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 Dec 23, 2013This plugin is extremely buggy. After a while while right clicking the maneuver sign my whole Minecraft crashes.
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Posted Dec 23, 2013@MoseMister
Thank you Mose, I will let my folks know :)
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Posted Dec 23, 2013submarines
if you guys have been reading my news you will know that i am currently coding 'ships 3.2.2' that brings in the requested 'airship set 2' (solarship is still on the way). however the more i test out new codes the more i get closer to submarines being possible.
well today i tested out my new code for the submarine, and it works. as in it can move up and down, and has to have itself in the water. i am still testing with this code,
im yet to create a ship with a roof to check if the water spawns inside the submarine, but if it does not, i may introduces it to ships 3.2.2 with the airship2.just tested it with a roof on, and water leaks in. ill still be working on the code, but it probably will not be in 3.2.2
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Posted Dec 23, 2013@catprowler
could you state your craftbukkit and ships plugin exact version (1.7.2 is not enough info, i need to know version number - so i know what im dealing with)
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Posted Dec 23, 2013@ChezaofStormrage
That looks like the error you get when a ship trys to move when it is too big for your server to handle.
to fix this, make your ships smaller, or upgrade your server power
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Posted Dec 22, 2013I got this Error today, what might I do to fix this?
http://pastebin.com/RjDWBuAC
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Posted Dec 22, 2013Hi there, can there be an airship and a regular ship all in the same world? At first the airship worked and after creating a ship for the water the signs on that ship showed up normal but did not work. Now the airship keeps telling me I need to add more wool? Confused? Am I doing something wrong with the plugin? I am using 1.7.2 bukkit server. Thank you.
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Posted Dec 22, 2013I won't be able to start ruling out plugins until next weekend. You really don't want to see the long list of plugins I use :)
For the record, I have an 3.6ghz 8 core AMD Processor with 16 G DDR3 Ram. It does look like the Craftbukkit 1.7.2 has more lag than previous versions. Of course, it is still a Beta Build. I will trust it more once they reach the Recommended Build.
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Posted Dec 22, 2013@charlza
hey, i have checked the code back and forth, i can not find why it happens. but it maybe to do with the following (other then this i can not help you - i need to be able to get the bug myself for me to test it)
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EOT sign maybe set to ahead but you have made another action, so when it moves it is calculating the move you did and the EOT calculations together.- plugin interference - always a possibility that another plugin maybe interfering with this code, if this is the case, and you know what plugin(s) are interfering with my plugin, i will happily attempt to make this plugin and the problem compatible.
- your server maybe running slow so the calculations are not happing quickly (this is not likely based on the info you have told me)
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Posted Dec 22, 2013@MoseMister
I think I may have narrowed it down. It appears to only happen when I am around the furnace and burner. These are both at the rear of my airship.
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Posted Dec 22, 2013@charlza
Hmm ... I hsve not camr across anyone with this problem, however i will look into it
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Posted Dec 21, 2013@MoseMister
I'm sorry...there was a typo. As the ship moves forward, my body does not move with the ship. I reappear in a different place further back from where I should be standing.
I *may* have used pre-release 4...I'm not completely sure though. I did delete my config file a day or two ago when I saw you have recommended this in a post.
All of the tester blocks are set to try. I have not modified my config file.
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Posted Dec 21, 20133.2.1 just went up for approval, some of my testers have done full tests on the plugin (including myself). and by my calculations, it should be approved by the 22nd or 23rd.
merry xmas :)
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Posted Dec 21, 2013@charlza
thanks for the report, i just have a few questions.
1) when you say sticking, do you mean not moving when you click the signs?
2) did you use pre release 4?
3) are all 'testers only' blocks 'true' bar the redstone capacitor thing?
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Posted Dec 21, 2013Just an FYI, I went ahead and installed Pre Release 5 this morning. I'm finding that my position is sticking. When the ships moves, I occasionally reappear several spaces away from where I was standing. I fell off the ship a few times and, went splat on ground and was killed :)
I'm using a airship to help explore a new 1.7.2 world. I'm in search of mesas. I love the mesa biome!
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Posted Dec 20, 2013Ships 3.2.1 is almost done but i am running out of time for my deadline. so again it maybe done by the date, however it may not be approved in time.
reminder if you used any of the 3.2.0 pre releases, it is highly recommended to delete your config when you update to 3.2.1 or higher.
another reminder all 3.2.0 pre releases will be removed from download after 3.2.1 comes out and this page will act like they never existed.
enjoy
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Posted Dec 19, 2013@Spartan071
it is something i have though of, however for that, it would require a database, and like i have said to a lot of requests, i dont want this plugin to have a database system, however i may need to do it in the future.
i am STILL learning java so what i can do with this plugin is very limited.
other requests that need a database
- cap on how many ships are linked to one player
- teleport to ship
- saved ship materials
- cap on clicks per second (maybe able to do that without a database)
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Posted Dec 19, 2013I'm guessing the issue with ships colliding and being considered a single ship stems from the fact that the server checks the ship every time it moves for the configuration of the ship in question. Instead of of the server checking the ship every time it moves, why not have it decide it the moment that the Ship sign is placed that declares it a ship. This would also speed up movement times. A con that I can think of right now is that it means that your ship can never be damaged by anything, as when you move the ship the damage would be repaired, so ship v ship battles would be pointless. However, when you add cannons as part of the mod, simply make it so that when the server detects a ship being hit, it auto-saves the ship a very short time after the ship is hit with the cannon, meaning that the damage from the cannon would be saved. Saving the ship doesn't take that much time or ram, it only would show when you would be spamming the move button, so it wouldn't be noticed when the ship is save after being hit. I am assuming that the server causes a bit of lag when it has to check the ship every time it moves, but I could very well be wrong, so this might be completly useless.
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Posted Dec 18, 2013@spylero
not yet, but i know your hinting that i should put it in.
a predefined route would be one of the features i would add in last, because setting 'action points' (if you will - a place predefined that a action would take place) would take a lot of code to add in, and there is already too much im doing at the moment.
so sit back and relax whilest i bring out updates that should slowly lead to every user need.
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Posted Dec 17, 2013I wondered if it's in any way possible to make ships follow a predefined route?