Cultivation v0.9.1 [BETA]
What's new
v0.9.1 - The Heavens, The Depths, and the Sea Within
Two new endgame dimensions, an escalating solo roguelike, and a full forging system - plus a run of world systems built up around them. Heavenly Realm is a permanent, shared plane that opens above Ascension itself. Sea of Consciousness is a private world that's yours alone, hand-carved and growing as you do. Secret Realm Depths pushes floor by floor for an escrowed reward you can walk away from - or risk for more. Forging stands beside Weapon Refinement as its own crafting ladder, fed by materials from new Wandering Rival Cultivators and Treasure and Ruin Exploration. An addon-facing Admin API addition, and a run of Solo Play quality-of-life on top.
Beta disclaimer: Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are - every new setting appears with a working default the first time the file is written. Nothing an existing cultivator has earned is taken away.
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Heavenly Realm
- A permanent, shared endgame dimension gated behind Ascension. Reachable with
/cultivation heaven ascend;/cultivation heaven descendreturns you to exactly where you left off. Every Ascended cultivator on the server shares the same Realm. - Hand-carved from scratch, not generated: a central plaza tapering into its own underside, twelve standing pillars, a scatter of satellite islands, and an arched bridge tying them together, all lit under a white-gold sky found nowhere else in the mod.
- Dying inside the Realm respawns you inside it, at its own spawn point - never ejected back out through the world you Ascended from.
- Block breaking and gathering are disabled - a hand-carved dimension, not a resource to mine.
- Fixed: there was no visible way to tell how to leave once inside. The entry and status messages now say the exit command outright.
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Secret Realm Depths
- A solo, escalating floor-by-floor push inside a Secret Realm you've already opened - beast count, the minimum species realm allowed to spawn, and elite scaling all rise with depth, plateauing at a configurable cap so a long run stays fair rather than unbounded.
- Every floor clear banks a reward into an escrow that isn't yours until you claim it. Extract any time to keep it for real; Push Deeper (armed, then confirmed - never a stray click) risks it all for the next floor's bigger prize.
- Dying with an active floor forfeits the escrow. Disconnecting is never punished while you're between floors deciding - it auto-extracts what you've earned - but disconnecting mid-fight forfeits it exactly like dying would, so there's no dodging a losing floor by logging out.
- A new themed Depths panel shows your current floor, escrow, and a preview of what the next floor actually brings before you commit to it.
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Forging
- A new standalone crafting system, distinct from Weapon Refinement. Tier 1 uses a vanilla crafting-bench Recipe to craft base forged weapons and armor from raw materials: Spirit-Forged Blade and Spirit-Woven Robe.
- Tier 2 and higher consume a three-rung forging-material ladder (Common, Refined, Pristine) via a placed Forge anchor and the
/cultivation forge combineritual — a locked sequence mirroring the Alchemy and Talisman ritual shape. An item is upgraded in place (same item, no new tier per grade), stamped with ForgeMetadata, and granted a random grade (LOW, MID, HIGH, PERFECT). - Forging materials drop from the new Wandering Rival Cultivators (below) and Ruin Vaults (below), creating a loop: hunt rivals and ruins to gather materials, then forge your completed sword.
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Wandering Rival Cultivators
- A new roaming NPC that wanders the world peacefully, spawned randomly near populated areas. Right-click to challenge: a 1v1 duel fought with native combat AI, winner takes flat Qi, a technique manual drop chance, and a forging-material drop chance. Losing costs nothing — pure upside to engagement.
- Built as its own system rather than extending the existing player-only Duel framework, because the NPC uses the engine's native combat tree (not technique keybinds) and needs standalone spawning logic independent of the PvP arena.
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Treasure and Ruin Exploration
- Discovered and accessed only at the highest stage of Spirit Sense (PRECISE): two tiers of treasure. Buried Caches sit in place (claimed via
/cultivation treasure claimfrom range, one-time consumed) and hold direct loot. Ruin Vaults are rare, teleport you solo into a private instance with real carved geometry and 0–2 native-combat guardian NPCs, then let you leave at will. - Instances reuse the InstancesPlugin pattern the Dungeon system already uses, so the architecture is proven. Guardians in Vaults grant forging materials when defeated.
- The Spirit Sense itself got a HUD hint line, a distinct particle beacon on the world map, and a world-map pin so you can see at a glance where treasure sites are.
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Admin API: Player Actions
- A small, addon-facing API addition:
PlayerAdminAction. An addon that owns a concept entirely its own - a Heavenly Flame, a bloodline, anything Cultivation has no built-in row for - can now register a row on/cultivation admin's Players tab, targeting whichever player the admin has selected, without Cultivation needing to know what that concept is. Mirrors the existingAdminConfigSectionregistry, which does the same for server-wide settings. - Admins can now set a player's Ascension count directly from the Players tab, alongside the other admin-editable fields.
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Sea of Consciousness
- A permanent, per-player private world unlocked at Qi Condensation realm, entered via
/cultivation sea enteror a new Sea Page dashboard. Your Sea is persistent across logins — terrain carved once at first entry and saved per-player, with an explorable horizontal radius that grows as your realm advances (256 + 256×realm-steps-since-unlock blocks), keeping pace with your strength. - Six landmark stages unlock as you progress: Home Islet, Coral Reef, Drowned Shrine, Moon Terrace, Abyssal Gate, and The Still Point, each hand-carved with real geometry and tied to a realm milestone from Qi Condensation up through Void Refinement. A vertical soft floor keeps you at the surface (water acts as a bounce-back, not a drowning hazard) unless you deliberately visit a landmark built below the waterline.
- The Sea's sky is Dao-colored: shaped by your chosen elemental Dao, with one neutral sky if Dao is not yet bound. A new set of 11 Weather assets — one per Dao element plus a default — render a thematically tinted atmosphere.
- PvP is disabled, spawners are suppressed, and it is a solo space — only you see your own Sea. No sect territory overlap, no formations can be claimed. It is a true sanctuary.
- Block breaking and gathering are disabled here too - a personal dimension you've carved for yourself, not a resource to mine.
- Fixed: the Sea Page dashboard could throw a markup error and disconnect you when opened. Fixed.
- Fixed: entering your Sea could, under some connection timings, immediately redirect you back out the moment you arrived. Fixed.
- Fixed: a rare case could place you facing the wrong way on first arrival. You now always arrive facing correctly.
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Solo Play
- A near-empty server now gets a Personal Bests view instead of an empty leaderboard: your fastest realm breakthrough and longest unbroken meditation streak, in the Rankings page and
/cultivation topalike. - A one-member sect now earns sect XP several times faster, so the stronger halls (like the Ancestral Shrine) stay reachable solo instead of at a full sect's pace with none of a full sect's members.
- Starting a realm breakthrough now tells you, up front, roughly how many tribulation strikes to expect and what share of your health they'll cost - the same estimate is in the Codex's Tribulation entry for planning ahead of time.
- Fixed: a summoned Guardian or Warden spirit beast could treat its own owner as a target. It no longer can. Kept close, it now also strikes back the instant you're hit.
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A cultivator is not only what they have broken through. They are also what they have practiced. Feedback welcome!
Want to see all of this running on a live server? Nine Heavens is the official Cultivation server - play.xianxia.dev:9120.
Cultivation is free and always will be. Add-ons like Cultivation: Jade Slip and Cultivation: Sacred Bodies are what pay for the free half - they live in the Treasure Pavilion at https://xianxia.dev/store. Guides, the full API reference and the wiki are at https://xianxia.dev/.
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