File Details
Mine Mine no Mi - 1.20.1 - 0.11.1
- R
- May 8, 2026
- 20.38 MB
- 4.9K
- 1.20.1
- Forge
File Name
mine-mine-no-mi-1.20.1-0.11.1.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
0.11.1
Items & Blocks
- Added the following new clothing items:
- post timeskip chopper's hat
- sogeking's mask
- who's who's mask
- white walkie coat
- bastille's mask
- blugori hood (dyeable, 2 layers)
- senor pink's diaper (dyeable, 2 layers)
- soul king's crown
- The following items were also made dyeable:
- senor pink's bonnet (2 layers)
- cabaji's scarf (2 layers)
- The unusable barrels found in most structures can now be turned into regular barrels by just right clicking them instead of breaking them
Ability Tree
- Finalized the ability tree
- Abilities are split in 4 categories
- Martial Arts (Brawler and Black Leg)
- Accuracy (Sniper)
- Technology (Doctor and Art of Weather)
- Weapon Mastery (Swordsman)
- Some individual abilities can cross the category boundary and require 2 or 3 types
- Players can do quests from different trainers and obtaining different points in all of categories based on what they wanna unlock or what builds they're going for as they're not limited on what they can unlock
- By default players can spend a total of 100 TP (training points) however they see fit
- Because of this the concept of fighting styles got somewhat diluted, choosing your favorite will grant 2 bonuses:
- You unlock the first ability (or abilities in case of Art of Weather) free of charge for your selected style
- Specific passives cannot be unlocked (ex swordsman buff with swords or brawler's extra damage)
- You gain 20% more points (rounded up) associated with your fighting style
- This dilution also applies to races (albeit less so) since players can now unlock abilities from all races within some limits:
- Some abilities are locked to only that race
- Some of them will cost more to unlock than it would cost for their race
- Once again some passives are not unlockable so things like cyborg's extra armor, mink's extra speed or fishman's water breathing are locked for their races
- On top of all these there's some edge cases too:
- Rokushiki is fully unlocked to all races, and probably the most "free" one of them all in terms of order, due to this human's spending limit is 20% higher than other races (so with default configs they'll have a TP limit of 120)
- Cyborgs don't start will all abilities unlocked from the start however to still keep that early benefit feel they'll start with 10 technology points ready to be spent
- Trainers can also be talked with to reset the ability tree entirely. This can also be done via
/points resetcommand depending on your needs- Both of which will essentially lock back all the nodes you've unlocked and give back the points you've spent
- Resetting the points will only reward 80% of the points used not the full amount (check the config section), for example if the current nodes amount to 20 total martial arts points and you reset them you'll only gain 10 back
Quests
- Entirely new sets of quests classified in 4 categories (also based on the training points you get from them)
- Martial Arts (Brawler and Black Leg)
- Accuracy (Sniper)
- Technology (Doctor and Art of Weather)
- Weapon Mastery (Swordsman)
- Doing quests for your specific category will give a 20% increase on points earned
- Quests now award points in one (or multiple) of those categories with which players can unlock abilities
- Some quests are now repeatable after some hours (cooldown is visible on them in seconds after completion)
- Legendary Dugong Masters now have access to all of these quests
Others
- Humanoid Zoans will visibly wear their armor/clothes
- This is very much experimental and can break with certain modded items (specifically the ones with 3D models), keep in mind all armor models are made to work specifically with the humanoid model, trying to fit them on wildly different models (such as Axolotl) is bound to result in visual inconsistencies, mostly talking about clipping issues and in worst case scenarios armor not fitting correctly
- Ability tooltips got a bit of an update which should result in more information being visible in the tooltips (such as explosions radius/damage) as well as more accurate informations
- As of right now not all abilities received this update, all racial and style based abilities + a bunch of fruits did however, with the rest coming up in the next patch
- The abilities that did not receive the update will simply use the old tooltips instead as the system was kept in place for legacy / backwards compatibility reasons
- Ability List, Ability Tree and Quests List screens will now pause the game in single player
New World
- New "mode" that triggers once the ender dragon is defeated, essentially a hard mode of sorts
- Once triggered the following permanent effects will take place in the world:
- Captains spawn in the open world
- Captains (of all spawn types) will rarely spawn with devil fruits (only if the config allows for it)
- Open world Grunts spawn 25% less
- Open world Pacifistas, Brutes and Snipers spawn 25% more
- Rare loot chances (such as boxes or rare rewards from challenges) increased
- Maximum amount of training points players can spend increased by 30%
- New config options
New World Modewith the following options:DISABLED- Fully disable the mode, even if it was already triggered previously (this does not reset the flag itself)NORMAL- Normal settings, new world mode gets triggered upon defeating the ender dragonSTART- Starting the new world mode from the very start of the world (all effects are applied immediately)
Poneglyphs
- Players can now find "Ancient Manuals" in the world, specifically in old structures (and even more so from archaeology)
- When using it on a poneglyph the hard version of the challenge it holds (if unlocked by the player) will gain a point out of a total of 3
- These points are used when completing the challenge rewarding an extra % of the base reward value of the challenge
- 1 - 30% | 2 - 60% | 3 - 100%
- As an example, the challenge has a base doriki reward of 100 and the player has completed it a bunch of times to where it only gives 10 doriki. Then the player will receive the 10 doriki + either: 30 for 1 point, 60 for 2 points or 100 for 3 points
- The points are reduced after the challenge is completed
- By default poneglyphs have a cooldown period between which they cannot be reused using ancient manuals however this can be changed in the config
- Added Road Poneglyphs (no functionality yet but they look hella cool)
Bug Fixes
Abilities
- Fixed Mink passive bonuses not being applied
- Fixed Eleclaw's arm effect not being visible
- Fixed Sulong being usable on all nights regardless of the moon's phase
- Fixed Swordsman damage bonus not being applied
- Fixed Gomu's Gear Fifth abilities being visible in the fruit's tooltips even if the config was disabled
- Fixed certain stretchy abilities to shine in the night (for example gomu projectiles)
- Fixed a potential crash when morphed and activating an ability overlay while geckolib is installed
- Fixed a potential crash/player softlock when saving data for morphs on servers
- Fixed couple of crashes with mods that expect the player's renderer to always be of a certain type (which it is not during morphs). Most notably this fixes the backpacked crash when transforming
- Fixed the punch rush ability used by npcs (gomu gatling clone) being insanely overpowered and melting through HP
- Fixed fruit specific swords (ice saber, blue sword etc) not being counted as swords
- With the small note that the Barrierbility Bat is actually counted as a blunt weapon not a sword
- Fixed a potential crash caused when the game or other mods tried to play a non existing sound
- Fixed 1 Kilo Press having a very short jump and ending if the user stayed on ground instead of instantly jumping
- Fixed several punch abilities that could infinitely be spammed
- Fixed Torikago not despawning
- Fixed Evaporate and Ground Death not evaporating water
- Fixed couple of abilities that did not have a cooldown / didn't correctly start their cooldown
- Fixed abilities still being usable while Air Door is active
- Fixed Hana abilities triggering grabs
- Fixed Kenpopo not giving the dandelions
- Fixed lots of guard abilities from not stopping players from moving
- Fixed physical body left behind by out of body abilities not having a texture and (visually) disappearing from like 8 blocks away as well as fixing other unholy amount of issues with out of body abilities
- Fixed the warning vignette now showing up when going too far away from your body when using out of body abilities
- Fixed a potential error with damage sources not working and spamming the console when rejoining the world or joining a different world
- Fixed MES having a 100% chance at getting the enemy's heart
- Beam type abilities that start from the player's face will now be semi transparent so they won't block the view anymore
Others
- Fixed the advancement pop-up not showing ability icons and instead defaulting to paper
- Added the Blue Sword handle back in creative menu
- Fixed the Open World Fruits config (added it back + allowing npcs to spawn with fruits correctly)
- Fixed Sake Cups not working
- Fixed the Valkyrien Skies crash when entering a challenge
- Fixed an issue where having multiple trainers of different types nearby results in the quests not being properly accepted
- Fixed the config categories stacking wrongly
- Fixed the arguments order for
/abilityprotection newcommand - Fixed water weakness not being instantly applied when players fell into deep water, giving them a second to react and get out of it
- Fixed carrying/leashing now working at all
- Fixed some regressions for mod effects (lingering effects left by creepers, animation issues, milk removeable effects)
- Fixed Wandering Dugongs not spawning at all
- Fixed a potential client crash when wearing curios armors in multiplayer
- Fixed kairoseki blocks being uinmineable
- Fixed sky blocks not dropping correctly
- Fixed skypiean traders not wanting to buy dirt

