Ships
Ships

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Looking for Dev builds?
Dev builds give off new features and bug fixes before they are officially released, however these features and bug fixes may not have been tested as much as a release on here
Old page:
I am testing this new page out. I am aware of some parts that are missing such as ship types, but please say if there is anything that you wish to see. I plan on making a FAQ's that includes common questions such as how to change ship requirements.
If you want to see the old page, it is here
Video tutorial
Ships 6 changes
Ships has gone through many changes, Ships 6 is the latest rewrite of the plugin. The latest rewrite fixes multiple bugs found in the root of previous versions of Ships.
Features
Moving ships
As the name of the plugin suggests, you can create your own ship and move it with just a single click.
Works with all blocks
There is a fully-fledged list where you can configure every block to react differently for the ships, including being able to add a block type to interact with Ships, detect it as a collide, and even not react at all.
Teleport to ships
There have been many requests to be able to teleport to ships for not only this plugin but others like it. This feature has been added to Ships, however, if it is something you do not wish, then you can disable to command by not adding the command.
Falling Ships
Ships will fall/sink if requirements are not met, this could be done through your own interaction such as running out of fuel, or by something else such as a TNT explosion.
Ship types
| Airship | Link |
| Ship | Link |
| Marsship | Link |
| Submarine | Link |
| Plane | Link |
| Hybridship | Coming soon |
Move the ship:
In Ships, movement is done by signs. You can see all signs here
Collide types:
| Name | ID | Description |
|---|---|---|
| Detect collide | DETECT_COLLIDE | If Ships detects this block in the way of a ship moving then the ship will not move with the error of this block being in the way |
| Material | MATERIAL | Material means that you can build a ship out of this block and the Ships block detection system will detect it as part of your ship |
| Ignore | IGNORE | If Ships detects this block in the way of a ship moving then the block will break and the ship will take its place |
Permissions
| Permission node | Description |
|---|---|
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ships.cmd.info |
Allows the player to use the command '/ships info' |
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ships.cmd.blockinfo |
Allows the player to use the command '/ships blockinfo' |
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ships.cmd.shiptype.create |
Allows the player to use the command '/ships shiptype create' |
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ships.cmd.config.set |
Allows the player to use the command '/ships config set' |
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ships.cmd.config.view |
Allows the player to use the command '/ships config view' |
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ships.cmd.blocklist.set |
Allows the player to use the command '/ships blocklist set' |
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ships.cmd.blocklist.view |
Allows the player to use the command '/ships blocklist view' |
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ships.cmd.ship.track |
Allows the player to use the command '/ships ship track' |
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ships.cmd.ship.eot |
Allows the player to use the command '/ships ship eot' |
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ships.cmd.ship.crew |
Allows the player to use the command '/ships ship crew' |
| ships.move.own.ships.airship | Allows a player to move own airship |
| ships.move.own.ships.watership | Allows a player to move own ship |
| ships.move.own.ships.marsship | Allows a player to move own marsship |
| ships.move.other.ships.airship | Allows a player to move anyones airship |
| ships.make.ships.airship | Allows a player to make a airship |
| ships.remove.other |
Allows a player to destroy anyones ships sign |
Developers:
Looking for a development wiki? maven/gradle dependencies? or something else relating to ships or translate core? Take a look at the getting started wiki
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Posted Mar 2, 2014@ThunderStar2000
Yes .... You can change what is and isnt supported in the config, set the material to false to make it unsupported and true to make it supported
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Posted Mar 1, 2014@MoseMister
Is it possible that I'm getting the messsage because the block i am using isnt supported?
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Posted Mar 1, 2014beta users
the ships beta 2 is going down temperately on Sunday, should be back up Monday ... dont know what time this will be going up and down but i need to work on the server the beta connects to, to check if the beta is closed or not.
if all goes well for all tests after the server is back online (on Sunday) I maybe able to get it back up and running faster then expected.
sorry for the inconveniences, the versions posted here will still work fine
Mose :(
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Posted Mar 1, 2014@nashoxx
please before you post a error check both commen errors and full error list.
this is to do with when the vessel is too big for the server to handle, it shows this error
'Ships.ShipMaping.MapingBlock(ShipsMaping.java:307) [?:?]''
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Posted Mar 1, 2014Getting these:
Skipped 1014 lines due to rate limit (30/s) 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlock(ShipsMaping.java:307) [?:?] 01.03 15:24:00 [Server] INFO at Ships.ShipsMaping.MapingBlo
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Posted Mar 1, 2014@fuzyfeet
ok thanks ... ill look into it a bit more
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Posted Mar 1, 2014@MoseMister
WorldBorder is meant to stop players from going outside where the admin wants them to and one of the ways is teleporting, the default is simply a push back. Maybe if it's possible there could be a way to hook in as have it so vehicles can't pass the border. That way if it's set to teleport, at least the ship is still retrievable.
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Posted Mar 1, 2014@12hkjj
if you look in the to-do list you will see i am trying to make this plugin compatible with factions .... its currently going badly.
as for world border ... i have not seen that plugin in action, however i think someone said it to me before .... if its what i think it is (when a player reaches the edge of the boarder it will teleport them) then it is impossible to make such a thing with the current coding in bukkit .... however like with most things there is a way around it. the way around it would be for the plugin to save what the vessel looks like in every way, then make it so the whole vessel acts like 1 massive entity .... this is what AdvancedShips has been planned to act like .... on the other hand after talking with some java programmers, it seems it will take a god lot of code to even make the vessel move using this method
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Posted Mar 1, 2014Mose Any Chance You could make the plugin comatable with world border and factions? the owner of minegusta wants a airships plugin but dosnt want ppl usng the airships for ramming and destroying bases to raid or even ramming spawn. but he mostly wants it compatable with world border so peoples ships dont fly off the map. plz try making this happen it will make your plugin more usefull on pvp servers
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Posted Mar 1, 2014@ThunderStar2000
No, that waring means there is something in the way ... If there is nothinf in the way check if there is anything close to being in the way
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Posted Mar 1, 2014Hey MoseMister, my ship won't sail! Whenever I right-click my enine, I get the alert "[Ships] Obstacle on the engine course." Is it possibly because I have placed my engine at the back of my ship? Please let me know how to fix this, I want to sail my ship!
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Posted Feb 28, 2014hey guys i have been busy for the last 2 days, so i have not been able to keep you guys up with the latest news.
not much to say really ... ships 3.3 beta 3 fully works bar the bug of it not seeing the burner for the airships ...
i will be trying to get some coding work done over the holidays, however it is unlikely that will happen.
sorry, Mose
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Posted Feb 26, 2014@xmybu
Hehe, thanks for your use of the plugin and apreacation.
I hope this plugin keeps giving me the spark i need to keep throwing new ideas into the plugin
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Posted Feb 26, 2014I want to thank MoseMister for all his work on this plugin. Seeing a large plane overhead moving in Minecraft is great. It's even better when it proves to be useful.
Today I used my plane to transport 20+ horses to my horse ranch which was over a 1000 blocks away. Seeing a lot of horses looking out of the plane windows was amusing!
I set the plane fuel consumption rate to 0 in the config file so I didn't need to worry about refueling all the time. The biggest problem was with the wheel (rotation) sign. At one point it wouldn't do anything no matter what I tried. Then it started working but trying to rotate with the horses onboard caused one of them to die. Guess the horse ended up in a block and suffocated. Luckily for the sake of my young daughter I had just saved everything beforehand so reverted to the save. After that I gave up using the wheel. Instead I moved the engine sign to face in the way I wanted to go. Hence the plane moved sideways. Not ideal but better than dead horses and an upset daughter!
Overall I am very impressed with this plugin. Thanks again for all the hard work.
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Posted Feb 26, 2014im testing 3.3 beta 3 for you guys .... if you are wanting 3.3 beta 3 ... expect more bugs then ever .
XD The first test i did (moving a airship) didnt work
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Posted Feb 25, 20143.3 beta 3
i have talked a lot about this beta, just simply because it changes how the plugin works from the admin side so much.
anyway i am soon to release it to the public, when my testers either dont say anything about it in the next 2 days or i get the all clear from at least one of them, or i finish 3.3 beta 4 in time. If you are one of my testers ... no hints or anything.
i dont want to release a broken file to you guys, thats why i get as many testers as i can to concentrate all testing on the one i wish to release (some of my testers are on servers that get some people on ... making them essentially testers as well as my main testers). however like i said before we can not test compatibility with every computer/ server and computer/server environment (e.g plugins and spigot). we are sorry for that, however i need your help here to find these and report them. when i ask for more detail ... dont take it the wrong way, its just i need more info.
anyway if my testers dont give me a all clear by tomorrow, im wasting a day testing this plugin myself instead of my testers.
before any of you say release 3.3 beta 3 as part of the open beta ... we will test it for you, i dont want to release as a beta when its bug here bug there .... it is not professional (i know i dont go professional anyway) and well ... does not seem right.
i go though this stage with all my plugins; Development -> Alpha -> Beta -> release
if it reaches release but im still unsure about it, ill release it as a beta here, otherwise it goes to my testers ... but open beta means it goes to you guys when its sort of stable
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Posted Feb 25, 2014@Drazhar753
not many people pester me, and you are not one of them.
detecting if they have disconnected is not the impossible bit .... its the override method when the server crashes. And then i dont know how to make a override method in java. by my understanding it is possible to detect weather someone is near a ship by grabbing the location of ... say the ships sign (not every block because the plugin will need a lot of ram if i did that) then get the location of the player, if the player is within ... say 15 blocks of the ships sign, then the user is on the vessel. However im not sure if that would work.
my main priority's (in order) for this plugin are: fixing bugs speeding up the plugin updating plugin to higher craftbukkit adding new features to stop people from getting annoyed adding new features to keep the plugin a fresh new feel
sadly the 'detect if player is on vessel' is not a high priority.
and persides, if that code did work, i would not be able to write some code to change the EOT sign, unless the EOT sign has a Id on it that is different on every EOT sign
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Posted Feb 25, 2014@MoseMister
Just quickly going back to what you said "i would need a override method that worked in a way that would detect that the player has disconnected when on a vessel, then to turn off EOT using the override method." Is it not possible to create a method that detects whether or not the player is aboard the ship when it moves? Instead of trying to detect if they have disconnected, so if the player falls off it stops too.
I understand you have higher priorities within the plugin atm, and that is fine, I am just trying to give feedback, do not want to seem like I am pestering you :).
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Posted Feb 25, 2014@Sjoeo
whats the error message on your console (if there is one)?
should be one unless you did not put both ships.jar and configcreator in the plugins folder
also i guess you are using 3.2.4 however you could be using the beta of 3.3 (i do not recommend to people who have not used this plugin before)
so my question is, what version are you using?
bootup
bootup is where a plugin runs a method of code that allows the plugin to bootup. this can go wrong sometimes if user errors occur or if another plugin stops the bootup
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Posted Feb 25, 2014I doesnt work for me