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.
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## Others
### Datapack
- Added new structure tags:
mineminenomi:has_structure/small_shipused for biomes where small ships can spawn, contains oceansmineminenomi:has_structure/medium_shipused for biomes where medium ships can spawn, contains oceans and deep oceansmineminenomi:has_structure/big_shipused for biomes where big ships can spawn, contains deep oceansmineminenomi:has_structure/ghost_shipspecialized version of the medium ship one used for ghost ships since they can also spawn in deserts, will also contain all tags used in the medium ship tag- Added new spawn tag for flying fishes:
mineminenomi:can_spawn/flying_fishwhere as previously it only used the swamp biome tags now it has a dedicated tag where to add more spawns instead of editing what a swamp means
## Bug Fixes
### Abilities
- Fixed Rankyaku getting unlocked for free
- Fixed a possible bug where using both a grab and a guard ability at the same time resulted in getting stuck
- Fixed Ursus Shock not properly dealing AOE damage when hitting a block, also fixed its AOE visuals not existing when hitting an entity
- Fixed Future Sight showing as having 1 or 2 stacks left when equipping it or when joining the world (even when the actual stacks left is much higher)
- Fixed Failed Experiment not damaging the medic bag when equipped in the curios back slot
### Others
- Fixed Yagara Bulls not using their tag for what counts as a food item
- Fixed some potential exploits regarding challenges and their caching of player data before starting the fight
- Fixed Tackle ability on NPCs making them stuck in place instead of actually dashing forward
- Fixed a crash when commanding marines
## Bug Fixes
### Abilities
- Fixed some possible crashes regarding jiki projectiles when they hit after a world restart
- Fixed abilities such as Geppo/Skywalk/Takedown Kick from dealing fall damage when landing under certain conditions
- Fixed Failed Experiment not damaging the medic bag when equipped in the curios back slot
### Others
- Fixed a possible exploit with Doctor NPCs allowing players to heal themselves when far away from the NPC
- Fixed some possible crashes regarding mod specific effects (this was only reported on 1.20.1 with the unofficial CNPCs port, might be a non issue on 1.16.5 but the possibility was there and now it got fixed)
## Abilities
- Enabled GCD (global cooldown) for players properly, by default its set to 0 however it can be changed per player using the
/attributecommand - Enabled Awakenings on servers
- Punch abilities now have a config option to limit how many can be active at the same time
- All flying speeds got adjusted
### Suke Suke no Mi
- Suke Punch now has a cooldown (60 seconds) and each player its applied to will also have their own separate cooldown (180 seconds) before it can be reapplied on them
### Jiki Jiki no Mi
- Damned Punk is now a continuous beam that follows the player's camera and lasts for 5 seconds
### Doku Doku no Mi
- Chloro Ball's cloud now scales over time and applies movement slowness and blindness instead of poison
### Ito Ito no Mi
- Overheat is now a continuous beam that is retractable upon swinging your fist
### Yuki Yuki no Mi
- Fubuki will now apply 2 stacks of frostbites instead of 5
### Tori Tori no Mi: Model Phoenix
- Neither of Phoenix's transformations grant a boost to the regeneration rate attribute anymore. Instead, Flames of Regeneration got a buff equal to the amount that attribute gave
### Rokushiki
- Soru is now omni-directional
- Added Kamisori
### Swordsman
- Shi Shishi Sonson no longer has a vertical rotation restriction
## Config
Punch Ability Limit- Determines how many punch abilities can be active at the same time (defaults at 3)Destruction Multiplier- Multiplier for explosion sizes, in case you want more explosion per explosion- note that this only affects the explosion's size and distance it does not changes its damage
- While
Ability Griefingis disabled certain abilities can now still place their blocks in the world but only to replace air, these abilities include: - Bari abilities
- Torikago
- Great Cage
- These are temporary in nature however do be warned that this can still cause world destruction because you're at the end of the day still placing blocks in the world. Use ability protections with restoration or block destruction rules for more control over this
## Others
### Ability Protections
- Will now fully save their restoration queue so if the server happens to crash or shutdown during a restoration the data won't be lost (hopefully)
- A new property got added named
togglewhich toggles the protection between enabled and disabled. Disabled protections simply don't work but they'll remain in the world instead of needing to remove/readd them - disabled protections will have a red border
- When the block destruction property is disabled protections will no longer disable on block events caused by projectiles but will protect from their side effects, examples:
- if a projectile hits a block it can explode, but the explosion cannot destroy the blocks
- another example would be chloro ball, which will now still spawn its poison cloud
### Datapack
- Food used to tame the following animals is data based (using tags):
- Dugongs ->
dugong_food - Yagara Bulls ->
yagara_bull_food - White Walkies ->
white_walkie_food - Bananawanis ->
bananawani_food - Super Spot-Billed Ducks ->
big_duck_food - Flying Fishes ->
flying_fish_food
## Bug Fixes
### Abilities
- Fixed Shima Yurashi and Takt destruction not getting restored
- Fixed the first person arm somehow not showing after certain partial morphs were used
- Fixed Diable Jambe not showing its overlay
- Hopefully fixed (again) abilities such as Geppo/Skywalk/Takedown Kick from dealing fall damage when landing
- Fixed Logia Return Effect infinite recursion crash
- Fixed Logia Invulnerability negating certain damage sources incorrectly
- Fixed First Aid stunning the target
- Fixed First Aid dealing damage when trying to select target
- Fixed camera locks being bypassable
- Fixed Suna liquid drain causing a crash
- Fixed fast projectiles from zigzagging
- Fixed Cola, Ultra Cola, and Cola Backpack not recovering fuel for non-cyborgs who have the Cola Fuel ability
- Fixed Weapon damage bonuses not applying for abilities
- Gomu Gatling is no longer a killing machine
- Fixed Nightmare Soldiers crashing when reentering the world
- Fixed a couple of odd interactions regarding tamed npcs (either manually tamed such as dugongs or automatically via an ability such as the doppelman)
- Fixed them from being useless inside challenges, they'll properly attack their target now
- Fixed being able to hit your own npcs during challenges
- Fixed them not properly responding to when their owner goes into rogue mode (in some cases even attacking their owner)
- Fixed them not attacking pirates when their owner is a pirate even if they're not in the same crew
- Fixed first person screen effects not showing up at all (such as frostbites, frozen, candy stuck, lovestruck, ya get the point)
- Fixed a bunch of possible crashes regarding potion effects not existing on entities having them (most notably seems to happen with cnpcs)
- Fixed a possible crash for Shinokuni's potion passive where the potion effect would not exist (likely after a relog) while still trying to apply its effects
- Fixed a crash for Jiki projectiles happening whenever the projectile would hit a target after a server restart
- Fixed Kyubi Rush insta kill strat
- Fixed Volt Amaru's flight being infinite
- Fixed vanilla melee attacks boosted from punch abilities and haki not being scaled properly through the vanilla melee charge
- Fixed Shi Shishi Sonson still teleporting you after cancelling it
- Fixed El Thor always spawning at cloud height instead of the highest non-obstructed height
- Sora no Michi no longer works in the Nether or End due to a lack of clouds
- Fixed entities instantly dying when their heart is dropped at any Y level below -1
- Fixed some abilities triggering punch and grab abilities incorrectly
- Fixed mobs glowing white when using spectral arrows (or similar outline effects caused by other mods)
- note that at the moment this will still be visible when using aura, which for now is considered to work as intended
- Fixed a crash with Raigo on servers when spawning the projectile and leaving the world sometimes caused the server to crash
- Fixed Internal Destruction not properly bypassing armor
- Fixed Dai Enkai: Onibi not using the dragon models
### Others
- Fixed Watch Towers not respecting their rarity config option
- Fixed Striker constantly jumping on water instead of being a boat
- All structure configs got properly defaulted to 100% as they were meant to be
- Fixed dugongs humping the air
- Fixed blocks and entities sometimes staying between challenges
- Fixed sniper trainers and sniper faction npcs having a less than ideal accuracy over long distances against small targets (such as spiders)
- Fixed challenges taking years due to insanely low damages
- Fixed the snipers spawning during Morgan (Hard) not working (or having a texture)
- Fixed Miss Valentine (and other open world bosses spawning with Kilo Kilo no Mi) not properly using their abilities and getting stuck
## 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)
## 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
## 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
## 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
## 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
## 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
## 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 - 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
- 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.
- 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
### 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) - 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
## 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
## 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
## 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
## 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
## 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
### 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
- 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<br> Carnival Tricks<br> Swordsman abilities<br> Rokushiki |
#### Alvida
| | Standard | Hard |
| :--------------------: | :----------: | :------------------------------------------------------------------------------: |
| **HP** | 150 | 250 |
| **Difficulty** | ★ | ★ |
| **Doriki** | 1000 | 10000 |
| **Haki (Buso/Ken)** | 0/0 | 100/100 |
| **Noteable Abilities** | Mace attacks | Advanced Busoshoku Haki<br> Mace attacks<br> Geppo<br> Sube Sube no Mi abilities |
#### Buggy
| | Standard | Hard |
| :--------------------: | :---------------------------------------: | :-------------------------------------------------------------------: |
| **HP** | 200 | 300 |
| **Difficulty** | ★ | ★ |
| **Doriki** | 2000 | 10000 |
| **Haki (Buso/Ken)** | 0/0 | 100/100 |
| **Noteable Abilities** | Bara Bara no Mi abilities<br> Bomb throws | Advanced Busoshoku Haki<br> Bara Bara no Mi abilities<br> Bomb throws |
### Black Cat Pirates
#### Jango
| | Standard | Hard |
| :--------------------: | :--------------------------: | :-------------------------------------------------------------------------------------: |
| **HP** | 150 | 250 |
| **Difficulty** | ★ | ★ |
| **Doriki** | 1000 | 10000 |
| **Haki (Buso/Ken)** | 0/0 | 100/100 |
| **Noteable Abilities** | Hypnosis<br> Chakram attacks | Advanced Observation Haki<br> Hypnosis<br> Chakram attacks<br> Some Rokushiki abilities |
## World 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
- 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
- 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 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) - 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
## 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
## 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
- 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.
- 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 | /removedf command on **any** online player | - ||
mineminenomi.command.removedf.self | /removedf command on self only | - ||
mineminenomi.command.ability_protection | **unrestricted** access to /ability_protection command | - ||
mineminenomi.command.check_fruits.list | /check_fruits command only to check the fruits list | - ||
mineminenomi.command.check_fruits.history | /check_fruits command only to check and/or export the history | - ||
mineminenomi.command.check_player | /check_player command to check another player's stats | - ||
mineminenomi.command.issue_bounty | /issue_bounty command | Having 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.ability | **unrestricted** access to /ability command | - ||
mineminenomi.command.ability.reset_cooldown | /ability reset_cooldown command only to reset the cooldowns of **any** online player | - ||
mineminenomi.command.belly | **unrestricted** access to /belly command | - ||
mineminenomi.command.extol | **unrestricted** access to /extol command | - ||
mineminenomi.command.bounty | **unrestricted** access to /bounty command | - ||
mineminenomi.command.doriki | **unrestricted** access to /doriki command | - ||
mineminenomi.command.hakiexp | **unrestricted** access to /hakiexp command | - ||
mineminenomi.command.loyalty | **unrestricted** access to /loyalty command | - ||
mineminenomi.command.quest | **unrestricted** access to /quest command | - ||
mineminenomi.command.challenge | **unrestricted** access to /challenge command | - ||
mineminenomi.item.buster_call | allows 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](https://www.curseforge.com/minecraft/mc-mods/headshot-forge) 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
## 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
## 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
- 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
### 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
## 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
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](https://pixelatedw.xyz/mine-mine-no-mi/changelogs?id=0.10.0)
## 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
## 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 <span style="color: rgb(102, 185, 102);">(NEW)
- Uses 20 resources and launches them at a target which will continue to deal damage for 5s
- Punk Cross <span style="color: rgb(102, 185, 102);">(NEW)
- <span style="color: rgb(255, 255, 255);">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 <span style="color: rgb(102, 185, 102);">(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 <em>blazingly</em>
- 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 <em>x y z</em>
- 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
## 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
## Items & Blocks
- Keys will now unlock both types of Handcuffs
### New Clothing Items
- Killer's mask
- Sabo's hat
- Law's pre-timeskip hat
- Tricorne (dyeable)
- Doflamingo's Glasses
- Doflamingo's Coat (dyeable)
- Sengoku's pre-timeskip seagull hat
- Mihawk's hat
## Quests / Trials
- Removed the first objective of the third Swordsman trial requiring an Unbreaking I sword
## Mobs
- Slightly increased the speed of Yagara Bulls while in water
## Config
- Renamed "Structures" category to "World Features"
- Merged "World Features" with the old "Ores" category which only holds the kairoseki configs
- Merged "Crews" and "Bounty" into "Factions"
- Cleaned up a lot of old "Can X happen" configs, most already had % configs which would naturally imply that it cannot happen if the % is 0
- Removed the "Special Flying" config option as you can now ban the flying move instead
- New "Ability Bars on Screen" option (client-sided), read more about it down below
- Removed the "FOV Remover" client sided option since now Minecraft has its own "FOV Effects" option under Video Settings.
### Cloth Config Integration
- In-game config screen accessible from the Mods menu when Cloth Config is also installed
- All configs available in easy to understand (I hope) format via buttons, sliders and text fields
## Others
- More work towards the future API
- Capped the minimum haki exp gains to 0.001 since the exponential nature of them lead to such small values that people thought it got stuck at 99
- Updated some loot pools here and there, overall increased the % chance for boxes, clues and encyclopediae to spawn (last two only spawn when the Random Fruits option is enabled)
### Combat Bar
- For the sake of simplicity and user friendliness combat bars will now be labeled starting from 1 instead of 0
- Hovering over the equipped abilities will also display their tooltips now
- Can now show multiple bars each with their own keybind based on a client sided config
- It follows the Ability Bars config of the server, so the user cannot have more bars than the server allows for
- Allows for up to 3 bars shown at once
- Different keybindings will get displayed in the Controls menu when the config has more than 1 bar set and each slot can have its own keybind
- <strong>Important Note: At the moment using a Shift + 1-8 keybind will result in abilities that use Shift for their alt modes to not change modes correctly, instead the ability keybinded will activate.</strong>
## Fixes
### Abilities
- Fixed certain abilities (like Impact Blast or Damned Punk) spamming the chat when equipped
- Fixed entities no longer getting slowly sunk in darkness and suna's sand
- Fixed the body left behind by abilities such as Yutai Ridatsu, Yomi no Reiki or Bara Split not using their owner's stats (mostly for hp / armor but all of them will be used now just to be safe)
- Fixed Allosaurus' heavy transformation not having a texture when using Black Leg
- Fixed some Zoans that would receive more fall damage than they're intended to, most notably Leopard, Axolotl and Allosaurus, but others got slightly adjusted as well
- Noro Slowness effect will now correctly change the followings:
- Visual speed of swings
- Cooldown speed of items
- Swimming speed
- Fixed certain abilities (such as Concasse or Hiryu Kaen) never getting their effects triggered upon landing when activated while the user's in water
- Fixed Barrier Crash spawning in ground
- Fixed Baku Cannon always saying you don't have enough blocks
- Fixed Torikago walls not dealing damage
- Fixed a bug for Out of Body abilities (such as Yomi no Reiki or Yutai Ridatsu) where activating it while in a vehicle (boat or horse) above water would soft lock the player as a ghost under water until opening the abilities menu
- Fixed Continuous and Chargeable abilities not getting canceled while using Out of Body-type abilities
- Fixed explosions and certain AoEs damaging friendly entities (this indirectly means NPCs won't start attacking each other anymore)
- Also fixed abilities such as karu's karma or phoenix's special defense getting triggered by friendly damage
- Fixed an issue with Zushi Zushi no Mi's Abare Himatsuri where it would allow the user to continue flying inside ability protected areas
- Fixed Fullbody Haki not scaling with the config limit nicely
- Fixed players being able to escape Kurouzu using jump-based abilities
- Fixed Hito Daibutsu's model clipping through the ground
- Fixed Failed Experiment not working
### Others
- Fixed a crash caused by trying to unlock challenges
- Fixed Haoshoku Haki Unlock Logic not working on COMBINED for non-haoshoku-born players
- Improved some animations accuracy in extreme fps cases (both super low and unlimited)
- Fixed the 3rd Doctor trial not mentioning it needs splash potions for its objective
- Fixed the 4th Art of Weather trial not registering the Thunderlance kills
- (Hopefully) Fixed couple of incompatibilities:
- Pekhui
- Tombstone
- Werewolves
- Probably others that never got reported too
- More testing will be required by the community at large to cover all possible cases however at a first glace they don't crash anymore so that's nice.
- Different from the above but still an incompatibility of sorts, fixed torohealth bars not being in sync with the player's actual HP
- Fixed Sea King meat consuming 2 items instead of 1
- Fixed Buster Call crashing
- Fixed Dial enchantments not overriding in levels and fixed materials still getting consumed if max enchantment level was reached
- Fixed a bug where Trainers would sometimes not spawn correctly in the world
- Fixed a bug where inviting a non-Pirate player in your crew would not actually change their faction to Pirate
- Fixed "Keep Stats After Death" option not working correctly on CUSTOM
- Added Sorcery Clima Tacts to Traders as a fix for potentially losing the one you get from the final trial (not a permanent fix but just something to allow weather wizards to get it back)
## Abilities
- Darkness and Suna's Sand blocks will now do more indepth checks if the player can stand on them or not
## Config
- New "Force Selection" option
- Opens the race, faction, fighting style menu upon joining the world if they're not already selected (false by default)
## Others
- Players will respawn at max health after death now
- Made COMBINED the new default for Haoshoku Haki Unlock Logic config option
## Fixes
### Abilities
- Cola Overdrive will correctly remove cola now
- Fixed Awase Baori's bars not connecting
- Fixed Punk Corna Dio's bull not having a texture
- Fixed Punk Corna Dio not dashing / hitting anything in its path
- Fixed Shi shishi sonson still working if dropping your sword mid charging
- Fixed Sables not lifting any entities / blocks in air
- Fixed an issue where using /removedf while having Spring Hopper active would result in the jump boost getting stuck
- Fixed Coup de Vent not sending enemies flying
- Fixed Hakai Ho crashing when hitting multiple targets with the explosion
- Fixed Pain being usable without having Pain Repel ability unlocked
- Passives will no longer work while in Spectator mode
- Magu Magu no Mi's abilities will no longer replace Ancient Debris and Netherite blocks
- Fixed Gomu abilities not being able to hit Goro users
- Fixed Item Abilities needing both main and off hands empty in order to be used
- Fixed couple of death messages not being correctly written down
### Config
- Fixed the COMBINED option of "Haoshoku Haki Unlock Logic" not unlocking it if the user was born with it
- Fixed Haoshoku Haki not changing its color based on the client's config in multiplayer
- Fixed Devil Fruits not getting their status updated to LOST when thrown in fire for "One Fruit per World" config
- Fixed a bug where Devil Fruits would disappear (without update) when shift right clicked into a chest, now they drop when the chest is closed
- Fixed a crash that would happen when the client's config wouldn't match the server's config on the "Ability Bars" config option
- Fixed fruits not being correctly represented in the encyclopedia on servers with "Randomized Fruits" enabled <strong><em>(Note: Fruits already registered in the encyclopedia will still be displayed wrongly due to how they got saved)</em></strong>
### Others
- Lowered the number of npcs spawning in the open world (less of a fix per se but it might help with the lag)
- Fixed a rare crash that occurs when certain mod NPCs (most commonly the Brutes) would kill their target
- Fixed a bug where Vivre Cards would not rotate correctly towards their target
- Fixed a bug where players would be unable to pick up Vivre Cards from the ground while in creative
- Fixed the Color Palette item stacking
- Fixed being able to dye mod clothes that have no color variations
- Fixed the 1st Sniper Trial having an unlocalized objective
- Fixed Fighting Fish's attack range, for real this time
- Fixed mod enemies giving over 2k bounty per kill
- Fixed a potential crash occurring with "Cure X effect" objectives
## Abilities
- Devil Fruit passives will no longer work while the user holds kairoseki in their inventory
- Abilities affected by haki (either hardening or imbuing) will now increase in damage relative to the player's experience in that particular haki type
- Abilities will now more accurately reward haki exp for their respective categories based on their own type
- ex: All abilities affected by hardening haki will now award hardening haki exp when killing enemies, whereas before only a specific kind of abilities would (punches)
- Several new animations and improved visual effects
- Players can now switch combat bars in the abilities list UI using the same keybindings
- Darkness and Suna block generated from Abilities will now change their collision based on if the entity stepping on them has the ability or not instead of if their fruit. This means that you can use /ability with black hole without getting stuck in it after the 1st use
- All Zoans received a defense boost, the boost varies between forms of zoan types but overall the Ancient / Dino line got the highest defense boost.
- Wall generating abilities (such as Barrier, Candle Wall or Candy Wall) will now generate walls in 8 directions instead of only 4
### Haki Abilities
- Busoshoku Haki: Emission
- Allows users to hit enemies from further away while also knocking them back
- Busoshoku Haki: Internal Destruction
- Allows users to bypass armor protection by having their haki flow through the enemy's body dealing internal damage
- Haoshoku Haki
- Doubled the unconscious time for the user's target
- At max level it will also randomly destroy blocks from around the user
- <strong><em>THAT FUCKING RED LIGHTNING </em></strong>*ahem* I mean...graphical overhaul for its effects
- Haoshoku Haki: Infusion
- Allows the user to imbue their Haoshoku Haki into their fists or weapons, greatly increasing their damage
- Kenbunshoku Haki: Aura
- Removed its haki overuse drain, has a set limit of 2 minutes time, the more you use the longer its cooldown will be
- Hardening Haki Mastery
- Previously abilities like Fullbody Hardening would deal only a % of the damage base Hardening would, in order to keep them balanced and useful, starting now once a player has reached Master on their Hardening haki they'll be able to use Fullbody Hardening and Emission with the full power of base Hardening while also keeping their respective individual bonuses
### Ito Ito no Mi
- Fullbright
- Raised the first projectile a bit to not block the 1st person view
- Increased the spread of the 5 falling projectiles to cover a larger area (6 blocks range instead of 1.5)
### Jiki Jiki no Mi
- Attract
- Turned into a Continuous ability similar to Repel
### Moku Moku no Mi
- White Launcher
- Can be controlled now
- White Pull & Smoke Launch
- Increased the range of both abilities from 40 to 100 blocks
- White Out
- Renamed to White Blow
- White Grab
- Renamed to White Out
- Increased its duration from 5 to 7 seconds
### Pika Pika no Mi
- Light Acceleration
- Will now shoot an Amaterasu-like projectile if the user punches the air, the projectile itself deals 40 damage with 50% armor piercing.
### Hie Hie no Mi
- Ice Age
- Increased its cooldown from 20s to 25s
- Reduced the time it freezes all enemies caught in its radius from 20s to 15s
### Nikyu Nikyu no Mi
- Nikyu Push (New)
- Allows the user to push themselves in the direction they're looking at incredible speed
- Pain Repel (New)
- Extracts all the damage their target has suffered condensing it into a small paw-shaped ball
- The ball can then be used as a projectile dealing damage equal with the pain took from its owner
- Ursus Shock
- Increased its destruction area from 25 to 55
- Decreased its charge time from 17s to 7s
- Increased its speed (this also has the effect of not reducing its speed to an absolute crawl after 5 blocks)
- Pad Ho
- Projectiles will now pierce armor and go through entities
- Hanpatsu
- Updated its code and buffed the distance it sends the target (might cause small stutters when the target is sent in an unloaded chunk until said chunk loads)
- Tsuppari Pad Ho
- Increased its cooldown from 7s to 15s
- Reduced the amount of projectiles every repeater will shoot from 6 to 3
- Can only be used on ground now
### Goro Goro no Mi
- Sango
- Turned into a chargeable ability with a 2s charge up time
- Reduced its maximum distance to 32 blocks
### Bara Bara no Mi
- Extended its Slash Immunity to Ito's Torikago, so now Bara users can freely go through the bird cage without getting hurt
### Ope Ope no Mi
- Gamma Knife will now spawn as an item in hand which needs to be used to deal damage instead of the very short distance projectile from before (same as with any other ability that spawns a sword just that this one is a 1 time use then its on cooldown)
### Yami Yami no Mi
- Ender Pearls can now bypass Darkness Blocks
- Darkness Blocks will now slowly disappear over time (tried to make this as optimized as I could but ultimately this means the destruction is spread out, the entire pool will fade away completely in around 10 minutes, however big patches start appearing at around 4-5 minutes)
- Kurouzu
- Will now drag the targets towards the user instead of instantly teleporting them
- Entities being dragged can still use items/abilities until they're about 5 blocks near the player at which point the previous debuffs of not being able to use abilities will get triggered
### Kage Kage no Mi
- Taking the shadow from somebody will now deal far more damage to them than before while burning in the sun
### Kira Kira no Mi
- Diamond Body
- Buffed its defense
- Brilliant Punk
- Increased its damage from 15 to 25
### Suna Suna no Mi
- New "Dehydration" effect for Suna's abilities instead of Hunger, acts more or less like hunger except it can be cured by drinking, each drink will get off 1 stack (so if you have Dehydration 2 and drink 1 bottle of cola, congrats now you've only got Dehydration 1). More stacks means faster dehydration.
- Barjan
- Gives 3 stacks of Dehydration for ~10s
- Desert Encierro
- Gives 4 stacks of Dehydration for ~15s
### Gasu Gasu no Mi
- Koro (New)
- Removes all poison from nearby allies
- If used while Shinokuni is active it'll remove all harmful effects from allies
- Karakuni
- The user can now freely move while activating this ability
- Gastille
- Increased its base form's damage from 30 to 50
- Blue Sword
- Turned into a passive + item, you need to buy the item itself from traders in order to use the ability
- Received a fire area of effect when right clicking it, igniting blocks and entities in a 10 blocks radius
### Nagi Nagi no Mi
- Silent
- Reworked it for like the 5th time, going easy and classy with it this time
- Stops all chat messages from being sent within the silent area (30 blocks)
- Stops all sounds produced within the silent area no matter who made that sound
- Will now fully bypass Oto abilities while active
### Doa Doa no Mi
- Door Door
- Can now be used on the Y axis but only on positives (this means you can go through ceilings too but not through floors)
- Air Door
- Will now stop all abilities from being processed to avoid charging abilities to be executed after Air Door is started
### Sara Sara no Mi, Model Axolotl
- Updated the color scheme picker formula to make the other color variants be a bit more common
- Updated the gold version of both axolotl models to more closely resemble the vanilla color scheme
### Swordsman Abilities
- Shi Shishi Sonson
- Changed to a 1s chargeable ability
- Will now teleport to its destination instead of dashing towards it
- Deals damage to all enemies in its path
- Increased damage from 15 to 30
- O Tatsumaki
- Changed into a 3s continuous ability (basically a spin to win)
- It can now hit all enemies near it every second its active
- Increased its range slightly from 4.5 blocks to 5.5 blocks
- Increased its damage from 15 to 20 (per second while its active)
- Yakkodori
- Increased its cooldown from 6s to 10s
- Sanbyakurokuju Pound Ho
- Increased its damage from 25 to 30
- Hiryu: Kaen
- Decreased its cooldown from 15s to 12s
- Increased its damage from 18 to 20
### Brawler Abilities
- Genkotsu Meteor
- Increased the cannon ball's damage from 9 to 15
- Can also be used while holding Cannonballs in your off hand
- Spinning Brawl
- Increased its damage from 20 to 30
- Suplex
- Increased its damage from 6 to 20
- Hakai Ho
- Increased its damage from 10 to 20
### Black Leg Abilities
- Anti-Manner Kick Course
- Decreased its damage from 25 to 15
- Diable Jambe
- Decreased the amount of time it can be used for from 40s to 30s
### Sniper Abilities
- Sakuretsu Saboten Boshi
- Will now apply a DoT (damage over time) effect to the target instead of the whole cacti deal
- Repatsu Namari Boshi
- Increased its damage from 9 to 15
- Tokuyo Abura Boshi
- Will now apply a "Oil Covered" effect on the target making them explode on contact with fire, the oil puddles on ground are unchanged
- Tetsu Boshi
- Increased the damage dealt by the spikes from 1 to 3
- Additionally they have a 50% chance of slowing down the enemy when stepped on
- Kaen Boshi
- Transformed into Hi no Tori Boshi
- Increased its damage from 8 to 25
- Increased its projectile's size indirectly by turning its model into a bird instead of the bullet
### Art of Weather
- Thunder Lance Tempo
- Massively increased its damage, and made it deal damage to all entities on the thunder's path
- Thunderbolt Tempo
- Increased its damage from 10 to 40
- Thunderstorm Tempo
- Increased its damage from 20 to 60
### Items Abilities
- Gun Array
- Will now correctly make use of both Kairoseki and Normal bullets, depending on which one is found first in the user's inventory
## Items & Blocks
- Belly Pouch textures will now change at 1000 belly and 5000 belly instead of 100 and 500
- Rewrote how Swordsman and haki bonuses are displayed in the item's tooltips to avoid confusion
- Nerfed almost all melee weapons by 1-3 damage, this is so swordsmen and brawlers/black leg users are a bit closer in total damage when taking into account the new haki types.
- Senriku
- Lowered its shot cooldown from 1.25s to 1s and its reload cooldown from 4s to 3s
- Increased its bullet speed from 4 to 6
- Increased its damage multiplier from 2 to 2.5
- Increased its gunpowder capacity from 2 to 4
- All gun items will now slowly zoom in like bows do, Senriku's zooms in more and faster than regular pistols
- Increased the durability of all cigar items from 200 to 1000 and increased the amount of time the Triple Cigar lasts for.
- Cannons will react to redstone and signal emitting blocks (such as buttons or leavers)
## Quests / Trials
- Changed the 1st Swordsman Trial's 3rd objective, "Kill 15 enemies while running towards them", to simply "Kill 20 enemies using a sword". Due to how Minecraft works it sets the sprinting flag of the player to false when it hits another entity, causing the 2nd hit (or any other after) to not count as a running hit and thus causing confusion for some players.
## Advancements
- Added advancements (over 20 of them, with more obviously planned)
- Split between "Devil Fruits" and "Adventure" categories
- Mix between actual goals to follow, challenges and random easter eggs
- <strong>Please Note:</strong> Despite their classifications as "goals" most of them are fun things to do if you want and not an actual "guide" on how to play the mod, as such a lot of advancements are hidden as to not artificially enforce gameplay paths that some players might not agree with. This is a sandbox game not a themepark one.
## Mobs
- NPCs will auto target players who open their loot chests
- NPCs spawned by an Ambush will no longer run away
## Config
- Display in Seconds (Client Config)
- Makes the combat bar display numbers (such as cooldowns or charge up times) in seconds instead of ticks
- Master Command (Common Config)
- Merges all commands added by the mod under a generic /mmnm command, used for compatibility as other mods might implement different commands under the same name
- Haoshoku Coloring Logic (Common Config)
- New config that defines how Haoshoku Haki's effects (lightnings and particles) should be colored.
- Standard (default), will simply make lightnings and particles be red
- Custom, allows the users to customize their Haoshoku Haki's color inside the <strong>CLIENT </strong>config (read the below option)
- Random, will assign each player a random color from a curated list of colors
- Haki Color (Client Config)
- Allows the users to customize their haki color assuming the Coloring Logic is set to CUSTOM (check the above option)
- Due to limitations this option can be displayed as either decimal (0 - 16777215) or hexadecimal (#000000 - #FFFFFF) formats representing the color itself. If you choose the hexadecimal approach the # is mandatory at the beginning, otherwise it'll be treated as a number and fail to read it.
- Health Gain Frequency (Common Config)
- Defines at what doriki intervals the players will gain 1 hp
- Black Leg Always Up (Client Config)
- When enabled (true by default) Black Leg users will always hold their leg up, when disabled the leg will only put their leg up while in combat mode (when the combat bar is enabled)
- Public /removedf (Common Config)
- When set to true it allows non-OP players to use the /removedf command on themselves
- Increased the maximum allowed limit for "Doriki Limit" (from 50.000 to 100.000), this in turns means the maximum possible hp increases to 1000 when this option is set to its maximum.
- Removed the "Keep Doriki", "Keep Belly", "Keep Bounty", "Keep Haki Exp" and "Keep Loyalty" config options from under the "Stats to Keep" category since they were useless, these options are already covered by the "Percentage of X kept after death" line of configs and were only causing confusion. The percentage can act as a true/false by itself if its 0 (no doriki kept) or 100 (all doriki kept).
- "Percentage of Belly kept after death" will also affect Extol now (a special config option for Extol might come in the future if need be)
## Commands
- /check_fruits got a big update, hopefully more reliable and with less dupe potential
- /check_fruits history <fruit_key> subcommand was also added, using it admins can see the entire history of a fruit, who and when did what with it.
- /check_fruits list will also now display all the fruits that were not found yet <strong>(not found is a different state than lost, not found means that nobody has yet got that fruit ever, lost means somebody did got the fruit but lost it either by burning it, despawning it or simply by dying)</strong>
- Changed the permission level from 3 to 2 for the following commands: /check_fruits, /quest, /ability
- This means those commands will now work in command blocks too
- /hakiexp can now be used with the HAOSHOKU category as an alternative for adding haki exp to both categories instead of issuing 2 commands
- /getwantedposter will now give the wanted poster to the player who used the command instead of the one used in the 1st argument
## Others
- Almost fully ported to 1.16.5 <strong>(except for challenges as they're gonna get remade entirely in the next big update)</strong>
- Using vanilla tooltips-like boxes for ability descriptions instead of the custom fixed gray box
- Ability tooltips now indicate via an icon what type of ability it is and implicitly what type of Haki affects it (if any)
- Wanted Posters added in marine structures
- Updated the spawn rates of devil fruit boxes from vanilla structures (Underwater Ruins and Shipwrecks) to be more in line with the spawn rates from mod structures
- Updated some really old code on how data is stored, for most of you this means that data from old 1.15.2 worlds might go missing, this mostly includes issued bounties (wanted posters data essentially), ability protections and one fruit per world data. If you're making a mod/plugin or any other software that reads a world's NBT data for certain keys/values added by this mod, congrats, you've got some reworks to do.
- Increased max HP from 100 to 250 (for the default 10k doriki, you also gain hp at a faster rate)
- Due to the maximum (via config) also increasing to 100k the absolute maximum HP one can have right now is 2500. And if you're into the inner workings of Minecraft you might say "Ok cool but the HP stat is capped at 1024 so you'll never reach that absolute maxim ?"
- This was achieved by increasing the rate at which hp is gained (affected by the new "Health Gain Frequency" config option). By default its set to 40 now however the old number was 100, so if you want to bring back the 100 hp as before just use the config option.
- Removed the attribute cap for HP attribute, as I don't want to open the flood gate for all attributes to skyrocket into infinity for now, based on our needs we might uncap others as well (most probable at the moment is Armor)
- In reality the cap was just raised to 3000 so, you have some space as a server owner to add some extra HP if need be.
- Tested with the AttributeFix mod and they work together
- Most Zoans (and other transformation-based abilities) will now correctly make sure of overlays such as Fullbody Haki.
- Trainers, Traders and Ambushes will no longer happen while the doMobSpawning gamerule is disabled
- Added a new Toughness (mineminenomi:toughness) attribute to better deal with damage scaling going crazy when it comes to armor bypassing abilities, zoans, haki and other body enchanting abilities already use this attribute.
### Haki
- Entire new logic for how haki experience is obtained, without going too in depth on the system its good to know the following about the new system:
- Hard caps are gone, soft caps took their places (meaning you still gain haki exp after a threshold, you just gain much less)
- Haki is overall easier to unlock since exp is faster to gain
- The Imbuing line of haki is gone, it got merged together with the Hardening line into a generic Busoshoku line, which means that Imbuing haki will now be obtained via this as well as all the Hardening abilities.
- The conditions for unlocking them also got merged meaning whether you're killing using fists or weapons it'll all count towards the same shared exp pool
## Fixes
### Abilities
- Axolotl's full form will no longer phase through slabs or stairs if there is no solid block above
- Fixed a bug where punch abilities would trigger their effect by using AoE abilities
- Fixed a bug where Ptera and Phoenix Assault points would continue to fly after entering a protected area
- Fixed Special Fly not rendering the legs again after entering a protected area
- Fixed a bug where Haoshoku Haki would now be awarded correctly while an exp based config option was used
- Fixed passives (such as Kage Giri) still being usable in protected areas
- Fixed some abilities still working and/or destroying blocks inside ability protected areas
- Fixed Logia Return effects getting caused by bullets or non-physical projectiles
- Fixed some instances where not all Zoan physical buffs would be applied
- Fixed Punch abilities being spammable
### Others
- Replaced the Mine Mine no Mi chain added for handcuffs with the vanilla one
- Fixed the grunt npcs attack distance
- Fixed a bug with Randomized Fruits where clue papers would sometimes spawn with no actual clues
- Fixed a bug with Randomized Fruits where logia invulnerability wouldn't correctly work
- Fixed a bug where returning from The End would not give the player their actual HP back but round it down to 20 if it was above that
- Fixed an issue where the Trader's opening screen animations would flicker too fast if the user had their Max Framerate option set to Unlimited (or anything higher than 60-120)
- Fixed the "Quest Progression" config option not automatically unlocking all abilities of your fighting style when turned off
- Fixed some of the newer weapons not being counted as magnetic
- Fixed a Devil Fruit dupe exploit using the Anvil when One Fruit per World was set to EXTENDED
- Fixed a bug where randomized Devil Fruits would not correctly reincarnate
- Fix a bug where opening a Belly Pouch using your offhand would delete the item in the main hand
- Also related to belly pouches opening them from the offhand will correctly award belly now
- Fixed a bug where you wouldn't be able to hit a member of the same crew/faction that went rogue without going rogue as well
## Known Bugs
- The following Morphs will not use the Fullbody Overlays (such as the one for Haki): Allosaurus Heavy, Phoenix Assault and Pteranodon Assault. Issue will get fixed in a future patch.
- Currently only the right/left arm of Zoans is used for the Arm Overlay system, this means that trunks, necks and others like them are not correctly rendered
- The Left Hand option doesn't fully work with all Zoan animations yet
- Kenbunshoku Haki: Aura will not work on all entities added by other mods
## Fixes
- Fixed the "Failed to load correctly: null" boot crash that occurs when loading the mod using the official launcher
## Fixes
### Abilities
- Fixed equipped punch abilities triggering together when one of them is used
- Fixed a bug where Phoenix users would be able to eat multiple fruits without dying (they still wouldn't gain the abilities it was purely being able to eat the fruit and not die)
- Fixed armor still showing up while flying using Special Fly passive (Moku, Suna and Gasu flying)
- Fixed Doru Doru Arts: Mori maintaining Champ Fight's cooldown
- Fixed an issue regarding the Swordsman's bonus which would get added in the sword's NBT data each time the player would select the item sometimes resulting in client disconnects due to the large nbt data
- Gear Fourth will now correctly display the head skin overlay
- Fixed ROOM's cooldown not being shown when letting it charge to maximum after it first charged only partially
- Ability Projectiles will now pass through Sunflower like they do with other types of flowers / grass
- Fixed Haoshoku Haki being instantly removed when a worthy player would join the world with any of the RANDOM variants of the config option
- Fixed Mini Mini users getting damaged in tight spaces with solid blocks above while in multiplayer
- Fixed Spring Hopper users maintaining their bouncyness after using /removedf while the ability is active
- While using Paper Float the player's armor will now correctly move according to how the arms / legs move
- Fixed Mane Memory not working correctly
- Fixed Allosaurus Heavy form only rotating the player's body instead of the whole model when using Ancient Tail Spin
- Fixed Bara Bara no Mi users being unable to interact with the world while Bara Split was active
### Others
- Lowered the distance treasure maps will search for buried treasures to avoid [MC-126244](https://bugs.mojang.com/browse/MC-126244) in case Islands is not installed (Islands implements this fix as well)
- If the issue will persist the only real fix is just removing treasure maps entirely and avoid them searching for buried treasures!
- Fixed the intentional crashes caused by incompatibilities like 0.8.0's incompatibility with Obfuscate. However while this will allow you to play the game, it might also cause unexpected behavior, in case of Obfuscate for example some animations will no longer work (a good example of this is Injection Shot). So we're trading some extra compatibility for the possibility of some smaller features not working partially or fully
- Fixed Devil Fruits having the hex color as a name and showing what kind of fruit it is in the tooltips while on server if the client does not have the config option enabled
- Fixed some potential exploits regarding Randomized Fruits config option
- Fixed the combat bar button remaining "stuck" if the user held an ability for too long
- Fixed a stacking bug for dropped items
- Fixed an issue where joining a server that used a different "Ability Bars" config option from the player's config would result in the combat bar being partially unusable
## Abilities
- Improved the guarding for grab abilities with sound and visual effects, split in 3 types of guarding:
- Using a shield, uses vanilla effects for it
- Using a guard-like ability, such as Tekkai, using new particles and sound effects
- If the target's hardening haki is stronger than the attacker's, new particles and sound effects, different from the guard-like ability ones
- Certain Zoan transformations are now unable to mount boats / animals
- All zoans wider that the player itself got step assist buffs to allow them to more easily move
- Giant zoans got buffs for fall resistance meaning less fall damage
- Added more animations and effects for multiple abilities, both new and old
- Explosions will no longer be able to destroy blocks or hurt entities behind barrier blocks (both vanilla and bari ones)
### Mini Mini no Mi
- Mini Mini - Makes the user small
- Paper Float - Passive that lets the user float while holding a piece of paper
### Hiso Hiso no Mi
- Animal Forewarning - Allows the user to communicate with animals and learn about weather changes
- Lookout - Allows the user to communicate with animals and learn what players passed near them
- Animal Friend - Tames all the nearby tameable entities (even if they're already tamed)
### Kobu Kobu no Mi
- Shourei - Massively boosts all nearby friendly entities stats
### Ori Ori no Mi
- Same as before it was removed but the bars are now temporary and the user can pass through them without removing them first
### Sube Sube no Mi
- User cannot be handcuffed (except with kairoseki)
- Sube Sube Spur - Lets the user slide on ground as if it were ice
- Sube Sube Deflect - Defensive ability, <em>sliding</em> hits from the user
### Bara Bara no Mi
- Immune to swords and generally slashing attacks
- Bara Bara Ho - Launches the user's fist, increasing its damage if the user holds a weapon
- Bara Bara Festival
- Has 2 modes, Attack and Shield, changes between them by crouching and using the ability
- Attack Mode - Splits the user's limbs from the body swarming the user's target constantly dealing damage and slowing down the target
- Shield Mode- Splits the user's limbs which start swarming around the player increasing their defense, attacking nearby enemies and knocking them back
- Kuchu Kirimomi Dai Circus - Allows the user to grab the target with both hands and move them wherever they want around them
- Bara Bara Car - Turns the user's body into a car <em>that goes brrrrr</em>
- Bara Split - Allows the user to split its upper and lower body flying with around with the upper part while the lower part follows them on ground
### Hana Hana no Mi
- Dos Fleur: Clutch - Sprouts two hands on the enemy and bends them backwards breaking their bones
- Seis Fleur: Slap - Slaps the enemy pushing them a few blocks back
- Seis Fleur: Twist - Twists the enemy around confusing them temporarily
- Veinte Fleur: Calendula - Uses the newly sprouted arms as a shield to partially block attacks
- Cien Fleur: Wing - Allows the user to glide using arms sprouted in the shape of wings
- Cient Fleur: Stomp - Stomps the ground nearby the user using giant legs
- Mil Fleur - While active transforms "Dos Fleur: Clutch", "Seis Fleur: Slap" and "Seis Fleur: Twist" into their respective "Mil Fleur" counterparts increasing their potency and making them area of effect instead of single target
### Jiki Jiki no Mi
- Attract - Attracts all nearby magnetic objects (items, both on ground and in nearby inventories, entities made out of or plated in iron) towards the user
- Repel
- The opposite of Attract
- If used while Punk Gibson is enabled it'll launch it dealing damage based on how big that is
- Punk Gibson - Uses magnetic items from the user's inventory to create a large arm, increases attack and reach of the user and can be used together with Repel or Damned Punk
- Punk Pistols - Uses magnetic items from the user's inventory to form iron spears and shoots them
- Damned Punk
- Can only be used while Punk Gibson is enabled
- Transforms the iron arm into a railgun shooting projectiles formed from magnetic items from the user's inventory
- Punk Corna Dio - Creates a metal bull from the magnetic items in the user's inventory, dealing damage, knockback and potentially stunning enemies after dashing towards them
### Karu Karu no Mi
- Inga Zarashi - Increases your physical prowess depending on how much Karma you have taken
- Karma (hidden passive) - Store the damage received, shows a new gauge next to the combat bar with how much Karma is stored.
### Mega Mega no Mi
- Mega Mega - Makes the user big and applies some physical buffs as well (giant race simulator)
### Mane Mane no Mi
- Mane Mane Memory
- Allows the user to memorize any player they've hit, while this ability is in use the user will change their appearance to that of the memorized player.
- Crouching + using the ability will switch between all the memorized targets
### Oto Oto no Mi
- Bon - The user plucks a string created from their arm, creating a sound wave that internally damages all who hear it
- Don - The user plays the drum, creating a explosion inside all who hear it
- Shan - The user turns their head into a cymbal, by pushing their own head they create a sound shockwave powerful enough to internally cut any entity hearing it
- Oto's abilities are all linked (meaning they can't be used at the same time), they do come with a relatively low cooldown (3s) with each ability having a specific trait, Shan deals the least a mount of damage but applies a DoT on all the targets, Don has middle of the road damage and greatly pushes all targets away and Bon just deals the most damage with no secondary effects
### Sai Sai no Mi
- Rhino Zoan, comes with both Animal and Hybrid forms, both focused on defense with slower but more powerful attacks
- Rhino Smash (Passive) - Running into enemies will deal damage and knockback on them
- Horn Dash - Regular dash attack
### Sara Sara no Mi, Model: Axolotl
- Axolotl Zoan, comes with both Animal and Hybrid forms
- The Animal form focuses on regeneration and speed due to its small size but its quite weak
- The Hybrid form focuses on strength but also comes with some regeneration
- Both forms will suffocate if they stay on land for too long, 2.5 minutes for the Hybrid form and 5 minutes for the Animal form
- Poison Spit - A projectile that slightly poisons the target
- Axolotl Heal - Grants regeneration to all nearby friendly entities based on how many other axolotls are around the user
- Play Dead - While playing dead (unable to move / see) the user focuses all of their power in their regeneration
- Heart Regen (Passive) - Allows the user to regrow a heart in case it was stolen by Ope's Mes
### Zou Zou no Mi, Model: Mammoth
- Mammoth Zoan, comes with both Animal and Hybrid forms, with both of them focusing on damage dealing and higher defense at the expense of movement and attack speed
- Ancient Sweep - Hits all enemies in front of the user knocking them back
- Ancient Stomp - Stomps the ground around the user creating shockwaves that damage and confuse nearby enemies
- Ancient Trunk Shot - Hits using the trunk, has some knockback
- Trample (Passive) - Deals damage and knockback to all enemies that stand in front of the user while they're running, damage and knockback increase with speed. Also destroys surrounding plantlife
### Ryu Ryu no Mi, Model: Allosaurus
- Allosaurus Dino Zoan, comes with both Animal and Hybrid forms, focused on attack and defense
- Ancient Tail Spin - Hits all enemies around the user knocking them back as well
- Ancient Bite - Bites the enemy
### Ryu Ryu no Mi, Model: Pteranodon
- Pteranodon Zoan, comes with both an Animal and Hybrid, focuses on speed and flying
- Barizodon - Shoots out a barrage of elliptic air projectiles using the user's wings
- Tankyudon - Temporarily increases the user's speed allowing them to grab entities and dragging them with them in the air
- Tempuraudon - Stretches its head back, releasing it really fast and acting as a sniper
### Ryu Ryu no Mi, Model: Brachiosaurus
- Brachiosaurus Zoan, comes with both an Animal and Hybrid, focuses on attack and defense
- Brachio Bomber - Dives from a high place and lands on his opponent, crushing them under the user's weight
- Brachio Grab - Grabs an opponent and squashes them
### Neko Neko no Mi, Model: Leopard
- Leopard Zoan, comes with both an Animal and Hybrid, focuses on speed and some attack
- Ferocious Leap - Leaps forward and damages all nearby targets after landing
- Claw Strike - Punch ability
### Kame Kame no Mi
- Turtle Zoan, comes with both Animal and Hybrid forms, both focused on high defense
- While sneaking in the Animal form (also called Guard Point in game) the user will retract inside their shell increasing their defense even more
### Tori Tori no Mi, Model: Phoenix
- No longer uses hunger for its abilities
- Added Fujizami - While midair, the user forms a protective swirl of fire in front of them capable of blocking most attacks
- Added Flames of Regeneration as a passive ability
- Acts like a temporary Logia Invulnerability
- Will partially protect the user from incoming damage and passively heal them over time
- If too much healing is applied in a short period of time the reserve of blue flames will temporarily be exhausted and both the protection and healing will stop
- Reserves are passively gained
- Phoenix Goen
- Increased damage (from 8 to 10 per shot) and range
- Can also be used while in full form now
- Blue Bird
- Decreased its charge time from 4s to 2s
- Decreased its cooldown from 15s to 8s
- Flames of Restroration turned into Saisen No Hono, works the same but has the additional effect of healing nearby friendlies as a secondary use. The cooldown increases based on how many friendly entities it heals
- Tensei no Soen
- Increased its damage from 25 to 50
- Increased its range from 24 blocks to 30 blocks
### Magu Magu no Mi
- Removed the passive that allowed users to view through lava temporarily until a better solution is found that wont lag when first eating the fruit
- Magu abilities will no longer fully bypass armor
- Meigo
- Reduced its damage from 160 to 100
- Increased its cooldown from 25 to 30
- Adjusted its speed so it actually travels the appropriate amount of blocks it should instead of like 15 blocks
- Dai Funka
- Reduced its damage from 85 to 55
### Goro Goro no Mi
- Lightning based attacks will no longer paralyze the enemies
- Removed Shinzo Massage
- Goro Goro no Mi users will no longer be able to use Observation Haki indefinitely
- Spark Step:
- Reduced maximum teleportation distance to ~100 blocks
- No longer damages and sets fire the target it teleports next to
- Transformed into a temporary chargeable (can be canceled early) ability instead of instant one
- Raigo
- Increase cooldown to 70s (up from 40s)
- Overall nerfed the size and destruction caused by raigo (damage reduced from about 420 to 200, explosions reduced to about half the original size)
- Transformed it into a chargeable ability (5s charge time)
- Kari
- Can no longer move while charging
- Decreased the damage to 40 (after full charge) instead of 60
- Sango
- Heavily reduced the number of blocks it can destroy
- Volt Amaru
- Can only be used while the Tomoe Drums are equipped
- Comes with a bunch of generic buffs for punch range, damage, knockback resistance and hp
- Buffs El Thor and Sango
### Kilo Kilo no Mi
- 5000 Kilo Punch
- New ability, reduces the movement speed of the player while active and delivers a strong punch
### Gomu Gomu no Mi
- Stretching projectiles now use the player's skin
- Added Bouncy passive - The user will bounce instead of full stoping when landing
- Can no longer activate all of Gomu's Gears at the same time
- Gear 4th will now use a new model and have a the proper haki markings on it instead of the generic full body overlay
- Gomu Gomu no Rocket
- Slightly changed into a cancelable timer before shooting and floating in place for better aim (similar to how teleport based abilities work)
- While Gear 4th is activated Rocket turns into King Kong Gun
- Gomu Gomu no Bazooka
- Updated its visuals
### Kage Kage no Mi
- Nightmare Soldiers - Charges up an army of nightmare soldiers by using shadows available in the user's inventory up to 10 soldiers
- Kage Kakumei - Now used solely to plant Shadows into others boosting their stats.
- Shadow's Asgard
- Slightly upgraded form of the old Kage Kakumei
- While enabled the user will constantly consume Shadows from their inventory for stat buffs, the more shadows the user consumes the larger in size they will grow and higher the buffs will go.
### Suna Suna no Mi
- Flying is no longer slowed down while in Desert or Beach type biomes
- Flying outside those biomes will now be only 7% slower than creative flying speed (instead of 10% slower)
- Doubled the height you can fly up to (from 20 blocks to 40 blocks high)
### Hie Hie no Mi
- Ice Block: Avalanche
- Increased its cooldown from 12s to 18s
- Reduced its damage from 80 to 50
- Fixed its hitbox especially when the elevation between the projectile and nearby targets differs
### Moku Moku no Mi
- Doubled the height you can fly up to (from 20 blocks to 40 blocks high)
- White Grab
- Grabs whatever entity it hits and drags it along
### Mero Mero no Mi
- Slave Arrow
- Reduced its charge time from 7s to 3s
### Yami Yami no Mi
- Black Hole now works more like Ice Age where it spreads the darkness from the player's position outwards instead of instantly spawning it
### Ito Ito no Mi
- Added Fullbright - Throws 5 strings that impale the target from above
- Torikago
- Increased its maximum size from 50 to 60
### Gasu Gasu no Mi
- Updated Gastille's visuals with a beam like projectile
- Doubled the height you can fly up to (from 32 blocks to 64 blocks high)
- Shinokuni
- New form, comes with physical buffs
- Uses whatever potion the user is holding at the time of transformation and turns it into a constant AoE for the duration of the transformation
### Yomi Yomi no Mi
- Decreased the Freeze effect's time for both abilities from 5s to 3.5s
- Made it the same size as the normal player
### Goe Goe no Mi
- Todoroki
- Updated its visuals with a beam like projectile
- Transformed it into a normal ability instead of repeater
- Also increased its size and damage from 12 to 15 and made it pierce through entities
- Dragon's Roar
- New ability that creates a series of shockwaves
### Sabi Sabi no Mi
- Rust Touch now uses the new #mineminenomi:rusty tag to determine what items it can break
- Added Rust Break - Small area of effect ability that rusts and destroys all iron based blocks from where the player is looking (also uses the #mineminenomi:rusty tag but for blocks instead of items)
- Added Rust Skin - Sabi's protective passive turned into an actual passive that can be paused
### Doru Doru no Mi
- Candle Champion - Allows the user to cover their entire body with wax forming a battle suit. Increases the player's stats like armor, reach, attack power and speed, as well as makes its user immune to knockbacks.
- While Candle Champion is active the following abilities will get buffed:
- Candle Wall and Candle House both get 2 extra layers of wax
- Doru Doru Ball is twice as strong
- Candle Lock affects the target for an additional 5s and its collision size is also increased
- Doru Doru Arts: Mori transforms into Champ Fight, using this ability now launches several fists towards the opponent instead of just 1 spear
- Doru Doru Arts: Pickaxe will now instantly destroy wax blocks
- Doru Doru Arts: Mori
- Reduced its cooldown from 8s to 4s
### Zushi Zushi no Mi
- Jigoku Tabi
- Increased its range from 12 to 24
### Noro Noro no Mi
- Noro Noro Beam will also slow down the abilities the targeted user has, this includes cooldowns, charging time and continuous time.
### Wara Wara no Mi
- Burning or throwing the Doll in fire will no longer insta kill its owner
### Yuki Yuki no Mi
- Abilities will now state in their description if they'll apply frostbites effect
- Made fubuki cover the entire ground in snow not just the edge
- Replace the Snow Block with a custom Hardened Snow block for their abilities, this new block is harder to break and more resistant to explosions
- Can now freely move through these new Hardened Snow blocks
### Ushi Ushi no Mi, Model: Giraffe
- Made Bigan a punch ability and increased its damage from 22 to 25
### Kuku Kuku no Mi
- Made Gastronomorph a 3s charging ability that slowly turns the ground into sponge cake instead of instantly
### Ope Ope no Mi
- ROOM
- No longer requires food to maintain
- Lowered the time it takes to spawn a fully charge ROOM from 3s to 2s
- Increased ROOM's maximum size from 32 to 45
- Counter Shock
- Increased its damage from 24 to 40
- Also has a decent knockback now
- Shambles
- Instantly activated (no longer a charging ability)
- Can switch positions with blocks (obviously if the block is inside ROOM)
- Will no longer go into cooldown if no valid target was found
- Crouching while activating the ability will shuffle everybody inside the ROOM except the user
- Gamma Knife
- Increased its damage from 50 to 70
- Takt
- Reworked (again), will pick up blocks and entities from the the point where its user looks at
### Kachi Kachi no Mi
- Vulcanization
- New ability that coats the user's body providing a lot of extra armor
- Hot Boiling Special
- Deals 20 damage per hit instead of 10
- Evaporate
- Will now melt nearby ice when used
- Will correctly remove kelp and seagrass when evaporating water
### Gura Gura no Mi
- All abilities can now hurt logias by default with the exception of Shingen no Ichigeki which still requires hardening haki to hit them
- Shingen no Ichigeki
- Crouching + Use will slam the user's fist into the ground causing an area of effect knockback
- Increased damage from 15 to 40
- Will cause slight dizziness after getting hit
- Damage will ignore armor
- Gekishin
- Lowered its charge time from 3s to 1s
- Increase its cooldown from 12s to 20s
- Increased its projectile's size
- Stabilized its damage to 70 instead of it decreasing over distance
- Kaishin
- Lowered its charge time from 5s to 2s
- Same projectile changes as with Gekishin but its projectile lives for half the time the Gekishin one does
- Shima Yurashi
- Increased the destruction area
- Increased its base damage from 20 - distance to 80 - distance (further away enemies will receive less damage down to a minimum of 60)
### Swordsman Abilities
- The 25% extra damage with swords is now applied to all swords not only the mod ones
- This comes with the slight visual problem of not having the full damage shown in the item's tooltips, now the damage seen there is the item's damage and below them you'll be able to see a "Swordsman Bonus applies" written in green
### Brawler Abilities
- Suplex
- Lowered cooldown from 12s to 7s
- Lowered the charge time from 2s to 1s
- Improved the grabbing area to be more reliable
- Spinning Brawl
- Reduced its cooldown from 40s to 12s
- Genkotsu Meteor
- Reduced the cooldown of its normal mode from 6s to 3s and for its Ryuseigun mode from 12s to 10s
- Hakai Ho
- Increased its damage from 10 to 15
### Black Leg Abilities
- Extra Hachis
- Will now use the player's texture
- Increased its damage from 2 to 8 in normal mode and from 4 to 10 during Diable Jambe
- Also made it a bit easier to avoid the full 20s iframe after hitting an entity by reducing their iframe to only 5s when hit by Extra Hachis
- Skywalk
- No longer scales based on doriki, starts with 6 jumps
### Medic Abilities
- Medic Bag Explosion
- Reduced its cooldown from 50s to 40s
- Can now be used while holding the medic bag as well as while having it equipped
- Doping
- Reduced its cooldown from 40s to 25s
### Rokushiki
- Geppo starts with 3 jumps instead of 2 and its progression will happen much faster, unlocking all 6 jumps at 6000 doriki now instead of 10000 doriki
- Rokuogan
- Transformed into a Trigger ability, which means it can be used any time by punching the air or an enemy
- Will shoot a projectile instead of hurting all nearby enemies
- Increased its cooldown from 10s to 50s
- Increased its damage from 30 to about 60
- Increased its unlock requirements from 7000 doriki to 9000 doriki
### Fishman Karate
- Karakusagawara Seiken
- Transformed into a Chargeable ability, with a 2s charge time
- Increased its damage to 50 (up from 30) for entities in water and 20 (up from 15) for entities on ground
- Will full bypass armor now instead of only 50%
- Murasame
- Increased the amount of projectiles being shot from 3 to 5 and decreased the time between they're shot from 0.25s to 0.15s
- Increased damage to 15 per projectile while in water
- Yarinami
- Increased its damage from 20 to 30 and 40 while in water
- Uchimizu
- Increased damage to 3 per projectile while in water
### Cyborg Abilities
- Ultra Cola bottles will now increase the maximum cola with 20 instead of 15, also increased the maximum number of Ultra Cola bottles that can be consumed from 10 to 20, increasing the maximum amount of Cola to 500 instead of 250 and up to 900 when equipping the Cola Backpack
- Cola Bottles will now replenish 25 cola instead of 15
- Cola Backpack will now replenish cola every second instead of every 2 seconds
- Cyborgs will now keep half of the Ultra Colas they've drank through death instead of losing them all
- Radical Beam
- Updated Radical Beam's visuals with a beam like projectile
- It will now pierce through blocks and entities
- Lowered its cola requirement from 50 to 30
- Strong Right
- Decreased its cooldown from 12s to 5s
- Increased its damage from 18 to 20
- Coup de Boo
- Consumes only 20 cola instead of 100
- Lowered its cooldown from 15s to 10s
### Mink Abilities
- Abilities no longer require a hunger level of above 6 to use and abilities no longer consume hunger when used
- Abilities no longer scale with doriki
- Removed the weakness effect while in hot biomes allowing Minks to at the very least damage enemies even in a weakened state
- Eleclaw
- Can be used by Gomu Gomu no Mi users
- Eleclaw no longer damages the user if they're only partially in water (being fully under water however will still damage and deactivate the ability), this damage will also be constant now instead of increasing with the player's doriki
- Increased the attack speed it gives as a bonus and increased the punch damage dealt while its active
- Has a chance to paralyze the target
- Electrical Missile
- Stabilized its damage to 20 from the previous 10/18 (min/max doriki) and 40 from the previous 10/22 during Sulong
- Electrical Luna
- Lowered the charge time from 3s to 1s
- Lowered cooldown from 16s to 10s (5s while in Sulong)
- Stabilized its damage to 30 from the previous 0.1/12 (min/max doriki) and 60 from the previous 0.2/16 during Sulong
- Electrical Tempesta
- Lowered its cooldown from 12s to 8s
- Lowered its charge time from 4s to 1s
- Stabilized its damage to 20 from the previous 0/12 (min/max doriki) and 40 during Sulong (previous damage did not change based on Sulong activation)
- Stabilized its range as well to 10 blocks and 20 during Sulong
- Electrical Shower
- Can be used without Sulong being active, will gain a bonus in damage like all other abilities during Sulong
- Lowered its cooldown from 22s to 12s
- Lowered its charge time from 8s to 3s
- Stabilized its damage to about 30 per lighting bolt from the previous 2/6 (min/max doriki) and 40 from the previous 2/8 during Sulong
### Haki Abilities
- Imbuing Haki will now apply a visual overlay for all items and block incoming item damage for them
- Imbuing Haki can be trained by killing stuff with non-swords again
- Overall increased the amount of time players can hold Haki abilities active without received debuffs by about ~30% (probably more considering the changes below but this aint a math course so you'll only get approximations here)
- Increased the haki overuse healing which also increases more linearly with the player's haki now
- Increased the healing frequency as well from 3s to 1s
## Items & Blocks
- Added the following new weapons:
- Ace (sword)
- Mogura (trident)
- Nonosama Trident (trident)
- Walker (pistol)
- Dalton's Spade (sword)
- Renamed Bo Staff into Nonosama Staff
- Added the following clothes:
- CP9 Set
- Smoker's Set
- Kuma's Set
- Lowered the Sniper's Goggle's armor to only 1 armor
- Increased the armor of Medic Bag and Cola Backpack to 3
- Increased the Kairoseki Block's hardness
- Killing a handcuffed enemy will now drop the handcuffs used instead of destroying them
## Config
- "Combat Bar Pickup" client option was moved to the common config
- In short lines this means that servers will have absolute control over if a player can/cannot pickup items while the combat bar is open
- "Days for Inactivity" config option now allows for a 0 input, which will disable the option
- Added the missing option for "Keep Loyalty" and "Percentage of Loyalty kept after death" for "Stats to Keep", similarly loyalty will get halved after death with the default AUTO config
- "Native Haki" config option
- Enables vanilla and other modded entities to hit logias based on their attack power, on easy and normal difficulties all entities with attack damage 7 or above will be able to hit logias, on hard the threshold is lower to 5 attack damage and above
- Alternatively it allows entities with above 5000 doriki to hit logias as well, this is done to allow server owners to spawn entities either manually or automatically with a high enough doriki to bypass logia invulnerability without removing it entirely
- Do note that this option is only for vanilla and entities from other mods! Players and Mine Mine no Mi entities will still use the old logic for their haki!
- Spawning an entity with enough doriki can be done like so:
- /summon minecraft:zombie ~ ~ ~ {ForgeCaps:{"mineminenomi:entity_stats": {doriki: 5000}}}
- "Randomized Fruits" config option
- All fruits will receive a random texture and get their name changed to a generic "Devil Fruit" name
- A Devil Fruit Encyclopedia item can now be found in random chests containing a random amount of information about fruits in the world helping players decide what to eat
- Similarly "Devil Fruit Clues" can be found in structures that contain one or more details about a specific fruit completing the encyclopediae you currently posses
- While this config is enabled fruits will not be available as search results in the creative menu
## Quests / Trials
- Improved the reliability of Timed Kill Objectives (stuff like "Kill x in y seconds")
- Item objectives will no longer require the players to drop items and pick them up back for them to count
## Mobs
- Grunts will not have a 1/10 chance to not get scared by strong players
- Lowered the threat threshold by which grunts treat players as danger and start running but also randomzied it a bit so some grunts will run while others will keep fighting
## Others
- Switched Haki Ranks Initiate and Beginner with Beginner now being the 1st and Initiate being the 2nd rank
- Pressing the Player's Screen key ( R by default ) while in the Player's screen will now close the screen, and if pressed while in of the sub screens (abilities, crew, challenges etc) it'll redirect to the player's screen
- Bullets and Kairoseki Bullets recipes will now give 4 bullets instead of 1
- The /check_player command will now display the cola and max cola levels for cyborgs and the issued bounty along with the player's bounty for pirates/revolutionaries
## Fixes
### Abilities
- Continuous abilities will no longer reset their timers when you equip another ability
- Kachi's Evaporate will no longer work on lava
- Fixed a bug where punch abilities with effects would still apply the effect on players using out of body abilities
- Fixed a bug where damage received from Straw dolls or Hearts would get negated by armor like abilities (like tekkai)
- Fixed a bug where Straw dolls would break before its owner dies resulting in their straw doll never resetting
- Fixed the death screen message showing an unlocalized "death.attack.ability" message instead of the actual death message
- Fixed a bug where beam like abilities (including gomu's new stretching projectiles) would spawn inside the player resulting in them not being visible in 1st person view
- Fixed Ice Block Avalanche not fully dropping on the ground sometimes
- Fixed a bug where removing devil fruits via /removedf would not remove the attributes modifiers given by the fruit's abilities resulting in permanent (until death) stat increase
- Fixed a bug where Devil Fruits could be stored on Armor Stands if they were spawned with arms
- Fixed Hibashira's weird hitbox sometimes not hurting targets inside it
- Fixed Jujika's particles not correctly rotating based on the player's rotation
- No longer able to transform back into human in spaces where there's not enough space (used mostly by transformations that are smaller than the player itself like Mogu)
- Fixed Wax Clones, Doppelman, Black Knight and Mirage Tempo Clones having hearts or shadows
- Fixed ability overlays (such as Hardening Haki ones) being offseted when the player is equipped with the Pirate Captain Cape while also having a Jolly Roger on its back
- Fixed projectiles being able to go through Barrier blocks (both vanilla and bari ones) anymore
- Fixed Evaporate not removing Kelp
- Fixed Coup de Boo not ignoring fall damage
- Fixed a bug that would render both Mera and Magu without their fire immunity until death if their shadow is taken once
### Others
- Player placed poneglyphs will now have a random challenge on them
- Fixed the weird hitbox on Fighting Fishes
- Fixed a bug where Devil Fruit items would have a bigger hitbox than necessary while One Fruit per World is config option is enabled
- Fixed more edge cases for One Fruit per World
- Fixed a bug where players would stop gaining loyalty despite all the conditions being met
- Fixed a bug where using the /check_player command on a Revolutionary player would return an "unexpected error" in the chat
- Fixed Doku Doku no Mi not being registered to any box
- Fixed the Sniper Goggles' default model showing the lowered eyes despite the ability not being active
- Fixed a bug where Bounty Hunters would get attacked by Marines
- Fixed the /ability unlock_group command not working with zoans due to special characters in their names
- Fixed Devil Fruit reincarnation not working
- Cannons will now correctly drop the cannon and/or gunpowder loaded into it (if any)
- Lots of minor fixes that nobody cares or remembers about
## Known Bugs
- Using the slim model (Alex) will result in some Bara Bara no Mi and Hana Hana no Mi models to not render the limbs correctly
- Bara Bara Ho doesn't actually display a weapon when shot
- Certain animations (particularly some of the ones where the user body rotates) might not correctly sync with other players
- Any and all bugs related with Challanges since that entire system is gonna change soon:tm:
- Some transformations will visually remove armor pieces or other elements added by mods (such as Mink features) even if they are not supposed to be (such as Tori and Ptera hybrids)
- Removing Hito Hito no Mi after eating it doesn't change your race back