Cruise Cruise no Mi 0.4.0 (beta)
Curse Maven Snippet
What's new
Cruise Cruise no Mi 0.4.0 (beta)
The world answers back. Villages now grow in five lands, each in its own look, and one place in four is a walled town with its guards, its market hall, its inn and its warehouse. A village has a town hall and a flag: it can be won by trust, by fear or by force, raided, defended, and it mends itself after a fight. And things happen out in the world: a floating restaurant and its cooking contest, a fishing tournament, a ghost ship in the fog, storms at sea, a ship in distress, migrations, schools of fish, a falling star. A guide book says where to start.
Requires Minecraft 1.20.1, Forge 47+, Mine Mine no Mi 0.11.5 and AkumaLib 4.3.0 (was 4.0.0). Client and server.
⚠️ AkumaLib 4.3.0 is needed - the latest one. Update AkumaLib first. With an older AkumaLib the game does not start: Forge's screen says that Cruise Cruise no Mi asks for AkumaLib 4.3.0 or above. Get it on its CurseForge page; the other addons that use AkumaLib go on working with it.
⚠️ Update the server and every player together. The network protocol changed, AkumaLib's and Cruise's: a 0.4.0 client cannot join a 0.3.1 server, nor the other way round.
⚠️ Your worlds. A world made with 0.3 opens as it is. What is new in the villages - the looks of the four new lands, the town halls, the towns - appears in land that has not been explored yet: villages already made keep their shape. Minecraft's own villages no longer generate in new land (a setting brings them back, see Changed).
⚠️ A beta: everything here is playable, but numbers (how often the events come, what they pay) may still move
with your feedback. Each event can be turned off, or made to come more or less often, in
config/inocruise-common.toml.
New: the Cruise Guide
- The Cruise Guide. A book that says where to start. Its first pages list the chapters: one for each of the fourteen trades, and others on getting started, Solo and Crew, trade, the collections, the villages and what happens out in the world. Open a chapter and its sections are listed on the left page - for a trade: what it is, how to start, what pays, what comes later - and the one you click is told on the right page, with the bench's recipe drawn where there is one. Every player is handed a guide, once, the next time he comes into the world; lose it, and a book and a sheet of paper make another. It opens again where you closed it.
- A Guide plank on every trade's page of the professions book opens the guide at that trade's chapter.
- Whether the guide is handed out is a setting (
guideininocruise-common.toml).
New: out in the world
- The notice board tells the news. A village's board now has two notes: the day's orders, and the news - every event running within 2 000 blocks, told as a barkeeper would tell it, with how long it still lasts. A ship at anchor gives its coordinates; a school of fish, a fallen star, a migration, a storm or the fog give a way and a distance, as their announcements do. It costs nothing: you only have to come and read.
- The floating restaurant. Every nine to thirteen days a restaurant ship in the shape of a fish drops anchor near you for a day, off a village's port, a coast or out at sea; the chat and the barkeepers' rumours say where. Climb aboard by its ladders: a terrace, a lounge under the fish's head with its mouth open on the sea, a dining room, and upstairs a kitchen you may cook in.
- The chef's cooking contest. Each visit the head chef cooks a dish of his own, named in the news: its recipe's level is the score to beat. Right click him with your best dish in hand. A dish scores its recipe's level, five more if it is Fine, ten more if it is Superb. Reach the chef's score and you take the gold; within ten of it the silver, within twenty the bronze. The chef keeps the dish and pays at once: 2.5, 2 or 1.5 times its price in Belly, Cook XP, and four, two or one rare ingredients. A dish that takes no medal is simply paid for. One dish each visit, and only a Cook may enter, with a dish of a level he could cook himself.
- A new title: Golden Ladle. For whoever takes the gold.
- The head waiter. Behind the dining room's counter he buys your dishes for a fifth more than the Travelling Cook does, and sells what a Cook has trouble finding - rare fish, creatures and produce, a few each visit - and the house's own dishes, ready to eat. Dear, as any stall.
- A lively house. The restaurant comes with its people: about ten guests - nobles and well-off townsfolk in their best, and a few ordinary folk - most of them seated at the tables of the dining room, the lounge and the terrace, two or three strolling on the terrace; a pianist at a Grand Piano in the dining room, playing the Musician's tunes for the pleasure of it; waiters going from the counter to the tables with the dish of the day; kitchen hands at work upstairs about the chef. Right click any of them for a word. The piano is the house's: it cannot be taken.
- How often the restaurant comes and how long it stays are settings (
restaurantininocruise-common.toml). - The fishing tournament. Every six to nine days a judge sets up for a day on the quay of a village that has a port; the chat and the barkeepers' rumours say where, and name the catch of the day - something that bites in that village's waters, never harder to land than your Fisher's level allows. Fish where you like while the tournament runs, then bring your best one to the judge: right click him with it in your hand. He measures it against what its kind can reach: nine tenths of the way up its range of sizes takes the gold, three quarters the silver, six tenths the bronze - his window gives the sizes in centimetres, and tells what the catch in your hand would take. He hands it back and pays at once: ten, six or three times its worth, in Belly and in Fisher XP. Only a catch you landed yourself since the tournament began counts (its tooltip says so), and each angler has one weigh-in: pick your best.
- The Fishing Trophy. When the day ends, the biggest catch measured takes the trophy, if it reached silver at least: the fish itself mounted on a plaque, with its size, your name, the village and the day. It is handed to you wherever you are - at your next coming if you are away. Hang it on a wall.
- A new title: Golden Hook. For whoever takes the gold at a tournament.
- How often tournaments are held and how long they last are settings (
fishingTournamentininocruise-common.toml). - The fog of the Florian Triangle. Every seven to ten days, at nightfall, a thick fog falls over a stretch of sea a few hundred blocks from a player; those near enough are told which way and about how far. From outside nothing shows: you find it by sailing into it. The world closes in, grey, until you see no farther than some fifteen blocks. Somewhere in the thick of it a ghost ship drifts - grey timbers, black sails in rags, pale lights - and her bell tolls: follow it. Pirates guard her. Aboard, the old cargo of a merchant's hold and torn maps; and in the captain's chest, in her cabin, and in the chest hidden at the bow end of her hold, now and then a torn legendary map - found there more often than anywhere - or the score recipe of a lost tune. At dawn the fog lifts, and the ship is gone with whatever was left aboard.
- How often the fog falls and how many pirates guard the ship are settings (
ghostShipininocruise-common.toml). - A storm at sea. Every four to seven days a storm breaks over a stretch of sea a few hundred blocks from a player, about a hundred blocks across in every direction, for four to six in-game hours. It is local: it rains and thunders only for those who are in it, and its lightning shows from afar. In it a Carpenter's boat is slower and a weak hull takes a blow from the waves now and then - the Burning Tree's and the Adam's hulls take none, and Iron Plating shields the others; a plain boat ends up breaking. Lightning can strike whoever is in the open on the water, in a boat or swimming - not ashore, under a roof or under water - and sets nothing on fire. And the rare fish of those waters bite three times as often there.
- The Barometer foretells it. Half a day before a storm at sea breaks, the Barometer says which way it is brewing, about how far, and in how many minutes it breaks - the Navigator knows before anyone. Everyone near enough is told when it breaks. While it rages the Barometer says when it will pass.
- How often storms break, how long they rage and how early the Barometer knows are settings (
seaStormininocruise-common.toml). - A ship in distress. Every eight to twelve days a merchant house's ship, wrecked, runs aground near a player, and everyone is told where. Her captain stands on what is left of her deck: right-click him to see what she needs - 192 planks (a log counts as four), 48 wool and 32 iron ingots - and to deliver what you carry. Anyone can help, whatever his trade. Each delivery is paid at once. When all of it is there she is whole again before your eyes - masts, sails and all - and her captain thanks those who delivered, each in proportion to what he brought: a bonus in Belly, and a share of his hold - goods of the trades, a torn rumor map, now and then an old one. The one who brought most also has a part of the ship - Iron Plating, a Hull Ram or a Fine Sail, sometimes a Master's Sail - and, rarely, a Devil Fruit box. It is handed to you wherever you are, at your next coming if you are away. Then she sails away. If she is not repaired within the day she sinks; what was delivered stays paid.
- How often ships in distress come and how long they last are settings (
shipInDistressininocruise-common.toml). - A creature migration. Every five to eight days, for one day, one of the creatures that have a rare variant settles in numbers where it lives, a few hundred blocks from a player: the Hercules Beetle, the Atlas Beetle, the Ice Stag Beetle, the Lightning Beetle, the Fire Hercules or the Swallowtail Butterfly - which is otherwise only ever met in a trap. Those near enough are told which creature, which way and about how far, and told again as they walk into it. A dozen of them are there at a time, and one in five is the rare one - a Golden Hercules, an Invisible Swallowtail - instead of one in twenty: the day to fill those pages of the Bestiary. The migration holds thirty creatures for everyone: it is over when the last one is caught, or moves on when its time is up. One that takes fright and flies off is not lost: another settles in its place.
- How often creatures migrate, how long they stay and how many there are are settings (
creatureMigrationininocruise-common.toml). - A school of fish. Every three to five days a school of one fish passes off a wild coast or out at sea, a few hundred blocks from a player, for half a day. Those near enough are told which fish, which way and about how far - no coordinates: look for the sea gulls diving over it, and the water stirring under them. Cast your line in it and nearly every catch is that fish, bigger than usual - a good place to beat a record - and the bite comes about twice as fast. It is a fish of those waters that your Fisher's level can land. The school holds forty fish for everyone: it scatters when the last one is landed, or moves on when its time is up.
- How often schools pass, how long they stay and how many fish they hold are settings (
schoolOfFishininocruise-common.toml). - A falling star. Every fifteen to twenty days, in the night, a star falls somewhere in the wild, a few hundred blocks from a player. If you are within sight you see it streak across the sky and hear it strike. Everyone is told which way it fell and about how far - no coordinates: look for its column of smoke. The meteorite lies on the ground for one day: a shell of dark rock around a core of Kairoseki ore, with a few diamond, gold and emerald ores and a Star Core at its heart. Dig it out while it lasts; a Miner gets his usual XP and finds from it. A day later what is left of it crumbles to dust and the place is as it was: the star digs nothing and breaks nothing.
- A new material: the Star Fragment. The Star Core at the heart of a fallen star holds one, and it is found nowhere else. Only a Miner of level 50 can take it, with a diamond pickaxe or better; nobody else can break the Star Core, so nobody can waste it. It is kept for the master crafts of the highest levels, which are still to come; until then the Prospector buys it for 15,000 Belly, more than anything else he takes.
- How often stars fall and how long they lie are settings (
fallingStarininocruise-common.toml).
New: villages
Villages mend themselves. A village can now be damaged, and recovers. Whatever broke it - an ability, an explosion, fire, a hand - it puts itself back block by block, from the ground up, once it has been left in peace for three minutes: the ruins last as long as the fight, then a house is back in about half a minute. What you build in a village is cleared away as it mends and handed back to you, dropped where it stood - a chest with what it held. A village's own blocks give nothing when they break, and its chests come back empty. Breaking them by hand is a crime: the first two blocks in a day are warnings, the third closes the village to you and raises your bounty, as striking a villager does. A village whose people were all killed no longer mends: its ruins stay. A server can also leave its villages unprotected, or forbid all damage in them (
villageDamagein the mod's settings).A town hall in every new village. The tallest house on the market square, with a stepped gable, a balcony over its doors and a mast on its roof. Its mayor is there by day, behind his desk: right click him and he tells you what his village is - its name, its people, its workshops, its port - and who is there. The flag on the mast says who holds the village: the Marines' where they keep a post or a base beside it, a bare mast where nobody does, and over a village whose people are all dead. The mayor is one of the villagers: striking him is a crime, and if he is killed another one comes three days later. Villages your world already has keep the shape they were made with and have no town hall; the coastal villages made from now on are a little wider.
A village under your flag. A pirate crew, the Marines or the Revolutionaries can put a village that nobody holds under their flag: ask its mayor, in the town hall. There are two ways.
- By trust. A village takes the flag of those it trusts: twenty good turns done to it - an order delivered to its notice board, a help during its fever. For a crew every member's count. It then keeps 40 Belly a day for each villager in the town hall's coffer, with a share of what its stalls take in, and gives your group 10 % off at its stalls (the best discount alone, never added to another). Its loyalty does not wear away with time.
- By fear. A pirate captain may threaten the mayor instead: he gives way to a bounty of 10,000 Belly for each villager. It is quick and it is poor: a village that fears you pays half the rent, gives no discount, its people step away from you, and its loyalty wears away in days unless you come back to threaten - or earn its trust, which good turns still do.
- Its loyalty sets the rent - a village half loyal pays half - and at nothing the flag comes down. Your own crimes in a village that trusts you cost it.
- The coffer is collected at the mayor: by the crew's captain, who alone takes a village or gives it back; for the Marines and the Revolutionaries, by whoever raised the flag.
- Your flag flies on the town hall's mast - a crew's own Jolly Roger - and your group is told what becomes of its villages.
- Raids. Every twenty to thirty days a village you hold is raided by your enemies: the Marines if you are pirates or Revolutionaries, pirates if you are Marines. Your group is told a day ahead, the mayor says so too, and it comes only while one of you is in the world. The raiders land at the village's edge at dusk, as many as the village is large, and make for the square: beat every one of them within five minutes. A bar at the top of the screen shows your group how many are left and how much time, and the last three are seen through walls. The villagers stay in and cannot be hurt; what is broken mends. A raid repelled makes a trusting village more loyal, and it thanks you into the coffer; one lost costs it 30 of its loyalty - and a village ruled by fear is lost at once. A Peaceful world has no raids.
- By force. A village with a Marine post or base is the Marines', and every Marine has the friend's price there: it is not won by good turns or a great bounty, but taken from them. Empty their post - or the base beside the village - of its soldiers, then declare your assault at the mayor's: their reinforcements land at once, twice as many and led by a vice admiral where the base stands. Beat them all within five minutes and the village is yours - ruled by fear under a crew, freed and trusting half way under the Revolutionaries. Fail, and the Marines settle in again: three days before another try, and a bounty on those who were there. The Marines raid such a village sooner, and if your flag falls there they are back.
- Pirate villages. New villages are no longer the Marines' five times in eight: three in eight have the Marines (one of them the large base), and two in eight are a pirate crew's - a blockhouse among the houses, with its crow's nest, or, in a village by the sea, their ship moored off the port, a gangway running to her from the foot of the lighthouse, their Jolly Roger at her masthead - and over the town hall a Jolly Roger like no other, each crew having its own name and its own flag. By the sea, where there is water enough for her, pirates are twice as many: they have the villages the Marines' post would have had. A crew's men are no friends of the Marines or the Bounty Hunters, whom they strike on sight; anyone else they leave alone, unless struck first. Such a village is taken from them as from the Marines - their den or their ship emptied, the assault declared at the mayor's, the rest of the crew beaten in five minutes - by another crew, by the Revolutionaries, or by the Marines, who free it as the Revolutionaries do. Villages already made keep whoever they had.
- Revolutionary villages. One new village in eight is the Revolutionary Army's: their flag over the town hall, and their camp apart from the village - three tents round a fire in a clearing, some thirty blocks from the last houses, with no path to it. Eight of them keep it, soldiers, brutes and a captain: fighters of their own, in capes, goggles and hooded cloaks. Like a crew's men they strike the Marines and the Bounty Hunters on sight and leave everyone else alone, unless struck first. Every Revolutionary has the friend's price in such a village. It is taken from them as the others are - their camp emptied, the assault declared at the mayor's, their reinforcements beaten in five minutes - by a crew or by the Marines. The camp is no part of the village: nothing mends it, and breaking it is nobody's crime. Where the land around a village is too rough or too wet for a camp, the village is nobody's.
- Assaults between players. On a server, a village another group of players holds can be taken from them. Declare your assault at its mayor's - for a crew, its captain alone: both groups are told, and the mayor says so to whoever asks. It takes place at dusk, a whole day later at least, and only if one of its holders is in the world then; otherwise it is put off to the next dusk, and after seven such dusks the village falls without a fight. From the declaration to the end the village's coffer is sealed and its flag cannot be struck: both are what is fought for. The assault is won by holding the village's square sixty seconds in a row - one of you on its pavement, none of them, the roofs of its well and its stalls not counting - within five minutes; a bar at the top of the screen shows both groups the count. Whoever is killed is out of it until it ends. Holders who are fewer than their assailants are joined by fighters of their own side, two for each player they lack, twelve at most, who strike the assailants and nobody else. Win, and the village is yours - ruled by fear under a crew, trusting half way under the Marines or the Revolutionaries - and its coffer with it. A village defended is the more loyal for it, as after a raid repelled. Afterwards the village is spared any assault for five days, and beaten assailants wait three before another try. A group has one assault declared at a time and may call it off at the mayor's, at the price of the same three days; no raid comes to a village while an assault is declared on it. Where players cannot fight one another, there are no assaults. There is no limit to the villages a group holds. All of it but the assaults between players works in a world of your own too.
Villages in the desert. Cruise's villages now grow in the desert too, and there they are the desert's own: sandstone houses with flat roofs behind crenellated parapets, a course of terracotta set with glazed tiles, cloth awnings over the doors and shades on the larger roofs, a dome on the tavern and on the hall, streets and a square paved in sandstone, jars where the plains have barrels - no timber and no brick. Everything a village has is there under the new look: the square and its well, the tavern, the workshops, the windmill inland, the port, the lighthouse and the shipyard by the sea, the notice board, the events, the flag. Its people dress for the place: turbans and head cloths, long robes worn open, wide sashes, sandals. A desert village is headed by a governor, in his palace: who heads a village, and what his building is called, now follows the kind of village - the plains keep their mayor and their town hall. A pirate crew's blockhouse is of sandstone there too; the Marines' post and the Revolutionaries' camp are as everywhere. A village takes the look of the land around it, even when it stands on that land's beach. Villages already made stay as they are.
Villages in the snowy plains. Cruise's villages grow in the snowy plains too, built for the cold: walls of spruce planks on a foot of stone, stone chimneys, roofs in steps that carry the snow, firewood stacked by the doors, lanterns on stone posts, banners over the doors, drifts against the back walls, carved ice on the square. The lanes stay clear under the snow. A village by a frozen sea has its port all the same: the ice takes its piers and its boats. Its people wear long coats, fur hats, knitted caps, scarves and mittens, and a chief heads them from his great hall. A pirate crew's blockhouse is built the same way; the Marines' post and the Revolutionaries' camp are as everywhere. Villages already made stay as they are.
Villages in the savanna. Cruise's villages grow in the savanna too, in acacia and fired clay: walls of yellow or red clay, or of logs, on a foot of red clay; roofs of four slopes, far out over the walls, the larger ones in two tiers round a little window of orange glass; a gallery on posts over each door, a lantern under it; brown banners on the walls, jars of fired clay behind the houses, quays of logs, a square of beaten earth round a well of clay. The hall alone keeps its stepped gable, and the flag on it. Its people are bare to the waist in skirts of grass, their hair in a knot, a necklace of white stones at the neck, and an elder heads them from the Elders' Hall. A new block, the Terracotta Chimney Cap, smokes on their chimneys. Villages already made stay as they are.
Villages in the taiga. Cruise's villages grow in the taiga too, built of what the forest gives: walls of rough stone, mossy at the foot, between posts of logs - of boards for the wooden houses -, roofs of logs laid in steps under a ridge beam, a lantern under each gable and the house's banner under it, boards under the eaves, a little roof over each door, firewood and a lantern on a stone post beside it, pumpkins behind the houses, shields along the hall. Its people dress as Elbaf's do - horned helmets, furs, bright tunics, braids - and a jarl heads them from the Longhouse. Villages already made stay as they are.
A village stands in a clearing. No tree grows on a village's ground any more - its plots, its lanes, a town's wall - nor within eight blocks of it, in any land: the trees round a village are whole, and the forest begins a few steps from its houses. A tree you plant in a village grows as anywhere. Villages already made stay as they are.
New: towns
- Towns. One new place in four is a town: a village's square, tavern and hall with quarters round them - streets of houses on either side, a craftsmen's street, a row of houses behind the hall or above the port - about twice a village's houses, more than twice its people, and a workshop of every trade. A town stands where the land has room for it; elsewhere the place is the village it would have been. A town has four buildings no village has: a covered market hall, its stalls under a great roof on posts; a barracks, with its yard and its butts; a warehouse, its wide doors open on the street; and an inn, with a porch, a balcony and its sign. Each is drawn in the five lands' looks and furnished, and each land has its own names for them - a bazaar, a garrison, a granary and a caravanserai in the desert, a mead hall for an inn in the taiga; the one at the town's head says them. Guards live at the barracks: dressed as their land's guards are - a grey coat and a peaked cap in the plains, a collar of gold and a corselet of scales in the desert, a green coat and a white fur cap under the snow, hide and grass in the savanna, a crested helmet and a purple cape in the taiga - and each with one of Mine Mine no Mi's plain weapons in hand. They keep the town: each is as strong as one of Mine Mine no Mi's brutes; one of them is always on his round of the gates, by the lanes, by day and by night, while the others stand at their posts, and they take it in turns. They go for the monsters that get within the walls, for whoever strikes one of the town's people - and, for as long as the town is closed to him, for that player on sight. They follow nobody far out of their town. A blow on a guard costs double what a blow on a townsman costs. When a town you hold is raided - or, on a server, assaulted by other players - its guards fight beside you if it trusts you, and keep to their posts if it fears you. A town is walled, in what its land builds with: stone in the plains, sandstone in the desert, fired clay in the savanna, a palisade of peeled logs under the snow, of logs in their bark on a foot of stone in the taiga. The wall follows the land in steps; its gates, under a little roof, are always open on the town's lanes; a walk runs behind its merlons, with a ladder at each gate and a lookout at each corner; the windmill and its fields lie outside, and by the sea the wall stops at the shore, open on the port. Those who come for a town - raiders, reinforcements, a crew that assaults it - come in by its gates. What follows a village's people follows a town's: the rent it pays the flag over it, the bounty on its ruin, the raiders sent against it. A place whose name is a word is called a Town or a Village for what it is; "Town" comes up under a town's name as you walk in, the one at its head says so, the log book lists it as one, and a Sea Chart drawn to a town is named for it. Villages already made stay as they are, and keep their names.
- A town's market hall is where its merchants are. The Fishmonger, the Hunting Merchant, the Travelling Cook, the Prospector and the Materials Trader each keep a stall under the hall, and are always there: no more waiting for one to pass. They carry a purse twice as heavy as elsewhere and post five orders where the others post three; their goods, their orders and their purse are new each day. An Auction House stands by the hall's way in, open to all. In a village the merchants come and go as before.
- A town's inn lets rooms. Its innkeeper stands behind the counter, dressed as his land dresses: speak to him and take a room for the night, 500 Belly. Once it is dark, lie down in one of the inn's beds and you rise Rested: 10% more XP in every trade until the next dusk, on top of what a dish gives. A few seconds in bed are enough, even when others on the server stay up; and if the night goes by before you have had them, the room stays yours one night more. The inn's beds are for its guests only, and sleeping there does not move the place you come back to after a death. A town that is closed to you has no room for you.
- A town's warehouse buys in bulk. Its storekeeper stands by his table, dressed as his land dresses: speak to him to see the town's orders in bulk - five at a time, one for the Fisher, the Hunter, the Miner, the Farmer and the Cook, each for 16 to 32 of an everyday good. He pays a wholesale price, a little under the notice board's by the piece, and a quarter of the XP making the goods gave. He takes plain goods only - your Fine and Superb pieces and your biggest fish stay with you. Bring what you have: an order is filled in as many goes as it takes, and several players can fill one together, each paid for what he brings. A filled order is replaced the next day, one nobody fills after a week, and whoever fills an order has done the town a good turn.
- A Merchant can rent a stall in a town's market hall. The hall has a clerk, by the way in, dressed as his land dresses: speak to him and rent a stall for 2 000 Belly a week, paid ahead - one stall a town, in as many towns as you like. Lay on it what a merchant buys, on its 27 squares: the town's people buy off it every day, whether you are there or not - 8 pieces a day and one more every 5 Merchant levels, each for half as much again as its merchant gives, your own Merchant's bonus on top. Come back to the clerk to fetch the takings, which teach you the trade as any sale does. A stall you do not pay for again is given back: what is still on it and what it took in wait for you with the clerk. A town that is closed to you closes your stall for as long.
- For operators:
/cruise locate./cruise locate townand/cruise locate villagefind the nearest place of that size; add a land -plains,desert,snowy,savanna,taiga- for the nearest in that look, or give the land alone./cruise locate adam_treefinds the nearest Adam tree. The answer gives the place's name, where it is and how far; click the coordinates to go there. A rare kind is far: the search may take a minute, and the server goes on meanwhile.
New: for the trades
- Big game for the Hunter. From level 30 a Hunter hunts the beasts of Mine Mine no Mi with a weapon: the Lapahn, the Bananawani, the gorillas, the Humandrill, the dugongs, the Fighting Fish and more, fourteen in all, one or two new ones every few levels up to 50. The killing blow pays Hunter XP, with a large bonus the first time, and writes the beast in a new Beasts section of the bestiary, which says where each one lives and has its own rewards. A tamed beast, a young one or one out of a spawner does not count.
- Harvests of quality. From Farmer 30 a ripe harvest comes out Fine one time in four, and from 40 Superb one time in ten: crops and fruit alike, everything that harvest gives. Fine and Superb produce pays the Farmer more XP, sells dearer, and makes better dishes: a dish now counts the quality of its produce as it counts the size of its fish, so a salad can be Superb too. A dish is never worse than its fish alone would make it. Produce of different qualities does not stack together.
- Two new crops for a seasoned Farmer. The Golden Matsutake and the Cactus Flower can now be sown: plant the one you found. The Golden Matsutake at Farmer 35, on dirt in the shade like the Mystery Mushroom; the Cactus Flower at Farmer 45, on sand like the cactus. They grow half as fast as other crops, and you still find them now and then when reaping mushrooms and cactus.
- The Sounding Lead, a new instrument of the Navigator (Chart Table, level 10: an iron ingot and three string). Use it over water, from the shore or from a boat, and it tells you how deep the water is. Fish bite by depth: your Fisher will want one. Anyone can use it.
New: with Sky Island
- Fishing in Skypiea, if you also play with Mine Mine no Mi: Sky Island. Its sea of clouds is now a fishing ground for the three fish of the sky: the Lovely Angel near the shore, the Sky Fish further out, the Giant Sky Fish over the deep - and they bite more often there than in water high up in the air, which still works. Any rod will do. The Sounding Lead reads the depth of the cloud sea too. Without Sky Island, nothing changes.
- The Golden Fruit tree grows on the heights of the Upper Yard, if you also play with Mine Mine no Mi: Sky Island: among the giant trees, up where its fruit belongs. With Sky Island it no longer grows on the mountains of the Overworld; the trees already there stay, and a sapling can still be planted anywhere. Without Sky Island, nothing changes.
Changed
- Minecraft's own villages no longer generate. A world now has Cruise's villages alone: they grow in the same
lands, each in its land's look, and about one more in six stands where a vanilla village would have taken the
room. With the vanilla villages go the villagers and their trades, the iron golems and the raids. Villages
already generated stay as they are, and the log book no longer counts the vanilla villages among the places to
find. To have both kinds, set
withVanillaVillages = trueininocruise-common.toml, undervillages; the oldervanillaVillagessetting is no longer read. - Every trade now climbs at the same pace. From level 1 to 50 a trade takes about fifteen hours of work, whichever
it is. Until now the Miner needed three times as long as the others, and the Farmer, the Fisher and the Hunter much
less.
- Miner: an ore, and what you find in it, pays three and a half times as much XP.
- Fisher: a catch pays 40 % less XP.
- Hunter: a capture pays 20 % less XP.
- Farmer: a harvest pays half as much XP, and a plant grown old to you pays less still. It pays in full up to ten levels above the level it asks for, then 5 % less for each level, down to a quarter. What you sow tells you so in its tooltip. Grow what your level opens: from level 30, the Golden Fruit.
- First catches and first captures, the rewards of the bestiary and of the log book, and the villages' orders pay as before. Your levels do not change, and neither do the prices of goods.
- JEI and the trade book show the new XP.
- The Carpenter's first boats come sooner. The Reinforced Fishing Boat opens at level 4 (it was 8), the Cargo Boat at 7 (12) and the Longboat at 13 (15): no more building the same boat over and over to get started.
- Three plants come later in a Farmer's life, so that there is something new to sow all the way up: Cactus Pulp at level 22 (it was 12), the Lotus Seed at 28 (15), the Horrific Pear's sapling at 20 (5). What you have already planted stays, and reaping needs no level. They are worth more XP and more Belly than before, and their wild plants are rarer.
- The coconut palm has a new shape. A slender trunk, 6 to 12 blocks tall, that bends once or twice as it rises; a crown of fronds spread like a star, a few of them hanging; and its coconuts under the crown, against the trunk. So grow the palms of the beaches and of the deserts in land you have not visited yet, and the ones you plant. The palms that already stand in your world stay as they are.
- Lighter villages. Villagers who cannot get where they are going no longer look for a way ten times a second, and one who cannot get home at night stays where he is and tries again a little later. Lockers, villages' borders and a few other things ask less of a busy server.
Fixed
- Killing one of a village's people earns nothing, whoever it is, and a death that follows your blow by a moment - a fall, a fire, your own animals - is counted as yours.
- Setting the time by command.
/time set dayno longer upsets the villages: before, on a world a hundred days old, it left a village that was closed to you for a day closed for a hundred, and froze a merchant's purse and orders for as long. Now such a command changes the hour and leaves the count of the days alone. - A board two players read. With several players reading the same notice board, the same doctor's list or the Auction House at once, each window now follows what the others do: an order taken, a remedy brought or a lot sold shows at once on everyone's window. Before, the others went on seeing it as it was until they clicked.
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