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 Mosemister:
Still getting the same issues, however it's inconsistent now... It moved, and didnt update the burner so it would go out every movement
Additonally, when rotating, signs were keeping their initial rotational value, so they'd get all turned around during usage if not mounted to a wall. And when they were mounted, the walls in which they were mounted to wouldnt update, and would remain where they were.
It's pretty busted, but youre clearly making some worthy headway. keep it up, it's happening bit by bit.
In reply to Prince_Matticus:
Thanks for the info. Ill take a look at what i can do to fix those errors.
In reply to Prince_Matticus:
While i can reproduce the free standing sign error and the fire error. I can not reproduce the wall sign error. Mine rotate with the ship. Are you sure the wall signs are part of the ship? Or did you do something else?
In reply to xSetrox
how did you manually update the ship?
In reply to TheKarion:
You can manually update the ship by simply sneaking and then right clicking the [Ships] sign
In reply to Mosemister:
*left clicking
In reply to xSetrox:
Thanks, im one of those people who have the left and right click inverted so my mistake.
On 1.14.2. All I get is "Block position is not part of ship". Doing the track command shows that the only valid block is the sign block.Fixed by manually updating ship. Also can you make the watership ignore or break kelp? Kind of a hassle. Whats odd is it's stopped by bubble columns too- apparently those are blocks.
In reply to xSetrox:
You can change how ships reacts to blocks in the BlockList.yml found next to the ships config file.
Just search for the block you wish ti change and then under that you will fine CollideType. You can change the value of that to either DETECT_COLLIDE, RAM or MATERIAL. If the block is RAM then Ships will ram into the block breaking that block. MATERIAL will be picked up by the ship, so it can be used to build ships. DETECT_COLLIDE will be detected as a collision.
Hi , I'm using your fantastic plugin for my pirate server on 1.13.1 , but I can't set the EOT distance, it is always on 2 blocks , so the ship every 130 ticks goes forward for 2 blocks, there is a way to increase this value? I want my ship to go forward for 7 blocks every 130 ticks, ( I don't want to smash my hand into the [move] sign all the time, I have to cover a vast amout of space with my ship )
currently using ships 5.0.0, but even with the most recent one it seems that I can't find that value in the configs...
I'm currently using ships 5.0.0 because I can't get the latest version to work, it gives me the "block position is not part of a ship" error when clicking on any sign, I I reloaded the ship by shift clicking the sign and replacing it but nothing works...
In reply to Masterm1214:
Im surprised you got ships 5 working on 1.13.1 considering it still uses block id which were removed in 1.13.
Sadly, in both ships 5 and 6 there is no option to change eot speed yet. This was going to be a feature and then 1.13 got released and ships 6 had to be worked on.
Your issue with ships 6 is probably 1 of 2 things. The first being your not manually updating your ship after you change the structure, or in the blocklist.yml, wall_sign is not set to material
Hello!
Would it be possible for you to provide an updated version of the permission for the 6.0 Alpha version of this plugin. It seems that the permissions are different from what is stated in this page (such as ships.make.ships.* being the permission to make ships). It would really help! Really liking this plugin so far!
In reply to Pradus:
Currently i am working on a whole new page for ships specific to version 6. Not all permissions have been added to ships 6 yet however they do follow the same format as before. Wildcard permissions (such as *) are yet to be added
In reply to Mosemister:
Thank you for the swift reply!
Hi
I love this plugin, there are a few suggestions, it will be better after the improvement.
1. The button and the lever make it a valid material, I tested it in 1.14, it has no effect
2. Increase support for making Submarine so that Submarine can move up and down in the water and keep the air.
In reply to kevinhsneh:
If those features are not working then its a bug as they were added a long time ago. What version are you using?
In reply to Mosemister:
It works when the boat is not moving, but after the boat moves forward, all of these buttons and levers will fall. (much like being knocked down), I explain if these buttons are not supported by the plugin?
I am using Ships -b 6.0.0.0 -R2 Alpha 1.5
Minecraft is 1.14.2
Thank you very much for your plugin, I really like it.
In reply to kevinhsneh:
Ah ok. So in Ships 6.0.0.0 Alpha, not all features have been added yet, this includes many of the ship types, the Submarine is yet to be added. There is a few extra calculations done with the submarine to track the air that is inside it.
As for buttons and levers falling off, blame the Bukkit API for this one. Due to them not exposing the BlockData for all of the blocks I am having to manually hook directly into craftbukkits code and expose them myself one by one. There are over 300 different blocks to expose. When they are exposed in the code then it will automatic register that block as what it is, in the case of levers and buttons they are attachable blocks (aka they attach to another block).
You can see all the blocks i still need to expose by running the following command. It also shows Entities that need to be properly added (entities are all exposed so I could make a quick fix to get all them working to somewhat of a degree)
/shipstest
So its more of a case of waiting sadly. Wish i could tell you a fix for them but in reality its just me having to fight with the bukkit api
In reply to Mosemister:
does this mean you need to redo this for all the blocks? since the block detection for the ships does not include fences to the ship. and in previous versions this worked just fine
In reply to Forge_User_88844365:
The block detection works based on location and BlockType instead of BlockData so the block detection isnt affected. The reason why fences dont work is because i am yet to finish the default materials list. You can change the materials list by opening the BlockList.yml searching for the block type in question (aka fence) and then change the CollideType of that material.
I will need to continue to add all the BlockData information so Ships can detect if the block should be able to rotate, attach to another block, be waterlogged and if the block has any special data attached to it, such as a chest inventory, signs text, skulls skin and banners pattern.