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 |
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| 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 Jun 8, 2014@MayorMike
@endlessnumber
well ....
I am updating MoseCraft-Core so all the YML files are your UUID (so if you change your name your data is not losses - and makes the /ships Update command work).
Ill check the location data (should be getting the player and not the player on the sign) however it should not be saying that 'The ship is too big!' for no location.
btw, i believe one of my testers has 13 or more letters in his/her user name (i dont minecraft with them, they all have there own servers that they get the users to report bugs ... i think)
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Posted Jun 8, 2014@endlessnumber
I an confirm this has happened to one of my players as well.
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Posted Jun 8, 2014Hi Mose,
Been a while, I am trying to update my server to 1.7.9 with latest version of ships/cannons. After this major update I was planning to help you try to fix the chest bug. However there is one very important bug with Ships 4.0.2 which is very trivial to fix, that I ask you to fix immediately. My Minecraft name is 14 characters long (let us say it is ABCDEFGHIJKLMN) and apparently this is too long!! I guess your testers all have names of 13 characters or less. How do I know this is a bug? When I make a ship on my test server, MoseCraftCore saves the data for my ship in two separate YML files. The Block, Fuel, Speed data end up properly in "ABCDEFGHIJKLMN.yml", however the Location data ends up in a truncated YML file "ABCDEFGHIJKLM.yml" (the last letter is cut off!) This results in me getting an error "The ship is too big!" when trying to move a 50-block wool ship because of this mistake in the MoseCraftCore data files. I performed the exact same actions using a 5-character handle "VWXYZ" and all data was saved correctly in "VWXYZ.yml".
I know for sure this is the reason, I made sure to check all of the debug options and every possibility before writing this report. Please PM me as soon as you have a fix so my players can continue to enjoy your hard work! :)
Endless
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Posted Jun 8, 2014Is it possible to add a /ships reload command? It would be quite helpful instead of relaoding the entire server :3
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Posted Jun 7, 2014Cannons update
Cannons 2.2 has been released, Cannons 2.2 does not have ships support plugged into it. This is because there was a miss understanding of what both plugins needed to (essentially) talk to each other.
I am designing a new update to ships that will be able to talk to Cannons if Cannons wants to talk.
Cannons will work on ships however the Cannons will not be registered being on a vessel, meaning you wont get the aiming correction.
Ships 4.0.2
something has gone wrong again with breaking signs. If you are a OP and you are the owner of the sign, then you can not break the sign, however if you break the block its on then it will fall off.
Ships 4.0.3 and Ships 4.0.3 backwards
Ships 4.0.3 fixes a few bugs found in Ships 4.0.2 and will add the Cannons support ready for cannons to be updated to add the aiming correction.
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Posted Jun 5, 2014I fixed it, the boat has to actually be in the water.. I didn't do that because older versions made the water level get all messed up. Thanks for help.
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Posted Jun 5, 2014@Psiclone01
Try razing it (using the altitude sign to make it go up) then try moving it (try when your something like 12 blocks of the ground)
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Posted Jun 4, 2014Hey, can you inform me why my ship keeps telling me there is an obstacle in the course? http://imgur.com/a/FIOJq I know the design isn't finished yet, I was just trying to make sure it was working but it won't move. It can turn all day but won't go anywhere.
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Posted Jun 4, 2014@MoseMister
So far 4.0.2 is working nicely. I have yet to see errors.
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Posted Jun 3, 2014@MoseMister
Sounds good. Thank you :3
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Posted Jun 2, 2014@MayorMike
no, 4.0.1.1 fixs the name error ... but thats it.
4.0.2 has a few more new features to go wrong. I have just updated MoseCraftbukkitplugins (link at top of page) so you can now download ships 4.0.2 early
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Posted Jun 2, 2014@MoseMister
Unless I missunderstood what you are telling me, 4.0.1.1 still has the name error.
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Posted Jun 2, 2014Thanks to some very resent comments (MayorMike = bug fixs | CommodoreAlpha = new features) i have produced 2 new updates (only one will be released based on time) 4.0.1.1 and 4.0.2. If everything goes correct you will only see 4.0.2 (unless you do the 'get non approved link thing' with bukkit to get 4.0.1.1) however if time goes wrong you will see both.
4.0.2
new features
this allows players to add/remove subpilots to his/her vessel
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Posted Jun 2, 2014@MayorMike
I've been stuck at collage all day (then my bus was 2 hours late) otherwise I would have created a update by now
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Posted Jun 2, 2014@MoseMister
Haha, that's fine. I'll just inform my users that it will not work correctly until an update is out. Thanks for the info! :D
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Posted Jun 1, 2014@MayorMike
Really .... I made thesame mistake 2 times .... This is a bug found in ships 3.2.6 where I made one mistake in the code that made it check the opposite thing ....
Ill fix it in the next update.
@CommodoreAlpha
Well it depends on what version we are talking about. Ships 4 (the one I think your talking about) loads the ships data by going into the players unique yml file, then goes into the name of the ship, from there it grabs everything.
Ships 3.1.6 and lower just uses the [ships] sign to check if its a ship or not
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Posted Jun 1, 2014@MoseMister
No, no, your grammar is fine. I would just like to thank you for being really thoughtful in your post (and for responding to mine point-by-point, which I ought to do in my own lengthy comments). :D
I do have a lingering question though. So what you're saying, is that when a ship gets recorded into a database, it is only known by the player-owner? In other words, the owner of the ship is its only "identifying tag"? Because I originally thought that you stored ships as "unique structures," and just required that each "ship" had a player-name attached to it. (In the former, a ship's existence depends entirely on ownership; in the latter, a ship's existence is independent, although usually comes with ownership.)
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Posted Jun 1, 2014When anyone makes a Ships sign, they can't break it but they can break other player's Ships signs. Strange...
Ships version: 4.0.1
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Posted Jun 1, 2014@CommodoreAlpha
ok, im going to replay bit by bit.
I have typed this is wrong, the 'users' are supposed to be in brackets indicating that they are the "top priority' (they are now and always have been in my eyes).
This is a idea I have not thought about, and here is the first problem; MoseCraft-Core (Where all the per-Ships data is stored) import code is
This means I need a player name and a 'known path'. If I dont have a player name, I can not store unique data for the ship. I know your thinking 'why dont i integrate both MoseCraft-Core and Ships together so i dont need that code' or 'Im the owner of both, why dont I change the code'. Both of those options will be impossible to keep user interaction as simple as possible.
I do like the idea of this, however, I can not think of anyway of doing this without lowering the amount of server usage from this plugin (I dont want this plugin to be high demanding). Because of this I may make a addon to MoseCraft-Ships that does this.
My current teacher gives long feed back so im used to reading long reports giving detail in every corner. I dont blame you, I want to give everything in long detailed reports but .... a lot of people dont like it, thats the only reason why i dont.
Sorry about my grammar.
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Posted Jun 1, 2014I really don't mean to come off as offensive (and I'm just asking out of curiosity), but what do you mean by "top priority" when you say this:
Also, and sorry if there's any sort of misunderstanding as I'm still using a fairly dated version of Ships, but I think the ship-owner system could be improved. From what I'm seeing right now, it works in two steps:
The result is that ships which are recorded as ships (and are thus affected by the plugin) can only exist as such when they are created and subsequently owned by a player. To me, this sounds like an intuition-based, rudimentary system for establishing two things: an ownership system and a ship-recognition-by-database system. I believe it to be rudimentary because it treats the two concepts as one system, when in fact, they're two very distinct concepts and should be treated as two systems (although they do go hand in hand).
I think it would be better if a ship could (as in, have the ability to, but not be required to) exist as a ship without owners. Basically, a ship can be a "structure" which moves, and doesn't require owners to do so, because the thought of this is actually somewhat absurd. When a player creates a ship, they automatically add themselves as an owner - and a player cannot touch a ship they do not own that is at the same time owned by others.
This way (treating the two concepts distinctly) would allow for a ship to have multiple owners (of course, they wouldn't be able to evict each other), and allow for "neutral" ships. There's two kinds of "neutral" ships I've in mind. For the sake of convenient naming, I'll call it "weak neutrality" and "strong neutrality".
Ships with a "weak neutrality" are ownerless, can be operated by anyone, and can be "captured" by anyone. That is, anyone (who has permission to own/capture a ship to begin with) can capture the ship. Ships with a "strong neutrality" are "server-owned" (so not personally owned), can be operated by anyone, but cannot be "captured" by anyone. Essentially a public ship with a "capture-lock" on it.
So now, when it comes to "reading" for ship-structures, no longer will the process be like the one above, but rather more like this:
Sorry my suggestion was a bit long, but I needed to explicate all my points. Thanks for taking the time to read this anyhow.