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Xiaoxiang Sects and Beast Tides

Found a sect, build a Scripture Pagoda, besiege rivals and take vassals, explore secret realms and tame demon beasts. Addon for Xiaoxiang Cultivation.
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Xiaoxiang Sects Expanded 1.0.48

File namexiaoxiang_sects-1.0.147 89.jar
Uploader
AnimeOGAnimeOG
Uploaded
Oct 28, 2026
Downloads
114
Size
4.3 MB
Mod Loaders
Forge
File ID
9352177
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:xiaoxiang-sects-and-beast-tides-1744271:9352177")

Learn more about Curse Maven

What's new

Xiaoxiang Sects Expanded: 1.0.146 – 1.0.147

Install 1.0.147 on both client and server; it contains both.


1.0.147

⚙ Spirit-Stone Reservoir: stones only heal damage

Running an array is free

  • No stones for upkeep: a reservoir now carries the running cost of every formation core in its reach by itself, each second. A protection array that stands in peace burns no spirit stones at all, and no treasury stones either.

Stones heal damage

  • What counts as damage: qi a core loses to attacks (beyond its normal running) is recorded as damage.
  • What it costs: spirit stones, and the sect treasury if you allowed it, are spent only to give that damage back, at the siege refill speed. Once it's healed, they stop.
  • Free qi still goes first: the qi banked from a converted vein core, the reservoir's own gathered qi, and the Spirit Vein Cores in reach are always used before any stone.
  • Charging a core: filling a core that isn't up yet (first activation, or after it was shattered) may still use stones, so the array can be raised.

Better stones last longer

Each grade of stone now holds more than its plain worth in the reservoir:

Stone Base qi Bonus Qi in the reservoir (with the default ×2 worth)
Low 10 ×1 20
Mid 100 ×1.5 300
High 1,000 ×2 4,000
Supreme 10,000 ×3 60,000
  • Picking stones: the reservoir still burns the largest stone that doesn't overshoot what's needed. Anything left over is kept, never wasted.
  • Stock figure: the window's stock count includes the bonus.

Technical

  • No config needed. The existing [reservoir] settings still apply: stone_worth_multiplier scales every grade, and siege_rate_multiplier sets how fast damage is healed.
  • Network version unchanged (24). Client and server both need 1.0.147.
  • Untested in a live game.

1.0.146

🐾 The wilds matched to the cultivator

Based on player feedback: a fresh cultivator kept getting one-shot by strong creatures spawning right next to them. Wild spawns are now matched to the strongest player near them (within 128 blocks). On by default.

What changes

  • Demon beasts in the wilds: a wild demon beast is at most one great realm above the strongest player nearby.

    • A Mortal or Qi Refining player meets Qi Refining and Foundation beasts.
    • A Foundation player meets beasts up to Golden Core, and so on.
  • Boss-rank beasts: bosses only roam the wilds near players of Foundation Establishment or higher.

  • Other mods' monsters (and the cultivation mod's own) that spawn naturally are matched by health:

    Strongest player near Monsters that can spawn
    Mortal or Qi Refining up to 60 health
    Each great realm above the limit grows ×2.5

    Anything stronger simply doesn't spawn there. Vanilla monsters are never affected.

What keeps its full danger

  • Places: structures, beast nests and their guardians, secret realms, demon altars and the great evils.
  • Events: beast tides and warbands.
  • The far lands: more than 10,000 blocks from the world spawn, nothing is matched to you. Exploring far is still a real risk.

Settings

Config file: world/serverconfig/xiaoxiang_sects-server.toml, section [wild_scaling]

Key Default What it does
enabled true the whole system on or off
realms_above_player 1 how far above you a wild beast may be (0 = never above you)
boss_min_realm 2 realm needed before bosses roam near you (2 = Foundation)
unmatched_beyond_blocks 10000 beyond this distance from spawn the wilds are not matched (0 = matched everywhere)
natural_max_health 60 health limit on other mods' natural monster spawns near a weak player
natural_health_growth 2.5 how much that limit grows per great realm

Spirit-Stone Reservoir: already changed in 1.0.141

If you're still on an older version, these complaints are fixed in 1.0.141 and later:

  • Vein cores no longer turn into reservoirs when placed. The default is SNEAK_USE: only a sneaking, empty-handed right-click converts one. OFF turns conversion off completely. Sneak-click a converted reservoir to turn it back into its vein core.
  • Your vein cores keep working: they keep their passive qi and keep feeding formation core plates.
  • Reservoirs are renewable: they draw from nearby vein cores before burning any stone and gather qi by themselves.
  • Faster and cheaper: refill is 10% of the core's maximum per second (configurable), and each stone is worth twice the qi.
  • Settings: all of it is in [reservoir] in the config, or live with /sectreservoir.

Technical

  • Network version unchanged (24). Client and server both need 1.0.146.
  • Untested in a live game.

Built as an addon for Xiaoxiang Cultivation World. Thanks also to Threateningly Mobs. I don't own those mods; anything will be removed on request.

This mod has no additional files