Ships

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Ships

Ships 5 is now out

  • Ships 5 brings better performance
  • Almost all previously know bugs are now removed
  • Many more new features to play around with

Source Code - Github

MoseCraftbukkitPlugins

Source Code - Github

MoseCraftbukkitPlugins

New Eye Respawn

All My Worlds

New Eye -Respawn

All my worlds:
Project by Qx2

Supported plugins

These have been moved to Bukkit Bridge

Addons

NameLinkDescriptionAuthor
ShipsNoCollideLinkShipsNoCollide is a addon to Ships 5. What it does is forces ships to check that the new location will not attach onto another block. IE. If there is another ship coming at you. Without no collide it may end up just infront of your ship. This then attaches the two ships together. No collide stops that from happening. Its not a big plugin at all. I think its less then 10 lines (after grabbing the event). But its a seprate plugin because it may slow down ships by a nano second.MoseMister
ShipsDamageLinkShips Damage adds a configurable weight-damage mechanic to each and every ship, with minimal performance impact/overhead. Great for use together with the ShipsNoColide Plugin!nullschritt

What is Ships?

Ships is associated as one of 'MoveCrafts' rivals, however we can guarantee you that Ships is moving away from this idea, by adding features that you would probably not see in MoveCraft but are useful for the servers this plugin is designed for.

Ships is a plugin that allows you to create medium sized vessels in water, ontop of water and in air. Ships is simple to use because it only uses signs to control the vessels. No annoying commands to learn, or 'wands' needed, it's just plain simple signs.

As time moves forward this plugin improves. This is MoseMister's first plugin and he is still learning from the endless world of craftbukkit. This being said, some features of this plugin maybe 'glitchy' so you have been warned. Qx2 does not work on this plugin any more so all the updates and taking care of the top priority 'users' lies on MoseMister alone, so all help is appreciated.

VesselTypes

TypeDescription
ShipShips move onto of water
AirshipAirships are one of the hardest to work because they are so demanding. Enjoy
Marsshipship from the movie John Carter. In action how like an airship but does not require fuel or wool. Its disadvantage is that it can fly only during the day
PlaneFaster then all the other vessels, however, fuel is eaten
SubmarineMoves underWater
Solarshipfuels up during day, uses its own fuel at night
Hybridshipa mix between the Marship and Airship

Signs

Ships Licence sign* [Ships]
* <vesseltype>
*<vesselName>

This sign is the licence sign, right click it to gain info about the vessel.
Move sign* [Move]

This sign will allow you to move your vessel. The vessel will move in the opposite direction to the way it is facing
EOT sign* [Wheel]

This sign will allow you to rotate your vessel. Left click to rotate to the left. Right click to rotate to the right.
Altitude sign* [Altitude]

This sign allow your vessel to move up and down. Left click to move down (decrease your altitude). Right click to move up (increase your altitude)
EOT sign* [EOT]

This sign will force the vessel to move in the same direction until it hits a wall. If EOT is disabled in the config this sign will not take effect and will not be able to be created through Ships

The signs will only be activated if standing. They will not activate when sneaking.

Command and permissions

CommandArgumentsTypeDescription
/Ships AutoPilot<VesselName> <X> <Y> <Z>BothMove the vessel to the location without player control
/Ships Developer* loadedVessels
* VesselTypes
* materialsList
* rammaterials
* all
Console* gets all loaded vessels
* gets all Vesseltypes ships has loaded
* displays all blocks in materials list
* displays all blocks in RAM materials
* displays all info
/Ships Fixes* teleport
* facing
player* sets the teleport to location for your vessel
* fixes the issue of vessels moving the wrong way
/Ships Infobothdisplays all information about Ships
/Ships protectedbothtoggles if the protectedVessels applys for it
/Ships reload* Configs
* <Vessel name>
Both* reloads all config files
* reloads the vessel
/Ships sign* Track [seconds]player* displays the Ships structure
/ships teleport* <vesselname>player* teleport to a vessel
PermissionDescription
ships.*all Ships permissions
ships.<vesseltype>.useallow a player to use that vesseltype
ships.*.useallows a player to use all the vessel types
ships.<vesselname>.useallows a player to use that vessel
ships.<vesseltype>.makeallows a player to make that vesseltype
ships.*.makeallows a player to make all the vessel types
ships.command.teleportallows a player to use the teleport command
ships.command.teleport.otherallows a player to use the teleport command to other vessels
ships.command.signallows a player to use all the /ships sign commands
ships.command.reloadallow a player to use all the /ships reload commands
ships.command.fixesallows a player to use all the /ships fixes commands
ships.command.autopilotallows a player to use all the /Ships autopilot commands

Isn't this the really buggy plugin?

Ships has been known for its bugs however Ships 5 and above cleared out almost all of the bugs from Ships 4 and lower.

Struggling with the config?

Here is a more in-depth version to all config files within Ships

Videos

4.0.2

for older versions

videoShips 4.1.1 by VortexHDGaming
videoShips 4.0.2 by Ajaxan Minecraft
videoShips 3.2.4 by StoneGate amac55
videoShips 3.2.1 by MoseMister
videoShips 3.1.6.1 by austin101
videoShips 2.1 by Jacob Vejvoda

User created content

All the youtube videos, the Ships community (thats you) have made I could not thank enough for.

This image has been created by Skyyagiz. Skyyagiz image

Are you a developer?

The image at the top labeled 'source code' leads to the github Ships 5+ page. But if you want to just start developing for Ships you can go to the Ships 5+ api page located here. This will tell you some things that you can do with the api.

The api is always developing, fixing bugs and issues and adding new parts to the API to make your programming life as simple as possible. If you wish to add something to the api. Don't be scared, just send a request on GitHub (preferred) or here (not preferred) and it will be taken care of.

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  • Avatar of MoseMister MoseMister Dec 13, 2015 at 19:19 UTC - 0 likes

    @Coltslayer: Go

    Hehe. Hope you enjoy it when its ready for release

    MoseMister

  • Avatar of Coltslayer Coltslayer Dec 13, 2015 at 18:02 UTC - 0 likes

    @MoseMister: Go

    More excited than I was for Fallout 4

  • Avatar of MoseMister MoseMister Dec 02, 2015 at 22:06 UTC - 0 likes

    Ships 5.0.1.1 announcement

    As some of you may know Ships 5.0.1.1 was scheduled for a release before xmas day and that is still a time i would like to keep to. But i would like to point out a few changes that you will find on the mosecraftbukkitplugins pages and the plugin itself.

    mosecraftbukkitplugins page

    as you may know, the mosecraftbukkitplugins is out of date. It will remain out of date for a while. I am going to go through it and properly make it up to date replacing broken links and adding the new ships download links.

    Ships 5.0.1.1

    If you took place in the PreReleases, Betas, Alphas for Ships 5.0 - 5.0.1.0 then i can not thank you enough, I got lots of feedback including bugs, features to add, plugins to support, etc. I have throally enjoyed all of it, and the result came to be a more polished plugin with a lot more features then i could have imagined. So again, Thanks.

    Sadly some features that users have requested did not make it into the final product, however thats not to say they will never come. After the release of Ships 5.0.1.1 I will be working on a few more plugins that will add onto Ships. Things like the Ships structure selector plugin (working on a name) and thats the next thing.

    Ships will not longer support other plugins from itself. What i mean by that is you will need a plugin called ShipsBridge to support other plugins.

    Ships Bridge

    Ships bridge takes all the 3rd party plugins Ships already supports and gives them a fancy new overlay. This was a hard decision to do, i ran this by a few ships users and came to the decision. In the end it means if you use Ships it will run faster because its not trying to run code that your not going to use. It keeps all the 3rd party plugin support in a separate place all together, and your bridging only the plugins you want to. The first set of ShipsBridge will release along side with Ships 5.0.1.1 that will include all the 3rd party plugins ships5.0.1.0 prerelease 6.0 supported properly.

    ShipsBridge will have its own separate bukkit page and this page will have its files dedicated to Ships builds, any files that are not ships builds that are on this page will be moved (with the exception of ShipsNoCollide).

    This does mean the ShipsTownyHook will be renamed to 'ShipsBridge-Towny' however the features and functions it provided will not be changed.

    Ships 5.0.1.0 Sponge

    I have been working on the bukkit edition, college work, work work and family work too much to focus any attention on the Sponge edition. And Oli has been too focused on school work to work on the Sponge edition, so currently it is at a stand still. Please dont worry, we need the data implementation done before we can test and use Ships 5.0.1.0 for Sponge. By the time that comes along we will be ready to work on it again

    MoseCraft server

    This has a few massive plugins that im programming from scratch to make the server unique, however I have not been able to work on them for some time. Sorry

    Other projects

    I have been working on another project with nullschritt and someone else who is currently unnamed. Im not releasing too much information about this project due to the fact it can still fall through the floor.

    after action

    Hope this sorts out any confusion. And private message me if you want to become a tester for Ships 5.0.1.1 (get a early copy) and will be mentioned as a tester.

    This is probably the longest wait for a full release Ships has ever done (when release it will be over 8 months) but please remember that Ships 5 had Ships 4 code rebuilt from the ground up by just myself. I hope you enioy using it and I can not wait to work on more

  • Avatar of MoseMister MoseMister Nov 15, 2015 at 18:02 UTC - 0 likes

    @timyboy12345: Go

    Motor? I don't remember one of those ever being in Ships. Can I ask what version of ships you are using. Use

    /ships info
    

    to find out what version it is, if it says "Null" then its 4.1.1.

  • Avatar of timyboy12345 timyboy12345 Nov 15, 2015 at 17:40 UTC - 0 likes

    What does a motor look like? Can someone please send a picture?

    Pls, don't get mad about my English... i'm not from the USA or England orso... :D

  • Avatar of MoseMister MoseMister Oct 30, 2015 at 21:06 UTC - 1 like

    wow. Almost 6 months since Ships 4.1.1 came out. Hopefully you will have another full release of Ships by the end of the year

    in other ships news

    I am now working with multi tasking in java, I am wanting to implement this into the next update in ships. This means if you run a server that has multiple cores then it should reduce the lag. If your on a single core then why? And you won't notice a difference.

    Last edited Nov 03, 2015 by MoseMister
  • Avatar of MoseMister MoseMister Oct 26, 2015 at 23:21 UTC - 1 like

    Ships update

    Bukkit version

    So i have been testing Ships 5.0.1.0 Prerelease 6 Alpha 1.1 with Cannons and saw that the connection between the two plugins is awful. So what im doing is remaking the connection. As for the rest of the plugin, I have added a few subtle features in that makes your life as a admin or user much simpler. A few bug fixes here and there. Buttons now rotate .... Thats about it for Ships 5 Bukkit version.

    Sponge version

    Today im pleased to announce that Ships 5 Sponge edition is now in the works (again ...) and you can see the progress over on its github here. Im working with a new programmer who goes by the name Subtleoliver to get the Sponge edition up and running. Ive had a bit of experience with Sponge before thanks to the creation of some plugins on my upcoming server, however Oliver has only Bukkit and Forge experience. Despite that small issue, progress is coming along really well. In a single day we have ported a lot of the plugin over.

    The Sponge edition of Ships is currently based on Ships 5 PreRelease 6, however because of the plugins Ships Bukkit supports not being on Sponge yet, the Sponge version maybe ready before the Bukkit version, however a lot of testing will be done on the Sponge edition before full release of Ships 5.0.1.1 for Sponge. This will not delay the Bukkit version at all, think of it as the Sponge version playing catchup with the Bukkit version.

    Will Sponge version get any unique features?

    Thanks to how the Sponge API is setup you will gain some features that are not in the Bukkit version, such as Rotation of blocks for ALL blocks. This is thanks to Sponge providing the rotate code, so all i need to do is tell it to rotate left or right. Another one is automatic support for inventories on update. As a lot of you know, you can use Ships Bukkit on builds of Bukkit it was not designed for, such as Ships 5 was designed for Minecraft 1.8 however you may want to use Ships on minecraft 1.9. Its not going to stop you however the new blocks do not work well with Ships. The Sponge version makes the blocks work in a better way, such as maintaining its inventory on ship move. There maybe features of Ships that are in both however it works better in Sponge then Bukkit.

    How will versions work

    Well like I said, Sponge version will be playing catchup, however a bug may come up in just one of the versions. Im not going to give a fake update to the other version. What im trying to say is the versions should be maintained between the two however there will be exceptions

    Bukkits unique features

    Currently, the sponge edition has no way of working out what the ID and DATA of a block or item is, so Bukkit has that, I am working on some code that will allow sponge to use that but its taking a while.

    Bukkit will always get first release of a new version (unless the version is unique to sponge), so you have that

    Will Ships Sponge take advantage of Forge?

    Nope.

    Any other questions?

    just ask

  • Avatar of deadguy108 deadguy108 Oct 25, 2015 at 13:11 UTC - 0 likes

    @MoseMister: Go

    Thanks so Much! it works now!

  • Avatar of MoseMister MoseMister Oct 25, 2015 at 13:08 UTC - 0 likes

    @deadguy108: Go

    you need more then that. the amount of blocks you need is more then minimum and less then maximum. again you can change both minimum and maximum values to suit your needs

  • Avatar of deadguy108 deadguy108 Oct 25, 2015 at 13:05 UTC - 0 likes

    @MoseMister: Go

    it says the minimum for planes is 1350, so do i need to lower that?

Most used vessel type on your server

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Facts

Date created
Feb 23, 2012
Categories
Last update
Jan 27, 2016
Development stage
Release
Language
  • enUS
  • plPL
License
GNU General Public License version 3 (GPLv3)
Curse link
Ships
Downloads
63,843
Recent files

Authors