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 6, 2014I'm sure that all parts are connected to each other ... Each time i place a sign .. it gives me a difference result .. but all is around 4400 blocks And does it matter where i put the sign ? .
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Posted Feb 6, 2014@GodsDead
For the retractable sails, it's a ship within a ship method. you make each individual wool sail a separate ship class called "sail" and move them into position before you pilot the "ship".
The sails would have be only allow wool as to not hook into the other ships materials.
@calicokid1
If you can script block interacts with denizens it should be able to to pilot movecraft ships. I don't know if denizens would needs perms to do it though i could try this out when i get home.
@EdwardHowl
Are you sure your 9958 blocks are all connected face to face, you could have a part of the ships connected at corners or edges that might make it look like it's connected but really isn't.
Also can your server handle detecting more than 4000 blocks? (i know it's stupid, but my server fails to detect ships any larger that 1,000,000 blocks because it just doesn't have enough power. I did that by allowing all blocks, including air, i was essentially piloting the whole world :D)
@mwkaicz
I use ranksign's permsign feature, to allow my players to purchase licensees (movecraft.craftname.pilot/rotate/etc) to each ship class. the bigger the ship the more costly the license. Of course some crafts are locked by rank as well.
@GodsDead
As for the number of ships piloted at any given time... find the most amount of blocks you server can move safely (for me it was about 10,000 without incurring any sort of lag) if you are constantly planning on having 20 players moving ships, make your craft file hard cap at 500 blocks. that way you can safely move 20x500 (10,000) blocks at any given time. This is also affected by ships speeds and cruise features, the slower the speeds the less server intense, so you could maybe increase your blocks limit per ship. and if you're not constantly having 20 players move ships you could increase the cap as well and cause some lag if ever the 20 player flying ships does occur.
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Posted Feb 5, 2014Hello.I hope you guys can give me some advice about my little problem : My server only recognize 4401 blocks while my ship ( [ship] type ) has 9958 in total ... I tried to replace the sign a couple of times but the result was the same ... .. and sorry for my bad English :)
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Posted Feb 5, 2014hey loraxe42 just saw that people are wanting to be able to limit what others can do in movecraft as far as how many ships are being used. i also posted a feature request on the github for this but if you guys were to make this plugin script-able to where a person could make their own script for how many crafts people can make then that might take care of the issue. i was also looking to have this added into depenizen so that i could make denizen control and pilot a craft. if you guys could add then in then that would be great. then i could make an npc control a craft and make quests using this plugin. it would also be a great way to make animations within script to bring more life to minecraft. anyways just thought i would throw it out there since i havnt heard back on my post from the github. anyways keep up the good work! =)
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Posted Feb 5, 2014@Loraxe42
Awesome, Thats how I presumed Movecraft worked, I was just worried that once users have hundreads of ships all over the world things would start to get glitchy and a mess/overloaded, how about a maximum number of ships that can be piloted at one point, If I had 20 people all using ships at the same time, would this put strain on the server?
I only recently, re-released my server and am taking it slow with the movecraft plugin, giving it away to only specific ranks at present, But one flaw at present is not being able to release a ship without usin the command /release is this a bug? It would work much better just having to click the ship sign again.
I didnt even know retractable sails was an option in movecraft! Is this all contained within movecraft? Or a seperate plugin? The documentation for movecraft is a complete and utter mess, there is no structure and thing are outdated and missing! I would gladly re-write the entire thing If I understood everything about it! I wrote this write-up today http://piratemc.com/information/ships-cannons/ to try and explain to users how to use a ship, yet im not sure I have missed something.
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Posted Feb 5, 2014@GodsDead
I'm afraid there is no "or" option at this point. Would probably be a good idea for a new feature. I haven't heard from AJCStriker for a few weeks, but when he gets back and gets the new build out that might be what I work on next. You could use seperate .crafts like you said, but it would be a hassle.
Understand that until you right click the command sign, a "ship" is just a bunch of blocks. So there is no way to restrict how many ships someone can make, because you can't stop someone from arranging blocks in a certain pattern in Minecraft. You only have control after they right click the command sign.
To require sails on all boats, one quick and dirty way to achieve this is to require a certain percentage of wool, which people often use for sails. Another really cool thing you can do is make sails that deploy. IE: in port they are stowed in the hull (or underwater beneath the hull), but you right click a "Move:" sign to deploy them on the mast. It's hard to do with really big sails, but worth the effort for the effect.
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Posted Feb 5, 2014For a water based [ship] I want to make the required blocks be 50% Wood Plank or 50% Oak, Would I have to create a second ship .craft file for this? or is it possible to do this inside the same craft file to have the required block one or the other?
Is there any way of restricting the amount of boats people create?
If I wanted to make all boats have to have sails, Would I just set the required blocks and the percent needed?
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Posted Feb 4, 2014Bit of a suggestion/idea. For the forum would it be possible to add a place for players to share their .craft files?
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Posted Feb 4, 2014@EvilWitchdoctor
I'm not sure if this is what you are looking for, but I have considered creating a "Shipyard", which would essentially allow users to purchase pre-designed airships for a set price. For example, a small fighter for 20 emeralds, or a large warship for 200. This would not be part of the plugin, it would be completely separate.
It would be a structure that you would put in your world somewhere that would use WorldEdit and commandblocks to facilitate the purchasing and construction of the ships. They would come from schematics, which could be customized per server.
I originally thought of this as a larger "arena" type system I wanted to make. I realized that what I really wanted was other people to fly warships and fight against, but it is hard to find people willing to do that (at least on my server).
So perhaps if I made an arena where you could fight airship to airship, and be rewarded with currency you could use to purchase airships outside the arena. Airships within the arena would be free, or very cheap. I dunno, what do you guys think?
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Posted Feb 4, 2014@WolfeBersahd
He probably think creating a list of .craft file from defined .schematic files
As I know flyblocks are not optional properties, there must be something as you describe below, you must use one of allowedBlocks with range 0-100%.
p.s: we have over 50 types of crafts at this moment ... but they are separated by users groups ;)
@EvilWitchdoctor
this is not little future, but a bigger one if you want use another plugin
By my opinion:
- all requests to add dependency on another plugin (f.e. WE) will be denied from plugin Manager (he has good reasons for it)
- I can made /movecraft list or something like /crafts which will return allowed list of crafts by players permissions ... if AJCStriker will agree.
- I have almost completed my PHP script which shows all allowed crafts with all properties you can check beta version: MovecraftView ... craft files are loaded directly from Movecraft/types folder, but in this example is used filter to limit count of showed craft types on this page. (code will be published on github during this month)
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Posted Feb 3, 2014@EvilWitchdoctor @EvilWitchdoctor
I'm not sure what you are asking here? Are you saying you want the plugin to detect a pre-constructed ships model and only allow that specific model to count as a ship? If lets say one block on that ship were to be out of place it wouldn't count as a ship anymore? I doubt it'd be a small feature.
On my server i have 3 pre-defined submarine type ships, 5 boat type ships, and 10 airship type ships with varying block requirements. it's easier that way cause it give players a bit more freedom in design. it is a sandbox game after all.
@keizermark @Loraxe42
I just tried removing the flyblock line and the "async task generated and exception" error occurs.
I kept the flyblock: line but remove the requirement below, and the "async task generated and exception" error occures
I added a flyblock requirement of 0.0 to 100.0 of an allowed block and the ship works. even without the required block.
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Posted Feb 3, 2014EDIT: It doesn't need to be a worldedit schematic or anything, just a file that has a list of pre-defined ships that are allowed
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Posted Feb 3, 2014Could I put in a small feature request? If it isn't too much work, it would be nice to set a ship/aircraft based on it's schematic, not the block it's made up of, for example, it needs to match a saved schematic on a list in order to count as a ship. thanks ;)
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Posted Feb 3, 2014@keizermark
It looks like it can't handle not having flyBlocks in the .craft file. I had never actually tried it before. Could you test putting in at least 1 flyBlock, but perhaps with a required percentage of 0.0 and a max percentage of 100.0? Not sure if that will have the desired effect or not.
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Posted Feb 3, 2014I get this error when i try to use my own .craft file!
My .craft file Here
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Posted Feb 3, 2014@Loraxe42
The Lighting Issue; I for one have banned light sources off all my ships. But, I've allowed unlit redstone lamps to fly, and made lit redstone lamps forbidden blocks. I've also changed the forbidden block warning in the language file to be "You're ship is locked, by Obsidian, or a lit Lamp."
On a side note.
I've had the weekend to test the Beta Movecraft and everything is working better than fine. We've not encountered a severe issues with anything yet.
Collision explosion does act a bit weirdly depending on the blast resistance of the colliding block. The higher the projectiles blast resistance the lower the overall damage output.
Here are a few examples we're played around with.
Using a block of coal (Blast Resistance 30) torpedo with "collisionexplosion: 4" it can barely break a logs, glass and wool, but fails to break planks.
Using a beacon (Blast Resistance 15) torpedo with "collisionexplosion: 4" does about half the damage a regular TNT would do, about a 2 block radius explosion that breaks through stone and planks.
Using a leaves (blast resistance 1) torpedo with "collisionexplosion: 4" does a wide explosion that can takes of 1 layer of about 4 block radius of stone but has no punch through power like beacons.
Using a TNT (blast resistance 0) torpedo with "collisionexplosion: 4" does the damage "collisionexplosion: 4" should do since it isn't inhibited by the block's innate resistance.
Although a large TNT missile, upon impact, primes the other TNTs and creates a rather spectacular scatter shop.
This could either be genius or a bug. I say this only because you could make a layered missile with TNT at the head to punch through something and have a shell of a slightly tougher material enter through the newly made hole, and explode inside priming the TNT within the shell causing spectacular damage.
I'd also like to point out that blocks with many orientations (chests, leavers, door, trap doors) don't like being turned using the [helm].
Trap doors are the most stable and only fall from the top of the block to the bottom. not a big deal, it doesn't effect my ship building at all but it could to some.
Doors rotate their orientation depending on the orientation of the ship. If that door was placed facing east when the ship faces north, and the ship rotates south the door woulds still face east. instead of west. (180 degree turn) I've also noticed this with chests where the change position relative to ship placement but not orientation.
Levers behave a bit like trap doors and door. they don't always reset their orientation and sometimes (rarely) pop off. But then sometimes they act just fine with no issues. it's fickle.
Anyways, I'll start more destructive testing this week and see what i can find.
Excellent work and keep it up!
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Posted Feb 2, 2014@Loraxe42
I'll try that but it tends to murder my permissions plugin! XD Say one bug I've spotted: When I have a trapdoor placed on the top half of a block (works well in this one tiny corner of my ship) the plugin places it back on the bottom half of the block after the ship moves. It also doesn't seem to like doors being closed... Weird little quirk :) I've kind of settled on Speed 1.0, skip 20. When I put the craft into cruise I just issue the /release command to stop it. It does make me cross the seas at a reasonable rate. Do you like suggestions for features by the way? I have a few ideas that could be cool.
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Posted Feb 1, 2014@Elfsovereign
no craft type reload, however the bukkit /reload works for me. Thats what I use when I'm testing .craft changes.
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Posted Feb 1, 2014Say one more question: is there a command to reload the craft types? It would be much easier than restarting the server after each edit.
Thanks
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Posted Feb 1, 2014@Elfsovereign
Yeah, I am very anxious to see what Minecraft has for teleportation in 1.8. Of course, Bukkit has to support it for it to be any good for us. But it sounds very promising. The static teleportation has been a constant thorn in Movecraft's side since its inception.
Overall the best recommendation I can give, other than an actual Teleporter craft, would be to have a high cruiseSkipBlocks and a low speed. 1.0 / 65 seems excessive, but maybe play with 3.0 / 20? Dunno. Let me know what you come up with, I love to see what people do with the plugin.