peterwolfs-boats-and-ships-1.0.8.jar
Curse Maven Snippet
What's new
1.0.8
Multiple riders and safe disembarking
- Enabled the full declared seating capacity: 2 riders in the River Skiff, 4 in the Explorer Sloop and 6 in the Merchant Schooner.
- The first player to right-click an unclaimed vessel becomes the helmsman. Later players board free passenger seats without stealing control.
- Prevented players, villagers and watermen from dismounting while a vessel is moving or stopped in open water.
- A mounted rider may disembark only after the vessel has stopped beside a safe solid shore or pier position.
- Watermen now keep steering through the final port approach, stop the hull at the actual bank or pier, and only then leave the vessel.
- Added a Client GameTest covering three simultaneous riders, first-click steering priority, moving-vessel dismount rejection for a player and villager, and safe pier disembarking.
- Removed the artificial green navigation island from the waterman Client GameTest; the voyage now uses open water and the real port pier.
1.0.7
Water World Atoll trade voyages
- Added optional compatibility with Water World - The Atoll; Boats and Ships still runs normally when the atoll mod is absent.
- Watermen frequently seek the nearest atoll, choose a port-facing offshore berth, sail there to trade and return to their remembered home port.
- Long voyages are planned as safe local water-route legs. Each leg respects the current hull width, banks, islands and solid obstacles, while a moving voyage ticket keeps the nearby water loaded.
- At the atoll, the waterman visibly trades with emeralds, happy-villager particles and trade sounds before loading tangible wealth into the vessel cargo and his inventory.
- Returning cargo includes copper, iron blocks, gold blocks, emerald blocks, diamonds and netherite scrap, plus optional Atoll Seeds when the atoll mod provides them.
- After a successful return, the waterman displays an emerald block and waits before planning another trade voyage.
1.0.6
Waterman villager
- Added the Waterman Spawn Egg to the mod tab and vanilla Spawn Eggs tab, with English and Polish names.
- Watermen are persistent fisherman villagers that prefer living by water and remember a waterside port.
- They visibly fish at the shore, play casting/catch effects and store real cod, salmon, tropical fish or pufferfish.
- They board any empty vessel from this mod, make a short server-authoritative trip, steer back to the same port and disembark.
- Their autopilot plans a water-only route sized for the current hull, keeps clearance from banks and solid obstacles, never cuts diagonally across land, and recalculates the route if the way becomes blocked.
Controls & boarding
- No auto-board: walking onto the hull never mounts you as a passenger.
- Right-click only takes the helm (WASD steering); right-click again or sneak leaves the helm onto the deck. Only the helmsman steers.
- Walkable deck like blocks in water: solid collision at deck height so you can step on from a pier and off freely without vehicle lock. Hull hitboxes match the deck (not masts) so approach from a dock works.
- Double-tap
Wwhile captaining for a temporary speed boost (higher acceleration and max speed while held). - Double-tap
Wspeed boost eases the camera out: third-person distance increases and FOV widens slightly while the boost is held. - Double-tap
AorDfor a much sharper turn rate while the key is held. - Sharp turns lean the hull up to 30° opposite the turn direction (sails and oars follow the heel).
This mod has no additional files

