MiXianTu is a cultivation mod framework: it provides the generic rules and runtime that cultivation gameplay needs — cultivation, aura environment, realms and resources, abilities, formations, tribulations, forging, alchemy, economy — without prescribing any particular setting or numbers.
The actual items, blocks and recipes are provided by datapacks, KubeJS or other content mods, and MiXianTu's data tables and binding tables give them gameplay.
The project is still in development. Datapack formats and other interfaces are not final, and updates may no longer be compatible with old saves or old datapacks. Changes that can cause crashes or data loss will be called out explicitly in the changelog.
C toggles cultivation mode, Z opens the character information panel, R opens the wheel (the one
way abilities and spirit power are triggered), the arrow keys turn its pages; "Swap Main Hand with Back Weapon
Slot" is unbound by default. All of them can be changed in the controls settings.blocks and its own fruit with growth.drops, and the mod registers no herb block.durability / consume), which spends wear instead of whole carriers until the carrier breaks and
hands back whatever it never burned; costs is what the invocation takes from the holder, and a talisman's tier
comes from the grades[].quality a drawing recipe hits written into the mxt:quality component at inscription
time, with the default_quality registry as the carrier's fallback (the talisman definition has no quality
field of its own). A drawing workstation shows a formula's shape, the player traces it with a brush
that carries its own pigment, and how well it was traced decides success and tier.block_x/block_y/block_z, the centre of an area
selector and where a projectile is launched from all use the stand, not whoever filled it./mxt family (registry validation, resource and aura queries, cultivation status, breakthrough
and more) and /display to show equipment.The actual gameplay content — realm values, aura distribution, abilities, formations and recipes — is provided by datapacks or content packs; installing the mod alone does not give you a complete progression.
AuraItemAccess (spirit stones) can additionally be
charged by holding them down and pouring the holder's own aura into them. Per-stack additions carry no binding
object: quality (mxt:quality), element, pill data, technique reading, forging methods and blueprints are components
written onto the stack itself, layered on top of whatever a definition grants.MxtEvents server lifecycle events, and the MxtTriggers custom trigger signals a script can
publish and subscribe to; register items from a script first and let the binding tables handle them.| Module | Status | Description |
|---|---|---|
| Datapack Core | ✅ | Gameplay rules are described by datapacks: conditions, effects, number calculation, item matching and trigger timing can all be freely combined, and a single entry can be kept out of the registry at load time with a condition. |
| Wheel and Character UI | ✅ | Abilities (artifact skills included) and spirit power share one wheel: the main wheel's twelve cells are yours to arrange, the pages behind it follow what you carry and the Beast Taming Bell in hand, and holding R uses the cell you point at. |
| Resources | ✅ | Numeric resources such as cultivation progress and spirit power can be defined; they regenerate by rule, are consumed by abilities and cultivation, and are drawn as resource bars on the HUD. |
| Aura | ✅ | The world has different aura concentrations per dimension, biome and block, changing over time and with formations; players can query the concentration at their position and see the result through particles, fog and the HUD. |
| Cultivation and Realms | ✅ | Players meditate to gather cultivation progress, faster where aura is dense, and break through to the next realm once the datapack requirements are met; realms and packs grant lifespan, and running out means death or rebirth as configured. |
| Elements | ✅ | Defines elements and the overcoming and adaptation relations between them, read by spirit roots, aura and other gameplay. |
| Spirit Roots and Physiques | ✅ | Spirit roots and physiques can be granted to players, affecting cultivation, ability strength or passive attributes; exclusions are defined by datapacks, and a held one can be switched off without being given up. |
| Techniques | ✅ | Learning a cultivation technique grants active moves or passive bonuses, and exclusion tags stop certain techniques from being learned together; a manual is an item with the mxt:technique component, and the mod generates a jade slip per technique. |
| Abilities and Curses | ✅ | Abilities can be cast with a cost, cooldown, duration and target selection, and can also fire automatically on attacking, being hurt or killing; curses attach to a character, trigger periodically and can be removed by purification. |
| Formations | ✅ | Players build and activate formations; a formation keeps running by consuming resources, applies effects within its area and temporarily provides buffs/debuffs. |
| Tribulations | ✅ | A tribulation can be triggered on a realm breakthrough: it consumes a timeline of beats (an action, an idle wait, or a wait for a condition), gets harder with the realm and the local aura, and success or failure each run their own outcome. |
| Creature Profiles & Contracts | 🚧 | Creature profiles define a creature's strength, inner core and spawn action, and can declare a mastery ladder the beast climbs; players can contract a beast and order it to follow, wander, hold or come back with the Beast Taming Bell. |
| Secret Realms | 🚧 | Each entry opens an instance dimension on demand from a secret realm definition, with its own border, generation, structures and landing spot, claimable terrain, member and time limits, and enter/exit conditions. |
| Spirit Crafting Table | ✅ | Crafting with a spirit crafting recipe at the Spirit Crafting Table costs aura in addition to materials, deducted when the result is taken out. |
| Forging | ✅ | At a Forge Table, several materials are hammered into a result following a blueprint; different tools unlock different methods, and the quality of the result depends on the process and the number of steps. |
| Alchemy | 🚧 | Hand-build a 3×3×3 furnace from a core, role bins and walls, and put a heat block in the bottom centre cell. When the player starts, it resolves the output from the actual properties. Pills keep use limits, cooldowns and toxicity. |
| Spirit Herbs | ✅ | Any existing block can be a spirit herb: a definition claims blocks with blocks and its own fruit with growth.drops; placing one starts its age, world-generated ones already carry their own, and breaking it tiers the fruit by that age. |
| Item Binding | ✅ | Brings existing items into gameplay: attach passive behavior and vanilla attribute modifiers to any item, or bind abilities that fire on right-click use and on attack. |
| Talismans | ✅ | A Talisman Brush inscribes definitions onto a carrier (one holds several); a full right-click hold fires them, at the cost of a carrier or the wear it declares. A drawing workstation turns a traced formula into success and tier. |
| Quality | ✅ | Items carry a quality shown in their tooltip; quality and next link the tiers into a ladder, and a stack's tier resolves in three layers: the item component, the quality its definition declares, and the default_quality registry. |
| Artifacts | ✅ | Items become artifacts via artifact: items claims them, spirit_capacity sets a per-aura ceiling, and abilities names what carrying it grants. An artifact can also declare itself a flying mount (speed, seats, fuel, looks). |
| Economy | ✅ | Items can be defined as currency with a value, supporting exchange and change; players can trade directly with each other, or use trade stations and cheques to settle transactions. |
| Curios Slots | ✅ | Players have Curios slots for a back weapon, a belt item and four artifacts, rendered on the character and swappable with the main hand by keybind. |
| Friend and Foe Identification | ✅ | Every player keeps a list of the players they treat as their own, for the session or saved with the world; other mods or scripts can answer the same question through a TriState event asked by player id. |
The mod only provides the framework, generic items, slots, HUD and commands; it contains no realm values, abilities or recipes. You need a datapack or content pack (including content written with KubeJS) before real gameplay appears.
Jupiter and ApricityUI are required dependencies needed manual installation, and every other required dependency is bundled inside the mod. KubeJS is only needed if you want to register content from scripts. JEI and Jade are optional compatibility mods, and the game works fine without them.
You can build content packs on this framework, and distributing them is not restricted in any way.
NOTE: the mod's code and assets are All Rights Reserved, and commercial distribution (such as a paid server) requires extra permission — see LICENSE for details.
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