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 12, 2019Hi , I'm using your fantastic plugin for my pirate server on 1.13.1 , but I can't set the EOT distance, it is always on 2 blocks , so the ship every 130 ticks goes forward for 2 blocks, there is a way to increase this value? I want my ship to go forward for 7 blocks every 130 ticks, ( I don't want to smash my hand into the [move] sign all the time, I have to cover a vast amout of space with my ship )
currently using ships 5.0.0, but even with the most recent one it seems that I can't find that value in the configs...
I'm currently using ships 5.0.0 because I can't get the latest version to work, it gives me the "block position is not part of a ship" error when clicking on any sign, I I reloaded the ship by shift clicking the sign and replacing it but nothing works...
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Posted Jun 12, 2019In reply to Masterm1214:
Im surprised you got ships 5 working on 1.13.1 considering it still uses block id which were removed in 1.13.
Sadly, in both ships 5 and 6 there is no option to change eot speed yet. This was going to be a feature and then 1.13 got released and ships 6 had to be worked on.
Your issue with ships 6 is probably 1 of 2 things. The first being your not manually updating your ship after you change the structure, or in the blocklist.yml, wall_sign is not set to material
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Posted Jun 9, 2019Hello!
Would it be possible for you to provide an updated version of the permission for the 6.0 Alpha version of this plugin. It seems that the permissions are different from what is stated in this page (such as ships.make.ships.* being the permission to make ships). It would really help! Really liking this plugin so far!
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Posted Jun 9, 2019In reply to Pradus:
Currently i am working on a whole new page for ships specific to version 6. Not all permissions have been added to ships 6 yet however they do follow the same format as before. Wildcard permissions (such as *) are yet to be added
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Posted Jun 9, 2019In reply to Mosemister:
Thank you for the swift reply!
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Posted Jun 4, 2019Hi
I love this plugin, there are a few suggestions, it will be better after the improvement.
1. The button and the lever make it a valid material, I tested it in 1.14, it has no effect
2. Increase support for making Submarine so that Submarine can move up and down in the water and keep the air.
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Posted Jun 5, 2019In reply to kevinhsneh:
If those features are not working then its a bug as they were added a long time ago. What version are you using?
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Posted Jun 5, 2019In reply to Mosemister:
It works when the boat is not moving, but after the boat moves forward, all of these buttons and levers will fall. (much like being knocked down), I explain if these buttons are not supported by the plugin?
I am using Ships -b 6.0.0.0 -R2 Alpha 1.5
Minecraft is 1.14.2
Thank you very much for your plugin, I really like it.
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Posted Jun 5, 2019In reply to kevinhsneh:
Ah ok. So in Ships 6.0.0.0 Alpha, not all features have been added yet, this includes many of the ship types, the Submarine is yet to be added. There is a few extra calculations done with the submarine to track the air that is inside it.
As for buttons and levers falling off, blame the Bukkit API for this one. Due to them not exposing the BlockData for all of the blocks I am having to manually hook directly into craftbukkits code and expose them myself one by one. There are over 300 different blocks to expose. When they are exposed in the code then it will automatic register that block as what it is, in the case of levers and buttons they are attachable blocks (aka they attach to another block).
You can see all the blocks i still need to expose by running the following command. It also shows Entities that need to be properly added (entities are all exposed so I could make a quick fix to get all them working to somewhat of a degree)
/shipstest
So its more of a case of waiting sadly. Wish i could tell you a fix for them but in reality its just me having to fight with the bukkit api
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Posted Jun 7, 2019In reply to Mosemister:
does this mean you need to redo this for all the blocks? since the block detection for the ships does not include fences to the ship. and in previous versions this worked just fine
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Posted Jun 7, 2019In reply to Forge_User_88844365:
The block detection works based on location and BlockType instead of BlockData so the block detection isnt affected. The reason why fences dont work is because i am yet to finish the default materials list. You can change the materials list by opening the BlockList.yml searching for the block type in question (aka fence) and then change the CollideType of that material.
I will need to continue to add all the BlockData information so Ships can detect if the block should be able to rotate, attach to another block, be waterlogged and if the block has any special data attached to it, such as a chest inventory, signs text, skulls skin and banners pattern.
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Posted Jun 8, 2019In reply to Mosemister:
I think about the manufacture of submarines. In addition to keeping the air, the blocks that make the submarine can break the seaweed. (Haha..). (I don't know if this is possible?)
The Seagrass in the minecraft game is a big obstacle. I think it is really difficult to make a submarine, but I will support your work, thank you.
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Posted Jun 8, 2019In reply to kevinhsneh:
It is possible. Even in the current pre release (the submarine isnt ... But breaking seaweed is). There is a file called BlockList.yml next to the ships configuration file. Inside that search for seaweed, when its found you will see under that line "CollideType". Change the value of that to RAM. That will make it so if you ram into seaweed it will break.
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Posted Jun 4, 2019Hi, I'm having problems regarding the burner. It keeps telling me "failed to find burner on ship", even though I have burning netherrack placed on it. I have looked through the blocklist.yml and the netherrack block's collide type is already set as "material". I've also tried to remove the requirement for netherrack entirely by setting "burner" to false in ships.airship.yml, which didn't change anything in-game. Do you have an idea how I can solve this? I'm using the latest version btw.
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Posted Jun 4, 2019In reply to Forge_User_20967922:
When you say latest, im assuming you mean the latest alpha build, aka 6.0.0.0 r2 alpha 1.5? If so could you do the following command. This will turn what ships thinks is the structure of the ship into bedrock for 10 seconds. From there you should be able to work out what blocks are not being tracked.
/Ships ship <ship name> track
As for the changing the config, that is the expected result. That config will change the values for all ships of that ship type created after the change. Due to the fact your ship was created before you changed the value it will not take affect. To change the value of that ship to ignore the burner check, you will need to find its file in plugins/Ships/VesselData/ships.airship/ and change the value in there.
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Posted Jun 3, 2019Really good plugin, but the CPU of my server just CANNOT handle the ships i'm using. It's also really glitchy with WorldEdit or Schematica. I absolutely love it to death but even with a 1500 block ship it just doesn't work. The servers CPU usage instantly goes up to 100% and it's a damn good xeon cpu so that shouldn't happen. Any fixes? I'm using the latest release for 1.12.2. Also, do you have something like a discord server for support?
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Posted Jun 3, 2019In reply to Forge_User_96710867:
The issue your refering to is mainly to do with minecraft itself. Minecraft doesn't like multi threaded work (which is what Xeons are optimised for). Instead it runs almost everything on a single thread meaning all that data that is needed to calculate the ships structure, where the blocks are moving, if there is anything in the way, the requirements, etc all need to happen one after another.
As for fixes, yes there is a fix, but due to how ships 5 was designed it couldn't be added. It is however in Ships 6. Sadly only the R1 varients work for 1.12.2 and they have no support and only got to alpha stage.
As for a discord support, there isnt. But I will take a look into it.
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Posted Jun 3, 2019In reply to Mosemister:
Well, crap. I was looking forward to use airships and waterships to fight at sea. So i guess this is just pure the VPS's processor that just thinks, nope. Well. That really sucks. And the issue is, the VPS isn't hosted at my home, so i can't just change the motherboard and cpu ya know..
If i were to try the R1 variant of Ships 6, will it work?
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Posted Jun 3, 2019In reply to Forge_User_96710867:
I have put the R1 version of Ships 6 in my server, and it works, but i keep getting the message "Can not find the connected ship" when i click on either the [engine] or the [altitude] sign, and when i click on the [wheel] sign it gives me "You are missing a burner from your ship"
Any fixes for this?
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Posted Jun 3, 2019In reply to Forge_User_96710867:
Im sorry. I may make a compatibility layer for bukkit 1.12.2 for ships 6 R2 after its in release but that wont be for a while.
If you find a copy of R1 (i dont have one anymore sadly due to some users downloading that one and reporting there bugs as ships 6 (without an R) and expecting me to help, i i wou help assuming it was r2 and it got worse...) then yeah it should. It doesnt use any NMS (the minecraft base code that changes every Minecraft -R release) but it was designed for 1.11.
Also if you want someone to blame on why ships 6 isnt isnt backwards compatible with minecraft 1.12, blame bukkit for not supplying us with an API that wasnt complete garbage to handle the upgrade to 1.13 (considering that change was stated back in 1.8 times).
Sorry i can not be much help