Cruise Cruise no Mi 0.2.0
Curse Maven Snippet
What's new
Cruise Cruise no Mi 0.2.0 (beta)
The sea comes alive. A merchant ship drops anchor near you now and then, with the best of every stall and a crew that guards its cargo; a Sea King surfaces off the coast; wrecks drift in with a Sea King circling the best of them. The trades get their titles, the Musician a grand piano and finer instruments, and four lost tunes to find.
Requires Minecraft 1.20.1, Forge 47+, Mine Mine no Mi 0.11.5 and AkumaLib 2.8.0 or newer (was 2.7.0). Client and server.
⚠️ A beta: everything here is playable, but numbers (how often the events come, what they carry) may still move
with your feedback. The merchant ship, the Sea King and the wrecks can each be turned off, or made to come more or less
often, in config/inocruise-common.toml.
New
Profession titles. Every trade gives a title at levels 25, 50, 75 and 100, the last one a nod to the story: Chef of the Baratie, Soul King, Mapmaker of the World, Galley-La Foreman… Wear the one you like from the new Titles plank of the character screen, and it shows after your name in the player list.
Fourteen new challenges, one for reaching level 100 in each trade.
New profession icons: every trade has a round medallion in its own colour.
Fine and Master's instruments. The Inventor can now improve the Bamboo Flute, the Violin and the Guitar, first into a Fine one, then into a Master's one: they carry further, their tunes last longer, and they look the part, gilded, the Master's ones in black lacquer.
The grand piano. The Inventor builds a Grand Piano, then a Fine and a Master's one. Place it with its stool (it takes 2 x 4 blocks), sit down and play a score: its music carries further and lasts longer than any instrument you carry, for the whole crew on board.
Four lost tunes. Their score recipes are not learned by level: find them in Mine Mine no Mi's and the world's chests, on merchants' stalls or as contract rewards, then read one to learn it. The Moonlight Serenade gives night vision, Laboon's Song lets you breathe under water, Binks' Sake makes harmful effects wear off twice as fast, and the Drums of Liberation give quicker blows and a stance nothing knocks back.
The merchant ship. Every four to seven days a merchant ship drops anchor near a player, off a village, a coast or out at sea, and stays for a day. Everyone is told in the chat when it arrives and an hour before it leaves, and Mine Mine no Mi's barkeepers can sell you the rumour of where it lies. Row out, climb the rope ladder and meet the Ship Merchant: the best of every merchant's stall, torn maps and score recipes more often than ashore, and big orders from every trade, well paid and always with something extra. When it sails, it takes everything aboard with it.
The merchant ship's crew. A boatswain and three or four deckhands sail with the Ship Merchant and guard his cargo. They leave you alone while you trade and look around, but take anything from the ship's chests or barrels, or break one, and the whole crew comes for you, and the merchant won't deal with you again until the ship sails. They are tough: a deckhand fights like a Marine brute, the boatswain like a captain.
Cargo worth the risk. The ship's chests and barrels hold a few goods of the trades, mostly common ones, with some Belly now and then and the odd torn map. And somewhere in the hold, one chest may hold a Devil Fruit box.
Five merchant houses. Each merchant ship now belongs to one of five houses, the Sunward Company, the Verdant Isles Company, the Crimson Compass Guild, the Lagoon Traders and the Amethyst Pearl House. Each has its own ship, with its own woods, colours, mark on the main sail and figurehead (a gull, a sea turtle, a lion, a dolphin, a swan), and a crew dressed in its colour. The arrival message and the barkeepers' rumours name the house, and so does the name over its merchant's head.
A Sea King surfaces. Every week or so a Sea King is sighted off a coast and roams there for two days. Everyone is told, and the barkeepers know where. It only goes for whoever swims or sails out onto its water, and gives its scales, fins, crest and meat, the same as one pulled up on a line.
A wreck adrift. Now and then the wreck of a merchant house's ship drifts in off a coast, masts snapped and hold flooded, and sinks a day later. Most have been picked over: half their chests are empty. But one wreck in four has a Sea King circling it, and that one is worth the fight: its cargo is still aboard, with torn maps more often than anywhere else, and its hidden chest holds a Devil Fruit box twice as often as a merchant ship's.
Changes
- Treasure chests no longer stay behind. Once opened, a treasure chest goes away as soon as it is empty, or five minutes later if it is not. Whatever is still inside drops on the ground, and the ground it was buried in is put back.
Fixes
- The Invisible Swallowtail now shows up twice as often around a Hunter with the level 25 perk, as the Golden Hercules does.
- Clearer texts: the Kuuigosu hull says it rides a little faster, the Fisher's perk and the line upgrades say they help every fish of this addon, and a creature too quick for your net tells you which net can catch it.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

