Mine Mine no Mi : Sky Island 0.4.0
Curse Maven Snippet
What's new
Mine Mine no Mi: Sky Island 0.4.0 (beta)
Enel's world. The Upper Yards get their altars and the great Sacrificial Altar on its lake, the four Ordeals of God's priests and the Sanctuary of God with its divine soldiers; and a third kind of island appears in the sky, Birka, Enel's homeland - in ruins round its crater, or, rarely, a whole town with its people, its merchant and its craftsman of dials. Finds are rarer on the Upper Yards, and a slowdown of the whole server is fixed.
Requires Minecraft 1.20.1, Forge 47+, Mine Mine no Mi 0.11.5 and AkumaLib 4.3.0 or newer. Client and server.
⚠️ Update AkumaLib to 4.3.0 before you start: Sky Island 0.4.0 does not load with an older one.
Worlds are kept. What you have already explored stays as it is; the new islands, altars, steles and structures appear in the parts you have not seen yet.
New
- Sacrificial altars on the Upper Yards. Two or three on an island, in clearings of the jungle: a small court of stone, a table of offerings between two urns of Vearth, two braziers kept burning, and a gate.
- They are a trail. A few gilded slabs leave each altar towards the next one: follow them from altar to altar and you reach Shandora, the City of Gold - or the Giant Jack on an island that has no city.
- The offerings are modest: Vearth, gold nuggets, some fruit, now and then a pouch of extol. No boxes.
- They belong to the Shandias. Take the offerings or break the altar with warriors nearby, and they turn on you as they do for a looter of Shandora.
- The great Sacrificial Altar, on about one Upper Yard in three: a stepped altar of old stone standing in the middle of a lake of cloud.
- There is no bridge. Swim, sail or fly across - and sky sharks guard the lake: they circle low over the cloud and go for whoever comes near.
- A great stair rises out of the lake to the offerings on top: gold, extol, fruit, and a box in about one chest in two (Wooden or Iron, a Golden one now and then).
- It is part of the altars' trail. Through the gate at its back, two gilded posts stand on the far shore: the trail goes on from there, towards the City of Gold. On an island with neither a city nor a Giant Jack, the small altars lead to it instead.
- The Ordeals of God's priests begin: the Ordeal of Balls. Enel's priests are challenges, started from the challenges menu like those of the Blue Sea, under a category of their own, God's Priests. The first one is Satori, in his forest of Surprise Clouds.
- You learn of an Ordeal in Skypiea only, from its stele. An Upper Yard has the steles of two of the four Ordeals, on its plains - the others are on other islands, so learning them all takes more than one Upper Yard: a paved enclosure of stone with a great poneglyph at its middle, and four pillars that bear the Ordeal's mark - balls of cloud for Satori's, chains for Shura's, puddles of swamp cloud for Gedatsu's, crowns of barbed wire for Ohm's. Rub the poneglyph with paper, as you would any poneglyph, and the Ordeal is yours. No poster and no poneglyph of the Blue Sea ever gives one. (The steles stand on Upper Yards not explored yet.)
- The forest is the fight. A clearing among giant trees on their mossy roots, a Milky Road winding between them - and balls of cloud of every size floating all over it. Nobody knows what is in one until it opens: flowers, a songbird, a venomous snake, blades, flame or powder. Touch one or strike it, and it opens on whoever stands near.
- Satori reads your blows and is not there. He bounds away, keeps his distance, and sends his clouds at you with his cane. Half beaten, he calls the Ball Dragon: a long string of clouds full of powder behind a festival dragon's mask, big at the head and small at the tail, that comes for you - strike any ball of it and the whole string goes up.
- Standard and Hard, as every challenge: beat him once and the Hard Ordeal opens - more health, haki, stronger clouds, two dragons, and the dragon breathes fire. It pays as the other challenges do, with a dial now and then (Impact, Breath or Flame).
- The Ordeal of String: Shura, the second of the priests, on the back of his giant bird Fuza.
- Its stele is the one with chains strung from pillar to pillar.
- The forest is strung with String Cloud: threads so thin you barely see them, between the trunks, at the knee and at the chest. Walk through one and it wraps round you. A few and you slow down; more, and you are bound - unable to move or strike for a moment. Go crouching and they do not catch you; leave them alone and they fall off.
- Shura fights from the air. Fuza dives at you for his master's Heat Javelin - whatever the lance strikes burns - and at once when the strings hold you, when it bites half again as deep. The bird also breathes a long jet of fire, which burns the strings in its way - and opens you a path through them.
- Bring the bird down, or hurt Shura enough, and he comes down to finish it on foot: he lunges with his lance, and casts more string at you from afar. When he falls, Fuza flies away.
- Standard and Hard, as the Ordeal of Balls; a dial now and then (Axe, Breath or Flame).
- The Ordeal of Swamp: Gedatsu, the third of the priests.
- Its stele is the one with puddles of lilac cloud at the foot of its pillars.
- The whole arena is pitted with Swamp Cloud: pools of thick lilac cloud sunk in the ground, from the clearing to the walls. Step in one and you sink, slowly, and you wade rather than walk. Once your head is under you are Smothered: you see nothing but lilac, your breath is gone in three seconds, and your health follows. Struggle up and toward the bank - hold jump - and you climb out; keep still - crouch - and you stop sinking.
- Gedatsu walks on his swamp: the Milky Dials in his shoes bear him. His Jet Punch throws him at you from afar and sends you flying, straight back - mind what lies behind you. You hear the dial hiss first. From afar he stands still for a moment and a thread of cloud on the ground shows the line he will fly along: step aside of it, and he flies past. At arm's length, step out of his reach before the blow, and it misses. His Swamp Cloud Burger is a ball of swamp cloud thrown on your head: Smothered for a few seconds, wherever you stand. He winds it up too: be out of his sight when he lets go, and it misses.
- He is careless. A punch that finds nothing leaves him standing for a moment, and now and then he rolls his eyes so far back that he cannot see: your opening.
- Standard and Hard, as the other Ordeals; a dial now and then (Milky or Breath).
- The Ordeal of Iron: Ohm, the last and the strongest of the priests, with his giant dog Holy - three stars where the other Ordeals have two, and a richer reward.
- Its stele is the one with crowns of barbed wire on its pillars.
- The White-Barbed Iron Deathmatch: a dome of barbed Iron Cloud shuts the clearing from the first moment. Touch the wire and it pricks you. Each time Ohm has lost a quarter of his health the dome draws in - a ring of sparks shows where it will stand - until there is hardly room left to fight.
- Iron Plates lie on the turf, plain to see. Step on one - or be thrown on one - and barbed wire springs out all round it: it stabs whoever is there and shuts you in for a few seconds. Then the plate is ready again. Ohm and Holy walk over them unharmed.
- Ohm fights with the Eisen Whip, a sword whose blade is Iron Cloud. From afar he shows a line, then the blade runs out along it, a dozen blocks: step out of the line. And his Eisen Back throws a wall of wire up between you when he sees a blow or a shot coming: it takes the blow, and stands a moment.
- Holy charges and sends you flying, and bites like the Giant Dog he is. But he obeys anyone: crouch before him, looking at him, and he sits for a few seconds. He will not be told twice in a row. When his master falls, he gives up.
- Standard and Hard; a dial now and then (Eisen or Milky).
- The Sanctuary of God, Enel's residence, on the summit of every Upper Yard that has neither a Giant Jack nor the City of Gold - a little over one island in four.
- A great stair of cloud climbs the flank, from the jungle to an esplanade of white stone lined with braziers: it follows the mountainside, gentle where the slope is gentle and steep where it is steep, and it is climbed without a jump. At the esplanade's back, under a wide red roof with upturned corners and the plaque of God on its front, stands the hall with its pink curtains.
- Inside, the throne, and behind it the ring of Thunder Drums - strike one and it sounds.
- The treasure lies at the foot of the throne, as rich as the chest under the Golden Bell: one or two boxes every time - a Golden Box in about two chests in five -, gold, a heavy pouch of extol, and dials (Axe, Flash, Breath or Eisen).
- It is guarded: four divine soldiers and their commander. Two soldiers stand at the head of the stair, one keeps each wing, and the commander stands beside the throne. They attack on sight: whoever they see is their enemy, and a blow at one of them brings them all.
- The divine soldiers are Enel's enforcers: bald, two small horns, long lobes hanging beside the face, a white robe with a red collar, dial skates under the feet - and they bleat. Their hands are empty: they fight with their dials.
- Axe Dial: a blade of air thrown from the palm. You hardly see it, but it flies in a straight line, so step aside and it misses. At arm's length, the same palm cuts.
- Flash Dial: held up, it glints for a moment, then bursts and blinds you for a few seconds - if you are looking at it. Look away while it glints.
- Breath Dial: a gust that throws you a few blocks back, and does no harm.
- And they glide to you on their skates.
- They patrol the jungle too. Now and then - it is rare - two or three divine soldiers roam the Upper Yard, far from any sanctuary. They attack on sight there as well.
- Their commander is a mountain of a man, twice their height, with ten Axe Dials on his sash. He announces each of his three attacks: he stands a moment, and cloud on the ground shows where it will fall.
- Punch Mountain, at arm's length: straight before him, and it throws you a long way.
- Stomach Mountain: he leaps and comes down belly first on a ring of cloud. Get out of the ring - right under him, the ten dials cut as well.
- Drop Mountain, from afar: a flying kick along a thread of cloud. Step off the thread.
- Make him miss and he stands open for a moment.
- Three new blocks for builders, each with a recipe: the Shrine Plaque, the Thunder Drum and Cut Cloud Stairs.
- Birka, Enel's homeland: a third kind of sky island. One Angel Island in five is now a Birkan island. Enel destroyed Birka: four of these islands in five are ravaged - and one in five was spared.
- Scorched cloud under a veil of ash. A cloud island like an Angel Island, struck by lightning: plates of Ashen Cloud and Scorched Cloud, craters where the lightning fell, in clusters and of every size, and cracks running across the ground. The air is grey and ash drifts in it: you know the island from afar.
- One great crater marks every ravaged island: fifty to ninety blocks across and about ten deep, its floor burnt black. You walk down into it and out again.
- Nothing grows there, and nothing takes root in burnt cloud. Ashen Cloud and Scorched Cloud are dug with a shovel, like Island Cloud.
- A town in ruins. Every ravaged island still carries what is left of its town: thirty to forty buildings in three rows round the great crater, in Birka's own style - cream plaster on a plinth of brick, friezes of indigo and baked clay, flat roofs, round windows. Low houses, stepped houses with a stair up to their terrace, tower houses three storeys high: every one broken towards the crater, each in its own way, with rooms you can still walk into. The first row stands on the crater's very rim, and the bowl cuts through it.
- The temple stood on the rim too. The crater took a good part of it: what is left is cut open, one tower still up.
- The vault. At the heart of the crater lies the temple's crypt, laid bare, and in it the treasure the town kept there: a rare dial every time (Flame, Impact or Reject), gold and gems, a heavy purse - and a fruit box one time in two.
- Chests in the ruins. Nearly one building in two still holds a chest: what the fire left, a common dial now and then, and a rare dial about one time in nine. Until now only the dial shop of a village had Flame, Impact and Reject Dials.
- The islands the lightning spared bear none of its marks: no crater, no burnt cloud, no ash. They have an Angel Island's land - white cloud, trees, a clear sky - and their town still stands.
- A living Birkan town. The town as it was before the lightning: its temple on its square at the heart, lamp posts round it, and thirty to fifty houses in three rows - low houses, stepped houses with their terrace, tower houses three storeys high with a ladder from floor to floor. Every house is furnished and lived in, and has steps up to its door wherever the ground asks for them.
- The Birkans. Townsfolk in pale robes with their town's frieze at the collar and the hem, and a Birkan's wings. They flee when struck.
- The merchant, behind the counter of his shop before the temple's portal, sells Birka's masonry cheap and in number - plaster, brick, their slabs and stairs, the three friezes and the rose window, a few thousand extol a block - and two sorts of common dials. He also buys burnt cloud: hold Ashen or Scorched Cloud out to him and he pays 20,000 extol a block, 64 blocks at most from each merchant.
- The craftsman of dials, in his workshop beside the shop, sells Flame Dials and Impact Dials and always has them: 1.5 to 2 million and 3 to 4 million extol.
- The guards fight like the divine soldiers - empty hands, the Axe Dial in the palm, the Flash Dial, the Breath Dial, dial shoes - but they go for nobody on sight: you may walk the town freely. Strike a Birkan, open a chest of the town or break one of its walls, and every guard around turns on you - and the town remembers you, however far you go before coming back.
- The crypt. Under the temple, down a stair that turns in its west tower, lies the town's vault, whole and guarded: the same treasure a ruined island's crater lays bare. Taking it is theft.
- A modest chest in every house: provisions, a little gold, a common dial one time in ten. Never a rare dial.
- Spawn eggs for the Birkan, the Birkan Guard, the Birkan Merchant and the Birkan Dial Craftsman are in the creative inventory.
- Nine new blocks for builders: Birkan Plaster and its slab, Birkan Brick with its slab and stairs, the Chevron, Diamond and Cross Friezes, and the Birkan Rose Window. Plaster is burnt in a furnace from Ashen or Scorched Cloud - so it takes a Birkan island to build in its style - and the rest is crafted or cut from it. All are mined with a pickaxe.
- In a world you already play, an Angel Island you have not visited yet may turn out to be Birkan, and one you have only partly explored may be Birkan in the parts you have not seen. A Birkan island you have already walked keeps what you saw of it: its town stands only in the parts you had not reached. No Upper Yard changes.
- String Cloud, Swamp Cloud, Iron Cloud, the Iron Plate, the Heat Javelin and the Eisen Whip are in the creative inventory, for builders: none of them has a recipe.
Changes
- The ruins of Shandora hold far fewer Devil Fruit boxes: about one a city, where there were about four. The crypt gives one four times in ten per chest, a hall almost never, and a Golden Box turns up in about one city in six. The rest of the treasure - gold, gems, dials, extol - is unchanged.
- No more bee nests in Skypiea. The trees of the Angel Islands no longer come with one, and neither does a sapling you grow there.
Fixes
- Sky Island no longer slows the server down. With the mod installed, every tick of the server lost about 30 milliseconds of the 50 it has, all the time and in every dimension, even if nobody had ever gone to Skypiea - enough for "Can't keep up!" to show as soon as anything else was going on. It was the search for boats fallen under the sea of clouds; it now costs nothing.
- A Knock-Up Stream in eruption is seen from afar. The column of water now rises from the sea to the sky and shows as far as the land does - a geyser erupting is a landmark on the horizon. It used to be a few flakes, seen only from right beside it.
- The warning shows too: during the half minute before an eruption, the sea heaves into a mound of foam over the geyser.
- An eruption roars: a rush of air and water for as long as it lasts, heard about a hundred blocks away.
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