What can it do?

Cannons is a highly configurable plugin which allows you to fire block build cannons. It is possible to aim and load different amounts of gunpowder to hit targets at different ranges. The power of redstone makes it possible to set the gun to auto load and activate the rapid fire mode. Choose your projectile from a broad spectrum of cannonballs and smash the enemy.

With Cannons 2.0 you are also able to design your own cannons using .schematic files and give each cannon their own settings, as well as different types of projectiles.


  • Build a cannon out blocks
  • Design your own cannon and save it as .schematic
  • Design and fire different projectiles to smash your enemy
  • Use redstone to fire guns from distance
  • Rapid fire with auto-load possible
  • Destroyed blocks can be restored with CreeperHeal (if 'custom' option is true)
  • Cannons will stay load and aligned due to the database
  • Movement plugins (e.g. Movecraft) are supported if a cannon has a sign to store a tag
  • API for ships plugins (e.g. iSails) to use cannons on ships without signs.


by Wukkit

by wickedbrother

out-dated video

Alternatvie plugin showcase


  1. Install WorldEdit first (don't forget this)
  2. Copy the cannons.jar into your Bukkit's "plugins" directory, then run the server.


This plugin requires:


This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to

  • A unique identifier
  • The server's version of Java
  • Whether the server is in offline or online mode
  • The plugin's version
  • The server's version
  • The OS version/name and architecture
  • The core count for the CPU
  • The number of players online
  • The Metrics version If you wish to disable this feature (/me cries), you can do so by opt-ing out, which you can do in the config file under /plugins/PluginMetrics/

Information for Cannons 2.x


Additional information:

Known Bugs

  • The cannon ball (snowball) becomes invisible after 60 blocks but hits the target.
  • Voxelsniper will delete Buttons/Torches when you load the gun (be careful when you click the barrel)


  • Additional events/methods for seamless operation with movement plugins e.g. Movecraft, iSail


  • Raser4000
  • DreTax
  • JlJlJl
  • and many more


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  • Avatar of DerPavlov DerPavlov Dec 22, 2014 at 13:35 UTC - 0 likes

    @futhead_iThomas: Go In the default version you use a stick to clean a cannon - just right click the cannon with it a few times until the cannon is clean. Loading is done in 4 steps: Cleaning with a stick, loading gunpowder, loading projectile and pushing the projectile in the barrel with a stick. You can disable this cleaning/pushing in the config file.

    Here in more detail:

  • Avatar of futhead_iThomas futhead_iThomas Dec 21, 2014 at 14:37 UTC - 0 likes

    Every time i try to load the cannon with gunpowder it says i gotta clean the cannon firtst, but how!?

  • Avatar of DerPavlov DerPavlov Dec 20, 2014 at 21:13 UTC - 0 likes

    @CNCcamon1: Go Maybe your design files are old or invalid. Can you try to rename the design folder and restart the server. If Cannons can't find the design folder it should create a new one with default designs. There the firing should work.

    If you have a server I will visit and try to find the problem.

  • Avatar of CNCcamon1 CNCcamon1 Dec 20, 2014 at 01:13 UTC - 0 likes

    @DerPavlov: Go

    I have the chest in place but it is not loading the cannon. Another problem I am having is that when I try to fire the cannon by clicking the torch, it just sets the vertical angle instead of firing.

  • Avatar of DerPavlov DerPavlov Dec 20, 2014 at 00:25 UTC - 0 likes

    @CNCcamon1: Go To use you use Autoloading you need a chest with gunpowder and projectiles next to the cannon. First shift+right click to load the cannon. The next right click will fire it. Let me know if that worked for you.

    Last edited Dec 20, 2014 by DerPavlov
  • Avatar of CNCcamon1 CNCcamon1 Dec 19, 2014 at 21:48 UTC - 0 likes

    Hello, I am configuring your plugin and had a question. I cannot seem to get autoloading to work, could you please help me?

  • Avatar of DerPavlov DerPavlov Dec 19, 2014 at 18:56 UTC - 0 likes

    @Peter234: Go I have to figure out how to download 1.8 first but I can make one. There are no new feature for now. Maybe I find some time over the holidays.

    @GodsDead: Go Just copy the default one, edit/rename it and add as "allowed_projectile" to cannons.
    Here it is described in more detail:

  • Avatar of Peter234 Peter234 Dec 19, 2014 at 17:20 UTC - 0 likes

    Any news on a 1.8 release?

  • Avatar of GodsDead GodsDead Dec 18, 2014 at 19:01 UTC - 0 likes

    After all this time of using your amazing plugin, I am finally getting around to making my own custom cannon designs and using the insanely amazing config options you have given us! I LOVE the customization, but something I cant quite figure out, is how to get projectiles to act differently in different cannons? Do I just need to make more versions of the projectile and rename it and only allow it in that cannon? Or is there a way in the config? For instance I want cobblestone to have a more devistating effect if there shot from a iron cannon.

  • Avatar of DerPavlov DerPavlov Nov 20, 2014 at 18:16 UTC - 1 like

    @GodsDead: Go I tested the latest version Griefprevention v9.0 and I was unable to destroy block above sea level. Maybe he fixed the problem
    There is an API call which gives you the impact location, but I recommend to use the bukkit events for a protection plugin (like Griefprevention does). Since bukkit events work with all plugins and not just one. Allowing one sort of damage while blocking all other is a different case :).


What RPG features should be implemented for cannons

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Date created
Mar 04, 2012
Last update
Nov 06, 2014
Development stage
  • deDE
  • enUS
GNU General Public License version 3 (GPLv3)
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