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MiXianTu

A data-driven cultivation framework with server-authoritative runtime for cultivation, aura, abilities and so on.
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mxt-1.0-beta.7.jar

File namemxt-1.0-beta.7.jar
Uploader
IAFEnvoyIAFEnvoy
Uploaded
Nov 1, 2026
Downloads
18
Size
4.3 MB
Mod Loaders
NeoForge
File ID
9394289
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:mxt-1691981:9394289"

Learn more about Curse Maven

What's new

Breaking Changes

1. Saturn Lib is now a required dependency

  • saturn is declared as a hard requirement in neoforge.mods.toml; the mod no longer ships standalone.
  • ApricityUI minimum raised to 1.2.9.

2. The framework moved to Saturn (Java API break)

Roughly 500 classes left this mod. If you compile against MiXianTu, these packages no longer exist:

Removed from MiXianTu Now lives in
data/action, data/condition, data/cost, data/trigger, data/storage, data/timeline, data/resource, data/resourcebar com.iafenvoy.saturn.data.*
attachment/AbilityAttachment, ResourceHolderAttachment, TriggerCooldownAttachment com.iafenvoy.saturn.attachment.*
screen/hud, screen/resourcebar (renderers, overlays, blocks) com.iafenvoy.saturn.screen.*
event/* ability/trigger/resource events (including everything formerly in event/dispatcher/) com.iafenvoy.saturn.event.*
api/ItemUseCycle, api/package-info com.iafenvoy.saturn.api.*
util/chain, util/codec, util/formula, util/matcher, util/dispatcher, util/profiling, util/function, util/math com.iafenvoy.saturn.util.*
registry/cache/* (registry, chain, formula-name, order, reverse-mapping caches) com.iafenvoy.saturn.registry.cache.*
runtime/ability/*, runtime/resource/*, runtime/trigger/*, runtime/hold/*, runtime/EntityTickStages, runtime/resulting/* com.iafenvoy.saturn.runtime.*
KubeJS bindings/callbacks/codecs (compat/kubejs/**), loot functions and conditions Saturn
Ability / trigger / resource / HUD / profiler commands Saturn

3. Datapack registry namespace changed: mxt → saturn

The four framework registries were re-namespaced. Entry IDs are unchanged; only the registry directory moves.

Before After
data/<pack>/mxt/ability/*.json data/<pack>/saturn/ability/*.json
data/<pack>/mxt/trigger/*.json data/<pack>/saturn/trigger/*.json
data/<pack>/mxt/resource/*.json data/<pack>/saturn/resource/*.json
data/<pack>/mxt/incomplete/*.json data/<pack>/saturn/incomplete/*.json

Packs that keep the old path silently load nothing. The mod's own files (mxt/aura, mxt/rift, mxt/technique, mxt/artifact, mxt/element, …) stay where they are.

4. Result / Failure model reworked

  • Result<T> is a sealed interface with SuccessResult / FailureResult; a failure carries no data, and "no return value" is Result<Void> (Result.success()).
  • Failure is name() / source() / resource() (Optional) / key() / message(); attaching a resource is explicit via failure.withResource(id), which produces LocatedFailure.
  • getData() and getFailure() return Optional. isSuccess() is gone — use instanceof Result.SuccessResult<?> / Result.FailureResult<?>.
  • Deleted: ResultWithData, PaymentResult, PressResult, UseResult, ChannelResult, and the Failures.located / Failures.either helpers. Failures keeps only its constants plus failureMessage(Optional<Failure>); Result.either() replaces the old helper.
  • New: MessageFailure (attaches readable text to a failure, now used for rift template codec errors) and RiftFailure with 11 failure.mxt.rift.* translation keys.

5. Rifts were rewritten

  • The old mxt:rift block, block entity, block state and renderer are deleted; worlds containing them lose those blocks. The id mxt:rift is now an item (Rift Anchor).
  • Rifts are data-driven geometry: templates under data/<pack>/mxt/rift/*.json (shape, placement, destination, appearance, duration_ticks, enabled), stored in a world attachment plus per-chunk attachments, kept loaded by chunk tickets.
  • The Rift Anchor opens the editor, places rifts and (shift-click) writes a destination.

6. Aura is fractional (int → double)

Inventory, costs, display and sync all moved to double, so aura no longer rounds to whole units. Cost plumbing was split into AuraCostSource / AuraCostSources / CostOrigins; CostChannel and CostOrigin are gone. Spirit crafting state is now synced to the client with a dedicated payload.

Features

  • Profiler + /mxt debug — frame/aggregate profiling with window snapshots, source subscriptions with permission checks, and an in-game profiler screen (charts, per-source tips) backed by new S2C/C2S payloads.
  • Tick dispatcher — TickDispatcher with fixed/random intervals, pluggable execution limits and rescheduling; the aura section maintenance and rift refresh now run on it.
  • Light beam particles — the old laser particle is replaced by light_beam geometry with its own vertex/fragment shaders and mesh/group/frame structures.
  • World effect drawing — EffectDraw / EffectFrame / EffectTargets / SceneDepth / WorldEffects, with the new effects.scene_depth client switch for depth-aware effects.
  • New rift system — data-driven shapes and destinations, chunk-ticket keep-alive, landing search with diagnostics, an in-game editor (toolbar + viewport), admin commands (/mxt rift spawn|target|edit|info|remove|duration|enabled|copy|transform|export), and preset/layout export.
  • Hold (item use cycle) system — items can declare a fixed-duration use gesture (id, duration, animation) resolved per side through ResolveItemUseCycleEvent; item bindings, talismans and jade slips now run on it, and TemporaryUseComponent is gone.
  • Item binding cache — item matchers resolve through a cache instead of re-walking definitions.
  • Aura zone bar — AuraZoneBarContributor feeds the zone's aura into Saturn's resource bar.
  • Events that were internal (event/dispatcher/*) are now public API events.

Fixes

  • Aura queries no longer load chunks they do not need; the ticker, distribution service and block-aura service were reworked around that.
  • Resource bar rendering fixed (the Apricity canvas mixin and the old overlay were removed in favour of contributors).
  • Rift editor and assorted field fixes.