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Mine Piece: New Era

New Era is a Forge 1.20.1 MinePiece expansion that adds powerful custom bosses, Devil Fruit transformations, advanced Haki, cinematic abilities, unique weapons, intelligent combat AI, and high-detail Blockbench models.
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New Era

File nameDemonicLegends-MinePiece-Forge-1.20.1-1.30.2.jar
Uploader
qxnqqxnq
Uploaded
Oct 12, 2026
Downloads
228
Size
21.4 MB
Mod Loaders
Forge
File ID
9140722
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mine-piece-new-era-1740258:9140722")

Learn more about Curse Maven

What's new

New Era — Current Changelog / Feature Set

Formerly Demonic Legends — Forge 1.20.1

This is the current project-level changelog based on the latest build state we worked on, through roughly v1.25.0. It covers the major characters, systems, transformations, attacks, weapons, AI, visual changes, and fixes already added.

  • Core / Mod Structure

    • Demonic Legends, the Imu content, transformations, bosses, and World Weapons were merged into one Forge 1.20.1 mod.
    • Project renamed to New Era.
    • Built around MinePiece-style combat and progression.
    • MinePiece, HakminePiece, and GeckoLib remain core integrations.
    • YOUPIECE and MinePiece Void Century were removed as required dependencies in later builds.
    • Several previously borrowed AI systems, animations, covenant behavior, and attacks were rebuilt directly inside New Era.
    • Large attacks use shared terrain/explosion handling to reduce server lag.
    • Giant entity hitboxes and scaling were adjusted so huge bosses can actually be fought properly.
  • Haki System

    • Custom entities can use Armament Haki.
    • Observation Haki support.
    • Supreme King / Conqueror's Haki support.
    • Strong bosses are balanced around high-level MinePiece characters.
    • Haki levels were assigned individually to characters such as Loki, Rocks, Imuko, Kid, and Cerberus.
    • Certain Domi Reversi conversions can receive Haki, Covenant, and infusion-related buffs.
    • Native punching and weapon attacks can use Haki effects instead of only generic Minecraft damage.
  • Imu / Imuko

    • Full custom Imu entity integrated directly into New Era.
    • 666 HP configuration was implemented during the Imu combat overhaul.
    • MinePiece-inspired sword and melee combat.
    • Native punch/sword animations.
    • Imu uses Gram in combat.
    • Morning Star attack.
    • Morning Star can create a large crater/explosion effect.
    • Nova Eclipse attack with stronger explosive damage.
    • Nova/Omen attack visuals improved.
    • Stigma creates a giant shadow sword from Imu that locks onto and stabs a target.
    • Stigma visual size/scaling improved.
    • Giant eye-ring halo attack.
    • Imu raises a hand and expands the eye ring into a huge overhead halo.
    • Halo launches explosive black/demonic projectiles.
    • Repeating special attacks during combat rather than using abilities only once.
    • 35% HP awakening / phase change mechanics.
    • Can transition into stronger forms during battle.
    • Devil / Horned Warrior form cycle.
    • Horned Warrior form receives increased strength and speed.
    • Horned Warrior was set around 2× strength/speed with stronger access to Imu-style moves during that revision.
    • Gigantification system.
    • Gigantification was capped to avoid permanent oversized states.
    • Camera/body scale changes for giant forms.
    • Restored functional flight wings.
    • Normal guarding.
    • Custom perfect guard animation/effect.
    • Perfect guard shield visuals.
    • Domi Reversi targeting.
    • Covenant mechanics.
    • Covenant healing.
    • Imu bounty-based ability unlocking.
    • Latest bounty pass exposes 13 Imu abilities with cleaner/plain ability names.
    • Very high displayed bounty values, including the 5 billion range, were made compatible with unlock checks.
    • Imu damage was later rebalanced because earlier versions were too strong.
    • Character back/face rendering issues repaired.
    • Imuko can appear through a large ritual after Imu's death.
    • Imu-death ritual includes:
      • ground pentagrams
      • overhead pentagrams
      • pillars
      • lightning
      • Haki-style effects
    • Imuko New World spawning support.
    • Imuko uses combat abilities inherited from the broader Imu system.
  • Imu Devil Fruit / Transformation

    • Player can transform into the actual Imu model rather than only receiving potion effects.
    • Player body/camera changes when transformed.
    • Gigantification changes player POV appropriately.
    • Transformation visual effects.
    • Later transformations were shortened to roughly a 2-second transformation sequence instead of dragging on.
    • Normal blocking retained while transformed.
    • Perfect guards use the custom Void-style guard animation.
    • Fruit abilities use different energy costs depending on attack strength instead of one flat energy cost.
    • Player and NPC damage values were separately adjusted for stronger abilities.
  • Nidhogg

    • Massive custom dragon entity.
    • Player transformation uses the actual Nidhogg model.
    • Native MinePiece-compatible flight system.
    • Camera positioning adjusted for the enormous body.
    • Improved flight-body handling.
    • Faster wing flapping.
    • Tail movement/waddle.
    • Independent neck/head tracking.
    • Bite attacks.
    • Scratch/claw attacks.
    • Arm/forelimb swipe attacks.
    • Massive charged black energy projectile.
    • Mouth remains open while charging.
    • Large destructive projectile impact.
    • Mini-lightning beam barrage.
    • Barrage lasts several seconds.
    • Earlier beam hits were around 10 damage per hit before later scaling passes.
    • Later barrage version increased to roughly 75 beams.
    • Beams target an area around the enemy rather than flying hundreds of blocks away.
    • Beam spread restricted to around an 8-block target radius.
    • Beam impacts use TNT-like explosions.
    • Nidhogg AI can back away/reposition when a target gets directly underneath it.
    • Improved aerial attack angles.
    • Wing/top-view model holes repaired through several passes.
    • Smoke effects were eventually removed from Nidhogg.
    • Nidhogg flight/transformation crashes received multiple fixes.
    • Nightmare-related Nidhogg behavior from an earlier version was later removed.
  • Loki

    • Giant Loki boss.
    • High-level Haki.
    • Heavy custom hammer combat.
    • Hammer held properly during idle/walking.
    • Horizontal lightning-enhanced swings.
    • Two-handed ground slam.
    • Slam contacts the ground instead of playing backward or above it.
    • Crater effects.
    • Lightning around hammer impacts.
    • Frequent melee attacks.
    • Movement/pathfinding changed so Loki does not stand still while attacking.
    • MinePiece-style running/fighting behavior.
    • Thrudheim attack.
    • Thrudheim later changed into a large TNT-style explosion without deleting huge amounts of terrain.
    • Thor Bullet naming/attack pass.
    • Hammer barrage.
    • Pandemonium / Gigantic Hammer style attacks.
    • Loki lightning reach was increased during one pass to roughly a 16-block combat area.
    • Loki can temporarily transform into Nidhogg.
    • Transformation duration set around 10–25 seconds.
    • Around 30-second transformation cooldown.
    • Fires two lightning projectiles during the transformation.
    • Reverts to Loki after the transformation expires.
    • Loki fruit/ability bounty unlocks added.
    • Latest unlock pass exposes 6 Loki moves.
    • Loki ability cooldowns were revised, including approximately 15s / 30s cooldown groups.
    • Ragnir/Ice-related abilities were also integrated into Loki's broader combat revisions.
    • Current known issue: the most recent Loki player transformation crash was traced to an animation-loader/keyframe timing problem and was being repaired, so this is the main feature I would still consider not fully gameplay-verified.
  • Ragnir

    • Custom Ragnir combat.
    • Uses MinePiece/Void Century-inspired behavior.
    • Aokiji-style model/AI integration was used as part of earlier behavior work.
    • Ice attacks.
    • Ice Prison.
    • Thrudheim-related effects.
    • Hammer abilities.
    • Improved entity/combat integration.
    • Earlier Loki/Ragnir compatibility problems were fixed.
  • Rocks D. Xebec

    • Custom demonic Rocks boss.
    • Aggressive toward enemies.
    • Black wings.
    • Custom face, fangs/vampire-style teeth, and model revisions.
    • Teeth repositioned inside the mouth.
    • Face colors corrected.
    • Head spikes/hair/goatee received multiple accuracy passes.
    • Equipped with the Eclipse sword.
    • Sword-holding position corrected.
    • MinePiece-style combat animations.
    • Haki integration.
    • Rocks selector from an older implementation was removed.
    • Later balancing lowered Rocks to around 500 HP and reduced his outgoing damage because he was too strong.
  • Eustass Kid

    • Custom Kid entity/model.
    • Around 250 HP in the configured combat pass.
    • Haki integration.
    • Assigned approximately Haki level 6 during balancing.
    • MinePiece-inspired combat behavior.
  • Cerberus

    • Large three-headed Cerberus boss.
    • Three-head combat design.
    • Bite attacks.
    • Downward head attacks.
    • Walking/running animations.
    • Collars can spin rapidly.
    • Tongues can transform/use sharp blade-like attacks.
    • Projectile-style head/tongue attacks.
    • Scramble AOE attack.
    • Scramble was tuned to deal around 50 damage against very strong MinePiece-class enemies during its major combat pass.
    • Observation Haki around level 8.
    • Armament Haki around level 8.
    • Resistance buffs.
    • Can receive MinePiece-like strong-entity buffs.
    • Shamrock can summon Cerberus.
    • Summon lasts approximately 30 seconds.
    • Despawns afterward.
    • Roughly 20-second cooldown before another summon in the configured version.
  • Shamrock

    • Cerberus summoning behavior.
    • Uses Cerberus as a temporary combat summon.
    • Cooldown/despawn logic integrated.
  • Kaido

    • Kaido combat expansion.
    • Flaming Dragon Form.
    • Can enter Flaming Dragon around 15% HP.
    • Extreme heat/damage around the dragon body.
    • Environmental interaction designed to feel destructive without destroying server performance.
    • Stronger Flaming Kaido attacks added in later builds.
    • Fish-Fish Fruit receives high-level related transformation/ability content.
    • A major Flaming Dragon/Fish-Fish ability was tied to extremely high progression, including an approximately 1-billion bounty requirement in one implementation pass.
  • Dorry & Broggy

    • Giant models/entities.
    • Improved giant hitboxes.
    • Large pentagram effect beneath Dorry and Broggy.
    • Pentagram visibility reworked so it remains visible when the player moves above it or changes elevation.
    • Large combat/environment effects.
    • Imuko conversion/ritual interaction.
    • Conversion pentagrams.
    • Airborne pentagram attacks.
    • Pentagram shotgun mechanic.
    • Fires three explosive AOE projectiles/shells.
    • Crater effects.
    • Ally protection so friendly entities are not indiscriminately destroyed by their own effects.
  • Domi Reversi

    • Full conversion mechanic.
    • Can convert sufficiently weaker Marine/Pirate-type entities.
    • Conversion is faction/strength restricted rather than affecting everything.
    • Converted entities receive demonic visual traits.
    • Horns.
    • Fangs.
    • Black wings.
    • Alliance/faction behavior updated after conversion.
    • Haki/Covenant/infusion-related enhancements supported.
    • Domi ritual/sigil visuals rebuilt.
    • Domi targeting improved.
    • Later visual fixes cleaned up the conversion effects.
  • Ju Peter

    • Custom Gorosei-related boss behavior.
    • Underground movement/attack AI.
    • Vacuum-style attack.
    • Can consume/destroy blocks as part of attacks.
    • Custom combat AI instead of simple melee behavior.
  • Marcus Mars

    • Combat Yokai form.
    • Flying/monster combat.
    • Large beam attack.
    • Beam is anchored correctly to the beak/mouth.
    • Approximately 40-tick sustained beam implementation.
    • Explosion effects.
    • Environmental damage.
    • Yellow destructive laser-style attack.
  • Warcury

    • Custom combat entity.
    • Tusk slash attacks.
    • Ram/charge attacks.
    • Very large Conqueror's Haki roar.
    • Roar radius configured around 48 blocks during the Gorosei update.
  • Killingham

    • Custom centaur-style character/model.
    • Trident-related combat work.
    • Zaza/Nightmare-gate related content was connected during later expansion updates.
    • Model/attack integration with the wider boss system.
  • Sommers

    • Custom model/entity.
    • Thorn-Thorn related abilities.
    • Thorn damage.
    • Thorn AI.
    • Model rebuilt during later updates.
    • Green snake/thorn visuals were adjusted.
    • Nightmare-related fruit/content integration.
    • Added to the larger fruit/locked-treasure progression system.
  • Rain God Zaza

    • Custom Zaza boss/model.
    • Four-arm design.
    • Model received several rebuilds because earlier versions were too jellyfish-like and not humanoid enough.
    • Grounded four-arm version added.
    • Custom summon system.
    • Arm positioning repeatedly revised.
    • Wolf/bear/draugr/cloud-associated summon/model content received rebuilds during the same expansion period.
    • Current visual direction is the more humanoid four-armed Rain God style rather than the older cylinder/jellyfish form.
  • Elbaph Luffy

    • Added as a separate custom entity.
    • Inherits/uses advanced Luffy-style combat and fruit behavior.
    • Gear-related combat behavior.
    • Higher Haki.
    • Added in the later 1.20–1.21 era.
  • Elbaph Zoro

    • Custom Elbaph Zoro.
    • Native Onigashima-style AI.
    • Custom moves.
    • Combat animations.
    • Sprint animation repaired.
    • Sword sheathes removed when requested.
    • Model updates and weapon handling improvements.
  • Elbaph Sanji

    • Custom Elbaph Sanji.
    • Native Onigashima-style AI.
    • Custom moves/combat behavior.
    • Conqueror/Haki-related expansion.
    • Sprint animation repaired.
    • Face repeatedly rebuilt to match the references.
    • Left eye kept visible instead of being covered by hair.
    • Eye raised to the proper facial position.
    • Nose redesigned using the sketch reference.
    • Hair alignment corrected.
    • Cigarette added in the later version.
    • Latest face correction was included around v1.21.6.
  • Horned Warrior

    • Separate stronger Imu-related form.
    • Significant strength/speed increase.
    • Uses enhanced Imu abilities.
    • Part of the Imu transformation/form cycle.
  • Nightmare / Summoned Creatures

    • Wolf-related models.
    • Bear-related models.
    • Draugr-related models.
    • Cloud-related models.
    • Nightmare summon framework was added and retuned across multiple builds.
    • Several summoned-model visuals were rebuilt for better quality.
  • World Weapons

    • Seven World Weapons were merged directly into New Era.
    • Weapon names and implementations cleaned up, including Fragarach/Xingtian-related naming changes.
    • Known custom weapons include:
      • Gram
      • Eclipse
      • Sword of the Wailing Void
      • Skull Crescent Axe
      • Cloud Hook
      • Longinus Spear
      • additional merged World Weapon content
    • Custom Blockbench weapon models.
    • Weapon positioning corrected in hands.
    • Axe orientation corrected.
    • Cloud Hook orientation/bend corrected.
    • Gram blade made slimmer.
    • Sword of the Wailing Void changed to a much straighter blade.
    • Smaller animated black flames added to the Wailing Void sword.
    • Weapon attacks can include:
      • explosions
      • environmental damage
      • poison
      • life-steal-style effects
      • energy/projectile attacks
      • special AOE effects
    • Random World Weapon usage tied into Imu's combat/eye-ring system.
  • Special Combat Systems

    • Giant bosses have custom melee ranges/hitboxes.
    • Native MinePiece-like running/fighting behavior.
    • Bosses can cycle special moves throughout a fight.
    • Transformations can trigger based on health.
    • Temporary transformations with cooldowns.
    • Summoned entities with despawn timers.
    • Target-locking projectiles.
    • Large AOE attacks.
    • Lightning.
    • Lasers.
    • Energy blasts.
    • Craters.
    • TNT-style explosions.
    • Environmental destruction.
    • Ally-safe attacks for selected abilities.
    • Smarter aerial positioning.
    • Player camera adjustment for giant transformations.
    • Combat abilities use individual cooldowns rather than simply firing everything continuously.
  • Fruit / Progression Content

    • Multiple custom fruits were added to progression.
    • Seven fruit-related items/content entries were added to locked treasure loot during the 1.17–1.18 phase.
    • Imu transformation fruit.
    • Nidhogg transformation fruit.
    • Fish-Fish/Kaido high-level abilities.
    • Sommers/Thorn-related fruit mechanics.
    • Nightmare-related content.
    • Ability costs scale with move strength.
    • Bounty requirements used for high-level attacks/forms.
    • Imu and Loki later received dedicated bounty unlock systems.
  • Omen Culverin

    • Added in the later builds.
    • Made self-contained so it no longer requires the removed external dependencies.
    • Custom visuals/attack behavior integrated into New Era.
  • Covenant

    • Covenant system support.
    • Covenant buffs/effects.
    • Covenant healing.
    • Domi-converted units can interact with Covenant-related systems.
  • Visual / Model Fixes

    • Numerous face fixes.
    • Hair positioning fixes.
    • Backside model holes repaired.
    • Wing holes repaired.
    • Nidhogg top-view holes repaired.
    • Weapon grip/orientation fixes.
    • Sanji face and hair rebuilt.
    • Zoro sheath removal.
    • Zaza four-arm redesign.
    • Domi sigil clarity improved.
    • Removed unnecessary flames from certain Domi sigils.
    • Player transformation models now replace the body properly instead of merely placing effects around Steve.
    • Flight wings restored where they disappeared.
    • Nidhogg smoke removed.
    • Large effect rendering adjusted for distance/height.
  • Performance / Stability Work

    • Large terrain destruction queues optimized.
    • Nemesis/giant lag reduced.
    • Kaido environmental heat designed to avoid constant massive block updates.
    • Giant pentagrams/effects changed to render more efficiently.
    • Thrudheim changed so the visual/explosion remains huge without deleting enormous regions of terrain.
    • Transformation crash fixes were made repeatedly for Nidhogg and other large forms.
    • Dependency-related crashes from removed external mods were addressed.
    • Later builds passed compile/static/server-side checks, though not every feature has been fully verified in live multiplayer gameplay.

Latest reported build status

The most recent completed build we had was approximately New Era / Demonic Legends v1.25.0. That build included the Loki/Imu bounty unlock fixes, Imu damage balancing, restored flight wings, safer Thrudheim explosions, model face/back repairs, and removal of Nidhogg smoke. The latest Loki transformation crash happened afterward and was traced to a bad animation keyframe timing during transformed-character rendering, so that specific fix was still being worked on rather than something I would count as confirmed finished.

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