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 Apr 25, 2015@aberts10
I may have to use ether movecraft or this for cars... i've been working on a Citylife rpg where you can build city's and towns and get different careers such as Mechanic, Cop, Judge, Doctor, Merchant. The issue is for the mechanic job that i was hoping to use Ucars to make cars that only mechanics can build and sell to players, But because of the lack of permissions in ucars i may have to use movecraft or ships to make cars that i can give permissions to mechanics that only allows them to build cars..... Can you make cars in ships or not?, and can i make it so it requires special blocks that you can craft using a plugin such as customcrafting?
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Posted Apr 23, 2015@KoalaHazToast
Yes. If you go into the configuration then you can change the max number of blocks for each ship type
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Posted Apr 23, 2015Is there a limit as to how many blocks a ship can be for it to work? I am playing on a server with a friend and he has made a fairly large boat and I am attempting to make it into a Ship using the plugin. However after making the sign that creates the ship and adding all the other necessary signs, it does not work. I have made other ships and the only contradicting detail between those and this boat is the size, as this boat is very, very large.
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Posted Apr 23, 2015@aberts10
I'm sorry to hear that. I'm sure we will miss you in the ships community.
You can always download the alphas of ships 5, Ships 5 full release will not be much more laggy than the alphas.
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Posted Apr 22, 2015I've stopped using these plugins because they lag down the server, but hopefully the new Ships 5 will fix the Lag issues that Movecraft and ships 4 have.
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Posted Apr 22, 2015Ships Update
(04/22/2015)
Its that time where I tell you about this weeks preAlpha and what to expect in the next one. Im currently on holiday and have been for this week, so this weeks preAlpha got released a little bit earlier then normal. Im on holiday until the 20th so the updates should be bigger then normal.
Currently Ships 5 is up on MoseCraftbukkitPlugins as a first generation prerelease for those testers out there, however it is out of date because I work on Ships 5 every tiny bit of free time I get, so you can experience it asap.I will do a Ships 5 update every week from now on until its full release.
Please note
Ships 5 Alpha 1 release will be available to download a little later on today on MoseCraftbukkitPlugins and after it gets approved on Bukkit, But in this update note, I will be talking about the first Alpha.
Ships 5 Update
So first of I want to say it has been a busy week for me, college and work both collided at the same time so i lost a week of my free time that i would have spent on programming Ships to doing paper work, but I have managed to do a tiny bit of updating and a small chunk of testing, im doing the final bit of the small chunk testing before i release it to the public.
This Alpha release of Ships 5 is the first of many. The main idea of Ships is in this release with a few added bonuses that you saw back in Ships 4.
I have now allowed Ships to boot up without WorldGuard (didn't in PreAlpha 3) being on the server but the cost was the custom flag support has now gone, but it will be returning as a separate plugin that hooks into Ships, like the Towny support.
I have fixed a few bugs that you saw in PreAlphas for Ships 5 and now have added permissions to a lot of features in Ships 5.
I have changed a bit of the API around and I will be releasing source code for every major update of Ships 5 until release, after release it will be in the unknown, but I do plan to release source code for the full Ships 5 when it is released.
Sorry about this and last week on the update note, i know I didn't release this update last week but I was busy and didn't have time to do anything, this time round, i managed to get some done but not a lot but it is here.
This is a full alpha, not a prerelease
This is a full alpha because we have had almost all known bugs patched, and no others have been found since last patch. The two bugs we have found is AutoPilot still does not work and the track tool still does not save any extra data.
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Posted Apr 16, 2015Sorry about the weekly update and ships alpha 1. I have been working all week with the exception of today and last night. I'll tell you something, I learnt a long time ago, not to program drunk or with a hangover, there has been a small amount of progress but it is no where close to a new version. So this is the ships update news and there will be no ships alpha 1 release this week. I do go back to college starting Monday so old update procedure will go back to normal.
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Posted Apr 13, 2015@MoseMister
Sorry for the late reply. I upgraded to Pre Alpha 3, and the last issue has been fixed. (I used to have the newest version of 4) But a new issue has arrived, when I move an airship, it duplicates a furnace and then it stops working. To get the airship working again, I have to break the furnace. This happens every time it moves. THIS HAS FIXED ITS SELF but I am worried it might happen again. Here is a paste bin link to the error message in console: http://pastebin.com/a7Dd4NP7
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Posted Apr 9, 2015I cannot find the engine!!!
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Posted May 5, 2015Engine is a dropper
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Posted Apr 8, 2015@Digger105
Can i ask what version of Ships you are using? I changed a lot of the code for plugin supports in the betas (you wont get if you clicked the top download) and its completely changed in Ships 5 (in preAlpha on my own website).
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Posted Apr 8, 2015Having trouble flying my marsship, I own the server and I am an op but it said I don't have permission to fly in the faction area? ships.bypass.factions doesn't work. I'm using bPermissions and I put the permission in default. Please help!
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Posted Apr 8, 2015@MoseMister
Thank you!!!
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Posted Apr 8, 2015Ships Update
(04/08/2015)
Its that time where I tell you about this weeks preAlpha and what to expect in the next one. Im currently on holiday and have been for this week, so this weeks preAlpha got released a little bit earlier then normal. Im on holiday until the 20th so the updates should be bigger then normal.
Currently Ships 5 is up on MoseCraftbukkitPlugins as a first generation prerelease for those testers out there, however it is out of date because I work on Ships 5 every tiny bit of free time I get, so you can experience it asap.I will do a Ships 5 update every week from now on until its full release.
Ships 5 Update
So Ships 5 PreAlpha 5 went public on Sunday morning. In that update I had fixed a few issues including the Linux environment problems and the classic vesselLoader issues. I got the AutoPilot to sort of work, it will automatically go the right place but once it gets to the right place, it will either keep rotating, move back and forth or just state that it 'must be in air' so that needs to be fixed.
This update need to bring in something that is new to Ships 5 (may have been in Ships 4) that works completely, and there is. Ships 4 came with a few plugin hooks and well, Ships 5 now has most of them. WorldGuard and WorldBorder can now be hooked just like Ships 4 did. Towny did not make it into Ships 5 yet, thats for next update. Factions now has a new type of hook im calling FactionsHook 2.0, this allows more admin control by allowing vessels to travel through faction areas if they are set in the config, this also means you can now fly though WarZones and safeZones if you enable it. There is also a new hook, this plugin hooks into WorldGuard very well. This new hook is WorldGuardCustomFlags. So you can add a flag to allow vessels to fly though your region by a single command.To gain access to the support, you will need to restart your Ships 5 config if you have used any of the preAlphas before. In PreAlpha 3, The API has been stabilized so all developers who wish to hook into Ships 5, you can. There are events for you and more API to come.
In the next update, a small amount of code is moving around to group everything together correctly (also makes the code better to look at). I had fixed the fuel issue where the fuel count would get to 1 and not remove the last one. I have added the burner to the airship. In the next update, Ships 5 has support for ShipsTownyHook (need to restart Ships 5 config to gain access to it). I am preparing to complete all code for all vessels that will be in Ships 5, and fix the bugs currently in them. This next update should be a full alpha.
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Posted Apr 8, 2015@JaffaMC
Ok, this is very simple to fix. In the configuration there will be a option called defaultWaterLevel. Lower this the amount of blocks high these 'towers' are. That should fix the issue.
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Posted Apr 7, 2015Hey, I've been using this plugin and I've noticed that whenever the ship moves,it spawns massive towers of water behind it. What's the cause and how do I fix this? (Using multiple versions)
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Posted Apr 2, 2015@aberts10
thanks for presenting your findings, can I just ask, was that using Ships 5 PreAlpha 1 or 2?
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Posted Apr 1, 2015Ive done a test, While ships is a lot more buggy, ships is faster, movecraft is better in resource savings, but also causes tremendous lag that cannot be fixed, ships seems to cause a lot less lag, while being much more buggy.
Overall after ship's bugs are ironed out ill make a switch to ships. For now, im not using any plugin like this, as my server is a 1.7.10 Train server with Bkcommons, TrainCarts, and MCTS.
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Posted Apr 1, 2015Ships 5 update
04/01/2015
Currently Ships 5 is up on MoseCraftbukkitPlugins as a first generation prerelease for those testers out there, however it is out of date because I work on Ships 5 every tiny bit of free time I get, so you can experience it asap.I will do a Ships 5 update every week from now on until its full release.
Current Status
Ships 5 preAlpha 2 is now out on Mose Craftbukkit Plugins for everyone to download. In that update i added the Materials/RAMMaterials list with the subID support. Not only that I have added support for the vesselLoaders and I had made a very experimental version of the classicLoader for Ships 4.1 files (i will talk about this in a moment). I had changed the API just a tiny bit.I have also added a few more command, but mainly with this update I have improved stability throughout the Ships 5 plugin.
I have been working on Ships 5 after I posted that release, In these changes I have fixed all the bugs with the classic loader that I have found so far, I have also started work on the autopilot command, It has the ability to go completely wrong so dont expect prerAlpha 3 to be a big update.
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Posted Mar 31, 2015@aberts10
I don't know until i do a face to face comparison.
My guess would be that it depends. Because both Movecraft and Ships are event driven. My guess would be that Movecraft is faster then Ships when its not doing anything (as in when no vessel is moving) but the difference between that would be so small it would be barley noticeable, My guess when moving a vessel would be that Ships wins in performance but it would be barley noticeable with the smaller ships but like I said before, i don't know.
Your best bet is to compare them yourself, You can always grab the latest Movecraft from there page and you can grab the latest Ships 5 PreAlpha from my website (click the image about that says 'Mose Craftbukkit Pluigns' to get to my website). I wont be doing a speed test until Ships 5 is out and I have the spare time to do it.