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 Nov 13, 2013@Loraxe42
I am using a Mac OSX 10.9 and was able to use The Unarchiver to open it... I downloaded the utility from the App Store for free. When running it didn't give any idea what the problem was.
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Posted Nov 13, 2013@db7363
I heard that from one other person, but they eventually got it working and I never found out what the problem was. There must be some difference between when you guys try to open it and when I open it on my computer. Are you using Linux perhaps? What application are you trying to open it in?
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Posted Nov 13, 2013Every time I download the template zip file, it is corrupted... Can you take a look at this? Thanks again for a great plugin!
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Posted Nov 13, 2013@Loraxe42
That would be perfect, thanks!
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Posted Nov 13, 2013@robotnikthingy
What an interesting idea! How about this:
CollisionExplosion: 4.0
If present in the .craft file, then any time the craft collides with an object, every block that would otherwise collide has an explosion at its location of the magnitude indicated. In this example, a 1 block wide torpedo or missile would have a single explosion of the magnitude of TNT going off. A 4 block wide torpedo would be the same as 4 pieces of TNT going off.
I could even see people making "baka bombs" and "kamikaze" aircraft with the same mechanic. Or if you want a more hardcore server, make it so any collision of any aircraft results in an explosion (and possible sinking). Since in the real world aircraft collisions rarely end well. Imagine a massive warship ramming another as a desperate attempt to bring the enemy down with them. I like it.
I am up against a deadline where I need to get all the changes in by this Friday. But this is small enough I bet I can fit it in.
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Posted Nov 13, 2013Could you possibly make it so that craft explode if they hit something, it would certainly make torpedoes easier to make, and missiles
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Posted Nov 13, 2013@skinnydude
Cool, glad it worked. Thanks for the edit letting me know what happened.
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Posted Nov 12, 2013I got this error trying to run on 1.6.4. It happens when I right click the sign with the stick. I also have world edit installed.
2013-11-13 01:45:10 [SEVERE] Could not pass event PlayerInteractEvent to Movecraft v3.1.37 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at org.bukkit.craftbukkit.v1_6_R3.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:190) at net.minecraft.server.v1_6_R3.PlayerInteractManager.interact(PlayerInteractManager.java:373) at net.minecraft.server.v1_6_R3.PlayerConnection.a(PlayerConnection.java:630) at net.minecraft.server.v1_6_R3.Packet15Place.handle(SourceFile:58) at net.minecraft.server.v1_6_R3.NetworkManager.b(NetworkManager.java:296) at net.minecraft.server.v1_6_R3.PlayerConnection.e(PlayerConnection.java:116) at net.minecraft.server.v1_6_R3.ServerConnection.b(SourceFile:37) at net.minecraft.server.v1_6_R3.DedicatedServerConnection.b(SourceFile:30) at net.minecraft.server.v1_6_R3.MinecraftServer.t(MinecraftServer.java:592) at net.minecraft.server.v1_6_R3.DedicatedServer.t(DedicatedServer.java:227) at net.minecraft.server.v1_6_R3.MinecraftServer.s(MinecraftServer.java:488) at net.minecraft.server.v1_6_R3.MinecraftServer.run(MinecraftServer.java:421) at net.minecraft.server.v1_6_R3.ThreadServerApplication.run(SourceFile:583) Caused by: java.lang.NullPointerException at net.countercraft.movecraft.listener.InteractListener.getCraftTypeFromString(InteractListener.java:206) at net.countercraft.movecraft.listener.InteractListener.onSignRightClick(InteractListener.java:104) at net.countercraft.movecraft.listener.InteractListener.onPlayerInteract(InteractListener.java:50) at sun.reflect.GeneratedMethodAccessor11.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) ... 16 more EDIT: I didn't download the ship files. Once I added them, it worked.
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Posted Nov 12, 2013@xion87
Interesting error. It looks like an entity was added to the world while the asynch task was running. It looks like this happened when you tried to move the ship. I ran into a similar error with someone else that ended up being that their server was more sensitive to asynch world edits than mine. What server are you running? Are you running any anti-cheating or lag-removing plugins? I ask mostly for my own information for future troubleshooting in case I run into something similar in the future.
I bet the underlying cause is the pistons on that ship. They are all cosmetic, and they cause all kinds of problems due to the messy way Minecraft handles pistons. I saw some weird entities being created in my tests, but I was able to just ignore them most of the time. Try removing all the pistons and see if the problem goes away.
EDIT: I wonder if this could also be caused by firing the main guns while you move. Firing the main guns while moving can have all sorts of bad side effects, not the least of which is blowing all your cannon emplacements sky high >.> I'll put a notice on the schematic site telling people not to fire while moving.
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Posted Nov 12, 2013-
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Posted Nov 11, 2013I finished a gameplay video showing a submersible pirate airship ambushing and sinking a corvette. I found some cool music for it, I hope you like it. There is a link to download the schematics for the airships involved beneath the youtube video.
http:www.youtube.com/watch?v=fNT6yL_gByE
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Posted Nov 10, 2013@xXBondc007Xx
The exact permission it checks is:
movecraft.CraftName.move
For example, if I have a craft type called an Airship, you would need the following permission:
movecraft.Airship.move
Does it work for OPs? If not, some other plugin may be intercepting stick clicks. If so, you can change the PilotTool to something other than a stick.
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Posted Nov 10, 2013Whenever I use the permission nodes that are listed, my users can't use a stick to allow the craft to move. However they are still able to pilot it and use the Cruise and Helm signs... Any ideas of what is going on?
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Posted Nov 8, 2013Brilliant video, that sinking mechanic is pretty amazing!
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Posted Nov 7, 2013@SurvivalXXX
3.1.36 has finally made it through the approval process. This is a big update, with alot of cool new features to play around with. So I made a video showing how to use the new cruising, fuel burning, and ship sinking. I had also received alot of questions about how to build submarines, so I used a submarine and torpedo attack to demonstrate several of these systems. To skip the boring stuff about building submarines and go right to blowing a ship out of the water with torpedoes, skip to 12:55 in the video:
https://www.youtube.com/watch?v=3nMT1-dycYQ
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Posted Nov 6, 2013This is amazing!.
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Posted Nov 5, 2013@Loraxe42
I seem to remember the thread pool size being a variable in the Movecraft 2 system, however I can't remember if it was a config variable in Movecraft 3.
If it isn't I might drop it back in.
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Posted Nov 5, 2013@comped
It is. In fact I've been thinking of adding more map update threads, but I am undecided. MCstats shows the vast majority of servers running Movecraft have 4 or more logical processors, so I know they could utilize more threads. But I don't see performance as a major concern anymore. If you guys see performance as still being a major concern let me know. For my server we don't seem to have problems except with sinking big ships, and turning big ships. Neither of which happens very often.
EDIT: just realized this changes dramatically once you have the cruise system. Our server has the cruise system, which allows ships to move much faster without updating the map as frequently. So lag becomes less of an issue. You guys should get the new build any day now, which will introduce that among other things.
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Posted Nov 5, 2013Is movecraft threaded?
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Posted Nov 4, 2013@supersean62
Look up the bukkit plugin MCDocs or MCDocsPlus it allows you to write all your own help files. This is probably what your looking for.