging through a ton of the source code I FINALLY found it.
Permission:
- movecraft.commands
Access To:
- - /release
- - /pilot
- - /craftreport
- - /cruise
- - /cruiseoff
- - /rotateleft
- - /rotateright
(Note: /manoverboard appears to be given to everyone by default)
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Posted Feb 21, 2015@Exagerate
I'm afraid the answer probably won't be satisfying. It may not be theoretically possible at all, and even if it was it would require Chairs to write an API, and Movecraft to implement it. In short, a lot of work.
If I'm perfectly honest, chairs support is pretty low on my list. It's purely cosmetic, and doesn't look good on video. So I don't have a reason to do it for my Airship Pirates video series, and it's not completely necessary for pure plugin functionality.
On the other thing you mention, I think I made a mistake in making it create those airship.craft and airskiff.craft files if they were not present. I'll change it so that it only does that the first time, when it creates the types directory. Too much hassle for server operators that don't want to use airships.
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Posted Feb 21, 2015Hey, Managed to get to the cause of the airship issues earlier. It was regenerating an airship file (in lower case) which I eventually just decided to manipulate myself and abandon my own.
I have a new question, I can't get this to work with Chairs Reloaded- i've spoken to that developer about it and thought I would raise the question here too. Is this something you support or something that they have to fix on their end? Currently the chairs move but the players don't.
Kind regards,
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Posted Feb 21, 2015@mwkaicz
Give it a try now, I think it should be there. I keep having this recurring problem where if I don't specify who authored a commit, it goes in as this KodekPL user. Then I get versioning problems when I later commit as myself. It's very frustrating.