Ships
Ships
Source Code - Github |
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 |
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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' |
ships.cmd.blockinfo |
Allows the player to use the command '/ships blockinfo' |
ships.cmd.shiptype.create |
Allows the player to use the command '/ships shiptype create' |
ships.cmd.config.set |
Allows the player to use the command '/ships config set' |
ships.cmd.config.view |
Allows the player to use the command '/ships config view' |
ships.cmd.blocklist.set |
Allows the player to use the command '/ships blocklist set' |
ships.cmd.blocklist.view |
Allows the player to use the command '/ships blocklist view' |
ships.cmd.ship.track |
Allows the player to use the command '/ships ship track' |
ships.cmd.ship.eot |
Allows the player to use the command '/ships ship eot' |
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
In reply to amaroldarkness:
Sorry thought I fixed that bug in beta 14. Ill take another look.
As for Ship is already moving, this has been in the list of bugs I have wanted to fix for a while but sadly I cant replicate it.
You get the flag of isMoving right away, however the value is false.
Both those bugs are ones I havent been able to replicate so I need more info on both, such as
- when the player started the joining bug, how did they leave before? Kicked? Quit? Disconnected due to error?
- when you started the ship is already moving, did you do a failed move before hand, if so what was the message?
For both these issues there are work arounds. The player spawning back at the ship, destroy the ships sign and replace it (is the easiest way)
As for ship is already moving, try the command
/ships ship <id> unlock
Whenever I log off it sends me back to my boat, can I toggle this off?
In reply to ConDudCool:
Hi. Messaged you on discord
How would I give permissions to build a ship to people in my server without giving op for the necessary perms?
In reply to dredgennut:
With Ships 6. The permission node to create a airship is
ships.make.ships.airship
With all ship types being
ships.make.*
Hope that helps
Ignore fixed
Before edit:
Bad news everyone:
For those who don't know, Spigot 1.17 came out today. While Sponge beat them to the punch (by a whole day), its still impressive how quickly both platforms can update.
All that is good news, the bad news is Ships crashes on 1.17 thanks to a change in a single block Id changing.
As you may expect, Ships will be updating to combat the issue. For those who are still on 1.16, don't threat, I will still support 1.16 until futher notice.
Read more about the bug here: https://github.com/Minecraft-Ships/ShipsForCore/issues/52
Good news everyone:
a while ago there was a block finder called Ships_six_async, however it was removed due to it not actually working. However rejoice as the next update brings a async version of Ships 5's block finder.
Whats so special about async?
Async code is the idea of moving code away from the order of code that should be executed and into its own seperate part. This essentially means that the asynced code will not stop any other code from running while it runs, meaning that server lag caused by the block finder will no longer be a thing while this is active.
Why ships 5 and not Ships 6?
Ships 5 is a lot easier to port to async. I do plan on porting Ships 6 R1 as well (Ships 6 that you can download is R2).
any other benifits then reduced lag?
Ships 6 R1 isnt avadible as a synced option so may get a benifit there, other then that .... no
In reply to mosemister:
I'm back 🙂. After a long Minecraft break, I started the long process of migrating my ancient 1.12.2 Spigot to Paper 1.16.5. I'll be keeping an eye on your updatesb again!
In reply to thecharlza:
Hello again. A lot has changed since the days of 1.12 ;)
hello do you have a discord? i have some issues id like to report. great plugin btw players love it. just need to sort the errors in console which spam alot and also players can easily crash servers if they just make the signs on the ground and try to take off.
In reply to ripperp4605:
Got a community discord coming out soon, just sorting some stuff out for it before it's officially released, but as long as you understand that, then please join.
https://discord.gg/cKDTdfpcWX
As for the issues, the two you have described sound familiar. The error, if its to do with classcastexception and only happens to Airships, thats being fixed.
As for attaching a sign to the ground, never heard of anyone doing that but I know why its crashing the server and there is a easy fix (two actually).
To fix that you can either lower the "track limit" which is the max amount of times Ships will attempt to find a new block as part of the ship.
The other option is to change the Block Finder from Ships 5 to Ships 6.
Both you can do via the following command.
/Ships config set config <key> <value>
Very nice plugin, but i have a short question.
If I want to build a Ship, is there a possability to add blocks? I mean if I want to have obsidian, command blocks, gray wool and so on, on my ship can i turn it in "no collison" blocks, so that they come along with my ship?
In reply to stone1sky_:
Yep. Take a look at the following command
/Ships blocklist set collidetype
That command will allow you to change how Ships reacts to different blocks. There are three different collide types.
Material: which treats the block as part of the ship
Collide: which is what the blocks you mentioned are probably on. A ship cannot detect them as part of itself, but can be detected on movement whereby its classed as a obstruction.
Ignore: which is where Ships will completely ignore the block, breaking the block if a ship attempts to drive into it (useful for plants)
Something happen durring ship rotation..
Ship got broken of course, and now player behaves weird (starts to fly) when trying to approach the ship
In reply to Haron4igg:
Hi sorry about the issue. Ill look into it.
As for the player, the issue can be fixed if the player uses
/Ships fix nogravity
Hey! Do you know when the max speed glitch will be resolved? I'd love to add this to my server but my players would just use it to teleport vast distances.
In reply to nate_bilsky:
Hi.
I dont have a lot of free time to work on Ships, so sadly I dont know
Great! I will start my questions in a new thread.
1) Will ships continue to EOT into unloaded chunks even if a player dismounts? I have fuel requirements disabled, so it appears that a Ship will keep going forever if a player falls off.
2) Was the feature that disabled Marsships at night removed? I really liked that, not sure how to reenable if it is still there.
3) I seem to be able to bypass the max movement speed for a ship when toggling Move signs. Max can be set to 10 in config, and I can still set a Move sign to 20+ and have it move that far when used.
4) I understand that the /ship teleport feature is currently inactive. How high up on your list is reenabling that feature?
In reply to idy26:
1) its been a while since I have tested this but back when i did, it would carry on. I designed it like this for people who would like to use auto pilot feature (eot should also work) where they activate the ability and then disconnect or something, when they joined back they would be in the position they wanted to be (assuming that another plugin doesnt prevent the teleporting of the player to the ships position on join (such as authme)).
2) if the Marsship is moving at night then this is a bug, ill test it when i get some time.
3) thanks for the bug report, ill take a look at what I can do about that (should be a simple fix)
4) while the teleport command has its known bugs, its not disabled. It has however changed its command since Ships 5. Its now the following.
/Ships ship <id> teleport [sector]
Hope that helps
In reply to mosemister:
Good stuff, thank you for the quick replies. Few more:
1) I tested the correct teleport command and it does not bring me on to the ship, however it does get me close-ish. It seems like the location of the License sign is not being updated after every movement. Not throwing any errors as far as I could see, just not working as expected.
2) I am having trouble with autopilot. The message is "ships:airship is not allowed to be autopiloted". Do I need to add something to the ship config?
2) This is more of a feature request, but I wrote a super mediocre Skript to warp a player's entire ship to coordinates they define. The idea was a kind of expensive "warp drive" players could activate to move their entire structure to any location, as long as that location was empty air. Not sure if autopilot basically does this, but I would love to see this feature using Ships' algorithm instead of my loop-bubble copy/paste disaster.