Mine Mine no Mi
An adventure focused mod inspired by the One Piece manga
Обновлён 26 июня 2026 г. · опубликован 3 сентября 2021 г.
Mine Mine no Mi is a mod inspired by the famous One Piece manga, written and illustrated by Eiichiro Oda. It aims to be an adventure oriented mod based around exploration
This mod's main features are:
- 72 Devil Fruits, each fruit comes with a bunch of different abilities to use, with a over 500 abilities (and counting)
- Different classes, factions and fighting styles to choose from, each slightly changing the outcome of the playthrough
- Mobs like marines, pirates, bandits or other factions, different types of animals, all using custom-made AIs.
- New structures to raid and loot, such as pirate ships or marine bases
- Quests, Challenges and other open world activities for players to do while in singleplayer or multiplayer
- Over 100 elements to choose from when customizing your crew's Jolly Roger
- Over 100 config options to customize your experience in detail with support for both clients and servers.
Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 1.20.1-0.11.4 | Релиз | 1.20.1 | forge | 26 июня 2026 г. | .jar (20.5 МБ) |
| 1.20.1-0.11.3 | Релиз | 1.20.1 | forge | 5 июня 2026 г. | .jar (20.4 МБ) |
| 1.20.1-0.11.2 | Релиз | 1.20.1 | forge | 22 мая 2026 г. | .jar (20.4 МБ) |
| 1.16.5-0.10.11 | Релиз | 1.16.5 | forge | 22 мая 2026 г. | .jar (21.4 МБ) |
| 1.20.1-0.11.1 | Релиз | 1.20.1 | forge | 8 мая 2026 г. | .jar (20.4 МБ) |
| 1.20.1-0.11.0 | Релиз | 1.20.1 | forge | 27 марта 2026 г. | .jar (20.0 МБ) |
| 1.16.5-0.10.10 | Релиз | 1.16.5 | forge | 31 октября 2025 г. | .jar (21.4 МБ) |
| 1.16.5-0.10.9 | Релиз | 1.16.5 | forge | 10 октября 2025 г. | .jar (21.3 МБ) |
| 0.10.8 | Релиз | 1.16.5 | forge | 3 октября 2025 г. | .jar (21.4 МБ) |
| 0.10.7 | Релиз | 1.16.5 | forge | 1 августа 2025 г. | .jar (21.4 МБ) |
| 0.10.6 | Релиз | 1.16.5 | forge | 23 мая 2025 г. | .jar (21.3 МБ) |
| b1.7.3-2.0.0 | Релиз | b1.7.3 | modloader | 31 марта 2025 г. | .jar (138 КБ) |
| 0.10.5 | Релиз | 1.16.5 | forge | 3 января 2025 г. | .jar (21.0 МБ) |
| 0.10.4 | Релиз | 1.16.5 | forge | 20 декабря 2024 г. | .jar (21.0 МБ) |
| 0.10.3 | Релиз | 1.16.5 | forge | 27 сентября 2024 г. | .jar (20.9 МБ) |
Показаны последние 15 из 31 версий. Все версии — на Modrinth.
Ченджлог
1.20.1-0.11.4Релиз1.20.1 · 26 июня 2026 г.
0.11.4
Bug Fixes
Abilities
- Fixed punch ability damage not being applied
- Fixed the fishman bonuses for damage and toughness not existing
- Fixed the following punch abilities with no cooldowns:
- Eleclaw
- Magma Coating
- Spar Claw
- Netsu Enhancement
- Vulcanization
- Fixed the following abilities not properly generating their blocks:
- Great Cage
- Awase Baori
- Torikago
- Fixed Oil Covered entities not exploding when set on fire
- Fixed breakable effects (such as frozen) instantly breaking themselves
- Fixed Kami-E's cooldown sometimes reaching years
- Fixed El Thor's destruction not being destructive enough
- Fixed Black Hole locking up after first usage
- Fixed Liberation not absorbing blocks generated by other abilities other than black hole
- Fixed Overheat not destroying any blocks
- Fixed the lightning effect caused by Haoshoku Haki: Infusion not being visible while holding a weapon
- Fixed the disabled overlay on the ability bar not being visible if the ability was in any other state prior
Others
- Fixed a server crash when burning a flag
- Fixed a server crash when trainers would attempt spawning next to a player with no selected fighting style
- Fixed the missing bullet icon in tooltips
- Fixed the structure spawn chance configs not working at all
- As a small note, due to the logic change and the overall improvements of 1.20.1 these configs were defaulted and should now be 75% by default
- Fixed the
/ability awakensubcommand not being available after enabling the config - Fixed NPCs still being able to attack while affected by swing blockers (most stuns / handcuffs etc)
1.20.1-0.11.3Релиз1.20.1 · 5 июня 2026 г.
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
1.20.1-0.11.2Релиз1.20.1 · 22 мая 2026 г.
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
1.16.5-0.10.11Релиз1.16.5 · 22 мая 2026 г.
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
1.20.1-0.11.1Релиз1.20.1 · 8 мая 2026 г.
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
1.20.1-0.11.0Релиз1.20.1 · 27 марта 2026 г.
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
1.16.5-0.10.10Релиз1.16.5 · 31 октября 2025 г.
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
1.16.5-0.10.9Релиз1.16.5 · 10 октября 2025 г.
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
Полная история изменений — на Modrinth.
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