v2.1.49 - Xiaoxiang Config Ext
Curse Maven Snippet
What's new
Xiaoxiang Config Extension — 2.1.49
Made for Xiaoxiang Cultivation World 0.1.1480 or later - one file for both of its lines: CurseForge's 0.1.1480 and Modrinth's 0.2 line (0.2.106 and on). Every release names the cultivation mod it was made for, here and on the Mods page, so the pairing is never in doubt.
The release that grows alongside Realm Expansion 1.1.1 and Black Tech 0.1.1. Everything since 2.1.4 of 12 October is in here: one file for both lines of the cultivation mod, every one of its 0.2 systems on a page of its own, the screen in its own painted look, the immortal realms and three roads for the whole pack. The six sections at the top always say where things stand: what is new, what changed, what was fixed, what is in but not finished, what you may run into, and what was caught before you could. 2.1.4's own notes stay with 2.1.4.
🆕 New
🧭 Three roads for the whole pack: Gentle, Standard, Immortal Trial
The Presets window's Player pane now opens with three roads that set the whole pack in one press - this mod, the cultivation mod, Realm Expansion and Black Tech together. Gentle Road is a gentle MORTAL start: you cultivate twice as fast and live twice as long, tribulations and cultivators strike half as hard, cultivation is set to easy and a death keeps your realm, Realm Expansion runs its Gentle curve with wild cultivators climbing at half your pace and coveting nothing, and Black Tech's machines give more for less. Immortal Trial is the far edge: cultivation at half speed, tribulations twice as deadly, cultivators twice as hardy and twice as fierce, beasts gathering qi twice as fast, inferno difficulty and a realm lost on death, the Marathon curve with ruthless wild cultivators racing at twice your pace, and machines that ask more. Standard Road puts every one of those figures back to each mod's own.
Before you press Apply, each road shows how many settings it would change in each mod; press the road itself to list every setting, from its value now to the road's. A mod that is not installed is passed over and the window says so, and on the cultivation mod's 0.1 versions its two settings are simply left alone. Once a road is applied its button reads Undo, and one press puts every value back, in every mod.
☯️ The immortal realms, yours to set
The thirteen realms the cultivation mod's 0.2 versions added above Loose Immortal, from Celestial Immortal to Great Dao Saint, now have a page of their own under Cultivation: Immortal Realms. Each realm gets its lifespan, its max qi, its qi shield, how strongly it draws qi, and the three figures of its tribulation (waves, bolts in a wave, the damage of each bolt). Every default is the cultivation mod's own figure, so nothing changes until you change it, and one switch at the top hands the whole page back to the cultivation mod. Each row says how Realm Expansion's ten layers inside these realms meet it: the max qi rows move the price of those layers, the other rows hold on every layer, and Realm Expansion's own tribulations keep their own figures.
The breakthrough safety net (Never Let Requirements Go Down) now walks the whole way up. From MORTAL to the last realm of the Great Dao, no realm asks for less qi than the one before it on its road, whatever you set: Celestial Immortal stays above True and Loose Immortal, and after Daluo Golden Immortal the Heavenly Dao and the Great Dao are separate roads, so raising one never lifts the other. A figure that already climbs is left exactly as you wrote it, and at the cultivation mod's own figures nothing moves. On the cultivation mod's 0.1 versions these realms do not exist, so the page stays off the screen there and nothing on it is read.
🏯 Cultivation World: the screen in the cultivation mod's own look
The configuration screen can now wear the cultivation mod's own look. Cultivation World is a new theme with a family of its own: the painted mountain panel, the title lettering, the cards behind rows and pages, the button faces and the scroll bar are all drawn by the cultivation mod itself while you play, so the look is truly its own, and when that mod repaints its windows this screen follows. Words sit in ink on the pale panel - hints a shade lighter, and warnings, errors, search matches, the new-setting marks and switched-on toggles in deep tones that stay readable. Nothing is ever white on pale.
On the cultivation mod's 0.2 versions Cultivation World is the default. A settings file that still held the old default, Digital Rain, moves to it once; any other theme you picked stays yours, and the gear menu takes you back to any of them. On its 0.1 versions, and without it, nothing changes: Digital Rain stays the default and Cultivation World is not offered. Should a later cultivation release change its drawing in a way this version cannot reach, the screen falls back to Porcelain Blue & White, notes it once in the log, and keeps working.
On 0.2 the origin card's starter-item slots, the buttons added to it and its scroll bar now use the card's own faces, whichever theme the configuration screen wears.
🔮 The Tianji Pavilion's steles, rankings and envoys
The Tianji Pavilion now has a page of its own, World > Tianji Board: how long a stele's window stays open and from how far you can use it, how often the rankings refresh and each cultivator is looked at again, how many wandering cultivators the Pavilion takes as disciples, how many places on each ranking are paid, and how a reward envoy waits for you, follows you, gives up and comes back.
Every row starts at the cultivation mod's own figure and one switch at the top of the page hands all of it back. The page shows only when the cultivation mod has the Tianji Pavilion.
🏮 Stalls and arrays: how near, how soon, how far
World > Stalls & Arrays holds the trading stalls and the transport arrays: from how far you buy at a stall and how soon you can buy again, from how far a wandering cultivator shops at one, how long the list of discovered arrays stays open after you touch a portal, how long a journey may take to connect, how far you may step while it does, and how long the arrival portal leaves you be.
The reach you buy from and the length of the look that must meet the stall move together, so you can never buy from a stall you cannot see.
🥇 Immortal Gold Soldiers, tougher and sharper by your word
The Immortal Gold Soldiers have a page under NPCs: the health and attack every soldier starts from before its core and its techniques add theirs, how far around you its squad looks for enemies and how many it keeps track of at once, how far it keeps after a target your Command Banner names, and how far from a held position it strikes.
The soldiers are permanent, so there is no lifetime to set. A soldier takes its new health and attack once it is summoned again, raised as a cave guard or loaded with its world; the reaches change at once.
🦊 Foxes, hermits and beast-form fighters keep your hours
A page under NPCs for three routines of the cultivation mod's people: how often a demon-race cultivator fighting in beast form reaches for its arts, how long it rests after one and how often it strolls when no one is left to fight; how long a hermit who has left his cave walks home before he is set down there; and how often the Qingqiu foxes look for the fallen in their lands, how far around and how far up and down they look, how long they keep at it and how long they rest after.
A hermit keeping to his cave and the foxes' day in their settlement follow the day and the buildings and have nothing to set, so they have no rows.
🔁 Starting items: replace the kit, or add to it
Every origin's starting-items list now has a switch right beside it: Add To The Original Kit. Off - the way it has always worked - your list is handed out instead of the kit that origin normally starts with. On, the origin starts with its usual kit and your items on top of it. An empty list still means the origin's own kit, whichever way the switch is set, so nobody ever starts with nothing by accident.
The Default list has the same switch, and while Same Items For Every Identity is on, that one switch decides for every origin (each origin's own switch says so on its row). The choose-origin card always shows exactly what you will be handed, in both modes. With Add on, the item picker starts from an empty list instead of a copy of the kit, so nothing is handed out twice. A custom identity has no kit of its own, so it has no switch.
💍 Relic grades and the newest armour sets, on a page of their own
The five grades of the relic accessories, Low to Immortal, now have their multipliers on a page of their own, Equipment > Sets & Grades, beside the three newest armour sets: the Tianji set's stealth, cheaper escapes, damage cut and Shadow; the Spirit Fox set's speed, stronger and cheaper beast arts and its lethal-blow phantom; and the Cloudsoaring set's power and qi restore at every grade. Each setting is named for the set or grade it moves, starts at the cultivation mod's own figure, and one switch at the top of the page hands every one of them back to it. A relic set's bonus follows the lowest grade among the pieces worn, exactly as the cultivation mod reckons it.
🌿 The binding arts, yours to tune
The binding arts join Qi & Life > Status Effects: how hard the Moss Root Bind slows its target and how long a moss seed holds it, how much the Water Prison drowns its prisoner and how fast struggling breaks the prison, and how quickly fire eats through the Verdant Bind's vines. The Water Prison and the Verdant Bind work on every release of the cultivation mod; the new sets, the relic grades and the Moss Root Bind show only when the cultivation mod has them.
🎛️ The settings screen's own controls, yours to set
The UI tab gains a Controls page right after Keys. Its first rows are the steps a number takes when you turn the wheel over it or press its - and + buttons: one with no key held, and one each for Ctrl, Ctrl + C, Ctrl + Shift, Shift, Ctrl + Shift + C and Alt. Every row starts at the step the screen has always taken, so nothing moves until you move it, and the little badge on a row shows the step the keys you are holding will give.
Below the steps sit the gestures, each with a switch of its own: right-click to star a setting, Shift + right-click to lock one, holding a tab to drag it in Edit mode, typing to start a search, a tab's tooltip pinning itself open when you rest on it (and how many seconds that takes), Ctrl + Tab between pages, and the wheel over a number changing it. A gesture switched off does nothing at all. The controls list behind the gear beside the screen's title names every step as you have set it and marks a switched-off gesture "(off)". A Reset row puts the whole page back at once, and Ctrl + Z takes the reset back.
🏹 How far a cultivator will chase you
A cultivator no longer gives up a fight at one fixed distance: the cultivation mod decides how far it keeps after its target by its realm, and that reach is now yours, realm by realm, on NPCs > AI Behavior under Pursuit Range - a MORTAL at 16 blocks, Qi Refining 24, Foundation Building 32, Golden Core 48, Nascent Soul 64, Soul Formation 96, and every realm from Void Refining up 128, each the cultivation mod's own figure. Every way a cultivator fights - kiting with spells, striking from the air, standing its ground - stops chasing at that range. Kiting Give Up Range, the fixed distance this replaces, is retired.
🔀 One Config Extension for both lines of Xiaoxiang Cultivation
The same file now runs on both lines of the cultivation mod: the 0.2 releases and the older 0.1.1480 that many packs still play. When the game starts it reads which one is installed and tunes that one as it is. Where the 0.2 line moved a figure that 0.1.1480 keeps in its old place, the old place is tuned there, the way earlier versions of this mod always did, and nothing has to be switched by hand.
The screen shows what the running version has. On 0.1.1480 the Races and Natal Sword tabs, NPCs > Demon Sieges, World > Settlements, Beasts & Bosses > Drops, the reincarnation rows for Meng Po, the reroll pill, corpse rerolls, bloodlines and demon transformation, the refining blueprints and the rogue cave chests stay out of sight, because those systems arrived with 0.2; your numbers for them stay in the file, so a world carried between the two keeps every one. Defaults follow the line too: where the two lines ship different figures - the Loose Immortal bonuses, lifespan, qi and tribulation factors among them - a new settings file starts from the installed version's own, and the description names both ("0.2: 1, 0.1: 8"). The twenty-nine settings the 0.2 line no longer reads but 0.1.1480 still does are live there, and say so.
🏯 The settlements of the cultivation world, on a page of their own
The World tab has a Settlements page, after Sect Sites, for the places the cultivation mod lays into the world from its 0.2 line on: how large the Qingqiu fox lands grow and how far apart they lie, how much room other structures leave around a fox settlement, how fast the floating sect's guards fly, how wide their patrol ring swings and how many may be aloft at once, how far the island's protective array reaches and how many cultivators it may hold, how a ruined rogue cave sheds its leaves, weathers and grows over, how much wet ground a ruin accepts, and how far a Xuanting lair's beast may roam from its den. Figures that shape the land reach new chunks only - what is already explored keeps its shape - while the patrol figures change a world at once. Every default is the cultivation mod's own, and one switch hands the whole page back to it.
🦴 What a fallen beast leaves
The Beasts & Bosses tab has a Drops page. The drop preview on a beast's detail page is an estimate made by rolling its drops over and over; you choose how many rolls it takes, and the note under the preview names the same count. The Xuanting Suanni always leaves three demon bones, a random few more, and one more to a looting weapon; the bones it always leaves and the size of the extra roll are both on the page, kept inside one stack.
📜 Refining blueprints, found and bought
Crafting > Refining has grown a Blueprints group. A sect chest, and each wandering cultivator once in its life, rolls for one of the five refining blueprints - three common, two rare - and both chances are settings now, held so the five can never add up past a certainty. What a wandering cultivator asks for one, in supreme spirit stones, is the third.
🗝️ The hermits' hoards, on the page
A rogue cultivator's cave keeps a richer chest than any sect: the cultivation mod fills it with a sect chest's loot, rolled twice over, every stack twice the size. Those two figures now sit on Loot > Sect Chests under Rogue Caves. Rogue Cave Chest Rolls sets how many times over the chest rolls - its vanilla rolls, its cultivation rolls and its refining materials alike - and Rogue Cave Stack Size sets how many times larger each stack is, up to a full one. Raise them and a hermit's chest spills over; lower them to 1 and a cave keeps no more than a sect's storeroom. Both start at the cultivation mod's own 2, so an untouched file fills the caves exactly as before, and a cave's ruined chests stay sect-sized either way.
⚔️ A Natal Sword tab of your own
From its 0.2 release the cultivation mod lets a cultivator bond a sword as their natal sword: it rests behind them, docks more blades as its grade rises, earns insight from every hit it lands, and awakens its arts one by one - the Startled Swan Strike, Sword Follows the Heart with its Big Dipper stars, the Light-Splitting Shadow Blades, the Six Harmonies Sword Cage, the Sword of Divine Sense, the Myriad copies and the colossal Skyglow, Cloudshadow, Surging Tides. All of that now has a tab of its own, with one master switch and five pages behind it: the blades, the insight, the arts, the Myriad path and the dharma aim.
The blades page sets how many blades a sword can dock, how long the bonding ritual takes and how long a backlash or a seal keeps a new bond away. The insight page sets the hit-growth window, its caps, what a cultivator or a beast is worth to it, and how much insight a seal or a swap keeps. The arts page has one group per art: a base damage is the figure the art's spell scaling starts from, reaches are in blocks, clocks in ticks, qi in the figures the arts spend. The Myriad page sets how long the thirty-six copies take to form and how long each flies; the cast's whole length follows from those two. The dharma page sets how far the crosshair reaches when the colossal sword's impact point is picked.
Every default is the game's own figure, so an untouched tab changes nothing. Turn the master switch off and every natal sword hook steps aside at once.
🏯 Demon sieges, on a page of their own
From its 0.2 release the cultivation mod sends a demon commander's army against villages: the army gathers at a camp, batters the village's protective array, and attacks in waves until the commander falls or the village does. The NPCs tab now has a Demon Sieges page for all of it, behind one master switch: how many waves an ordinary siege and a MAX siege throw, how long the pause between waves lasts, how many troops a wave adds at a time, how long the army may spend gathering or battering before it gives up, how far from its camp a holding troop will answer an enemy or stray to chase one, how far a troop scans for someone to fight, how fast it marches and flees, and how far outside a village's own bounds still counts as the village.
Every default is the game's own figure, so an untouched page changes nothing; turn the master switch off and every siege hook steps aside at once.
🔄 The reincarnation page grows up
The Reincarnation page under Cultivation used to hold one fix. It now also holds the figures the cultivation mod's 0.2 reincarnation runs on, in six groups behind a master switch of their own: the chance that a Heaven-path reincarnation draws a high-quality origin; Meng Po's domain reach, how far and how fast her punch flies, what her staff hits for and what a cast of it costs; how long a reroll pill takes to eat, how long the Rebirth Bone Pill's rebirth lasts (the notice counts the seconds from the same figure), and how often a chest holds a rare or a very rare one; how close you must stand to channel a spell on a fallen cultivator's body, how long the long and the short corpse spells channel, what settling one costs in morality and how long the choice stays open; the lowest share of demon blood a half-demon keeps; and how long a demon transformation takes from start to finish, with its percent and its announcements following the same clock.
The old technique fix keeps its own switch and is untouched. Every default is the game's own figure.
🪦 Settings the cultivation mod no longer reads, retired
The 0.2 line moved pill effects, tribulation timing and a handful of spell and weapon figures to places this mod does not reach, which left 152 of its settings standing on pages where they changed nothing - and a row that saves and does nothing is the most confusing thing a settings screen can show. They are retired now: still in your file, so an older file loads as it always did, but off every page unless you want them. Switch on Show Settings With No Effect under UI > Advanced and each one returns to the foot of the page it always had, under a Retired heading, with its description opening on a plain note that it does nothing any more. The Overrides tab lists every retired setting either way, so nothing is ever out of reach, and should the cultivation mod start reading one of them again it comes off the list and back onto its page.
🔖 A NEW mark on what a release added
A release that adds three tabs and a handful of pages to a bar of twenty-six is a release where nothing looks new - the bar is longer, and that is all it says. Now each tab and page added since the version you last caught up with wears a small NEW mark on the tab bar, in your language, until you open it once. Open it and the mark goes for good; open the last marked one and you are caught up, and only what arrives after that is marked again. A fresh install sees the marks of the newest things once, as a short tour of them.
🗺️ Every one of the cultivation mod's own settings, on the page you would look for it
The cultivation mod keeps a settings file of its own - two hundred and three entries in its newest release - and until now the only way to reach most of them was a text editor. They are all on the screen now, each on the tab a player would open for it, each under a Cultivation World heading that says what it is: that mod's own setting, written straight to that mod's own file when you change it, with nothing of this mod sitting in between. Two tabs are new. Loot holds the whole of the mod's breakthrough loot - the three multipliers that scale it, then one group for each of the twenty-four breakthrough items with the six chances the mod keeps for every one, on a page each for pills, fruits, talismans and stones, essences and bones - and keeps this mod's own sect chest hooks on a page of their own. Server holds the rules an owner sets once: the offline login check, the start screen lock, the self-diagnostics, the arrival-window and time-acceleration budgets, and the two global spell damage multipliers.
The rest sit beside the rows they belong with: the sect site rules on World under Sect Sites, the rogue caves and the ruined relic sites under Caves & Ruins, the natural respawn rules on the NPC spawns page, the lair respawn with the beasts, the terrain-destruction and spawn-protection rules on a Spells page called Server Rules, the maid rules with the NPCs, the journeys switch at the top of the Journeys page, and the HUD corner and the Blood Shadow dash effect on the UI pages that hold their neighbours. Every row carries the mod's own note word for word, plus a plain description, what a larger or a smaller value does, and the choosers a word setting deserves - the difficulty, the death-loss mode, the maid tribulation and the HUD corner are picked from their own words, never typed. All of it reads in English, Spanish, Portuguese and Simplified Chinese. This mod's own copy of the sect site chance, which fought the cultivation mod's, is retired and says so; the three sect-chest roll counts the cultivation mod stopped reading are marked as having no effect; and the Overrides tab says in one line that none of its switches govern the Cultivation World rows - they belong to that mod and never hide.
🐾 A Races tab of your own
The cultivation mod's 0.2 release draws every cultivator as a human, a half-demon or a demon, and gives each race its own worth: how much health a point of constitution buys, how hard a point of physique hits, how deep the qi sea runs and how long a life lasts. All of that now has a tab of its own, beside Identity. It opens with one master switch and six pages behind it: the draw, the bonuses, the innate origins, the demon form, the Wu arts and the bloodline traits. The draw page is four tables, one for each kind of cultivator the game rolls - your own first draw, wild rogues, sect members and the hermits of caves and ruins - and each table is three weights. A weight is not a percentage: a race's chance is its weight over the three added up, so 80, 17 and 3 is the game's own draw and 1, 1, 1 is an even one. The bonuses page sets the four race figures race by race, the innate origins page how much of a hit each origin turns away, the demon form page its three cooldowns, the Wu page the two arts' bonuses and the revival's timing, and the bloodline page the Ember Wings' fire immunity and the Xuan Armour's shrug. Every default is the game's own figure, so an untouched tab changes nothing; turn the master switch off and every race hook steps aside at once.
🔧 Changed and rebalanced
🪟 Presets in three panes
The Presets window now opens in three panes side by side, the way the item picker does: Player (the difficulty for you), NPCs (the difficulty for cultivators and beasts) and Golden Finger (what a new character starts with). Drag the dividers between them to give a pane more room - double-click a divider to even them out again. Each pane scrolls on its own and has its own Apply. With Realm Expansion installed, its difficulty curves sit under Player and its wild cultivator presets under NPCs.
The Golden Finger pane holds five starts of its own - No Golden Finger, Humble Gifts, Rising Talent, Heaven's Favourite and Legendary Start - and every perk loadout you have saved. Apply puts that set of perks in place just as the perk screen does, taking the previous set back first so two sets never stack. Saving the settings you have now asks whether the preset belongs to Player or NPCs, with the pane you have open already chosen; a preset saved into a pane keeps only that pane's settings. Presets you saved before this update keep working and sit in the Player pane. On a narrow window the panes become three tabs, one pane at a time, so nothing is ever squeezed out of reach.
🎒 Eight starting treasures in view
The origin card now keeps two whole rows of a starting kit in view - eight treasures - even under the longest description the 0.2 card writes, by using the room beneath the first row. Longer kits still scroll on the wheel or the bar beside them, and a kit of four or fewer sits exactly where the cultivation mod puts it.
🗂️ Twenty tabs, nothing lost
Twenty-six tabs became twenty, reshaped for the cultivation mod's 0.2 line: Spell Balance folded into Spells, Weapons and the Storage Bag became pages of Equipment, Beasts and Bosses share one tab, the four body tabs - Qi System, Lifespan, Effects and Morality - are one tab called Qi & Life, and the Spirit Fruit pages sit under World as Fruit Selection and Fruit Aging. The Sects tab went from seventeen pages to thirteen. Nothing moved in your settings file; only the shelves changed, and every setting is where its subject is. If you had arranged the tab bar yourself, your order is kept, with each combined tab where its first predecessor sat - and an order saved before the 2.0.0 split migrates in the same pass.
📖 Every tab and page explains itself again
Every tab and page description was read again against the 0.2.106 release and rewritten where the subject had changed - the new tabs, the combined ones, the pages that gained or lost a group - in English, Spanish, Portuguese and Simplified Chinese alike. Hover a tab or a page and what it says is what it holds.
🌍 Made for Xiaoxiang Cultivation World 0.2.106
The cultivation mod's 0.2 line rewrote much of what this mod reaches into: 2,996 classes became 4,882, figures moved into new tables, screens were redrawn, and 13 immortal realms were added above Loose Immortal. Every one of this mod's 600-odd hooks was read against the new code and moved where the figure went. Settings whose number the cultivation mod changed now start from its new figure (the qi shield costs 1 qi a point of damage, the mega meteor hits for 80 and its shockwave for 16, the Five Peaks Seal fusion starts at 60, tribulation strikes run 45 to 900, Loose Immortals live 60,000 years and True Immortals 100,000); a file written with the old figures keeps every number you chose, and a number still on an old default moves once, with a line in the log saying which. The 13 new immortal realms keep the cultivation mod's own max qi, lifespan, shield and strikes - before, they could be left with no lifespan and no shield. Eight new origins have starting-item pages. Settings whose behaviour 0.2 no longer has (the beast realm health and attack multipliers, the three bonus caps, the near-immortal threshold, the disciple-or-servant recruit roll) stay on the screen and say so, in four languages. Every hook now switches itself off, instead of stopping the game, when an update of the cultivation mod moves its figure.
⚖️ Qi, lifespans and spawns back on the cultivation mod's own figures
At default settings every realm held ten times the qi the cultivation mod gives it, and from Foundation Building on that also meant ten times the cultivation to break through. The qi ceilings now match the cultivation mod: 10 at MORTAL, 20 to 50 through Qi Refining, and 1,090 for a Loose Immortal. A world whose twelve qi ceiling numbers were never touched moves to the new ones by itself; if you changed even one of them, all twelve stay exactly as you set them. The lifespan multiplier now counts once - before, it was applied twice to your own lifespan - and it also reaches sect members, wandering cultivators and wild beasts. The eight origins new in the cultivation mod's 0.2 versions each have their own lifespan range on the Identity tab's Lifespans page. The realm weights on the Spawns page now decide every cultivator the world sends your way, demon siege troops, Qingqiu settlers and the guards and hermits of rogue caves included, and as in the cultivation mod none of them is MORTAL unless you raise that weight. Loose Immortal tribulations come as the cultivation mod sends them, nine waves of nine bolts with a first strike of 500, and the Loose Immortal bonus table starts from its figures. Golden Core tribulations no longer strike twice as hard as they should. A refined Bloodthirst Blade follows your blood spell settings, and a cultivator's spells against a sect barrier follow the NPC spell settings like every other spell it casts.
👤 The Identity tab explains itself
The Identity tab and its five pages - Origins, Stories, Starting Items, Lifespans and Custom Identities - now open with a description of what each holds and why you would come there, as every other tab does; so do the Vanilla tab's Inventory and Stack Sizes pages. The Overrides tab is named in Spanish, Portuguese and Chinese like the rest of the bar instead of keeping its English name in every language.
🔌 All Off means all off
The cultivation mod's own rows - the Loot and Server tabs, the Cultivation World headings on other pages - answer to no master switch of this mod, and so switching every section off still left nine tabs standing. They have one honest switch of their own now, on the Overrides tab beside the hide rule: a visibility switch that puts those rows and the tabs made only of them away, counted with the sections by All On and All Off. The Keys page goes with the screen's own pages when everything is off. One tab is left, the one that brings it all back.
🎲 The origin screen no longer crashes before the world exists
On 0.2.106, pressing Confirm, Random or the new random-species button on the origin screen while a world was still being made reached for a server that did not exist yet and crashed the game. All three are answered on the screen now, and the species, bloodline and innate origin you chose travel into the world with the rest.
🐛 Fixed
❤️ Hearts or bars, never both
The hearts showing through your bars came from the cultivation mod's own status bars. They sit in exactly the same place as this mod's player bars and carry a heart or a drumstick and a number at each end, so with both on screen those icons peeked out around your bars. They also hid the game's own rows every frame, which meant the hearts could never be brought back. Now, while this mod's player bars are on, the cultivation mod's status bars step aside completely and this mod alone decides each row.
A new HUD choice on the Player Bars page picks one display for health, hunger, armour and breath. Bars draws the bars and hides the game's hearts, drumsticks, armour and bubbles under them. Hearts brings the game's own icons back and draws none of those four bars. Each row's Hide Vanilla Icons switch now means the same thing everywhere: on, that row's bar takes the place of its icons; off, the icons stay and that row's bar is not drawn - never both. The experience and qi bars are not icon rows and keep their own switches.
🏦 The sect warehouse never swallows a stack
Setting the sect warehouse's size above the cultivation mod's own 324 could make stored items vanish: every time the warehouse sorts itself it keeps 324 stacks and lets the rest go, while the stack that had just gone in was counted as stored. The size setting now stops at 324 - also the most the treasury can show, six pages of 54 - and every way into the warehouse keeps to a smaller size you choose: deposits, the treasury screen, recovered belongings, the sect's income and its overflow alike. Stacks over a lowered size are set aside by the sect, never destroyed, and move back in once there is room, and the sect screen shows the warehouse's real capacity.
⚡ Palm Thunder drains for as long as it is held
Palm Thunder Channel Qi/sec reached only the two seconds of the wind-up; once the strike was armed and held, it drained the cultivation mod's own 50 qi a second whatever you had chosen. The same setting now prices both.
🕊️ Flying and fleeing cultivators answer their settings again
Five NPC combat settings changed nothing on any version of the cultivation mod this one supports, because their figures had moved: Flight Max Horizontal Speed and Flight Max Vertical Speed now set how fast a flying cultivator moves, Retreat Air Speed how fast one flees through the air, and Retreat Distance and Retreat Random Spread now shape a flight from danger as well as a run. Flight Melee Distance now sets how close a flying cultivator comes to strike - the cultivation mod's own 1.0 block, plus up to a quarter at random - and a settings file still holding the old 2.4 moves to 1.0 once, because at 2.4 a flying cultivator would hover just out of its own reach.
🔥 Charged spells on 0.1.1480 keep to their own settings
On CurseForge's 0.1.1480, Core Self Destruct Ready Qi also moved the Buddha Fire Lotus, Sky Splitting Sword Aura and Star Fall, which share the same 1000 there, while Buddha Fire Lotus Ready Qi moved nothing at all. Each now moves only its own spell, exactly as on the 0.2 line.
🦴 A life-chart origin starts at the bone age you set
The starting bone age settings reached an origin chosen on the card but not one drawn from the life chart; both now begin inside the range you set.
🏛️ The trial guardian returns to your platform's height
With the Inner World platform raised or lowered, the Golden Core trial's guardian was still sent back to the cultivation mod's own height of 80 - into the floor or into thin air. It now returns to the platform you set.
🗡️ The natal sword dialog quotes the shares you set
The bonding dialog worked out what a seal or a swap keeps of a sword's insight from the cultivation mod's own 70 and 90 percent, even after you changed them. It now shows the shares the bond really uses.
✒️ An Iron Chest, an Immortal-tier treasure
Thirty-nine hover texts stumbled over their own articles - "a Iron Chest", "a Obsidian Chest", and "a Immortal-tier one" on the highest grade of every treasure. Each now reads the way it should.
🎁 Golden Finger perks that did nothing now do what they say
Twelve of the Golden Finger perks on the Create World screen were moving settings that no longer exist or that nothing read, so choosing one did nothing, or less than it promised. SSR and SR Qi Absorption now raise the spirit-root families the cultivation mod's 0.2 line split the old tiers into
- the Heavenly element, Mutant and Heavenly hidden roots for SSR, the dual roots for SR - and Heavenly Spirit Root, Root Enhancement and Primal Root raise them too. Cultivator, Scholar and Martial Identity lengthen the lives of the Lone Cultivator, Academy Student and General's Son origins, and Abandoned Prodigy those of the Abandoned Infant; it now also triples cultivation speed, as it always said, rather than the size of the qi sea. Spell Charge Speed, Instant Pills and Instant Refining work for the first time, because the three settings they move work for the first time (below). Every setting a perk moves is now held, on every release, to a setting that reaches play.
⏳ Three settings that never did anything, wired
Ticks Per Pill on the Crafting > Alchemy page sets how long the alchemy furnace works on each pill of a batch; a batch of five takes five times as long. Ticks Per Item on Crafting > Refining sets the refining furnace's time for the standard item, and every recipe's own time is scaled with it, so half the figure halves every refinement. Spell Charge Multiplier on Spells > Active Spells sets how fast your charged spells fill: at 0.5 a charge fills twice as fast and costs the same qi. All three default to the cultivation mod's own pace, so an untouched file changes nothing.
🧺 Sect chests: no settings for chests that are gone
The cultivation mod's 0.1 releases had ruined and complete sect chests with different roll counts; from its 0.2 line every sect chest is filled the same way, and a rogue cave's chest rolls twice as much (a pair of settings of its own now - see New). The three ruined-chest roll counts and the ruined chest's Zhuji Dan weight are retired - kept in your file, off the page, listed on Overrides - and the four roll counts and the Zhuji Dan weight that remain are named and described for what they set: every sect chest.
📏 The cultivation panel's bars are their own height again
Status Bar Row Height replaces the height of the qi and cultivation bars in the cultivation mod's own panel. It had shipped at 10 against the cultivation mod's 6, so every install drew the panel's bars taller than the cultivation mod does before anyone touched a setting. The default is 6 again, and a settings file still holding the old 10 moves to 6 once.
🔢 The Mods page counts what works
The settings count on the Mods page included the retired ones that change nothing on the cultivation mod's 0.2 line. It counts the live settings now.
🇧🇷 Portuguese descriptions that slipped into English
Twenty-five Portuguese descriptions broke into English halfway through a sentence - "O valor do próprio mod base é 1.5 from its 0.2 versions on (it was 6 before)" - wherever the cultivation mod had changed a figure in its 0.2 line. They read wholly in Portuguese now, the old figure beside the new.
🔤 Three settings told their old story on screen
Ticks Per Pill, Ticks Per Item and Spell Charge Multiplier were wired in this version and described anew - and the screen went on showing their old descriptions, in English and in Portuguese, with "A larger value" under the two furnace figures. They say what they do now, in both, with Slower and Faster under the furnaces. A description rewritten in English can no longer leave its old translation behind unnoticed, in any of the four languages.
⚡ Loose Immortal spells, tribulation timing and the trial platform reach the game
The Loose Immortal spell settings for levels 0 to 3 - the spell damage bonus and the spell cost reduction - now reach every spell actually cast at that level, by you and by any cultivator of that level, rather than only the figure printed on the cultivation screen; the screen keeps showing the same figure, so what it says and what a spell does finally agree. The years between a Loose Immortal's scheduled tribulations and the countdown shown before one now set the real schedule at every place the heavens pick the next date: the regular reschedule, the first tribulation after a demotion, and a Realm Token's. One of the cultivation mod's years is one Minecraft day, so the default of 100 is about thirty-three hours of play. The tribulation cap is the cultivation mod's own 81 and stays its own.
Three things that read the wrong figure read the right one now. A server that forces its realm learning restriction on is respected on the title screen and again at login, instead of your pre-world choice being pushed over it. A beast that has taken human form and throws a fireball counts as a cultivator's cast, so its qi cost and damage follow the NPC spell settings like every other cultivator spell. The Inner World trial lays its floor and clears its air at the platform height you set, so the floor, the air above it and the place you are put down all agree.
The breakthrough safety net's two floors - the smallest rise it settles for when it repairs a sub-stage step or a realm-up step - were still on the old ten-times scale. They are 10 and 30 now, the cultivation mod's own sub-stage step and three tenths of its realm-up step, and a settings file still holding 50 and 300 moves to them once.
The origin card drew its starter items over its own words
The cultivation mod's 0.2 line lays out the identity card differently: the description sits lower and runs to seven full-size lines, and the Starter Items label sits sixteen pixels above the row of items - exactly where a second row of a longer kit used to go. The grid was still laid out to the old card, so a kit of more than four items climbed over the description and the label. The grid now reads the card it is on: it shows as many whole rows as fit under the description, moves the label above itself when more than one row shows, and scrolls the rest on the wheel or the bar beside it.
Items of a mod you do not have sat in a kit as empty slots
A starting kit naming an item from a mod that is not installed - a Realm Expansion bucket on a pack without Realm Expansion, say - showed an empty slot for each on the origin card and handed out nothing. Such an item is now left out of the kit until its mod is there.
A UI page that opened onto nothing
The UI tab offered an Element Pos page whose settings are not wired to anything and are kept out of sight on purpose, so the page itself was blank. The page is gone until the offsets do something; the settings stay in the file untouched.
🚧 Being worked on
Nothing half-made in 2.1.49: every page, road and control above is whole.
⚠️ Known problems
- Standard Road and Realm Expansion's breakthrough rewards. Standard Road sets Realm Expansion's difficulty curve back to Nine Heavens, the curve a fresh settings file starts on - but choosing any curve also sets what a breakthrough pays to that curve's own figures, and Nine Heavens pays twice what a fresh file does. After Standard Road, Realm Expansion's layers cost what they always did and pay double; its reward settings can be set back by hand on the Mods page.
Nothing else known. If anything misbehaves, a report with your latest.log (and, for a crash, the crash report) helps.
🛡️ Headed off
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

