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:
I think about the manufacture of submarines. In addition to keeping the air, the blocks that make the submarine can break the seaweed. (Haha..). (I don't know if this is possible?)
The Seagrass in the minecraft game is a big obstacle. I think it is really difficult to make a submarine, but I will support your work, thank you.
In reply to kevinhsneh:
It is possible. Even in the current pre release (the submarine isnt ... But breaking seaweed is). There is a file called BlockList.yml next to the ships configuration file. Inside that search for seaweed, when its found you will see under that line "CollideType". Change the value of that to RAM. That will make it so if you ram into seaweed it will break.
Hi, I'm having problems regarding the burner. It keeps telling me "failed to find burner on ship", even though I have burning netherrack placed on it. I have looked through the blocklist.yml and the netherrack block's collide type is already set as "material". I've also tried to remove the requirement for netherrack entirely by setting "burner" to false in ships.airship.yml, which didn't change anything in-game. Do you have an idea how I can solve this? I'm using the latest version btw.
In reply to Forge_User_20967922:
When you say latest, im assuming you mean the latest alpha build, aka 6.0.0.0 r2 alpha 1.5? If so could you do the following command. This will turn what ships thinks is the structure of the ship into bedrock for 10 seconds. From there you should be able to work out what blocks are not being tracked.
/Ships ship <ship name> track
As for the changing the config, that is the expected result. That config will change the values for all ships of that ship type created after the change. Due to the fact your ship was created before you changed the value it will not take affect. To change the value of that ship to ignore the burner check, you will need to find its file in plugins/Ships/VesselData/ships.airship/ and change the value in there.
Really good plugin, but the CPU of my server just CANNOT handle the ships i'm using. It's also really glitchy with WorldEdit or Schematica. I absolutely love it to death but even with a 1500 block ship it just doesn't work. The servers CPU usage instantly goes up to 100% and it's a damn good xeon cpu so that shouldn't happen. Any fixes? I'm using the latest release for 1.12.2. Also, do you have something like a discord server for support?
In reply to Forge_User_96710867:
The issue your refering to is mainly to do with minecraft itself. Minecraft doesn't like multi threaded work (which is what Xeons are optimised for). Instead it runs almost everything on a single thread meaning all that data that is needed to calculate the ships structure, where the blocks are moving, if there is anything in the way, the requirements, etc all need to happen one after another.
As for fixes, yes there is a fix, but due to how ships 5 was designed it couldn't be added. It is however in Ships 6. Sadly only the R1 varients work for 1.12.2 and they have no support and only got to alpha stage.
As for a discord support, there isnt. But I will take a look into it.
In reply to Mosemister:
Well, crap. I was looking forward to use airships and waterships to fight at sea. So i guess this is just pure the VPS's processor that just thinks, nope. Well. That really sucks. And the issue is, the VPS isn't hosted at my home, so i can't just change the motherboard and cpu ya know..
If i were to try the R1 variant of Ships 6, will it work?
In reply to Forge_User_96710867:
I have put the R1 version of Ships 6 in my server, and it works, but i keep getting the message "Can not find the connected ship" when i click on either the [engine] or the [altitude] sign, and when i click on the [wheel] sign it gives me "You are missing a burner from your ship"
Any fixes for this?
In reply to Forge_User_96710867:
Im sorry. I may make a compatibility layer for bukkit 1.12.2 for ships 6 R2 after its in release but that wont be for a while.
If you find a copy of R1 (i dont have one anymore sadly due to some users downloading that one and reporting there bugs as ships 6 (without an R) and expecting me to help, i i wou help assuming it was r2 and it got worse...) then yeah it should. It doesnt use any NMS (the minecraft base code that changes every Minecraft -R release) but it was designed for 1.11.
Also if you want someone to blame on why ships 6 isnt isnt backwards compatible with minecraft 1.12, blame bukkit for not supplying us with an API that wasnt complete garbage to handle the upgrade to 1.13 (considering that change was stated back in 1.8 times).
Sorry i can not be much help
In reply to Mosemister:
Aha. RIP.
I might have to scrap that plugin then or find a way that it'll actually work. There's a Spigot API too right? Maybe it's possible to move to that since i believe that's much more stable (As far as i heard, i'm not a java coder lol)
In reply to Forge_User_96710867:
While yes there is a spigot api, its just the normal craftbukkit api with bungeecord extentions.
The api (application programming interface) is what allows plugins to talk to the running (such as spigot, craftbukkit, etc). If your able to run bukkit plugins then you are running a form of the Bukkit api. Spigot, paper, craftbukkit are all forms of the Bukkit api.
The only apis that differ to the bukkit api that are used to connect plugins to minecraft are the forge api (for mods) and the sponge api (for sponge plugins). Most apis are just a form of the bukkit api. And there is normally no difference between all forms of bukkit apis an terms of stability as they all run the craftbukkit code under the api.
So there will be no difference in ships performance.
The only time there maybe a performace gain is when you move away from the craftbukkit code, such as the glowstone project which takes the bukkit api and programs the minecraft server around that from scratch (meaning there is no mojang code in it at all)
In reply to Mosemister:
Ah, Alrighty.
I'll find another way via redstone or command blocks then. And i'll keep using this for smaller stuff, it's amazing.
Thank you for your time.
Hi, is there a way to specify the maximum y-value that a type of ship may travel to? or which blocks it is required to maintain contact with? The watership is able to be built at any height and is not restricted to movement over water. therefore it can be used as an airship a car etc. I was hoping there was a way to segregate these functions.
In reply to antarctican:
What version of Ships are you using?
In reply to Mosemister:
Latest download, Ships 6 1.5, for a 1.14 server
In reply to antarctican:
Sadly no. Its a oversite on my behalf. It will be fixed in the next update (should be coming out soon)
i'm trying to create a airship on my server but it keeps returning [Ships] Your vessel needs 0.0 of (of either) [WOOL]
I am using version 5 something
In reply to Aarrence:
This is a known issue. Just add a tiny bit more wool or change the configuration file to lower the required block percent.
In reply to Mosemister:
Cool thanks also a second thing i'm wondering is how to add blocks to the plugin
In reply to Aarrence:
How do you mean add blocks? As in add forge custom blocks? Minecraft 1.13+ blocks? Add blocks to the allowed blocks to be used with ships?