Minecraft Mods

[SPIGOT 1.9] Movecraft Reloaded - Loraxe42's fork - Now Cauldron (Forge) compatible!

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Loraxe42's Avatar Loraxe42
Level 63 : High Grandmaster Engineer
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Brief Description

Movecraft is a plugin that allows you to build and pilot amazing Ships, Vehicles, Submarines, or Zeppelins. It allows the player and/or players to craft Vessels out of blocks that can be piloted and thus moved. Hence the name MoveCraft. This page is dedicated to Loraxe42's (AKA BaccaYarro's) fork of AJCStriker's reboot of the original Movecraft plugin by Yogoda. Got all that? Yeah, anyway, it performs the same basic function as the original, except it's roughly 6x faster (and counting), supports lots of cool new features like sinking ships, torpedoes, submersibles, fuel consumption, cruise control, direct control and more every version.

Credit

Movecraft was first created by Yogoda for hMod.
Movecraft 3 is a complete recode originally by AJCStriker. It's only similarity to the Movecraft of Yogada is it's name.


Tutorials

SUPPORT MOVECRAFT DEVELOPMENT FOR FREE!
Do you like Movecraft? Want to see more cool new features in the future? Watch some youtube videos, and subscribe to my channel! You can get valuable information, watch some epic airship battle videos, or learn more about the Minecraft world. And you will be supporting all of my hard work at the same time!

YouTube Tutorials and Videos
YouTube Videos
START HERE: Tutorial for Movecraft 3 Plugin - Install, config, and permissions. Also shows building a fighter type aircraft with torpedoes, a simple boat, and a submarine



Minecraft Movecraft Submarines, Torpedoes, Cannons and Guns Part 1: Tactics
(note: the torpedo part is out of date, for better torpedoes refer to the video above this one)

Minecraft Movecraft Submarines, Torpedoes, Cannons and Guns Part 2: Design and Construction


Working City Gates and Turrets with Movecraft for Minecraft -
Simple and effective huge gates, and cannon turrets for ships. Also shows a huge battleship with devastating cannons.


Working Minecraft Portcullis: Simple, silent, compact and great looking design using Movecraft

Remote signs: Turning around a selected pivot point, remote torpedo launch, and remote turret turning

WordGuard support, Manoverboard command, block merge warning, and light pollution fix


CruiseSpeed, CruiseOnPilotVertMove, DisableCrates, and Craft creation permissions


Cannon Tracers, Fire Gun Improvements, Ascend and Descend Signs, MaxHeightAboveGround, and Command Permissions


Fading Shipwrecks, Contact Explosives, and /Craftreport

Repair signs and Crew signs


Combat Videos


Minecraft Airship Pirates Episode 3: The Big Score Part 3 -
An old one, from before the graphics update. But a good one nonetheless. Features a huge airship fleet battle comprising 14 warships blasting each other to pieces.


Minecraft Airship Pirates Episode 15: The Goliath Incident Part 2 -
Features an epic struggle between the super battleship Goliath and 50+ fighters.



Minecraft Airship Pirates Episode 17: The Kraken at the Rubicon -
Features several battles, mostly between warships



...

Quick Start Guide - Very simple and quick instructions to rapidly get Movecraft up and running. Not recommended for public servers because it involves giving yourself OP permissions to run the plugin. The tutorial in the youtube videos is a better starting place for most users.
Quick Start Guide
This are quick and dirty instructions to rapidly get up and flying in Movecraft. We won't be covering permissions, or customization, or any of the other advanced features. For that, read the other materials on this website, or watch the longer tutorial.
  1. Obtain a fresh install of Craftbukkit or Spigiot. Run it once in order to create the directory structures we will be using.
  2. Download the newest version of Movecraft from this page and extract the .jar from the .zip and place it in your \plugins directory.
  3. Start Craftbukkit again so it will create the Movecraft directory structure we will need.
  4. Download the craft files: https://dl.dropboxusercontent.com/u/11164014/MovecraftTypes.zip and extract the .craft files from within the .zip into your plugins\Movecraft\types directory. - THIS IS COMMONLY MISSED
  5. Give yourself server OP permissions by typing: "op YOURNAMEHERE" in the server console. NOTE: this gives full rights to any user you specify here. It is a quick way to get Movecraft working, but it is highly recommended you set up rights more granularly for your users. See the tutorial for more details.
  6. Start your server one last time.
  7. Open your Minecraft client and connect to your server.
  8. In the game, find a spot that is on dirt or grass that is not near any trees or water. Place a redstone block on the ground. (This represents the ships engines)
  9. Place any color of wool blocks in a square around the redstone block. You will need 8 wool blocks to complete the square around the redstone block.
  10. Replace one of the wool blocks with a furnace. It doesn't matter which one.
  11. Put some coal, charcoal, or coal blocks into the furnace. This if your fuel.
  12. Place a sign on top of one of the wool blocks. The first line of the sign must say only "Airskiff" (without quotes). The other lines can say anything you want. It is customary to name the craft, so you may add a name to the sign after the first line.
  13. With a stick in your hands, right click on the sign you created. You should get a message saying "Successfully piloted craft!".
  14. Now right click with the stick still in your hands in the direction you want the craft to go. You should be able to move in any direction as long as you are not blocked.
  15. Now play around with the more advanced features. Maybe add a sign that says [helm] and right click it to turn it into a control wheel. Left and right click that sign with an empty hand to turn the ship. Maybe play around with more advanced features, like cruise control and fuel consumption. Customize your .craft file to make your dream machine.
  16. Have fun!


Methods of Control / Command Signs

Movecraft supports multiple methods of controlling your craft so you can customize it to your needs. Supported control methods include:
  1. Pilot Tool and Command Signs
  2. Direct Control (player's movements move the craft)
  3. Sign-Only controls
  4. Commands for specific tasks
Methods of Control / Command Signs
Command Signs:
(Ignore the spaces before and after the description of what the signs should say, just put the text itself on the sign)

Pilot Sign (AKA: "The Command Sign") - First line should read the name of the craft, from the "name" entry in the .craft file. The other lines don't matter, but it is customary to name the craft and/or the owner. Right click the sign with an empty hand to take command of the craft. If you are already in command of a craft, it will be released and the new craft will be piloted. This sign can either be free-standing, or placed on a block.

Helm Sign - First line should say
[helm]
The other lines should be empty. Right click the sign with an empty hand and it will turn into a wheel icon. Now if you right click this sign with an empty hand while in command of a craft (see Pilot Sign), the craft will rotate around this sign to the right. If you left click this sign, the craft will rotate to the left. This sign can either be free-standing or placed on a block.

Subcraft Rotate Sign - First line should say
Subcraft Rotate
The next line should indicate the craft type to form the subcraft out of. IE: "Turret" or "Elevator". A subcraft is formed much like a standard craft, except if can be (but does not have to be) part of a larger craft. If the larger craft moves or rotates, the subcraft moves or rotates along with it.

Cruise Sign - First line should say
Cruise: OFF
The other lines don't matter. If CanCruise is set to true in the .craft file, then right clicking this sign with an empty hand will begin the craft cruising. Right clicking again will stop it. The direction the craft will cruise in is interpreted from the sign's orientation. The speed of cruising is the ships "speed" setting multiplied by 1 + the cruiseSkipBlocks setting. IE: with a speed of 1.0 and a cruiseSkipBlocks of 5, the craft will move 5 blocks per second while cruising. This sign must be placed on the side of a block.

Ascend Sign -
First line should say
Ascend: OFF
The other lines don't matter. If CanCruise is set to true in the .craft file, then right clicking this sign with an empty hand will begin the craft cruising upwards. Right clicking again will stop it. The speed of motion is determined by cruiseSkipBlocks, as with the Cruise sign, except if vertCruiseSkipBlocks is present that number will be used instead of cruiseSkipBlocks.

Descend Sign - First line should say
Descend: OFF
The other lines don't matter. If CanCruise is set to true in the .craft file, then right clicking this sign with an empty hand will begin the craft cruising downwards. Right clicking again will stop it. The speed of motion is determined by cruiseSkipBlocks, as with the Cruise sign, except if vertCruiseSkipBlocks is present that number will be used instead of cruiseSkipBlocks. Also if the ship falls below the sealevel defined in the world the craft is operating in, it will fall more slowly to allow the processing hull containment.

Relative Move Sign -
First line should say
Rmove:
And the second line will specify the movement in the format X,Y,Z where X is the number of blocks to move left (negative) or right (positive), Y is the number of blocks to move down (negative) or up (positive), and Z is the number of blocks to move backwards (negative) or forwards (positive), For example, specifying 1,-2,3 would move the craft 1 block to the left, 2 blocks down, and 3 blocks forwards. The direction of the move is interpreted from the sign's orientation. This sign must be placed on the side of a block. To prevent abuse, this is typically limited by the maxStaticMove setting in the .craft file. Also this sign will not function unless canStaticMove is set to true in the .craft file. Using these signs it is possible to make a craft that can be controlled with no pilot tool.

Release Sign - First line should say
Release
The other lines don't matter. This sign will release the craft you are in control of. Crafts are also released 15 seconds after the pilot leaves the craft, or when the craft sinks. Finally, they can also be release by typing /release.

Remote Sign - First line should say
Remote Sign
The second line specifies a string that will be on the sign that you want the remote sign to activate. This sign will activate any Movecraft sign remotely, as if the user had right clicked that sign instead of the Remote Sign. This can be used to launch torpedoes remotely, rotate the craft around a designated point, or turn turrets remotely.

Repair Sign -
First line should say
Repair:
The second line specifies a string that can be used to uniquely identify the repair state so a single user can have multiple craft repair states saved. Repair states are per-user, so the same user that saves the state will also have to be the one to repair it. Left clicking the sign saves the state. Right clicking once will show the current damage level of the craft. Right clicking again will attempt repair. Materials will be taken from chests found on the craft for the repair. Repairs take time, set with the RepairTicksPerBlock setting in config.yml. Repairs may also cost money, set with the RepairMoneyPerBlock setting in config.yml. The direction the craft is facing, and any other variables like the rotation of turrets or hangar doors must be the same when the repair state is taken compared to whent he repair is attempted. Repair funcionality depends on having a recent WorldEdit build, and charging money for repairs requires Vault.

Crew Sign -
First line should say
Crew:
The second line specifies the name of the player whos spawn will be moved with the ship. Must be placed above a bed to function. If that bed is destroyed, the player will respawn at the server spawn. You can only create a sign for yourself.

Control Methods:

Pilot Tool
The pilot tool defaults to a stick, and may be changed to anything else. While in command of a craft (see Pilot Sign above), you can simply face in any direction and right click. The craft will move according to its speed in that direction. Cardinal directions and diagonals are allowed.

Direct Control Mode
If you left click the pilot tool (and the .craft does not have canDirectControl set to false), you will enter Direct Control Mode. In this mode the players movements control the forward, backward, left, and right movement of the craft. In short, you control it with your movement keys. You move up by right clicking with the pilot tool, and you move down by holding down shift and right clicking. Note that in high lag situations this may not work well, and you will need room to be able to move within the cockpit / bridge of your craft. You leave direct control by left clicking with the pilot tool again.

Sign Only Controls
Sometimes it is desired to control the craft only using signs, particularly for large crafts that have extensive bridges / control rooms. Using the Rmove signs described above, this is possible.

Other Commands:

/craftreport
Lists every active craft in the world you are in. Provides the type of craft, the name of the person who's actions created the craft (not necessarily the pilot), its current size, and its location. Requires the movecraft.commands permission.

/cruise <direction>
If permitted by the craft type, begins cruising in the specified direction. Allowed directions are north, south, east, west. Requires the movecraft.commands permission.

/release
Releases whatever craft the pilot was in command of. DOES NOT CHECK BORDERS TO MAKE SURE LANDING SPOT IS SAFE. It is recommended to simply walk off the craft so that the border will be checked. Requires the movecraft.commands permission. Requires the movecraft.commands permission.

/manoverboard
Returns you to a position on the top middle portion of the last craft that moved you. Useful if you ever fall out of your craft. Must be typed within a configurable time limit of the last time you were moved by a craft. Defaults to 30 seconds.

/pilot <crafttype>
Pilots the specified craft type, detecting the craft starting at the location of your feet. Requirse the movecraft.commands permission.

/rotateleft
Rotates your currently controlled craft left around its midpoint. Requires the movecraft.commands permission.

/rotateright
Rotates your currently controlled craft right around its midpoint. Requires the movecraft.commands permission.


Configuration Files

Craft template files
You define a craft's characteristics and capabilities using a .craft file within the types director under the plugins\Movecraft\types directory of your bukkit server folder's plugins directory. Movecraft will not function unless you download and install some .craft files, or create your own.

To learn about .craft template files in general, click here:
The .craft Format

General

  • You can't use tabs in this file. You have to use spaces instead.
  • Use # to put comments in your file. The # character and everything after it on that line will be ignored.
  • .craft files are a YAML format file, and any .craft file in the types directory will be loaded.
  • There are many advanted features and options, but your .craft file must consist of at least the following fields (example data values provided):



Minimum Required Entries For Craft File - See "Customization Feature" for more options

name: Aircraft
maxSize: 100000
minSize: 10
allowedBlocks:
- 5

forbiddenBlocks:
- 12

blockedByWater: true
speed: 10.0
tryNudge: false
flyblocks:
20:
- 0.0
- 100.0


name

  • This is the name of the craft type, and in order to pilot a craft of this type the user must right click a sign on the craft that has exactly this name as its first line.

allowedBlocks

  • This is a list of blocks, using their Block ID, you can make your craft out of. If you have a block that isn't on the list, that block won't be part of your ship. You may use data tags if you place the id in quotes. For example "35:0" would be white wool. but not any other kind of wool.
  • Use the # comment to remind yourself what the block is. For example:
- 35 # Wool

forbiddenBlocks

  • This is a list of blocks that if your ship is touching when you go to pilot a craft, will cause it to fail. As above, you can use data tags if you place the ID in quotes and use the following syntax: "35:1" for orange wool.

blockedByWater (previously canFly)

  • If false, then the craft can move through water. Note that technically a water based craft can "fly", although this would still be set to false to allow it to move through water.

speed

  • Speed in metres per second. Maximum is 20.0, however 10.0 is recommended as the maximum for smooth movement and decent performance. If this is a large craft it is recommended to keep this very low to avoid lag, and compensate for this using a cruiseSkipBlocks (see Advanced Customization off the main page for details) Important: you must have a trailing ".0" after the number here. IE: 5.0, not just 5

tryNudge

  • Under development. Recommend you set this to false.

flyblocks

  • This is the type of block your craft must have to be piloted. The two numbers that follow give a range of percentages that the total number of flyblocks in your ship must have. For example, let's say you have the following
35:
- 25.0
- 50.0

If the total number of blocks in your craft equal 100, then 25 of those blocks, but no more than 50, must be wool blocks. The rest can be any other allowedBlocks. As above, you may put the id in quotes and add data tags, for example "35:0" would be white wool. You can also specify multiple block types within brackets [ ] to satisfy a single requirement. For example:

[5,17,125,126,134,135,136,"35:12"]:
- 50.0
- 100.0

Means that wood planks, wood logs, double wood slabs, wood half slabs, wood stairs, and brown wool would all count to satisfy this requirement.

Here are some example .craft files you may download and use: https://dl.dropboxusercontent.com/u/11164014/MovecraftTypes.zip

Config.yml
This is where you set server wide information, like what language to display to the users, what piloting tool to use, and how to handle craft sinking. Located under the plugins\Movecraft directory.

Permissions

Movecraft uses the following permissions:

movecraft.<craft name>.pilot
movecraft.<craft name>.move
movecraft.<craft name>.rotate
movecraft.<craft name>.repair

For example, if you have a craft named "Airship", you would need movecraft.Airship.pilot, movecraft.Airship.move, and movecraft.Airship.rotate in order to completely use it. If repairs are enabled, you would need movecraft.Airship.repair to repair it.

There is also:
movecraft.<craft name>.create - only required if RequireCreatePerm is set to true in config.yml
movecraft.cruisesign - only required if RequireCreatePerm is set to true in config.yml

movecraft.commands - grants access to /pilot, /cruise, /release, /rotateleft, /rotateright, /craftreport

You can (but do not have to) control these granularly with:
movecraft.commands.release
movecraft.commands.pilot
movecraft.commands.rotateleft
movecraft.commands.rotateright
movecraft.commands.cruise
movecraft.commands.craftreport

Customization Features

The plugin supports the following advanced features which you can add or modify on your server or crafts if you wish:
* Language Localization
* Compatibility mode for different CraftBukkit or MineCraft versions
* Pilot tool customization
* Customized sinking behavior if crafts become damaged, including smoke, uncontrollable dives, and explosions on impact
* Altitude limitations
* Water based craft that can dive below the waves, fly in the sky, or both
* Customizable cruising speeds
* Crafts that can teleport, or move a set amount of blocks in any direction
* Optional fuel burning behavior at customizable rates
* Direct Control, where the player controls the craft directly instead of by right clicking the pilot tool

To learn how to configure these options, click here:
Features and Customization

Config.yml options

AllowCrewSigns - config.yml

Defaults to true. If set to false, crew: signs are disabled.

CompatibilityMode - config.yml
Defaults to true. If set to false, a version specific low level interface will be used to update blocks. This can be slightly faster, but comes with some added risk like lights not updating correctly. It is recommended to leave this at true.

DisableCrates - config.yml
Defaults to false. If set to true, crates will not work. Crates are a legacy feature from before chests were supported. They can cause problems.

DisableSpillProtection - config.yml
Defaults to false. If set to true, blocks near water will not be protected from explosions.

FadeShipWrecksAfter - config.yml
Defaults to 0. If set to a number greater than 0, that is the number of seconds before a shipwreck begins to fade.

FireballLifespan - config.yml
Defaults to 6. If set to a number greater than 0, fireballs that are shot by dispensers are removed after that many seconds.

FireballPenetration - config.yml
Defaults to true. Makes fireballs shot by dispensers that strike a flammable block remove that block. Does not affect non-flammable blocks. The effect is that fighters can not ignore AA fire by moving rapidly to prevent burning.

Locale - config.yml
Defaults to en. Controls which language file to use. Current options are cz, en, and nl.

ManOverBoardTimeout - config.yml
Defaults to 30. If set to a number greater than 0, players can enter /manoverboard before that timeout to be returned to their craft. Note that setting this to a number greater than 30 may not be helpful unless a different player is piloting the craft, since it would be released after 30 seconds anyway.

PilotTool - config.yml
Default to 280, which is a stick. Players use the specified item in their hands in order to control a craft.

RepairMoneyPerBlock - config.yml
Defaults to 0.0. The amount of money a player is charged for each block repaired by a Repair sign.

RepairTicksPerBlock - config.yml
Defaults to 0. The amount of time in ticks (1/20th of a second) it takes to repair each block repaired by a Repair sign. If set to 0, repair is disabled.

RequireCreatePerm - config.yml

This is not required, and defaults to false. If true, players must have the movecraft.(craftname).create permission in order to player a command sign for that craft. For example, in order to place an Airship command sign, the player must have the movecraft.airship.create permission

WGCustomFlagsUseMoveFlag - config.yml
If set to true, a region must have the Movecraft-Move custom flag in order for crafts to be moved there.

WGCustomFlagsUsePilotFlag - config.yml

If set to true, a region must have the Movecraft-Pilot custom flag in order for crafts to be piloted there.

WGCustomFlagsUseRotatetFlag - config.yml

If set to true, a region must have the Movecraft-Rotate custom flag in order for crafts to be rotated there.

WGCustomFlagsUseSinkFlag - config.yml

If set to true, a region must have the Movecraft-Sink custom flag in order for crafts to be sank there.

SinkCheckTicks - config.yml

This is not required, and defaults to 100. This specifies how frequently the engine checks to see if a ship has been damaged enough to start sinking. It is also in Minecraft ticks, or 20 per second. For example, if you put "SinkCheckTicks: 200" in your config.yml, then it will only check to see if a ship should be sinking every 10 seconds instead of 5.

SinkRateTicks - config.yml
This is not required, and defaults to 20. This specifies how rapidly sinking blocks from damaged crafts will sink. The number is in Minecraft ticks, of which there are 20 per second. For example, if you put "SinkRateTicks: 40" in your config.yml, then damaged ships would sink at a rate 1 block every 2 seconds. If you get lots of server lag while big ships are sinking, this is the number to play with.

TNTContactExplosives - config.yml
Defaults to true. If set to true, the plugin will track all fast moving TNT entities. If the speed abruptly decreases (usually because it hit something), the TNT will explode. This allows TNT cannons to explode on impact.

TownyBlockMoveOnSwitchPerm - config.yml
If set, movement will not be allowed in towny areas where the switch perm is set.

TownyBlockSinkOnNoPVP - config.yml
If set, sinking will be blocked in a towny area where pvp is not allowed.

TownyWorldHeightLimits - config.yml
Controls the verticle extents of Towny area controls for Movecraft. To see the correct format, remove your config.yml and allow the plugin to recreate the default one. Make a copy of your settings first, of course.

TracerRateTicks - config.yml
This is not required, and defaults to 5.0. This is the number of tics (20 tics per second) between which the plugin will create a tracer cobweb on fast moving TNT. A smaller number will result in higher density tracers.

WorldGuardBlockMoveOnBuildPerm - config.yml
This is not required, and defaults to false. If set to true, and a compatible version of WorldGuard is loaded, then craft motion will be blocked if a player attempts to enter an area they do not have build permissions in.

WorldGuardBlockSinkOnPVPPerm - config.yml
This is not required, and defaults to false. If set to true, and a compatible version of WorldGuard is loaded, then crafts will not sink in areas where PVP is disabled. Instead they will simply be released.


Additional Craft File Options
These are in addition to the required Craft file basic options listed in the section above

allowHorizontalMovement - .craft file

This is not required, and defaults to true. If set to false ("allowHorizontalMovement : false"), then Movecraft will ignore any pilot-induced horizontal movement. IE: pointing your pilot tool left or right and right clicking will not move the craft, and will not result in any failure messages. Other vertical movement, like from useGravity or sinking, will still be processed as normal. This is typically used for ocean going ships.

allowVerticalMovement - .craft file
This is not required, and defaults to true. If set to false ("allowVerticalMovement: false"), then Movecraft will ignore any pilot-induced vertical movement. IE: pointing your pilot tool up in the air and right clicking will not move the craft, and will not result in any failure messages. This is typically used for elevators or turrets.

canCruise - .craft file
This is not required, and defaults to false. If set to true ("canCruise: true"), then the craft is allowed to have an automatic cruise command sign. Do this by placing a sign on the craft which reads "Cruise: OFF". The sign must be placed on another block, and can not be a free-standing sign. Then pilot the craft and right click the sign. The craft will then continue to attempt to move forward until you right click the sign again.

canDirectControl - .craft file
This is not required, and defaults to true. If set to false, (canDirectControl: false) the pilot can not use Direct Control to pilot the craft. Direct Control is a method where, as opposed to using the pilot tool to control the craft, the pilot's player movements control the craft directly. When the player moves forward, the craft moves forward. When the player moves left, the craft moves left. To move up, right click with the pilot tool. To move down, hold down shift and right click with the pilot tool.

canHover - .craft file
This is not required, and defaults to false. If set, (canHover: true) the craft can hover a certain distance above terrain. Use this for a vehicle that should follow the contours of the landscape, for example a hovercraft or car.

canHoverOverWater - .craft file
This is not required, and defaults to true. If set, (canHoverOverWater: true) the craft can hover a certain distance above water. Use this for a vehicle that should follow the contours of the landscape, for example a hovercraft.

canStaticMove - .craft file
This is not required, and defaults to false. If set to true ("canStaticMove: true"), then the craft is allowed to have a move command sign. Do this by placing a sign on the craft which reads "Move:" on the first line, and the second line reads "0,0,1000" with the corresponding desired x,y,z amounts to move the craft by. Note that there are no spaces in the sign text. This also enables "Rmove:" command signs for the craft. This behaves exactly like the "Move:" sign, except the direction will rotate as the craft rotates. If a player is facing the sign, then the X coordinate will indicate how far the craft will move to the player's left or right, where a negative number moves left and a positive number moves right. Similarly, the Y coordinate moves down (-) and up (+), and the Z coordinate moves backward (-) and forwards (+).

canTeleport - .craft file
This is not required, and defaults to false. If set to true ("canTeleport: true"), then the craft is allowed to have a teleport command sign. Do this by placing a sign on the craft which reads "Teleport:" on the first line, and the second line reads "100,87,300" with the corresponding desired x,y,z coordinates to teleport the craft to. Note that there are no spaces in the sign text. This is a very powerful ability, as the ability to easily teleport anywhere you like basically bypasses about 1/3 of the game. Accordingly, it is recommend you restrict a craft with this ability to certain users, or make them extremely expensive, or both.

collisionExplosion - .craft file
This is not required, and defaults to 0.0. If set to a number (collisionExplosion: 4.0), then if the craft collides with any block while cruising it will cause an explosion of the magnitude indicated. An explosive value of 4.0 is roughly equivalent to TNT, although the explosion originates within the block itself and thus may be dampened if the block has much resistance. This can be used to create ship collisions and ramming, as well as aerial and naval torpedoes.

cruiseOnPilot - .craft file
This is not required, and defaults to false. If set to true ("cruiseOnPilot: true"), then when you right click the command sign for the craft it will immediately begin moving in the direction indicated by the command sign. IE: it will move in direction opposite the facing of the sign. It will also not release whatever craft you previously had piloted. Note that this means multiple such crafts could be launched simultaneously by one pilot. One use of this would be torpedoes.

cruiseOnPilotVertMove - .craft file
This is not required, and defaults to 0. If set to a number ("cruiseOnPilotVertMove: -1"), then the craft will move the indicated number of blocks vertically when cruising after being launched. A negative number moves down, a positive number moves up.

cruiseSkipBlocks - .craft file
This is not required, and defaults to 0. If set to a number ("cruiseSkipBlocks: 4"), then the craft will skip the specified number of blocks when attempting to move the craft forward while cruise is on. The effect is that it moves significantly faster. For large crafts, it is recommended to have a low "speed" and put a number in here to compensate. This helps lower server lag and encourages more realistic forward movement instead of ships that move as quickly in any direction.

cruiseSpeed - .craft file
This is not required, and defaults to being equal to the Speed setting. If set to a number ("cruiseSpeed: 0.5"), then the craft will travel at that speed (plus skipping the number of blocks set in cruiseSkipBlocks) measured in blocks per second. This is useful for specifying a lower cruiseSpeed to make it easier to walk around the craft while it is cruising. The total speed of the craft while cruising will be cruiseSpeed * (cruiseSkipBlocks+1) in blocks per second.

explodeOnCrash - .craft file

This not required, and defaults to 0.0. If set to a number (explodeOnCrash: 2.0) then an explosion of the specified intensity will be spawned inside each block that hits the ground when the craft sinks. You can use this to make it so that, for example, if a fighter gets damaged it will dive uncontrollably into the ground, exploding in a fireball and leaving a crater. Note that the explosion is spawned within the blocks, so it can be muffled or blocked by the composition of the blocks themselves.

fuelBurnRate - .craft file
This is not required, and defaults to 0.0. If set to a number (fuelBurnRate: 1.0), then the craft will require fuel loaded into a furnace somewhere on the ship in order to move. It burns coal, charcoal, or blocks of coal based on the number of items the fuel could smelt/process. For example, with fuelBurnRate set to 1.0, a craft could move 8 times from a single piece of coal. With fuelBurnRate set to 0.5, the craft would move 16 times with the same piece of coal. Note that a "move" could be a cruise, which could be skipping blocks. The effect is you may move far more blocks on the same fuel supply if you are cruising than if you are maneuvering.

halfSpeedUnderwater - .craft file
This is not required and defaults to false. If set to true (halfSpeedUnderwater: true), then the craft will move at half regular speeds for all types of movement when any part of it is less than the worlds sealevel.

harvestBlocks - .craft file
This is not required. If set, hover type crafts will allow the vehicle to move through the listed blocks. Blocks must be strings, similar to the following:http:jd.bukkit.org/rb/apidocs/org/bukkit/Material.html, or you can also use the integer block IDs. Typically this would be set to grass or flowers so your ground vehicles are not obstructed by them.

hoverLimit - .craft file
This is not required. If set, (hoverLimit: 1) it will control how high a craft can hover above the terrain. 1 would be appropriate for cars or trains. There are performance implications to setting this too high, so a small number is recommended. There are also

keepMovingOnSink - .craft file
This is not require and defaults to false. If set (keepMovingOnSink: True), then when the craft starts to sink it will continue to move in whatever direction it had most recently moved prior to sinking.

maxHeightLimit - .craft file
This is not required, and defaults to having no limit. This specifies the maximum height the craft can operate at. For water based craft, you may want to set this to just above the ocean level of 62. Note that you don't have to, and a submersible or surface ship can actually fly if you set this high enough. Many users report experiencing extra server lag as airships fly higher. You may want to limit this accordingly.

maxHeightAboveGround - .craft file
This is not required, and defaults to having no limit. This specifies a height above the ground measured at the mid point of the craft. If this limit is exceeded, then moving the craft in any direction will cause it to also move down. Essentially, the craft will drift down to this altitude. This is useful to limit lag caused by high altitude flying while still allowing crafts to go over mounains. Note that due to limitations of this mechanic, it is possible to have a building or terrain with quickly rising walls that a craft will not be able to get over.

maxStaticMove - .craft file

This is not required, and defaults to having no limit. This indicates the furthest distance that can be traveled with a single click of a Move: or Rmove: sign. This is to prevent abuse of the static movement system.

minHeightLimit - .craft file
This is not required, and defaults to having no limit. This specifies the minimum height the craft can operate at. For water surface ships, you may want to set this to just below the ocean level of 62. Note that it does not check this limit unless you actually try to move up or down, so surface ships can operate at high altitude lakes if desired without changing this value. Submarines should have this value set low or not set at all so that they can dive below the water.

moveEntities - .craft file
This is not required, and defaults to true. If set (moveEntities: false), the craft will not move entities on top of it. This is usually used for weapons like torpedoes or rockets.

overallSinkPercent - .craft file
This is not required, and defaults to 0.0. If set (overallSinkPercent: 60.0), then if the craft has fewer than the specified percentage of its original blocks remaining, it will begin to sink. This is regardless of if the blocks are flyblocks or not.

requireWaterContact - .craft file

This is not required, and defaults to false. If set (requireWaterContact: true), the users will not be able to pilot the craft unless some part of the craft is adjacent to water. Use this to force users to build their ships/submarines in water.

SinkCheckTicks - config.yml

This is not required, and defaults to 100. This specifies how frequently the engine checks to see if a ship has been damaged enough to start sinking. It is also in Minecraft ticks, or 20 per second. For example, if you put "SinkCheckTicks: 200" in your config.yml, then it will only check to see if a ship should be sinking every 10 seconds instead of 5.

sinkPercent - .craft file
This is not required, and defaults to 0.0. If set to a number (sinkPercent: 90.0), then if the craft drops below that percent of its required flyblocks, then it will begin to sink. Usually this is due to damage by fire or explosives from enemy ships. Once the ship starts sinking, it will sink through air and water until it hits bottom.

sinkSpeed - .craft file
This is not required, and defaults to whatever the server-wide SinkRateTicks is set to. This specifies how rapidly sinking blocks from damaged crafts will sink. The number is in blocks per second. For example, if you put "sinkSpeed: 3" in your craft file, then damaged ships would sink at a rate 3 block per second. The setting here overrides the server wide SinkRateTicks setting, allowing some crafts to sink faster or slower than the default.

smokeOnSink - .craft file
This is not required, and defaults to 0. If set to 1, smoke will come from each block of the craft while it is sinking.

staticWaterLevel - .craft file

This is not required, and defaults to 0. If set, the watercraft system will always use the indicated water level when it fills in water behind the ship. The default behavior is for the system to scan the nearby terrain and determine the water level from that.

useGravity - .craft file
This is not required, and defaults to false. If set, the vehicle will fall as it moves until it reaches its hoverLimit above the terrain. It will also cause any craft above its maxHeightLimit to fall. This can be used, among other things, to make torpedoes that can be dropped from aircraft and run underwater.

vertCruiseSkipBlocks - .craft file
This is not required, and defaults to being equal to cruiseSkipBlocks. The craft will skip the specified number of blocks when moving upwards or downwards by using Ascend and Descend signs. The effect is that it moves significantly faster. For large crafts, it is recommended to have a low "speed" and put a number in here to compensate. This helps lower server lag.



Statistics
This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:

A unique identifier
The server's version of Java
Whether the server is in offline or online mode
The plugin's version
The server's version
The OS version/name and architecture
The core count for the CPU
The number of players online
The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true. <>

Donations

Donations go towards funding my fork of movecraft-3, as well as related projects like the Minecraft Airship Pirates series.

You can donate using major credit cards:

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Or Bitcoins:
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Scan the above, or simply donate to 146Hq6wQ8E1Bu9ZCjkJ3jJT2JDmAHmeyZB in your Bitcoin client of choice.



Source Code

Source Code is hosted on GitHub. This is my fork of the original movecraft, and you can get up to date dev builds from this site. Also, please submit any issues to this site:

https://github.com/msummers123/Movecraft-3\

Troubleshooting and Error Reporting

Please report any issues or errors here:

https://github.com/msummers123/Movecraft-3/issues




Localisation

Localisation is fully integrated into Movecraft 3. Locale can be set inside the config.yml.

If you would like to assist me in adding a language, let me know. If you see something in your language that was translated incorrectly (or not at all), let me know. I want to support my international users as much as possible.
CreditAJCStriker, Yogoda
Progress100% complete
Game VersionMinecraft 1.8.1
Tags

26 Update Logs

version 4.6 : by Loraxe42 04/27/2016 12:10:53 amApr 27th, 2016

Added support for 1.9, including rotations for purpur stairs
Added the ProtectPilotedCrafts option to config.yml. This makes it so that piloted crafts can not be mined up by players. They can still be damaged by explosives and fireballs. This protects from some key exploits, including one that can crash the server.
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1
10/23/2019 2:45 pm
Level 17 : Journeyman Architect
LS154
LS154's Avatar
The link for the craft files does not work
1
07/20/2019 8:32 pm
Level 28 : Expert Engineer
railrider
railrider's Avatar
NOTHING TO SEE HERE Y'ALL!

DEAD MOD!

Move along.
2
07/30/2019 6:34 am
Level 1 : New Miner
cccm5
cccm5's Avatar
Actually I'm still actively developing the plugin, and even before that the main download had moved to spigot. No 1.13/1.14 suppourt yet though.
1
10/06/2019 2:08 pm
Level 35 : Artisan Network
C_Corp2002
C_Corp2002's Avatar
I Can confirm he is actively developing it.

If you guys want to help him etc, go here:
https://github.com/APDevTeam/Movecraft
1
03/31/2018 3:56 pm
Level 1 : New Crafter
the_minecraft_cave
the_minecraft_cave's Avatar
The .craft files that you had on the dropbox link are no longer there pleas reupload them
1
04/01/2018 4:03 am
Level 2 : Apprentice Miner
anonpmc1784321
anonpmc1784321's Avatar
[deleted]
1
04/01/2018 10:53 am
Level 1 : New Crafter
the_minecraft_cave
the_minecraft_cave's Avatar
Oh ok do you have the .craft files
1
04/01/2018 1:29 pm
Level 2 : Apprentice Miner
anonpmc1784321
anonpmc1784321's Avatar
[deleted]
1
04/01/2018 8:50 pm
Level 1 : New Crafter
the_minecraft_cave
the_minecraft_cave's Avatar
ok that would be great
1
04/03/2018 10:40 pm
Level 1 : New Crafter
the_minecraft_cave
the_minecraft_cave's Avatar
Do you have them yet
1
01/06/2018 3:44 am
Level 2 : Apprentice Miner
anonpmc1784321
anonpmc1784321's Avatar
[deleted]
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