Celestial Events
A Celestial Event (天象) is a phenomenon the whole server shares. One runs at a time, chosen at random after a quiet interval, each with a sky of its own and a rule of its own. Nobody triggers them and nobody owns them — the heavens keep their own schedule, and /celestial tells you what is overhead and how long is left.
The schedule
| Value | Key | |
|---|---|---|
| Quiet interval | a random 60 – 120 minutes after each event ends | Celestial-Interval-Min-Minutes / -Max-Minutes |
| Scheduler tick | 30s | Celestial-Check-Interval-Seconds |
| Sky blend | 4s in and out | Celestial-Sky-Transition-Seconds |
| Screen title on start | on | Celestial-Announce-Titles-Enabled |
After each event ends — or after boot, if none is running yet — the scheduler waits a random point in that band, then starts one, chosen at random weighted by each event's own Weight among those currently enabled. Only one event runs at a time.
A tribulation storm covering a player's own position overrides the celestial sky for that player only. Everyone else keeps the celestial sky, and it resumes for them the moment they step out of the storm. Your breakthrough is never robbed of its weather by something happening elsewhere on the server.
Spirit Tide
灵潮 — every Spirit Vein on the server regenerates 2.5× faster for fifteen minutes.
| Value | Key | |
|---|---|---|
| Duration | 15 minutes | Spirit-Tide-Duration-Minutes |
| Vein regeneration | ×2.5 | Spirit-Tide-Vein-Regen-Multiplier |
A tide lifts every meditation spot at once rather than a favored few. It does not raise any chunk's tier or its ceiling — a common vein still caps where it always did, it simply refills toward that cap much faster. The practical effect is that a spot you had drained flat becomes worth sitting on again immediately, and a group all cultivating in the same region stops competing for the same vein.
Meteor Shower
流星 — some of the ground turns out to have been hit.
| Value | Key | |
|---|---|---|
| Duration | 10 minutes | Meteor-Shower-Duration-Minutes |
| Site density | 3% of meditated chunks | Meteor-Shower-Site-Density-Percent |
| Site tier | Rich vein | Meteor-Shower-Vein-Tier |
| Site Qi | 2,000 | Meteor-Shower-Vein-Qi |
While a shower runs, roughly 3% of the chunks a cultivator meditates in turn out to hold a fallen meteor — that chunk's Spirit Vein is lifted to a rich vein holding 2,000 Qi for as long as the shower lasts, then settles back to whatever it truly was.
At 2,000 Qi a meteor site clears the 750 breakthrough bar with room to spare, which is the real prize: a shower can hand an ordinary patch of ground the one property it never had.
A site is only ever touched — boosted or reverted — at the moment a cultivator's meditation actually reaches that chunk. An unvisited site never manifests at all. The shower does not walk the world writing to veins; it changes what you find when you sit down, and unwinds itself the same way.
Blood Moon
血月 — the sky favors one road and turns against the other.
| Value | Key | |
|---|---|---|
| Duration | 12 minutes | Blood-Moon-Duration-Minutes |
| Devil path damage | +20% | Blood-Moon-Devil-Damage-Bonus-Percent |
| Righteous path damage | −20% | Blood-Moon-Righteous-Damage-Penalty-Percent |
This applies in every fight, not only in fights between the two paths — against mobs, in duels, in a sect war, everywhere. A Blood Moon is the twelve minutes in which a demonic cultivator's grievances get settled.
It requires Path-Enabled in DaoConfig.json and reads whichever path the attacker currently walks. An unaligned cultivator — the mortal middle road — is unaffected in either direction. See Karma and the two paths.
Beast Tide
兽潮 — the wilds converge on a defended hall.
A Beast Tide is a siege: waves of creatures throw themselves at a sect hall or Cave Abode, capped by a boss "lord," until the site's defended beacon breaks or holds. It is non-lethal by default, and settles on the beacon's integrity — the defenders who hold it earn contribution, and a site that falls sees its Spirit Vein weakened for a time. See Beast Tide for the full mechanics; this page only tracks it as one of the events the scheduler can pick.
This page's own accounting predates Starfall Convergence, a further scheduled event Event World Bosses below assumes exists alongside the four documented here. Run /celestial list in game for the full, current roster and each event's live parameters until this page catches up.
Event World Bosses
v0.10.1 Four of the mod's public celestial events now carry a real chance of manifesting their own themed boss the moment they begin — no Storm Omen-style opt-in, the sky itself is the warning:
| Event | Boss |
|---|---|
| Spirit Tide | Tide Leviathan |
| Meteor Shower | Meteor Golem |
| Blood Moon | Bloodmoon Howler |
| Starfall Convergence | Starfall Snapdragon |
- Blood Moon's own boss is both more likely to appear and pays out more than the others — the richest of the four, matching how much rarer and harsher that event already reads.
- A cultivator whose realm is not yet deep enough for the fight still lands every blow — their damage simply is not credited toward the reward, with one quiet notice rather than a wall stopping them outright.
- The existing Calamity Beast is completely unaffected by any of this. It still wins any collision with an event boss outright, and every one of its own numbers — health, reward, timing — is untouched.
An open registry
The four above are the shipped set, not the whole set. Celestial Events are an open registry: an add-on can hang another phenomenon off the same scheduler, the same weighted pick, the same sky-override machinery and the same /celestial output, without touching the mod. See Registries.
/celestial list prints every registered event and whether the scheduler may currently pick it — including anything an add-on contributed.
Tuning
Everything above lives in CelestialConfig.json. Each of the four has its own -Enabled, its own Weight in the random pick, its own duration, and its own -Weather field naming the Weather asset for its sky (blank uses the shipped one). Celestial-Enabled is the master switch.
Celestial Events are not in the /cultivation admin in-game editor yet — only Web Store and Ascension were wired in for v0.8.0. Edit CelestialConfig.json directly. See Configuration.
| Command | Does |
|---|---|
/celestial | What is overhead, and how long is left — or when the next one is due; also opens the themed dashboard |
/celestial list | Every registered event and whether it can currently be picked |
/celestial start <id> | Start one now, ending whatever is running admin |
/celestial stop | End the running event immediately admin |
/celestial itself needs cultivation.celestial; start and stop need cultivation.admin.