A Pirate Outpost is what happens when a crew gives up on being rescued and starts taking their own ship apart for building material. It stands on the ice, forty blocks of spruce scaffolding and salvaged decking, and the survivors are still living in it. Fifteen of them, to be exact, and they are not pleased to see you.
The haul is
Emeralds, an unreasonable quantity of fish, and
Pirate Pouches, which are the little loot bags that occasionally hold an armor piece or a
Terrible Upgrade Smithing Template. Somewhere in the middle of it there is a
Lectern with a Logbook on it, and that book is the reason to come up here even after the loot stops mattering.
Finding the Structure
Outposts only turn up inside the Ice Maze, which is what the mod does to every Deep Frozen Ocean it finds. They generate on the surface rather than the seabed, and at forty blocks tall they stick up out of the ice far enough that you tend to see them before you are looking for them.

Reaching the biome is the difficult bit. Once you are in it, finding one of these is not really a search. The placement uses a spacing of 18 chunks and a separation of 10, so after the shipwrecks these are the most common thing the mod generates.
The freezing water never becomes a factor once you are actually on the fort, since none of it is submerged, but the swim out to it very much is. Pack for the journey rather than the raid. The Ice Maze is what will kill you on this trip, not the pirates at the end of it.
Layout
Most descriptions of this place make it sound like a hut sitting on the ice, and it really is not. The structure is 40 blocks tall, standing on a scaffold of
Spruce Logs, and the part the crew actually lived in does not start until you are a dozen blocks up, with a lookout carrying on well above that again.
You climb the whole thing, and getting knocked off a walkway partway up is a genuine way to die here. Loot gets denser as you go up. The legs and the lowest platforms hold nothing at all, the first cluster of containers appears around a third of the way up, and the richest band is the middle deck where the crew actually lived.

Inside, the build is
Spruce and
Dark Oak with
Birch Fences, trapdoors and stairs, and it is dressed like somewhere people were trying to live. There are two
Blast Furnaces, a
Cartography Table, a
Composter, a
Crafting Table, a
Damaged Anvil, a
Bell and a couple of banners. A
Chainmail Helmet and
Chainmail Chestplate hang on an
Armor Stand, which is scenery rather than loot worth killing for.
Nothing here is sealed. There are no locked doors, no keyed containers and no hidden rooms, so the only thing between you and the barrels is the crew. The fort has exactly one lectern in it, and the
Logbook is on that.
Mobs
Fifteen illagers are placed in the outpost when it generates: eight
Pillagers and seven
Vindicators. On top of that the structure has a spawn override covering its whole bounding box, so it keeps producing more of both for as long as you are standing in it. That is the reason a raid that feels finished suddenly is not.
They look like pirates, but that part is only skin deep. The mod swaps the pillager and vindicator textures on the client whenever the mob happens to be inside the Ice Maze, and underneath you are fighting completely stock vanilla illagers with vanilla stats.
Pirate Pillager
Crossbows, 24 HP

The
Pillagers carry
Crossbows and will happily shoot at you from another platform, which is much more annoying on a vertical structure than it would be on flat ground. Each has 24 health and a follow range of 32 blocks.
Pirate Vindicator
Iron axes, 24 HP, and three of them dual wield
Vindicators are the ones that actually kill people. Same 24 health, but they choose to melee with an
Iron Axe, and an axe hit disables your
Shield for several seconds, so the shield that handles the
Crossbows will not simply carry you through the melee.
The drops are stingier than the fight makes them feel. Each of the placed crew rolls its loot pool either zero or one times, so plenty of them simply drop nothing, and when a roll does land you are looking at an
Emerald about 87 percent of the time.
Loot
There are over 30 containers that contain loot within the Outpost. There’s a lot more, but they’re empty and purely for decoration, which is worth knowing before you spend ten minutes opening all of them. The
Barrels are where the volume is, and each one rolls its table one to four times.
Seven percent a roll does not sound like much, but with up to four rolls per barrel and 25 barrels on that table, a cleared outpost usually hands over a handful of
Pirate Pouches. The other five loot barrels run the vanilla shipwreck supply table instead, which is where the enchanted
Leather Armor,
Coal, and the occasional block of
TNT comes from.
The seven chests are split three ways and none of them are Aquamirae’s treasure table. Three use the village toolsmith loot, which is the best of the three and can hand you
Diamond,
Iron Ingot, an
Iron Pickaxe or
Shovel,
Bread and
Coal. Two use vanilla shipwreck treasure, so
Iron,
Emeralds,
Gold, a small Diamond chance and a
Coast Armor Trim now and then, and the last two hold the mod’s own supply table with fish,
Wheat,
Spinefish,
Fin and
Esca.
The pouches are where the real upside is. You place one on the ground and open it, and the odds inside are unusually clean because the weights add up to exactly a hundred, so what you see below is the actual chance rather than an estimate.
| Result | Chance |
|---|---|
| Fin | 50% |
| A Twilight Grotto armor piece | 30% |
| A Dead Sea armor piece | 10% |
| Terrible Upgrade Smithing Template | 10% |
A
Treasure Pouch, if a vindicator gives you one, is a different table again: a 30 percent chance of Golden Moth loot and then ten percent each for an emerald,
Abyssal Amethyst, a
Void Squid, a
Cracked Record, an
Esca Skewer,
Sea Casserole or another
Terrible template. The Pirate & Treasure Pouches page has both broken down properly.
The Logbook
Every Aquamirae structure with a lectern in it gets a
Logbook placed on that
Lectern automatically, and the outpost’s copy runs from Entry #34 to Entry #37. It opens with one of the crew being eaten: “One of those critters has already eaten our midshipman… Swallowed him whole along with his crossbow.” Then it gets colder.

The middle entries explain the structure you are standing in. The crew gave up on rescue, finished building the fort out of the ship, then ran out of fuel to heat it and started digging underground, which is where the Pirate Shelter comes from. That is the mod quietly telling you which structure to go to next.
The last entry is the one that matters for progression. During a storm the lieutenant was washed into the sea along with the master keys, and the crew were left hoping “we could possibly find similar keys on other ships of our fleet, which have suffered the same fate as us.” That is the Frozen Key, and it does not turn up on a ship in the end. It comes off the Ghost of Captain Cornelia.
FAQ
Only inside the Ice Maze, which Aquamirae lays over Deep Frozen Ocean biomes. It generates at the surface on the ice with a spacing of 18 chunks and a separation of 10, making it the most common structure in the mod apart from the shipwrecks. You will normally pass several while crossing the maze.
It is purely a texture swap that the mod applies on the client while the mob is inside the Ice Maze. There is no separate pirate entity, so they keep vanilla stats at 24 health each. The only real difference is that the ones placed with the structure carry Aquamirae’s loot tables, which is why they can drop pouches.
Not usefully. The structure does keep spawning fresh pillagers and vindicators inside its bounds, but those spawns have no custom loot table and drop ordinary vanilla loot. Pouches only come from the fifteen crew members placed when the outpost generated, and from its barrels, both of which are one-time.
It is a readable lore book that the mod places on the outpost’s lectern, and you can take it. Its entries cover the crew finishing the fort, running out of heat and starting to dig the underground shelter, and end with the master keys being lost overboard in a storm. It is the second of three Logbooks, after the one on the Frozen Pirate Ship and before the one in the Pirate Shelter.







