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 |
---|---|---|
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 |
---|---|
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 idy26:
Nevermind, just tested. Latest Paper completely breaks Wheels.
In reply to idy26:
Whilst I havent tested Paper, there shouldnt be any issues. Ill take a look when i get the chance.
In reply to idy26:
Just tested the latest Ships on the latest paper (Build #550 for 1.16.5) and it works perfectly (including the paper specific features).
Could you go into more detail on what you mean by "breaks"? such as what ship type your using, how does it "break"? (does the ship just disappear? does it not do anything? etc?)
In reply to mosemister:
I just tested it again on Paper and now it works perfectly! Originally, when I rotated any ship with [Wheel] it would complete the rotation but all signs and furnaces would be missing. Thank you for checking again.
Since I am firing up a server again, I may have several questions if that is OK. My first: Is EOT still a stable feature? I noticed it is disabled by default in the config and was not sure why.
In reply to idy26:
Yeah ask away.
The eot is disabled by default for speed reasons. Some servers run at 17-19tps and then a admin adds Ships ontop, just disabling the schedules will help the tiniest amount.
Really nice plugin. Is there an updated version of the /ships teleport command? It doesn't seem to work and sometimes the ship goes off without me and its annoying to go to it.
In reply to diothegodslayer:
I have looked into the teleport command and why it doesnt work before, it seems like sometimes the data of where you should teleport to goes wrong. Im yet to fix it as there is another bug I have been taking on but ill soon get back to it.
Okay so, When I move it like TELEPORTS in a way that ISNT like on the video, Its more like how you tp to someone but with less range, Also, It would be better if you could like Shift and move and q and e turn, etc.
---MAJOR BUGS----
1. After using this plugin my friend kept floating up
2. He cant walk up stairs
--LESS MAJOR---
1. For starts, I cant find the .config files for this plugin, I want to change how it has to be 35% wool
(teleporting i mean like it destroys itself then rebuilds itself in a different spot)
Overall good plugin but those are my problems
In reply to jakebutterking:
Hi, so the way a ship moves is different now and its done for efficiency, the old way would crash the server if it got too large, however if you prefer the old way you can reenable it in the config by changing the ships 6 algorithm to ships 5 for movement.
As for turning with q and e, i would prefer this too, however while it is possible for a player to detect a press of q its not possible to detect the press of e. This is a limit of bukkit itself, a plugin can only detect actions if they are sent to the server with E being open your own inventory which isnt sent anymore.
As for the major bug you have, i would agree its a major bug, ive been looking into it however cannot find the main cause however if you type the following command, it will be fixed.
/Ships fix nogravity
As for your minor issue, the wool percentage was moved from the config to the ship type config found here
plugins/Ships/Configuration/ShipType/<the ship type>.yml
This will only affect ships created after the change, the ones before read the percentage set in the Vessel data for them. Found here
plugins/Ships/VesselData/<type of ship>/<name of ship>.yml
Hope that helps
In reply to mosemister:
Heres another bug, My friend accidently touched a guys house.... the ship connected to the house.. the house went where the boat went
In reply to jakebutterking:
Thats not a bug, its a feature. However not everyone likes it, so a plugin called "ShipsNoCollide" was created which solved this issue. Sadly its not been created for Ships 6 yet.
I noticed one problem and I'm not sure how to fix it. So I made a larger ship, but for some reason, it doesn't want to move. It says it needs to be touching the water, which it is. Do I need to run a certain command to somehow resize the ship so it registers all the blocks? Or do I have to use wool, mine is now made out of prismarine, dark prismarine, some sea lanterns and a few additional blocks as decor. Help will be appreciated as this is a project that I'm gonna gift to my friend for Valentine's day and I'm trying to give it to him on that day.
In reply to charon_mactavish:
When it comes to what blocks you can use, it is any that states itself in the BlockList.yml to be Material (you can also use the "BlockList View" command. By default sea lanterns and dark prisimarine are not material by default however you can change that.
Ships resize themselves unless you have disabled "Structure > Update > Auto" in the config for performance, if this is the case, sneak and click the licence sign to update the ships structure.
You can see what ships sees to be your ship with the following command "ships ship <ship id> track" which should help you see what the problem is.
If you need any more help (including inviting me to your server to find out what the issue is) then just ask
In reply to mosemister:
I have a hard time finding myself around this kind of stuff, so I think it would be better if you'd take a look at yourself.
Here's my discord:
Charon the builder #9199
send me a message and I'll give you the IP. the server is currently online.
In reply to charon_mactavish:
Your discord name is invalid.
Try mine.
mosemister#0771
WOW, dat is amazing plugin! Reminds me a MoverCraft plugin!
But, all sweet exept moving, it moves so slow.
Its removes blocks and puts them again so slowly, and players getting damage sometimes...
Btw, its realy amazing to be able move ur buildings))
Can we move it fast like in movecraft? (Without rebuilding each block?)
That would be great!)
In reply to thedenvx:
Hi thanks. Ships actually came out roughly the same time as movecraft
As for your question yes. You actually have two options, the first is to speed up the "sizzling effect" (as its been called by the community), the other option is to remove it outright.
To speed up the sizzling effect, in the config right at the top you should see "advanced" with slightly under that you should see "movement" and then under that you should see "limit". If you increase that number it will speed up the sizzling effect.
To remove it completely simply go to the same location in the config but instead of "limit" you will see "default" whereby the value will end with "SHIPS_SIX" change that to "SHIPS_FIVE"
Please note that there is a server stability issue with larger ships and no sizzle effect.
In reply to mosemister:
Is there some ability to ignore "kept_plants"?
Always stucking in it xD
In reply to thedenvx:
Yep. In the BlockList, find the block and under it there will be a key called "CollideType". Change the value to Ignore
You can also use the BlockList set command
Awaiting approval of the next update.
Edit:
Approved