XiaoXiang Config Extension

An Extension Of The Xiaoxiang Cultivation Mod. Do You Want To Make Your Cultivation Journey Harder? Abysmal? Impossible? Well Now, You Can!!! With The XiaoXiang Config Extension. Every One Explained — And It Now Configures Every Other Mod In Your Pack Too.
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v2.1.0 - XiaoXiang Config Ext

File namexiaoxiang_config_ext-2.1.0.jar
Uploaded
Sep 13, 2026
Downloads
21
Size
1.6 MB
Mod Loaders
Forge
File ID
8872253
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:xiaoxiang-config-extension-1657068:8872253")

Learn more about Curse Maven

What's new

Xiaoxiang Config Extension 2.1.0

A full audit of every override in the mod, a save-data bug fixed, seven dead settings brought back to life, and a new Miscellaneous tab.


A setting was damaging save data

progression.genderEditsDefault is fixed. If you had ever changed it away from 5, it was not only setting your gender edits — it was also rebuilding both of your spell-loadout tables at the new size. Set it to 3 and your loadouts were built with three rows instead of five, so the fourth and fifth loadout slots no longer existed. Using one of them threw an error from deep inside the cultivation system, a long way from the setting you had actually touched.

The setting now changes only what its name says. If you had lowered it and have been seeing odd behaviour around spell loadouts, raise it back to 5 once, load your world, and set it wherever you want it.


Seven settings that were doing nothing

Every override in this mod is written to fail quietly rather than crash your game if the original mod changes underneath it. That is the right trade, but it has a cost: when one of them goes stale, nothing tells you. The slider still moves. The number still saves. It just stops meaning anything.

This release checked all of them, one at a time, against what the original mod actually does today. Seven had gone stale. All seven work again.

  • Meditation efficiency bonus — the original mod moved where this lives. It is reconnected, and meditating is once again worth what this setting says.
  • Sword flight upkeep — the original mod lowered the cost from 20 qi per second to 5. Ours was still pointing at 20 and matching nothing.
  • Void escape, both drains — charging cost 10 qi per tick and staying in the void cost 5; both are now 1 in the original mod.
  • Qi shield cost — the original mod cut it from 10 qi per point of damage absorbed to 4. Shielding is considerably cheaper than this mod believed.
  • Spirit gathering flower orb value — orbs are worth 3 now, not 10.
  • Bone age rate — the original mod split the method this was attached to.
  • Mutant root weather bonus — we shipped 1.5; the real value is 1.2.

Each of those had a matching default that was also out of date, and a default that no longer matches the original mod is a bug in its own right. Every one is corrected, and your existing config file is repaired automatically on first launch, with each change named in your log. A value you had deliberately tuned yourself is left exactly as you set it.

One setting was quietly driving two things

Alongside the orb value: the number 3 now appears twice in the same piece of the original mod's code — once as the crowd limit for spirit gathering flowers, once as the value of the orb itself. Our skipCount setting was changing both. Raising it to allow denser orbs also made every orb worth more. They are separate again.


Spirit root absorption, rebuilt

The Qi Absorb SSR and Qi Absorb SR settings described a split the original mod no longer has. Both were pointing at numbers that are simply not there any more, so both had been doing nothing.

They are replaced by seven settings, one per root family, because "SSR" is three different speeds now:

Family Cultivation efficiency
Heavenly Metal / Wood / Water / Fire / Earth 1.35
Mutant Ice / Mutant Lightning 1.4
Heavenly Hidden 1.5
Dual (all ten) 1.25
Triple 1.15
Quadruple 1.1
Five Root 1.05

Every default above is the original mod's own number. If you had tuned the old SR setting, that number carries over exactly — every SR-rarity root is a Dual root, and every Dual root is 1.25, so it maps across without loss. The old SSR number does not carry over, because there is nothing single for it to carry to.

This matters more than a normal setting: root efficiency is the first multiplier in the chain that decides whether meditating does anything at all. Set a family to zero and that family cannot cultivate by absorption, however good its technique.

Roots with no family-level number — None, Heavenly Sword, Five Element Chaos and Broken Vein Body — are left alone rather than given an invented one.


New: the Miscellaneous tab

A twenty-first tab, and the first one that is not about cultivation at all. It is the home for everything outside the original mod, kept deliberately apart so that looking for a realm setting never lands you in plain Minecraft by accident.

Its first sub-tab is Vanilla.

Vanilla → Attributes

Your character's actual baseline — the numbers everything else is added on top of. Armour adds to base armour; a Strength potion adds to base attack damage; a realm adds to base health. Changing a baseline shifts the whole game rather than one moment of it.

Base max health, movement speed, attack damage, attack speed, armor, armor toughness, knockback resistance and luck.

Vanilla → Survival

Fall damage and block-breaking speed, as plain multipliers where 1.0 is exactly vanilla.

Vanilla → Experience

Its own switch, separate from the tab's, because of what the last setting in it can do.

  • Experience gain multiplier — scales everything that earns you experience. What you spend is untouched, so this changes how long a level takes to earn, not what it costs. A gain is never rounded away to nothing.

  • Convert experience to cultivation — with this on, killing, mining, smelting and fishing all become a slow second path up the realms, running alongside meditation rather than replacing it.

    The default is 10 experience per point of cultivation, and that number is measured rather than invented. An early Qi Refining sub-stage needs about 200 cultivation, so roughly 2,000 experience carries you through one. By True Immortal a sub-stage needs around 20,900, so the same effort barely registers. That curve is the point: a reason for a new cultivator to go out into the world, and never a way for a mob farm to replace meditation.

    Four more settings shape it — the ratio, whether the experience is spent or kept, whether the original mod's "you need an equipped technique" rule still applies, and a ceiling per pickup for anyone who plays with farms. Fractions are carried rather than dropped, so a five-experience zombie is not worth nothing.

This is the one place the Vanilla tab touches the cultivation mod, and it is why it has its own switch. Everything else under Vanilla runs on Minecraft's own hooks and cannot affect a cultivation save.

Settings that appear when they become relevant

The experience group reveals itself a layer at a time. Switch the group on and the multiplier and the conversion switch appear. Switch conversion on and the four settings that shape it appear. Until then they are not greyed out — they are not there at all. A page of controls that cannot do anything is worse than a short page.

The whole tab starts switched off

Every default on it is Minecraft's own value, so turning it on changes nothing until you move something. Turning it back off restores vanilla completely the next time you log in, respawn or change dimension. Nothing here is written permanently into your save.


Note: [The Villagers Spawn Will Become A Toggle On The Next Update.]

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