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Peterwolf's Boats & Ships

Peterwolf's Boats & Ships** adds three original, steerable wooden watercraft to Minecraft with custom 3D models
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peterwolfs-boats-and-ships-1.0.8.jar

File namepeterwolfs-boats-and-ships-1.0.8.jar
Uploader
peterwolf_plpeterwolf_pl
Uploaded
Aug 16, 2026
Downloads
7
Size
1.6 MB
Mod Loaders
Fabric
File ID
8665296
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:peterwolfs-boats-ships-1649679:8665296"

Learn more about Curse Maven

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 W while captaining for a temporary speed boost (higher acceleration and max speed while held).
  • Double-tap W speed boost eases the camera out: third-person distance increases and FOV widens slightly while the boost is held.
  • Double-tap A or D for 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).

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