Mine Mine no Mi
An adventure focused mod inspired by the One Piece manga
Mine Mine no Mi - 1.20.1 - 0.11.0
release27 марта 2026 г.0.11.0
Abilities
- The legacy non-component ability system code was fully removed
- Lots of morph related systems got entirely rewritten from scratch
- Partial Morphs can now be stacked (these are the transformations that change parts of the player's body but not the whole body)
- Some full morphs (zoans) got updated models, textures or animations
Hiso Hiso no Mi
- Animal Friend
- removed from this fruit's kit as its not really part of the fruit and it could be much better used on other fruits
- it's still registered and can be obtained via
/abilitycommand
- Lookout
- will now provide the direction in which targets were going
- only players and notorious targets will get tracked now instead of every entity passing nearby
Nagi Nagi no Mi
- Won't claim it works any better now but at the very least it'll also disable all vibration listeners (such as sensors or wardens)
Art of Weather
- Clima Tacts are no longer tiered, any ability can be used by any clima tact
- This is mostly done due to the move to tags so players can expand what a clima tact is without the additional context
- This also means any item can be turned into a clima tact (charging and all) via datapacks
Ability Tree
- New progression system for unlocking abilities (styles + races)
- Currently unfinished and will allow players to unlock all abilities of a style if they got that style selected, racial abilities unlock the same way via doriki
Mobs
- All tamable entities can now be given commands
- On this same topic the way npcs are registered to be a command receiver has changed drastically so they can now be configured even when they're from outside the main mod or addons (more info in the addons docs)
- Mobs behavior is slightly more based on world difficulty (aka mobs will have different abilities, buffs or equipments depending on Easy/Normal/Hard difficulty of the world)
Humandrills
- Can now spawn with armor equipped depending on difficulty
Items & Blocks
- Items are finally ordered nicely in creative tabs (no this was never a feature before, it kinda just happened...sometimes)
- Den Den Mushi items will use the same texture as the entity they were obtained from
- Some items received a reach bonus (including spears but also some longer swords)
- New textures for Gura Gura no Mi and Tori Tori no Mi Model Phoenix
- Split Morgan's Axe Hand and Iron Jaw into independent items so players can equip them
- Added deepslate variant for kairoseki ore, can actually drop more ores than the regular variant
- Removed Kuja Arrows entirely, instead Kuja Bows will now work with regular arrows and give them a x2 damage buff
Config
- Moved configs from
commontoserverside- While this is more of a technical term this means, in more practical terms, that these are per world configs instead of global
- All common configs with the exception of the
Systemcategory got moved and thus are now per world
- The reason for choosing server sided config instead of game rules are many but the most notable issues are:
- game rules are impossible to organize, we have over 100 config options, maybe if we're generous only about 80 are "world specific", that's almost double what minecraft has, with no way to create new categories or organize them, it would create a mess in the world creation screen
- game rules are limited in their capabilities, by default only allowing for true/false or integer based options, this would mean reimplementing a lot of logic for allowing all of our configs to function properly
- Their location also have changed due to this, with the follow locations:
- Client:
.minecraft/saves/<level_name>/serverconfig/mineminenomi-server.toml - Server:
<server_folder>/world/serverconfig/mineminenomi-server.toml
- Client:
- Another major change and that is in regard with 3rd party config editors (cloth config / configured)
- Configured has a very nice and easy to use system where upon opening the config menu you can choose a world to edit its config, if you're already in a world then the
servercategory will simply open the current world's config - Cloth isn't as nice from a user's point of view, for the world config the user needs to first join the world and then edit it, opening the config menu from the main menu will open only show the common/client options
- For these reasons I would recommend from now on to use configured as a primary choice instead of cloth, as it is more user intuitive and at the end of the day these ingame config editors are supposed to make a player's life easier
- Configured has a very nice and easy to use system where upon opening the config menu you can choose a world to edit its config, if you're already in a world then the
- Some options are now explicitly marked as requiring a world restart (aka rejoining the world) before they take effect, this has always been the case for some options but were never marked as such.
- Main example of this would be
Randomized Fruits - Note that this is NOT enforced. Only configured will give you a popup mentioning you'll need to rejoin the world for the changes to take effect. For cloth or manual config editing this purely a note in the option's description.
- Main example of this would be
- Finally I want to mention a small limitation / quirk of this new system, a very obvious one if you think about it. If there's no world, there's no config either. This means you cannot customize the config before creating the world, for 99% of the configs this doesn't matter, however there are some configs where this might, such as the biome / structure spawn rates where a small chunk of the world (the spawn area) will be created before you have the chance to config it.
- As of right now this is a very minor issue and not a priority for fixing, depending on the feedback received these might get changed to game rules, back to common configs or something different.
Commands
- Unlocking groups of abilities is now done based on ids instead of names
/ability unlock_group mineminenomi:mera_mera_no_mi- This allows more flexibility in setting up these groups as they are no longer bound to a fruit or specific group and therefore can contain any number of unrelated abilities
Others
- Block placement rules are now tag based instead of hardcoded, meaning they can be extended freely for servers or modpacks
- Some slight performance improvements might be noticeable on servers since the amount syncs for each player went down drastically
- Trainer dialogue menu will now pause the game while opened in single player
- Note that the actual trading menu does not and will not pause the game as it would visually interfere with the trading system
- A lot of menus got a "reactive" update, which is fancy way of saying their looks will be slightly altered depending on your screen size and/or GUI Scale option, so for example lists will be longer and wider, certain icons or elements will be bigger and so on
- Minor updates for some models and their textures, most notably with clothes and entities
- If the player holds an encyclopedia that contains a fully unlocked fruit that fruit's name will now be displayed in the tooltips of the actual fruit too (instead of the generic "Devil Fruit" name)
- Smithing recipes for enchanting weapons with dials have changed slightly in terms of materials needed, kairoseki enchantment also requires dense kairoseki now
- Loyalty will only drop when opening chests inside marine bases instead of any container
- Added support for the vanilla Luck attribute in the following areas:
- Opening fruit boxes, increases the chances of getting a fruit from the next tier
- Opening loot chests, increases the chances of getting rare items such as boxes, clues, encyclopedias, ultra cola, sea king meat and so on
- From challenges, increases the chances of getting rare items (equipment / weapons) from both difficulties
- Added the One Piece
Structures
- Reworked structures spawning logic to better align with vanilla's way of doing things
- This has several bonuses such as:
- Slight randomization of structures, such as enemy spawns, chest locations, decorative features and more
- Support for datapack related features such as changing a structure's (or group of structures) features via datapacks
- Consistency for structure positions aka if you regenerate the world the structures will be in the same exact position with the exact same features instead of always random
- As mentioned above due to this rework and new randomization almost all structures received updates in the following:
- Slight shuffling on their appearances, such as more props or different layouts
- Changed enemy positions and quantities
- Some chest positions got changed around or removed entirely
- Loot changes would take hours to write down so here's some of the more important ones:
- Added new 1.17-1.20 items wherever possible such as amethyst, copper, raw copper/gold/iron, goat horns, armor trims and so on
- Reorganized a lot of the loot in smaller groups, this is fancy way of saying loot should be more diverse and cases in where a chest has 10+ stew bowls should no longer happen
- Spawn chances and quantities got changed across the board when it comes to treasures and some of the more rare items
- Poneglyphs can now spawn in various sizes
- Some of the more notable structure changes will be listed below
Sky Islands
- Remove the "camp" variant which was useless anyway
- Reduced the amount of dirt/grass found
- The "town" variant is now more like an actual village with cloud roads connecting multiple sky islands
- More variations for houses and props as well as some new props to spice them up
- Individual houses have a higher chance of Weather Wizards spawning, while towns have a higher chance of traders spawning
- Chests found around the towns were given some loot as well, however since there are peaceful civilian towns most of the loot follows
Camps
- Instead of being couple of tents randomly scattered around they're now all surrounding a middle point with the amount of tents varying
- Slightly increased the amount of grunt NPCs spawning in these camps
Marine Bases
- Both bases got a new randomized prop for the bounty posters, this new board can spawn in multiple locations at once or none at all
- The marine large base got the following changes:
- Underground prison is now an optional part of the building with 2/3 chances to spawn
- Certain floors have various layouts they can spawn with, this can influence the loot slightly however most of these influences are for "trash" loots, the fruit ones are not influenced
Bandit Bases
- The bandit large base got split into several smaller bases:
- the mini castle in the center of the old structure is now a standalone structure called a fort
- an arena filled with bandit tents surrounded by palisades
- The underground section of small bases (aka the cave) got couple of versions with slightly altered difficulty and loot
Fighting Style structures
- These buildings got all grouped up under the same "set" meaning that they all count as one
- This in turn means that they'll spawn less grouped and more individually, giving way for more useful structures like bases to spawn instead
Ability Protections
- Now dimensionally aware
- Slightly improved their logic on restoring blocks too, very unlikely it'll have some noticeable effects
- Increased their max size from 1024 to 59999999 blocks (almost 60 million, that's basically the size of an entire minecraft world, same value as what
/worldborderallows)- Note that even if this was tested and it showed no significant performance loss it was never properly tested under heavy load (such as a real server where people destroy blocks in all parts of the world), bugs regarding block restoration on world wide areas might happen.
- Protections within protections now works more predictably, with the inner most protection being the one to be checked
- To give an example, lets assume there's a small protection within a world wide protection, the world wide protection allows for abilities to be used but the small one doesn't. If the player is within the small one then they won't be able to use abilities.
- Added 2 new props for protections:
player_damagewhen disabled prevents players specifically from taking damage, because of this the previousentity_damagenow affects only npcsmob_spawnswhen disabled prevents npcs from spawning in this protection- Note that mobs spawned using
/summoncommand or spawn eggs are not affected by this prop
- Note that mobs spawned using
Datapack
Tags
-
Added couple of new item tags, to better extend mod functionality for other mods:
mineminenomi:gun_ammocurrently only used for bullets and kairoseki bulletsmineminenomi:bazooka_ammocurrently only used for cannon ballsmineminenomi:bluntsused for blunt weapons (hammers, maces etc)mineminenomi:clima_tactsused for clima tactsmineminenomi:hardening_damage_bonusitems that get damage buffed by hardening haki- empty hands will always count towards hardening bonuses and cannot be removed via this tag
mineminenomi:imbuing_damage_bonusitems that get damage buffed by imbuing haki, this also acts as a tag for items colored by imbuing (UNLESS they've got the haki model override attached)mineminenomi:ranged_enchantable_by_smithingranged items that can get enchanted with dialsmineminenomi:melee_enchantable_by_smithingmelee items that can get enchanted with dials
-
Some vanilla and forge tags also got updated/extended using mod items such as:
minecraft:swordsused for swords (sharp sticks)forge:tools/bowsused for kuja bows and slingshots
-
Added couple of new block tags, mostly related with the ability protection groups
mineminenomi:block_protection/corepretty much the majority of the blocks you've got planks, stones, dirts, random blocks like crafting tables etcmineminenomi:block_protection/foliageleaves, grass, vines, that kinda stuffmineminenomi:block_protection/liquidswater and lavamineminenomi:block_protection/airself explanatory I hopemineminenomi:block_protection/ocean_plantskelp and coralsmineminenomi:block_protection/restrictedbarriers, portals, bedrock, command blocks, structure, light blocks and so onmineminenomi:block_protection/snowsnowmineminenomi:block_protection/waterlikeliquidsbut without lava
-
Added couple of special
vanillablock tags, these are essentially backports of these tags from future versions, they are to be considered deprecated and ready for removal whenever the mod ports to a newer version. -
Added new biome tags as well, mostly for npc and structure spawning biome groups, certain npcs/structures might not have specific tag as vanilla tags are sufficient:
mineminenomi:is_swampbecause there was no vanilla swamp checkmineminenomi:can_spawn/bananawanimineminenomi:can_spawn/big_duckmineminenomi:can_spawn/den_den_mushimineminenomi:can_spawn/dugongsmineminenomi:can_spawn/humandrillmineminenomi:can_spawn/lapahnmineminenomi:can_spawn/wandering_dugongmineminenomi:has_structure/trainer_buildingmineminenomi:has_structure/campmineminenomi:has_structure/sky_islandmineminenomi:has_structure/small_basemineminenomi:has_structure/large_basemineminenomi:has_structure/watch_towermineminenomi:ores/kairoseki
-
Added 4 new tags for structures, these are only used to track which structures are assigned to what factions, only the marine one is used as of right now
mineminenomi:marinemineminenomi:piratemineminenomi:banditmineminenomi:revolutionary
Recipes
- Two new recipe types got added for the smithing table:
mineminenomi:smithing_dialused for creating dials (although it can be used for more generic smithing recipes too)mineminenomi:smithing_enchantmentused to enchant items with dials and kairoseki
World Generation
- Added a new extended placement setting for structures
mineminenomi:extended_random_spreadto better accommodate the mod's needs with the two most important features it provides are:- Can check for multiple nearby structures that shouldn't spawn near it via the
exclusion_zonesattribute - Can check for the distance between the currently proposed spawn and the center of world via the
min_distance_from_world_centerattribute (at the moment this is unused by the mod)
- Can check for multiple nearby structures that shouldn't spawn near it via the
- Added a new structure processor
mineminenomi:ignore_waterloggingthat bypasses the forced waterlogging for structures that touch water- this is used by ships for their below the water areas, so blocks that could hold water don't
Mine Mine no Mi - 1.16.5 - 0.10.10
release31 октября 2025 г.0.10.10
Abilities
- When transforming the health % carries over with the bonus given by the transformation
- As an example if in human form the player has 15/20 HP in zoan form they're gonna have 22/30 (as opposed to before where it would've been 15/30)
- This obviously works both ways
- Imbuing haki will now also buff the efficiency of tools (such as pickaxes or axes) to about the same level as Efficiency II enchantment, this buff stacks with enchantments or potion effects
Mobs
- Lowered the stats (doriki / haki) given to non-mod npcs, this will also mean their rewards got lowered as well (still higher than before this system was implemented)
- Slightly updated the Grunts AI to better take into account the new difficulty changes so they can still attack players
- Added back the aim animation of 0.9.5 that somehow got removed during 0.10.x release cycle
Others
- Couple of small performance improvements for NPCs, probably wont have any noticeable effect in single player however it might add some extra TPS on servers.
- Changes to the vanilla hunger system to take into account the increased health pool
- Saturation now lasts 25% longer
- Exhaustion from regen (aka saturation per health restored) lowered by 50%
- Overall this means food will last longer and if you need to restore health by eating you won't need to eat entire stacks to get back to max HP
- Sleeping will now restore haki
- More correct would be to say that laying in bed restores haki over 5 seconds
- If the sleep actually occurs then it'll get fully restored when the player wakes up
- For safety this only works when out of combat, sleeping while in combat will not restore haki
- Made most mod effects not generate lingering clouds when creepers affected by these effects exploded. Some of them still can such as:
- Hunger (different from the vanilla one)
- Mummy and Ice Oni viruses as well as antidotes
- Tokudai Candle Poison
- Doku Poison
- Noro Slowness
- Smoke
- Paralysis
- Sticky (from Beta Beta no Mi's abilities)
- Dizzy
- All of Horo Horo no Mi's Hormone effects
- Negative
- Freed slaves advancement trigger
Bug Fixes
- Fixed the Empty Hands duping issue
- Fixed some mod effects being removed when drinking milk
- Fixed mobs running away in fear because players were too weak, overall increased the threshold at which mobs will start running away as well
- Fixed a bug where mobs would try to "escape" into the ceiling if there were pockets of empty blocks resulting in them suffocating
- Fixed the fruit names (specifically the zoan ones) in fruit encyclopedias overflowing the background
- Fixed the ability selection screen toggling between bars that the client was not allowing (example: server allows for 3 bars, client only allows for 2, the screen would toggle between 3 bars instead of 2)
- Fixed an issue where ambushes message would be sent by a Captain even if no captain would actually spawn in that ambush
- Fixed Nightmare soldiers and other tameable mobs not attacking challenge bosses
- Fixed an inconsistency with cooldown and charge times for abilities that had added bonuses, resulting in the time seen in the combat bar not being the same as the actual time on the server
Mine Mine no Mi - 1.16.5 - 0.10.9
release10 октября 2025 г.0.10.9
Others
- Quest advancement trigger
Bug Fixes
- Fixed Awase Baori not having a cooldown
- Fixed players spawning in new worlds with couple hundred doriki already on them
- Fixed a crash with the new stats distribution system
Mine Mine no Mi - 1.16.5 - 0.10.8
release3 октября 2025 г.0.10.8
Abilities
- Camera locking (either yours or the enemy's when grabbed) should feel much more responsive now without the rubberbanding when trying to move
Items
- Updated all pants textures so they're actually pants
Mobs
- On normal and easy difficulties Grunts, Brutes, Snipers and Captains will have their detection/follow range cut by 1.5x and 2.0x respectively
- This essentially means they won't detect enemies from too far away and will stop chasing faster
- On normal and easy difficulties Grunts, Brutes, Snipers and Captains will have a lower threshold for what they can target
- If their potential target's power is much lower than theirs they won't actually target it
- Thresholds are difficulty based with easy providing a greater window than normal
- Snipers, Brutes and Captains can no longer spawn around the world spawn
- 256 blocks for Snipers and Brutes
- 512 blocks for Captains
- In both of the above cases mobs that are part of a structure will still spawn, this rule applies only to the open world spawns
- Captains and Notorious Targets got introduced to the concept of personal space, lingering around them for too long will make them angry (this applies even if your threat level is too low or too high for them to normally target you)
- When using mods such as Auto Leveling the rewards given by NPCs will increase with their levels if this reward is higher than their original reward
- All mobs will now spawn with Doriki, Belly and Haki, randomized based on their HP and Attack values
- If they already have values assigned then these randomized values will not be calculated as they're not needed
- This will have 2 main effects, smooth the rewards given by all mobs (vanilla, mine mine no mi as well as other mods) but also protect them from weak haoshoku haki bursts
Commands
/challenge start <target> <id>command was added which starts a challenge for the target however the target must have that challenge unlocked otherwise it'll fail/eventscommand added for listing and spawning world events/events start <event>spawns an event near the user's location, event can benotorious_target,caravanorcelestial_dragon/events listwill simply list all the currently available world events in the world
Config
Village Compatibility- new compatibility config option added for people who might wanna use mods that expand villages (such as Better Villages)
- it lowers the weights needed for structures added by the mod so they don't spawn everywhere in these expanded villages (specifically the tavern but helps with all structures)
- its not a perfect fix and there might still be instances where structures spawn way too often purely by chance, but at the very least it won't just taverns
- make sure to enable this before creating the world, villages already generated won't be affected by it
Others
- Added 3 new advancement triggers for crews:
set_crew_captaintriggered for the player who becomes the captain of the crew (either by creating the crew or by the original captain leaving)join_crew- triggered for any player who joins a crewleave_crew- triggered for any player who leaves a crew
- Probably (hopefully) made the custom biomes not take over the world ? No promises
Addons
- Added a
ModifyDevilFruitEventused for addons to add/remove abilities from already existing fruits more easily- This also allows multiple addons to change the same base game fruits (or each others fruits) without causing crashes or incompatibilities
Bug Fixes
Abilities
- Fixed a couple of possible crashes when NPCs used specific abilities on a target that left the game mid combat
- Using
/removedfwill now correctly unmorph the user too - Fixed the new logia block traveling abilities potentially causing players to fly outside of their element blocks
- Karma passive ability is no longer visible in the menu
- Fixed the Drums of Liberation SFX not playing during Gear Fifth, also fixed them not playing for nearby players too
- Fixed Antidote Shot and Virus Zone abilities getting permanently removed after the user dies once
- Gear Fourth flying meter will now be visible only while the ability is active
- Gomu Gomu no Gatling and Bazooka will no longer drop the player down while they're flying using Gear Fourth
- Doku Fugu will now get stopped when starting Venom Demon as they're not meant to be used at the same time
Others
- Fixed challenges speeding up on servers
- Fixed an issue with OFPW that would set a fruit's status to LOST when picking it up while the Empty Hands passive was enabled causing potential fruit dupes to occur
- Fixed the MH5 gas mask not working when equipped in the curios slot
- Fixed ships not spawning around the world when using Terraforged
- Fixed Bounty Hunters not gaining any belly from hunting down Notorious Targets with wanted posters
Mine Mine no Mi - 1.16.5 - 0.10.7
release1 августа 2025 г.0.10.7
Abilities
- The following logias received a new passive ability that allows them to go through blocks of their own element when crouching:
- Hie: ice
- Yuki: snow
- Goro: gold blocks
- Suna: sand and sandstone
- Pika: glass
- These can all be changed via datapacks and their corresponding tags
Mobs
- Wandering Dugongs will now only spawn 500+ blocks away from spawn
Celestial Dragons
- Will no longer summon a buster call when hit by other mobs
World Events
Notorious Targets
- Lowered their spawn distance ranges
- Min: 1000 → 500
- Max: 5000 → 2500
Caravans
- If a vice admiral spawns with it the chest is guaranteed to have a devil fruit box using the following %:
- 50% - wood
- 35% - iron
- 15% - gold
- Caravans without a vice admiral also got a bump in % for their boxes:
- Wood: 2% → 10%
- Iron: 0% → 5%
- Lowered their spawn distance ranges
- Min: 1000 → 500
- Max: 5000 → 2500
Celestial Visits
- Can now spawn across the world not just in villages (mostly because it was kinda buggy and half the time they weren't even close to a village)
- Should also no longer spawn grouped in the same position
Challenges
- Teleportation is based on teleporters (same thing portals use) instead of just changing positions, this has a few benefits such as better chunk loading and fewer visual errors (such as experience being visually set to 0)
- Placing the arena blocks within these dimensions was also slightly adjusted to be more forceful, resulting in less checks and therefore faster build time completion
- Caching was improved and should now avoid even more potential dupes
- Challenge dimensions chunks will no longer be saved on disk
- This should be saving a few hundred MBs and some precious time from the writing itself, most notably on servers where lots of players = lots of dimensions being saved
- Note that the folder itself and region files (.mca files) will still be created however they'll be empty
- This will only work from the moment you install 0.10.7 forward! Saved data of already existing challenge dimensions will remain, it'll just not be updated further
- Removing the dimension region files (or the whole dimension folder) is safe and if you need to free up some space from previous versions you can freely do this
Config
- Added a new
Experimental Timersconfig option (enabled by default) for the new timers added in 0.10.6- The full usefulness of these timers remains unknown as of now, and some servers have experienced worse problems with them rather than without them, so that's why this config exists.
- It remains enabled by default for now because despite some servers reporting worse outcomes this doesn't seem to be a problem for everybody, and it doesn't seem to affect single player at all.
- Added a new
Visual Only Curioconfig option (disabled by default) to disable items from working when equipped in curios slots
Others
/challenge give ALL <target>command added that gives all challenges available to the target- Sabaody biomes are no longer spawn friendly until a future patch where we add all the missing blocks / materials for it
Curios Support
- Curios is now an optional dependency, when installed some of our items will now be equippable in curios specific slots
- The enabled slots are:
- HEAD for hats
- FACE for glasses and masks (custom slot type added by Mine Mine no Mi)
- BACK for capes and backpacks
- CHARM at the moment only used by the color palette item
- Items that previously had special effects when equipped will maintain these effects when equipped in curios slots, however a new config option was added specifically to disable this, as this effectively means some of the planned downsides of these equipments no longer exist.
- In this category we can add Cola Backpack for the BACK slot or Sniper Goggles for the FACE slot as some examples
Datapacks
Advancements
- The
consume_devil_fruitadvancement trigger now takes an (optional) fruit id for its check, if no fruit is give then any fruit will trigger - Added the follow new advancement triggers:
select_factionselect_raceselect_style- All of these triggers work for both the character creator book as well as the
/change_charactercommand
Tags
- New tags for blocks that allow logias to pass through them:
logia_block_pass/hielogia_block_pass/gorologia_block_pass/pikalogia_block_pass/sunalogia_block_pass/yuki
Bug Fixes
Abilities
- Fixed Blue Bird being usable while stunned
- Fixed grabs still dealing damage when the target breaks them
- Fixed bug allowing you to forcibly re-grab after throwing
- Fixed a bug where grabs would get triggered by some projectiles they shouldn't interact with
- Fixed running smash passives only hitting the enemy once
- Fixed a crash occurring when starting challenges (specifically Mr. 0) while using addons that modify existing abilities
- Note that while the crash is fixed side effects might still occur (so for example there's no guarantee that the modified ability will work correctly)
- Fixed Ganmen Seicho Hormone's effect icon missing
- Fixed Bara's Slash Immunity not being visible in the menu (and therefore not being cancellable)
- Fixed Yami's Absorbed Blocks missing its icon
- Fixed Ryu no Kagizume disappearing after dying
- Fixed morphs not showing correctly under specific circumstances
- Fixed the following abilities not correctly working with ability protection restoration:
- Ground Death
- Candy Wall
- Fixed a bug that caused combat bars to reset
Others
- Fixed faction/race/style arguments not being properly registered
- This is mostly a fix for servers for a bunch of warnings being thrown in the terminal and for the autocompletion on servers not working
- Fixed commands being lost after using
/reloadcommand - Fixed a crash occurring after leaving the world during a challenge and rejoining
- Fixed the
Spawn Caravans,Spawn Notorious TargetsandSpawn Celestial Visitsconfig options not working - Fixed Buggy's hard mode advancement having the description "Defeat Cabaji"
- Fixed Bounty Hunters not losing loyalty when killing Marines
- Fixed a potential crash when running with Essentials
- Fixed a bug where non marine npcs would target players openings chests inside marine bases
- Fixed randomized race config option not working
- Fixed ability bans config still allowing abilities to be given via
/abilitycommand - Fixed a bug where Notorious Targets would rarely spawn with 0/0 hp effectively becoming immortal
- Fixed an issue with Create where the animation for pondering would not play correctly