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XiaoXiang - Void Incursion

Realm Expansion's add-on for everything past the sky - beginning with 3,680 star-alloys from the real periodic table and a living cultivation Overworld of twelve biomes, with the void, the Xiao System and the Star Chart moving in next.
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v01.1 - Xiaoxiang Void Incursion

File namexiaoxiang_void_incursion-0.1.1.jar
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Nov 10, 2026
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File ID
9537584
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R
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Supported game versions
  • 1.20.1

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What's new

Xiaoxiang - Void Incursion — 0.1.1, made for Xiaoxiang Cultivation World 0.3.322

Expect Bugs,..... Lots Of Them.

Made for Xiaoxiang Cultivation World 0.3.322 or later, installed beside Xiaoxiang Realm Expansion 1.2.1, and at home beside Xiaoxiang Sects & Beast Tides 1.0.185 and Threateningly Mobs 1.1.1. Every release names the cultivation mod it was made for, here and on the Mods page, so the pairing is never in doubt.

The stars were only ever for those who could fly. Not any more. Burn a talisman and even a MORTAL rises into the void. Space was heavy to fly through - now it is light, the roads between the worlds are long, what carries you sets your pace, and the Sun itself can be landed on by those whose cultivation can bear it. Nine new worlds wait to be landed on - from Venus's crushing haze to the spirit worlds between the planets - the qi grows richer the farther you dare to fly from the Sun, and whatever falls back out of the void lands whole. And back on the ground, the spirit beasts have started families of their own - so mind the parents.


🆕 New

🪽 The Skyward Talisman - the way up for everyone

You no longer need wings to reach the stars. Make a Skyward Talisman at a crafting table from talisman paper, cinnabar, two feathers, two glowstone dust and a low-grade spirit stone, step under open sky and burn it: a column of light lifts you forty blocks a second, straight up through the sky line 600 blocks over the world and out into space, where everyone flies. It is spent in the burning, so carry one for every world you mean to rise from - the Overworld, the Moon, Mars and every world you land on. Under a roof, on a mount, in space or under a sky that leads nowhere it will not burn, tells you why, and stays in your hand.

Everyone else rises as they always could - creative flight, a flying sword, qi flight, a flying beast, an elytra with rockets - and every one of them now reaches space at the sky line and comes back down cleanly.

⛵ Ships of the Void - a fleet of your own

The long roads finally have vessels of their own. Three flying boats of the cultivation world take to the sky and the void:

Ship Aboard Hold In space
Jade Leaf Skiff - a leaf of jade, a talisman lantern over its curled prow 10 - twice a plain ship's pace
Lantern Junk - black and cinnabar, an eye on its bow, a castle under jade tiles, two battened sails of light 20 20 five times
Nine Heavens Tower Ship - the great flagship, three storeys under jade roofs swept up in gold, a golden dragon at its prow 40 50 ten times - the most anything goes

The long road to Mars is about twenty-five minutes in a skiff and five in the flagship. Each is made at the Shipwright's Bench from the Alloy Codex's alloys and parts and a spirit stone - the skiff a cultivator's first ship in the middle of the road.

  • 🧭 Flying one - use a ship to board; the first aboard is its pilot. W and S fly forward and back, A and D sidestep, the ship turns to follow your look - the skiff nimbly, the tower ship with a palace's slow grace. Jump rises, sneak sinks - all the way down to the ground - sprint is its best pace, and M steps you off; it banks into its turns and hovers where you leave it.
  • 🌌 Into the void together - a ship rises out of the Overworld's sky and comes down onto any world like any flyer, carrying everyone aboard at once - every friend in its seats, every beast on its deck and on a lead - with no loading screen, all coming down softly onto the ground below.
  • 💎 Spirit cores and holds - a ship burns spirit stones in its core (a Low stone 100 qi, each grade ten times the one below) or anything that holds energy, by the minute under way and nothing at rest; the junk and the tower ship feed themselves from their holds.
  • 🔨 Never lost - blows and hard crashes cost hull, an alloy plate mends a hundred, and sneaking with an empty hand takes a ship nobody rides up into its item, hull, qi, hold and name kept.
  • 🏮 Alive - lanterns and lit windows glow by their own light and sway on their hooks, sails of light fill as it gathers speed, its qi-fire leaves jade-green flame behind it and in space a wake of white motes, a low hum rises with its pace, and the camera stands back to see the whole ship.
  • 📖 Ships of the Void - a chapter of the Alloy Codex, every figure read from the ships themselves.

🌌 One sky between the worlds and the void

Rising out of a world into space is now one sky. Over the last two hundred blocks below the sky line the blue thins to black, space's stars come out, and every world of the system appears where it truly hangs - the planet you are leaving whole beneath you, its haze turning to the planet's own colour. At the sky line there is nothing left to change but the place you are in: no loading screen, no flash, no frozen moment, and the music plays on. Dive back in from space and you come out under the same sky you just saw, the land rising out of the haze as you come down to it.

  • Exactly as you were - your speed and the way you face come with you however fast you were going; your hotbar, food and experience stay as they were, and nothing over the hotbar tells you again how to dismount what you still ride.
  • No waiting at the edge of a world - the ground of the place you are flying to is made ready while you are still on your way, a few seconds ahead at whatever speed you go, so you pass straight through.
  • 🌠 The fall through Earth's air - dive back into the Overworld from space and you plunge through its band of air: it glows at the edge of your view in the sky's own colour, the wind roars and the view shakes, all the harder the faster and deeper you fall, through a hundred and fifty blocks of it. The shake follows the game's own Distortion Effects slider.

🌀 Incursions - the void tears open

Now and then the sky tears. A wound of violet light opens forty blocks over the land, forty to eighty blocks from you, with a deep toll heard from far off

  • in the Overworld and on every world of the void you can land on, never on the Sun. Ten spikes of violet crystal float round its foot, each tethered to the tear by a beam: its anchors. While they stand, void-touched creatures drift down out of it, as strong as the strongest cultivator near - half their health and strength again for every great realm above MORTAL. Only a player's own blows, arrows and arts break an anchor; when the last shatters the rift is sealed and ten Rift Shards rain down. Left alone ten minutes, it fades. Never in Peaceful, nor where the game keeps its creatures out.

  • 🌋 Left unchecked, it grows - every ten minutes with someone near it climbs a stage: Tremor, Fissure, Breach, Cataclysm, each with a wider ring of tougher anchors, a faster swarm of its own creatures (blazes from a Fissure, wither skeletons from a Breach, vexes from a Cataclysm) - and each stage tears open another rift a hundred blocks away.

  • 📣 Every rift is told - in chat with its world and stage, and to anyone on that world how far and which way; click the line and your action bar counts the road down to its foot.

  • 🪨 Rift Seal Steles - carved in the four grades of the spirit stones, fed a stone an hour (ten hours at most), they guard fifty to four hundred blocks round them, holding back half the rifts at Low up to every one at Supreme; a rift that gets through is weakened and never grows.

  • 🗺️ Rift pressure on the Star Chart - each world gathers pressure day by day, a hundred a day; at a thousand an incursion tears open by force. The chart shows it, red from eight hundred. Lit steles slow the climb, every sealed rift lets fifty go.

  • ⚔️ The Great Incursion - every thirty days of the game a rift opens near every player on every world at once, under one defence bar. Seal them all within the hour and everyone online is given twenty Rift Shards; fail, and every world's pressure is thrown into the red. A board honours the ten defenders who broke the most anchors.

  • 👑 The Rift Lord - every Cataclysm calls down a colossal being of the void, seated on a throne of shattered rock ten blocks over the land. It looses seeking void bolts, casts gravity storms and drives its rift's swarm, as strong as the realms near it. Beat it and every rift on its world is sealed, the world is held still for ten days, and it leaves a hundred Rift Shards and the Rift Crown - never breaking, halving the void's blows, warding off its storms and doubling your strikes on anchors.

  • 🌌 Void-touched land - round a rift open ten minutes the ground turns to starry Void-touched Soil, small plants to glowing Starry Blooms, and patches lift to float ten blocks up; creatures born on that soil come out stronger. Realm Expansion's spiritual water purifies the soil near it in time, a formation flag of the cultivation world cleans everything within ten blocks at once - or keep it as a strange garden.

  • 🏹 The Rift Hunters' Guild - merit for every anchor broken, rift sealed and Rift Lord felled, five ranks, and a bounty of shards for every rift closed. Its board pays the bounty, tells your rank, sells the Seal Talisman, the Anchor-Breaking Hammer and the Void-Warding Charm for Rift Shards, and shows its Masters every open rift on their world.

🌍 The worlds are landmasses in the void

Thirteen worlds now float in the void itself - great round landmasses you fly to and land on, with no door between: the Moon, the Spirit Moon, Mars, Venus, the Nine Peaks, the Jade Giant, Io, Europa, Pearlsea, Titan, Wildheart, Petal Vale and the Immortal Realm. Each is made of its own world's ground - the Moon's grey dust and craters, Mars's red sand, Europa's ice, the Immortal Realm's white jade - with its own trees, flowers, seas and beasts; its edge falls away to a rounded rim and its underside is a rough bowl of stone, a floating continent seen from below. The Overworld stays the one round globe, entered as before, and the Sun stays a burning star with a world of its own.

  • 🌬️ Its own sky and air - come within a landmass's air, as far again past its rim as its rim lies from its middle, and its sky, fog and light take over the black of the void, coming in over the last stretch with no flash; the world's name shows over the hotbar as you arrive and again as you leave for the open void
  • 🪶 Its own weight - on and over a landmass its own pull holds you (a sixth of your weight on the Moon); your flight in the void stays with you while you come down, is taken back when your feet touch the ground and given again the moment you are out of its pull
  • 🔭 Every distance five times - every road between the bodies is five times as long and every landmass five times as large, so each looks from Earth as it did: the Moon now hangs 5,000 blocks from Earth and 900 across, and the Star Chart, the ships' courses and the crews' routes all follow the new distances
  • 🌘 Round from afar, ground up close - from far off each landmass is the round body it always was; as you near it, it flattens a little with every block into a lens whose top is the landmass's ground, the land past your view's end fading into the haze as far ground does - nothing pops in or out
  • 🚪 The old worlds are kept - nothing anyone built is lost: a world you had already been to keeps its old world just as it was, with a door under its landmass - fly down beneath it, past the void's floor, and you come down into the old world over the same spot; rise out of it and you come out high over the landmass, over the same spot again

🛰️ Buildings out in the void

Stations now hang in the open void beside the roads that run from Earth to every world, far from any world's air: a sect's Star Pavilion on its floating isle with its garden and a pier for ships, a ruined array platform with its old formation and broken pillars, a trading post with long docks lit by lanterns and the Rift Hunters' board in its hall, a slender road watchtower, a derelict research ring broken open in places, and a dark outpost of the rifts with its gate of obsidian and its lit steles. Sixty of them by default (a setting, nought to six hundred), a thousand blocks apart and more, each with chests worth opening - spirit stones, pills and rare metals of the void.

  • 🗺️ Found once, marked for good - come within 150 blocks of one and its name shows over the hotbar, and your Star Chart marks it at its place with its name and the road to it under the pointer
  • ⛏️ Bases on the worlds - a mining outpost on the Moon with its shaft cut down through the grey dust, a glass dome on Mars over a green garden, a research camp on Europa's ice round its drill, and a forge on Io where the alloy crucibles burn over channels of lava; with Black Tech installed their machines are Black Tech's own - a crusher, an ore extractor, oxygen gatherers, an induction furnace, a lava heat engine - and without it plain furnaces and cauldrons stand in their places
  • 📜 Blueprints of the void - the Alloy Codex has a new chapter after the ships, Buildings of the Void: a blueprint for every station and base, the steps it is raised in from the isle or the ground up to the lights, and the blocks each step lays

🛣️ The long roads between the worlds

The worlds of space now lie a true distance apart. At a plain ship's best pace - sprinting through space - Earth's nearest neighbours, Venus and Mars, are about fifty minutes away, Jupiter nearly three hours, Neptune half a day and the Immortal Realm nearly a whole day, every world in its real order with the real gaps between the orbits. Hover a world on the Star Chart to see how far the road is from where you stand, and how long it takes at your best pace.

Road At a plain ship's pace
Earth - Venus 48.5 minutes
Earth - Mars 51.5 minutes
Mars - Jupiter 2 hours 14 minutes
Earth - Jupiter 2 hours 43 minutes
Earth - Neptune 12 hours 7 minutes
Earth - the Immortal Realm 23 hours 41 minutes

What carries you sets the pace. Plain flight keeps a plain ship's speed; a spiritual vessel or a flying sword that flies faster carries you across space faster by as much, up to ten times - and never slower than plain flight.

☀️ The Sun - a world you can land on, if you can bear it

Dive into the Sun's glow and you come down onto blazing ground under a blinding orange glare. From MORTAL up to Tribulation Transcendence nobody lives through the landing, and every beast that comes down with you burns away. A Human Immortal - the first of the Immortals - or higher stands there and still burns: a tenth of their life every second, less with each realm above, never nothing. A qi shield held up on the Sun loses a tenth of its qi every second. Pieces made to ward off the Sun - the air-carrying battle suits of Xiaoxiang Black Tech - each take a fifth off the burn, never all of it. Space warns you as you near the glow when your realm cannot bear it.

And the Sun has its own sky. Stand on it and look up: the corona fills the sky, white-gold overhead and orange toward the horizon, twenty streamers reaching out across it and turning once an hour of the world clock, and every world of the system hangs small and faint against the glare.

🪐 Nine more worlds to land on

  • Venus, at last - under its crushing air. Fly into its air and a thick yellow haze closes in that no star or world shows through: dark basalt plains cracked with glowing magma and pooled with lava, where any water you pour boils away. About fifty minutes from Earth at a plain ship's pace.
  • Io, Jupiter's burning moon - no air, Jupiter filling its black sky, its ground bright yellow and mottled orange and white sulfur over red burning stone, with lakes of lava open under the stars.
  • Europa, Jupiter's moon of ice, under a black sky that Jupiter itself fills.
  • Titan, Saturn's great moon, under a thick orange haze, with Saturn hanging over its dark dunes.
  • The Immortal Realm, at the very edge of the system, highest and farthest of all - white jade under green meadows and a golden sky, nearly a day from Earth at a plain ship's pace.

And four of the Xiaoxiang worlds between the planets, each a cultivation ground of its own, richer in qi the farther it lies from the Sun:

  • The Nine Peaks, past Mars - pale stone peaks rising high over slopes of jade pines, bare rock and snow on the heights, goats and hares on the hillsides.
  • Pearlsea, between Jupiter and Saturn - a warm, shallow sea of coral over white sand, green islands scattered across it, turtles nesting on the shores, dolphins, squid and bright fish shoaling.
  • Wildheart, between Saturn and Uranus - a primeval forest of ancient cedars, spirit maples and young Heaven-Piercing trees, spores drifting in the air, wolves, foxes, ocelots and parrots among the trees.
  • Petal Vale, between Uranus and Neptune - soft vales over pink stone, a sea of spirit flowers under plum blossom, petals drifting on the wind.

Each has its own ground, its own pull and its own air, a landmass in the void to fly to, land on and rise away from. Each world's stone holds its own family of elements for the Alloy Codex - the Nine Peaks' the hard metals, Pearlsea's the alkali metals, Venus's basalt the volcanic metalloids, Io's red stone the burning non-metals.

🌀 Qi among the stars

Every world of the void now gives its own qi. The Sun's fierce yang scatters it; far from its glare qi gathers and settles - so the farther a world lies from the Sun, the richer its qi, and the Xiaoxiang worlds, spirit worlds all, richer still. The void between the worlds holds half of what a world at its place would give. The Overworld gives what it always gave.

World Its qi, beside Earth's
The Sun 0.1
Venus 0.9
The Moon 1.0
Mars 1.1
The Spirit Moon 1.5
Io 1.6
Europa 1.6
The Nine Peaks 1.7
Titan 1.8
The Jade Giant 1.9
Pearlsea 2.2
Wildheart 2.4
Petal Vale 2.6
The Immortal Realm 2.9

And the Star Chart tells it. Hover any world you can stand on and the chart shows its qi beside Earth's under the road to it - the very qi its ground gives a cultivator meditating there.

🐾 Beast families

The spirit beasts of the cultivation world have young now. Two grown beasts of a kind near each other in the wild now and then have a young - the White Serpent, the Cat Demon, the Azure Dragon, the Taotie, the Frostfang Snow Wolves, the Qingqiu Foxes, the Moss-backed Spirit Raccoon Dogs, the Qingxiao Jade Qilin, the dragon turtles, the Xuan Gui and the rest. A young is born at its parents' side, half their size and half their strength, and grows up in twenty minutes into its parents' own kind. The wild never overfills: no young is born where ten already live nearby.

The bond. A young takes to its parent at birth and follows it everywhere - calves, lambs and foals too. Parted far, it finds its way back where nobody sees it go; if its parent dies or is gone five minutes, it takes to another grown beast of its kind, or keeps to the place it was born.

Fierce parents. Come within ten blocks of a young and its parent turns to warn you - even a cow or a sheep: it growls, its anger shows and you are told to keep away. Stay three seconds, or come half the way closer, and it strikes a warning blow that takes a tenth of your life and throws you back. Harm a young and its parent remembers you for ever: it and its kin hunt you whenever you come within forty blocks again, however long it takes - through logging out, through the world being saved and loaded.

Nests worth guarding. The wild beasts Xiaoxiang Sects & Beast Tides sets over a nest now stand guard over it the same way: come near and its guardian growls a warning, stay and it strikes, and reach into the nest or break it and it remembers you - and hunts you whenever you come near again.

Every figure is yours to set in this mod's settings, and the Alloy Codex closes with a new chapter, Beast Families, that tells them as your world plays them.

☀️ The Sun's own chapter in the Alloy Codex

After the road to the void, the Codex now gives the Sun a chapter of its own: who lives through the landing, its burn realm by realm - every realm from Human Immortal to Great Dao Saint by its own name, from a tenth of a life a second down to a hundredth from Saint up - and the pieces that ward it off, how much each takes away and how many your world holds.

🐋 Creatures of the void

The void is alive now:

  • 🎐 Star jellies drift in clusters through the cosmic gas and sting and numb whoever touches them; their jelly dries into Nebula Jelly, a minute of breathing under water.
  • 🐋 The Kun - island-sized, gliding through the deep void, carrying a cultivator of Void Refining or above on its back. Wound one badly and it may become the Peng, which hunts whoever wounded it for half an hour. A Kun gliding through star jellies swallows them and mends - the first link of the void's food chain.
  • 🪱 Gravity leeches cling to flyers and drag them toward the nearest world until a hot blade burns them off.
  • 👁️ Qi eaters drift toward the strongest cultivators near, drain their raised Qi Shields and swell - and only lightning and magic can harm them.
  • ✨ Starry beasts - an animal or a beast that spends ten minutes in the void near a player turns starry: hardier, swifter, gliding down onto the worlds and never harmed by a fall or by drowning.
  • 🐇 The Jade Rabbit of the Spirit Moon pounds seven of the cultivation world's herbs into a Moon Elixir - and flees anyone with blood on their hands.
  • 🏮 Companions - feed a star jelly Nebula Jelly and it becomes a golden Lamp Jelly that follows you and lights your way; tame a Comet Sparrow with a Star Jelly and its song lights up the void's hunters when they come near.
  • ⚗️ The hunt feeds the forge - Star Jelly and Kun Scales refine into two new exotics, Nebula Gel and Leviathan Nacre, and three alloy families; the finest, Kunpeng Starmetal, asks for a legendary beast's part.

⚔️ Combat in the void

  • 🏹 Shots fly on - in the void arrows, thrown things and the cultivation world's talismans never drop or slow; they fly until they strike, reach a world's sky or fade a minute later. Sword qi flies ten times as far.
  • 💥 Every blow pushes both apart - heavy weapons most; a cultivator holding sneak roots itself with qi.
  • 🔥 Fire without air burns at half strength unless its caster feeds it qi - lightning and metal are untouched.
  • 👁️ Divine sense - a pulse in the void tells everyone it touches where it came from, and shows hidden formation mines.
  • 🚀 Ramming - fly or pilot a ship into a foe at full speed and your pace and weight strike it, up to a thousand - and you, unless you are the tougher.
  • 📜 New talismans and arms - the Shrapnel Talisman bursts into twenty shards; the Void Hook reels the lighter of two onto the other; the Hunter's Mark follows a foe across the void for ten minutes; formation mines float unseen and burst with sword qi on a foe who passes.
  • 🎯 The lead marker - a gold diamond shows where to aim so your shot meets a moving foe.

🛶 Ships big enough to live on

  • 📏 Five times their first size - the Jade Leaf Skiff twenty-five blocks from prow to stern and more than twelve across its deck, the Lantern Junk about forty-four, the Nine Heavens Tower Ship about sixty-nine
  • 🚶 A real hull - a deck you truly walk on everywhere while the ship flies and turns, rails, benches, masts and a cabin as solid as stone; beasts on the deck ride along the same way
  • 🚪 A cabin with a door - walls of lattice, windows of glass, a roof of tiles and a door you swing open and shut; the helm inside, at the window, with room for four in the skiff's cabin and far more in the bigger ships'
  • 🪜 Below deck - a hatch and stairs down to a hold lit by lanterns where the passengers' benches stand; a mess hall with a long table and two cabins on the tower ship; three, seven and nine deckhands' seats on the open deck - ten, twenty and forty seats in all
  • ✨ Powered, it wakes - lines of light sweep along the hull from stern to bow with a deep rising hum, and it lifts half a block off the ground and bobs there, its deck carrying you up and down; unpowered it sits flat, its lines dim, and they flicker as the charge runs low
  • 🛝 A ramp for those who cannot leap aboard - lowered for the MORTAL and those still refining qi as they come near; Foundation Establishment and above leap or fly aboard (a setting lowers it for everyone)
  • 💨 A proper pace on the worlds - sixty, fifty and forty blocks a second - and a quiet hum with a volume of its own
  • 💎 Every spirit stone burns at its worth - the cultivation world's and every level of Realm Expansion's
  • 🗺️ Pick a world and Depart - set a Star Chart on the Podium, click a world or a moon: once everyone aboard is seated the ship flies itself there with an Artifact Spirit installed, slows in and holds just outside its sky
  • ✨ Every ship its own trail, and cultivators' ships crossing the void now and then, crewed, on their way between the worlds

🧩 Module bays - every ship fitted out like a real vessel

A ship takes its fittings in its module bays alone - five on the Jade Leaf Skiff, ten on the Lantern Junk, twenty on the Nine Heavens Tower Ship. Only a ship's module goes in, or a battery of any mod. The window opens in two halves, and every module with settings brings its own tab; a module with nothing to set shows only in its bay.

  • ⚡ Energy Module - more room in the spirit core, Low to Immortal; an Immortal one fits a whole Immortal spirit stone
  • 🔋 Battery Module - charge and nothing else; any Forge Energy battery of any mod works too, and the core draws on them below half
  • 🔥 Ship Generator Module - burns the spirit stones the core has no room for into charge
  • 🛡️ Shield Module - a pale sky-blue qi shell with its formation woven on it - rings, spokes and an eight-pointed star - that flares as it takes the blows the hull would
  • 📡 Holographic Detection Module - a ring on your screen while aboard: ships in gold, players in sky blue, hunters in red, every other creature in green
  • 🗺️ Spirit Map Module - the Star Chart without a chart in hand, and the nearest world in the void
  • 🧿 Artifact Spirit Module and Podium Module - the spirit's seat and the Star Chart altar, each now a module of its own
  • 📺 Screen Module - a screen before the helm showing, live, what lies ahead from a camera at the bow - or the bow's view over your whole screen

🛸 Flight that feels free

  • 🌬️ Smooth on a server - a ship flown on a server no longer lurches or snaps back: it moves on your own screen exactly as you fly it - climbing, diving and sidestepping at its best pace all at once - and the server lets every move through, even a handful arriving together after a moment of lag. Only a ship going faster than it ever could is held back, and only as far as it went past, along its own path. Everyone else sees it glide, a quarter of a second behind, its heading turning smoothly too
  • 🌀 Turn freely in the void - nose straight up, over the top, rolled on its side, upside down and all the way round: at the helm your look turns with the ship, so there is no limit to where you look - keep looking up and the ship keeps climbing over at its own pace. Seats, cabin, deck and hull all turn together, and everyone aboard turns with it. Come down into the Overworld's sky, or under any landmass's pull, and the ship levels itself again - a skiff in about a second and a half, a junk in under three, the tower ship in a little over four. The bow camera, the screen at the helm, the qi shield and the trails turn with the whole ship, and ships on a chart's course or crewed by wandering cultivators turn as freely as one flown by hand
  • 🧍 The deck is your floor - walk a ship turning in the void and you stay on its deck, upside down too: the deck pulls you to it as the ground does, your jump and sneak follow the deck's own up, your steps go the way you look and your view rolls with the ship. Step off its edge and you fly free
  • 💥 Ships meet - two ships no longer pass through one another: flown into another, a ship stops where they touch and bumps back a little; in at a slant, it slides along the other's side - even the tower ship at its best
    • and whoever stands where two decks meet is carried by one ship alone

🛬 Ships at home on the landmasses

A ship that comes under a landmass's pull is a ship over a world: it levels itself at its own pace, hovers and bobs over the ground, comes down softly when its core runs dry, lets its ramp down for a friend still below Foundation Building and flies at its pace in the air; climb back out of the pull into the open void and it turns as freely as ever. Passengers stay in their seats the whole way down, and anyone who steps off high over a landmass comes down softly onto its ground.

  • 🧭 Courses and crews that land - a course set on the Star Chart flies in high over a spot halfway in from the rim, comes straight down and sets down on the ground - "Set down on Mars"; the wandering cultivators' crewed ships do the same, rest a minute and lift off for the next world
  • 🌀 A rift on the Moon is the Moon's - a void rift that tears open on a landmass belongs to that world, opening only over its own ground, its alerts naming the world; each landmass keeps its own rift pressure and its own calm after a Rift Lord falls there, and the guild's map shows a hunter the rifts of the landmass they stand on
  • 🌊 Every sea stays in - break the rim of sand round Pearlsea and its sea runs out through the breach but stops at the landmass's very edge; the same holds for every landmass's ponds, seas and lava

🛠️ The Shipwright's Bench - and twenty new spiritual boats

Every ship of the void is now made at a workbench of its own. The Shipwright's Bench lays its thirty-six slots out as the outline of a skiff - the mast's head on top, the cabin's three under it, the prow rising at the front, the hull three rows of seven, a row of five and the keel's three at the bottom - and draws the ship being made beside the grid, four times the size of an item, with its seats and its length. Two arrows turn through every ship it can make, the chosen one laid faintly over the grid slot by slot so you fill it by eye; whatever you lay down stays yours until you take the finished ship. A ship is dear: a block of spirit stones of its grade at the mast's head, the Alloy Codex's lenses, plates, ingots, cores and rods of three alloys of its own, Condensed Spirit Obsidian through its hull and Realm Expansion's steeped metal blocks beneath it - the bigger the ship, the dearer.

⛵ Twenty new kinds have joined the three, from ten seats to a hundred, each with its own shape, colours and trail:

Seats The boats
10 the Lotus Petal Skiff cupped in petals, the low Phoenix Feather Racer under swept fire-feather wings, the Jade Dragon Boat with its dragon's head and drums, the Bamboo Raft Skiff, the blade-shaped Sword Skiff, the Crane Wing Glider and the Moon Boat riding its crescent
20 the Ghost Junk, the Ender Barque, the Cloud Sea Paddle Boat with its turning wheels, the Gourd Ship, the Crystal Ice Clipper and the Mirror Sail Ship
40 the Portal Galleon with its standing ring, the Turtle Shell Fortress, the Lantern Festival Barge, the Thunder Drum Warship and the Mobile Home Ship with a little house on its deck
100 the Sect Pagoda Ship and the Mobile Base Ship, walled and towered like a keep
  • 🏠 Every one a ship you live on - a cabin with a door and the helm inside, stairs below deck, deckhands' seats, a ramp, lines of light, swinging lanterns, a hover and a bob, and module bays by its size
  • ✨ Each its own trail - petals, embers, jade sparks, sword light, feathers, moonlight, a ghost's trail fading in and out, frost, mirror glints, rift light, lantern glow, thunder sparks, sect glyphs and more
  • 🎨 Several looks a kind - the Rose, White Jade and Night Lotus skiffs, the Crimson, Golden and Azure racers and so on, each its own item and colours, kept when the ship is taken up and set down again; all in the mod's own tab, and between them they ask for every one of the Alloy Codex's alloys
  • 🧭 One artifact spirit for every mod - a ship's Artifact Spirit Module takes any artifact spirit the mods share, so Black Tech's can keep a ship on its course through the void

🚀 Escape boats, ships for one and three, and twelve more kinds

Eight escape boats join the spiritual boats: one seat, the pilot lying flat along the boat in a racer's pose under a canopy of glass, no deck to walk on, in four grades - Low, Mid, High and Supreme - each faster, dearer and hungrier than the one below. The Swallow Dart, the Meteor Shuttle, the Thunderbolt Shuttle and the Starfall Arrow are simply the fastest things in the void - the Starfall Arrow two thousand blocks a second at a boost, twice the swiftest of the great ships.

  • ⛰️ Through earth, water and fire - the Earth Escape Shuttle and the Mountain-Piercing Pangolin pass through earth and stone as through air while you fly them, never through a chest, a machine or the world's floor, and leave no hole; left unflown inside the earth they rise gently out of it. The Water Escape Shuttle dives through seas at its whole pace and the Fire Escape Shuttle passes through lava and flame; each pilot kept safe by their own boat - no choking, no drowning, no burning
  • 🛶 Ships for one and for three - the Reed Leaf, Firefly, Koi Leap and Talisman Paper Skiffs carry one cultivator with a little deck and a cabin at the helm; the Fisher's Sampan, the Peach Blossom Skiff, the Folding Fan Skiff and the Butterfly Dream Barque carry three, with a hatch and a ladder down to a bench below - the cheapest living ships there are
  • 🐉 Twelve more kinds, two of every size, from the old stories and the void: the Bone Dragon Ship, the Star Chart Junk with its armillary sphere, the Alchemy Cauldron Ship, the Formation Array Ship, the Heavenly Palace Ship on its clouds, the Ten Thousand Swords Ark, the Kunpeng Leviathan and the Floating Mountain Ark with its waterfall pouring into the void
  • 🎨 Every ship in four looks - the first three ships included: a Golden Lotus, a Vermilion Bird, an Azure Dragon, Moon Lanterns on the junk, a Purple Heavens tower ship and more, each with its own colours and trail - forty-seven ships in a hundred and eighty-eight looks in all

🌳 The world's own trees

Every tree of the game now grows in the shapes of a cultivation world: oaks lean and twist and hold their leaves out on long arms in flat clouds, like the old pines of the mountain paintings; spruces stand in tiers like pagodas; pines lift a few flat layers high on a bare trunk; jungle trees spread broad layered crowns over buttress roots; cherries droop their blossom; acacias fork into wide flat canopies - roots over the ground and the odd old giant two logs across. Each keeps its own wood, leaves, bees, vines, cocoa and propagules, a sapling grows the same way, and trees of other mods are never touched. One switch in the living-world settings, on as shipped.

🍑 Fruit trees of the cultivation world

  • 🍎 The Cultivation Fruit Tree - old and gnarled, red-gold fruit, in forests, taigas and jungles
  • 🟡 The Dao Foundation Fruit Tree - a golden pagoda of tiered leaves, pale jade fruit, in meadows, cherry groves and the Heaven-Piercing Woods
  • 🟣 The Condensed Creation Fruit Tree - an ancient giant two logs across
  • 🌸 Their leaves flower, set fruit and ripen; right-click a ripe one to pick it - most often found on the lands of qi, the Spirit Realm and Qingqiu

🍄 A way up every giant mushroom

Every flat-capped giant of the Giant Mushroom Glades has a stair of shelf fungus winding up its stem, coming out onto its broad top.

🥚 Void Incursion's own tab, and a spawn egg for every creature

Void Incursion has a tab of its own in the creative inventory, Xiaoxiang - Void Incursion, right before the Alloy Codex's: the ships, the rift things, the Rift Seal Steles, the talismans, the creatures' drops, the books - and twelve new spawn eggs, each in its creature's colours:

  • 🐋 The Star Jelly, the Kun, the Peng, the Gravity Leech, the Qi Eater, the Comet Sparrow and the Jade Rabbit
  • 👑 The Rift Lord - who rises from his egg as strong as the realms of the players near him
  • 🌀 One egg for each stage of a rift - Tremor, Fissure, Breach and Cataclysm - calling one of that stage's creatures, void-touched and as strong as the players around it; its tooltip names who may answer

⚙️ Every alloy has its parts

Each of the Alloy Codex's 83 base alloys now has its ten parts as items of their own - a plate, rod, wire, coil, gear, bearing, casing, lens, core and spring - 830 parts in all, each in its alloy's colour and named for it: a Bronze Gear, a Steel Plate, a Kunpeng Starmetal Core. Press them at a crafting table from the alloy's ingots - the same alloy's ingots from any other mod will do. Every part carries the tags tech mods read parts by, so Xiaoxiang Black Tech - or any mod that asks for "a bronze gear" or "any gear" - takes them. Ships are made and mended with any alloy's parts, and a plain-alloy part carried from an earlier version becomes its own item the moment it is in your inventory.

🚀 A ship's helm, and a spirit core to keep full

Board a ship and its helm stands at your screen's right edge, clear of your cultivation read-outs: the ship's name, its spirit core and its hull as bars with their figures, and the controls in the very keys you have bound - forward and back, sidestep, steering by your look, rise and sink, best pace, the hold and stepping off. They stand whole for your first ten seconds aboard and whenever the ship cannot fly, then fold to the one line that steps off. Hold Shift over a ship in your inventory to read its controls.

Ships run on the qi in their spirit core. Fill it with spirit stones or a charged battery, keep spirit stones in its hold, or set it down touching anything that gives Forge Energy - Black Tech's among them - and at rest it draws 20,000 energy a second: a Jade Leaf Skiff fills in five seconds. Board an empty ship and it tells you why it will not fly and how to fill it; a ship run dry settles. The Nine Heavens Tower Ship comes from the Shipwright's Bench with its core full.

🔧 Changed and rebalanced

⌨️ M to disembark, Shift to descend

  • M steps you off a spiritual boat, off a spiritual vessel in flight, or off anything else you ride - in a world's sky, on the ground or out in the void. It's a key of its own under Xiaoxiang - Void Incursion in Controls, so set it to whatever suits your hand.
  • Shift only ever brings your boat down. Sneaking at the helm sinks the ship all the way to the ground, at rest as much as under way, and never throws you off it. Aboard, the same key that steps off gets you up from your seat.
  • Step off a vessel high in the air and you come down softly, just as you do stepping off a ship.

🌏 Fitted to Xiaoxiang Cultivation World 0.3.322

  • The realm that lives on the Sun follows the cultivation world's new ladder: the first of the Immortals, Human Immortal, and every realm above it - Earth Immortal and Loose Immortal among them - each burning less than the one before, until the burn is at its least - never nothing.
  • The cultivation world's newest places - the Demon-Sealing Towers, the ruined Realm Gateways, its new pits and its grave fields - rise in this mod's living Overworld biomes wherever they rise in the old biomes those took their land from.
  • Where a formation's barrier wards a place against arrivals, a crossing into or out of space is turned away cleanly: you stay where you were, still seated on whatever you ride.

🌏 Fitted to Xiaoxiang Sects & Beast Tides 1.0.185

Its own beasts count among the milder beasts, by its own table of them; its tides keep their fury; its pets never turn on their owners or warn them off their young. Nothing of it is ever loaded, with it installed or without.

🐺 Milder beasts

A beast that hunts people no longer charges on sight: it turns on you only when you come within ten blocks, strike it, hold its grudge or come near its young. Beast tides, a spawner's beasts, a structure's beasts and every monster that is no beast keep their old fury. Nothing ever turns on its owner: not a beast bound to you by a pact, not the Taotie, Mowu or Jiangshi you command, not a tamed animal, not a pet of Xiaoxiang Sects & Beast Tides.

🏗️ Space's building room is 320 blocks deep

Space keeps a building room from 160 blocks under its middle plane to 160 over it. Flight is never bounded by it - you still fly as far over and under the plane as the worlds are.

📖 The Alloy Codex opens on the road to the void

Six new pages after its first: how to reach the void, without wings and with what, what you need, what waits there, the qi of the worlds and how to come home - and four at its close for the beast families.

🗺️ The cultivation world's realms keep their own skies

The Spirit Realm, the Demon Realm, the Underworld, the cave heavens, the inner worlds, the battles of the past, the sect arenas and the secret realms keep their own rules: none of their skies leads into space, a talisman burned there tells you this sky leads nowhere, and the Star Chart measures no road from them.

🐛 Fixed

  • 🖱️ Your mouse steers every ship over a world again. On the Overworld, over any landmass and under every world's pull, your boat now swings round to wherever you look the moment you fly it - escape boats, skiffs, junks and the great arks alike - and keeps the heading you gave it while it settles level after a dive in from the void. Everyone watching sees it turn with you.
  • 🛌 Back on your feet when you leave an escape boat. Step off a shuttle, a dart or any escape boat - with M or however else you leave it - and you stand up at once, in a world of your own as on a server. No more crawling about flat on the ground afterwards.
  • 🌙 The sky from a world's ground. Planets no longer shine through the land or the sea, and far worlds no longer hang in the sky as discs. Standing on a world you see only its own close companions - from the Overworld the Moon and the Spirit Moon, from the Moon the Earth hanging huge overhead - each at its true size, lit from where the sun is, rising, crossing the sky and setting with the day, and a little further round its orbit every night. Every other world is at most a star-like point of its own colour, only when the sky is dark.
  • 🪐 Landing on every world. Diving into a world from space now lands you, smoothly, every time - no more stopping and being pulled back at the edge of its sky. You come through with the speed you had, high over the land, exactly where you dove, and rising out of a world works the same way.
  • 🧭 The altimeter, out of the way. It no longer sits on top of your domain read-out: it stands at the top of the left edge, clear of everything the cultivation world shows there, and you can move it and size it as you like in this mod's own client settings.
  • 🌳 Tree houses you can reach and walk around. Every giant of the Heaven-Piercing Woods that holds a house or a landing has a spiral stair round its trunk from the roots, with a rail on the outside and room over every step. The house is one roomy open space fifteen across; the landing and the lookout are walks two blocks wide you can go all the way round, and the rope bridge meets the house's door and the landing's opening.
  • Mounts and passengers cross at last. Riding up into space was turned away at the sky line every time, whatever you rode. Now your horse, your beast, whatever carries you, everyone riding with you and the beasts you lead cross together - and everyone near you sees you seated at once on the other side, never standing inside your mount for a moment.
  • Space no longer drags the game down. Every chunk of space you flew through was made, sent and held as 4,064 blocks of empty void - over ten times what a chunk of the Overworld is; now it is 320, lighter than the Overworld's own. Entering space no longer stalls the game while it makes room for all that nothing.
  • The sky no longer costs a frame. The planets, moons and Sun - in space, over the airless worlds and in the Overworld's night - were shaped anew every frame, over two hundred thousand corners of them; now each is drawn from a shape made once, turned to face the Sun, and anything behind you is not drawn at all.
  • Nothing that falls in from space is hurt by the landing. A horse that could not fly fell as far as 450 blocks from the arrival height and hurt everyone riding it; now whatever comes down out of space - you, what you ride and everyone riding with you, on a flying sword whose qi runs dry, on an elytra or on nothing at all - lands whole, its fall taken away until its feet touch ground, water or lava.
  • What you ride, everyone on it and the beasts on your lead cross together. A crossing into space or out of it is whole or nothing: if something of yours cannot cross, or another player rides along, nothing moves and everyone stays seated where they were - and you are told why.
  • A swift carrier keeps its full pace in space beside Realm Expansion. The room the server gives a fast flyer is grown for both mods at once, so a steeped rider and a vessel's pace both count instead of one being dropped.

🚧 Being worked on

  • Mercury to land on, nearest the Sun (work in progress).
  • More of the incursions - the Shattered Void beyond a rift, and sect disciples flying out to fight rifts (work in progress).
  • More of the void's creatures - comet dragons, the Golden Crow in the Sun's corona, the Four Symbols, the Devourer of Stars, void mites and rock barnacles on hulls, the Star Fox, and the food chain's migrations (work in progress).
  • More escape boats and more kinds of ship - more escape boats beside the eight, and many more kinds of ship (work in progress).

⚠️ Known problems

  • Sects & Beast Tides opens its Mastery window on M too, as it ships: move one of the two keys to another in Controls.
  • Anything built in space more than 160 blocks over or under its middle plane in 0.1.0 is not kept - space's building room is 320 blocks deep now.
  • A formation's barrier that covers the very spot you would rise or dive into stops you at the edge each time you try; fly aside and cross again.
  • The cultivation world's tower, siege and arena beasts that come into the world with no reason of their own count as wild beasts, and are milder.
  • Sects & Beast Tides' beasts are known by the table of its 1.0.185 release: a beast a later version of it adds keeps its old fury until Void Incursion learns it.
  • The Jiaoren's young stand as tall as their parents - the cultivation world keeps the Jiaoren at one size.
  • The Codex's Beast Families chapter does not tell of nests yet.
  • The Alloy Codex has no chapter for the rifts, the steles, the Great Incursion, the Rift Lord or the Rift Hunters' Guild yet.
  • A Rift Seal Stele breaks at hand speed and always drops itself.
  • A long ship slid sideways into a narrow gap may sit a little inside the blocks at its prow or stern.
  • The ship's step-off key is N; change it in the game's controls if another mod uses it.
  • A beast on a lead crosses only within ten blocks of you at the sky line - the game's own reach of a lead - so a very fast flyer can arrive without it.
  • Far from a world's middle, the sky at the sky line turns about the middle of the view by a few degrees - under six within 3,000 blocks of the Overworld's centre.
  • Water let out through a hole cut in a landmass's underside falls a little way below it before it stops.

🛡️ Headed off

  • A void that never crashes. Should anything of the void ever fail - the sky, the Star Chart, a crossing, the Sun's burn, a world's qi - only that one thing rests, with one line in the log; the game goes on, and so does everything else.
  • Ready for the cultivation world's repair release. Should an update move one of the few things Void Incursion reads from it, only that one feature rests: the Sun, a world's own qi, or the pacts that tell a beast's owner - and even then every tamed beast still knows its owner.
  • Sects & Beast Tides stays optional. Without it nothing is missed; with it, nothing of it is loaded either - its pets, its tides and its beasts are known by the marks it writes and the names it gives them.
  • No world a later release can break. The new worlds name only the game's own blocks and beasts, so no mod's later release can stop one from loading.
  • An arrival waits for its ground. Coming into a world, you are held at the sky's edge until the land below is there, never dropped into a world that is not ready.
  • A fast carrier never slips through a world. The ways down into a world meet a flyer along their whole last move, so even the fastest vessel crossing a small world's sky comes down into it.
  • A far world never shakes. Every body is drawn from its place taken from yours in whole numbers before anything is narrowed for the screen, so the Immortal Realm seen from beside it is as steady as the Moon.
  • Your mount is never stranded. What you ride crosses into the other world only once you have come through yourself.

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