A Brief Description

Movecraft is a plugin that has been designed to give purpose to those extremely large (and awesome) oceans as well as to simply give the option to Sail, Drive, or Pilot amazing Ships, Creations, or Zeppelins. It allows the player and/or players to craft Vessels out of blocks that can be piloted and thus moved. Hence the name MoveCraft.


Movecraft was first created by Yogoda for hMod.
Movecraft 3 is a complete recode. It's only similarity to the Movecraft of Yogada is it's name.

Documentation, Tutorials, Quick Start Guide, and Demo Videos

For documentation and information, use this link:

Also the builds on that site are more up to date than the builds on this site, so download the latest version there. Please be aware the builds on that site have not been checked by the staff, so use at your own risk.

Here is a brief summary of Movecraft features covered on that site:

Control Method Options

  1. Sign and Pilot Tool
  2. Sign only
  3. Direct Control (the players movements control the craft)
  4. Misc Commands - /manoverboard, /release, etc
  5. Remote Signs to remotely activate command signs from other parts of the ship (Turn turrets, launch torpedoes, etc)

Craft Options

  1. Basic craft configuration options including size, speed, allowed block types, required blocks, etc
  2. Customizable Cruise Control to keep the craft moving forward
  3. Customizable Fuel Burning behavior
  4. Customizable sinking/crashing behavior including smoke, explosion on impact, and uncontrollable dives
  5. Restricting motion to horizontal or vertical planes
  6. Customizable "Hover" land contour following behavior for cars and surface vehicles
  7. Optional craft teleportation
  8. Require water contact for sailing ships and water craft
  9. Crafts that explode when they collide with things for ramming or torpedoes
  10. Repair signs to repair your ship, requires mats, and can require a fee

Server Options

  1. Customizable Pilot Tool for craft control (or you can disable it to force sign only movement)
  2. Man Overboard timeout to allow anyone who falls out of a craft to get back in it
  3. Configurable WorldGuard protection against moving into forbidden areas or sinking over protected areas


Movecraft uses the following permissions:

movecraft.<craft name>.pilot
movecraft.<craft name>.move
movecraft.<craft name>.rotate
movecraft.<craft name>.repair

For example, if you have a craft named "Airship", you would need movecraft.Airship.pilot, movecraft.Airship.move, and movecraft.Airship.rotate in order to completely use it.

There is also:
movecraft.<craft name>.create - only required if RequireCreatePerm is set to true in config.yml
movecraft.cruisesign - only required if RequireCreatePerm is set to true in config.yml

movecraft.commands - grants access to /pilot, /cruise, /release, /rotateleft, /rotateright, /craftreport

You can also control these granularly with:


Movecraft does not require any other plugin to function, however certain features require additional plugins:

WorldEdit (>6.0) - For repair system
Vault - For payment system

In addition, the following plugins are supported for compatibility:

Cannons - Cannons will move with a piloted craft
WorldGuard - Region protection
Most common permission plugins - Assign permissions to various craft features

MadRealms is the home server of Movecraft, and we welcome any player looking for a good movecraft experience to our main server : MadRealms : The Skyland Pirates.

Join today at

Statistics <> This plugin utilizes 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 Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true. <> -


Donations go towards funding movecraft's development. Donate:

Source Code

Source Code is hosted on GitHub and commits are built by Jenkins CI. The Jenkins is not currently publicly accessible.

Builds are regularly posted to BukkitDev from our CI System.

GitHub Logo


Localisation is fully integrated into Movecraft 3. Locale can be set inside the config.yml.

Due to a bug in GetLocalisations software, language packs are not currently available for download. We apologise for the delay and are working to get them uploaded to BukkitDev ASAP.

Submit a translation to your language at:

Troubleshooting, Error Reporting

Please use this site to report errors and for troubleshooting assistance:

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  • Avatar of aberts10 aberts10 Apr 26, 2015 at 00:00 UTC - 0 likes

    Where can i find a craft type Config for cars?

    Last edited Apr 26, 2015 by aberts10

  • Avatar of Jaiph Jaiph Apr 15, 2015 at 10:34 UTC - 0 likes

    Thanks Loraxe, request filled out. No rush, thanks again for looking at it! :)

  • Avatar of Loraxe42 Loraxe42 Apr 13, 2015 at 20:53 UTC - 1 like

    @Jaiph: Go

    Yeah, I could see something like that working. Go ahead and fill out a feature request "issue" here:

    So I can track it. As a warning, it might be a few weeks. I'll be heading out of town soon, and I have a few other things I need to get to.

    AKA: BaccaYarro

    Check out this video featuring Movecraft gameplay with lots of warship combat:
    Minecraft Airship Pirates Episode 15 -

  • Avatar of Jaiph Jaiph Apr 11, 2015 at 22:18 UTC - 0 likes

    First just wanted to say love the work being put into Movecraft now, been using it for years and it's one of the most dynamic plugins ever made.

    Second, a small (I hope) request. Our server uses the "Move:" command signs extensively as the world map over the course of 4 years has gotten pretty damn huge, but currently the 'fuel' use of using Move signs is pretty minor.

    Is it possible to add another optional entry to craft files called something like 'fuelMoveBurnRate' and the way it would work is when you click a "Move:" sign it calculates the distance you will be traversing and requires a certain amount of fuel (fuelMoveBurnRate) for the command to be executed. For instance, I'm at 0,100,0 and want to use a Move sign to go 1000,100,1000 which is about 1414 blocks, so I'd need to have enough fuel in the furnaces to cover that distance based on the fuelMoveBurnRate. I feel this would make the Move signs less op and add a real market for coal/charcoal on the server.

    Anyway, thanks again for the work you've already done on Movecraft!

  • Avatar of navy12333 navy12333 Apr 09, 2015 at 23:48 UTC - 0 likes

    <<reply 2533861>>

    Ah ok, Well sorry :P just thought i would flag it up to you :)

    Oxodus Realms >:D IP: Site:

  • Avatar of Loraxe42 Loraxe42 Apr 09, 2015 at 23:01 UTC - 0 likes

    @navy12333: Go

    That was actually a mistake, it's not supposed to require world edit. I fixed it in the most recent version available here.

    Worldedit is necessary for the repair functionality, but it was never intended to be required for the plugin to work at all.

  • Avatar of navy12333 navy12333 Apr 09, 2015 at 01:16 UTC - 0 likes

    @Loraxe42 Hi, just a little bit of advice, Please add "Worldedit" to a "Dependencies" part of your plugin page. Not sure if i read over it but if it isnt it will help most people, as it does require world edit (found out the hard way)

  • Avatar of Loraxe42 Loraxe42 Apr 04, 2015 at 16:02 UTC - 1 like

    @GodsDead: Go

    I go with 10, personally. I haven't seen lag being an issue with repairs, its more a question of reasonable delay. IE: If your ship is missing 1000 blocks, that's a pretty major repair. It should take a while to fix. In this example, it would take 8 and a half minutes, or a little less than 1 in game day.

    You don't want people being able to instantly perform huge repairs, because it screws up the role playing aspect. For example, lets say an infamous pirate is being hounded by the royal navy. In a pitched battle, the pirates ship is heavily damaged. The pirate puts in for repairs at a nearby cove. The royal navy finds the cove, and finds the pirate helpless while his ship is under repair. Next time, maybe the pirate will be more careful about how well he hides while making repairs. If there is a next time...

  • Avatar of GodsDead GodsDead Apr 04, 2015 at 11:43 UTC - 0 likes

    @Loraxe42: Go

    What would be a sensible Ticks per block to set this to to now cause lag. RepairTicksBerBlock?

    Last edited Apr 04, 2015 by GodsDead
  • Avatar of Loraxe42 Loraxe42 Apr 04, 2015 at 06:09 UTC - 0 likes

    @robotnikthingy: Go

    That is on the roadmap, although I have no date yet.


Date created
Nov 07, 2011
Last update
Apr 07, 2015
Development stage
  • deDE
  • enUS
  • frFR
  • zhCN
GNU General Public License version 3 (GPLv3)
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