Ships
Ships

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Discord channel |
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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 Jun 1, 2020In reply to mosemister:
I've tried changing Max Speed in the VesselData(in the ships specific .yml file) as well as the ShipType template file. :)
Thanks for the help! I've gone through the blocklist file and set it up for my build materials, and I'm thinking I'm going to just copy it, remove the .jar and plugin folder, and reinstall(to cover any changes I may have made that cause problems. I'll keep you posted.
OH! And thank you thank you for that link to Ships6. If I'm feeling especially ambitious when I get this all working I might make an updated tutorial video. x)
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Posted Jun 1, 2020In reply to mosemister:
In reply to t4sh1:
Interesting development.
Before reinstalling everything I thought I would try building a new MarsShip that was super simple, and test it out. IT works, mostly. I am only able to change the speed on the Move sign while the boat is facing West(sign on East side of block). But, License sign gives ship info on right-click, Wheel sign turns both ways just fine, Move sign left-click moves ship forward(no matter what direction) and Altitude sign moves ship up and down(how do you change the speed of that by the way?).
So, progress. It seems that something about the other craft is causing issues. Another important detail, when interacting with the signs on the larger MarsShip(after changes to the Blocklist file, after replacing the License sign, and after a full restart) it not only causes lag but disconnects everyone from the server. I'll slowly add blocks, and try different x/z dimensions to see what's causing the problem.
I'll be adding images to this folder if they help at all: https://drive.google.com/drive/folders/1WXm6iTEKgLHfFStTdQzssEGTsaD8Ucm-?usp=sharing
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Posted Jun 2, 2020In reply to t4sh1:
Signs seems to be acting mosting correctly. Strange about speed thing on the move sign only working if the ship is in one direction. I recently found a direction only give different result on the sponge version of ships, so they maybe related.
As for the altitude sign, if you sneak and then left/right click the sign, the speed will change.
A new video tutorial would be awesome. But only if you want to.
As for lag, i know what the issue is, like i said before, there is a fix but its different for every server. It uses the advanced options which arnt as scary as they sound, especially if you use the "ships config" command. So personally I want to get the speed issue your having fixed before we moved onto that one.
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Posted Jun 2, 2020In reply to t4sh1:
Hi, just tested the speed function within Ships 6.0.0.0 beta 4. I have found that some ship types ignore some values found inside there own config (as well as the custom variant of the same ship type). Resulting in any ships made from the template will actually be created from the default values.
As for the ships specific file, all values seem to be functioning correctly, no matter what rotation the shiptype is in. Therefore I can not duplicate the issue you have. If you private message me your server IP, I can take a look myself and see whats happening on your server to activate this issue.
In the meantime I will work on a fix for the ship types ignoring its own config. It may take a while as I have been wanting to change the config up a little to make it so they take up less data and can respect if the template changes. So there is plenty of time for me to see the issue and get a fix in this upcoming ships version.
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Posted Jun 3, 2020In reply to mosemister:
I had a feeling you wouldn't be able to duplicate the issue; seems to be pointing toward a plugin conflict. Hmm. I messaged you with our server ip and turned off our whitelist for now. :)
I had a feeling it was sneak to change Altitude speed, but that doesn't seem to work either. Hmm.
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Posted May 18, 2020Hello there, awhile back you had mentioned that you were working on a version of ships for spongeforge, or more precisely that you were working on a bukkit emulator for spongeforge to run ships on. I was curious to know if you had ever attempted making a client side version of ships for single player? I'm completely unaware of what challenges that would present, but I wanted to ask nevertheless. Thank you and good day
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Posted May 19, 2020In reply to spynathan:
Hi.
Yes i have been working on a sponge version of Ships, you can find it by clicking the "Ore" image near the top of this page.
Yes I have been working on a Bukkit Emulator for sponge which can run some plugins (but not Ships yet) and i am yet to release that.
I have thought about a client mod and looked into the logistics. Building a client and server mod are similar if your using Forge as the minecraft code has been designed to be very similar on the server and client.
I ended up against doing a client mod of Ships as I instead started work on the Sponge version. As sponge can run on the client and the server with its plugins being able to work on both. I figured if users wanted a single player version of Ships, they can use the Sponge version.
That being said, I havent payed as much attention to the sponge edition just yet as I started it when my thesis started ... So my thesis got the attention.
I should be going back to development of the sponge edition very soon
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Posted May 19, 2020In reply to mosemister:
Thank you for the in-depth insight, much appreciated. Keep up the good work.
I also had no idea that sponge works in single player, thanks for pointing that out.
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Posted May 20, 2020In reply to spynathan:
Your welcome. Thanks for using Ships
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Posted May 12, 2020the plugin is lagging very much, it is unrealistic to move, because of it, the server generally crashed,I would like a more functional plugin. Kernel version 1.15.2 spigot
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Posted May 12, 2020In reply to black_cr_:
There are a lot of technical reasons that are formed from Minecraft on why that happens, more than happy to explain it but its a lot, so I won't unless you reply.
There are some experimental features that can mitigate the issue your having and in the next update a huge experimental feature within the config that essentially removes one of the technical issues.
There is one none experimental feature that mitigates the issue, however, it makes ships more inconvenient to update the structure.
I hope you can understand that sorting something like this isn't like adding a new feature or just turning something on or off. Ships 6.0.0.0 was built from the ground up to be designed to reduce the lag that occurs when moving, yet I do realize that it's still not perfect.
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Posted May 5, 2020Is there any way for me to stop collision with sea grass and the likes, it stops me from turning my ship in the ocean
Im also having issues with the boats freezing the server whenever we try to move or turn them
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Posted May 6, 2020In reply to parzeval_kun:
The seagrass issue, yes. If you go into the BlockList config file and then search for SeaGrass, you will see two options below it. Change the CollideType option to RAM then restart the server. Alternatively use the BlockList command (no restart needed).
As for the freezing of the server, there are a few experimental features to help and one none experimental feature which helps.
The none experimental feature is changing the config value of "AutoUpdateStructure" to false which disables the structure from being updated when you attempt to move, this means that there is a lot less processing needed to move the ship, however you will need to manually update the ship if you make changes to it by sneaking and clicking the [Ships] sign.
The experimental features are to do with the movement algorithm and Block finder algorithm. Both of which are set to Ships 5 by default. Changing these to Ships 6 will use the newer algorithm, which takes the tracking and movement of the ship in smaller chunks. It does however mean that the ship will take more time to move.
In beta 3 (which isnt out yet) there will be a async version of the ship 6 block tracker which helps reduce the freezing so much that its its not noticeable in most cases.
There are a lot of technical reasons why its difficult to reduce and even stop freezing. I wont go into the details because it gets complex quickly without some knowledge on how processors work, but still, trust me. Ive been working on concepts for a while to stop the freezing without causing harm to the server.
Hope this helps
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Posted Apr 28, 2020Hey I was trying to use a ship but when I use the move sign it just makes the number on it bigger, I don't know how to make the ship move.
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Posted Apr 28, 2020In reply to tenitikgaming:
Hi. So in Ships 6, the controls of the move sign have changed.
Left click moves the ship
Right click increases the speed of the ship
Sneaking + right click decreases the speed of the ship.
(If you have swapped hands then then left/right click are inverted)
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Posted Apr 29, 2020In reply to mosemister:
Oh nice thanks
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Posted Apr 26, 2020Oi mosemister, really great work you've been doing with this plugin, impressive stuff. I was wondering if you would ever consider making Ships, or something like it in a datapack form or even in the form of a forge mod so that modded players could use ships. I know a lot would have to be reworked, but I wanted to ask anyway to hear your thoughts. Thanks
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Posted Apr 26, 2020In reply to spynathan:
I have considered it and actually made it (A version that works on forge at least). Take a look at the SpongePowered edition.
https://ore.spongepowered.org/MoseMister/Ships
If you don't know, Sponge is a plugin platform designed to interact with Forge mods, it uses completely different code to Bukkit (more advanced and more feature rich). It has amazing hooks into forge so you can get permissions for regular forge mods, etc. Sponge hooks directly into Forge so mods that add stuff in the regular Forge way will be accessable to Sponge and if they are accessable to sponge, then Sponge plugins can interact with them.
You will also find that the community on Sponge is a really nice place to ask questions of any kind, so much so that I offer my services there, so help is more then accessable for anything Sponge related.
Ships 6 was designed to run on both Sponge and Bukkit, but there will be some extra features eventually for the sponge edition. However currently there is a bug in the Sponge edition of Ships which I cannnot figure out why which is why it doesn't have much of the attention so far, but that will be changing soon.
Hope that helps
edit:
Oh I am also working on a Bukkit emulator that runs on Sponge too (so Sponge will be able to run some Bukkit plugins). Ships should eventually run on it, but currently it doesn't due to Sponge being on 1.12 and Ships needing 1.13+)
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Posted Apr 26, 2020In reply to mosemister:
Thanks for the information, keep up the great work.
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Posted Apr 25, 2020What version would you recommend for 1.14.4? I think I have 5.2 or something and my marsship just say that i need 0 inverted daylight sensors and the boost button doesnt work