- Cultivation
- Run a server
- Tuning Presets
Server Tuning Presets
Cultivation ships more than a hundred tunable values, which is a lot to face on a fresh server. These are five opinionated starting points — change what you like afterwards. Every key below is real; anything not listed keeps its default.
You can edit the JSON under mods/Siren_Cultivation/, or set the same values live in game through /cultivation admin with no restart. The File column tells you where each key lives — see Configuration for the full reference.
Gentle
For a small friendly server, or players new to the genre. Progress is quicker, the heavens are survivable, and nothing you own can be lost to neglect.
| Key | Value | Default | File |
|---|---|---|---|
Base-Qi-Requirement | 120.0 | 175.0 | Config.json |
Substage-Growth-Rate | 1.45 | 1.55 | Config.json |
Realm-Base-Multiplier | 3.5 | 4.25 | Config.json |
Tribulation-Lethal | false | true | BreakthroughConfig |
Tribulation-Damage-Percent-Of-Max-Health | 10.0 | 15.0 | BreakthroughConfig |
Spirit-Core-Drop-Chance | 0.18 | 0.12 | SpiritCoreConfig |
Profound-Core-Drop-Chance | 0.06 | 0.035 | SpiritCoreConfig |
Upkeep-Enabled | false | true | DwellingConfig |
Spring-Qi-Per-Hour | 90.0 | 60.0 | DwellingConfig |
Leave Tribulation-Enabled on even here. Turning lethality off keeps the lightning, the noise and the tension while guaranteeing a bolt always leaves a sliver of health.
Default
The shipped balance, listed so you can see what you are moving away from — and return to it. A first breakthrough is a real event, a failed one costs a sub-stage, and land is worth fighting over.
| Key | Value | What it sets |
|---|---|---|
Base-Qi-Requirement | 175.0 | Qi for the very first rung |
Substage-Growth-Rate | 1.55 | Cost growth per sub-stage |
Realm-Base-Multiplier | 4.25 | Cost step at each new realm |
Tribulation-Damage-Percent-Of-Max-Health | 15.0 | Damage per bolt |
Spirit-Vein-Regen-Per-Second | 1.5 | Vein recovery |
Spirit-Vein-Drain-Per-Second | 2.75 | Meditation drain |
Hardcore
A long, punishing climb where Void Refinement is a server event rather than a weekend. Advancements become dangerous too, and Qi is genuinely scarce.
| Key | Value | Default | File |
|---|---|---|---|
Base-Qi-Requirement | 260.0 | 175.0 | Config.json |
Substage-Growth-Rate | 1.70 | 1.55 | Config.json |
Realm-Base-Multiplier | 5.0 | 4.25 | Config.json |
Advancement-Tribulation-Enabled | true | false | BreakthroughConfig |
Tribulation-Damage-Percent-Of-Max-Health | 20.0 | 15.0 | BreakthroughConfig |
Tribulation-Damage-Realm-Multiplier | 1.18 | 1.12 | BreakthroughConfig |
HeartDevil-Composure-Drain-Per-Pulse | 45.0 | 34.0 | BreakthroughConfig |
Spirit-Core-Drop-Chance | 0.07 | 0.12 | SpiritCoreConfig |
Spirit-Vein-Regen-Per-Second | 1.0 | 1.5 | SpiritVeinConfig |
Spirit-Vein-Rich-Chance | 0.02 | 0.03 | SpiritVeinConfig |
With Advancement-Tribulation-Enabled set to true, every one of the 28 rungs draws lightning rather than just the seven breakthroughs. At 6% of max health per bolt it is survivable — but combined with Tribulation-Lethal it means a careless low-health player can die to routine progress.
PvP & Sect War
For a server where the point is the conflict. Wars come around often, sects are large enough to field a raid, and holding ground actually hurts trespassers.
| Key | Value | Default | File |
|---|---|---|---|
Sect-Max-Members | 20 | 12 | SectConfig |
War-Cooldown-Hours | 6.0 | 24.0 | WarConfig |
War-Required-Hold-Seconds | 90.0 | 120.0 | WarConfig |
War-Window-Seconds | 900.0 | 600.0 | WarConfig |
Trapping-Lethal | true | false | FormationConfig |
Trapping-Damage-Percent-Of-Max-Health | 6.0 | 4.0 | FormationConfig |
Duel-Max-Wager | 2000 | 0 (unlimited) | DuelConfig |
Sect-Hall-Min-Vein-Tier | 2 | 1 | SectConfig |
It defaults to true for good reason. Setting it false allows a sect to lose the hall it spent weeks scouting while nobody is logged in, which is the fastest way to lose a playerbase. Shorten War-Cooldown-Hours instead — that produces more fights without producing sleeping victims.
Raising Sect-Hall-Min-Vein-Tier to 2 restricts halls to dragon veins only — roughly 0.3% of chunks. That makes a hall genuinely rare and therefore worth a siege, but on a small map it can mean very few valid sites, so check your world first.
Solo & Small Co-op
Singleplayer, or two or three friends. The multiplayer systems refuse politely when off, so turning them down removes menus that would otherwise never be used.
| Key | Value | Default | File |
|---|---|---|---|
Wars-Enabled | false | true | WarConfig |
Duels-Enabled | false | true | DuelConfig |
Upkeep-Enabled | false | true | DwellingConfig |
Sect-Hall-Min-Vein-Tier | 1 | 1 | SectConfig |
Spring-Qi-Per-Hour | 100.0 | 60.0 | DwellingConfig |
Seclusion-Qi-Per-Hour | 40.0 | 25.0 | DwellingConfig |
Spirit-Vein-Rich-Chance | 0.05 | 0.03 | SpiritVeinConfig |
Leaving Sects-Enabled on is deliberate even solo — a one-person sect still claims a hall and still earns the sect-wide Qi bonus, which is a meaningful chunk of progression to switch off.
The table above turns multiplayer systems off. The Reclusive Cultivator preset below does the other half of the job for a solo world: it softens the heavens and speeds enlightenment.
Reclusive Cultivator (隐修)
v0.9.1 A solo or near-empty server is where the shipped numbers bite hardest. They are tuned around sect wars and a crowded field of cultivators fighting over the same veins, and with nobody else around that tuning reads as punishing rather than as risk. Reclusive Cultivator is the built-in answer: one switch that eases the heavens and speeds enlightenment, instead of you editing half a dozen tuned values by hand.
It ships off (Reclusive-Mode-Enabled, false). Turn it on in Cultivation/ReclusiveConfig.json, or live in game under the Reclusive Cultivator section of /cultivation admin. Every value is a multiplier applied at the moment of use, on top of whatever you have already tuned. The tuned values themselves are never changed, so switching it off again puts everything back instantly and completely.
| Key | Default | What it does |
|---|---|---|
Reclusive-Mode-Enabled | false | Master switch for the whole preset |
Reclusive-Tribulation-Damage-Multiplier | 0.6 | Scales tribulation lightning damage. It shares the "how hard is the trial" axis, so it scales composure drain in the Heart-Devil Trial, the Inner Demon duel and the Dream Trial by the same amount |
Reclusive-Tribulation-Interval-Multiplier | 1.6 | The gap between bolts is multiplied by this. v0.11.1 A value above 1 spreads the bolts out, so there are fewer of them: 1.6 stretches the gap by 60%, which is about five bolts where a normal ritual draws eight. A value below 1 packs them closer together |
Reclusive-Spirit-Vein-Drain-Multiplier | 0.5 | How much of each meditation's drain is taken from the vein's persisted pool. You are still credited the full Qi, so a lone player's one vein simply lasts longer and Qi gain is untouched |
Reclusive-Dao-Enlightenment-Chance-Multiplier | 1.5 | Multiplies the chance of a Heavenly Dao enlightenment roll. It is still held under Dao-Enlightenment-Chance-Max-Per-Roll, which applies last |
Reclusive-Technique-Enlightenment-Chance-Multiplier | 1.5 | Multiplies the chance of a technique comprehension roll |
A multiplier of zero or less is ignored and treated as 1, so a typo cannot collapse the gap between bolts or zero out a chance.
With the preset on, Ascension prestige is open to everyone, even if Ascension-Prestige-Enabled is still off. That is a read-time grant and not a changed setting, so turning Reclusive Mode off never leaves prestige quietly enabled behind you. See Ascension.
v0.11.1 With the shipped numbers, a Reclusive ritual draws roughly five-eighths as many bolts, each at 60% damage, so a whole ritual's damage lands near 38% of normal. In 0.11.0 this multiplier divided the gap instead, which gave Reclusive players more bolts than everyone else; if you tuned it around that, set it again.
The multipliers apply on top of whatever you have already tuned. The Gentle preset's Tribulation-Damage-Percent-Of-Max-Health of 10 under Reclusive Mode's 0.6 turns a 10% bolt into a 6% one. That is a great deal softer than most people expect, so start with one or the other and watch how your players fare.
The same figures, with your server's own numbers, are in the in-game Codex entry Reclusive Cultivator.
The One Rule You Must Not Break
Spirit-Vein-Regen-Per-Second multiplied by the highest tier multiplier (Spirit-Vein-Dragon-Regen-Multiplier, default 1.6) has to remain lower than Spirit-Vein-Drain-Per-Second.
At the defaults: 1.5 × 1.6 = 2.4, safely under the 2.75 drain. If the product ever exceeds drain, a dragon-vein chunk regenerates faster than a player can consume it, becomes an infinite Qi fountain, and the entire progression curve stops mattering — no matter how high you set the Qi requirements.
Retuning a Live Server
- Curve changes are retroactive. Raising
Base-Qi-Requirementor the multipliers re-prices every remaining rank for existing players. Nobody is demoted, but their next rank-up may suddenly cost far more. - Vein settings are seeded once per chunk, deterministically from the world seed. Changing the rich or dragon chance affects chunks nobody has visited yet — already-seeded chunks keep what they rolled.
- Disabling a system keeps its data. Setting
Sects-Enabledtofalsestops the commands and the bonus but leaves every sect intact on disk, so you can re-enable without losing anything. - Never edit
ConfigVersion— migration is automatic, and setting it backwards just re-runs the migration.
The values above are suggestions built around the shipped defaults, not tested competitive tuning. Change one group at a time and watch how your players actually progress.