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 Aug 27, 2016@ebe0025
just click this link and paste it in there, then after you click the "paste" button send me the link. (I would recommend setting the expire date at 1 week or more)
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Posted Aug 27, 2016@MoseMister
I don't understand where I send the config?
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Posted Aug 27, 2016@ebe0025
can you send me the ships config (even if you have not modified it). Please use paste (found at the top of this page in the Bukkit navigation bar) to maintain the format of the config
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Posted Aug 27, 2016@MoseMister version of my craftbukkit is 1.10-R0.1 and version of Ships is 5.0.1.9
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Posted Aug 27, 2016@ebe0025
What version of Ships are you using (please dont say the latest) and what MC is your server targeting?
use
/ships infoif you are unsure about the ships version
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Posted Aug 27, 2016I need help... Materials.yml don't have anything.. I tried to write Materials list (https://dev.bukkit.org/bukkit-plugins/ships/pages/configuration/) but the plugin don't appreciate that.. help me! http://imgur.com/a/EarkE
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Posted Aug 27, 2016@MayorMike
that is strange. Can i see your config file (even if you have not modified it)
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Posted Aug 27, 2016@MoseMister
Fortunately, yes. /Ships Info and other like commands work as intended.
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Posted Aug 26, 2016@MayorMike
that is strange, but like i said the Romaq, you should not listen to the number values that come from the messages, they are wrong. I need to reprogram the whole VesselType section to get them working, but 1 question, are you able to run commands such as
/ships info@Romaq
Im not sure when ships 5.1 will be ready, been working on my personal life (getting ready for uni) in the free time i have, ill try and get that .schematic file to you asap.
@zyyapp
this is currently where Ships 6 is at. however that is SpongePowered programming. Bukkit is getting Ships 5.1 though
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Posted Aug 26, 2016I need ships 6 where is it.
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Posted Aug 24, 2016Thank you for your time! Condolences on Ships 5.1. I'll need to hold off until the weekend to do another try. I'm working 11 hr days, 5 days this week, then I'll need to take time in the weekend for spending time with my wife, getting groceries and so on. But a .schematic file of a working ship under the default settings would be great! Then I can save one copy while seeing how to break the other one to make more what I want and... hopefully not break THAT one. :)
Cheers!
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Posted Aug 24, 2016Having an odd issue where players make AirShips, and there is no response. No codes in console, no messages to the player. Nada. Even does this to me with me and * permissions.
Marships have similar issues, but instead it always tells me I need more daylight sensors to the point where it claimed I needed 787, even after changing the percentage below 10.
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Posted Aug 24, 2016Delays
This is party my fault, I had been saving Ships 5.1 to my local computer, no backups. and well, my PC bluescreened due to "lack of power" (even though the charger was plugged in and is on almost full charge ...) and it corrupted the two most modified files so much that they are now empty files .... so im having to essentially start right back from the beginning
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Posted Aug 24, 2016@Romaq
Hey, sorry about the huge delay, we had a internet outage for a while. I have a default look for airships, ill see if I can give you a world edit schematic file for it. I think it looks good but it all depends on your taste.
Like I said, the messages don't always give the correct results, I am trying to fix it for 5.1 release. And believe me, even if ships were easy, vanilla minecraft may not have it, they don't have per world inventories or anything like that.
Non of the plugins you listed will affect the Airship required values, so I don't know whats going on. The way Ships tracking works, it would be very difficult to add such a command. Ships 6.0.0.0 that would be very easy to do, just saying.
glowstone is not part of the ship by default due to the fact it is a natual occurring block in MC, however if you find it in the Materials list and change the value to "1" that should work. As for the snow, it should be by default set to RAM (2 in materials list) meaning it should not do that, the airship should move no matter if it has snow on it or not.
Based on the fact it is still occurring, i'll see if I can send you a brand copy of grief protection hook and Ships, just to be on the safe side. As for Ships Lock maybe not working with the 1.9 version of Ships. That version is the exat same version only will not crash on 1.9, the way plugins hook into one and another are the same in both the 1.9 and 1.10 versions, so ships lock will work.
Ships no longer talks to cannons so cannons will not be a issue at all.
@ebe0025
could you rephrase your question/statement?
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Posted Aug 23, 2016Fixed a bug where the materials list would clear itself Fixed a bug where "Ships sign can not be found" message would occur
the bug is stay... I can't work to 1.10 ;-;
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Posted Aug 20, 2016If someone has schematic designs for "These Airships actually work with the defaults AND look cool", that would be a wonderful thing to share.
I got it to work by making a box open on the top and bottom. Looked like total crap, but it worked. I added a few blocks, we went over the limit telling me I needed "241 wool". Thinking based on MoseMister's advice, perhaps I could just cover over the top so it wasn't to the sky looking straight up. Now it claims I need 600 wool.
Tracking shows "bedrock all the way up". I'm going to include a list of plugins below. I'm not sure which ones might be confusing the plugin so it does not properly count woolblocks sometimes. I'm not upset, if "ships" or "movecraft" where *EASY*, I'm pretty sure it would be in Vanilla. It isn't. There is a reason. :) But I do want to take a hammer and smash out the bugs. Let's make this happen. :D
AddLight-3.1.2.jar AlphaChest-1.17.0.jar AutomaticInventory.jar Autorank-3.8.4.jar~ BelovedBlocks-1.1.jar BetterBeds.jar BetterEnderChest.jar BetterShops.jar BlockParticles[v1.9.5.1].jar Cannons.jar Chairs.jar CoreProtect_2.13.1.jar craftbook-3.9-SNAPSHOT.jar CreeperHeal-6.8.1.jar dynmap-2.4-SNAPSHOT.jar Dynmap-Essentials-0.91-SNAPSHOT.jar Dynmap-WorldGuard-0.90.jar EnjinMinecraftPlugin.jar Essentials-2.x-SNAPSHOT.jar EssentialsAntiBuild-2.x-SNAPSHOT.jar EssentialsGeoIP-2.x-SNAPSHOT.jar EssentialsProtect-2.x-SNAPSHOT.jar EssentialsSpawn-2.x-SNAPSHOT.jar FarmLimiter.jar Glizer3002-1.9.jar~ GriefPrevention.jar GriefPreventionFlags.jar GriefPreventionHook.jar Gringotts-2.9.jar HolographicDisplays.jar HolographicExtension.jar HorseTpWithMe1.4.9.jar JDynmapGriefPrevention_251.jar KickFromClaim1.4.3.jar LightAPI.jar LogViewer.jar MCBans.jar mcMMO.jar mcMMOAction.jar PlaceholderAPI.jar PowerfulPerms-4.0.2.jar ProtocolLib.jar SBChairs.jar Ships.jar ShipsLock.jar ShipsNoCollide.jar SilkSpawners.jar SimpleSuffix.jar Statz-1.3.1.jar TimeFold.jar Vault.jar WorldBorder.jar worldedit-bukkit-6.1.3.jar worldguard-6.1.2.jar
I can't think of anything that should be "unhappy" with wool being counted as "wool", especially for the fact it worked before I made a very few minor edits.
[Type]Airship [BlockCount]932 [Max/Min BlockCount]3750/1 [Location]X:-51 Y:160 Z:212 [FuelType]COAL:-1 [Fuel Total]64
I don't know if it is possible, but it would be very handy to do "/Ships sign lift" or have "track" show diamond block instead of bedrock, "So... what exactly *ARE* you counting as 'lift' here?" Or that may not be the right approach, and as you said you are working to release Ships 5 which may make this whole thing irrelevant. And that would be fine, I can wait. I'm just trying to learn what I can for the product in front of me.
If it is raining, and thus snowing at higher altitudes, this is a problem. Glowstone is *not* counted as part of the ship when I do /ships sign track, however torches *are*. If that's just a config issue, that's cool. I've not tried to insert glowstone into there yet, and I've not played with ships lanterns. I do not want mobs to spawn on top of my balloon. Glowstone could prevent that if I'm allowed to use them in a ship, or Sealanterns. I also don't want snow, so having bright light on top would solve both problems. If possible, however, it would be a happy thing if Ships would ignore "layer of snow" blocks. Otherwise, ships flying during the rain will have a bad time of it. I solved it by going down, then going up as much as I could go until I was blocked by snow again, down and then up, then forward once I had a good altitude until I was stopped again by snow.
GPHook appeared to start properly this time. I still plan to test it by flying into an area I can't build, though I'll have to do that tomorrow. Or I may focus on a sea ship, as that should be less trouble to build a demo.
Thank you again for your work on Ships.
/edit/
21.08 13:33:26 [Server] ERROR Could not load 'plugins/GriefPreventionHook.jar' in folder 'plugins' 21.08 13:33:26 [Server] INFO org.bukkit.plugin.InvalidPluginException: java.lang.NoClassDefFoundError: MoseShipsBukkit/StillShip/Vessel/BaseVessel
That is with the v1.9 version of ships you suggested. I'll go back to the latest update. No worries. We have good people on our server, and it is whitelisted. They also know I prefer perma-bans over drama and story-telling time, so I'm not expecting problems.
I don't know if Cannon are the issue with Wool, but I thought I'd point out that particular plug-in is in effect.
I removed the plugin for the time being, it can wait until the weekend. GriefPreventionHook was still returning the same error as before, and it didn't matter if I used the 1.9 or the 1.10 version of Ships. I also wasn't confident even if it did work with the 1.9 that ShipsLock and the other addons would behave with the older version.
I deactivated the plugin, and I'm going to let it "simmer" until Ships5 is out, then help with testing on Ships5. Of course, we may be talking about Spigot 1.11 at that point, and what happens from there is anyone's guess how the new MC release may affect vehicles.
I will keep watch here and on weekends I will be happy to try anything to help the cause. Otherwise, I'll let it all simmer rather than keep stiring the pot. :)
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Posted Aug 20, 2016@Romaq
I have just attempted to use Grief Prevention Hook and it works fine with the latest Ships and the latest Grief Prevention. The error you have got is a very strange one, it is saying that it can not locate a specific part of the Ships plugin "BaseVessel". The usual cause to this in your case would be that you have a corrupted version of the ships plugin, or that you are missing Ships.jar. I know you said that you disabled Ships but that was after you sent me the error.
try this version of Ships (its the latest for 1.9 ... I know you have a 1.10 server but it will work fine, it will just say on boot in console that you are missing the 1.10 blocks in Ships and should update ships.
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Posted Aug 20, 2016@RomaqRosher
The check for the augument does happen before it applies to the server, i litterly have no clue on how you managed to do what you did (i tested it on my test server and it didnt happen).
As for the wool thing, it is possible for you to add wool and for it not to count towards the total wool, however the likelyhood of that happening is very slim, you would need to have another plugin changing the block type the airship searches for (can not be done on human level). And please note that the number displayed at the end 'ship needs x amount of [wool]' is not actually accrate, this is a issue on my behalf and the whole of that part of the ships plugin would be needed to be reprogrammed to get that message working.
The vessel direction work does not work either, that was going to be part of Ships 5 when i was created however scrapped before I released the whole plugin. There is still a lot of beta code that was never released in Ships 5. Im just saying.
The command "ships fixes delete [vessel name]" is not documented in any of the forums (apart from the update notes from when the command was released) however it does exist. there is also a config open to delete unloaded vessels so when ever you restart/reload your server any wasted space in the ships folder will be removed.
The checking of the ships sign on place is actually a really good idea, it will probably be in the next update.
As for the stairs, due to the fact on how Bukkit works i need to manually program in each and every possible result for rotation for each and every block, i was bound to miss some out, and spruce stairs was one of them. That should be fixed in the next update.
Ill get to work on fixing grief protection right away
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Posted Aug 19, 2016I had trouble logging in, I had the password filed under "MinecraftForums" and I couldn't for the life of me find it looking for "Curse Network" or "bukkit.org". Now that I have straightened out which "me" is "me"... I plan to continue the dialog under this account name. :)
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Posted Aug 19, 2016The reward will be "I have working vehicles in my GriefPrevention protected server". :) At the moment, I just have Ships*.jar turned into Ships*.jar~ (turned off). Yeah, having the change at appear at the client level rather than the server level would help, but the check for a good argument likely ought to happen before visualization (ship to bedrock). That way, if the argument is invalid, it will never trigger the bedrock code.
I see on the video "blimps" and other shapes. http://www.plotz.co.uk/plotz-model.php?model=Sphere is my resource for creating the kind of shapes I think "Airships" ought to be, and perhaps it will help with debugging the "find the wool" code. Unfortunately, even things like the sphere has sections where blocks touch on edge, but do not touch on face. I wouldn't care about that, except that if I add blocks "interior" to make it work while keeping the outside shape, it appears those wool blocks do not count for "lift", and instead count *against* the total wool I need. At least, that is how it appears. If I'm misreading how the numbers work, clarification would help. Otherwise, My "airship" only worked when I made an ugly hollow box, at which point the steps appeared "still pointing west" even though I turned the ship north. Since GPHook didn't work, it seemed best to shut those plugins down for now.
By "left in memory", I mean that /plugins/Ships/VesselData still has Test.yml and thus will not allow another ship sign by that name to be placed, yet without access to that directory (something a player doesn't have) that ship can not be deleted so the name can be reused. I don't think "/ship fixes delete [vessel name]" is documented, or it might be and I just missed it. I apologize. Fortunately I can delete the Test.yml file before we restart an update to the plugins.
The reason for attaching the sign upon the furnace was because it was a "special" part of the ship, which made it a logical place to put it at that point. It didn't occur to me this would be a problem, but it will also be a problem for containers with labels such as chests or a chest with a hopper feeding additional fuel into the furnace. As far as a sign like [ships], it may be useful to have the sign perform a check "Is this a good spot to hang the [ships] sign? Refuse with error and pop off!" Then I would have known to pick another location. :)
The steps were spruce steps that were facing west. I turned the ship north (I think) but the steps all remained facing west. I didn't do further resting as I was running out of awake time, and I had already planned to shut down ships.jar because of the GP hook.
I will be available on my server off and on over the weekend. If it would be useful for a "relatively quiet production server" to see what happened, everything is still in place for me to activate it and I can get you past the whitelist so you can see things in action.
GriefPrevention is *the* critical issue for our server. MoveCraft is a nogo because GP doesn't even appear on the radar. Of all the specified bugs, the priority for our server is a solid vetting of GPHooks to prevent griefing.
Oh, also Spruce Gates did not rotate with the ship.