Ships
Ships

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Source Code - Github |
JavaDocs |
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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 |
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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 Feb 19, 2021In reply to mosemister:
Heres another bug, My friend accidently touched a guys house.... the ship connected to the house.. the house went where the boat went
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Posted Feb 20, 2021In reply to jakebutterking:
Thats not a bug, its a feature. However not everyone likes it, so a plugin called "ShipsNoCollide" was created which solved this issue. Sadly its not been created for Ships 6 yet.
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Posted Feb 11, 2021I noticed one problem and I'm not sure how to fix it. So I made a larger ship, but for some reason, it doesn't want to move. It says it needs to be touching the water, which it is. Do I need to run a certain command to somehow resize the ship so it registers all the blocks? Or do I have to use wool, mine is now made out of prismarine, dark prismarine, some sea lanterns and a few additional blocks as decor. Help will be appreciated as this is a project that I'm gonna gift to my friend for Valentine's day and I'm trying to give it to him on that day.
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Posted Feb 11, 2021In reply to charon_mactavish:
When it comes to what blocks you can use, it is any that states itself in the BlockList.yml to be Material (you can also use the "BlockList View" command. By default sea lanterns and dark prisimarine are not material by default however you can change that.
Ships resize themselves unless you have disabled "Structure > Update > Auto" in the config for performance, if this is the case, sneak and click the licence sign to update the ships structure.
You can see what ships sees to be your ship with the following command "ships ship <ship id> track" which should help you see what the problem is.
If you need any more help (including inviting me to your server to find out what the issue is) then just ask
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Posted Feb 12, 2021In reply to mosemister:
I have a hard time finding myself around this kind of stuff, so I think it would be better if you'd take a look at yourself.
Here's my discord:
Charon the builder #9199
send me a message and I'll give you the IP. the server is currently online.
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Posted Feb 12, 2021In reply to charon_mactavish:
Your discord name is invalid.
Try mine.
mosemister#0771
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Posted Feb 10, 2021WOW, dat is amazing plugin! Reminds me a MoverCraft plugin!
But, all sweet exept moving, it moves so slow.
Its removes blocks and puts them again so slowly, and players getting damage sometimes...
Btw, its realy amazing to be able move ur buildings))
Can we move it fast like in movecraft? (Without rebuilding each block?)
That would be great!)
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Posted Feb 10, 2021In reply to thedenvx:
Hi thanks. Ships actually came out roughly the same time as movecraft
As for your question yes. You actually have two options, the first is to speed up the "sizzling effect" (as its been called by the community), the other option is to remove it outright.
To speed up the sizzling effect, in the config right at the top you should see "advanced" with slightly under that you should see "movement" and then under that you should see "limit". If you increase that number it will speed up the sizzling effect.
To remove it completely simply go to the same location in the config but instead of "limit" you will see "default" whereby the value will end with "SHIPS_SIX" change that to "SHIPS_FIVE"
Please note that there is a server stability issue with larger ships and no sizzle effect.
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Posted Feb 11, 2021In reply to mosemister:
Is there some ability to ignore "kept_plants"?
Always stucking in it xD
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Posted Feb 11, 2021In reply to thedenvx:
Yep. In the BlockList, find the block and under it there will be a key called "CollideType". Change the value to Ignore
You can also use the BlockList set command
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Posted Feb 6, 2021Awaiting approval of the next update.
Edit:
Approved
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Posted Feb 6, 2021Hey, great plugin, I have been really enjoying it!
However, I am having a number of issues with the plugin. I tried it out with the default configuration yesterday, and it was working great. I wanted to be able to use a greater variety of blocks (e.g clay) in my building so was messing around with the blocklist file a bit and the plugin seems to have broken. I setup an opship (or any other shiptype) in the normal way but when I try to interact with any movement signs I get an error "Failed to find license sign" despite the license sign being on the same ship and working fine.
In the blocklist file I edited some of the DETECT_COLLIDEs to MATERIAL, didnt change anything else. When I do /ships info ingame, it lists DETECT_COLLIDE as 763 and the other values as 0, despite there being more ignores/materials than in the base file.
Afterwards I reloaded the plugin back to the default settings and it worked fine, apart from I cannot seem to make the speed setting on the move sign go down, only up, and once it is at the max it is stuck on the max setting, unless I am missing a keybind or something.
Anyways, those are more or less my 2 problems, thank you for making this great plugin!
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Posted Feb 6, 2021In reply to rockmnster:
Hi. So the issue with the speed. Did you try sneaking and then clicking to change the speed?
As for the BlockList, having all the blocks as detect collide means that the BlockList file had become unreadable. This can be done though a spelling mistake, a tab, or something else.
If this keeps happening then you can use the "/ships blocklist set" command. However please note that if you are using the legacy command system (by default you are) there is a bug where it would use similar blocks then the specified one.
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Posted Feb 4, 2021hey man, great plugin,
tho i am having some problems, probably i am doing sstuff wrong haha.
submarines arent working but i got around it by letting it ignore awter and use opships instead
tho it works when moving once the sign breaks, although it gets placed again it now says that it couldnt find my ship
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Posted Feb 4, 2021In reply to timmety_debetz:
Hey, submarines will be working again in the next update, it was a oversight which stops the submarine and plane from working.
As for the signs breaking and then being readded. Is it all signs? Are you replacing the signs or is ships? Any errors in console?
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Posted Feb 4, 2021In reply to mosemister:
holy shit thats na quick reply, thx man`.
glad to know that they will be working again and that it wasnt me being stupid agian XD
it worked for a little while now but when i try to move using the signs again it said "can not find opship.<name>" and with others it said "could not find connected ship"
i also noticed signs and other blocks gettin randomly waterlogged sometimes, but this is probb due to the fact i am using opships
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Posted Feb 4, 2021In reply to timmety_debetz:
The ship where it says "cannot find opship". Try right clicking the licence sign. Its likely that the file and the ship has become unsynced (a number of reasons why this happens), right clicking the sign attempts to resync the file with the sign again.
If the ship is already synced then its likely something has happened with the structure of the ship, you can see what ships sees by using the following command
/Ships ship <ship id> track
That will show you where its going wrong
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Posted Feb 4, 2021In reply to mosemister:
this works thx, got any idea about the waterlogs?
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Posted Feb 4, 2021In reply to timmety_debetz:
Ships doesnt change anything when it comes to waterlogging. So no clue.
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Posted Feb 5, 2021In reply to mosemister:
the problem solved itself, i am currently working on a bigger ship with lots of diffrent blocks, so to prevent any hickups i went into the block config and made everything "MATERIAL" exept for bedrock, obsideian, dirt, sand and gravel. water and waterplants remain "IGNORE" but when testing with my smaller ship it wouldnt work anymore and said failed to find license plate, i used the /blockinfo and now it states everything as "DETECT_COLLIDE" instead of "MATERIAL"