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 Sep 30, 2014@FlOppythp
Hard to say, if you find out please let everyone know. At a quick glance I would say it might work or it might not, depending on how they implemented their materials.
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Posted Sep 29, 2014@inxiya
Here is a video that may be helpful:
https://www.youtube.com/watch?v=O7bienkL4jA
It's basically the same system, except used to make buildings that collapse due to damage. Just change the triggering device to be a button you can push, and, of course, change the coordinates of the automated piloting command to be somewhere on the targetting balloon. Or ship in your case. Hope that helps!
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Posted Sep 29, 2014How do you make unmanned crafts like the target balloons from the Airship Pirates series? I want to test the "sinkability" of my ships before I let people join my server. Thanks :)
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Posted Sep 26, 2014@FlOppythp
Yeah, I should probably add some functionality like that. I'll add it to my list. Right now development is on pause until the API for 1.8 comes out. That feature would be pretty easy to add, so expect it fairly soon after I can start writing for 1.8 (probably Sponge if anyone cares)
On that note, since development of the 1.8 version will take a while, I have developed a Movecraft-like airship system that works in 1.8 using NO MODS OR PLUGINS at all. Just command blocks in vanilla 1.8 minecraft single or multi player.
The airship can rise, descend, turn, cruise forward, and consume fuel. It also has living areas, a water ladder system so you don't have to land to explore the terrain, and a private cargo area that persists through rotations. You can see the video demoing it here:
There is a world save there too.
So if you want to use airships in 1.8 before the APIs become available, now you can.
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Posted Sep 26, 2014@krysius
I have already compiled a list of all allowed blocks ready to copy & paste with each block name and the right spacing that might prove handy, I have converted all my craft files to use it. http://piratemc.com/minecraft-json-id-list/#indented
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Posted Sep 24, 2014@krysius
Cool usage, thanks for sharing it! Looks good, too.
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Posted Sep 23, 2014I use
Notepad++to edit most of the stuff.Never had any trouble with it untill now. As most of the allowedblocks have 3 spaces before the "- 35 #wool" in the example .craft files,
Notepad++deemed it a suitable solution to align the new one (- 66 #rail) with a tab, rather than the 3 spaces.Got rid of it by manually overwriting it. Works like a charm now.
Again thank you! :D
Result: Railroad Switch!
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Posted Sep 23, 2014@DanSpedey
Yes, no problems with UUIDs. Although to be fair its not because I did anything, but rather because I rely on other permission plugins to do the heavy lifting.
@krysius
There shouldn't be a problem adding a rail to the .craft file, I bet something got screwed up in the formatting though. It's a YML formatted file so, for example, it doesn't like tabs. If you check your server console on startup you may discover an error when it tries to read the .craft file.
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Posted Sep 23, 2014UUID compatible?
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Posted Sep 23, 2014Heya,
Love the work you do.
Used it to get this spaceship up and running :D
As you can see in the corner, i'm a fan of rollercoasters. And i'm trying to make something with movecraft that includes rails. Yet everytime i add the - 66 #rail to my .craft file there goes something wrong. I get the following error: "An internal error occurred while attempting to perform this command"
Is there a way that i can include rails?
Thanks in advance. :)
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Posted Sep 23, 2014@Romanovski
Nope, only WorldGuard right now. Towny's API proved uncooperative. It might change, but it would have to be after the rewrite.
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Posted Sep 23, 2014Towny compatible?
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Posted Sep 16, 2014@astraxrazor
Yes, that is on the list. It may be a while, though, as the current legal troubles with Bukkit/Spigot have halted Bukkit development, so the plugin will now need to be re-written in something else.
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Posted Sep 16, 2014Hey i have a question:) I m the owner of an Dead Space based minecraft Server. So it takes place in space. I want to build big portals so the player can fly with their spaceships through the portal and get teleported. The important thing is that the ship also shoud get teleported. Can you please add this feature to your plugin ? It woud be so great. Greeting astraxrazor
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Posted Sep 14, 2014@cwp_aus
Sure, no problem. Just change the "name:" entry in the torpedo.craft or launchtorpedo.craft file
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Posted Sep 14, 2014Hi Loraxe, I have a question which is probably not physically possible but I don't loose anything by asking anyway. I'm part of the admin team of a server which is trying to do a medieval factions type thing, and I had the idea to use the plugin for moveable siege equipment things like catapults and more important to this question, ballistae.
Basically what I was wondering is, is it possible to rename the torpedo's within the movecraft files something else yet have them function the same? While it's not a huge issue moving siege equipment with a sign saying torpedo just seems a bit odd ya'know?
Anyways thanks in advance, Cwp.
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Posted Sep 7, 2014@TylerS1066
The big problem with remote signs on unpiloted crafts is limiting the scope of how far the plugin has to search to find the matched sign. Since the search scope is currently limited to the craft the sign is a part of, the search doesn't take too long. If it had to search every block in the entire world, the search would give the server would have a heart attack.
I thought about making it use a coordinate system like the rmove signs, but what if the sign is on a subcraft which rotates, screwing up the relative position of the sign? I'm afraid I don't see any other simple solution to limit the impact on the server yet still match up the sign to it's intended partner every time.
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Posted Sep 7, 2014Could you add a option in the config for Remote signs to work when not on a piloted craft and leave it up to the server owner if he/she wants to enable/disable this feature (default would be that remote signs need to be on a piloted craft)?
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Posted Sep 4, 2014Just so you know, Craftbukkit may be unavailable, but Spigot's jenkins is still up and running. md_5 has lawyered up and is ready and willing to challenge Wesley's DMCA takedown, which it seems Mojang weren't supportive of. There will be some breathing room before this all hits a court, if ever. Keep plugging on, and we'll all weather through this storm. On-Topic, the latest Movecraft is awesome, and no longer leaves my oceans lit with ghost lights. I've taken to exploring & looting a sand-flooded Cityworld via a movecraft helicopter (modified aircraft), and it's been great fun. Thanks for all your hard work!
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Posted Sep 4, 2014@william258963
I run into that from time to time, and I usually recommend they set themselves as an OP, which usually works, then I recommend they use more simple permissions, like giving the default group Movecraft.*, then I usually never heard from them again. So far this has happened 3 times. Please let me know what your problem ends up being, assuming you are able to get it resolved.
@SethexGS2
There is not, but its a fairly common request. It's on my list to get done, assuming the legal issues with Bukkit/Spigot get resolved.