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 21, 2015@Loraxe42
There is missing async folder on github, could you please update repository? I Would like to fix hovering and finish harvesting function.
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Posted Feb 20, 2015@Loraxe42
Epic work as always! Client crashes got to be a complete headache!
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Posted Feb 20, 2015@mwkaicz
MovecraftView sounds awesome! Yeah I thought about barriers, but then it would not work with pre-1.8 clients. If it helps, the block isn't actually there. It's a fake block that is only seen by the player that is moved.
If I was going to change anything with the tools, I think I would change the Movecraft one. I've used a feather before, some people like using a compass.
I haven't worked on the hovering code, its not something I really use often so it is a lower priority for me.
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Posted Feb 20, 2015@Loraxe42 I know about option to change a tool ID, but for what? We have another plugins which are using blaze rod and etc. for another things. And cleaning cannons which something like pickaxe doesn't looks good :) Second point is that many players know these plugins from another servers and when you change a default tool you are sentenced to eternal explaining what they should to use :)
The glass block: what about replace it with barrier? A temporary hole looks still better than blinking of a texture.
Did you rewrote a hovering method? There was a forgotten bug around going throught small obstacles when hoverLimit was > 0. In some cases obstacle goes throught edge of the craft. (Not tested now, only what I remember from old tests)
P.S: I Started to work on MovecraftView v2.0, it will be completely in HTML and JavaScript (one page app, without PHP) which allows viewing a craft-files and also generation of new craft types and sets of materials, which will be easy to apply to more crafts.
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Posted Feb 19, 2015@mwkaicz
On the tool, fortunately both Movecraft and Cannons supports changing the tool to something else. So you can just pick one and change the tool to something else.
The glass block is intentional, and prevents "rubber-banding" where your client thinks you are falling when the craft moves, but the server knows you didn't. It may be a little annoying, but it is probably worth preventing the old situation where you would repeatedly fall off and then pop back up as the ship moves.
Yeah, I'll have to think of an easy way to prevent excessive manoverboard notifications.
@robotnikthingy Actually you can do that now. The feature you want is cruisonpilotvertmove, and is described in the documentation on the planetminecraft page. To go straight up or straight down, set cruiseskipblocks to -1.
Another interesting effect you can get is "cruise missiles" that will follow gradual changes in terrain, but impact with an abrupt change (IE: a building or a ship). The feature for that is canhover and hoverlimit.
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Posted Feb 19, 2015First observations from Cannons plugin support:
- there is sad conflict with default tool - stick it's used by both plugins (sometimes it could be useful, but usually it isn't). When you are piloting a craft and you want to reload you need a stick for cleaning the barrel. Maybe disable cleaning while you are a pilot?
- while craft is moving, there is blinking a glass block in the floor under player.
+ no more signs on the barrel :)
to man-over-board warning: what about some delay and double check before spam? Now you get a message everytime when you jump down (2 >= blocks) on the board.
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Posted Feb 19, 2015I have a feature request.
Would it be possible to put a sign on movecraft vehicles (such as missiles) which tells it to move upward and forward at a certain rate when launched? Or just tells it to move completely upward
This way, missiles can be launched from the ground and would rise up into the air, great for attacking ships in the air, or launching a villager to the moon (lol). It could also be used to launch rocket artillery in an arc motion if keepMovingOnSink is set to true.
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Posted Feb 19, 2015@Loraxe42/BaccoYaro (love your very informative videos, and of course the Airship series) Now, it seems that the problem has reversed, as the newest build works fine...without the Cannons Plugin, but with it, it still has the problems i described earlier... i can cofirm that my server is running X73, and it was previously X71, which i assume was the bad build you mentioned
EDIT: i read up on the craft files, and now its working fine!! damn tabs...
...
EDIT2: problem solved.... either i had an older version of cannons, or it had something to do with the order in which i installed the plugins, but its all good now :D
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Posted Feb 19, 2015@ThatPolishKid
I had a bad build, and it did exactly what you describe, where you can pilot but not move. It happened if you did not have the cannons plugin installed
It was only posted for a few hours and I removed it as soon as I figured out I had screwed it up. Is it possible you got this bad build? Could you redownload the newest one?
If you can get me a copy of your .craft file I can probably tell you what was wrong with it. Its usually something like having a tab where you shouldn't have it, or not formatting the numbers correctly.
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Posted Feb 18, 2015The newest build that i can find, 3.1X73 seems to have broken utterly, at least on 1.7.10 Cauldron Server.... I have all your types in as a test, and while i can successfully pilot the ship, it remains unresponsive to stick and sign commands. It doesn't move when i click with the stick, nor does the helm sign rotate the ship 90 degrees as previous versions did. nor does Cruise or Direct Control work... please help? on a secondary note, i have attempted to modify the .craft files of various crafts in order to enable blocks from the Archimedes Ship Mod, by placing their block IDs in the allowed blocks section and, in some cases, the fly blocks, in order to integrate these to awesome pieces of software, however, whenever i do so, i get a .craft parsing error, and the .craft file fails to load... could you possibly add support for modded IDs? also, amazing mod!! makes all my ship to ships combat with friends possible, thank you so much!!!
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Posted Feb 17, 2015I found a bug where turrets were being removed from their parent crafts like Torpedoes now are. The effect was humorous, though unfortunate for the poor warship captain watching their turrets float away...
I uploaded a new version with this fixed.
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Posted Feb 17, 2015@Exagerate
You can use the bukkit /reload, but I'm afraid there is no config reload at this point.
EDIT: Check to see if it re-created the airship.craft file. The plugin will create that file if it doesn't exist, because I got tired of people not following instructions and asking why it didn't work when they didn't place any .craft files in there.
Although now I'm beginning to think that may not have been wise. Although I suppose people that don't want airships (or airskiffs) can simple not allow perms to them.
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Posted Feb 17, 2015@Loraxe42
Thanks mate, you're a legend with the timely responses.
The files don't have the same craft name but I wonder if it's possible that it is picking up the old Airship craft that ships with the plugin? (Which I deleted to make my own Airship). Neither crafts of mine have the redstone block & size requirement that the plugin seems to be after.
Edit: I found an error in the console as the server started up, I then fixed this error by fixing up some indents & newlining some of the .craft config lines. There are no more errors and I also updated the plugin to your latest version.
The issues I still have are incorrect block requirements for the Airship (Redstone Block, it wants, which none of my craft configs ask for) and it still wants to be a minimum size of 1000 blocks.
Also do you have a config reload command?
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Posted Feb 17, 2015@Loraxe42
Cannons support! Yes! I have been using these two plugin combination for about a year now! Thank you!
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Posted Feb 16, 2015Muahhahaha YES!
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Posted Feb 16, 2015I have posted a new version of the plugin. Here are some of the new features / fixes:
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Posted Feb 16, 2015@Exagerate
Make sure you don't have more than one .craft file with the name attribute (NOT THE FILE NAME) of airship. If you made changes, but those changes were not reflected in the game after a restart or /reload, then that is sometimes the reason.
Also, you and: @RedstonePancake should both check for errors on server startup. Something to the effect of "error parsing craft file".
If that does not fix RedstonePancakes issue, I'll need more information. What type of ship were you making? PM me a copy of your .craft file. Etc.
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Posted Feb 16, 2015Some strange bug we've noticed in the latest release: • Airships are saying "You need a minimum of 1000 blocks" when in the airship.craft it is set to minSize: 10. • The same craft is telling me "Not enough 152" (redstone block) when there is nothing to denote that in the craft file.
Running Spigot 1.8. Is it just me?
Fantastic plugin otherwise.
Kind regards,
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Posted Feb 16, 2015How do I add stone slabs onto my ship? It keeps on saying craft is obstructed. And blocks me. HELP
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Posted Feb 16, 2015@Pitsols12
Thanks! Yeah, I'm afraid you have found some limitations that are hard to counter. Best I can suggest is what you have already thought of. Either a smaller payload or a lower overallsinkpercent.
Rams work, you can just make them out of obsidian. But they work best as one-shot devices, or simple implements. I had a guy make a ram for knocking down city gates, and that worked ok. But the overall problem is that it removes colliding blocks from crafts so it doesn't keep trying to move them. So and the end of the collision, the ram is no longer being piloted, because all of its blocks have been removed.
EDIT: oh, and the TNT fuses are a minecraft thing, and I would prefer not to change them.