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 Jan 14, 20143.2.3 works
as exspected version 3.2.3 fixs the config auto restart problem.
however pre release 2 has some features that were put in as tests, making it very unstable when booting up for the first time ... however i will patch this before i release it.
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Posted Jan 13, 20143.2.3 is almost ready to be uploaded
3.2.3 fixs a number of bugs including the hopper item drop problem and the config auto restart problem.
the hopper bit has been fully tested however due to the fact the config auto restart fix was not made back then, we are needing to test it out on someone who has the config auto restart problem.
every time i ask for your help to fix these bugs that you guys complain about, non of you say "yes, i want to help" so if your willing please come forward, however because i want these problems to go away ... i have 1 tester .... perfect for testing multiple computers
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Posted Jan 12, 2014@nullschritt
R0.3 brings diffrent errors for diffrent people, meaning its hard to release a plugin that works on r0.3.
In my case it crashes my client, in your case, EOT does not work, in another case it can not find the config YML at all
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Posted Jan 12, 2014Any chance of R03 Support soon? (EOT does not function in R03, other than that, the plugin functions fine)
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Posted Jan 12, 2014Auto config restart maybe fixed
i currently need some testers with the auto config restart problem, i already know i have one guy who will properly test it for me, however more the better.
if it works it will be put into this plugin as soon as possible.
how it works
the Temp fix plugin stops the config being made, however can still read it. the problem with this is, if there is a new option in the config, you need to add it manually. and thats how this new patch works.
but thats not it, another tiny, simple, plugin drops in a new config in the place the ships plugin reads, meaning the whole process is automatic.
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Posted Jan 12, 2014@Exagerate
sorry, but until i learn how to get values from other plugins YML, then load the variable like its another config file for this plugin - i can not stop ships flying into areas where they shouldn't.
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Posted Jan 12, 2014Well, the day this gets protection against flying into Worldguard regions we'll be sure to implement it on Empire Legacy. Either that or fix the problem where it can bring buildings/pieces of things with it when it lands/hits something, that stuff is catastrophic.
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Posted Jan 12, 20143.2.3 bug fixs
now then, i want to show you guys what 3.2.3 fixs; so heres a list
im still working on dispensers items falling out - the code is there, but its not reading it properly (shown in the debug)
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Posted Jan 10, 2014@charlza
thanks, but 4.0 will take months to make (im building it in my own time, thats why it will take a long time, i am stopping every so often)
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Posted Jan 10, 2014@Exagerate
sorry non so far, however look out for world edit support (it should say worldguard region support ... but still)
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Posted Jan 10, 2014@MoseMister
I have to say that sounds like an ambitious, yet very cool undertaking. I look forward to testing and using 4.0!
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Posted Jan 10, 2014Any kind of WorldGuard region detection? I don't want people dismantling things in spawn
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Posted Jan 10, 20143 weeks away until i start to learn java from the beginning again. (im learning the android api as well, meaning its more then likely ill be making other plugins to do with android and bukkit - i need to see whats possible, then see what rules i can break (without getting into trouble) so after all that i then release what i can)
-------Ships 4.0
i plan to re-create all the code in this plugin, by using my own; methods, algorithms and code. it WILL be using bukkits recommended ways for the config (so no problems should occur with the config restarting). because it will be using my own full algorithms i should be able to fix every rotation bug simply. i will also be able to fix the hopper and dispenser problem (where the blocks fall out).
if everything goes right it will feel like a complete different plugin, because ships will NOT join together when they collide (unless someone right clicks the [ships] sign to save the ship - when its connected to someone elses ship).
Ships 4.0 should be using databases (making above possible) but it also means i will be able to; cap users to X amount of vessels, give users the ability to teleport there ship somewhere, add way more vessels.
and if everything goes correct, it will have exports - meaning you coders can create your own vessels as a addon (you maybe able to do a lot more with the imports)
Because ships 4.0 acts like a complete different plugin, i will carry on updating Ships 3, and label Ships 4 as something else. you guys come first.
i will also say im going to be creating a complete different config on Ships 4 so it does mean your old config will be useless, unless your sticking with Ships 3
oh and one last thing, its only possible with java 7 - so the major.minor bug will still be occurring
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Posted Jan 10, 2014@bobbimohobbilfe
what are you typing on the sign?
is there a error?
if so, where is the error displayed?
and what error is it?
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Posted Jan 10, 2014I can't get my [ships] to work
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Posted Jan 10, 2014@nullschritt
its how many blocks forward the ship will move
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Posted Jan 10, 2014@MoseMister
Could you please explain the new config option
EngineSpeed:?
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Posted Jan 9, 2014@Drazhar753
i have just check the code back and forth, i can not see why that would happen. just check those 2 things.
if you defintly are saving the config whilst debug is false, and the console says debug is true when booting up. then can i take a copy of a log of yours (im only interested in the errors, and ships stuff, so if it records users typing their passwords in, you can remove them)
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Posted Jan 9, 2014@Drazhar753
I have been having reports from a few users that the config says X value is false, however the plugin acts like its true.
I will look into in, using the code, however just make sure you are saving it, and tell me the value of debug when the server boots up (if it does not tell you, it means its false and reading it as false)
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Posted Jan 9, 2014@nullschritt
Emerald_block is on the config in 3.2.2.4 - or it should be