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 3, 2019In reply to Mosemister:
Aha. RIP.
I might have to scrap that plugin then or find a way that it'll actually work. There's a Spigot API too right? Maybe it's possible to move to that since i believe that's much more stable (As far as i heard, i'm not a java coder lol)
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Posted Jun 3, 2019In reply to Forge_User_96710867:
While yes there is a spigot api, its just the normal craftbukkit api with bungeecord extentions.
The api (application programming interface) is what allows plugins to talk to the running (such as spigot, craftbukkit, etc). If your able to run bukkit plugins then you are running a form of the Bukkit api. Spigot, paper, craftbukkit are all forms of the Bukkit api.
The only apis that differ to the bukkit api that are used to connect plugins to minecraft are the forge api (for mods) and the sponge api (for sponge plugins). Most apis are just a form of the bukkit api. And there is normally no difference between all forms of bukkit apis an terms of stability as they all run the craftbukkit code under the api.
So there will be no difference in ships performance.
The only time there maybe a performace gain is when you move away from the craftbukkit code, such as the glowstone project which takes the bukkit api and programs the minecraft server around that from scratch (meaning there is no mojang code in it at all)
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Posted Jun 3, 2019In reply to Mosemister:
Ah, Alrighty.
I'll find another way via redstone or command blocks then. And i'll keep using this for smaller stuff, it's amazing.
Thank you for your time.
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Posted May 29, 2019Hi, is there a way to specify the maximum y-value that a type of ship may travel to? or which blocks it is required to maintain contact with? The watership is able to be built at any height and is not restricted to movement over water. therefore it can be used as an airship a car etc. I was hoping there was a way to segregate these functions.
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Posted May 30, 2019In reply to antarctican:
What version of Ships are you using?
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Posted Jun 1, 2019In reply to Mosemister:
Latest download, Ships 6 1.5, for a 1.14 server
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Posted Jun 1, 2019In reply to antarctican:
Sadly no. Its a oversite on my behalf. It will be fixed in the next update (should be coming out soon)
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Posted May 27, 2019i'm trying to create a airship on my server but it keeps returning [Ships] Your vessel needs 0.0 of (of either) [WOOL]
I am using version 5 something
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Posted May 28, 2019In reply to Aarrence:
This is a known issue. Just add a tiny bit more wool or change the configuration file to lower the required block percent.
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Posted May 28, 2019In reply to Mosemister:
Cool thanks also a second thing i'm wondering is how to add blocks to the plugin
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Posted May 28, 2019In reply to Aarrence:
How do you mean add blocks? As in add forge custom blocks? Minecraft 1.13+ blocks? Add blocks to the allowed blocks to be used with ships?
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Posted Jun 11, 2019In reply to Mosemister:
sorry for replying so late i mean make it so a block can be moved with a ship
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Posted Jun 12, 2019In reply to Aarrence:
Ah ok. So there is a file called BlockList.yml next to the Ships config file. If you open that file. Then search for the block you wish to change, the line below says CollideType. On that CollideType line, change the value to MATERIAL for ships to track and use the block. The other options for CollideType are DETECT_COLLIDE and RAM. Collide being the default type where it will only detect the block as something in the way, while RAM will ignore the block and the block will break if you try and move into it
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Posted May 22, 2019Your plugin doesn't work on my server... It ALWAYS says me that the block position is not part of a ship : x y z, world.
I don't know what did i do wrong because i put the fucking sign on a boat wich is detected by the plugin. There is wool and planks. What i need to do ? Why the [move] panel is not working ? I test on other ships (like 3 planks and 50 wool) and still don't work...
EDIT : It finnaly works but i had to modify vessel info. I had to remove everything wool except the one that i use and i had to put the signs beetwen blocks... I don't know why, it only works if the signs is in the boat and not on...
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Posted May 22, 2019In reply to Forge_User_69544155:
I'm assuming your using Ships 6.0.0.0 which is in alpha version. The issue that you are having is related to the structure of ships not being automatically updated. Currently it needs to be manually updated by either replacing the license sign or by sneaking and clicking the sign.
This is a issue I wish to fix, however its a little more difficult as other issues come into play that I have been prioritizing.
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Posted May 22, 2019In reply to Mosemister:
Oh yes i forgot to mention it, i use the last file :)
Thanks for the tip, i'm gonna try it.
EDIT : Ok it's working totally fine !
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Posted Jun 1, 2019In reply to Mosemister:
I have the same oddity with Ships -b 6.0.0.0 -R2 Alpha 1.5, though I'm not clear how @aetherian fixed it. I have a 3x15 "bathtub" of spruce planks, a 1x3 slot with the three signs in it, two more spruce planks to have 14 wool blocks over it. It's *ugly*, but the goal is to make sure it works. The three signs are inside the "tub" on the planks, and the license appears to register just fine as "id: ships:watership:Romaq"
The "move" and "wheel" signs both return "block position is not part of a ship." I'm confused.
Also, in the log I get the following:
01.06 22:25:32 [Server] Server thread/INFO ID: watership:test
01.06 22:25:32 [Server] Server thread/INFO plugins/Ships/VesselData/ships.watership/Romaq.yml could not be loaded due to:
01.06 22:25:32 [Server] INFO LicenceSign is not at location 115,63,78,world: Error V2
The sign is very much at 115,63,78, however. I even removed the *spruce* sign to replace with an *oak* sign just in case. No change.
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Posted Jun 2, 2019In reply to RomaqRosher:
So your getting Error V2 (as shown in the English readable line of the crash) which no one has reported yet.
Error V2 states that the location found is a sign, however it can not work out what sign of Ships it is. This can either mean its at the wrong location, or your [Ships] sign is broken in some why or another (wrong colour, wrong text, etc).
As there is no way to recreate the [Ships] sign without removing the ship. I would advice destroying the Ships sign and then replacing it with all the same info (aka ship type, name)
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Posted Jun 2, 2019In reply to Mosemister:
I replaced the sign several times over and renamed it once from "Romaq" to "Test", and I get the same behavior. The only thing I can think of at the moment is that the sign was originally Spruce, and that maybe I need to remove the .yml files and restart the server so there is no old data causing the plugin confusion. I would think the /ships cleanup would do that, but I'm not clear how it all works together. I understand V6 is "alpha" and not "release", so I've no worries if things are broken in unexpected ways. A *LOT* has changed since 1.12 and even 1.13. :)
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Posted Jun 2, 2019In reply to RomaqRosher:
The 'ships cleanup check' will display all the ships that are failing to load, not fix them, however I do know it can be temperamental, I am trying to fix it. Thanks for understanding Ships 6 is in alpha, its actually completely new code from ships 5 from the ground up, only the concepts from Ships 5 live on in Ships 6. 1.13 broke so much of Ships 5 is was basically beyond repair.
Anyway, what should have happened when you deleted the Ships it should have deleted the file, however this worked 85% of the time on my testing servers (if your server is running on linux it never deleted the file .... dont know why). I am attempting to get it so it works 100% of the time.
My main focus on the next alpha build after the small one coming soon is the stability of the file system as well as any relations to it, such as this issue.
My advice would be to go into the vesseldata folder and delete the ships files. After that remove the sign and place it back.
Edit:
Oh and changing the type of sign shouldn't matter. As long as Bukkit believes its a sign then it should work