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 aye_caramba1234:
The config file for Ships is located in the following.
/plugins/Ships/Configuration/config.yml
If it is not appearing then make sure the plugin is actually loading by using the command "/pl" if Ships is shown up in red or not showing up at all, then something is going wrong.
Typically I give a update as a xmas present and while 9.3/9.4 has come out close to xmas, it wasnt planned as the xmas gift.
Though out this year, I have been getting requests for documentation, mostly for Ships 6 itself, but some on how to program for or in Ships. While documentation for Ships in general is coming, I have started on ShipsBuildTools which would allow you to easily setup a environment to program on or with Ships. This would also allow those who want to get the updates before they are approved.
Release will be coming along
Hello,
I'm having an issue on my server where when I create a plane/watership with at least the required special blocks and in the right medium, when I place the license sign a "Complete" bar appears at the top of the screen. I believe this means that the ship isn't finished, even though I'm pretty sure I got the requirements correctly.
It's possible I messed up the fuel, what's the right way to do it for a plane? I've also made sure that my blocks are connected and the other signs respond, so I don't think that's an issue
In reply to kaya_reis:
Im assuming the issue here is that the "complete" bar stays?
The complete bar doesn't actually have anything to do with the requirements, but instead the tracking of the ship. Tracking a ship takes a long time so there is a bar to show percentage on how much it has done.
If the bar remains at the top of the screen, it typically means that a crash has occured right at the end, so please check your console log for any crashes and report them here.
Otherwise, as long as the licence sign is coloured (which should happen at the same point as the bar saying complete) then it is safe to attempt to move the ship.
Hope that helps
In reply to mosemister:
You'd be right about the "complete" bar staying. I probably should've been more clear but the reason I noticed that there was a problem was because the license sign was not colored, but the other signs were. I didn't notice any logs from crashes or anything like that though.
I'm under the impression that I've done everything right, but it's possible that I missed some important information that was discussed somewhere else.
Very sorry if the problem is sounding vague, I guess I'm just asking for what are the exact requirements for a plane in case I'm missing something?
By the way thank you very much for the quick response, it's really encouraging to see dedication from a dev like this. Keep up the good work!
In reply to kaya_reis:
As mentioned before, the complete bar has nothing to do with requirements. You can actually create a licence sign with no requirements met without any issues.
Just looking at the code between the bar saying complete and the bar being removed are the following stages in order
- the Vessel is actually created
- the found structure is set onto the new vessel
- your set as owner of the vessel
- a event is fired (pre create)
- vessel is saved
- vessel is registered
- another event is fired (post create)
This means unless you have a addon for Ships or a Bukkit implementation that needs updating (spigot, paper, glowstone, etc) then it will be crashing somewhere. After the bar disappears the colouring takes effect.
As for quick response. I always try to respond within 24 hours (however its typically much quicker then that). Your last message was actually long for me and so is this one. My last one I was sleeping and this one im on my break from work. Hope the next one is quicker ;)
Hey, I keep having an issue where when I click on engine or altitude signs I get the error "Failed to find license sign". I'm not sure what the problem is as it seemed to be working on the same ships a few months ago before we updated. We are currently on ships 6.0.0.0 on beta 9.2. Any ideas as to what might be behind this?
In reply to MagicWolfPlayz:
The error of "cannot find licence sign" is where ships attempts to work out what ship your on by finding the licence sign. Cannot find it, then you get this message.
So first of all I would check to make sure there is a path from the sign your clicking to the licence sign in blocks that are connected by a block face.
The next thing I would check is to see if your ship is made out of blocks that arnt classed as Materials in the BlockList. Easiest way to do this is use the "track" command to see what ships believe to be your ship. Any blocks that dont show up that should be part of your ship, then check that they are in the materials list.
The last common issue that causes this is that your ship is too big, so Ships reaches the track limit and gives up. This issue can also be caused if the ship is connected to the world in a way that it shouldnt be.
Hope that helps
In reply to mosemister:
Thank you for your really quick response. Honestly I didn't really expect to get a response at all so it was really cool seeing you respond so quickly.
I managed to fix the problem by uninstalling and reinstalling the plugin so I'm not completely sure what the issue was. I look forward to using your plugin!!!
Comparing the two config files it looks like i had something set to ships:movement_ships_five instead of ships:movement_ships_six. Not sure how it happened but its all good now.
In reply to MagicWolfPlayz:
Glad it is fixed. The ships 6 algorithm is a little more accurate at detecting ships, so it could have been that.
Can you have multiple people on an airship at once? if not is it possible to have that happen in the future? thanks
In reply to Official_Zynexx:
You can have as many people as you can fit on a single vessel.
Its not just limited to players, you can put cows, chickens, zombies, etc on the ship. As long as you can fit them on then it will work.
I keep getting the error
Missing permission: ships.make.ships.airship
I know I need to enable to permission, but I don't know where or how to do that. I wish the description would give you more information on how to do that. This plugin has great potential, but it needs like a documentation or something so that users aren't just left in the dark.
In reply to TheEthanMaverick:
Documentation is coming. However permission management isn't handled by Ships. Instead its handled by a permissions plugin such as "LuckPerms" or "group manager".
If you install a permissions plugin (any will do) and then add the permissions to the user, group, etc that you wish to have the ability to make airships then it will allow those users to make airships
In reply to mosemister:
Alright, I finally got LuckPerms working (it took a while). I assume I'd use the command
/lp user TheEthanMaverick ships.make.ships.airship true
But it doesn't recognize the permission. Do I have to somehow import the permissions for the Ships plugin?
In reply to TheEthanMaverick:
So permissions can be imported from one plugin to another however that needs to be programmed in by the plugin devs (thanks to Ships being on both Sponge and Bukkit, it doesn't import them) however thats only for suggestions within the permissions manager.
That command you entered should work (i dont use luckperms on bukkit so not 100%). But if your still having issues with adding permissions then you would probably get better support on luckperms forums.
If the permission is added in luckperms and its still not being regonised then im probably your best bet at finding a fix.
Sorry for all the confusion.
In reply to mosemister:
Ah, wait that was my fault. Just a syntax error in the command.
I just have one last question, then I'll stop bothering you.
How do I activate the burner without burning down the entire ship? I don't want to disable fire spreads, for the sake of keeping some level of realism. But at the same time, I want this airship to work, lol.
In reply to TheEthanMaverick:
You can ask all the questions you want. Im here to help :)
As for the burner, im yet to add burner protect so in the mean time you can put glass around the burner to prevent the fire spread (9x9 around the fire). Or you can disable the burner
Very nice plugin!
But I have one question. How do I remove the required blocks to move a ship/airship?
It says: Your ship has 0.0% of GRAY_WOOL. You need 25.0% or more.
I want to move it without adding it. Any chance to change that in the config
In reply to Forge_User_84857348:
Yep. So if you want to make it so the requirement isnt there for all new ships then you can modify the ship type file of the ship type (airship/ship). If you want to apply it to just that one ship then you can modify its own file in the vesseldata folder. Just set the percent to 0.
Type file location: ships/configuration/shiptype
Vesseldata: ships/vesseldata/airship