Mine Mine no Mi
An adventure focused mod inspired by the One Piece manga
0.11.3
Others
- Entirely empty combat bars will get skipped when cycling between bars
- Increased the default amount of bars available to players from 2 to 4
- Technology based abilities now got an icon showing in the tooltips
- Trainer spawns have a 1/3 chance to spawn a different trainer than your main fighting style
Bug Fixes
Abilities
- Fixed Art of Weather lightnings being invisible
- Improved performance for the following abilities:
- El Thor
- Sango (specifically when using ability protections with abilities enabled but block destruction disabled)
- Liberation
- Ice Age
- Fixed an issue where NPCs would despawn after using either Gekishin or Renpatsu Namari Boshi
- Fixed Swordsman dealing double damage with their regular attacks and also fixed their swordsman doriki bonus not getting applied
- Fixed Medic Bag not actually healing while in the curio slot
- Fixed a potential client disconnection on servers when using projectiles with haki active
- Fixed a potential server crash caused by spamming guard abilities like tekkai
- Fixed several cases where the
/damagemcommand would not properly apply damage buffs - Fixed a crash when enabling the Logia Return Effect config and getting hit while using either Goro or Magu
- Fixed a rare crash when getting shot with arrows while transformed in certain zoans
- Improved the space check when transforming so it doesn't get cucked by non-solids like grass or torches
- Fixed Black Hole ability remaining active after using Liberation
- Fixed Yami's absorbed blocks resetting after leaving the world
- with a small caveat that in order to optimize storage it does not maintain state, so things like rotation or facing direction won't be saved...which is fine cuz they'd get updated anyway when the block was dropped on the ground
- Fixed grab abilities bypassing logia invulnerabilities
Others
- Fixed 2 potential exploits for healing and resetting the ability tree without actually needing a trainer
- Fixed a server crash when placing down a boat when using the arclight server specifically
- Fixed Bubbly Coral not protecting against deep water debuffs
- Fixed a possible crash caused by naturally spawning lapahns
- Some performance improvements, many but small, might not be noticeable for everybody but at least on servers with couple of players or many spawning NPCs there should be a bump in performance.
- Fixed the Valkyrien Skies incompatibility properly so now it'll work with any version instead of strictly 2.4.10
- Fixed Miss Valentine getting damaged from her own abilities
- Fixed Yagara Bulls not spawning in the world
0.11.2
Abilities
- Updated more tooltips most notably for Haki abilities and a bunch of other fruit abilities (too many to list but mostly zoan types)
Others
- Increased the amount of extol skypiean traders will offer per dirt block 10000 -> 100000, a x10 increase
- Added a new server config option
New World Start Radiusthat controls where the new world starts after it gets triggered- By default its set to 0 which means the entire world is affected, however players (or server owners) might choose for example to only trigger it after 10k blocks
- Certain effects of the new world are active globally, most notably the extra 20% bonus players get for the total amount of points they can spend in the ability tree, everything else from extra spawns to harder npcs to better loot is applied only after the starting line
- Added a new common config option
Enable Debug Commandsthat simply enables the usage of/fgdebug commands for testing (these commands do require OP permissions, level 3 and do not have individual permissions associated with them as they're not meant to be used in real servers or single player scenarios) - The
Blue Gorooption got removed and replaced with another builtin datapack that turns the fruit, abilities, projectiles and effects in the old blue instead of the official piss yellow color- This will work on servers too assuming they don't ban resource packs
Bug Fixes
Abilities
- Fixed servers crashing due to animations being loaded on server-side (most notably with concasse or haoshoku haki)
- Fixed Doru Doru Ball crashing when checking its tooltips
- Fixed Mink's Passive not having any tooltips
- Fixed Kachiage Haisoku not dealing extra damage while in water
- Fixed Samehada Shotei and Karakusagawara Seiken having their discount applied to humans instead of fishmen
- Fixed Light Acceleration being infinite
- Fixed swing abilities triggering even when using items or opening chests
- Fixed Zoom ability not working
- Fixed several abilities that could cause crashes upon leaving the world and entering again while they were active or charging, this also fixes instances of unintended permanent structures being generated into the world (such as Torikago or Great Cage)
- Fixed Ice Age replacing air blocks too
- Fixed some projectiles (specifically stretchy ones) not having haki overlays
- Reduced Gomu Gomu no Mi Gatling Gun's range and adjusted its damage
Others
- Fixed being unable to click through traders welcome screen
- Fixed fraud among trainers charging more money then they advertise for ability tree resets
- Fixed Sea Cows and White Walkies not spawning in the world
- Fixed some items not granting their abilities (or straight up not working as they should) when equipped in curios slots
- Fixed a potential server crash caused by dugongs chaining hakai ho damage endlessly among themselves
- Added back the missing dials naturally spawning on beaches and sky islands
- Fixed New World mob spawns not really being that obvious
- Restored the aiming animations for NPCs
- Fixed an issue with NPCs rerolling for their styles/races every time they'd get loaded in
- Fixed an issue with Captains and Notorious Targets where they could gain abilities from multiple devil fruits when the config was enabled
- Fixed a visual issue where ability tabs would show up empty if the player had a hidden ability of that category
- Fixed Fruit Clues overriding already recorded colors
0.10.11
Others
Ability Protection
- Now dimensionally aware
- Increased their max size from 1024 to 59999999 blocks (almost 60 million, that's basically the size of an entire minecraft world, same value as what
/worldborderallows)- Note that even if this was tested and it showed no significant performance loss it was never properly tested under heavy load (such as a real server where people destroy blocks in all parts of the world), bugs regarding block restoration on world wide areas might happen.
- Protections within protections now works more predictably, with the inner most protection being the one to be checked
- To give an example, lets assume there's a small protection within a world wide protection, the world wide protection allows for abilities to be used but the small one doesn't. If the player is within the small one then they won't be able to use abilities.
- Added 2 new props for protections:
player_damagewhen disabled prevents players specifically from taking damage, because of this the previousentity_damagenow affects only npcsmob_spawnswhen disabled prevents npcs from spawning in this protection- Note that due to technical limitations ALL mobs are prevented from being spawned, unlike in the 1.20.1 versions where mods spawned using
/summonor spawned via spawn eggs would still work
- Note that due to technical limitations ALL mobs are prevented from being spawned, unlike in the 1.20.1 versions where mods spawned using
Bug Fixes
Abilities
- Fixed White Out crashing
- Fixed Cien Fleur: Wing not removing fall damage properly while its active
- Fixed the cola gauge not being properly sync'd after drinking an ultra cola
- Fixed Ice Block: Avalanche's description being the same as Ice Saber's
- Fixed Nekkai Jigoku not having a cooldown
- Fixed Kachiage Haisoku not dealing extra damage while in water
- Fixed a bug with out of body abilities where going through portals would insta kill the player
- Fixed players still being able to trade or open certain menus while using out of body abilities
Others
- Fixed cloth config not being recognized when installed
- Fixed the rewards message after completing a challenge sometimes being incomplete
- Fixed opening non-chest containers inside marine structures reducing a player's loyalty
- Fixed the formula that gives doriki/bounty/haki exp from kills not working correctly and giving players less points than they should've
- Fixed an issue where having multiple trainers of different types nearby results in the quests not being properly accepted
0.11.1
Items & Blocks
- Added the following new clothing items:
- post timeskip chopper's hat
- sogeking's mask
- who's who's mask
- white walkie coat
- bastille's mask
- blugori hood (dyeable, 2 layers)
- senor pink's diaper (dyeable, 2 layers)
- soul king's crown
- The following items were also made dyeable:
- senor pink's bonnet (2 layers)
- cabaji's scarf (2 layers)
- The unusable barrels found in most structures can now be turned into regular barrels by just right clicking them instead of breaking them
Ability Tree
- Finalized the ability tree
- Abilities are split in 4 categories
- Martial Arts (Brawler and Black Leg)
- Accuracy (Sniper)
- Technology (Doctor and Art of Weather)
- Weapon Mastery (Swordsman)
- Some individual abilities can cross the category boundary and require 2 or 3 types
- Players can do quests from different trainers and obtaining different points in all of categories based on what they wanna unlock or what builds they're going for as they're not limited on what they can unlock
- By default players can spend a total of 100 TP (training points) however they see fit
- Because of this the concept of fighting styles got somewhat diluted, choosing your favorite will grant 2 bonuses:
- You unlock the first ability (or abilities in case of Art of Weather) free of charge for your selected style
- Specific passives cannot be unlocked (ex swordsman buff with swords or brawler's extra damage)
- You gain 20% more points (rounded up) associated with your fighting style
- This dilution also applies to races (albeit less so) since players can now unlock abilities from all races within some limits:
- Some abilities are locked to only that race
- Some of them will cost more to unlock than it would cost for their race
- Once again some passives are not unlockable so things like cyborg's extra armor, mink's extra speed or fishman's water breathing are locked for their races
- On top of all these there's some edge cases too:
- Rokushiki is fully unlocked to all races, and probably the most "free" one of them all in terms of order, due to this human's spending limit is 20% higher than other races (so with default configs they'll have a TP limit of 120)
- Cyborgs don't start will all abilities unlocked from the start however to still keep that early benefit feel they'll start with 10 technology points ready to be spent
- Trainers can also be talked with to reset the ability tree entirely. This can also be done via
/points resetcommand depending on your needs- Both of which will essentially lock back all the nodes you've unlocked and give back the points you've spent
- Resetting the points will only reward 80% of the points used not the full amount (check the config section), for example if the current nodes amount to 20 total martial arts points and you reset them you'll only gain 10 back
Quests
- Entirely new sets of quests classified in 4 categories (also based on the training points you get from them)
- Martial Arts (Brawler and Black Leg)
- Accuracy (Sniper)
- Technology (Doctor and Art of Weather)
- Weapon Mastery (Swordsman)
- Doing quests for your specific category will give a 20% increase on points earned
- Quests now award points in one (or multiple) of those categories with which players can unlock abilities
- Some quests are now repeatable after some hours (cooldown is visible on them in seconds after completion)
- Legendary Dugong Masters now have access to all of these quests
Others
- Humanoid Zoans will visibly wear their armor/clothes
- This is very much experimental and can break with certain modded items (specifically the ones with 3D models), keep in mind all armor models are made to work specifically with the humanoid model, trying to fit them on wildly different models (such as Axolotl) is bound to result in visual inconsistencies, mostly talking about clipping issues and in worst case scenarios armor not fitting correctly
- Ability tooltips got a bit of an update which should result in more information being visible in the tooltips (such as explosions radius/damage) as well as more accurate informations
- As of right now not all abilities received this update, all racial and style based abilities + a bunch of fruits did however, with the rest coming up in the next patch
- The abilities that did not receive the update will simply use the old tooltips instead as the system was kept in place for legacy / backwards compatibility reasons
- Ability List, Ability Tree and Quests List screens will now pause the game in single player
New World
- New "mode" that triggers once the ender dragon is defeated, essentially a hard mode of sorts
- Once triggered the following permanent effects will take place in the world:
- Captains spawn in the open world
- Captains (of all spawn types) will rarely spawn with devil fruits (only if the config allows for it)
- Open world Grunts spawn 25% less
- Open world Pacifistas, Brutes and Snipers spawn 25% more
- Rare loot chances (such as boxes or rare rewards from challenges) increased
- Maximum amount of training points players can spend increased by 30%
- New config options
New World Modewith the following options:DISABLED- Fully disable the mode, even if it was already triggered previously (this does not reset the flag itself)NORMAL- Normal settings, new world mode gets triggered upon defeating the ender dragonSTART- Starting the new world mode from the very start of the world (all effects are applied immediately)
Poneglyphs
- Players can now find "Ancient Manuals" in the world, specifically in old structures (and even more so from archaeology)
- When using it on a poneglyph the hard version of the challenge it holds (if unlocked by the player) will gain a point out of a total of 3
- These points are used when completing the challenge rewarding an extra % of the base reward value of the challenge
- 1 - 30% | 2 - 60% | 3 - 100%
- As an example, the challenge has a base doriki reward of 100 and the player has completed it a bunch of times to where it only gives 10 doriki. Then the player will receive the 10 doriki + either: 30 for 1 point, 60 for 2 points or 100 for 3 points
- The points are reduced after the challenge is completed
- By default poneglyphs have a cooldown period between which they cannot be reused using ancient manuals however this can be changed in the config
- Added Road Poneglyphs (no functionality yet but they look hella cool)
Bug Fixes
Abilities
- Fixed Mink passive bonuses not being applied
- Fixed Eleclaw's arm effect not being visible
- Fixed Sulong being usable on all nights regardless of the moon's phase
- Fixed Swordsman damage bonus not being applied
- Fixed Gomu's Gear Fifth abilities being visible in the fruit's tooltips even if the config was disabled
- Fixed certain stretchy abilities to shine in the night (for example gomu projectiles)
- Fixed a potential crash when morphed and activating an ability overlay while geckolib is installed
- Fixed a potential crash/player softlock when saving data for morphs on servers
- Fixed couple of crashes with mods that expect the player's renderer to always be of a certain type (which it is not during morphs). Most notably this fixes the backpacked crash when transforming
- Fixed the punch rush ability used by npcs (gomu gatling clone) being insanely overpowered and melting through HP
- Fixed fruit specific swords (ice saber, blue sword etc) not being counted as swords
- With the small note that the Barrierbility Bat is actually counted as a blunt weapon not a sword
- Fixed a potential crash caused when the game or other mods tried to play a non existing sound
- Fixed 1 Kilo Press having a very short jump and ending if the user stayed on ground instead of instantly jumping
- Fixed several punch abilities that could infinitely be spammed
- Fixed Torikago not despawning
- Fixed Evaporate and Ground Death not evaporating water
- Fixed couple of abilities that did not have a cooldown / didn't correctly start their cooldown
- Fixed abilities still being usable while Air Door is active
- Fixed Hana abilities triggering grabs
- Fixed Kenpopo not giving the dandelions
- Fixed lots of guard abilities from not stopping players from moving
- Fixed physical body left behind by out of body abilities not having a texture and (visually) disappearing from like 8 blocks away as well as fixing other unholy amount of issues with out of body abilities
- Fixed the warning vignette now showing up when going too far away from your body when using out of body abilities
- Fixed a potential error with damage sources not working and spamming the console when rejoining the world or joining a different world
- Fixed MES having a 100% chance at getting the enemy's heart
- Beam type abilities that start from the player's face will now be semi transparent so they won't block the view anymore
Others
- Fixed the advancement pop-up not showing ability icons and instead defaulting to paper
- Added the Blue Sword handle back in creative menu
- Fixed the Open World Fruits config (added it back + allowing npcs to spawn with fruits correctly)
- Fixed Sake Cups not working
- Fixed the Valkyrien Skies crash when entering a challenge
- Fixed an issue where having multiple trainers of different types nearby results in the quests not being properly accepted
- Fixed the config categories stacking wrongly
- Fixed the arguments order for
/abilityprotection newcommand - Fixed water weakness not being instantly applied when players fell into deep water, giving them a second to react and get out of it
- Fixed carrying/leashing now working at all
- Fixed some regressions for mod effects (lingering effects left by creepers, animation issues, milk removeable effects)
- Fixed Wandering Dugongs not spawning at all
- Fixed a potential client crash when wearing curios armors in multiplayer
- Fixed kairoseki blocks being uinmineable
- Fixed sky blocks not dropping correctly
- Fixed skypiean traders not wanting to buy dirt
- Added the following new clothing items:
0.11.0
Abilities
- The legacy non-component ability system code was fully removed
- Lots of morph related systems got entirely rewritten from scratch
- Partial Morphs can now be stacked (these are the transformations that change parts of the player's body but not the whole body)
- Some full morphs (zoans) got updated models, textures or animations
Hiso Hiso no Mi
- Animal Friend
- removed from this fruit's kit as its not really part of the fruit and it could be much better used on other fruits
- it's still registered and can be obtained via
/abilitycommand
- Lookout
- will now provide the direction in which targets were going
- only players and notorious targets will get tracked now instead of every entity passing nearby
Nagi Nagi no Mi
- Won't claim it works any better now but at the very least it'll also disable all vibration listeners (such as sensors or wardens)
Art of Weather
- Clima Tacts are no longer tiered, any ability can be used by any clima tact
- This is mostly done due to the move to tags so players can expand what a clima tact is without the additional context
- This also means any item can be turned into a clima tact (charging and all) via datapacks
Ability Tree
- New progression system for unlocking abilities (styles + races)
- Currently unfinished and will allow players to unlock all abilities of a style if they got that style selected, racial abilities unlock the same way via doriki
Mobs
- All tamable entities can now be given commands
- On this same topic the way npcs are registered to be a command receiver has changed drastically so they can now be configured even when they're from outside the main mod or addons (more info in the addons docs)
- Mobs behavior is slightly more based on world difficulty (aka mobs will have different abilities, buffs or equipments depending on Easy/Normal/Hard difficulty of the world)
Humandrills
- Can now spawn with armor equipped depending on difficulty
Items & Blocks
- Items are finally ordered nicely in creative tabs (no this was never a feature before, it kinda just happened...sometimes)
- Den Den Mushi items will use the same texture as the entity they were obtained from
- Some items received a reach bonus (including spears but also some longer swords)
- New textures for Gura Gura no Mi and Tori Tori no Mi Model Phoenix
- Split Morgan's Axe Hand and Iron Jaw into independent items so players can equip them
- Added deepslate variant for kairoseki ore, can actually drop more ores than the regular variant
- Removed Kuja Arrows entirely, instead Kuja Bows will now work with regular arrows and give them a x2 damage buff
Config
- Moved configs from
commontoserverside- While this is more of a technical term this means, in more practical terms, that these are per world configs instead of global
- All common configs with the exception of the
Systemcategory got moved and thus are now per world
- The reason for choosing server sided config instead of game rules are many but the most notable issues are:
- game rules are impossible to organize, we have over 100 config options, maybe if we're generous only about 80 are "world specific", that's almost double what minecraft has, with no way to create new categories or organize them, it would create a mess in the world creation screen
- game rules are limited in their capabilities, by default only allowing for true/false or integer based options, this would mean reimplementing a lot of logic for allowing all of our configs to function properly
- Their location also have changed due to this, with the follow locations:
- Client:
.minecraft/saves/<level_name>/serverconfig/mineminenomi-server.toml - Server:
<server_folder>/world/serverconfig/mineminenomi-server.toml
- Client:
- Another major change and that is in regard with 3rd party config editors (cloth config / configured)
- Configured has a very nice and easy to use system where upon opening the config menu you can choose a world to edit its config, if you're already in a world then the
servercategory will simply open the current world's config - Cloth isn't as nice from a user's point of view, for the world config the user needs to first join the world and then edit it, opening the config menu from the main menu will open only show the common/client options
- For these reasons I would recommend from now on to use configured as a primary choice instead of cloth, as it is more user intuitive and at the end of the day these ingame config editors are supposed to make a player's life easier
- Configured has a very nice and easy to use system where upon opening the config menu you can choose a world to edit its config, if you're already in a world then the
- Some options are now explicitly marked as requiring a world restart (aka rejoining the world) before they take effect, this has always been the case for some options but were never marked as such.
- Main example of this would be
Randomized Fruits - Note that this is NOT enforced. Only configured will give you a popup mentioning you'll need to rejoin the world for the changes to take effect. For cloth or manual config editing this purely a note in the option's description.
- Main example of this would be
- Finally I want to mention a small limitation / quirk of this new system, a very obvious one if you think about it. If there's no world, there's no config either. This means you cannot customize the config before creating the world, for 99% of the configs this doesn't matter, however there are some configs where this might, such as the biome / structure spawn rates where a small chunk of the world (the spawn area) will be created before you have the chance to config it.
- As of right now this is a very minor issue and not a priority for fixing, depending on the feedback received these might get changed to game rules, back to common configs or something different.
Commands
- Unlocking groups of abilities is now done based on ids instead of names
/ability unlock_group mineminenomi:mera_mera_no_mi- This allows more flexibility in setting up these groups as they are no longer bound to a fruit or specific group and therefore can contain any number of unrelated abilities
Others
- Block placement rules are now tag based instead of hardcoded, meaning they can be extended freely for servers or modpacks
- Some slight performance improvements might be noticeable on servers since the amount syncs for each player went down drastically
- Trainer dialogue menu will now pause the game while opened in single player
- Note that the actual trading menu does not and will not pause the game as it would visually interfere with the trading system
- A lot of menus got a "reactive" update, which is fancy way of saying their looks will be slightly altered depending on your screen size and/or GUI Scale option, so for example lists will be longer and wider, certain icons or elements will be bigger and so on
- Minor updates for some models and their textures, most notably with clothes and entities
- If the player holds an encyclopedia that contains a fully unlocked fruit that fruit's name will now be displayed in the tooltips of the actual fruit too (instead of the generic "Devil Fruit" name)
- Smithing recipes for enchanting weapons with dials have changed slightly in terms of materials needed, kairoseki enchantment also requires dense kairoseki now
- Loyalty will only drop when opening chests inside marine bases instead of any container
- Added support for the vanilla Luck attribute in the following areas:
- Opening fruit boxes, increases the chances of getting a fruit from the next tier
- Opening loot chests, increases the chances of getting rare items such as boxes, clues, encyclopedias, ultra cola, sea king meat and so on
- From challenges, increases the chances of getting rare items (equipment / weapons) from both difficulties
- Added the One Piece
Structures
- Reworked structures spawning logic to better align with vanilla's way of doing things
- This has several bonuses such as:
- Slight randomization of structures, such as enemy spawns, chest locations, decorative features and more
- Support for datapack related features such as changing a structure's (or group of structures) features via datapacks
- Consistency for structure positions aka if you regenerate the world the structures will be in the same exact position with the exact same features instead of always random
- As mentioned above due to this rework and new randomization almost all structures received updates in the following:
- Slight shuffling on their appearances, such as more props or different layouts
- Changed enemy positions and quantities
- Some chest positions got changed around or removed entirely
- Loot changes would take hours to write down so here's some of the more important ones:
- Added new 1.17-1.20 items wherever possible such as amethyst, copper, raw copper/gold/iron, goat horns, armor trims and so on
- Reorganized a lot of the loot in smaller groups, this is fancy way of saying loot should be more diverse and cases in where a chest has 10+ stew bowls should no longer happen
- Spawn chances and quantities got changed across the board when it comes to treasures and some of the more rare items
- Poneglyphs can now spawn in various sizes
- Some of the more notable structure changes will be listed below
Sky Islands
- Remove the "camp" variant which was useless anyway
- Reduced the amount of dirt/grass found
- The "town" variant is now more like an actual village with cloud roads connecting multiple sky islands
- More variations for houses and props as well as some new props to spice them up
- Individual houses have a higher chance of Weather Wizards spawning, while towns have a higher chance of traders spawning
- Chests found around the towns were given some loot as well, however since there are peaceful civilian towns most of the loot follows
Camps
- Instead of being couple of tents randomly scattered around they're now all surrounding a middle point with the amount of tents varying
- Slightly increased the amount of grunt NPCs spawning in these camps
Marine Bases
- Both bases got a new randomized prop for the bounty posters, this new board can spawn in multiple locations at once or none at all
- The marine large base got the following changes:
- Underground prison is now an optional part of the building with 2/3 chances to spawn
- Certain floors have various layouts they can spawn with, this can influence the loot slightly however most of these influences are for "trash" loots, the fruit ones are not influenced
Bandit Bases
- The bandit large base got split into several smaller bases:
- the mini castle in the center of the old structure is now a standalone structure called a fort
- an arena filled with bandit tents surrounded by palisades
- The underground section of small bases (aka the cave) got couple of versions with slightly altered difficulty and loot
Fighting Style structures
- These buildings got all grouped up under the same "set" meaning that they all count as one
- This in turn means that they'll spawn less grouped and more individually, giving way for more useful structures like bases to spawn instead
Ability Protections
- Now dimensionally aware
- Slightly improved their logic on restoring blocks too, very unlikely it'll have some noticeable effects
- Increased their max size from 1024 to 59999999 blocks (almost 60 million, that's basically the size of an entire minecraft world, same value as what
/worldborderallows)- Note that even if this was tested and it showed no significant performance loss it was never properly tested under heavy load (such as a real server where people destroy blocks in all parts of the world), bugs regarding block restoration on world wide areas might happen.
- Protections within protections now works more predictably, with the inner most protection being the one to be checked
- To give an example, lets assume there's a small protection within a world wide protection, the world wide protection allows for abilities to be used but the small one doesn't. If the player is within the small one then they won't be able to use abilities.
- Added 2 new props for protections:
player_damagewhen disabled prevents players specifically from taking damage, because of this the previousentity_damagenow affects only npcsmob_spawnswhen disabled prevents npcs from spawning in this protection- Note that mobs spawned using
/summoncommand or spawn eggs are not affected by this prop
- Note that mobs spawned using
Datapack
Tags
-
Added couple of new item tags, to better extend mod functionality for other mods:
mineminenomi:gun_ammocurrently only used for bullets and kairoseki bulletsmineminenomi:bazooka_ammocurrently only used for cannon ballsmineminenomi:bluntsused for blunt weapons (hammers, maces etc)mineminenomi:clima_tactsused for clima tactsmineminenomi:hardening_damage_bonusitems that get damage buffed by hardening haki- empty hands will always count towards hardening bonuses and cannot be removed via this tag
mineminenomi:imbuing_damage_bonusitems that get damage buffed by imbuing haki, this also acts as a tag for items colored by imbuing (UNLESS they've got the haki model override attached)mineminenomi:ranged_enchantable_by_smithingranged items that can get enchanted with dialsmineminenomi:melee_enchantable_by_smithingmelee items that can get enchanted with dials
-
Some vanilla and forge tags also got updated/extended using mod items such as:
minecraft:swordsused for swords (sharp sticks)forge:tools/bowsused for kuja bows and slingshots
-
Added couple of new block tags, mostly related with the ability protection groups
mineminenomi:block_protection/corepretty much the majority of the blocks you've got planks, stones, dirts, random blocks like crafting tables etcmineminenomi:block_protection/foliageleaves, grass, vines, that kinda stuffmineminenomi:block_protection/liquidswater and lavamineminenomi:block_protection/airself explanatory I hopemineminenomi:block_protection/ocean_plantskelp and coralsmineminenomi:block_protection/restrictedbarriers, portals, bedrock, command blocks, structure, light blocks and so onmineminenomi:block_protection/snowsnowmineminenomi:block_protection/waterlikeliquidsbut without lava
-
Added couple of special
vanillablock tags, these are essentially backports of these tags from future versions, they are to be considered deprecated and ready for removal whenever the mod ports to a newer version. -
Added new biome tags as well, mostly for npc and structure spawning biome groups, certain npcs/structures might not have specific tag as vanilla tags are sufficient:
mineminenomi:is_swampbecause there was no vanilla swamp checkmineminenomi:can_spawn/bananawanimineminenomi:can_spawn/big_duckmineminenomi:can_spawn/den_den_mushimineminenomi:can_spawn/dugongsmineminenomi:can_spawn/humandrillmineminenomi:can_spawn/lapahnmineminenomi:can_spawn/wandering_dugongmineminenomi:has_structure/trainer_buildingmineminenomi:has_structure/campmineminenomi:has_structure/sky_islandmineminenomi:has_structure/small_basemineminenomi:has_structure/large_basemineminenomi:has_structure/watch_towermineminenomi:ores/kairoseki
-
Added 4 new tags for structures, these are only used to track which structures are assigned to what factions, only the marine one is used as of right now
mineminenomi:marinemineminenomi:piratemineminenomi:banditmineminenomi:revolutionary
Recipes
- Two new recipe types got added for the smithing table:
mineminenomi:smithing_dialused for creating dials (although it can be used for more generic smithing recipes too)mineminenomi:smithing_enchantmentused to enchant items with dials and kairoseki
World Generation
- Added a new extended placement setting for structures
mineminenomi:extended_random_spreadto better accommodate the mod's needs with the two most important features it provides are:- Can check for multiple nearby structures that shouldn't spawn near it via the
exclusion_zonesattribute - Can check for the distance between the currently proposed spawn and the center of world via the
min_distance_from_world_centerattribute (at the moment this is unused by the mod)
- Can check for multiple nearby structures that shouldn't spawn near it via the
- Added a new structure processor
mineminenomi:ignore_waterloggingthat bypasses the forced waterlogging for structures that touch water- this is used by ships for their below the water areas, so blocks that could hold water don't
0.10.10
Abilities
- When transforming the health % carries over with the bonus given by the transformation
- As an example if in human form the player has 15/20 HP in zoan form they're gonna have 22/30 (as opposed to before where it would've been 15/30)
- This obviously works both ways
- Imbuing haki will now also buff the efficiency of tools (such as pickaxes or axes) to about the same level as Efficiency II enchantment, this buff stacks with enchantments or potion effects
Mobs
- Lowered the stats (doriki / haki) given to non-mod npcs, this will also mean their rewards got lowered as well (still higher than before this system was implemented)
- Slightly updated the Grunts AI to better take into account the new difficulty changes so they can still attack players
- Added back the aim animation of 0.9.5 that somehow got removed during 0.10.x release cycle
Others
- Couple of small performance improvements for NPCs, probably wont have any noticeable effect in single player however it might add some extra TPS on servers.
- Changes to the vanilla hunger system to take into account the increased health pool
- Saturation now lasts 25% longer
- Exhaustion from regen (aka saturation per health restored) lowered by 50%
- Overall this means food will last longer and if you need to restore health by eating you won't need to eat entire stacks to get back to max HP
- Sleeping will now restore haki
- More correct would be to say that laying in bed restores haki over 5 seconds
- If the sleep actually occurs then it'll get fully restored when the player wakes up
- For safety this only works when out of combat, sleeping while in combat will not restore haki
- Made most mod effects not generate lingering clouds when creepers affected by these effects exploded. Some of them still can such as:
- Hunger (different from the vanilla one)
- Mummy and Ice Oni viruses as well as antidotes
- Tokudai Candle Poison
- Doku Poison
- Noro Slowness
- Smoke
- Paralysis
- Sticky (from Beta Beta no Mi's abilities)
- Dizzy
- All of Horo Horo no Mi's Hormone effects
- Negative
- Freed slaves advancement trigger
Bug Fixes
- Fixed the Empty Hands duping issue
- Fixed some mod effects being removed when drinking milk
- Fixed mobs running away in fear because players were too weak, overall increased the threshold at which mobs will start running away as well
- Fixed a bug where mobs would try to "escape" into the ceiling if there were pockets of empty blocks resulting in them suffocating
- Fixed the fruit names (specifically the zoan ones) in fruit encyclopedias overflowing the background
- Fixed the ability selection screen toggling between bars that the client was not allowing (example: server allows for 3 bars, client only allows for 2, the screen would toggle between 3 bars instead of 2)
- Fixed an issue where ambushes message would be sent by a Captain even if no captain would actually spawn in that ambush
- Fixed Nightmare soldiers and other tameable mobs not attacking challenge bosses
- Fixed an inconsistency with cooldown and charge times for abilities that had added bonuses, resulting in the time seen in the combat bar not being the same as the actual time on the server
- When transforming the health % carries over with the bonus given by the transformation
0.10.9
Others
- Quest advancement trigger
Bug Fixes
- Fixed Awase Baori not having a cooldown
- Fixed players spawning in new worlds with couple hundred doriki already on them
- Fixed a crash with the new stats distribution system
0.10.8
Abilities
- Camera locking (either yours or the enemy's when grabbed) should feel much more responsive now without the rubberbanding when trying to move
Items
- Updated all pants textures so they're actually pants
Mobs
- On normal and easy difficulties Grunts, Brutes, Snipers and Captains will have their detection/follow range cut by 1.5x and 2.0x respectively
- This essentially means they won't detect enemies from too far away and will stop chasing faster
- On normal and easy difficulties Grunts, Brutes, Snipers and Captains will have a lower threshold for what they can target
- If their potential target's power is much lower than theirs they won't actually target it
- Thresholds are difficulty based with easy providing a greater window than normal
- Snipers, Brutes and Captains can no longer spawn around the world spawn
- 256 blocks for Snipers and Brutes
- 512 blocks for Captains
- In both of the above cases mobs that are part of a structure will still spawn, this rule applies only to the open world spawns
- Captains and Notorious Targets got introduced to the concept of personal space, lingering around them for too long will make them angry (this applies even if your threat level is too low or too high for them to normally target you)
- When using mods such as Auto Leveling the rewards given by NPCs will increase with their levels if this reward is higher than their original reward
- All mobs will now spawn with Doriki, Belly and Haki, randomized based on their HP and Attack values
- If they already have values assigned then these randomized values will not be calculated as they're not needed
- This will have 2 main effects, smooth the rewards given by all mobs (vanilla, mine mine no mi as well as other mods) but also protect them from weak haoshoku haki bursts
Commands
/challenge start <target> <id>command was added which starts a challenge for the target however the target must have that challenge unlocked otherwise it'll fail/eventscommand added for listing and spawning world events/events start <event>spawns an event near the user's location, event can benotorious_target,caravanorcelestial_dragon/events listwill simply list all the currently available world events in the world
Config
Village Compatibility- new compatibility config option added for people who might wanna use mods that expand villages (such as Better Villages)
- it lowers the weights needed for structures added by the mod so they don't spawn everywhere in these expanded villages (specifically the tavern but helps with all structures)
- its not a perfect fix and there might still be instances where structures spawn way too often purely by chance, but at the very least it won't just taverns
- make sure to enable this before creating the world, villages already generated won't be affected by it
Others
- Added 3 new advancement triggers for crews:
set_crew_captaintriggered for the player who becomes the captain of the crew (either by creating the crew or by the original captain leaving)join_crew- triggered for any player who joins a crewleave_crew- triggered for any player who leaves a crew
- Probably (hopefully) made the custom biomes not take over the world ? No promises
Addons
- Added a
ModifyDevilFruitEventused for addons to add/remove abilities from already existing fruits more easily- This also allows multiple addons to change the same base game fruits (or each others fruits) without causing crashes or incompatibilities
Bug Fixes
Abilities
- Fixed a couple of possible crashes when NPCs used specific abilities on a target that left the game mid combat
- Using
/removedfwill now correctly unmorph the user too - Fixed the new logia block traveling abilities potentially causing players to fly outside of their element blocks
- Karma passive ability is no longer visible in the menu
- Fixed the Drums of Liberation SFX not playing during Gear Fifth, also fixed them not playing for nearby players too
- Fixed Antidote Shot and Virus Zone abilities getting permanently removed after the user dies once
- Gear Fourth flying meter will now be visible only while the ability is active
- Gomu Gomu no Gatling and Bazooka will no longer drop the player down while they're flying using Gear Fourth
- Doku Fugu will now get stopped when starting Venom Demon as they're not meant to be used at the same time
Others
- Fixed challenges speeding up on servers
- Fixed an issue with OFPW that would set a fruit's status to LOST when picking it up while the Empty Hands passive was enabled causing potential fruit dupes to occur
- Fixed the MH5 gas mask not working when equipped in the curios slot
- Fixed ships not spawning around the world when using Terraforged
- Fixed Bounty Hunters not gaining any belly from hunting down Notorious Targets with wanted posters
0.10.7
Abilities
- The following logias received a new passive ability that allows them to go through blocks of their own element when crouching:
- Hie: ice
- Yuki: snow
- Goro: gold blocks
- Suna: sand and sandstone
- Pika: glass
- These can all be changed via datapacks and their corresponding tags
Mobs
- Wandering Dugongs will now only spawn 500+ blocks away from spawn
Celestial Dragons
- Will no longer summon a buster call when hit by other mobs
World Events
Notorious Targets
- Lowered their spawn distance ranges
- Min: 1000 → 500
- Max: 5000 → 2500
Caravans
- If a vice admiral spawns with it the chest is guaranteed to have a devil fruit box using the following %:
- 50% - wood
- 35% - iron
- 15% - gold
- Caravans without a vice admiral also got a bump in % for their boxes:
- Wood: 2% → 10%
- Iron: 0% → 5%
- Lowered their spawn distance ranges
- Min: 1000 → 500
- Max: 5000 → 2500
Celestial Visits
- Can now spawn across the world not just in villages (mostly because it was kinda buggy and half the time they weren't even close to a village)
- Should also no longer spawn grouped in the same position
Challenges
- Teleportation is based on teleporters (same thing portals use) instead of just changing positions, this has a few benefits such as better chunk loading and fewer visual errors (such as experience being visually set to 0)
- Placing the arena blocks within these dimensions was also slightly adjusted to be more forceful, resulting in less checks and therefore faster build time completion
- Caching was improved and should now avoid even more potential dupes
- Challenge dimensions chunks will no longer be saved on disk
- This should be saving a few hundred MBs and some precious time from the writing itself, most notably on servers where lots of players = lots of dimensions being saved
- Note that the folder itself and region files (.mca files) will still be created however they'll be empty
- This will only work from the moment you install 0.10.7 forward! Saved data of already existing challenge dimensions will remain, it'll just not be updated further
- Removing the dimension region files (or the whole dimension folder) is safe and if you need to free up some space from previous versions you can freely do this
Config
- Added a new
Experimental Timersconfig option (enabled by default) for the new timers added in 0.10.6- The full usefulness of these timers remains unknown as of now, and some servers have experienced worse problems with them rather than without them, so that's why this config exists.
- It remains enabled by default for now because despite some servers reporting worse outcomes this doesn't seem to be a problem for everybody, and it doesn't seem to affect single player at all.
- Added a new
Visual Only Curioconfig option (disabled by default) to disable items from working when equipped in curios slots
Others
/challenge give ALL <target>command added that gives all challenges available to the target- Sabaody biomes are no longer spawn friendly until a future patch where we add all the missing blocks / materials for it
Curios Support
- Curios is now an optional dependency, when installed some of our items will now be equippable in curios specific slots
- The enabled slots are:
- HEAD for hats
- FACE for glasses and masks (custom slot type added by Mine Mine no Mi)
- BACK for capes and backpacks
- CHARM at the moment only used by the color palette item
- Items that previously had special effects when equipped will maintain these effects when equipped in curios slots, however a new config option was added specifically to disable this, as this effectively means some of the planned downsides of these equipments no longer exist.
- In this category we can add Cola Backpack for the BACK slot or Sniper Goggles for the FACE slot as some examples
Datapacks
Advancements
- The
consume_devil_fruitadvancement trigger now takes an (optional) fruit id for its check, if no fruit is give then any fruit will trigger - Added the follow new advancement triggers:
select_factionselect_raceselect_style- All of these triggers work for both the character creator book as well as the
/change_charactercommand
Tags
- New tags for blocks that allow logias to pass through them:
logia_block_pass/hielogia_block_pass/gorologia_block_pass/pikalogia_block_pass/sunalogia_block_pass/yuki
Bug Fixes
Abilities
- Fixed Blue Bird being usable while stunned
- Fixed grabs still dealing damage when the target breaks them
- Fixed bug allowing you to forcibly re-grab after throwing
- Fixed a bug where grabs would get triggered by some projectiles they shouldn't interact with
- Fixed running smash passives only hitting the enemy once
- Fixed a crash occurring when starting challenges (specifically Mr. 0) while using addons that modify existing abilities
- Note that while the crash is fixed side effects might still occur (so for example there's no guarantee that the modified ability will work correctly)
- Fixed Ganmen Seicho Hormone's effect icon missing
- Fixed Bara's Slash Immunity not being visible in the menu (and therefore not being cancellable)
- Fixed Yami's Absorbed Blocks missing its icon
- Fixed Ryu no Kagizume disappearing after dying
- Fixed morphs not showing correctly under specific circumstances
- Fixed the following abilities not correctly working with ability protection restoration:
- Ground Death
- Candy Wall
- Fixed a bug that caused combat bars to reset
Others
- Fixed faction/race/style arguments not being properly registered
- This is mostly a fix for servers for a bunch of warnings being thrown in the terminal and for the autocompletion on servers not working
- Fixed commands being lost after using
/reloadcommand - Fixed a crash occurring after leaving the world during a challenge and rejoining
- Fixed the
Spawn Caravans,Spawn Notorious TargetsandSpawn Celestial Visitsconfig options not working - Fixed Buggy's hard mode advancement having the description "Defeat Cabaji"
- Fixed Bounty Hunters not losing loyalty when killing Marines
- Fixed a potential crash when running with Essentials
- Fixed a bug where non marine npcs would target players openings chests inside marine bases
- Fixed randomized race config option not working
- Fixed ability bans config still allowing abilities to be given via
/abilitycommand - Fixed a bug where Notorious Targets would rarely spawn with 0/0 hp effectively becoming immortal
- Fixed an issue with Create where the animation for pondering would not play correctly
- The following logias received a new passive ability that allows them to go through blocks of their own element when crouching:
0.10.6
Abilities
- Getting hit by a bullet will now cancel all the momentum you have while flying (aka it'll stop you)
- New generic abilities used by NPCs got added:
batto_strike,bomb_throw,one_two_jango,ichirin_zashi,kamikaze_hyakkoma_gekijoandkaji_oyaji - Knocking an enemy down will now leave them at 5hp instead of 2hp
Mera Mera no Mi
- Hidaruma
- Instead of spawning a couple of balls near where the user is looking it will now spawn them from the user flying forward and homing into nearby targets
- Turned into a continuous ability that will continue to shoot fireflies for as long as its active
Goro Goro no Mi
- Mamaragan
- Can now be cancelled at any time
Yomi Yomi no Mi
- Can now eat food again for saturated healing bonus, still cannot starve however
Pika Pika no Mi
- Amaterasu
- Turned into a proper beam
- Increased its movement speed by about 3 times
- Yasakani no Magatama
- Doubled its movement speed
Gasu Gasu no Mi
- Gastille
- Turned into a proper beam
- Doubled its movement speed
Jiki Jiki no Mi
- Damned Punk
- Turned into a proper beam
- Increased its movement speed by about 1.5 times
Hito Hito no Mi, Model: Daibutsu
- Daibutsu Point
- Increased its movement speed bonus from -25% to 50%
- Increased its reach bonus from 8 blocks to 12 blocks
Ushi Ushi no Mi, Model: Giraffe
- Heavy Point
- Increased its reach bonus from 0.5 blocks to 2.0 blocks
Ryu Ryu no Mi, Model: Brachiosaurus
- Heavy Point
- Increased its reach bonus from 0.3 blocks to 1.0 blocks
Zou Zou no Mi
- Heavy Point
- Lowered its reach bonus from 1.6 blocks to 0.75 blocks
Zou Zou no Mi, Model: Mammoth
- Heavy Point
- Increased its reach bonus from 1.5 blocks to 2.5 blocks
Sai Sai no Mi
- Heavy Point
- Increased its reach bonus from 0.5 blocks to 0.75 blocks
Swordsman
- Swordsman buff will now scale with doriki, values remain the same however on server that use different doriki limits it will go above the 25% bonus it has normally
- Shi Shishi Sonson
- Increased its damage from 30 to 35
- Sanbyakurokuju Pound Ho
- Lowered its damage from 30 to 25
Brawler
- Hakai Ho
- Increased its damage from 20 to 30
- Ryu no Ibuki
- New AOE ability, creates a fissure in ground and applies dizziness to all nearby enemies
- Awarded by
Trial: Hakai Ho
- Ryu no Kagizume
- New punch/grab ability that applies
Fragileeffect on the enemy before dealing damage - While the effect is active all damage dealt to the target is increased by 16%
- Awarded by
Trial: Jishin Ho
- New punch/grab ability that applies
Sniper
- Hissatsu
- New ability that allows the next sniper ability used to instantly hit their target (essentially becoming a hitscan type)
- Also works with bullets shot from guns and slingshots
- Right now its unlocked after the last sniper trial
Trial: Renpatsu Namari Boshi. However this will change eventually, wink wink nudge nudge
Doctor
- First Aid
- Will now correctly prevent both the caster and target from moving while its healing
Rokushiki
- Kami-E
- Now also takes into the amount of hits taken for its cooldown, more hits = longer cooldown
Fishman Karate
- Added some new passive stat buffs:
- +3 extra attack damage
- +2 toughness
- Uchimizu, Murasame and Yarinami got their projectile speed increased
Cyborg
- Radical Beam
- Turned into a proper beam
- Increased its movement speed by about 1.5 times
- Cola Overdrive
- Turned into a over time drain instead of consuming half of your cola instantly
- Will now give the following stat boosts instead of movement speed and damage boost effects for as long as its active:
- Movement Speed
- Swim Speed
- Jump Height
- Fall Resistance
- Step Height
Mobs
- Improved the logic on how block abilities are used by NPCs (such as Tekkai), so there should be less awkward moments where they just sit there in tekkai watching you.
- Gave most NPCs (especially bosses or high tier NPCs) the ability to jump or climb from a hole so they won't get stuck and be cheesed
- Iron Golems will now attack pirate and bandit NPCs
Trainers
- Will no longer despawn during peaceful, they'll also be unable to attack back if they get hit
- Destructive abilities will now only be used once the trainer goes below 90% HP in order to avoid a lot of pointless destruction
- This does not affect abilities that would otherwise not affect the ground
- Will start eating and self heal at 1 minute intervals assuming that no enemies are nearby or is currently during combat
Traders
- Will start eating and self heal at 1 minute intervals assuming that no enemies are nearby
Barkeepers
- New NPC that spawns in Tavern structures (more on these below)
- They can provide useful information about nearby world events (also more about them below), news from around the world and, obviously, rum
World Nobles
- New NPC that spawns during random world events, these happen in villages specifically
- Will give a lot of bounty if hurt and will start a vice admiral attack on your position along with multiple marines, if they ride a slave and they're hit hard enough that slave will be freed too
- If a marine or bounty hunter hits them they will instantly be labeled a pirate regardless of their loyalty
- If a revolutionary hits them their loyalty gets increased, the aforementioned freed slave is also counted, but at the moment its not really used for anything
Flying Fish
- New NPC that spawns in swamps and sabaody
- Fairly weak and has no offensive capabilities
- Can be tamed and saddled
- Can temporarily fly out of water but will need to land in it back or will die
- Can also be used to swim around at fast speeds as it won't dismount the rider when submerged (the rider will however need to watch for their air meter)
Vice Admirals & Notorious Captains
- These are essentially the same level just different factions
- Very strong NPCs found in the open world, they're not as strong as hard mode bosses (capping at about 8k doriki for example)
- Can use haki and sometimes advanced haki too
- Have access to most if not all of their racial and fighting style abilities
- If the config option "Open World Fruit Users" is enabled they can spawn with a variety of fruit abilities too
- Worth noting is that not all fruits can be used by NPCs at the moment, particularly the zoans are lacking here due to some technical issues, there are also fruits which just work better for players like Mane Mane no Mi or Hiso Hiso no Mi, in total the can make use of about 30 fruits at the moment, with more planned once the technical issues get resolved.
- Vice Admirals can spawn during buster calls, during extremely high bounty ambushes, during open world events (more about this below)
- Notorious Captains are a bit more rare, they can spawn as bounties from wanted posters, rarely on large ships as captains or during open world events (more about this below)
- They can have a bounty of anywhere between 100000000 (100M) to 500000000 (500M) belly
- Both of them have a minimum value of rewards they can give once defeated (100 doriki and 1 haki exp), the maximum being of course they actual doriki/hakiexp limits which are the same as for a player (based on config)
World Events
- These are new events that happen in the overworld randomly
- They can be triggered by players either via items, luck or being in the right place at the right time
- There are only 3 world event types at the moment with more (faction focused) planned for the near future
- The start of these events is time gated however, only being available for a certain number of minutes before ending and disappearing from that location
- There is no limit for how many of these can spawn and there is no time limit once they do trigger
- These events spawn randomly throughout a world by simply playing, however knowing about them and finding them might be difficult, while randomly triggering some of them is possible by simply exploring the world a better and faster way would be to talk with Barkeepers, which can give you information on nearby events for a small fee.
Notorious Targets
- Their position is randomly generated within a certain amount of blocks from where the player currently is
- For Bounty Hunters these can be treated as targets for them to hunt down, offering a lot of belly rewards
- For other players these are excellent sources of doriki or bounty as they are quite powerful
Caravans
- Marine caravans that are heavily guarded, can rarely spawn with Vice Admirals and/or Pacifistas (depending on the loot it carries)
- The loot of these can sometimes contain devil fruit boxes
- They can also spawn with villagers and sometimes (marine) traders
World Nobles
- World Nobles will sometimes randomly be found in the open world (villages) with a heavy guard after them
- These can act as triggers for vice admiral attacks and huge bounty sources, but can also work for revolutionary army members as hitting them hard enough (or killing them) will free their slave and reward loyalty for revolutionary army
Challenges
- Completing challenges will now also award Haki Exp, randomly giving the exp in either busoshoku or kenbunshoku
- Stat rewards got heavily changed, now they will be awarded based on the challenge's reward factor from a total pool of doriki/belly/exp per difficulty
- More specifically, if the pool of doriki is 1000, and a challenge has a rewards factor of 1 the following math will happen:
(c / t) * p- c = current challenge's rewards factor
- t = total rewards factor of all the challenges of this difficulty
- p = the pool for this stat and its difficulty (configurable)
- in other words
(1 / 26) * 1000)=> ~38.46 which gets rounded to 40 - 26 being the total rewards factor of the current version, as more challenges get added this number will increase and thus the per challenge reward will shrink, the total pool might change in the future to take this expansion into consideration
- More specifically, if the pool of doriki is 1000, and a challenge has a rewards factor of 1 the following math will happen:
- Completing Hard difficulty challenges will now still award stats (doriki, belly, haki etc) but scaled down after each completion
- For example if a challenge has a reward of 40 doriki, first time reward is in full, second time its 30, third time its 10 and so on
- Eventually they will reach 0 and thus stop awarding anything
Buggy Pirates
Cabaji
Standard Hard HP 150 250 Difficulty ★ ★ Doriki 1000 10000 Haki (Buso/Ken) 0/0 100/100 Noteable Abilities Carnival Tricks Advanced Busoshoku Haki
Carnival Tricks
Swordsman abilities
RokushikiAlvida
Standard Hard HP 150 250 Difficulty ★ ★ Doriki 1000 10000 Haki (Buso/Ken) 0/0 100/100 Noteable Abilities Mace attacks Advanced Busoshoku Haki
Mace attacks
Geppo
Sube Sube no Mi abilitiesBuggy
Standard Hard HP 200 300 Difficulty ★ ★ Doriki 2000 10000 Haki (Buso/Ken) 0/0 100/100 Noteable Abilities Bara Bara no Mi abilities
Bomb throwsAdvanced Busoshoku Haki
Bara Bara no Mi abilities
Bomb throwsBlack Cat Pirates
Jango
Standard Hard HP 150 250 Difficulty ★ ★ Doriki 1000 10000 Haki (Buso/Ken) 0/0 100/100 Noteable Abilities Hypnosis
Chakram attacksAdvanced Observation Haki
Hypnosis
Chakram attacks
Some Rokushiki abilitiesWorld Generation
Structures
- New Tavern structure
- These structures have a Barkeeper and sometimes traders too
- Barkeepers (as mentioned above in their category) are the cornerstone of these structures as they can provide you with information on world events (such as nearby notorious targets or caravans)
- Black Leg Kitchens and Doctor Tents and the above Taverns can now spawn in villages as part of their buildings pool
- Do note that this is still an experimental feature and their spawn might not be fully uniform (due to chance, village size, terrain or structure size), finding them in the open is still the preferred and safest way
Biomes
- Added 3 new biomes:
Drum
- constantly snowing and frozen biome
- has higher chance to spawn snow based npcs such as Lapahns and White Walkies but almost nothing else besides night time monsters
- very few trees and water sources
- contains large ice spikes and occasionally large snow mountains
- can contain emeralds as all mountainous regions
Thunder Plains
- dirt plains where lightning strikes the ground every few seconds all the time, many craters are found here as a result on constant lightning strikes
- doesn't contain very many entities and no trees, some marine/pirates can be found
- contains extra gold veins
Sabaody
- the mangrove-like biome containing lots of huge trees
- the ground is swampy made out of tree roots and moss, lots of water and vegetation
- allows for Bon Charis to be used and Traders spawning here will sell them
Items and Blocks
- New clothes
- Cabaji's scarf
- Potential reward from Cabaji
- Plume Hat (Alvida's hat)
- Potential reward from Alvida
- The feather can be dyed
- Bicorne
- Like tricorne but with 2 corners instead of 3
- Potential reward from Buggy
- Can also be found in Traders shops and as random loot in various structures
- Can be dyed
- Celestial Dragon Helmet
- Not obtainable in survival
- Dye layer affects the hair color
- Wide Brim Hat
- Fancy and very generic name but there's only so much I can do :(
- Essentially Jango's hat
- Can be dyed completely
- Potential reward from Jango
- Heart Glasses
- Self explained name
- Potential reward from Jango
- Cabaji's scarf
- New weapons
- Chakram
- New melee weapon with a throwing right click secondary attack
- If thrown will also try to return to its thrower without any enchantment
- Potential reward from Jango
- Chakram
- Unicycle
- Can be used as a vehicle
- Potential reward from Cabaji
- Bon Chari
- Can be used as a flying vehicle but only in Saboady biome
- Sold by traders
Config
- "Spawn Biomes" option
- Used to determine if the mod's biomes should spawn in the overworld, enabled by default
- "Open World Fruit Users" option
- Chance (from 0 to 100) of Vice Admirals or Notorious Pirates to spawn with a devil fruit, 0% by default
- Note that it's set to 0 by default since it can still cause issues with One Fruit per World! If you don't use that config then its safe to use, recommended % would be 25%-50% but feel free to adjust.
- New options to modify the stats pool used for each difficulty: "Doriki Reward Pool", "Belly Reward Pool", "Haki Reward Pool"
- Keep in mind these pools are used to split the rewards among all challenges based on their scaling, read the Challenges section for more info
- These are also the default first completion values, subsequent values are automatically calculated based on these initial values
- New options to disable world events (they are all enabled by default):
- "Spawn Notorious Targets"
- "Spawn Caravans"
- "Spawn Celestial Visits"
One Fruit per World
- When dropping a fruit the history message for it will also contain the position at which the fruit was dropped (note that this is not the exact position the fruit is at that moment, only where it was dropped)
- Implemented player counting for dropped fruits, essentially if there are no nearby players the fruit will automatically get removed, this SHOULD fix some problems with fruits being left in chunks without being properly deleted first
Others
- Boat coating
- Kairoseki can now be used to coat boats with it
- This essentially turns the boat into a conduit or kairoseki block making sea monsters avoid it but also increased its damage resistance if it gets hit
- 5 Dense Kairoseki pieces are needed to fully coat it, with each level adding extra area of effect and protection
- Being fully coated will also make fighting fishes not target it at all
- The coating will remain on the boat even after it gets broken and turned into an item
- New icon that shows up while in rogue mode (its an exclamation mark)
- If both combat and rogue are active their icons will cycle every 2 seconds
- Crew menu now has a scroll panel for the members list so it can actually fit more than 5 entries
- The
/dorikicommand can now be used on all entities not only players, as it regular (even non-mod) npcs have a usage for doriki
Ability Protections
- Added 4 new properties
stat_loss- determines if players lose stats when dying inside them, true by defaultdeath- determines if players can die inside the area, true by default, when set to false it'll give players theunconsciouseffect similar with how haoshoku works- note that when set to false the
stat_lossproperty is useless as the player never really dies
- note that when set to false the
unconscious_time- determines the amount of time players are unconscious for after a death, 40 (ticks) by default (2 seconds)restoration_distance- replaces the oldStop Restoration Near Playersconfig option while also allowing for per-protection configuration. Now allow for values between 0 (off) and 1000 blocks
Keybinds
- Split the categories in 2 with generic keys in one and combat bar specific keys in the other
- Added 4 new keybinds to quickly open up the abilities, challenges, crew and quests screens without using the stats screen
- These keybinds are NOT set by default so to not clutter the keybinds too much, however you can find them in the controls menu and set them accordingly
- Combat bar shortcut keys added
- Essentially these keys will switch to the that specific bar instead of going through them using next/previous keybinds
- Do note that this works on a per set basis, meaning for example if we're allowing 2 bars on screen the "Move to Combat Bar Set 2" will move to the 2nd bar set so bars 3 and 4
- Last Combat Bar Set key added
- Will go to the last combat bar set used, same logic applies as above when it comes to sets
Addons Support
Factions, Races and Fighting Styles
- These three are now registry entries for their own respective registries
- This means they can be easily extended and added to by modders with these new entries showing up in the character creator as well
- This is not a finished system and especially for new factions it lacks in certain areas, cases such as if a faction is friendly with the marine or revolutionary, if they should receive bounties, if they can make crews and more such cases are not covered yet.
Datapack
- All
increase_*functions got a new optional tag namedscaleDownChallengeCompletionin order to actually apply the scaling down mentioned for Challenges.- This tag only works if the source is also set to
CHALLENGE - As noted this is an optional tag, if its not present at all it will default to
false(meaning the rewards are not scaled down)
- This tag only works if the source is also set to
- New
banned_items_challengesitem tag that allows users to ban items from being used during challenges (any difficulty), this can help with certain items that could have permanent side effects allowing for dupes.- Keep in mind Food and Potions items are banned during Hard mode by default, however depending on how other mods choose to implement them they might not be automatically detected
Bug Fixes
Abilities
- Fixed ability timers (cooldowns, continuity, charge) from getting delayed due to low TPS on servers
- Note that the effect of the ability can still be delayed if the TPS is really bad
- Fixed Mammoth Heavy Point's collision while sneaking
- Fixed a rare crash regarding Goro Goro no Mi's lightning spawning without an actual owner (such as if the Goro user started Mamaragan and then logged out)
- Fixed cooldowns not starting for punches when used together with knockdown on the very last hit that knocks down the enemy
- Fixed
/damagemcommand not actually increasing the damage of projectiles - Fixed Pteranodon Fly Point's fullbody haki texture floating above the model
- Gomu Gomu no Mi users will no longer take damage from hitting walls really hard (such as from flying elytras)
- Devil Fruit grab abilities will now correctly release the target when going into water
- Fixed lag spikes generated by the mod's custom lightnings, more notably when using Mamaragan
- Fixed healing/buff punch abilities not working on friendly entities
- Electrical Luna can no longer restart its charge while its charging or after its fully charged
- Fixed some projectiles which would "fail" to shoot for the very first time when they got used (such as Gomu Pistol)
- This is a per projectile fix sadly so if you still notice some of them doing this please @ us so we can fix them individually
- Fixed Free Swimming being able to swim through restricted blocks (such as bedrock or barriers) by swimming backwards
- Fixed destroying another player's heart sometimes crashing
- Ability projectiles will no longer collide with challenge barrier walls
- This mostly fixes projectiles that come from above such as El Thor, Raigo, Sagari no Ryusei etc. getting instantly destroyed by the top barrier layer
- Fixed the side chunks not being properly rendered until moving the camera after using abilities (Zoom) or items (Senriku) that zoom in the player's view
- Fixed Shima Yurashi from visually launching (only on client side) some blocks inside protected areas
- Fixed* punch abilities not working correctly in servers using arclight
- Note that this "fix" is a very nasty workaround, it disables some functionalities (most notably Hakai Ho's explosion doesn't hit nearby targets anymore) and possibly other punch related side effects
- As always, these plugin + mod servers are not supported, so whatever happens with this fix it'll most likely be left as is in the future
- Fixed zoans running smash passive ability ignoring iframes
- Fixed some partial transformations not having the mink features shown
- Fixed tamed entities attacking their owner when issued with a Guard command
Others
- Fixed mod npcs not triggering the taming objectives (specifically for the Command trial)
- Fixed a random client crash regarding newly created wanted posters
- Fixed pirate cape crashing if equipped while the user is not part of a crew
- Fixed a potential crash regarding ability tooltips having too many lines while playing with
Merge Ability Bonusesconfig disabled (marked as potential since as far as reports have shown this happened with addons installed, might not happen with only MMnM installed) - Fixed a rare crash that could happen when a bounty hunter kills a target with a corrupted poster (such as from an old version or badly made with nbt editing) in their inventory
- Fixed a quest ping sfx being played every time the inventory screen got closed if specific quests with a finish objectives were active
- Fixed the last Sniper trial (Trial: Renpatsu Namari Boshi) mentioning the old Kaen Boshi instead Hi no Tori Boshi and also fixed it sometimes not tracking correctly hits done by Hi no Tori Boshi projectiles
- Challenge timers should now be correctly sync'd with the server's TPS so they won't randomly speedup skipping entire minutes
- Fixed the barrier walls of a previous challenge not being correctly cleared if the player exited the world before finishing the challenge
- Fixed mod npcs not giving vanilla xp rewards on kill as intended (based on their doriki level)
- Fixed doriki using the client limit while on a server with a higher limit
- Fixed a potential crash when equipping abilities by using keybinds
- Fixed the "Hurt Entities" property of ability protections not working against punch abilities
- Fixed ability protections sometimes staggering (seemingly forever) when restoring blocks
- added dragon fruit
0.10.5
Bug Fixes
- Fixed Haoshoku Haki crashing users when used on a server
- Fixed mod vehicles (animals and striker) moving extremely slowly
- Fixed the flag/wanted poster and devil fruit encyclopedia merge recipes from returning a default item when crafted using shift + click
- Fixed a bug where bosses would gain some passive buffs meant for Hard mode during Standard resulting in them having at times as much HP/Toughness/Armor/Punch Damage/GCD as their Hard version (this only affected passive stat bonuses not abilities or AIs used)
- Fixed Wanted Poster Packages sometimes not properly landing even if they're on top of a block
- Fixed flags, pirate capes and the striker's sail not showing the crew's jolly roger
- Fixed Striker view box being too short and getting culled when looking at its sail
- Fixed Tekkai's alt mode change message showing up for the player when used by an underwater NPC
- Fixed ability swords (Tabira Yuki, Ice Saber etc) not visually showing the haki imbuing colors
0.10.4
Abilities
- New jump logic based on how long the space key is held when jump stat increases are used.
- Does not affect the vanilla unboosted jump height.
- At the moment the most benefits from this go to minks (especially during Sulong) and certain Zoan transformations that have a higher than normal jump height.
- New pull mechanic for grab abilities
- During pulling or while grabbing certain abilities will become unusable (such as Kami-E or Future Sight)
Ope Ope no Mi
- ROOM
- New experimental visuals in the form of a sphere instead of blocks, should help with lag a bit too
- Lowered its charge time from 2s to 1s
- Lowered its cooldown to 1s minimum and 3s maximum
- However the charge time and cooldown are now affected by the user's HP and the size of the room
- The lower HP the user is the longer both the charge and cooldowns will be (2s for charge time and 3s for cooldown in the worst possible scenario)
- NOTE That it is enabled by default, however there is a config available to return the old behavior as this is still experimental and could negatively affect shaders or other effects we didn't test for.
- Shambles
- Lowered its cooldown from 5s to 2s
- Group alt mode will now work with more entities such as boats, physical projectiles, dropped items etc
- Counter Shock
- Will apply 2s of Dizzy on target
- Reduced its cooldown from 20s to 10s
- Injection Shot
- Increased the armor piercing to 50%
- Mes
- Will bypass haki blocking if the user's HP is higher than the target's and target's HP is below 15%
Gomu Gomu no Mi
- Gomu Gomu no Gatling
- When activating the user will now remain still
- Gear Second
- Reduced its maximum speed
Moku Moku no Mi
- White Pull
- Turned into a continuous ability, drags all nearby enemies affected with the "Smoke" effect while active
Yuki Yuki no Mi
- Fubuki
- Will now charge for a max of 5s, each second growing bigger, stronger, applying frostbite stacks and dealing damage
Brawler
- Spinning Brawl
- Radius for the AOE while spinning scales with the target's hitbox
Art of Weather
- All balls, Weather Egg, Gust Sword, Thunder lance, Thunderbolt and Thunderstorm tempos are now imbuable with haki
Rokushiki
- Soru
- Heavily reduced dash distance while in water
Cyborg
- Strong Right
- Increased its distance
- Coup de Boo
- Will poison all nearby enemies in a 5 block radius when used
- Southland Suplex
- New suplex move for cyborgs
- Doesn't require cola to use
Electro
- Sulong
- Will stay active throughout the entire night
- Increased the fall resistance buff while in this form
Haki
- Kenbunshoku Haki: Aura
- Updated the aura overlay on entities with a shader based aura, has some special effects like a blurred outline for better contrast and some subtle wobbling.
Items & Blocks
- Cola and Ultra Cola bottles will now return an empty bottle upon usage (either manually drinking it or automatically via the cola backpack)
- These empty bottles can be then refilled using sugar and their normal recipe
- New recipes got added so they will be visible in the crafting table as well once unlocked
UI
Ability Selection Menu
- New compactness option, contains three options:
- Spacious (default) - the current look of the list
- Compact - removes the space between abilities in the list
- Minimal - makes the ability icons smaller and removes more space between them
- New selection mode option, contains two options:
- Drag and Drop (default)
- allows equipping abilities by dragging them from the list and dropping them in the desired slot
- abilities can be moved from an already selected slot to another too
- for actually removing the ability either drop them somewhere else or right clicking them
- Keybind
- the old behavior, requires selecting a slot first and then the ability that goes in it
- while in this selection mode you can use your combat bar keybinds to select the slots assigned to them, skipping the need to click the slot, this can also be used to reassign abilities to a different slot
- removal is done as before by right clicking the slot with an already equipped ability in it
- Drag and Drop (default)
- New tooltip toggle option
- Toggles between showing tooltips or not showing them
- This will reverse the already existing of holding ALT to hide tooltips
- In simpler terms: while tooltips are shown you can hold ALT to temporarily hide tooltips, while tooltips are hidden you can hold ALT to show them
- These new options will be found in the top right corner of the menu
- In the bottom right corner there's a new "?" help menu which will detail how the current setup works when hovered.
- There's a new client config option to disable this new help menu
Mobs
- Big rework on how Marine/Pirate/Bandit NPCs spawn in world:
- spawning only when the chunks are generated and very rarely randomly, this is on top of all their previous checks such as spawning only during daytime
- they won't spawn anymore in the starting chunks where the player spawns
- due to these changes their min/max group sizes got adjusted as well so there will be more grunts per group
- they won't despawn when going too anymore, they'll just get unloaded and loaded back in when going near those chunks
- this does NOT affects Trainers and Traders, which will still despawn when going too far away, about 200 blocks away, from them except when they're name tagged
- Marine NPCs will no longer attack iron or snow golems (unless somehow attacked first by them)
- Marine NPCs will now attack pirates, revolutionaries or bandits entering their bases even if they do not have an active bounty issued
- Dugong Masters will now randomly spawn across deserts or beaches similarly to how trainers do based on a timer, on top of their natural spawns
- Improved the world spawns of trainers and traders for servers to spawn a number of them based on how many players there are on the server
- Whereas previously it would pick only a single player at random and spawn it for them
- Slight improved the thresholds at which enemies will stop targeting players
- Overall the thresholds are higher, but after around 8000 doriki and ~100 total haki exp even captains will ignore you
- Grunts on ships will no longer use cannons to hit players that are on the ship
- Ambushes will now have a bell sound played when starting, also offsetted the amount of captains spawning (meaning that captains will start spawning after a higher bounty)
Config
- New "Experimental Spheres" option under "System" tab
- Used for ROOM to replace the old block based approach with a new 3d rendered spheres approach
- New "Ability List Compactness", "Ability List Selection Mode" and "Ability List Show Tooltips" options under "UI" tab
- Used to actually save the compactness and selection settings of the ability list, can be changed either from the config itself or from the game
- Disabled "Minimum Doriki per Kill" config by default
- New "Enable Permissions" option under "System" tab
- Enables bukkit like permissions of the format
mineminenomi.category.node, check below for a list of all currently available permissions and what they're doing - Option is disabled by default as it does override how certain checks are done and without a permission mod/plugin to handle them some features of the mod will not work as expected.
- Enables bukkit like permissions of the format
- Config options for open world NPC spawn chances: Grunt, Brute, Snipe, Captain, Pacifista
- 0-100 type of config, keep in mind this chance is not absolute, things such as biomes, time of day, Y position and other factors are taken into consideration!
Others
- Logic on how bounties get issued got updated to take into account how many players are online
- Swapped the
/abilityprotection new <size> <label>arguments to/abilityprotection new <label> <size>to be more in line with the other subcommands - Improved how random chance for fruits spawning from leaves works, should be more in line with player expectations now
- Added more splash texts
Permissions
- Bukkit style permissions finally added:
Permission Effect Notes mineminenomi.command.removedf/removedfcommand on any online player- mineminenomi.command.removedf.self/removedfcommand on self only- mineminenomi.command.ability_protectionunrestricted access to /ability_protectioncommand- mineminenomi.command.check_fruits.list/check_fruitscommand only to check the fruits list- mineminenomi.command.check_fruits.history/check_fruitscommand only to check and/or export the history- mineminenomi.command.check_player/check_playercommand to check another player's stats- mineminenomi.command.issue_bounty/issue_bountycommandHaving this permission will bypass the requirements the command normally requires, doriki, marine rank. It will however not bypass the belly requirement for issuing the bounty! mineminenomi.command.abilityunrestricted access to /abilitycommand- mineminenomi.command.ability.reset_cooldown/ability reset_cooldowncommand only to reset the cooldowns of any online player- mineminenomi.command.bellyunrestricted access to /bellycommand- mineminenomi.command.extolunrestricted access to /extolcommand- mineminenomi.command.bountyunrestricted access to /bountycommand- mineminenomi.command.dorikiunrestricted access to /dorikicommand- mineminenomi.command.hakiexpunrestricted access to /hakiexpcommand- mineminenomi.command.loyaltyunrestricted access to /loyaltycommand- mineminenomi.command.questunrestricted access to /questcommand- mineminenomi.command.challengeunrestricted access to /challengecommand- mineminenomi.item.buster_callallows the initiation of a buster call Having this permission will bypass the Admiral rank or above requirement to start the buster call! - The new
Enable Permissionsconfig option MUST be enabled on the server for these permissions to be checked, otherwise the vanilla permission system (1-4 roles) is used. - More permissions for other mod features might become available over time depending on feedback and needs.
- WARNING This feature is extremely new and untested, expect errors and don't rely on it 100% yet, but do report any bugs or inconsistencies you encounter.
Fixes
Abilities
- Fixed the cola gauge not properly updating when drinking cola bottles
- Fixed the cola backpack consuming cola bottles even if the obtained amount was far above the maximum allowed, thus wasting cola
- Fixed an infinite crash caused by return logia effects when both players were specific logias that dealt damage from their return effect
- Fixed abilities not hurting the ender dragon
- Art of Weather's Thunderstorm Tempo will now correctly hit target under the cloud (instead of only those under the user's Y position)
- Fixed Jujika's projectile setting blocks on fire inside ability protections
- Fixed a bug when Volt Amaru was equipped causing hitting enemies with swords to deal 1 damage or crash (depending on your luck)
- Fixed an exploit where taking the doll of a marine with
/gorogueenabled would result in the doll being unbreakable after disabling/gorogue - Fixed Nikyu Nikyu no Mi's Puni ability not always working correctly and sometimes causing projectiles to instantly kill the user
- Fixedish a bug where damage dealt to bodies spawned by out of body abilities (such as Horu's Yutai Ridatsu) was not properly sent to the owner
- Fixed Empty Hands passive not stacking items properly
- Fixed dash abilities not scaling with zoan transformations
- Fixed Takedown Kick getting removed after dying without possibility of obtaining it back
- Improved the accuracy of Yomi Yomi no Mi's water running passive
- Fixed a visual issue where entities knocked down by Haoshoku Haki would just get up and sit straight (while still being stunned)
Others
- Fixed the Mink subrace selection not being saved when moving on a different category in the character creator menu
- Fixed bounty hunters being able to steal from marine bases without their loyalty lowering
- Fixed a duping exploit caused by using the ender chest during a challenge
- Fixed a bug where entering a Standard challenge with Yami and eating a 2nd fruit during the challenge would result in the 2nd fruit being removed after exiting the challenge
- This also had a 2nd effect if OFPW was active, as the item would get lost and fruit removed, but it wouldn't be put back into circulation at all causing it to get stuck in a "IN_USE" state
- Lots of text so, tl;dr the intended behavior right now is, if you eat a fruit during a challenge, the fruit will stay with you even after the challenge is done
- Fixed a crash when Create schematics were used
- Fixed a bug where wanted posters (either from packages or via
/getwantedpostercommand) would spawn as if expired - Also related with wanted posters fixed crew jolly rogers not showing up on them
- Fixed a bug where Lapahns, Bananawanis and Humandrills would randomly start attacking entities of the same type without reason
- Fixed the headshot mod incompatibility
- Fixed a bug where quest objectives would not be locked after completion, resulting in them sometimes resetting (most notably with kill X in Y seconds type of objectives)
- Fixed ability protections and challenge arena skybox not rendering when graphic settings were set to Fabulous!
- Fixed a bug with quests where storing items in chests would not decrease the progress of the quest
- Fixed Blue Goro config sometimes showing some fruits as a blue goro goro no mi while Randomized Fruits config is enabled
- New jump logic based on how long the space key is held when jump stat increases are used.
0.10.3
Abilities
Hie Hie no Mi
- Ice Age
- Will now freeze all nearby entities for 5 seconds
Sui Sui no Mi
- Free Swimming
- Better detection for what blocks can be affected by this ability
Gura Gura no Mi
- Gekishin
- Increased the amount of blocks it can destroy
- Increased its armor piercing from 50% to 75%
- Kabutowari
- Increased its damage from 50 to 60
- Increased its armor piercing from 50% to 75%
- Shingeki no Ichigeki
- Increased its armor piercing from 50% to 75%
Swordsman
- Yakkodori
- Increased the amount of blocks it can destroy
- Sanbyakurokuju Pound Ho
- Increased the amount of blocks it can destroy
Config
- Bumped up the default devil reincarnation chances:
- 15% -> 50% for a devil fruit to reincarnate in a dropped fruit
- 15% -> 75% for a devil fruit to reincarnate in a fruit stored in a chest
- 15% -> 50% for a devil fruit to reincarnate in a fruit held by another entity (including players)
- Also changed the above configs names and descriptions to reflect a more generic "fruit" instead of specifically apples:
- "Dropped Apple Reincarnation Chance" -> "Dropped Fruit Reincarnation Chance"
- "Entity's Inventory Apple Reincarnation Chance" -> "Entity's Inventory Fruit Reincarnation Chance"
- "Chest Blocks Apple Reincarnation Chance" - "Chest Blocks Fruit Reincarnation Chance"
- New config option "Return to Safety" found under "Challenges" category
- Decides where to send the players after a challenge has ended, if enabled (by default) it'll send them to either their bed or the world's spawn, when disabled it'll send them back to where the player starting the challenge was.
Others
- Added the following replicas to traders:
- Hassaikai
- Gryphon
- Samekiri Bocho
Datapacks
Tags
- Added a new item tag:
fruit_reincarnation, used to list item types that can be used for the devil fruit reincarnation system
Fixes
Abilities
- Fixed a knockdown exploit
- Fixed a potential insta death when traveling across dimensions with the Chiyupopo effect active
- Fixed certain punch abilities not working or not turning off after usage
- Fixed explosions sometimes have a clean cut on an edge instead of fully finishing
Others
- Fixed Hakai Ho trial sometimes not counting kills correctly
- Fixed the tangerine plant having a black outline
- Fixed the "Keep Devil Fruit" config option being true by default
- Fixed a crash caused by explosions in ability protected areas while FTB Chunks is installed
- Fixed a crash when reading ability tooltips while Pekhui's
pekhui:basescale was applied to said ability's projectile
- Ice Age
0.10.2
Abilities
- Ability projectiles got a new system for their explosions and how many blocks they can affect as well as taking their resistance into account, in simple terms, the harder the blocks it goes through the less it'll exist, meaning if it just goes through air it will travel further than if it went through stone.
- Grab abilities were merged in the same pool meaning they can no longer be used at the same time.
- Punch abilities will get their usage consumed if dodged without triggering side effects.
- Abilities will now automatically deactivate when going between dimensions to avoid a number of potential issues
Kira Kira no Mi
- Cabochon Knuckle
- Can now be used in parallel with Diamond Body
Chiyu Chiyu no Mi
- Dandelions stacks maximum size is now 1
Sui Sui no Mi
- Free Swimming
- Going out of ground will no longer turn the ability off instead it will simply trigger gravity back on
Doctor
- First Aid
- Reworked its insanely low heal to the following:
- Initial heal consisting of 10% of the target's max HP (~25HP for max doriki)
- Regen effect for 5s, regenerating around 33 hp
- Totalling to around ~50 hp for max doriki
- Increased its cooldown from 10s to 15s
- Cannot be used on self anymore
- Reworked its insanely low heal to the following:
- Medic Bag Explosion
- Reworked its healing to the following:
- Heals the user for 20% of their max HP (~50HP for max doriki)
- Gives a 5s regen effect to all nearby allies with 10 blocks
- Still gives negative effects to enemies within the same range
- Reworked its healing to the following:
Electro
- Eleclaw
- Nerfed its paralysis to be in line with the other moves down from 10.5s to 0.5s
- Lowered its chance of occurrence from 30% to 10%
Mobs
- Mod NPCs will attack vanilla monsters again, however they will not use abilities when doing so
Config
- Simplified the Keep Stats after Death config
- the old NONE, AUTO, FULL, CUSTOM options was removed and all there is are the individual options for each stat
- the defaults are set as if it was the old AUTO
- you will need to update your config if you've previously used keep stats
Others
- Can no longer carry fruit users affected by kairoseki weakness
/check_fruitscommand will no longer show usernames for non-op players- Added a new
takesubcommand for/pouchusing which you can take specific amounts from a pouch - Slowed down the growth of tangerine bushes
- NPCs will now use the gamerule
mobGriefingfor their abilities and destructive AIs - Marine player's loyalty will now decrease if they steal from marine bases or if they kill other marines (npc or player)
Datapacks
Tags
- Added 2 new item tags:
supreme_gradegreat_grade
Loot Tables
increase_doriki,increase_belly,increase_extolandincrease_bountynow also accept asourceparameter denoting where the stat comes from.- Added new functions:
increase_loyaltyincrease_hardening_expincrease_observation_exp
- If an NPC has a pool named
mineminenomi:statsit will no longer give stats (doriki, belly, bounty) according to the mod's logic, it assumes the pool will give these stats instead using functions such asincrease_dorikiorincrease_bounty.
Advancements
- Added new triggers:
obtain_dorikiobtain_loyaltyobtain_bounty
Fixes
Abilities
- Some performance improvements regarding abilities that break/replace/check a lot of blocks, such as Goro's
- Thorns is no longer buffed by haki
- Fixed Awase Baori's projectile not being deleted if the ability is stopped early causing the bars to permanently remain in the world
- Fixed Free Swimming not getting turned off when exiting ground horizontally
- Fixed certain abilities not getting affected by haki
- Fixed certain unintended abilities triggering punch or grab abilities
Mobs
- Fixed NPCs not wanting to attack players due to broken faction checks
- Fixed an exploit with nightmare soldiers giving player doriki while knocked down
Others
- Fixed a potential crash with marine npcs when they received a command
- Fixed a crash with structures spawning flags wrongly
- Fixed couple of potential server crashes when challenges got finished
- Fixed a OFPW not saving data when the world stops causing circulation issues
- Fixed several OFPW issues related with players dying in various ways and with various configs resulting in fruits being locked
- Fixed cola getting resetted to 100 when joining the world
- Fixed the "Priceless Blade" advancement getting unlocked from replica weapons
- Fixed
/check_fruits historysubcommand not working - Fixed the Valkyrien Skies related crash when entering a challenge
- Fixed the FTB Chunks related crash when ability protections with block restoration enable were used
- Fixed an issue where playing with doMobSpawning set to false would break challenges
0.10.1
Abilities
Gura Gura no Mi
- Gekishin
- Is now imbuable
Horu Horu no Mi
- Chiyu Hormone
- No longer acts like a heal but instead removes poison debuffs at the cost of HP
Fishman Karate
- Yarinami
- Made its hitbox bigger and can now go through blocks
Swordsman
- O Tatsumaki
- Increased damage from 20 to 30
Brawler
- Hakai Ho
- Disables guard like abilities down for 5s
Mobs
Targetting
- Mostly for open world npcs by taking into account a target's threat level
- The core of this change is that Trainers will no longer attack pirates/bandits unprovoked
- On the other hand NPCs will now calculate how much of a threat the enemy is and if its too much of a threat leave them alone, this serves to make Trainers untargetable by most open world NPCs, especially grunts.
- This will also apply for example to grunts not attacking captains of enemy factions, however the captains will most likely attack the grunts, this in turns creates scenarios where if there is already a fight going on grunts unable to target captains will rather flee than join the fight.
- Due to this new threat level the run away logic of npcs was updated as well and they will run without significant visual staggers instead of trying to fight back from time to time
Rewards
- Grunts doriki range is now between 500-1500 instead of 500-1000
- Snipers doriki range is now between 2000-3500 instead of 1500-2500
- Brutes doriki range is now between 2000-3500 instead of 1500-2500
- Captains doriki range is now between 3000-5000 instead of 2000-3000
- This means that overall the chances of getting more doriki per kill have increased for all npcs as well as higher minimum rewards for higher doriki player
Behavior and Abilities
- Grunts, Snipers and Brutes GCD got increased to 3s instead of 2s
- Captains were given a GCD of 2s instead of 0s
- This means the time between them using an ability is now higher
- Chance of NPCs spawning with Rankyaku was lowered from ~8% down to ~4%
Others
- Devil fruits will reincarnate into tangerines as well now, as with apples this only applies to dropped or stored fruits, it will not affect unharvested tangerine plants however.
- Increased the reincarnation range from 30 to 60 blocks
- Added a new client sided config option that toggles between Yellow and Blue Goro Goro no Mi, this applies to its item texture, all abilities and vfx it generates (particles and lightnings)
- It is disable by default since it is a preference not the official design.
Fixes
Abilities
- Fixed being able to use movement abilities while play dead is active
- Fixed being able to use movement abilities while Punk Corna Dio is active
- Fixed a bug with Punk Corna Dio where it stayed active if it lands in water
- Fixed Ryusei Kazan projectiles hitboxes
- Fixed Tenchi Meido not throwing enemies up in air
- Fixed Sube Deflect being immune to all projectiles
- Fixed Shourei not going on cooldown
- Fixed a rare incompatibility crash with Pekhui when using certain projectiles
- Fixed a bug where abilities relying on hits (such as Mes) would not work if Friendly Fire got enabled in the config
- Fishmans got their underwater mining bonus back
Others
- Fixed a crash caused by projectiles
- Fixed a random crash caused by empty wanted posters
- Fixed fruits not dropping from leaves when the config was set
- Fixed a rare crash caused by small marine bases spawning
- Fixed a warning that could spam the console whenever Shi Shishi Sonson was used
- Fixed spear items added by the mod (Mogura, Spear, Nonosama Trident) not being enchantable with trident enchantments at a table
- Fixed a bug where sometimes hitting knocked down entities would still rewards doriki/belly/bounty even if they wouldn't die
- Fixed a bug where challenges failed due to a timeout would still reward the last player in the group
- Fixed poneglyphs giving only Morgan challenges
- already spawned poneglyphs might be fixed by this and give correct challenges going forward as long as they were never interacted with previously
- Fixed Marines not being able to damage other Marine NPCs during challenges
- Fixed Cola bottles consuming 2 items instead of 1 from the stack
- Fixed Kairoseki enchantment not being able to hit logias
- Fixed the 2nd and 3rd Art of Weather trials not counting tempos at all
- Gekishin
Changelog is too big to fit within Modrinth's limits, as such here's a TL;DR and a link towards the full changelog found on our website.
TL;DR Changelog:
- Whole ability rework.
- Ability stats in the tooltips for moves.
- Multiple balance changes / Improvements / Quality of life changes for abilities and combat in general.
- Bunch of new abilities, though most of them are used by NPC's, but are still obtainable by players via
/ability, along with some new player specific abilities too that you can earn. - Entity carrying system.
- Dragging handcuffed players.
- Whole command system for certain NPC's for you to control utilizing some basic commands such as Attack, Defend, Stay, Follow, ETC.
- Multiple new armor sets that are mostly visual but with some having extra abilities.
- Multiple new weapons.
- Flags that showcase your Crew Symbol or Faction Symbol. With various sizes.
- New cannons that can be moved and aimed.
- 10 new animals!
- Pacifistas that spawn naturally and can be summoned via Buster Call.
- New Ship the Striker that Ace uses!
- The entire Challenge system got a rework with 14 bosses that have a normal and hard mode, totaling 28 challenges!
- Entire AI rework, mostly done for bosses, but regular open world NPC's got a bunch of improvements as well.
- Bunch of new config options.
- Couple of new advancements, most of which are Challenge related, go figure...
- Slightly updated structures, mostly with the new flags, cannons or better wanted poster spawns. Along with updated loot pools to make Devil Fruit Chests spawns better and for new loot to spawn.
- Expanded data pack capabilities with multiple new tags, functions and conditions and advancement triggers.
- Configured support.
- Bunch of bug fixes!
- Along with a whole lot of other content that can be found in the changelog below!
Full Changelog: https://pixelatedw.xyz/mine-mine-no-mi/changelogs?id=0.10.0
0.9.5
Abilities
- Grab abilities will now use the player's reach stat
- Haki blocking mechanic added back and readjusted
- Certain abilities will now make use of haki blocking, which compared the total haki of both entities.
- If the difference is greater in favor of the one defending the block will have a 100% chance of succeed
- If the difference is greater in favor of the one attacking the block will have a 0% chance of success
- However if the difference between the attacker's and defender's exps are lower than 5 there will be a 95% chance for the block to succeed, the chance increased based on how close the difference is, meaning if both entities are on equal haki levels there will be a 97% chance of success (or 3% for the attack to connect in other words).
- This translates to max exp too when both players will always be of equal exp
- Following abilities received a default cooldown to avoid potential cases where they could be spammed
- Sulong
- Hibashira
- Volt Vari
- Kari
- Gourmetamorphosis
- Diamond Body
- 1 Kilo Press
- 10,000 Kilo Press
- Yutai Ridatsu
- Mil Fleur
- Gear Second
- Gear Third
- Gear Fourth
- The following Zoan models can now be mounted:
- Bison Walk Point
- Allosaurus Walk Point
- Brachiosaurus Guard Point
- Giraffe Walk Point
- Mammoth Guard Point
- Sai Walk Point
- Zou Guard Point
- As of right now only a single player can mount them, however this might be expanded in the future for big forms like Brachio, Mammoth or Zou
Ope Ope no Mi
- Reduced the time of debuffs caused by damaging a player's heart from 12.5s to 2s
- Mes
- Will now make use of the haki block mechanic
Wara Wara no Mi
- Straw Man
- Will now make use of the haki block mechanic
Zushi Zushi no Mi
- Jigoku Tabi
- Will now apply the pressure at all times with the damage being dealt in bursts
Yomi Yomi no Mi
- Kasuriuta: Fubuki Giri
- Transformer into a teleport-like ability similar to Shi Shishi Sonson
Rokushiki
- Kami-E
- Received new audio cues for when dodging attacks
- Decreased the time it can be used from 6s to 4s
- Increased its cooldown from 16s to 21s (after its full usage)
Brawler
- Spinning Brawl and Suplex will now apply the Dizzy effect on the target after the damage is dealt
Haki
- Future Sight
- Received new visual and audio cues for when its active and when the user gets hit, as well as for when the effect terminates (if overuse or protection limits are reached)
- Changed its cooldown to be a base 5s cooldown with additional seconds being added based on the total protection it absorbed instead of based on how long it stayed active
Configs
- Show Keybind
- Client sided UI setting for showing an ability slot's keybind, enabled by default
- While on servers, the client's "Ability Bars" config will act as a forced minimum of allowed bars
- To give a proper example and better understand what this means, imagine you're on a server that allows 3 ability bars, however the 3rd is useless for you and you'd only want 2 of them, setting your Ability Bars config to 2 allows you to play only 2.
- This only works if the client number is below the server, so if the server allows for only 3 but your config is set to 6 you'll still only get 3 bars
Others
- Added Japanese translation by lavender
- Added text showing which keybind is used for each ability slot
- Modifier keys will be displayed with a lowercase c, s or a before the key itself
- If a keybind is not set correctly a flickering red ⚠ will show up
- Similarly if a keybind is already in use (this means modifier, if it exists + key), it will have the same flickering effect and red text
- Updated some crafting recipes as it follows:
- Bullets recipe will now award 8 bullets instead of 4
- Kairoseki Bullets recipe will now award 8 bullets instead of 4
- Cannon ball recipe updated to just 4 cobblestone blocks placed in a 2x2 formation and will now award 4 cannon balls instead of 1
Fixes
Abilities
- Destroying a heart while its owner is offline will now correctly kill them when they come back online instead of disappearing and leaving them with no heart
- Letting a heart (or doll) naturally despawn while their owner is offline will now correctly restore their heart/doll whenever they come back online
- Fixed a bug where destroying a heart would sometimes not fully kill players when their toughness / armor stats were too high
- Similarly fixed a bug where eating a 2nd fruit would sometimes not kill the player
- Fixed Hiso Hiso no Mi's Animal Friend ability not working with Kung Fu Dugongs or Yagara Bulls
- Fixed a crash caused by Art of Weather's Lighting Ball
- Fixed Logia Invulnerability being all over the place with what can and can't bypass it
- Fixed Takt being able to pick up block from outside Room
- Fixed a bug when abilities that teleport their user (such as Shi Shishi Sonson or Yata no Kagami) would be used with their owner in a boat, causing the teleportation to happen while also still being technically in the boat, letting players to unmount and teleport back to the boat's position
- Fixed Chiyu Chiyu no Mi's passive (Tears) not activating when the watering can was held in the offhand
- Fixed Beta Coating not sticking to walls anymore
- Fixed Phoenix's passive not being bypassed by haki imbued bullets
- Fixed damage over time effects (such as Doku Poison) not bypassing armor correctly
- Fixed a bunch of abilities (most notably Gomu's Gears) getting softlocked when playing the mod in certain other languages other than english
- Fixed an exploit for instantly depleting a player's haki overuse due to Future Sight missing its iframes
- Fixed Jiki Jiki no Mi's gauge not showing the correct amount on servers
- Fixed Jiki Jiki no Mi's Punk Cross ability going on cooldown when shot from too far away resulting in the possibility of infinite stuns
- Fixed zoans not getting the red overlay when hit
- Fixed Yomi Yomi no Mi's abnormally large skeleton size
- Fixed Magu Magu no Mi users still spawning logia particles while they're in lava
- Fixed Axolotl Heal granting incorrect buffs
- Fixed Axolotl's Play Dead ability instantly cancelling itself and all other abilities in the hotbar
Others
- Fixed tamed animals not counting as friendly and being damaged (or killed) by abilities
- Fixed the crews button not being accessible in multiplayer
- Fixed guns not being enchanted by enchantment tables
- Fixed melding and unbreaking return an error when trying to enchant a mod item using the /enchant command
- Fixed a bunch of config comments
- Fixed a bug where playing with both One Fruit per World and Keep Stats after Death (specifically the Devil Fruit part of it) enabled would result in the fruit being marked as "LOST" when players die even if they're never actually removed
- Fixed the Haoshoku Haki Unlock Logic config option not correctly working with the COMBINED option
- Fixed a config where using /removedf on a user with both Yami Yami no Mi and another fruit while One Fruit per World was enabled would not correctly set Yami Yami no Mi's status as LOST
- Fixed the 3rd and 4th Art of Weather trials not counting the kills done by Thunderbolt Tempo and Thunderstorm Tempo
- Fixed a bunch of typos in ability descriptions
- Fixed some weird combat bar interactions with next/previous keybinds when the maximum number of bars allowed would be equal to that shown by the client
- Fixed an issue where after lowering the number of ability bars allowed the abilities on the bars that are no longer in use would still remain equipped and essentially locked with no way of removing them
- Fixed a bug where lightning abilities (such as El Thor or Sango) would still destroy block within ability protections
0.9.4
Abilities
- Added configurable ability descriptions via language files
- Improved ability descriptions by including more info regarding requirements for activation (such as equipment, materials etc), range of the ability, alternative modes either manually or automatically triggered and reworded some of them to better describe the ability
- Ability descriptions will now mention the ability's id at the very bottom if the "Advanced Tooltips" debug feature is enabled (this is a vanilla feature that you can enable by pressing F3 + H)
Kage Kage no Mi
- Added extra checks to make sure you can't take the same player's shadow before 10 minutes pass
- This is to fix an exploit where players would respawn with a new shadow and Kage users would be able to kill them for an infinite amount of shadows
- Tsuno Tokage
- Made its hitbox bigger (this obviously fixes the issue of it hardly ever hitting too) and updated its model
- Reduced its cooldown 13s → 10s
- Increased its distance from 32 → 64 blocks, however in return it will now fail instead of spawning midair
- Brick Bat
- Increased its damage 2 → 5 (per projectile)
- Reduced its cooldown 8s → 5s
- Black Box
- Increased its duration 8s → 10s
Magu Magu no Mi
- Ryusei Kazan
- Will now shoot projectiles further and with gravity when pointing the camera upwards
Ope Ope no Mi
- Room
- Removed the central invisible block as it was no longer needed
Ito Ito no Mi
- Fullbright
- Increased its damage area
- Parasite
- While in Torikago it will now use the cage's center instead of the player's position, meaning the entire cage will now be correctly affected by it
- Tamaito
- Increased its speed 2 → 4
- Increased its damage 10 → 15
- Torikago
- Removed the central invisible block as it was no longer needed
Jiki Jiki no Mi
-
Reworked its resource requirements to be quality based rather than quantity, this means that iron nuggets will value less than iron ingots which will value less than iron blocks, obviously resource requirements for each ability changed due to this as noted below (note that since its a different system I won't be noting the old values, as they're irrelevant)
- Item list is obviously too long to list here, but worth noting is that a nugget is 0.1, an ingot is 1, and a block is 10, with all items being calculated based on their recipes or just approximation numbers based on similar items
-
Item loss amount is inversely proportional with the item's value, this means that items with a lower value will break more often than items with a higher value
-
All item values can be changed via a datapack or by simply editing the file for it. Adding new items from outside vanilla / the mod is done like that as well
- Note that this is a different thing from the "magnetic" tag, this is still needed for attract/repel abilities to work
-
Added a new gauge icon displaying the total resources you currently have in the inventory
- Its a passive in the UI so it can be disabled if you don't like / want this
-
Attract
- Lowered its cooldown 5s → 3s
-
Punk Pistol
- Requires 5 resources per projectile (30 in total)
- Will also fire correctly the number of projectiles available and stop if resources are depleted instead of requiring the full amount
-
Punk Corna Dio
- Requires 160 resources to activate
- Damage increased 90 → 100
-
Damned Punk
- Requires 15 resources per projectile
- Increased the time it stays active 15s → 25s
- Reduced its cooldown 25s → 20s
- Increase the projectile's speed 3 → 7
- Increased the projectile's damage 40 → 60
- Projectiles can now pass through multiple targets
-
Genocide Raid (NEW)
- Uses 20 resources and launches them at a target which will continue to deal damage for 5s
-
Punk Cross (NEW)
- Uses 50 resources to generate a cross-like structure stunning the target inside of it for 15s
Yami Yami no Mi
- Black Hole
- Caches what blocks were absorbed and pass it to Liberation
- Liberation
- Blocks placed by it will now much better match the blocks absorbed by Black Hole
- Blocks will be shot up when pointing the camera upwards with gravity
Doku Doku no Mi
- Poison blocks
- Changed the logic on how Poison blocks are destroyed, very very small performance increase from this.
- Increased the time they stay on ground
- Added some particles when they break
- New Doku Poison effect, basically stronger version of the vanilla Poison
- Venom Road
- Can now summon up to 3 roads which will persist for ~1 minute after being spawned
- If used when near a road it'll start moving through that road until its endpoint
- If a 4th road is summoned the first spawned one will disappear and so on
- Reduced its cooldown to 4s
- Hydra
- Increase its size and hitbox with it
- Increased how much it stays alive 15 → 30 while in Normal mode and 25 → 40 while Venom Demon is active
- Added bunch more effects when it hits a target such as movement slowness, mining fatigue and confusion, lowered their individual timers however 25s → 20s
- Increased its speed while Venom Demon is active 2 → 4
- Venom Demon
- Hitting enemies while in this form will give them Poison
- Slightly increased their reach
- Doku Gumo
- Increased its range 8 → 10 while in Normal mode and 12 → 20 while Venom Demon is active
- Chloro Ball
- Will explode when on fire, spreading the poison further than normal
Ryu Ryu no Mi: Model Pteranodon
- Beak Grab
- Split this from Tankyudon as its own ability
- Will no longer deal damage to the grabbed target
- Increased the time it can stay active 10s → 15s
- Pteranodon Smash
- Removed, or I guess technically merged with Tankyudon as it was just its clone
- Tankyudon
- Will now act as a pure damage dash-type ability since no more grabbing
- Deals damage to all nearby entities and since there's no grab mechanic it can do so multiple times
- Increased its damage 8 → 10
- Tempuraudon
- Increased its damage 35 → 50
- Increased the AOE radius done when hitting a block instead of an entity 4 → 6
Tori Tori no Mi: Model Phoenix
- Flames of Regeneration
- Will go on a small 5s cooldown after getting fully depleted, during which it won't heal, block damage nor restore its energy.
Suna Suna no Mi
- Reduced all of its cooldowns by 20% while in desert
- Abilities will now consistently use the Dehydration effect instead of the Hunger one
- Grande Sables
- Player will now turn invisible while active
- Grande Desert Espada
- Actually got named "Espada" instead of "Spada"
- Will now spawn a sand blade from the ground where the user is looking instead of shooting a projectile
- Reduced its damage from 85 → 60, increasing to 70 while in desert
- Barjan
- Turned into a dash, otherwise acts like the old projectile where it dehydrates all entities it touches
Pika Pika no Mi
- Yasakani no Magatama
- Lowered its spread by about 33%
Bane Bane no Mi
- Spring Hopper
- Will no longer stop after getting hit
Hana Hana no Mi
-
Campo de Flores (NEW)
- Big AOE that damages and sends all enemies in it flying while also partially stunning them
Sabi Sabi no Mi
- Will properly block and negate damage from most of Jiki's abilities now
Noro Noro no Mi
- Noro Noro Beam Sword
- Will now correctly apply the special Noro Slowness effect instead of the vanilla one
Yomi Yomi no Mi
- Removed its permanent max saturation state, meaning its phoenix-like auto healing is gone
- Will no longer be able to run on top of lava
Neko Neko no Mi: Model Leopard
- Heavy Point
- Increased its passive damage buff 4 → 10
- Walk Point
- Increased its passive damage buff 3 → 6
Ryu Ryu no Mi: Model Allosaurus
- Heavy Point
- Increased its passive damage buff 5 → 9
- Walk Point
- Increased its passive damage buff 9 → 14
Sai Sai no Mi
- Heavy Point
- Increased its passive damage buff 4 → 6
Fishmen Karate
- Yarinami
- Increased its damage 30 → 50 outside of water and from 40 → 60 while the user's in water
- Uchimizu
- Damage increased 2 → 5 outside of water and 3 → 10 while the user's in water
- Murasame
- Damage increased 10 → 20 outside of water and 15 → 25 while the user's in water
Rokushiki
- Rokuogan
- Reworked again, now its a punch ability, the explosion will happen from the punched target's back
- Removed the little known fact that the shockwave's damage would decrease over distance, so now its damage is constant
- Shigan
- Damage increased 20 → 25
- Rankyaku
- Damage increased 30 → 40
- Tekkai
- New alt modes added, HEAVY mode will block your movement but its offers more protection, WALK mode allows you to move around but at a reduction protection
- Soru
- Transformed it into a small dash, each dash has a small 1s cooldown, after all bursts are used a 10s cooldown is started
Cyborg
- Coup de Vent
- Increased its damage 15 → 50
Brawler
- Spinning Brawl
- Transformed into a Continuous Ability (blue instead of yellow)
- Reduced the time it spins 5s → 3s
- Can now be stopped mid execution
- Will throw the grabbed target couple of blocks away after finishing
- If the thrown target hits other entities in its path they will be damaged and pushed back as well
- Increased the damage it deals to entities hit because of the spin 8 → 10 (so everything but the grabbed entity)
- Hakai Ho
- Increased damage 15 → 20
- Genkotsu Meteor
- Damage will now increase based on the user's damage
- Jishin Ho
- Damage will now increase based on the user's damage
Commands
- /gorogue command now has an optional argument for the player you wish to turn rogue
- Due to this it can now be used in command blocks as well
- Worth noting is that the regular, /gorogue command can still be used by anybody, however the /gorogue <player> command needs permission level 2 to be used
- /check_fruit now has a subcommand to only view one fruit entry instead of all of them
- /check_fruit fruit <name> will only display the current info of the given fruit
- /check_player now has an additional boolean flag, when enabled it'll show all the attribute modifiers the player has (so basically what buffs, debuffs a player's stat has)
Ability Protection
- Reworked the entire command's usage and functionality, going forward they will be referred as "Protections" to make things easier for all of us.
- Protections are now correctly generated per dimension and their middle block got removed
- Each protection has a set of properties attached to them, aside from the old label property they are as it follows:
- block_destruction
- entity_damage
- block_restoration
- abilities_use
- restoration_amount
- restoration_interval
- keep_stats
- Each property handles one aspect of the protection, each can be toggled on/off individually for each protection
- Added an info subcommand which lists all the properties of a given protection
- As the name implies, yes, blocks inside protections will now regenerate when destroyed or replaced by abilities or explosions (mined blocks won't)
- As a side note while the defaults are based on worst case scenarios and the max values are quite high, keep in mind large amounts of blocks being replaced too fast might cause lag if used all over the place, so please test and use them with care for a while until the system gets confirmed to be stable for medium to large servers. Do not abuse the amount/interval settings as they are not meant to replace large amounts of blocks in couple of seconds all over the world.
- The abilities_use property is literally that, allows the use of abilities, no side effects, if you want player to be able to hurt each other using them, or if you want the ground to be destroyed/replaced by them, you'll have to enable those options as well, otherwise its just particle effects and animations wherever they exist
- The keep_stats on the other hand will keep both the stats, inventory, xp and score of the player after death, will now however influence their spawn point
- NBT data is preserved however inventories are not! If a lamp gets destroyed while powered, it will restore powered (together with the redstone powering it), however if a chest gets destroyed all of its contents will drop as normal, these items CAN get stuck inside the restored chunks depending on how the ground looks.
- By default if a player is nearby the restoration area, it will be paused as to not suffocate or get them stuck, this is a global config
- By default all areas will get a ~20s grace period before starting the restoration process, this is a global config
- The view subcommand got reworked as well, instead of spawning client-sided blocks that will lag your game on protections larger than...10 blocks, a new system was implemented similar to how the vanilla world border looks, this loads blazingly fast compared with the old system.
- There is an automated porting system in place, all the protections from your 0.9.3 world will get moved to 0.9.4 automatically, you'll notice a couple lines in your log file looking something like this:
-
[mineminenomi/MMNM]: Ported a protection area with its center at x y z
-
Obviously with x y and z being the actual coords where the protection is located
-
Config
- Added configs for Bounty, Belly and Loyalty multipliers, same deal as Doriki and Haki Exp
- Added "Global Protection Restoration Grace" option, which controls the amount of time before destruction within a protection gets restored (assuming it can be restored)
- Added "Stop Restoration Near Players" option, does what it names suggests, avoids players getting afk suffocated or stuck mid combat in restoring chunks of ground.
Others
- Cloud Blocks are now obtainable with Silk Touch, they're also correctly affected by pickaxes now instead of axes
- Going in spectator mode will now disable all abilities
- Handcuffs will now grant 5s of invulnerability after being applied, to avoid accidental deaths after capturing your target
- Conduits will now damage Fighting Fishes correctly
- Fighting Fishes will now swim away from Conduits or Kairoseki Blocks
- Infinity, Multishot and Flame enchantments will now correctly work with all guns and slingshots
- Quick Charge is specifically left out as there's no proper charging for guns and slingshots
- Power and Punch already worked fine
Fixes
Abilities
- Fixed Phoenix Goen not having any particles
- Fixed the following transformations not going invisible with the player:
- Phoenix Assault
- Pteranodon Assault
- Bara Car
- Allosaurus Heavy
- Spring Hopper
- Punk Gibson
- Damned Punk
- Candle Champion
- Shinokuni
- Kame Walk
- Fixed the Unconscious effect not correctly blocking entity AIs and it still rendering the entity as lying down even if the effect failed to apply (most notably with Ender Dragons and Withers which cannot be affected by potion effects)
- Fixed Gasu's Koro being able to remove non-removable effects (such as frozen, or Noro's slowness)
- Fixed Air Door resetting cooldowns when used and not working properly when given with /ability command
- Fixed non-physical abilities triggering punch abilities
- Fixed grab abilities from grabbing enemies through walls or from behind the user
- Hopefully made Kumo no Sugaki and Slave Arrow less annoying visually
- Fixed a small bug where Black World's pillars would sometimes spawn at the same position as the player or extremely close to them
- Fixed an issue where Out of Body abilities would still allow the ghost form to catch fire and transfer that to the main body once the ability was turned off (does not apply to Bara Split since its still one physical body just split in two)
- Fixed an issue where NPCs would continue to target players while they're using Out of Body type abilities (does not apply to Bara Split since its still one physical body just split in two)
- Fixed Takt not caring about ability protected areas
- Fixed Doppelman and Black Knight abilities not removing their respective entities when entering an ability protected area
- Fixed an exploit that would allow players to keep attributes given by certain abilities after stopping them
- Fixed the following abilities from being unable to touch same faction entities despite being considered buffs/helping/non-damaging abilities
- Pain Repel
- First Aid
- Doping
- Healing Touch
- Kenpopo
- Mane Mane Memory
- Saisei no Hono
- Suke Punch
- Tension Hormone
- Chiyu Hormone
- Ganmen Seicho Hormone
- Straw Man
- Fixed Jiki's Attract still attracting items imbued with haki or with kairoseki
- Fixed couple of abilities causing nearby blocks to break when the user dies
One Fruit per World
- Fixed some edge cases where reincarnated fruits would not update their status correctly when reincarnated in dropped apples resulting in potential fruit duping.
- Fixed a bug where a fruit's status will not get changed after being destroyed by a cactus
- Fixed statuses not updating correctly when using the creative inventory, such as getting items from it or using the "Destroy Item" slot to delete them
- Fixed fruits being destroyed when opening Shulker boxes
- Fixed being able to shift + right click a fruit into a container (was used for several exploits to fuck with a fruit's status)
- Fixed a bug while the config is set to SIMPLE where fruits would not correctly change their state when picked up
Other
- Fixed bullets found in large marine bases not stacking with other bullets
- Fixed the "Remove Y Restriction" config option partially relying on the client config instead of it being a fully server-sided setting
- Fixed projectiles of whitelisted abilities still getting deleted in protected areas
- Fixed the stats gained after killing a player not scaling nicely based on the "Keep Stats after Death" config
- Fixed a bug where removing handcuffs would not remove the slowness effect as well
- Fixed a crash when spawning a creeper with Senor Pink's bonnet
- Fixed the Mob Rewards config not working
- Fixed Wandering Traders not being classified as Civilians
- Fixed a crash caused by NPCs using Busoshoku Haki
- Items can now be correctly enchanted via the vanilla /enchant command as intended
0.9.3
Others
- Arabic (Saudi Arabia) language added thanks to Fallah
Improved Effects
- Following effects got turned into proper DoTs (damage over time):
- Frostbite
- Frozen
- Candy Stuck
- Some DoTs effects will have their damage increased based on how strong the effect is
- Frostbites for example will deal a total of 10 damage per second at max stacks (10), when it gets turned into Frozen after that it'll deal a constant 10 damage per second
- Frostbite's effect is now based on how many stacks it has rather than based on its duration
- Effects will correctly add their overlays in 1st person view now (this was previously only done for full color ones)
- Effects that would block the target's movement will now correctly lock the model in place
- Lovestuck effect will now use a stone texture instead of a...pink overlay ? (no idea what was in my head at that time)
- Frozen and Lovestuck effects will now render as skin tight overlay instead of rendering as blocks (Candy Stuck and Black box will still render as blocks as it fits their theme more)
- Added a client-sided only overlay to the Lookout ability of Hiso Hiso no Mi (this means that only the Hiso user can see the overlay) to better distinguish entities marked with it
Performance Improvements
- Big improvements on particle effects and their performance impact, this is mostly going to affect medium to big servers where lots of abilities with lots of particles get used frequently. This doesn't mean singleplayer won't see any benefits from this however, especially when it comes to certain fruits such as Daibutsu, Suna, Hie and whatever else people got lag from.
- Further improvements regarding particles in particular might come in future updates but the big chunk of it is done
Structures Improvements
- Played with the numbers again, should be much better now
- As a result the default spawn %s were lowered from 50% to 25% to keep them in check, however increasing this % should now give you a much more obvious increase in structure numbers than before
- Large structures, ships and trainer structures were the most affected, which means they should be more common now
Fixes
- Fixed Doru Doru Arts: Mori getting stuck in the continuous mode
- Fixed 3rd Swordsman Trial when starting it
- Fixed player HP not updating correctly after dying with various Keep Stats configs
- Fixed Cola Overdrive not updating the Cola meter when used
- Fixed Randomized Fruit config crashing when opening the inventory
- Fixed Sniper NPCs not spawning Kaen Boshi projectiles correctly (also causing these projectiles to get stuck in the chunk they'd spawn in, causing lag)
- Fixed Doriki potentially getting stuck at 9999
- Fixed "What's Kairoseki" advancement never unlocking
- Fixed "Cat Burglar" and "My Treasure" advancements only unlocking at specific values instead of any value above that
- Fixed an issue where Out of Body abilities would essentially make the user immortal since the damage applied to the body would never be passed to the owner
- Fixed a bug where Kairoseki bullets would not hit Phoenix users
