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 Forge_User_69544155:
I'm assuming your using Ships 6.0.0.0 which is in alpha version. The issue that you are having is related to the structure of ships not being automatically updated. Currently it needs to be manually updated by either replacing the license sign or by sneaking and clicking the sign.
This is a issue I wish to fix, however its a little more difficult as other issues come into play that I have been prioritizing.
In reply to Mosemister:
Oh yes i forgot to mention it, i use the last file :)
Thanks for the tip, i'm gonna try it.
EDIT : Ok it's working totally fine !
In reply to Mosemister:
I have the same oddity with Ships -b 6.0.0.0 -R2 Alpha 1.5, though I'm not clear how @aetherian fixed it. I have a 3x15 "bathtub" of spruce planks, a 1x3 slot with the three signs in it, two more spruce planks to have 14 wool blocks over it. It's *ugly*, but the goal is to make sure it works. The three signs are inside the "tub" on the planks, and the license appears to register just fine as "id: ships:watership:Romaq"
The "move" and "wheel" signs both return "block position is not part of a ship." I'm confused.
Also, in the log I get the following:
01.06 22:25:32 [Server] Server thread/INFO ID: watership:test
01.06 22:25:32 [Server] Server thread/INFO plugins/Ships/VesselData/ships.watership/Romaq.yml could not be loaded due to:
01.06 22:25:32 [Server] INFO LicenceSign is not at location 115,63,78,world: Error V2
The sign is very much at 115,63,78, however. I even removed the *spruce* sign to replace with an *oak* sign just in case. No change.
In reply to RomaqRosher:
So your getting Error V2 (as shown in the English readable line of the crash) which no one has reported yet.
Error V2 states that the location found is a sign, however it can not work out what sign of Ships it is. This can either mean its at the wrong location, or your [Ships] sign is broken in some why or another (wrong colour, wrong text, etc).
As there is no way to recreate the [Ships] sign without removing the ship. I would advice destroying the Ships sign and then replacing it with all the same info (aka ship type, name)
In reply to Mosemister:
I replaced the sign several times over and renamed it once from "Romaq" to "Test", and I get the same behavior. The only thing I can think of at the moment is that the sign was originally Spruce, and that maybe I need to remove the .yml files and restart the server so there is no old data causing the plugin confusion. I would think the /ships cleanup would do that, but I'm not clear how it all works together. I understand V6 is "alpha" and not "release", so I've no worries if things are broken in unexpected ways. A *LOT* has changed since 1.12 and even 1.13. :)
In reply to RomaqRosher:
The 'ships cleanup check' will display all the ships that are failing to load, not fix them, however I do know it can be temperamental, I am trying to fix it. Thanks for understanding Ships 6 is in alpha, its actually completely new code from ships 5 from the ground up, only the concepts from Ships 5 live on in Ships 6. 1.13 broke so much of Ships 5 is was basically beyond repair.
Anyway, what should have happened when you deleted the Ships it should have deleted the file, however this worked 85% of the time on my testing servers (if your server is running on linux it never deleted the file .... dont know why). I am attempting to get it so it works 100% of the time.
My main focus on the next alpha build after the small one coming soon is the stability of the file system as well as any relations to it, such as this issue.
My advice would be to go into the vesseldata folder and delete the ships files. After that remove the sign and place it back.
Edit:
Oh and changing the type of sign shouldn't matter. As long as Bukkit believes its a sign then it should work
In reply to Mosemister:
Ok, I'll work with that. My service provider is running a Linux VM, so that makes sense. I'll hold off for today from experimenting. It is unfortunate "ships" is such a common name, as in a search for "Minecraft Ships" turns so much on Google that isn't *this* Ships. Hopefully with the release of V6 someone will do a YouTube series to help promote the release of this plugin.
In reply to RomaqRosher:
Searching "ships bukkit" aids a better response in google (I didnt pick the name .... But probably would have gone with the same given the choice).
A youtube series would be nice, i check for "ships bukkit" and "ships sponge" in youtube every so often and answer comments in the videos already made, as well as look for new content. so i am always on the lookout.
when clicking the move sign, my character always turns back to face south, which gets very annoying. Is there a way to prevent this?
In reply to alun04a:
I am aware of the issue in Ships 6, currently no. Its a feature im im working on.
In reply to alun04a:
Got it working in the next update. It currently doesnt work on rotate but does everywhere else.
With the latest alpha release ships are now being detected properly when putting down the main Ships sign, but when trying to operate the ship it returns that the burner isn't being detected. I've tried disabling the burner requirement in the config files, but it seems to default back to on. Right-clicking the Ships sign does cause the vessel config to update for me, but it still doesn't detect the burner.
Running on Paper 1.14.1
In reply to Forge_User_08405905:
With the Ship not detecting the burner, it came to my attention that netherrack isnt isnt part of the default materials, this will cause a burner to not be detected unless the server owner changes the value. Run the following command to see if netherrack is in the materials list.
/Ships blocklist view minecraft:netherrack
That will give 3 options, two of which will have a 0 next to them and the other will have a 1. The option with a 1 next to it is the list netherrack is stored in. It needs to be in the materials list for it to be detected as a structure.
You can change the list it is found in by going in your blocklist file (plugins/Ships/Configuration/BlockList.yml) and changing the 'CollideType' found under 'netherrack' to 'MATERIAL'
As for the ship resetting 'requires burner'. What config file are you changing? The ship types config or the config for the ship itself?
In reply to Mosemister:
Thanks for getting back to me; spot on with the fix, all working now! Any remaining issues are with which blocks are valid for ship construction, which is just more editing configs :) The issue with the burner requirement setting was my own error I believe, I was sure I set the option in both files originally but I just tried again and it worked.
I'm looking forward to trying this plugin out properly over the next few days :) Thanks again for the response !
In reply to Forge_User_08405905:
Your welcome. Let me know if you have anymore issues.
Just remember that Ships 6 is a Alpha, just means its missing features and maybe a bug or two that maybe found. For instance, netherrack not being in the materials list.
In reply to Mosemister:
I understand, and I'm happy to persist with a plugin with this much potential for fun - I'm really looking forward to having a flying base, and have just enough coding knowledge to fix basic problems :) Just to confirm though; if I want a block to be able to be part of a ship and picked up by the blockfinder, it has to be set to 'MATERIAL' in the BlockList.yml file? And the list of blocks in the ships.*ship.yml files are the blocks that count towards the percentage needed for each ship type to work?
In reply to Forge_User_08405905:
For the Block detection system to pick up your block as a part of your ship the BlockList needs to have the block type as 'MATERIAL'. So yes you are correct there.
As for for the ships.*.yml, im assuming you mean the files found in the "VesselData" folder. And when you say Blocks, you mean the coords found in that file, right? If so, then yes you are correct.
In reply to Mosemister:
Yes and brilliant, thank you :) The alphabugs just keep coming; I've built a ship, and the Move / Wheel signs work correctly but Altitude doesn't - it loads the display and can be interacted with, but the action on leftclick doesn't happen. No error messages are being generated at the console, and I can't see anything in the config files that might be tied to it. Any ideas?
In reply to Forge_User_08405905:
Looking at the code again, there are 3 ways in which nothing can happen by clicking the sign.
1) the sign you clicked isnt actually a sign, this can be another plugin tricking the client (as in you) saying that there is a sign there when there isnt .... This isnt likely as the sign has the altitude lines on. If this is the case then replacing the sign will fix it.
2) The ship that was detected is a 3rd party Ships adapter. As far as I know there are no 3rd party Ships adapters, only the one Ships uses.
3) The ship type isnt capable of using the Altitude sign. Currently the Watership (typed ship on the sign) is the only one not capable of using the altitude sign.
Hope that helps. Tell me if its none of them and ill see what I can do with custom versions of ships to 'debug' the issue
In reply to Mosemister:
It's none of these unfortunately; it's an Airship, and I've tried replacing the signs a few times with no success. While I was building the ship I tried moving it a few times while it was below the 60% threshold; the Wheel and Move signs would return errors in the chat window but the Altitude sign returned nothing - I'm guessing that's not the desired behaviour :) Hope this helps, & I'll gladly fire up a debug version if you need it tested further!