Valkyrien Pirates
This mod adds pirate ships to your world which sail of their own accord. These ships come with a fearsome crew, and cannons which will shoot at your ship. Killing the pirates will disarm the cannons, leaving the ship and its booty free for you to plunder!!
The fabric version of this mod requires: Valkyrien Skies and Eureka
The forge version currently utilises Sinytra as a compatibility layer! You will also need Forgified Fabric API and Kotlin For Forge as well as Valkyrien Skies and Eureka
Ships
Pirate ships generate as structures and are assembled by a Motion Invoking Block (unobtainable in survival) once within simulation distance. This block will drive the ship in a pattern - by default in a circle.
Pirates that spawn on ships have a special property: some pirates are designated as cannoneers or helmsmen. Killing a cannoneer will stop its cannon from auto-firing, and killing the helmsman will replace the ship's Motion Invoking Block with Spruce Planks.
Cannons
To combat these pirate ships, you will likely want to bring your own cannons! Cannons can be created by placing a Cannon Activator Block behind a Dispenser. This will convert the dispenser into a Cannon Dispenser, letting you fire Cannonballs from it. To shoot a cannon, power the Cannon Activator Block (back of cannon) with a redstone signal.
Crafting
The Cannon Activator Block can be crafted with the same recipe as a Dispenser, except with Gunpowder instead of Redstone Dust.
Cannonballs can be crafted with Blaze Powder, Gunpowder, and an Iron Ingot in any pattern.
Shipwrecks
Shipwreck structures can be found throughout the world that contain treasure similar to what you can find on pirate ships.
Credits
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Acrogeneous - Original author and fearless captain
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G_Mungus - Author and cunning quartermaster
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Ankiolyne - Artist and tactful navigator
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Quoissant - Author and inspired ship architect
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Ship contest winners:
- Anitem - Anetum Contatum
- Baguette - The Heart Attack
- Extingale - The Phantom Leviathan
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added a tab properly
works with newest (at the time of writing) Eureka and VS
Eureka might be a tad broken
fabric vesion 1.9.1 is functionally identically to this forge version, as registries are just accessible on fabric.
see fabric 1.9 changelog
Native forge and fabric versions.
supports VS 2.4.5+
currently only supports Eureka ships, which by default are built-in, whilst we address some bugs in the sails version
this version adds the ability to add ships to teams, that is, if you add a ships slug (you get the slug by looking at a ship and typing /vs get-ship) to a vanilla team (/team add (name) and /team join (name) (slug)) then if two ships are on the same team they will not autofire at each other.
- Changes default support to VS Sails rather tha Eureka (you can change it back on world creation, its a datapack)
- adds cannon range config
- adds new cannonballs
- adds ship id block
adds:
- vlib integration, things work nicer now
- the first recruitable friendly pirates, found on raft structures, give them a gold apple (or any configurable stack) to get a cannoneer item that can be used to start your own crew and rearm the auto-cannons
- creative ship pointing (ship goes to clicked position) and ship pathing (ship circularly follows a list of points) items
- another crew member type called doctor that gives all crew regeneration, this will be implemented in surival in a future update
- flying ships are now a separate datapack that you can enable on creating worlds
- added flying pirates, diasbled by default, enabled in config
- added a bunch of config things, I'd reccomend deleting your config before launch if your not using it
- skeleton pirates now look like normal pirates because of that one bug with render layers
- NEW: community discord server!
- fixes a crash caused by the StructureTemplateMixin when trying to ponder something in create
- adds support for ships that can fly if they have balloons on them (with AI)
- makes the mod.json more precise
- fixes helmsman crash
- adds stability blocks (creative only)
- theoretically removes the need for Eureka, I wouldn't try it yet though.
In this update we have:
- Groovy new ship AI, they actually chase you now
- ships are placed in the world as ships rather than structures that become ships
- tweaked which ships spawn more often
- some abstraction to make it easer to not rely on Eureka in future version (it still does now however)
Credits:
> - Quoissants
> - Extingale
> - AnItem
> - Baguette
> - J <3
Also:
- 4 new shipwreck structures
- Custom Loot Tables by Qoissants
- Fixed bugs with motion block
- Improved Crew Spawner
- Added config for cannon firing and ship assembly
- Reverse circles and a more "dynamic" ship builder
- MotionInvokingBlock now stops movement on block destruction
- Ships stop moving when they are disarmed
- Halloween update!**
New ship now has fewer pirates (but still plenty), it was too laggy