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:

Cannon Designs

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


You must login to post a comment. Don't have an account? Register to get one!

  • Avatar of robotnikthingy robotnikthingy Sep 24, 2016 at 22:59 UTC - 0 likes

    Also, is it possible to make it so that sentry cannons don't fire at mobs/players which are behind blocks?


  • Avatar of DerPavlov DerPavlov Sep 06, 2016 at 20:16 UTC - 0 likes

    @Flashera: Go In the latest version of movecarft it should also work without signs. At movecraft startup should be "Cannon hook..." written somewhere. So give it a try. Let me know if it is not working.

    When you use Worldguard you can set the flag 'other-explosion' for a region to allow or deny it. I have no experience with Towny but there should be a similar command. I would try first Worldguard only and test if it is working.Later you can add Towny and do the same thing again.

  • Avatar of robotnikthingy robotnikthingy Sep 03, 2016 at 18:52 UTC - 0 likes

    @Flashera: Go

    I can answer the movecraft part. Basically, if you put a sign on the side of the cannon, it uses that to keep track of the cannon while its being moved on a movecraft craft. As long as your cannon has that sign on it, it will work fine with movecraft.

  • Avatar of Flashera Flashera Sep 03, 2016 at 17:17 UTC - 0 likes

    I'm having an issue, when testing Cannons on a flat world, it says the impact is in a protected area when there is no protections. I currently have Towny and Worldguard if that helps.

    Also, how would I go about allowing cannons on Movecraft ships. (Meaning, when the ship moves, the cannon does as well?)

  • Avatar of DerPavlov DerPavlov Sep 02, 2016 at 16:19 UTC - 0 likes

    @robotnikthingy: Go At the moment Cannons is relying on the projectile entity of minecraft. One thing one can try, is replacing the snowball with a fireball and add more particle effects on the way. But I have very limited time at the moment, so I don't know when I can implement something like this.

  • Avatar of robotnikthingy robotnikthingy Sep 01, 2016 at 01:37 UTC - 0 likes

    I thought of another suggestion which might make cannons interesting. Maybe add an option for the cannon to fire particles instead of a projectile. This could be used to make some unconventional designs, like laser cannons which fire a straight beam of particles. Possibly use the ParticleAPI to make development easier

  • Avatar of DerPavlov DerPavlov Jul 15, 2016 at 20:10 UTC - 1 like

    @whitewolf578: Go Cannons does not handle protection of blocks, nor could it detect if this is a ship or not. I would either try to set a high limit for protection (if you are above you take damage), or select sea regions where you can take damage.
    Otherwise, you have to contact the movecraft developer. With his help it might be possible to restrict damage in general, but enable it for ships. It should be possible to remove ship blocks from the list of protected blocks, which then can be destroyed by cannon shells. Keep in mind you will have no protection on ships at all (maybe if you lock them).

  • Avatar of whitewolf578 whitewolf578 Jul 15, 2016 at 19:53 UTC - 0 likes

    Hey is there any way for me to be able to have only movecraft boats to take damage from the cannons and all other blocks ignored?

  • Avatar of Traliduz Traliduz Jul 12, 2016 at 01:21 UTC - 0 likes

    @DerPavlov: Go

    It worked! Thank you very much.

  • Avatar of DerPavlov DerPavlov Jul 11, 2016 at 21:00 UTC - 0 likes

    @Traliduz: Go Try setting 'relayExplosionEvent: True' in the config.yml. This will relay the new bukkit/spigot event for explosions to the old one (which is worldguard using). I am not sure if worldguard is working at this at the moment. Let me know if the solved the problem.

What RPG features should be implemented for cannons

  1. Choices:

  1. Results
  2. 4 comments


Date created
Mar 04, 2012
Last update
Jul 03, 2016
Development stage
  • deDE
  • enUS
GNU General Public License version 3 (GPLv3)
Curse link
Reverse relationships
Recent files