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 |
|---|---|---|
| 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 Apr 7, 2021Very nice plugin, but i have a short question.
If I want to build a Ship, is there a possability to add blocks? I mean if I want to have obsidian, command blocks, gray wool and so on, on my ship can i turn it in "no collison" blocks, so that they come along with my ship?
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Posted Apr 7, 2021In reply to stone1sky_:
Yep. Take a look at the following command
/Ships blocklist set collidetype
That command will allow you to change how Ships reacts to different blocks. There are three different collide types.
Material: which treats the block as part of the ship
Collide: which is what the blocks you mentioned are probably on. A ship cannot detect them as part of itself, but can be detected on movement whereby its classed as a obstruction.
Ignore: which is where Ships will completely ignore the block, breaking the block if a ship attempts to drive into it (useful for plants)
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Posted Apr 3, 2021Something happen durring ship rotation..
Ship got broken of course, and now player behaves weird (starts to fly) when trying to approach the ship
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Posted Apr 4, 2021In reply to Haron4igg:
Hi sorry about the issue. Ill look into it.
As for the player, the issue can be fixed if the player uses
/Ships fix nogravity
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Posted Mar 25, 2021Hey! Do you know when the max speed glitch will be resolved? I'd love to add this to my server but my players would just use it to teleport vast distances.
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Posted Mar 25, 2021In reply to nate_bilsky:
Hi.
I dont have a lot of free time to work on Ships, so sadly I dont know
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Posted Mar 19, 2021Great! I will start my questions in a new thread.
1) Will ships continue to EOT into unloaded chunks even if a player dismounts? I have fuel requirements disabled, so it appears that a Ship will keep going forever if a player falls off.
2) Was the feature that disabled Marsships at night removed? I really liked that, not sure how to reenable if it is still there.
3) I seem to be able to bypass the max movement speed for a ship when toggling Move signs. Max can be set to 10 in config, and I can still set a Move sign to 20+ and have it move that far when used.
4) I understand that the /ship teleport feature is currently inactive. How high up on your list is reenabling that feature?
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Posted Mar 20, 2021In reply to idy26:
1) its been a while since I have tested this but back when i did, it would carry on. I designed it like this for people who would like to use auto pilot feature (eot should also work) where they activate the ability and then disconnect or something, when they joined back they would be in the position they wanted to be (assuming that another plugin doesnt prevent the teleporting of the player to the ships position on join (such as authme)).
2) if the Marsship is moving at night then this is a bug, ill test it when i get some time.
3) thanks for the bug report, ill take a look at what I can do about that (should be a simple fix)
4) while the teleport command has its known bugs, its not disabled. It has however changed its command since Ships 5. Its now the following.
/Ships ship <id> teleport [sector]
Hope that helps
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Posted Mar 22, 2021In reply to mosemister:
Good stuff, thank you for the quick replies. Few more:
1) I tested the correct teleport command and it does not bring me on to the ship, however it does get me close-ish. It seems like the location of the License sign is not being updated after every movement. Not throwing any errors as far as I could see, just not working as expected.
2) I am having trouble with autopilot. The message is "ships:airship is not allowed to be autopiloted". Do I need to add something to the ship config?
2) This is more of a feature request, but I wrote a super mediocre Skript to warp a player's entire ship to coordinates they define. The idea was a kind of expensive "warp drive" players could activate to move their entire structure to any location, as long as that location was empty air. Not sure if autopilot basically does this, but I would love to see this feature using Ships' algorithm instead of my loop-bubble copy/paste disaster.
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Posted Mar 22, 2021In reply to idy26:
1) when i said the teleport command has its bugs. This is what i meant. For some reason the offset location for the teleport positions sometimes will set its own numbers (despite the fact the offset should not change unless the set teleport command is ran).
2) due to the autopilot code being way more smart, its also a lot more complex with some features being disabled or limited. The whole autopilot feature is limited to only the opship while i sort these issues out, however once I do then you will find it on all air based ships.
3) someone else had that request and actually did some code for it. Check it out here, if it gets finished I'm more then happy to add it to the main code.
https://github.com/Minecraft-Ships/ShipsForCore/pull/33
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Posted Mar 14, 2021Hey Mose,
Is the latest release mostly stable on 1.16, and will it run on Paper or is Spigot preferred?
Cheers.
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Posted Mar 14, 2021In reply to idy26:
Nevermind, just tested. Latest Paper completely breaks Wheels.
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Posted Mar 14, 2021In reply to idy26:
Whilst I havent tested Paper, there shouldnt be any issues. Ill take a look when i get the chance.
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Posted Mar 15, 2021In reply to idy26:
Just tested the latest Ships on the latest paper (Build #550 for 1.16.5) and it works perfectly (including the paper specific features).
Could you go into more detail on what you mean by "breaks"? such as what ship type your using, how does it "break"? (does the ship just disappear? does it not do anything? etc?)
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Posted Mar 16, 2021In reply to mosemister:
I just tested it again on Paper and now it works perfectly! Originally, when I rotated any ship with [Wheel] it would complete the rotation but all signs and furnaces would be missing. Thank you for checking again.
Since I am firing up a server again, I may have several questions if that is OK. My first: Is EOT still a stable feature? I noticed it is disabled by default in the config and was not sure why.
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Posted Mar 17, 2021In reply to idy26:
Yeah ask away.
The eot is disabled by default for speed reasons. Some servers run at 17-19tps and then a admin adds Ships ontop, just disabling the schedules will help the tiniest amount.
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Posted Feb 24, 2021Really nice plugin. Is there an updated version of the /ships teleport command? It doesn't seem to work and sometimes the ship goes off without me and its annoying to go to it.
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Posted Feb 24, 2021In reply to diothegodslayer:
I have looked into the teleport command and why it doesnt work before, it seems like sometimes the data of where you should teleport to goes wrong. Im yet to fix it as there is another bug I have been taking on but ill soon get back to it.
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Posted Feb 18, 2021Okay so, When I move it like TELEPORTS in a way that ISNT like on the video, Its more like how you tp to someone but with less range, Also, It would be better if you could like Shift and move and q and e turn, etc.
---MAJOR BUGS----
1. After using this plugin my friend kept floating up
2. He cant walk up stairs
--LESS MAJOR---
1. For starts, I cant find the .config files for this plugin, I want to change how it has to be 35% wool
(teleporting i mean like it destroys itself then rebuilds itself in a different spot)
Overall good plugin but those are my problems
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Posted Feb 18, 2021In reply to jakebutterking:
Hi, so the way a ship moves is different now and its done for efficiency, the old way would crash the server if it got too large, however if you prefer the old way you can reenable it in the config by changing the ships 6 algorithm to ships 5 for movement.
As for turning with q and e, i would prefer this too, however while it is possible for a player to detect a press of q its not possible to detect the press of e. This is a limit of bukkit itself, a plugin can only detect actions if they are sent to the server with E being open your own inventory which isnt sent anymore.
As for the major bug you have, i would agree its a major bug, ive been looking into it however cannot find the main cause however if you type the following command, it will be fixed.
/Ships fix nogravity
As for your minor issue, the wool percentage was moved from the config to the ship type config found here
plugins/Ships/Configuration/ShipType/<the ship type>.yml
This will only affect ships created after the change, the ones before read the percentage set in the Vessel data for them. Found here
plugins/Ships/VesselData/<type of ship>/<name of ship>.yml
Hope that helps