Ships
Ships

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JavaDocs |
Sponge version |
Discord channel |
Translate Core |
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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 Jul 24, 2019In reply to danylwb:
I can not remember if I have added it in the config and if i had, if it reads from it. But there should be a autopilot option in the config, with the amount of time before the ship move again and the time unit its measured in (miliseconds, microseconds, minutes, etc).
As for your seaweed issue, yes. Take a look at the blocklist.yml file (above your config file). In there controls all the blocks. You will see a CollideType for every block, there are 3 types of collides.
DETECT_COLLIDE: this being that driving into the block will give the error message of collide detected.
MATERIAL: this being that the block can be used as a material
RAM: this being that driving into the block will break that block.
For your seaweed issue, change the CollideType of seaweed to RAM.
There is also a command to change the collidetypes. Use the /ships blocklist command.
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Posted Jul 24, 2019In reply to Mosemister:
Thank you very much! This is really awesome being able to chat with you and get feedback! I and my friends are really enjoying this plugin! We have already become sky Vikings!
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Posted Jul 24, 2019In reply to danylwb:
Glad your enjoying the plugin. And taking control of the sky ;)
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Posted Jul 24, 2019In reply to Mosemister:
Yes, it has been great fun! I changed Kelp to RAM though it seems to still not let me move through the Kelp. it tells me that the Kelp is in the way. Kelp in the Blocklist is line 1756 Idk if you need to know that. I've tried restarting my server still seems to not let me pass-through
also if I use the command /ships blocklist set collidetype RAM minecraft:kelp it tells me
"Unknown collidetype of RAM" So I changed it manually in the Blocklist.yml
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Posted Jul 24, 2019In reply to danylwb:
That is strange. When i get a min I'll test it on my end and see if i can work out whats happening
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Posted Jul 24, 2019In reply to danylwb:
I suspect that the grass and kelp may be in the water, not the air, you may also need to change these four kinds of RAM, kelp, kelp_plant, seagrass, tall_seagrass,
In fact, the transformation of ships to reduce the contact with seawater on the wood and floor, can also easily avoid the marine plants, you may be able to do so before the author solves the problem.
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Posted Jul 23, 2019For some reason the default airship doesn't deplete the coal it uses when I move the engine.. with one coal in the furnace for 5 minutes of testing.. same with submarine.. is this normal? in the config I also bumped up the consumption to be sure and still no. Thanks!
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Posted Jul 23, 2019In reply to adamartus:
Its a known bug in Ships 6.0.0.0 Alpha. I am working on a fix, just trying to find out whats going wrong.
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Posted Jul 21, 2019Heya,
I'm not sure what I'm missing; but I'm new to Ships - and get the following when moving a water ship:
https://imgur.com/a/24meUuz
Is there a Config option for filling in water? If not - is there an API for Ships6 so I can get a "ShipMoveEvent" and then run my own check on water in the area to level it out? if so, is there an example implementation of getting / using the API?
Cheers!
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Posted Jul 21, 2019In reply to Forge_User_47336205:
Oh wow, thats a strange error. What does your ship look like?
As for an API, there is one, however the Events are not implemented yet, ill add the events into the next update and attempt to get the water level detection working better to sort your current error.
Also bare in mind that Ships uses a compatibility layer for both Bukkit and Sponge called ShipsCore, the events work slightly differently in ShipsCore to regular Bukkit (its mainly just the wording and the objects you use.
There is currently no examples of how you would implement it, this is mainly because ive been working on the main plugin instead of the pages associated with Ships (hence why its got old Ships 5 information above). But Ill show you how to do everything when the next update comes. This is the current page showing how to use ShipsCore and Ships.
https://dev.bukkit.org/projects/ships/pages/api/ships-6-r2
Currently if possible, could you send a picture of your current ship so i can optimize the water level detection. That would be great
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Posted Jul 21, 2019In reply to Mosemister:
That's okay, the current ship looks like the following: https://imgur.com/a/E3QIbAd
Would love to take a look at the API once you're comfortable with the implementation. Don't worry too much on the documentation, I'm sure I'll muddle my way through it once it's all up and sorted, definitely can understand how the updates take priority over writing it all out atm :)
(Oh and running 1.14.2 just in case that helps)
Cheers for taking a look!
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Posted Jul 21, 2019In reply to Forge_User_47336205:
Thanks for the image. After looking at it, I built a ship with the same bottom on my test server and got the same result, so I managed to fix the issue very quickly.
I have also added a few events into Ships. I would advice looking at the nested events inside VesselMoveEvent, there is also VesselStructureUpdate if you need.
Before I go to bed Ill update that API page as some of the information in there is now out of date (Ships are stored in RAM now so they dont need to be loaded for instance)
The update has been tested and is uploaded, just waiting for bukkits approval.
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Posted Jul 22, 2019In reply to Mosemister:
Just got home from work to test it. Works like a charm, I'll take a look into the API once I have some time to dig into it.
Thanks!
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Posted Jul 22, 2019In reply to Forge_User_47336205:
Glad its working for you. Tell me how the api is, if there is anything you want adding/changing just shout and I'll see what I can do
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Posted Jul 20, 2019Just downloaded and installed. it looks really cool! but sadly when I try to make a ship it just tells me in-game chat "[Ships] is not installed on this server" i play a 1.14.3 server using spigot not sure what ive done wrong or how fix :/
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Posted Jul 21, 2019In reply to danylwb:
What are you writing on the sign? I need to know exactly what your writing line by line.
That error message occurs when you try and create a ship type that doesn't exist. Due to the fact the ship type name is blank (should be before the "is") my guess is your leaving this line blank. However i want to be sure.
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Posted Jul 21, 2019In reply to Mosemister:
I write:
1. [Ships]
2.
3. S.S. Blue Lotus
4.
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Posted Jul 21, 2019In reply to danylwb:
You need to provide a ShipType on line 2.
1: [Ships]
2: <Ship type>
3: <Ship name>
Currently there are the following ShipTypes in Ships 6.
1: OPShip
2: Airship
3: Ship
4: Submarine
5: Marsship
An example of a sign would be the following
1: [Ships]
2: Airship
3: ExampleShip
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Posted Jul 21, 2019In reply to Mosemister:
Alright, Thanks!
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Posted Jul 21, 2019In reply to Mosemister:
I've got another Question/issue.
I'm trying to make an airship though it says "[Ships] Your vessel needs 0.0 of (of either) [WOOL]."
Then when I remove the wool it says "[Ships] Your vessel needs 100.0 of (of either) [WOOL]."