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 Aug 6, 2019In reply to crosscountrycouchcoop:
Yep. Easy way to fix it. Run this command
/ships blocklist set collidetype ignore minecraft:kelp
That will make ships ignore kelp. You can do this with any block. There are also different options in place of ignore if you wish.
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Posted Aug 7, 2019In reply to crosscountrycouchcoop:
hi Another way to ignore any kelp and seaweed while you are sailing
Change file (Ships/Configuration/BlockList.yml)
Change the CollideType of the following four items kelp, kelp_plant, seagrass, and tall_seagrass to IGNORE
example
Kelp:
CollideType: IGNORE
Kelp_plant:
CollideType: IGNORE
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Posted Aug 6, 2019Hello,
I posted a sign on one of my ships saying
[ships]
ship
Kynir
TEST
And the sign does not register. It registered at first then i hit the wheel to move it, the ship moved to the right 90 degrees then the license sign disapeared. Afterwords i can't get any license to work.
If i make a sign with
[ships] then try to type in another line that is not an official ship it gives me an error about wrong ship type so i know the ship plugin is installed. Other wise i'm stumped. Any help would be appreciated!
Thanks!
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Posted Aug 6, 2019In reply to kataphrakta:
What ship version and mc version are you using? (You can get the version of ships by running /ships info). P.s dont say "latest" it does not help.
As for trying to create a licence sign with a none-official ship type. Custom ships need to be created before they can be used. If its not been created it will give you an error saying thats its not a valid ship type
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Posted Aug 6, 2019In reply to Mosemister:
I'm running minecrafft 1.14 and the ship version is 6.00
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Posted Aug 6, 2019In reply to kataphrakta:
Thats very strange then. Any errors on console for when you moved the ship and the licence sign disappeared? Also, any modifications to the config at all? Such as changing any algorithms? (The command for '/ships config set' also counts towards modifying the config)
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Posted Aug 4, 2019Depending on your stance on when the week starts .... Ships 6.0.0.0 -b Alpha 2.0 is on time!! Just waiting for approval.
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Posted Aug 1, 2019Hey there. I'm running this on 1.14.4 and have run into an issue where the [ships] sign won't work.
I've placed a sign down on a small raft, and input:
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[ships]
test
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When I hit enter, it gives me the message:
[Ships] is not installed on this server
For clarification, all other signs work, however they can't actually be used unless a [ships] sign has been placed first.
I don't know if I've done something wrong, and it's pretty likely, as I am incredibly inexperienced with plugins and running servers.
I'm not certain if this is at all relevant, however I believe that this is the version of spigot that I'm currently running.
CraftBukkit version git-Spigot-9de398a-9c887d4 (MC: 1.14.4) (Implementing API version 1.14.4-R0.1-SNAPSHOT)
Would greatly appreciate any help. It's unlikely that there's anything wrong with the plugin, and it's safe to assume that all the trouble is on my end.
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Posted Aug 1, 2019In reply to rhapsodyoss:
Hello sign line 2, please refer to the VesselTypes description, type a valid ship type name
Ship
Airship
Marsship
opship
submarine
watership
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Posted Aug 1, 2019In reply to kevinhsneh:
Thanks for replying. I totally forgot to put in my intial comment that I'd tried that, and it still didn't work, so my apologies.
Here are some screenshots including the boat that I'm attempting to use, as well as the signs that I'm using and the messages that they give me when they fail to work. I attempted both the Ship and watership VesselTypes. The Ship one did nothing and just acted as a normal sign without any error messages, whereas the watership one gave me an error message, which will be included in the screenshots.
https://prnt.sc/onanza
https://prnt.sc/onao3e
https://prnt.sc/onaogm
https://prnt.sc/onaojx
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Posted Aug 1, 2019In reply to rhapsodyoss:
Hi, so this is a common error, its part my fault, part bukkits fault and part user fault.
Based on the format of the message shown in your last image, your running Ships 5.0.1.14. Which was designed for 1.12.2. Due to the huge change in 1.13 it doesn't work, resulting in the Licence sign not working.
You probably got this version compared to the version that does work because the big download button at the top of this page points you to the latest stable release of ships (something I can not change).
The version that works on 1.13 to 1.14.4+ is Ships 6.0.0.0. You can get to it by clicking the file tab at the top https://dev.bukkit.org/projects/ships/files to see all versions and then clicking the latest alpha build of Ships.
Just replace the ships.jar file that you currently have with the new version and t then delete the ships folder (as Ships 6 currently can not read the old file data so it just takes up space) then restart your server. (Normally you would not delete the folder, its just so much has changed between ships 5.0.1.14 and 6.0.0.0 and there is no converter between the two)
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Posted Aug 2, 2019In reply to Mosemister:
Aw nuts, yep! That fixed it! Thanks a ton to both @Mosemister and @kevinhsneh
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Posted Aug 2, 2019In reply to rhapsodyoss:
Your welcome.
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Posted Jul 30, 2019Slight delay on the next update.
While the update is going well, there are a few bugs that have crept up when testing the new code with older code. These bugs are being ironed out, just wanted expecting them.
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Posted Jul 29, 2019Hello, i'm using this plugin on 1.14.4 and running into a issue, the sea ship wont work properly because of the Kelp Plant, everytime i try to move the ship it says it's coliding with the Kelp_plant at XYZ Coordinates, i tryed to go into the block configuration file and changed the kelp from Detect_Colision to Material to try and fix it but i still run into the problem, is this a configuration problem on my part or is it a legit issue? if so were you aware of it? any workaround? thank you, i love your plugin, i've used it in 1.12 for a long ass time and never had any problem but the new water update kind introduced that challenge xD
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Posted Jul 30, 2019In reply to Forge_User_70247725:
It did introduce some new challenges, a lot on the development end. As for you issue, you were in the right idea of changing it from detect collide to material, however it wasn't material that was needed, it was RAM.
One user has stated that they can not access ram, by using the command it says its not present, but majority of users can use it and I have not been able to replicate the issue.
Overall, nothing gone drastically wrong, its just a default value that isnt what it should be for most users.
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Posted Jul 31, 2019In reply to Mosemister:
Hello again, sorry to bother once more.
So what you say is that i need to, inside my Blocklist.yml change the:
kelp_plant:
CollideType: Detect_Collide
BlockType: minecraft:kelp_plant
with
kelp_plant:
CollideType: RAM
BlockType: minecraft:kelp_plant
is that it? i did that and still have the issue for some reason, i'm i missing something? did i misunderstand what you told me to do? i don't see any other block with the "Ram" parameter, i'm not sure if i'm in the right place.
EDIT: I Was messing with the commands to see what i could find and using "/ships blocklist view" i noticed there was a third parameter called "ignore" with 0 entries, by using that it now works, the kelp dissapears when it colides with the ship, it does not drop but it's enough to me.
kelp_plant:
CollideType: Ignore
BlockType: minecraft:kelp_plant
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Posted Aug 1, 2019In reply to Forge_User_70247725:
Ah yes. Sorry, ignore is the new name for RAM. Forgot about that (it was done in a update a long time ago).
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Posted Jul 27, 2019So a little update on the next alpha version of ship. The next alpha version should be alpha 2.0. Two big features should be added. The first is Custom Ship Types (the none programming way), when you boot the new version up and then take a look at the VesselType folder, you will see a folder for each vessel type that is customizable. Just copy and paste the original ship type into that folder and rename it, alternatively there will be a command.
The other big feature is the Ship 6 movement algorithm.
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Posted Jul 28, 2019In reply to Mosemister:
Hi Does the new version have a plan to solve the problem that the [sticky_piston] block will fall? When clicking [Altitude] Down
I am looking forward to the arrival of ships 2.0, thank you for everything you have done for the plugin.