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Pirates 'n' Ships

A fully pirate centered RPG mod
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Pirates 'n' Ships 0.3.0 for NeoForge 1.21.1

File namepirates_n_ships-neoforge-1.21.1-0.3.0.jar
Uploaded
Oct 22, 2026
Downloads
34
Size
32.2 MB
Mod Loaders
NeoForge
File ID
9286917
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:pirates-n-ships-1730552:9286917"

Learn more about Curse Maven

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)

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