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Моды/Mine Mine no Mi
Mine Mine no Mi

Mine Mine no Mi

An adventure focused mod inspired by the One Piece manga

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Все версииMine Mine no Mi - 1.20.1 - 0.11.0

Mine Mine no Mi - 1.20.1 - 0.11.0

Release1 нед. назад

Список изменений

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 /ability command
  • 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 common to server side
    • 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 System category 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 server category 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 /worldborder allows)
    • 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_damage when disabled prevents players specifically from taking damage, because of this the previous entity_damage now affects only npcs
    • mob_spawns when disabled prevents npcs from spawning in this protection
      • Note that mobs spawned using /summon command 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_ammo currently only used for bullets and kairoseki bullets
    • mineminenomi:bazooka_ammo currently only used for cannon balls
    • mineminenomi:blunts used for blunt weapons (hammers, maces etc)
    • mineminenomi:clima_tacts used for clima tacts
    • mineminenomi:hardening_damage_bonus items 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_bonus items 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_smithing ranged items that can get enchanted with dials
    • mineminenomi:melee_enchantable_by_smithing melee items that can get enchanted with dials
  • Some vanilla and forge tags also got updated/extended using mod items such as:

    • minecraft:swords used for swords (sharp sticks)
    • forge:tools/bows used for kuja bows and slingshots
  • Added couple of new block tags, mostly related with the ability protection groups

    • mineminenomi:block_protection/core pretty much the majority of the blocks you've got planks, stones, dirts, random blocks like crafting tables etc
    • mineminenomi:block_protection/foliage leaves, grass, vines, that kinda stuff
    • mineminenomi:block_protection/liquids water and lava
    • mineminenomi:block_protection/air self explanatory I hope
    • mineminenomi:block_protection/ocean_plants kelp and corals
    • mineminenomi:block_protection/restricted barriers, portals, bedrock, command blocks, structure, light blocks and so on
    • mineminenomi:block_protection/snow snow
    • mineminenomi:block_protection/water like liquids but without lava
  • Added couple of special vanilla block 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_swamp because there was no vanilla swamp check
    • mineminenomi:can_spawn/bananawani
    • mineminenomi:can_spawn/big_duck
    • mineminenomi:can_spawn/den_den_mushi
    • mineminenomi:can_spawn/dugongs
    • mineminenomi:can_spawn/humandrill
    • mineminenomi:can_spawn/lapahn
    • mineminenomi:can_spawn/wandering_dugong
    • mineminenomi:has_structure/trainer_building
    • mineminenomi:has_structure/camp
    • mineminenomi:has_structure/sky_island
    • mineminenomi:has_structure/small_base
    • mineminenomi:has_structure/large_base
    • mineminenomi:has_structure/watch_tower
    • mineminenomi: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:marine
    • mineminenomi:pirate
    • mineminenomi:bandit
    • mineminenomi:revolutionary

Recipes

  • Two new recipe types got added for the smithing table:
    • mineminenomi:smithing_dial used for creating dials (although it can be used for more generic smithing recipes too)
    • mineminenomi:smithing_enchantment used to enchant items with dials and kairoseki

World Generation

  • Added a new extended placement setting for structures mineminenomi:extended_random_spread to 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_zones attribute
    • Can check for the distance between the currently proposed spawn and the center of world via the min_distance_from_world_center attribute (at the moment this is unused by the mod)
  • Added a new structure processor mineminenomi:ignore_waterlogging that 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

Файлы

mine-mine-no-mi-1.20.1-0.11.0.jar(19.98 MiB)
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Номер версии

1.20.1-0.11.0

Загрузчики

Forge

Версии игры

1.20.1

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Дата публикации

1 нед. назад

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