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 Jul 20, 2014@NateTheGreat676
Since that's not Movecraft related, and I don't want to clutter this board more than we already have, let's move this conversation to a PM
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Posted Jul 19, 2014So How do i exacly put The Goliath and the test range in my server do i put it in the Server Run but if thats what i have to do it then how do i bring them up in my server? and is there a way to delete my old world edit because it say i cant be cause its opened in another program i just dont get if you dont know how its alright
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Posted Jul 19, 2014@NateTheGreat676
Thanks, I'm glad you liked the videos!
Its important to use the correct version of WorldEdit because it, like Movecraft, has to be built for specific builds of the Minecraft server. And it doesn't have CompatibilityMode :)
If you don't have the right build it will screw up the signs and dispenser orientation, among other things. I use the 1.7.9 spigot server, so I use this version of WorldEdit:
http://dev.bukkit.org/bukkit-plugins/worldedit/files/55-world-edit-5-6-2-jar-only-for-bukkit-1-7-9/
Here is a link to the latest TNT cannons I have a tutorial schematic for:
http://www.minecraft-schematics.com/schematic/2344/
I have made more advanced designs since then. The best guns I've made so far are the ones on the Goliath, found here:
http://www.planetminecraft.com/project/fully-functional-air-battleship-royal-navy-goliath-for-movecraft/
But you will have to take apart the airship to see how they work.
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Posted Jul 19, 2014and what world edit do you use?
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Posted Jul 19, 2014I think this might be the last thing the tnt cannons wont work and can you give me the link that i can download them from?
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Posted Jul 19, 2014i watched them all Great Tutorials you showed every thing i never remembered fuel though and i like the airship pirates one
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Posted Jul 18, 2014@NateTheGreat676
You can simply set fuelburnrate to 0.0 in the craft file, that will eliminate the fuel requirement. Alternatively, fuel is simply coal or charcoal placed in a furnace anywhere on the ship. You just need a furnace, and to put coal or charcoal into it.
Just curious: Did you watch the tutorial?
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Posted Jul 18, 2014Plus i make an Airship and it say `The craft is out of fuel!` i dont even know there was fuel if you could can you guide me through making a fuel i tank i guess please?
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Posted Jul 17, 2014@NateTheGreat676
If you used an old build, it is probably from before they were implemented. They are a fairly recent addition. You could use the newest build with the compatibilityMode: true setting in config.yml
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Posted Jul 17, 2014Also Torpedoes wont work if you could please help me out
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Posted Jul 17, 2014Thank you so much!!!
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Posted Jul 17, 2014@NateTheGreat676
A possibility is that you are using a version of Bukkit/Spigot that your version of Movecraft is not optimized for without setting CompatibilityMode: True in the config.yml. To get a release that is optimized for 1.7.9, and has other newer features and updated documentation, go here:
http://www.planetminecraft.com/mod/movecraft-reloaded---loraxe42s-fork/
We are still waiting for AJCStriker to update the version on this site, so until then use the above link.
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Posted Jul 17, 2014My server is working correctly but the plugin say i have created a ship when i made one i clicked went into direct control mode the it would not move i would really like some help
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Posted Jul 17, 2014@Samkee00
Not really. If I have an automated ship system and I want to stop it at a certain point, I usually just put a block there to stop it.
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Posted Jul 17, 2014Is there a way to get a ship to stop when it reaches a certain coordinate (x or y)?
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Posted Jul 16, 2014@serpental
That's weird. I don't think I've ever seen the helm sign not work. Could you get me your latest.log from your logs directory? You can open an issue here:
https://github.com/msummers123/Movecraft-3/issues
And if you can post a dropbox link or some other link to download the log file, I can get it that way. Alternatively, I can PM you an email address you can send it to directly.
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Posted Jul 16, 2014I just updated movecraft kept almost everything the same just deleted the old jar put in the new one. I also deleted the old types folder and replaced it with the new ones to add cars and stuff quicker and now its just completely stopped working even helm doesn't work
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Posted Jul 13, 2014@robotnikthingy
Actually that's in now, but you need a newer version than you will find on this site. We are still waiting for AJCstriker to merge the changes into this site. Until then, go here: http://www.planetminecraft.com/mod/movecraft-reloaded---loraxe42s-fork/
Which has an updated build and documentation. Look under "Features and Customization" for "ExplodeOnCrash". Torpedoes "sink" at the end of their flight, so this would work for them.
@dragonzrmetal
Yeah, I'm afraid the best you could do right now to go up a 2 block increment would be to have a hoverlimit of 1 instead of 0. However that would also make it possible for the tank to hover above the ground
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Posted Jul 13, 2014Hi Using canHover set to 0, I've been making tanks. However, canhover only lets a vehicle jump one block at a time, and it has to be the bottom block of the vehicle that moves up a block. For example, I made a test tank like this:
http://imgur.com/40OtBTd
Normally that vehicle would be able to climb over a 1 block increment, and because of the shape of the tracks, it should be able to climb over a 2 block increment, one block at a time.
However, I carved the ground out in between the tracks and gave the tank a tail. After this, it wasn't able to climb the 1 block increment because the bottom block wasn't the one colliding with a block increment.
Is this intentional, or just how your plugin is coded? It would be nice if you could change it so that a hover vehicle can always climb up increments one block at a time, regardless of which block is instigating the collision which results in the vehicle climbing in altitude.
The reason this is a problem is because I tried to make a tank which could climb steep increments more than one block high by using a tank tread in that shape, but it won't work because of how the plugin detects block collisions and altitude increases in response, only allowing the craft to climb up a block if the bottom block of the tank undergoes a collision.
I hope you can understand what I'm saying, it is hard to explain. It would be great if future versions of the plugin could work around this problem. Thanks for your time.
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Posted Jul 13, 2014could you add an option for falling vehicles to explode on impact with the ground? This would be good for missiles and torpedoes, which currently harmlessly fall to the ground when they stop moving
also, an option to explode on impact with entities would be nice as well