1.20.1 - 0.11.0
https://mega.nz/file/kJtEAJKR#pD4rtr508UK2WUvVk0IxtpDbrkBK4H2ucrCDAF_rckw
As promised the 1.20.1 work started in full, and while the content didn't start yet a lot more of the systems needed got ported, stuff such as
Well...first week going full power into porting and 0.11.0 related stuff.
Aside from the usual porting that happened, mostly for quests, abilities and general combat related functionality, which...showing code going from 1.16.5 to 1.20.1 aint exactly fun to showcase for most people...there was 1 major change going on, the crews got ported too together with the whole jolly roger stuff.
Ive been meaning do to an update on this system for a while but never got the time for it so here...
2025-05-30 16:35:30 +0000 UTC
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Hopefully, this will be the last 0.10.x post, everything was finalized, most bugs are fixed and being fixed, the only thing left is some serious testing and some textures...so everything should be ready and this will be a smoll post.
However there is one final feature that I didn't fully discuss which were the celestial dragons events.
The tavern was fully added too, which is the place you're going to find about these events, taverns along with some trainer structures also now spa...
2025-04-25 13:48:29 +0000 UTC
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(Apparently I forgot to set a release time for this post...which is why its once again posted on a saturday...my bad)
1.16.5 - 0.10.x
https://mega.nz/file/dYMlgajD#qeU6yGV3mxE9xTZcdBmKicw1SA1TYxNfTKS7u99bhrs
1.20.1 - 0.11.0
https://mega...
2025-04-05 21:48:38 +0000 UTC
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Small update on 0.11.0 (which is the 1.20.1 port)
The obvious porting of stuff like abilities which goes well having a lot of the more special logic done (such as flying abilities, logia invulnerability, effect invulnerabilities and so on) as well as actual fruits/abilities being ported at a steady rate. But besides that I want to add some quality of life updates to it as well, things that couldn't be done in 1.16.5.
So adding to the list of mod features that could've been entire ...
2025-03-28 18:00:07 +0000 UTC
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New swag got added, mostly as rewards from challenges

Celestial Dragon bubble, Alvida's plume hat, Buggy's bicorne, last 2 are from Jango I honestly dunno...a fedora ? and his iconic glasses. Sadly you cannot (yet) equip both the glasses and the hat since both count as head slots, but I am looking into either adding support for something that allows multiple slots (like curious) or making some...
2025-03-21 19:27:25 +0000 UTC
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1.16.5 - 0.10.x
https://mega.nz/file/ERsxGAyJ#ayb7JfBruIe3tWZAwZO3ElkHqeMNz7NlgJpiMsWGoP4
(Note that this got updated to fix 2 crashes since they were quick patches, the correct build is 5786)
1.20.1 - 0.11.0
https://mega.nz/file/YBFEUT...
2025-03-07 16:37:47 +0000 UTC
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Kairoseki boat coating is finally finished, this is one of the older features that sadly never got fully made into 0.10.0 due to time constraints, but now its finally fully finished, visuals and all.
There are 5 levels of coating, each adding extra protection (as in it takes more damage before breaking) for the boat as well as a higher radius for repelling sea creatures.

2025-02-24 10:49:21 +0000 UTC
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Small 0.11.x post since it received some quality of life updates while porting (the benefits of rewriting stuff). There's gonna be another post about 0.10.x next week too.
First and one of the most important ones, per world configs are finally a thing, decided to go with configs (just per world) instead of game rules as they're much easier to organize and create, with gamerules cluttering the menu together with vanilla's, creating non standard names and potentially being even more confu...
2025-02-14 16:05:19 +0000 UTC
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Remember the "open world bosses" from some posts ago ? Yeah, they're back and better, finally standardized and polished.
The marine versions are called Vice Admirals while the pirate versions are called Notorious Pirates (rip bandits for now I guess). and they work a bit differently.
When a world is created a set of 15 of these (per faction) is created, randomized names, titles, abilities, the whole shitck. The difference is they're permanent, they're part of the world. They evolv...
2025-01-24 16:22:22 +0000 UTC
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Oh hey....apparently yesterday was the first friday of the month (and year)...oopsie. So here they are:
1.16.5 - 0.10.x
https://mega.nz/file/kQ021ZjR#Jm07S6J6G99dcwzR87cKlZjz-1CLWVnpd0UfV0Y55ug
1.20.1 - 0.11.0
https://mega.nz/file/xR8QTb6R#I2h2G...
2025-01-04 08:59:51 +0000 UTC
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Well this is it...end of 2024...hope 2025 will be a lil bit more chill and I'll be able to go back to post more. Hopefully....
Regardless now is now, and this month, short as it was, Ive been continuing the work on the next batch of bosses (specifically Buggy's crew)
Buggy himself is almost done besides his alt phase which will be hard mode exclusive and will involve his car form. However his moveset got updated, bugs got fixed, and workarounds got made (you'll probably notice Ale...
2024-12-27 21:01:49 +0000 UTC
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First of all I want to start by saying that the 1.20.1 port is going amazingly, ability damage logic was implemented in a better than ever way, projectiles and explosions got some nice updates along with it, even some zoans got partially made with the new models and they all just work. Slowly 1.20.1 seems to become the defacto version to do future stuff in on a personal level at least. But regardless, 1.16.5 still has some updates queued up, one of them which will happen this upcoming month (...
2024-11-29 16:00:14 +0000 UTC
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Quite a busy last few weeks, done some entirely new things too.
The main showcase of this post are gonna be the new graphical improvements, which a lot of people wanted for some reason, I'm still not 100% happy with them, and some of them might get some more effects but:
First on the list is the new Room, which is now a sphere that expands and contracts. Ope in general was on...
2024-10-18 16:00:36 +0000 UTC
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Open world bosses
Aye finally a way to fight boss-like entities in the open world.
These bosses won't spawn randomly around the world, but rather they're gonna be part of bigger systems such as being targets for bounty hunters, world events or higher level ambushes, they can also spawn in big bases or ships but very rarely.
For the sake of putting them in categories you can think of the marine ones as vice admirals and the pirate/bandit ones as top pirates (new worl...
2024-09-27 16:00:19 +0000 UTC
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Short post since I was on break for most of this month, and still technically am, but I do sometimes work on bosses whenever I feel in the mood.
And this is about 1 boss in particular, while I didn't have time to work on more, I just focused on 1 and its almost done (minus arena and texture).
Here's a small hint first.

Unsurprising considering last post was about Buggy and Alvida, b...
2024-08-23 19:23:46 +0000 UTC
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Extremely Rare sunday post since friday I was super busy with the release of 0.10.0.
This time with more bosses fun time, since after all I gotta catch up and added the ones Ive been missing from 0.10.0.
Such as the buggy pirates:


Its kinda wild to realize how many missing hats there are ...
2024-07-27 21:26:13 +0000 UTC
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Not a whole log going on in this update, mainly because I was so caught up with fixing bugs for the release of 0.10.0 I just didn't have enough time or energy for anything. So the followings are still pretty much "work in progress" things and not at all "finished" content, they are implemented in various partial states of completion so take them with a bit of salt as they will most likely change over the following weeks.
Now, even if in 0.10.0 NPC spawning got greatly changed so they wo...
2024-06-28 11:32:53 +0000 UTC
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To start notice the 0.10.x in title, not a typo, just that from now on I'm going to post updates about future updates which I'm not yet sure which version they'll have, could be 0.10.1 or 0.10.2 depending on how many bugs there will be and how many patches are required.
As part of this future patch, the broader "theme" is going to be the world and the factions in it as opposed to bosses and overall npc improvements. I've already showcased Sabaody biomes some time ago, but now its been h...
2024-06-21 18:51:52 +0000 UTC
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Today is a weird day since...even if there were a lot of changes almost none of them are visual....so there's not that many gifs I can make...and I don't wanna drag this with walls of texts so Imma try to keep it short:
The challenges grouping feature was finalized-ish (there's some edge cases left and its not exactly user friendly since it doesn't display errors if any happened yet) but it works and thats important.
Also these gifs are pretty beefy...sorry about that..on a...
2024-05-24 16:00:25 +0000 UTC
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To start off I was kinda in debt with the last major feature that got left unfinished which is dragging handcuffed players away, this finally got fully implemented (tho I can see it having random edge cases still):

Its a bit different from dragging mobs since players and mobs work differently but I've tried to replicate it as closely as possible. Its still a bit different from the vanilla one i...
2024-05-10 17:00:10 +0000 UTC
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