Inactive [FUN] BoatMod v12 - Make large groups of blocks move! [1.4.5-R0.2]

Discussion in 'Inactive/Unsupported Plugins' started by jackpot51, May 29, 2011.

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    BoatMod - Add large moving objects
    Version: v12

    This plugin adds the ability to make large structures like boats, submarines, and blimps move, along with the players aboard them. It currently allows the usage of the blocks listed below in boats and allows one boat per person on the server. Configuration can be done by editing the default.cfg file or creating a new .cfg file.

    In order to use this mod, you must first captain a boat by left clicking on a block in the boat while holding a boat item. You should click the block that you want the boat to rotate around while facing the front of the boat. You can rotate by facing the way you want the boat to rotate and left clicking while holding a map. You can then move by right clicking in the direction you want to move while holding a map. You can hold down right click to continuously move. You may change your speed (blocks/click) by using the /boatspeed command with a number argument (for example /boatspeed 1 would move the boat one block per right click). If you run into any other blocks, the boat will not move. If the boat is damaged, the blocks will remain damaged.

    • Lets players create large moveable structures like boats.
    • Moves and rotates these structures.
    • Moves any entities that are standing on the structures.
    • Checks for collisions and damage.
    Permissions Support (open)
    In order to implement permissions, look at the default.cfg in the plugins/BoatMod directory. Next to each value in the [CONFIG] section, you can add the permissions node that you want to use followed by a colon. The default permissions nodes are boatmod.admin and none (which is used by non-permissions players). For example, you could make the MaxSize for default players 0, which would make them unable to make boats. You could also add a node (perhaps boatmod.player for a player that can use boatmod) and then set the maximum values for that node. These permissions may also be applied to each script with the syntax node:name of script.
    Boatable Blocks (open)
    Boatable Blocks:
    These blocks may be changed by adding or removing materials to a config file beneath a [MATERIAL] tag, materials are defined in

    Scripting (open)
    The script engine exposes the boat that was setup with the script as an object named boat. Several public functions may be accessed that allow the control of this boat. A demo script named autoship moves a ship in a straight direction whenever the sun rises or sets.
    • getCaptain() returns the Player object that created the boat.
    • Message(String message) sends the captain a message.
    • setSpeed(int movespeed) sets the speed of movement in blocks per move.
    • Move(Vector direction) moves the boat in the direction specified by the vector. It returns true if there was not a collision.
    Screenshots (open)
    Setting up a boat:
    Hitting the block limit:
    Changing speed (Had to upload as a jpg because of size restrictions):
    The large boat I built to test size restrictions (jpg's again):
    The small boat I used for initial testing:
    Daisy helping with entity movement testing:
    Tutorials (open)
    Tutorial, Courtesy of InfctedMushr00m:
    Tutorial, Courtesy of lifesadream52:
    Tutorial, Courtesy of Goldkoron:

    Download BoatMod: Here
    Source: Here

    • jackpot51
    • BurnedKirby
    • Lacaranian
    • GoldKoron
    • superdupernova
    • Dr_fantasmo
    • Saberar
    • Sayerer27276
    • Parker237

    Next Version:
    • Checking some item dupes (beds, pistons)
    Some Future Version:
    • Multiple crafts per person
    • Detachable crafts (life boats, torpedoes, etc)

    Version 12:
    • Update to newest Bukkit
    • Update to use SuperPerms
    Version 11:
    • Bugfixes with powered crafts and block handling
    • Signs and doors should be fixed in many circumstances, let me know specifics about when they fail if they do.
    • Beds also drop dupes, I blame bukkit
    Version 10:
    • Added fuel capabilities
    • Fix for boats breaking block limits no matter what the limits are
    • Fix for boatinfo only being runnable from the server console
    Version 9:
    • Naming of vehicles in the boatmod messages
    • Vertical toggle
    • Additional ticks parameter to automatic boat movement
    • User level permissions
    • Recursion no longer used for block searching
    Version 8:
    • Added note when author logs in to boatmod server
    • Fixed login, logout events
    • Added a boatinfo command that gives information about boatmod
    • Added support for new blocks (brewing stands, jukeboxes, redstone circuits)
    • Added boatauto command for autopilot
    Version 7:
    • Added support for the number of a material to be placed in the material configuration
    • Fixed doors and beds
    • Fixed limit on change speed command
    • Updated to work with newest bukkit
    Version 6:
    • Added rotation using left click with map!
    • Fixed levers and torches
    • Moved change speed to command /boatspeed [speed]
    • Removed support for multi-block items(beds, doors, open pistons) as they were broken from a bukkit update. Will re-add once issues fixed.
    Version 5:
    • Added lava support
    • Damage now does not stop the boat from moving-it simply notifies the player once that the boat's blocks have changed
    • Furnaces can now move while they are burning
    • Redstone, dispensers, and noteblocks can move while keeping state
    • Added script permissions
    Version 4:
    • Added permissions support
    Version 3:
    • Fixed up scripting support
    • Added example script
    Version 2:
    • Added config file support
    • Fixed signs, furnaces
    • Started on scripting support
    Version 1:
    • Released BoatMod
    Pavlov, DoomLord, GrimblyGorn and 7 others like this.
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    Ok, right-clicking with a boat is cool, but is it really easier that getting on a boat and typing /boat sail ? You can also put a sign with "boat" on the first line and right-click on it.
    Submarines and UFO can move in and out of water. (submarines can't fly obviously)
    You can edit the craft files to change the max size to anything. The default is low so players don't make your server die by moving a mountain.
    I guess it is the same thing

    REAL differences :

    BoatMod :
    * Javascript scripting with BoatMod, which is really cool, but is for now the only thing BoatMod does that MoveCraft don't (I think).

    MoveCraft :
    * You don't loose control when hitting an obstacle
    * Un-recursified detection that won't make your stack explode. (Allows to create very large objects)
    * Speed increase every click until you reach max speed for the specific craft type.
    * Works with all block types minus grass, dirt, sand, gravel, and smoothstone
    * You can still have grass, dirt, sand, gravel and smoothstone into the craft as long as they are not part of the structure of the craft.
    * You can dynamically update the craft structure by placing/removing blocks. (within the craft bounding box)
    * The craft keeps damage (TNT, creepers). Allows for TNT cannon fights (don't know for BoatMod)
    * You can't duplicate blocks with the craft (usable on legit servers)
    * Keeps chests, furnaces and dispensers content (I don't think BoatMod have it yet)
    * Craft limitations (%block requirement, a boat can't fly, an aircraft can't go into water)
    * Rotation (I don't think BoatMod have it yet)
    * A wide range of standard craft types (boat, ship, submarine, aircraft, airship, UFO, bomber, car, drill). You can set different permissions to each of them.
    * Create custom craft by editing the craft files, fully configurable
    * Works on lava as well (don't know for BoatMod)
    * TNT cannons work (don't know for BoatMod)
    * Remote control
    * Drill
    * Cars
    * Bomber
    * Hyperspace
    * A LOT of testing and debugging, so most blocks will work, water on the craft works, ...

    I think it is really cool that someone else does a similar mod, as it brings new features and something to compare to, but don't try to get people to think that your brand new plugin is better when we have been around for at least half a year (way back to the hMod glory). We did put a LOT of time, effort and love into MoveCraft. Also SycoPrime is always looking for help, you two could work together instead.
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    Daniel Few

    Sorry for posting this, i didn't realise :/
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    Yeah, sure

    I agree that MoveCraft has had more development time and therefore more feature support. However, you are correct about a few assumptions and wrong about a few of your assumptions about BoatMod.

    • You most certainly do not lose control if you hit an obstacle.
    • Objects larger than 2048 blocks will probably cause a stack overflow due to the recursion (for now)
    • Speeed must be increased manually
    • You can make BoatMod work with any block type by editing the configuration file
    • Blocks inside of the boat that are not "Boatable" will cause collisions
    • Removing blocks will force you to manually update the craft, adding will cause collision unless you update
    • Damage will require the captain to manually update
    • I am not sure what you mean by duplicate blocks with the craft
    • Chests, furnaces and dispensers do keep their content
    • There are no limitations unless implemented in a script
    • Rotation does not work yet (I tried and failed but will try again)
    • Using scripts you could implement your own crafts
    • Again, scripts
    • Lava does not work yet (all I would have to do is treat it like I treat water and it would)
    • You can remote control your crafts
    • Nope
    • Nope
    • Nope
    • MOVECRAFT HAS HYPERSPACE!?!?!?!?!?!?!?!?
    • MoveCraft most certainly has been used more than my mod.
    Neither of us need make assumptions and I am very sorry that I did. I have only used MoveCraft a limited amount-I had not even heard of it before I posted this mod. As such, I do not expect to know what differences and similarities it has with BoatMod. Anyways, I hope our mods can cooexist (there is no reason why they cannot).

    Yep winter biomes will grow ice

    It will be soon (probably next update)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    That's ok, and I am very impressed by the features BoatMod already has. It is funny because MoveCraft beta was just called "Boats" and only had boats. By the way, I'm not developing mods or playing SMP anymore, it all rests on SycoPrime's shoulders now, so I don't really care.

    Good luck, I hope both mods will be doing great :)

    Peace. If you did read jackpot51 comparison it just sounds like MoveCraft is to throw away. It was not a fair comparison at all for players now knowing the mod, so I provided a more accurate one (in my opinion). "We" is SycoPrime and I, and I don't feel superior to anyone.

    Also, according to your needs, you should take a look at this plugin :

    Sorry if I offended you, but what would you do if you were in my shoes ? Someone posting a new plugin that is almost yours and a false comparison making it better in every aspects ?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Perhapse I'm flooding but I insist :
    BoatMod doesn't makes only boats, it can manage every structures, like a hot-air baloon :p
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    Daniel Few

    Are you a developer of MoveCraft?
    Sorry if you are I thought you were talking about 'WE'as in the users of MoveCraft putting love and support into it :p
    And i was in a bad mood, shouldn't have shouted.
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    Hrm... what would happen if blocks could move as a part of boats?

    Well, i guess thats already a different idea, and i know most complications of it, but im just curious how possible do you think that is?
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    If you mean blocks that are placed inside of a boat after the boat is created, it is certainly possible for that to be done. Currently a list of air blocks inside the boat is maintained to ensure that water is treated properly-this list could be expanded so that on every move the air blocks are checked to see if they are still air. Then if they are not they could be added to the boat.
  10. Can somebody tell me EXACTLY how this works? I'm running essentials so /time set 12000 doesn't work, it's just /time day

    I make a boat
    /boatmod autoship
    Click my air ship with boat item in hand

    It doesn't say my boat registered or anything, I can't move it no matter what time it is. Somebody help.

    I'm running bukkit 818
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    If you just want a boat that you can move, you shouldn't use the script! Click the boat with a boat item and if it doesn't come back with a message "You now have control of [some number] blocks" then check your server log and post any boatmod-related errors here.
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    Daniel Few

    The default item is a map in 1.6.6
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    ok now that you added furnaces this is perfect as you can make a mobile base. my house is actually a boat. and my mineshafts have a hookup port that an airlock structure plugs into when lined up exactly
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    Do you think the blocks would move as smoothly as the boats themselves? I guess this kinda sounds like the individual block entities idea, but that's more or less what i mean.
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    They would move with the boat.
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    Hold onto your socks I sense a competiton brewing winner is how who can do this most efficently.
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    First, its a genial plugin. But when i configurate the materials this error appears :

    >15:51:42 [SEVERE] Error occurred while enabling BoatMod v4 (Is it up to date?): No enum const class me.Jackpot.BoatMod.BoatMod$DataType.SHIP.J
    @? @ @ @
    DSDB ` @ @ @
    java.lang.IllegalArgumentException: No enum const class me.Jackpot.BoatMod.BoatMod$DataType.SHIP.J
    @? @ @ @
    DSDB ` @ @ @
    at java.lang.Enum.valueOf(
    at me.Jackpot.BoatMod.BoatMod$DataType.valueOf(
    at me.Jackpot.BoatMod.BoatMod.ReadFile(
    at me.Jackpot.BoatMod.BoatMod.ReadFile(
    at me.Jackpot.BoatMod.BoatMod.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at org.bukkit.craftbukkit.CraftServer.reload(
    at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(
    at org.bukkit.command.SimpleCommandMap.dispatch(
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
    at net.minecraft.server.MinecraftServer.b(
    at net.minecraft.server.MinecraftServer.h(

    Please help.
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    Hello, Sounds very interesting, but I'm rather confused as to how to use it, could you make a tutorial video or post a link to one in your post. How ever If I get a Hang of it I will Make one then upload it to youtube and send you the link. Please?
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    Send me all your files in the BoatMod directory, it looks like you have a syntax problem

    Sure, I'll try to make one sometime. As for using it, where are you getting stuck? Have you made a boat yet? Did you left click it with a wooden boat item? Have you tried to move it with a map item?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    It works when I change nothing. Adding only one material destroys everything.
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    Haven't set it up yet, and I re-read the instructions, I think I understand it better now, I thought this might Turn the Entire Boat/Vehicle but that's probably impossible, ty for quick reply I'll have posted a tutorial by sunday
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    Could you tell me what text you added to the file and where you added it?
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    I editet the default.cfg

    uneditet :

    editet :


    as you can see, i only added OBSIDIAN.

    The error appears when i have opened the config.cfg
    When i don't, everything works fine.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    I have been trying to recreate the error. Which text editor did you use on which operating system configured for which language? If the file is saved with any special formatting or a character set other than raw ASCII or UTF-8 it will not be parsed properly.
    It looks like BoatMod attempted to parse junk data that was in a backup file. I can guess from this data that you have used the German version of Mac OS X's TextEdit utility. I would recommend not doing so as this utility may save backup files, like the default (Automatisch Gesichert).txt file that may still be in the BoatMod directory!
    If you do use TextEdit, please, please, please save and completely close TextEdit before starting BoatMod. BoatMod will attempt to read ALL files in the BoatMod directory, including the stupid backup files that TextEdit creates that are NOT parseable.

    That would be amazing to have a tutorial video. Let me know when you have it so i can link it up in the post and credit you!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    yes i use the german mac osx and textedit. I did it like you said but i think i need an other text editor. do you know anyone?
    Thank you for supporting.
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    Well you could try using RText, available here, or Smultron, which is here. Smultron has a German localization, I am not sure if RText does.
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    Both doesen't work. But its okay. I'm happy with a boat of wood too ;)

    Thank you very much for your help. Its a wonderful plugin.
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    If its giving you the same error, delete that BoatMod directory, reextract it from the .zip, and retry with one of those editors.
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    Won't be making a tutorial Video sorry, as I can't get it to work at all. I try to captain my self and it won't work, try to move my ship and it won't work either
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    MoveCraft is evil, This is better
    Endign likes this.
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    What steps do you go through to try and captain yourself?

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