Using specific signs placed on a Movecraft craft allow you to execute useful commands for it.
Please note that signs contribute to a craft's block count.
General signs have a non-specific use related to any craft itself.
Craft signs identify a structure/build as a Movecraft craft.
First line: Craft Class (e.g. Dreadnought
).
Command alternative: /pilot (craft class)
Right click on the sign to start piloting the craft.
First line: Pilot:
Pilot:
and not "Pilots:
"The other lines should be the exact names of players who should be allowed to pilot the craft.
Used in order to allow only the players listed on the sign to pilot the craft. It protects the craft from being piloted by untrusted players.
First line: Release
Alias: /release
Right click on the sign to stop piloting the craft. Your piloted craft is automatically released if you are not on it for longer than 30 seconds. A sinking craft is released automatically.
First line: Name:
; The other lines specify the name of the ship.
Sets the display name for the craft, as displayed in /contacts
, /craftlist
, /craftinfo
and Contact sign chat notifications.
First line: Manoverboard
Sets the location that the /manoverboard
command will teleport you to.
Control signs allow movement and control of the craft or a part of it.
First line: [helm]
. After saving the sign, it will turn into a steering wheel.
Alias: /rotate right
(/ror
) and /rotate left
(/rol
)
Right click on the sign to rotate the craft 90 degrees clockwise. Left click the sign to rotate the craft 90 degrees counter-clockwise.
The craft is rotated about the Helm sign.
First line: Cruise: OFF
Alias: /cruise on
and /cruise off
; /cruise north
, /cruise south
, /cruise east
, /cruise west
Right click on the sign to start moving the craft in the direction the sign is facing (Cruise: ON
). The sign has to be placed on the side of a block, to identify the direction it will move toward.
First Line: Ascend: OFF
or Descend: OFF
Alias: /cruise up
and /cruise down
Right click on the sign to start moving the craft vertically, upward (Ascend: ON
) or downward (Descend: ON
). Right click the sign again to stop moving the craft vertically.
Also known as Ascend / Descend signs.
First line: RMove
; Second line: a,b,c
a
, b
, c
are the integer number of blocks to move the craft in each direction, when the Relative Move sign is used.
a
denotes rightward (positive a) or leftward (negative a) movement.b
denotes upward (positive b) or downward (negative b) movement.c
denotes forward (positive c) or backward (negative c) movement.Right click on the sign to move the craft a certain number of blocks in a linear direction at once.
Each Craft Class can only move a specific maximum number of blocks in each cardinal direction by using the Relative Move sign—this maximum varies among Craft Classes, but it is generally no larger than 10.
Subcraft Rotate signs identify a smaller craft as a controllable part of another, larger craft. A subcraft is a smaller craft than the one it is part of.
First line: Subcraft Rotate
; Second line: Craft Class (should be a subcraft - e.g. Turret
) ; Third line: Can include the Subcraft's name of your choice (this name can be used in the third line of a Remote Sign to control a specific subcraft, such as a specific Turret, Torpedo, or Bomb on the larger craft).
Right click on the sign to rotate the subcraft 90 degrees clockwise. If the third line of the subcraft is Reverse
, right-clicking will rotate the subcraft anticlockwise instead. The subcraft is rotated about the Subcraft Rotate sign.
First line: Subcraft Rmove:
; Second line: Craft Class (should be a subcraft - e.g. Elevator
) ; Third line: a b c
a
, b
, c
are the integer number of blocks to move the subcraft in each direction, when the Subcraft Relative Move sign is used.
a
denotes rightward (positive a) or leftward (negative a) movement.b
denotes upward (positive b) or downward (negative b) movement.c
denotes forward (positive c) or backward (negative c) movement.Subcraft Relative Move signs are similar to regular Relative Move signs, but they specifically identify and move only subcraft, as opposed to entire craft.
Right click on the sign to move the subcraft a certain number of blocks in a linear direction at once.
First line: Scuttle
Alias: /scuttle
Right click on the sign to immediately sink your piloted craft (Towny only).
First line: Direct Control
Alias: /directcontrol
, /dc
Right click on the sign to activate or deactivate Direct Control mode (Nations only).
Information signs show information on the craft and its surroundings. They only function when moving the craft, and update each time the craft is moved.
First line: Speed:
Shows the speed of the craft.
The second line will show the craft's speed in blocks per second. The third and fourth lines display the delay (in ms and ticks, respectively) that the craft took to complete the last displacement.
First line: Status:
Shows information on the flyblocks and available fuel on the craft.
The second line indicates the craft's damages since the last moment it was piloted. If the craft requires fuel, the third line displays how many blocks you can travel before all fuel in your craft's furnaces runs out.
First line: Contacts:
Notifies the pilot in chat of other craft in the area.
Combat signs have specific uses in combat. Some are exclusive to Nations.
Anti-Aircraft Directors allow you to change the trajectory of fire charges that are fired from dispensers on your craft.
To create an Anti-Aircraft Director, place a sign on a craft and write:
First line: AA Director
Right click on the sign to activate AA Director Mode, then hold right click with a Clock (Towny) or Lightning Rod (Nations) in your hand, in order to adjust the angle of shot fire charges in the direction you are facing. The maximum vertical and horizontal angles possible are 45 degrees over/under and left/right of the Dispenser, respectively.
Anti-Aircraft Directors are essential to countering aircraft, such as the Fighter and Bomber.
TNT Cannon Directors allow you to change ('direct') the trajectory of Primed TNT that have been fired from dispensers on your craft.
On Nations, directed TNT has some special properties.
To create a TNT Cannon Director, place a sign on a craft and write:
First line: Cannon Director
Right click on the sign to activate TNT Director Mode, then hold right click with a Clock (Towny) or Lightning Rod (Nations) in your hand, in order to adjust the angle of the Primed TNT toward the direction you are facing.
The Director will affect all Primed TNT that:
Cannon Aiming Directors give you the ability to control all cannons of a certain type on your piloted craft when using multiple-cannon control. The sign can be placed anywhere on your craft (Nations only).
First line: Aiming Director
; Second line: Cannon ID (click for list)
Alias: /aim (cannon ID)
Right click on the sign to activate Cannon Aiming Director Mode for all cannons of the specified type on your craft. You can then use any multiple-cannon control method in order to adjust the aiming angle of, or fire those specific cannons only.
In order to be able to aim all cannons using an appropriate multiple-cannon aiming method again, click on a Cannon Aiming Director sign that has all
written on the second line, or enter the /aim all
command once.
First line: Fire
Command aliases: /fire
Right click to attempt to reload and fire all cannons at their set aiming angle (Nations only).
This sign is only allowed on a Destroyer class craft on Nations.
First line: Countermeasures
Command aliases: /countermeasures
, /cm
Right click the sign to disarm and sink all active Torpedoes in a 85 block radius of the ship (8 second cooldown).
Signs that do not fit the other categories.
First line: Remote Sign
Second line: Sign on the craft you want to trigger
Third line: Can include the name of a specific subcraft that you want to trigger/launch (as written on the third line of a subcraft's Subcraft Rotate sign) or Repair State that you want to execute (as written on the second line of a Repair sign that was used to save a Repair State).
Remote signs allow you to remotely trigger any other sign with an active function anywhere on your piloted craft (including launching Torpedoes and Bombs) by right clicking on it.
Some usable commands for the second line:
[Helm]
(for remotely rotating the craft about a Helm sign on the craft)Subcraft Rotate
(for remotely rotating a subcraft)LaunchTorpedo
or LaunchBomb
(for remotely firing Torpedoes or Bombs, respectively)Repair
(for remotely triggering a craft's Repair Sign)
Aliases: Remote tools are item alternatives to remote signs. They are useful if you do not like sign interaction, or your remote signs have been destroyed.
First line: Repair:
; Second line: Needs any input—a combination of letters and numbers (a string) that is used in order to identify the craft it is repairing.
Repair signs (despite their name) have three uses: saving, repairing, and generating. Saving a craft must be done first, before repairing or generating it.
In general, it is highly recommended to save any important craft you build. Saving is easy, quick, above all free, and ensures that your craft can be restored any time, in case it is damaged or lost by any means (sinking, theft, server issue, etc.).
You should also always lock the craft using a Pilot sign if you have placed and not removed a Repair sign on your craft, in order to prevent the saving of its design by untrusted players using the Repair sign.
Saving
The save function allows you to store a craft's build, for future use of the repair or generate functions (explained below).
After piloting your craft, left click on the Repair sign to save the craft in its current state. This is called a Repair State. Repair States that you save are linked to your name, and are represented by the exact and unique combination of letters & numbers that you type on the second line of a Repair sign.
You can only use the repair or generate functions for Repair States linked to your name.
Repairing
The repair function allows you to automatically fix your craft, back to its Repair State.
After piloting your craft, use the same Repair sign that you used in order to save your craft's Repair State (without breaking or moving the sign). Right click once to view the craft's damages. Right click again to attempt a repair. Repairing takes the exact amount of blocks needed from chests on the craft, as well as money from your balance. Please note that you may need to execute the repair function multiple times until all blocks are replaced.
Generating
The generate function allows you to automatically create your craft again, exactly as you have saved it in its Repair State.
Place down a Repair sign and write a Repair State linked to your name for a craft you want to reproduce ("print") on the second line. After piloting an area as a Shipyard (Nations Shipyard) or a Turret, (Nations Turret / Towny Turret) right click on the Repair sign twice. Generating takes the exact amount of blocks needed from chests connected to the Shipyard/Turret, as well as money from your balance. Please note that you may need to execute the generate function multiple times until all blocks are placed.
Generating is done relative to the position of the Repair sign. The position that the craft will generate in, is based on the position of the Repair sign before saving a craft. Always make sure that:
Do NOT, for example, save a Repair State with a sign at the highest point of your ship (which means: the ship will always be below your sign) then try to print your ship somewhere else by placing a Repair sign down on the ground. The ship will end up below the sign, inside the ground. Also, if the front of the craft was facing North the moment it was saved, it will also generate facing North.
Using the Repair or Generate functions will release your craft.
The command /cancelrepairs
stops all your active Repair and Generate functions. The resources used up until that point will not be refunded.
First line: Crew:
; Second line: Your in-game name.
Function: When a fighter or bomber sinks within 2,000 blocks of a friendly aircraft carrier, their pilot will be teleported to their crew sign on that carrier.
You can only place down and create a Crew sign for yourself, and the Crew sign will never work for the pilot themself.
The Crew sign has to be placed on the side of a block, and above the head of a bed on the craft. If that bed is destroyed, your respawn point for that Crew sign is lost. Similarly, if the pilot releases the craft by any means (including death) all Crew signs on that craft will stop functioning.
First line: [Periscope]
If attached to the base of a valid periscope, mount it.