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Taixu Cultivation

A comprehensive Chinese cultivation mod featuring five paths, realms, techniques, physiques, laws, exploration, tribulations, and immortal manifestations.
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Taixu Cultivation-1.12.2-0.9.0-rc65.jar

File nameQubumsin-Cultivation-1.12.2-0.9.0-rc65.jar
Uploader
BKslanBKslan
Uploaded
Aug 5, 2026
Downloads
33
Size
1.7 MB
Mod Loaders
Forge
File ID
8583442
Type
B
Beta
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:taixu-cultivation-1640283:8583442")

Learn more about Curse Maven

What's new

0.9.0-rc65 - 2026-08-06

Detailed RC65 validation log

Added

  • Sword-path ordinary attacks and techniques now project original Taixu-style spatial cuts through anticipation, crossing cut planes, impact fragments and restrained ink-like afterimages. Different techniques vary cut count, spacing and rhythm instead of merely changing color.
  • Soul-path attacks now command short-lived Six Realms phantom actors from the existing soul wheel. Heaven, Human, Asura, Beast, Hungry Ghost and Hell use distinct silhouettes, curved approaches, target impacts and visible returns.
  • Bound Mystic Vein armaments now resonate with matching path skills: Sword adds bounded echo cuts, Body stores a guarded heavy strike, Alchemy returns part of the cast cost, Talisman shortens cooldowns and writes binding seals, and Soul builds contracts that siphon life or immortal power.
  • Body ordinary attacks now drive a ten-block Mountain-Crushing Fist Wind made from sequential pressure rings, burst cores and ground dust. It is visual only and never creates explosions, extra damage or terrain changes.

Changed

  • The persistent sword formation and Six Realms wheel remain the source of the animation: manifestations react in place while the new world-space combat layer carries the strike to the real target.
  • Added first-person camera fading, distance-based detail reduction, per-player event limits and multi-phase packet deduplication so strong feedback does not become screen obstruction or duplicate actors.
  • Skill resonance scales through the existing armament stages. Full armor and the offhand Immortal Seal strengthen each path mechanic without replacing registered skills or creating an additional manifestation set.
  • Sword ordinary cuts now complete in eight ticks, choose among six seeded forms, and use layered draw, impact and metallic-tail sounds. Body attacks use distinct low compression, sweep and terminal-impact audio.
  • Mountain Opening now resolves as one oversized cut instead of a cluster of repeated slashes. Its persistent formation sword commits to the cast while particles and layered draw, release and impact sounds carry the strike.
  • Sword Aura and Sword Prison cinematics now reach their visible contact frame on the same authoritative ticks as their server outcomes: 15 and 18 ticks. Repeated Prison strikes also begin directly at contact instead of replaying a late travel animation after damage has already landed.

Fixed

  • Removed the legacy Sword and Body ordinary-attack particle pass that was playing underneath the newer cinematic renderer.
  • Sword cuts now anchor to the attacker-facing surface of a target and scale against its collision bounds, keeping the effect visible on large entities.
  • Removed the retired broad translucent sword-qi plane from first person, ordinary attacks and sword techniques. The old renderer and timeline can no longer overlap the spatial-cut system.

Compatibility

  • No player skeleton, manifestation model, registry ID, capability field or saved-world schema changed. Skill outcomes change only while a correctly bound armament is held in the main hand; RC61 and RC62 worlds require no migration.

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