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:
Thank you. Also using Spigot version 1.14.3 if that helps at all.
In reply to Vipersden01:
Normally it does however this particular issue is (as you said) effecting all items, therefore it will be a issue that effects all mc versions.
In reply to Vipersden01:
Just uploaded a new version that should fix the issue you are having. It is now waiting for approval
Ships 6.0.0.0 Alpha 1.11
This is a small update, the main reason is some stuff came up and I just needed to relax afterward. However there are two changes, these two changes fix two of the issues found on the common issues for Ships 6 spreadsheet (mentioned above).
Anyway enjoy
I really appreciate your positive and efficient updates to the plugin. I have found that your plugin is really great these days. Using your plugin can be combined with a lot of new creative games to make the (minecraft) game more interesting. Thank you. Everything you do for the plugin.
In reply to kevinhsneh:
Im glad the plugin is working for you now. Thank you for using it too. If there are any features that you would like added, by all means make a post.
In reply to Mosemister:
HI
I tried setting [Sticky Piston] to MATERIAL and then adding [Sticky Piston] when building.
The result is that Sticky Piston is OK when it is not advanced, but clicking [MOVE] after the advancement will drop. . (same as the previous torch and lantern)
Can you fix this part next time?
Is there a way to make this plugin support [Sticky Piston]?
Let me give a few examples.
For example, I can use the Redstone circuit with Sticky Piston. After pressing the button, let the ship become a spaceship (such as spreading wings), or put down the wheel when the plane landed at the airport, or let the ship dock on land, you can put down the bridge. .
Using [Sticky Piston] in the SHIPS plugin can make the ship's manufacturing very interesting. If necessary, I can provide an MP4 video, demonstrate how to use the piston to turn the ship into a car, or turn the car into an airplane, and let the plugin support the use of Sticky. Piston, can make this great plugin more interesting, thank you
In reply to kevinhsneh:
Ill take a look into it for fixing pistons (sticky and normal). Ill update ships when I can.
Just note that that will probably be the only change on that update. Still haven't had much time to do things
In reply to kevinhsneh:
Just uploaded the fix. Just waiting approval
In reply to Mosemister:
Hi I used a new version Ships -b 6.0.0.0 -R2 Alpha 1.12
Add plugins to plugins as in the past update plugin remove plugin
When I tested, I re-established the sign license
Then the server warning has an error.
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[warning] org.ships.exceptions.load.FileLoadVesselException: LicenceSign is not at location 715,71,-93,world: Error V1
-----------------------------------
I hope this error belongs to me alone, if your operation is no problem. I will find out why and report it to you.
Thank you very much for your updates and responses, although I can't use them yet.
In reply to kevinhsneh:
The error there is that the location stored within the loading ship does not point at a licence sign.
There are 3 types of this error, they are the following.
V1 is what you have, this is where the location is pointing at a block that is not a sign.
V2 is where the location is pointing at a sign, however it isn't a licence sign.
V3 is where it is labeled as a Ships sign however there is something wrong with reading the text on the sign.
You can typically fix this by finding the ship in question and right clicking the licence sign which will resync the file to the ship.
In reply to Mosemister:
Yes, according to your instructions, I will not happen again after I re-establish the license, then I started the game, made the plane, used the piston, the piston no longer fell when [MOVE], yes, this moment I was very happy and excited, and then I encountered another problem when my plane was about to land. .
When I click [Altitude]Sign Down, until the plane touches the bottom, I become flying mode (as my previous server crashed). The only way to unlock the flight mode is to click [Altitude]Sign Up again.
But no matter where and when my plane is, click [Altitude]Sign Down to touch the bottom, the server will crash, this is my report to test the latest version of Ships -b 6.0.0.0 -R2 Alpha 1.12.
Another problem is that the location where my license is created may cause the server to crash after it starts, and your reply is exactly like (V1 is what you have, this is where the location is pointing at a block that is not a sign.)
But this problem is in my previous call to the previous version of Ships -b 6.0.0.0 R2 Alpha 1.11
Doesn't happen?
In reply to kevinhsneh:
I am not sure what you mean by "But this problem is in my previous call to the previous version of Ships -b 6.0.0.0 R2 Alpha 1.11
Doesn't happen?"
I also dont get a crash nor the no gravity issue when using the altitude sign. Would it be possible to post your crash? I should be able to locate that issue with it.
In reply to Mosemister:
Hi Everything looks so good, I hope to try to solve the server crash problem, I hope to find the reason。
I enter the game, remove the license for each ship and each aircraft, and then remove the ships File and plugins
I downloaded a new version of the clean Ships-b 6.0.0.0 -R2 Alpha 1.12 plugin and installed it in the plugins folder.
Restarted the server, built a ship, created a new license, and then the server crashed, the message is as follows
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12:29:44 [warning] Failed to know what to do: EventListener caused exception from org.ships.listener.core.CoreEventListener.onPlayerInteractWithBlock(AsPlayer arg0)12:29:44 [warning] java.lang.StackOverflowError12:29:44 [warning] at org.bukkit.craftbukkit.v1_14_R1.entity.CraftPlayer.isSneaking(CraftPlayer.java:666)12:29:44 [warning] at org.ships.implementation.bukkit.entity.living.human.player.live.BLivePlayer.isSneaking(BLivePlayer.java:80)12:29:44 [warning] at org.ships.vessel.sign.LicenceSign.onSecondClick(LicenceSign.java:129)12:29:44 [warning] at org.ships.vessel.sign.LicenceSign.onSecondClick(LicenceSign.java:130)
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Yes, obviously, the latest version is not suitable for me. Under the same situation and environment, I use Ships -b 6.0.0.0 -R2 Alpha 1.11. These problems will not happen。
In reply to kevinhsneh:
Hi. The StackOverflow exception is an error that is really difficult to remove. However i'll see what I can do
In reply to kevinhsneh:
Just uploaded a new version that should fix the issue you are having. It is now waiting for approval
hey
i have tried building a big ship in my minecraft server, but first time i clicked the sign to turn the ship around, it said the ship needed to be 25%build out of wool. i understand this, but after i added some more wool it said some of this wool was "in the way." when i removed this wool, i tried to turn the ship again, but it did nothing and it said there was nothing wrong. then i wanted to see if another sign did work, so i tried the moving sign. the only thing that happened was that there apeared a number on the sign. everytime i clicked that board after that, the number rose, but the ship didn't move. i hope you can help me with this because me and my friends on the server really like to have such a plugin. (i'm very sorry for my bad english btw)
In reply to Forge_User_24650816:
This was a common issue in Ships 5. The issue is the tracking limit has a lower number then the amount of blocks on your ship.
In Ships 6.0.0.0 the tracking limit is not yet exposed in the config file (meaning you can not change it). Ill expose it in the next next update (the next update is currently waiting approval).
I would also advise using the Ships 6 block tracker on that update as it handles larger ships better. On a side note the current value of the track limit is 4000 blocks.
Sorrys its a lot of information for a simple answer.
Edit: Just added a TLDR in the Ships 6.0.0.0 common issues. On column 8.
In reply to Mosemister:
how do i use the ships 6 block tracker or do i first need to download it?
and what does TLDR mean exactly?
In reply to Forge_User_24650816:
You can activate the ships 6 block tracker by using the following command
/ships config set advanced.blocktracker ships.block_tracker_ships_six
Can not remember the exact arguments for the last two, however it will come up with the correct argument in the suggestions.
As for TLDR, it means 'too long. Didn't read'. Essentially a short sumup that gets the idea through.
As mentioned before, the tracker limit will be added in the next update, not the one that just came out as that update had already been uploaded and was just waiting for approval. The next update should be out in the next 4-7 days.