Pirates 'n' Ships 0.3.0 for NeoForge 1.21.1
Curse Maven Snippet
What's new
For Minecraft 1.21.1 on NeoForge and Fabric: download the jar for your loader. Both need Sable, GeckoLib and Player Animation Library; Fabric also needs Fabric API and Forge Config API Port.
Features
- world: score port sites round the spread cell (str10)
- mob: armed sailors with arming, look, defence and hiring (mob5)
- world: terraform port pads, reclaimed shallows and harbour fronts (str10)
- mob: pirate kinds with their own gear, skill, health and looks (mob4)
- village: villager looks, more roles, children and a market visit (life4)
- ship: ratline nets on the armed sloops and a detail pass over every template (ship3)
- crew: hired pirates and villagers keep their looks (mob6)
- village: own geometry for women, elders and children (life5)
- ship: cutter template with armed navy and pirate variants and weighted NPC ship choice (ship4a)
- ship: merchant cog template for the shipwright and the convoys (ship4b)
- village: town buildings, the fountain square and the dock streetheads (str11)
- world: carve berth basins for the merchant cog's beam (ship4b)
- village: a town tier with town buildings, smith and clerk (str11)
- flags: custom faction flags with a banner field (flg4)
- mob: names follow the look's gender (life6)
- village: work clips that fit the station (life7)
- mob: village watch and villages safe from monsters by default (mob7)
- world: one lighthouse per village beside the quay (str12a)
- gametest: group GameTests into shared batches centrally (tst2)
- kraken: elder kraken variant and krakens in regular oceans (krk2)
- kraken: elder kraken bones, sheet, glow mask and render (krk2)
- world: stair streets, terraces, retaining walls and door steps on hills (str13)
- world: stairs on open trail ends, ramps, door-approach walls and hill tests (str13)
- world: roll the lighthouse's placement and design per village (str12c)
- release: banner renders with the real block textures (rel8)
- world: natural berth basins with sloping sides and a finished floor (str16)
- almanac: real ship sets for the eight ship scenes, cutaways and a support rule (pnd6a)
- watch: posts beside the way, day rounds and stepping aside (mob7b)
- ships: dyeable paint on the name boards (name4)
- mob: waypoints on the stair streets (mob7b)
- waves: let the sea run round obstacles and wash up the shore, with shore sounds (wav8)
- sailing: give trim under sail and the heel of a turn their own budget (sh3)
- almanac: real sets for the other fifteen scenes (pnd6b)
- world: ground that matches the biome, piers only in natural water (str17)
- almanac: the ship identity scene dyes the name board (pnd6b)
- world: a 40-block open run in front of a pier (str17)
- world: harbour fronts with quay runs, piers, a mole and quay buildings (str15)
- world: denser port grids and zones, measured on the smoke seed (wg7)
- world: big piers first, quay buildings take the place of street leaves, harbour tests (str15)
- world: outposts search a radius, ports keep a valid biome when moved (wg7)
- cannon: guns on wheels, lashing, loose guns and gun port lids (can4a)
- world: pirate jetty and extension five planks wide (str19)
- chart: readable structure and marker names with a contrast-picked halo (chart7)
- world: larger town harbours, quays on both sides, the mole and a waterfront row, the lighthouse beyond the quays (str15)
- lanes: height-aware lanes with a coarse pass and clearance (lane2)
- cannon: traverse in 5-degree steps, shots that clear the port, two-high gun ports (can4b)
- mob: seagull model, skins and animations (mob8)
- mob: seagulls flock, perch, follow ships and cry from where they are (mob8)
- world: ports only on water that reaches the open sea (wg8)
- world: one-block retaining walls with planted terraces (str21)
- cargo: crates and barrels as nine-slot containers with weight by the stack (cargo3)
- structures: tall flagpoles on pedestals in every structure (flg5)
- tools: render ship templates with their sails set (ship5)
- cannon: guns stay back after a shot and are run out by hand or gunner (can5)
- world: settle closed waters with the lanes' local search first (wg8)
- world: road fades and road ends for village streets (str20)
- world: fill surface lava near ports and weigh it in the site score (str20)
- world: streets end before water, ponds filled, road ends at the village edge (str20)
- cargo: menu types of our own and a menu screen hook on both loaders (cargo3b)
- cargo: the cargo screen in parchment and wood with hatches and a weight line (cargo3b)
- ship: fuller sail plans with jibs, booms and a staysail on every template (ship5)
Fixes
- mob: preset pirate kinds from egg data, bandana bone in the hat test (mob4)
- ship: fuller cutter bottom, waterline row 3 and the block budget for 250 doubloons (ship4a)
- world: pads under neighbours' cells, the town keep rule, swaps from the town pool (str10b)
- village: bone sets for the smith and the clerk after merging str11 (life7)
- chart: draw frame may overlap the charted area at any edge (chart6)
- world: keep the lighthouse off the harbour water and reseed the layout tests (str12a)
- config: keep internal names out of player-visible text (cfg2)
- release: banners without source backdrops or box edges (rel2)
- world: wall cut faces on chunk borders (str13)
- structures: hold every attached and directional block in the world pieces, empty the support baseline (str18)
- world: natural water keeps the basin cap with the terraforming off, comparison test (str17)
- structures: keep the well square and brig posts clear after the support fixes (str18)
- world: headland towers keep their full terrace (str17)
- sailing: the rope-swing ship sails under the new trim (sh3)
- sailing: the net-climbing fixtures sail under the new trim (sh3)
- lanes: read depth against the generator's sea level and water in non-noise worlds (lane2)
- mob: gulls land from above, see through barriers and count only real sailing (mob8)
- world: the headland lighthouse test at every grid alignment (str12c)
- world: count no water as open sea in the local check (wg8)
- world: reclaim lagoon shallows under streets behind the harbour, re-site streets before cutting (str20)
- ship: rig every template's jib on placement and cut the plans to the heel bounds (ship5)
- structure: read a stair's walk row for slabs on chunk-border joints (str9c)
- structure: judge untouched natural ground on chunk-border trail joints (str9d)
Art and sounds
- coast and tavern ambience, villager voices, work in progress (aud2)
- textured Ponder scene renders and render_ponder tool (rel9)
- textured piece and structure renders, build_structures --textured (rel9)
- dump a real-terrain island, village and outpost from the smoke seed (rel10)
- coast banner and README renders from the real smoke-seed island, village and outpost (rel10)
- quieter gulls, louder shore lap, per-layer ambience mix (aud3)
- gull sounds come from the birds through the mix table, the sourceless loop goes (mob8)
Other
- art: mob: paint three sailor looks (mob5)
This mod has no additional files

