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Details
Licensed MPL-2.0
Published 3 months ago
Updated last month
All versions
1.0.8
Release
PeterWolfs Boats & Ships 1.0.82 months ago 56
Compatibility
Minecraft: Java Edition
26.2
Platform
Fabric
Supported environments
Client and server
Changes
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).
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:VG7ttQYT:kLiI23EI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:VG7ttQYT:kLiI23EI"
}

