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:
Aw nuts, yep! That fixed it! Thanks a ton to both @Mosemister and @kevinhsneh
In reply to rhapsodyoss:
Your welcome.
Slight delay on the next update.
While the update is going well, there are a few bugs that have crept up when testing the new code with older code. These bugs are being ironed out, just wanted expecting them.
Hello, i'm using this plugin on 1.14.4 and running into a issue, the sea ship wont work properly because of the Kelp Plant, everytime i try to move the ship it says it's coliding with the Kelp_plant at XYZ Coordinates, i tryed to go into the block configuration file and changed the kelp from Detect_Colision to Material to try and fix it but i still run into the problem, is this a configuration problem on my part or is it a legit issue? if so were you aware of it? any workaround? thank you, i love your plugin, i've used it in 1.12 for a long ass time and never had any problem but the new water update kind introduced that challenge xD
In reply to Forge_User_70247725:
It did introduce some new challenges, a lot on the development end. As for you issue, you were in the right idea of changing it from detect collide to material, however it wasn't material that was needed, it was RAM.
One user has stated that they can not access ram, by using the command it says its not present, but majority of users can use it and I have not been able to replicate the issue.
Overall, nothing gone drastically wrong, its just a default value that isnt what it should be for most users.
In reply to Mosemister:
Hello again, sorry to bother once more.
So what you say is that i need to, inside my Blocklist.yml change the:
kelp_plant:
CollideType: Detect_Collide
BlockType: minecraft:kelp_plant
with
kelp_plant:
CollideType: RAM
BlockType: minecraft:kelp_plant
is that it? i did that and still have the issue for some reason, i'm i missing something? did i misunderstand what you told me to do? i don't see any other block with the "Ram" parameter, i'm not sure if i'm in the right place.
EDIT: I Was messing with the commands to see what i could find and using "/ships blocklist view" i noticed there was a third parameter called "ignore" with 0 entries, by using that it now works, the kelp dissapears when it colides with the ship, it does not drop but it's enough to me.
kelp_plant:
CollideType: Ignore
BlockType: minecraft:kelp_plant
In reply to Forge_User_70247725:
Ah yes. Sorry, ignore is the new name for RAM. Forgot about that (it was done in a update a long time ago).
So a little update on the next alpha version of ship. The next alpha version should be alpha 2.0. Two big features should be added. The first is Custom Ship Types (the none programming way), when you boot the new version up and then take a look at the VesselType folder, you will see a folder for each vessel type that is customizable. Just copy and paste the original ship type into that folder and rename it, alternatively there will be a command.
The other big feature is the Ship 6 movement algorithm.
In reply to Mosemister:
Hi Does the new version have a plan to solve the problem that the [sticky_piston] block will fall? When clicking [Altitude] Down
I am looking forward to the arrival of ships 2.0, thank you for everything you have done for the plugin.
In reply to kevinhsneh:
I am still looking into ways to fix that issue. I hope you enjoy alpha 2.0
In reply to kevinhsneh:
After testing out ships 6 movement algorithm, the piston issue has gone away. While it still occurs on the default old ships 5 movement algorithm. So good news there.
You will be able to change the movement algorithm using the '/ships config' command.
I am currently just ironing out a few small issues with alpha 2.0 but it is on schedule to release some time this week.
In reply to Mosemister:
Hi I changed the block Finder to six according to your instructions, almost solved the click [Altitude] down, (Sticky Piston) did not fall, but click [Wheel] still dropped.
At this point (Sticky Piston) the head is gone, does it mean that (Sticky Piston) contains three components, namely (sticky_piston), (piston_head), (moving_piston)
https://photos.app.goo.gl/uztiVnLSd6uMkQjZA
https://photos.app.goo.gl/sHJDaz6Pjb4QSibu8
I also found that [Wheel] is under the upright block, and its rotation is not the expected rotation at the center point. Is this normal?
My test was done for another football-like game. It was a simple push, and the sign was built on two blocks, but it was very interesting.
In reply to kevinhsneh:
The ships 6 movement algorithm isn't out yet. Its coming out in the next update. What did you change?
As for what does a sticky piston contain. The base of the piston is the piston block (piston/sticky-piston). When extended, the extention is called a piston head. When the head is transforming from extended to none extended (or the other way around) the moving piston block is in place of the piston head.
In reply to Mosemister:
I use the command (/ships config set config Advanced.Block.Finder ships:blockfinder_ships_six)
I tested it again and found that the (sticky-piston) head is facing up, click [Altitude] and it will not fall down, but (sticky-piston) head will be left or right, click on it will drop, conclusion You are right, I have hardly changed to it.
https://photos.app.goo.gl/cPrYPhUxbfK4GzCJ6
https://photos.app.goo.gl/1juVKwdCEaDvfDNC9
However, the rotation of [Wheel] is not expected to turn at the center point. Is this normal?
In reply to kevinhsneh:
Not sure why the piston is rotating like that. Ill look into it. As for rotating around. With Ships 6, it rotates around the licence sign, so wherever the licence sign is, it is the point where the rotation will occur
In reply to Mosemister:
no no. . . I think you may have misunderstood me. (Forgive my English is not good)
I mean the latest version of the SHIPS plugin. The problem with falling (sticky-piston) is that when the (sticky-piston) head is left or right and then clicked ([Altitude] down), it will break. If the (sticky-piston) head is facing up, there will be no breaks, just letting you know about it.
I fully understand the operation of [Wheel], and it is exactly what you said, thank you for answering my question.
In reply to kevinhsneh:
Ah ok. I now understand. Ill try to find out whats happening.
Could this plugin be more flexible at detecting the inner part or the outer part of a ship? maybe using some special blocks to denote a boundary?
In reply to Neubulae:
Im sorry, i i am confused on what that would achieve? After setting the interior and exterior then what?
From what you have described so far, it will just be another step for the end user, which im assuming would not be appreciated.
Also, just so you know, there is already code to detect the interior and exterior, this is used to detect the air inside the ship/submarine for moving in water
In reply to Mosemister:
When I tried to carry cobblestones, shulker boxes, etc. The ship would simply leave them behind. What is the problem here?