v2.1.3.2 - XiaoXiang Config Ext
Curse Maven Snippet
What's new
Xiaoxiang Config Extension 2.1.3.2
Motion. Eight ways for the screen to come alive when you click something, and a brief mark at the point of contact so a click always answers back.
Key Notes:
- Added Portuguese Translation, About 79% Complete.
- Q/A Added To..
- Pass Time
- Do Some Math,
- Sharpen Your Comprehension,
- Or Attain Enlightenment, Its All On You.
- Educational Mental Tempering
- Native Mouse Tweaks In The Config, FINALLY!! Enjoy :D
Imagine Cultivation And Technology Together?
- Added Compatability For Some Tech Mods, More To Come.
Eight entrance styles
Tab Animation Style had three values. It now has eight, and they are genuinely different movements rather than the same one at different speeds.
- slide — the default, unchanged. Rows fade in and arrive from the left.
- sweep — from the right instead, and from further out.
- cascade — rows alternate left and right, so the list assembles itself from both edges at once. The busiest of the eight, and the one that most rewards a long page.
- rise — rows come up from below.
- drop — rows come down from above.
- unfold — up from further below, with a longer gap between each row, so the page reads as opening out rather than arriving. The slowest and most deliberate of the eight.
- fade — rows fade in without moving at all.
- none — instant. No animation of any kind.
The new vertical styles were the reason for a small piece of rework underneath. A row's position is worked out once and everything it draws — background, border, accent stripe, icons, text — is measured from that one number. Offsetting it moves the whole row together and in step. The alternative was teaching every draw call in the row about a second axis, which is how rows end up with their text arriving a frame before their background.
Two things still override your choice, on purpose. Reduce Motion switches the animation off whatever is set here. And a theme in the drift family always fades without moving — that is the family's own character, and it wins.
An unrecognised value behaves as fade, which moves nothing and so can never look broken.
Click pulse
Clicking a tab, a sub-tab or a group now flashes it briefly.
A button that changes colour on hover gives you nothing on the click itself — the cursor was already over it, so the hover state was showing before the press and is still showing after. On a screen where one click can change the entire page below, "did that register?" is a real question, and the honest answer is a mark at the point of contact rather than waiting to see whether the list changed.
The flash brightens toward that element's own outline colour rather than toward a fixed white, so a tab you have coloured yourself still flashes in its own colour instead of looking painted over. It decays in a straight line rather than easing out, because an eased fade reads as a glow that lingers — the opposite of "this happened at that instant".
It is registered where the selection actually changes, not at each place you can click from, so it behaves identically whether you used the mouse, the navigation panel or the keyboard. Feedback that only one of three routes gives you is feedback nobody can rely on.
Setting the style to none switches the flash off along with everything else. Somebody who asked for no motion meant this too.
Every theme is built on falling code now
This screen edits numbers for a living, and the digital rain was the one background that was ever actually about that. So it stopped being one theme among forty and became the floor all of them stand on.
It does not replace anything. The bamboo still sways, the embers still rise, the galaxy still turns — they now do it through a fall of characters tinted to that theme's own colours, drawn underneath at low opacity. And each theme falls in its own alphabet, so the code reads as belonging to it: the bamboo grove in pipes and braces that stack into stalks, the manuscript and the ledger in roman numerals, the abyss in nothing but zeroes, the code themes in scrambled source.
A theme that is already busy is given less of it and a nearly still one more, so the two layers never fight. High Contrast gets none at all — it is deliberately motionless, and a background that moves is the one thing it must not have.
Three new settings under UI → Background:
- Code Underlay — on or off.
- Code Underlay Percent — how strongly it shows, on top of each theme's own share.
- Code Density Percent — how many columns fall. This is the one to reach for on a weaker machine; it costs roughly what it says, because the work is per column. Changing it never moves the columns already falling, so it reads as thinning or thickening rather than the whole background jumping.
Why it no longer looks janky
The old rain snapped every glyph to a whole pixel on a fixed grid, so a column travelling at 20px/s visibly stepped down the screen instead of falling. That was the jank.
The fix is to translate the whole column by the fraction between rows and draw the glyphs at whole coordinates inside it, which is the only way to get sub-pixel movement out of a bitmap font. The leading glyph also brightens across its own cell rather than arriving already lit, so a column reads as continuous instead of as a row of lights switching on. The original digital rain theme got the same treatment.
Tab size sliders
Three new sliders under UI → Theme & Motion, one per navigation tier: Main Tab Scale, Sub Tab Scale, Group Scale. Each is a percentage of the size a button works out for itself from its own label, 40% to 250%, and 100 is exactly what the screen has always drawn.
Sub-tabs are the tier most worth shrinking. A tab with seventeen sub-tabs wraps onto several rows, and every row the bars give up is a row the settings list gains.
They scale the natural size only. Anything you resized by hand in edit mode keeps the exact pixels you gave it — an exact number you chose is not a suggestion to be multiplied, and if one slider drag silently undid every size you had set, the sliders would be worse than not having them.
A whole page that had no way in
client.uiTheme is a real section of the config — it holds the theme choice, the
per-theme animation speeds, the tab animation style and now the three size
sliders. No sub-tab listed it. Every setting in it existed, saved and worked,
and the only way to reach any of them was to edit the config file by hand.
It has a page now: UI → Theme & Motion, with a description like every other.
The Overrides tab is a tree
It listed every master switch flat. It now indents them into the hierarchy they actually have:
- the whole subject — all of Sects
- one page of it — just Sect Ambient
- one section of that page
So you can switch off one section of one page instead of an entire subject, which is the point of having the tab at all.
Two things worth knowing about how it is built. The order is not sorted — it is the order the tree was built in, parent before child, because a child sorted above its parent is a child indented under the wrong thing. And every row is a switch that already gates something. Where a level has no real control behind it, nothing is shown there rather than a toggle that does nothing. The tree is uneven as a result: Vanilla goes three deep, Sects two, some tabs are a single row. That unevenness is honest — it is exactly how deep the real controls go.
Navigation animates
Tabs, sub-tabs and groups use the same entrance progress, stagger and style as the settings rows. Before this, half the screen arrived on a tab click and the other half was simply already there — the group bar had no motion at all.
Right-click, split in two
Out of edit mode a right-click on a tab, sub-tab or group offers appearance only: rename, colour, text colour, shading, and the locks that protect them. Size, the Tools submenu, every Move row and the two layout resets are gone, replaced by one line saying where they went.
Colour and name are reversible in one click and visible the instant you make them. Size and order change the layout — the bar rewraps, buttons move, and the thing you were about to click next is somewhere else. A mis-click while browsing should not be able to rearrange a screen you spent time arranging. Edit mode is the deliberate act that says layout is what you came to change, and it is where undo and reset-position already live.
The rows are removed rather than greyed, because a disabled row invites clicking it to find out why.
Search finds the switch
Searching talisman while the talisman section was switched off did not surface the switch that turns it back on. Two things were wrong, and both are fixed: a master switch is now never out of scope even when you are standing on a different tab, and master switches lead every search. The row most likely to be the actual answer is no longer buried below a hundred settings that are doing nothing.
Right-click the theme button to go backwards
With forty-four themes, overshooting the one you wanted cost forty-three more clicks to reach it again — which defeats the point of a quick-cycle button. Left goes forward, right goes back.
The perk step is closed
Pressing Create World no longer opens the Golden Finger perk screen. A notice appears and world creation goes straight on to the origin draw.
The screen worked; that is not why it is shut. The base mod's latest update changed the systems those perks reach into, and a perk that still looks right while granting something the game no longer uses is worse than no perk at all — you spend your picks on it and find out later. The names, tiers and effects are being rewritten against the new systems, so anything chosen now would be chosen from a list that is about to stop existing.
A notice rather than a vanished button, because a button disappearing reads as something broken. A toast rather than a dialog, because a dialog demanding a click to tell you nothing is going to happen is only in the way. The screens themselves are left in the source — they are being rebuilt, not abandoned.
Compatibility
Nothing moves, renames or resets a config path. Your settings carry over as they are, and Tab Animation Style keeps whatever it was set to — the three old values all still mean exactly what they did.
All Off now means all off
The Overrides tab has All On and All Off. Press All Off and every tab should leave the bar except Overrides itself — that is what the button says. Three tabs stayed: Cultivation, NPCs and UI.
They stayed for an honest reason. A page is hidden when the switch governing it is off, and four pages had no switch at all — Core Data, Golden Finger, NPC Trades, and the handful of whole-game values on the Cultivation General page. Those settings were applied unconditionally, so hiding those pages would have hidden settings that were still doing something, which is worse than leaving a page on screen.
So they have switches now, and each one is read at the place its values are actually used rather than bolted onto the front of a screen:
- Core Data — the time-acceleration limit and the attribute points the game allocates for you on a breakthrough.
- Golden Finger — the perk count.
- NPC Trades — use count and price. Every trade in the mod passes through the same two places, so the switch sits on those two rather than on fourteen separate injection points that could drift apart.
- Global Overrides — cultivation speed, the three NPC stat multipliers, the meditation interval and both free-zhenyuan rewards. All seven fall back to the base mod's own figures. The other twenty-nine switches on that page are untouched; each still speaks for its own section.
Identity Tooltips is not a new switch. The scrollable-tooltip toggle has always decided whether that section does anything — it was simply never listed, so the page could not be hidden with it.
The pages that override nothing
The UI tab's theme, background, accessibility, preferences and advanced pages do not override anything in the game. They are this screen's own appearance, and inventing a master switch for them would be inventing a lie about what the switch does.
They follow one stated rule instead: when every master switch is off, the screen shows only the tab that can switch them back on. With the mod set to change nothing, eight pages of decoration plus a second copy of the switch list is the screen arguing with you. One rule, written once, rather than eight switches that do not mean what they say.
Nothing here is destructive. All Off writes booleans; All On writes them back. No setting's value is touched, so a section switched off and on again returns exactly as it was.
Themes that are easier to read
Main tab labels. Every label was ringed in black to make it stand out. On a dark theme that is exactly right — a gold label over a black ring reads sharply. On a light theme the label is already dark, and ringing dark text in black does not outline it. It thickens it, and the word turns into a smudge.
The ring is now chosen from the label's own brightness: a dark label gets a light ring, a light label a dark one. That follows a theme, and it equally follows a tab you have recoloured by hand.
Hover. Every navigation tier brightened its label under the pointer. On a light theme "brighter" means closer to the page it is sitting on, so pointing at a sub-tab made its name harder to read at exactly the moment you were pointing at it. Hover now moves away from the panel rather than toward brightness — it still changes, and it always gains contrast.
Porcelain Blue & White and Ink Wash have been sharpened in the middle of their palettes only. Their washed-out mid-tones left the three navigation tiers running into each other. The cobalt and the ink are untouched.
Cherry Blossom
Cherry Blossom was borrowing another theme's background — a murmuration of starlings, which has nothing of blossom in it — and drawing it faintly enough on a near-white page that most people would never have seen it at all.
It has an orchard now. Two rows of trees running away to the horizon, canopies packed the way a tree packs anything into a circle, and petals that leave the crowns in gusts and drift toward you rather than across.
Two gusts in thirty seconds, with real quiet between them. A constant fall rate is snow; a cherry tree stands still for most of a year and then lets go all at once, and that is the thing worth watching.
Light themes also get a stronger background than dark ones now, rather than the same amount. A pale scene on a pale page is drawn and invisible, which is not the same as subtle.
The vanilla difficulty button is removed by default.
It is redundant — this mod and the cultivation mod both handle difficulty their own way, so the vanilla toggle on the Create World screen offers a choice that does not mean what it looks like it means.
More to the point, it is the one place this mod shows itself. Everything else it does happens inside another mod's numbers and leaves no mark on any screen: no splash, no toast, no watermark, no item in your inventory. A missing button on the world-creation screen is a quiet signal that the install worked, and you see it before you have loaded a world.
Turn it off on UI → General Toggles to put the button back. It also answers to the Vanilla master switch, so All Off returns it along with everything else — a mod that claims to be changing nothing should not still be hiding a button.
If you already had the mod
Changing a default only reaches a config file that does not already have the key in it. Yours does, sitting at the old value, so the new default would have reached new installs and nobody else.
It is applied to existing files too, once. The first time you open the Create World screen after updating, the setting is switched and a single notice says so and names the page that puts it back — UI → General Toggles. After that it is never touched again, whatever you set it to.
It is announced rather than done quietly on purpose. The other one-time repairs in this mod are safe to make silently because they only touch a value still sitting on a number an old build got wrong, and a config still holding that number is good evidence nobody chose it. A true/false setting gives no such evidence: the old default was off, so every existing file reads off — the people who never opened that page and the people who looked at it and decided they wanted the vanilla button look exactly the same from here. Changing something somebody may have chosen deserves a sentence, not a line in a log file nobody reads.
This mod has no additional files