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MiXianTu

MiXianTu is a cultivation mod framework for NeoForge. It provides the generic rules and runtime that cultivation gameplay needs — cultivation, aura environment, realms and resources, abilities, formations, tribulations, forging, alchemy, economy and sects — 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.

  • Players: installing the mod on its own only gives you framework items, Curios slots, HUD and commands; what you can actually play depends on the datapack or content pack you use.
  • Content and mod authors: define your own cultivation rules, aura distribution, abilities, formations, crafts and item bindings with datapacks, KubeJS or the Java API, without changing the mod itself.
Work in progress

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.

Where to start

GoalDocumentation
Install the mod and check requirementsInstallation
Learn the keybinds, HUD, items and commandsPlayer Guide
Write your first datapackDatapack overview
Look up every field of a data tableJSON Data Formats
Browse the built-in action and condition typesTypes Reference
Extend the framework from a scriptKubeJS
Build an addon in JavaJava API
Common questionsFAQ

Requirements

ItemRequirement
Minecraft26.1.2
NeoForge26.1.2.99
DependenciesJupiter is required; other required dependencies are bundled with the mod
OptionalKubeJS (scripted content), JEI (recipe viewer), Jade (block information)

Module status

  • ✅ Done: everything is implemented and usable right away; minor changes may still happen later.
  • 🚧 In Progress: only part of the feature set is done, the rest is still being developed.
  • 🔲 Planned: only data structures or assets exist, or there is only a development plan.
ModuleStatusDescription
Datapack CoreGameplay 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 disabled at any time.
Hotbar and Character UIPlayers can open the ability and spirit power hotbars with a key and cast directly from them, open the character information panel to check their own state, and choose which entries appear on the hotbar.
ResourcesNumeric 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.
AuraThe 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 RealmsPlayers can meditate to accumulate cultivation progress, faster where aura is dense; once the requirements are met they can break through to the next realm, with those requirements defined by datapacks.
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 and ability strength or directly providing passive attributes; how they are obtained and which ones exclude each other is defined by datapacks.
Techniques🚧Players can learn cultivation techniques to gain active moves or passive bonuses, and exclusion tags can stop certain techniques from being learned together; a technique can be bound to any existing item as its carrier.
Titles and Badges🔲Titles are granted to players by condition and provide passive attributes; badges define display entries such as achievements or a compendium.
Abilities and Curses🚧Abilities can be cast from the hotbar with a cost, cooldown, duration and target selection, and can also fire automatically on attacking, being hurt, killing and other timing; curses attach to a character, trigger periodically and can be removed by purification.
Formations🔲Players can 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 advances in phases, gets harder with the realm, and success or failure each run their own outcome.
Creature Profiles and Contracts🔲Creature profiles define a creature's strength, inner core and drops; players can also sign a contract with a creature, letting the spirit beast follow and fight, be stored in a Spirit Beast Bag or recalled with a Beast Taming Bell.
Secret Realms🔲Players can enter a separate secret realm with a Realm Token; a realm has player count and time limits, and is cleaned up and returns players to where they came from when it expires.
Spirit Crafting TableCrafting at the Spirit Crafting Table costs aura in addition to materials, deducted when the result is taken out.
ForgingAt 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🚧Recipes combine materials, aura, temperature and furnace tier to produce pills, with both the success and failure outcomes decided by the recipe; taking a pill applies its effect, and taking too many accumulates toxicity.
Spirit Herbs🔲Defines binding and quality for spirit herb items, which serve as materials for alchemy and gathering gameplay.
Item Binding🚧Brings existing items into gameplay: attach passive behavior, weapon damage and attack speed to any item, or bind abilities that fire on right-click use and on attack.
Item Quality🚧Items can carry a quality shown in their tooltip, can be grouped and sorted by quality, and a quality group can also be read as a condition by other gameplay.
Artifacts🚧Artifacts can store spirit power, carry the player in flight or provide abilities, and come with a refining gameplay.
EconomyItems 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.
Sects🔲A sect has members and ranks, contribution accumulation, sect tasks and exchange, and can claim and release territory.
Curios Slots🚧Players have three Curios slots — Back Weapon, Belt Item and Cultivation Technique — rendered on the character, and swappable with the main hand by keybind.