Mine Mine no Mi

Mine Mine no Mi

Mod

An adventure focused mod inspired by the One Piece manga

Client and server AdventureEquipmentWorld Generation

42.1k downloads
70 followers
Created3 years ago
Updated9 months ago

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Mine Mine no Mi - 1.16.5 - 0.9.0

Changelog

0.9.0

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
    • THAT FUCKING RED LIGHTNING 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
  • Please Note: 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 CLIENT 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 (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)
  • 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 (except for challenges as they're gonna get remade entirely in the next big update)
  • 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

Files

mine-mine-no-mi-1.16.5-0.9.0.jar(15.91 MiB) Primary Download

External resources



Project members

Wynd

Owner


Technical information

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