Cruise Cruise no Mi 0.3.0 (beta)
Curse Maven Snippet
What's new
Cruise Cruise no Mi 0.3.0 (beta)
The islands are lived in. One Piece villages rise in the plains and on the coasts: a market square, a tavern, workshops, a port, and people who have their day there - civilians and children, Marines, the merchants at their stalls. And things happen in them: a concert on the square, a fever to cure, a swordsmith from Wano who forges the named blades.
Requires Minecraft 1.20.1, Forge 47+, Mine Mine no Mi 0.11.5 and AkumaLib 4.0.0 (was 2.8.0). Client and server.
⚠️ AkumaLib 4.0.0 is needed: an older one is refused at start-up. AkumaLib 2.8.0 and 2.9.0 made players lose their trades' XP or their titles on every death; that is fixed since. AkumaLib 4 also corrects many faults of Mine Mine no Mi itself (see its own changelog), and every addon that uses AkumaLib has to be updated with it.
⚠️ Update the server and every player together. The network protocol changed, AkumaLib's and Cruise's: a 0.3.0 client cannot join a 0.2.0 server, nor the other way round.
⚠️ A beta: everything here is playable, but numbers (how often the events come, what they pay) may still move
with your feedback. The villages appear in land that has not been explored yet. The concert, the fever and the
swordsmith can each be turned off, or made to come more or less often, in config/inocruise-common.toml.
New: villages
- One Piece villages. New villages appear in plains, meadows and on beaches: a market square with a well, a tavern with its barkeeper, four to six trade buildings (restaurant, forge, workshop, laboratory, sewing room, tannery, masonry) and houses. A village by the water has a port, a shipyard and a fisherman's house on stilts, and on the sea a lighthouse; a village inland has a windmill.
- Civilians. Fishermen, farmers, craftsmen and townspeople live there, one in every house and workshop. They walk about the village by day and go home at night or when danger comes. Right click one to hear what he has to say.
- Children. Two or three children live in each village. By day they play tag on the market square; they go home before the adults in the evening. Striking a child costs double.
- A day in the village. The civilians have their day: at work in the morning and the afternoon (the fishermen on the pier, the farmer at the mill, the craftsmen at the workshops), on the market square at noon, at the tavern in the evening, home at night.
- They talk, and they know you. Two villagers who cross stop for a word. A pirate with a bounty of 100,000 Belly or more is known: people step away from him and have only a wary word. A Marine is welcome.
- Boats at the port. A fishing boat, and sometimes a dinghy, are moored at the piers of the villages by the sea. You may take one - but the village will call it theft: your bounty rises and the village closes to you for a day.
- A musician at the tavern. In the evening someone plays at the tavern - a flute, a violin or a guitar, and the Musician's own tunes. Just for the pleasure of it.
- Smoke and a bell. Smoke rises from the chimneys. A bell on the market square rings at dawn and at dusk: the villagers' day starts and ends with it.
- Every village has a name. It comes up on your screen as you walk in - Honey Village, Anchor Town, Komura... - and the Navigator's log book keeps the names of the villages you have been to.
- Animals and fields. The farmhouse keeps animals in its pen, the windmill has its fields of wheat, Bitter Grass and Medicinal Herb, and a cat or a dog hangs about the market square.
- Roads you can walk. A village on a slope has roads that climb from house to house: every door is joined to the market square, with never more than one block to step up.
- Hands off the villagers. Striking a civilian raises your bounty, sends the others running home and closes the village to you for a day: its merchants and its notice board will not deal with you. Killing one costs far more, for three days. The Marines nearby come for you.
- The notice board. On the market square, a board shows five small orders every morning, one for each supplying trade (fishing, hunting, mining, farming, cooking). Bring the goods to be paid in Belly and in XP for the trade; some orders add a small gift. The first to deliver takes the order.
- Marines in the villages. One village in two has a small Marine post with a few soldiers. A few villages stand next to a large Marine base, with its captains and its prison.
- New inhabitants. A village does not stay empty after a death. Three days later, at dawn, someone new moves into the house: a fisherman after a fisherman, a child after a child, a musician at the tavern again. They only arrive while nobody is looking. The farm's animals and the cat or dog of the square come back the same way.
- A village can die. Kill all the people of a village but one, before anyone new has moved in, and the village is dead for good: nobody comes to live there again, the travelling merchants and the merchant ship stay away, its notice board is closed, and its name comes up in grey as an abandoned village. The last inhabitant leaves at dawn. Everyone on the server is told, and the killers share a very large bounty: 25,000 Belly for each inhabitant the village had, split by how many each of them killed.
- Merchants on the market square. The travelling merchants come to these villages too. They set up at the stalls of the market square, and the Fishmonger on the quay of a village with a port, and they stay there.
- The merchant ship at the port. The merchant ship now anchors off the port of one of these villages when there is one near, and its arrival names the village. A port on a river is too shallow for it.
- Vanilla villages can be turned off. A new setting,
vanillaVillagesininocruise-common.toml, keeps Minecraft's own villages out of newly explored land, for a world with One Piece villages only. They are kept by default. - Sea Charts lead to them. A Navigator's village chart now leads to the nearest of these villages not yet charted. The chart takes a few seconds to draw; the game does not stop meanwhile.
- A concert on the square. Every five to eight days a small stage goes up on the market square of a village near
you, for a day; the chat and the barkeepers' rumours say where. A travelling musician comes with it: he opens the
concert and plays between two rests, and the villagers gather before the stage to listen. Step onto the stage and
he leaves it to you. A tune played there is for every player within reach, whatever their crew; the villagers count
as your audience, up to sixteen listeners, and the tune is worth twice its Musician XP. At his stall he sells two of
the lost tunes' score recipes (800 to 9,000 Belly). With a score in your hand, a right click on a villager plays
the score instead of starting a chat. How often concerts are held and how long they last are settings (
concertininocruise-common.toml). - A fever in the village. Every seven to ten days the people of a village near you fall ill for a day; the chat
and the barkeepers' rumours say where. A third of the adults have it: some keep to their beds, the others drag
themselves about. A doctor sets up on the square by the notice board. Right click him to see his list: three
everyday remedies of the Chemist's (healing candy and tonics, antidote powder), a few of each. Anyone may bring a
part; every remedy is paid in Belly and in Chemist XP. When the list is filled the village is cured, and for three
days its merchants take 20 % off their stalls for everyone who brought something (a Merchant keeps the better of
this and his own Bargain, not both). If nobody helps, the fever passes on its own: nobody dies of it. How often it
comes and how long it lasts are settings (
feverininocruise-common.toml). - A swordsmith from Wano. Every eight to twelve days a travelling swordsmith stops for two days on the square of
a village near you; the chat and the barkeepers' rumours say where. Right click him to see his commissions: four
of the base mod's named blades each visit - Sandai Kitetsu, Kikoku, Durandal, and of the Great Grade Wado
Ichimonji, Nidai Kitetsu, Shusui, Enma, Ame no Habakiri - which until now only the luck of a trader gave. A
commission takes a blade forged by a Blacksmith (a Katana or a Broadsword; a Warabide Sword for a Great Grade
blade), Pure Iron Ore, Diamond Fragments (and Dense Kairoseki for the Great Grade), and 10,000 or 20,000 Belly.
The blade is ready six in-game hours later; if he has left by then, the next swordsmith hands it over, in any
village. What the Blacksmith's own skill had put on his blade passes to the new one. One order at a time. How
often he comes and how long he stays are settings (
swordsmithininocruise-common.toml). - Forged by. A weapon made at the Forge now carries the name of the Blacksmith who forged it. A blade forged before this version carries no name: the swordsmith does not take it.
- Pirates and bandits no longer appear in the middle of a village.
Fixes
The Carpenter can learn his trade. His first hull, the Reinforced Boat, asked for level 5 and nothing came before it: a Carpenter could not earn any XP at all. It is now his first recipe, at level 1, and mending a hull afloat pays him a little XP too.
A score recipe bought from a merchant teaches its tune. Bought on a stall, it came blank and taught nothing. Score recipes are now named after their tune too ("Score Recipe: Binks' Sake").
Merchant ships, whole. The Amethyst Pearl House's swan has its eyes and its bill again (and no longer drops one on the deck when the ship arrives), every merchant ship has the two lanterns it was missing on its rail, and the wrecks no longer leave a rug floating over a hole.
Auction House, safer. A sale, a listing or a collection is now written to disk at once: a server that stops suddenly no longer brings back a lot that was already sold, or a price that was already collected. A damaged market file no longer empties the whole market. A player in creative mode with a full inventory no longer loses what he collects. A lot can no longer be listed at a price nobody could pay.
Treasure chests are buried in the ground again, not in the trees. A map whose X lay under a tree had its chest stuck in the leaves, above the player's head. The chest now goes into the ground under the tree, as the map says.
This mod has no additional files

