Configuration/Society Configs·配

Society Configs

The 43 files in mods/Siren_Cultivation/Society/ cover everything that only matters because other cultivators exist - the Sects they gather into, the Formations they inscribe on ground they hold, the Cave Abodes they retreat to, the Sect Wars they fight over halls, the Duels they stake Qi on, and the bonds, markets, world events and tournaments that grow up around them. This page is the reference for every key in every one of them, as of Cultivation 0.11.0.

How to read it

Contents

Sects, ground and war

The sect itself and everything it holds or fights over: its roster, hall and buildings, its diplomacy, guardians and land protection, the spirit arrays and Cave Abodes on its ground, the sieges waged over it and the Beast Tide that assaults it.

Sect Config

Sect rosters, halls, and the sect-wide Qi bonus, found in the path mods/Siren_Cultivation/Society/SectConfig.json. Also editable in the Sects section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Sect Config"The name given to this config file.
"ConfigVersion"6Current Version when you have loaded for the plugin.
"Sects-Enabled"trueMaster toggle for the whole sect system.
"Description-Sects-Enabled"A long string explaining the value above.When false every /sect command refuses politely, the sect Qi bonus stops applying, and sects vanish from the rankings - but existing sect data is kept on disk untouched for if you re-enable.
"Sect-Max-Members"12Caps each sect's roster, leader included.
"Sect-Hall-Min-Vein-Tier"1The minimum Spirit Vein quality a chunk must have rolled for /sect claim to succeed there. 1 = rich veins and above, 2 = dragon veins only. Normal chunks can never host a hall.
"Description-Sect-Hall"A long string explaining the values above.Restates the roster cap and vein tier gate, and notes that a sect holds one hall - claiming again moves it.
"Sect-Hall-Beacon-Enabled"trueThe standing column of light over every claimed sect hall, visible to anyone walking past - not just members. Switching it off does not remove the hall's pin on the world map.
"Sect-Hall-Beacon-Interval-Seconds"2.5How often the beacon re-pulses at the hall. The banner particle assets are sized to burn out inside one interval.
"Description-Sect-Hall-Beacon"A long string explaining the values above.Notes that a sect's leader or elders can color the light by flying a banner with /sect banner, and that losing the hall to a siege drops the light back to the vein's own.
"Sect-Qi-Bonus-Percent-Rich-Hall"5.0Percent extra Qi from all sources every member gains while the sect's hall sits on a rich vein.
"Sect-Qi-Bonus-Percent-Dragon-Hall"8.0The same bonus for a hall on a dragon vein.
"Description-Sect-Qi-Bonus"A long string explaining the values above.The bonus applies server-wide to every member wherever they are, and a sect with no hall gets nothing - the hall is the point.
"Sect-Invite-Expiry-Seconds"300How long a pending sect invite stays open before it lapses. v0.11.0 A second invite from the same sect to the same player is refused while one is live.
"Sect-Inscription-Enabled"trueWhether a leader may carve a technique manual into their hall, lending that art to every member.
"Description-Sect-Inscription"A long string explaining the value above.A leader standing in their hall consumes a technique manual with /sect inscribe; every member then knows that art for exactly as long as the sect HOLDS the hall. Only one may be inscribed at a time, and only technique manuals work - skill-tree manuals grant permanent nodes and cannot be lent out.

The sect’s Spiritual Root Type, shared progression and buildings

See The Sect’s Spiritual Root Type, Shared Progression and Sect Buildings.

Variable NameDefault ValueDescription
Sect-Dao-EnabledtrueWhether a sect may name a Spiritual Root Type at all. v0.11.0 Only the five classic roots can be named; mutant roots are closed to sects whatever Dao-Mutant-Roots-Enabled says.
Sect-Dao-Matched-Multiplier1.3Qi gained on sect ground when the cultivator already walks its element.
Sect-Dao-Ambient-Multiplier1.1Qi gained on sect ground when they do not.
Sect-Dao-Affinity-Interval-Seconds8How often meditating there pulls affinity toward the sect's element.
Sect-Dao-Affinity-Per-Interval2.5How much it pulls. Deliberately stronger than terrain's 1.5 per 10s.
Description-Sect-DaoA long string explaining the values above.Who may name the root (the leader, from the Sect page or /sect dao set), that the five mutant roots are never open to a sect, and how matched and ambient ground, building switches and the affinity pull work together.
Sect-Buildings-EnabledtrueWhole-system switch for holdings beyond the hall.
Sect-Xp-Per-Member-Advancement10Sect XP banked when a member advances a stage. v0.11.0 Paid only above the member's high-water mark - the highest realm and stage the sect has already paid them for.
Sect-Xp-Per-Member-Breakthrough60Sect XP banked when a member breaks through a realm.
Sect-Level-Base-Xp200Cost of level 2; level N costs this × growth(N−1).
Sect-Level-Growth-Rate1.6How steeply each sect level costs more than the last.
Sect-Hermit-Xp-Multiplier4.0Multiplies every sect XP gain for a sect with exactly one member. Sects have no minimum roster and no upkeep, so a lone cultivator can run a complete sect, and without this it would level far slower than a full roster (sect XP only comes from members' own progress). Sects of two or more are unaffected.
Description-Sect-Hermit-Xp-MultiplierA long string explaining the value above.Why a one-member sect gets the multiplier and that it stops the moment a second member joins.
Sect-Buildings-Per-Level1Retired. Still written to the file but not read in 0.11.0: how many buildings a sect may hold is now set by its chunk allowance (Sect-Chunks-* below), less the hall.
Sect-Buildings-Max6Retired, like Sect-Buildings-Per-Level: not read in 0.11.0. The ceiling on holdings is now Sect-Chunks-Max.
Sect-Chunks-Base3Territory a new sect may hold, counted in chunks and including the hall. The buildings a sect may raise are this allowance minus the hall.
Sect-Chunks-Per-Member1Extra chunks per disciple past the founder, so ground is bought with people rather than with levels. The allowance is Sect-Chunks-Base + (members - 1) x this.
Sect-Chunks-Max32Ceiling on that allowance, so a large server's biggest sect cannot claim a whole region.
Description-Sect-BuildingsA long string explaining the values above.Shared progression end to end: sect XP from member advancement and breakthrough, the level cost formula, building slots, how a building is claimed with /sect building claim, and the Spiritual Root Type switch each building carries.
Sect-Building-Types7 entriesEach carries Id, MeditationMultiplier, RequiredSectLevel, DaoActiveByDefault, OutsiderPermissions and MemberPermissions. The seven shipped entries are tabled below.

DaoActiveByDefault is the one to think about: false makes that kind of building neutral ground, so a member who walks a different element can cultivate there untouched. It is why Guest Court, Alchemy Garden, Forge and Trial Ground ship as false. Players can toggle any individual building afterwards with /sect building dao.

OutsiderPermissions and MemberPermissions are the land protection rules a newly raised building of that kind starts with, written as a comma list of break, place, containers, interact and entities - all for everything, blank for nothing. A raised building stores its own live copy, so editing these never re-locks a building that already stands. All seven shipped types use a blank OutsiderPermissions (outsiders may do nothing) and an all MemberPermissions.

IdMeditationMultiplierRequiredSectLevelDaoActiveByDefault
scripture_hall1.21true
pavilion1.151true
guest_court1.12false
alchemy_garden1.12false
forge1.053false
trial_ground1.083false
ancestral_shrine1.34true

The sect economy

New in 0.8.0. See Contribution Points, The Pavilion and The Mission Board.

Variable NameDefault ValueDescription
Sect-Contribution-Per-Spirit-Stone5.0Contribution points banked per Spirit Stone handed over with /sect donate.
Sect-Pavilion-Enabledtruev0.11.0 Item offers sell only what a Patriarch has stocked with /sect pavilion stock. Master toggle for the pavilion. What is on a given shelf is each Patriarch's own configuration, not server tuning, so it lives on the sect rather than here.
Description-Sect-ContributionA long string explaining the values above.How /sect donate banks contribution, that each Patriarch stocks and prices their own pavilion shelf (an item offer sells only what was deposited, so the pavilion never creates items), and that nothing else needs tuning here.
Sect-Missions-EnabledtrueMaster toggle for the mission board.
Sect-Mission-Types4 entriesThe board itself - shared by every sect on the server. Each carries Id, Metric, TargetItemId, TargetCount, RewardContribution, MinRank, CooldownHours and Enabled (default true; set false to hide one mission without deleting it).
Description-Sect-MissionsA long string explaining the values above.What each mission field means, who may work a mission by rank, how the cooldown limits farming, and that progress accrues on its own except gather_item, which is a manual turn-in.

Metric is a free string, not a closed enum. Four are credited by this mod's own hooks — gather_item, slay_beast, meditate_seconds and win_duel — but an add-on may credit any string of its own through MissionManager.creditProgress and list a mission naming it. TargetItemId only matters for gather_item, which is the one metric with no passive hook and so needs /sect mission deposit. An Id may not contain :, ; or | — those are the delimiters the persisted progress rows use.

The four shipped missions:

IdMetricTargetItemIdTargetCountRewardContributionMinRankCooldownHours
gather_spirit_stonesgather_itemCultivation_SpiritStone2030outer12
slay_spirit_beastsslay_beastblank1040outer12
meditate_on_sect_groundmeditate_secondsblank180025outer12
win_duelswin_duelblank335inner24

The Sect Library

A sect pools its members' contribution - the pavilion's own currency, not a second one - into research toward compiling one exclusive technique manual it keeps even if the hall falls. See Sects for the sect systems it builds on.

Variable NameDefault ValueDescription
Sect-Library-EnabledtrueMaster toggle for the Library and /sect library.
Sect-Library-Requires-Scripture-HalltrueRequires a chunk assigned the scripture_hall building before conversion runs at all. A server with Sect-Buildings-Enabled off, or one that wants the Library available off any held hall, can switch this off.
Sect-Library-Max-Total1How many exclusive arts a sect may ever compile through its Library. The feature is designed and balanced around exactly one; raising it does not make other systems follow.
Sect-Library-Cost-Base600.0Progress a Library must accumulate to compile its subject: this divided by the larger of the manual's weight and Sect-Library-Cost-Weight-Floor, so a rare manual costs more research than a common one.
Sect-Library-Cost-Weight-Floor0.25The lowest manual weight the cost formula will divide by, so the rarest manuals cannot become unaffordable.
Sect-Library-Progress-Per-Hour25.0Progress gained per real hour while the Library is actively converting funding.
Sect-Library-Progress-Per-Member-Bonus1.5Extra progress per hour for every current member, so a bigger sect researches faster.
Sect-Library-Funding-Per-Progress2.0Banked funding one point of progress consumes - the throttle that makes funding the fuel and time the limiter.
Sect-Library-Max-Offline-Hours24.0The most elapsed wall-clock hours one settle may convert at once, so an untouched Library does not finish itself unattended over months.
Sect-Library-Sect-Level-Per-Realm1A technique's unlock realm number (0 = Body Refinement) times this is the sect level needed before the art even enters the eligible pool.
Sect-Library-Abandon-Forfeit-Percent50.0Percent of accumulated progress lost when a manager redirects the Library to a different subject mid-research. Banked funding is never touched.
Sect-Library-Min-Rank-Fund"outer"Lowest rank (outer, inner, elder or patriarch) that may donate funding.
Sect-Library-Min-Rank-Choose"elder"Lowest rank that may choose or change the subject.
Sect-Library-Min-Rank-Redeem"inner"Lowest rank that may redeem the finished manual.
Sect-Library-Patron-Title-Threshold500Lifetime Library funding at which a member counts as a patron. It is the sect-contribution requirement of the Grand Dao capstone, and the number shown in that title's hint.
Description-Sect-LibraryA long string explaining the values above.The whole Library loop: pooling contribution, picking a subject by rank and level, conversion over real time, the cost formula, redirecting, and redeeming the manual.

Alliance Config

Sect diplomacy - the Non-Aggression, Trade and Alliance ladder, and the separate one-sided Rivalry table, found in the path mods/Siren_Cultivation/Society/AllianceConfig.json. Also editable in the Alliance section of the in-game admin menu. See Sect Diplomacy.

Variable NameDefault ValueDescription
"ConfigName""Alliance Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Alliance-Enabled"trueMaster toggle for the whole ladder. When false, proposing, accepting, breaking and the relation cooldown all refuse outright.
"Alliance-Proposal-Expiry-Minutes"60.0How long a proposal stays open before it lapses and must be sent again.
"Alliance-Tribulation-Assist-Radius-Blocks"32How close an allied sect's online member must stand to a ritualist for "reinforcements nearby" to apply to that tribulation bolt.
"Alliance-Tribulation-Damage-Reduction-Percent"25.0How much a tribulation bolt's damage is cut when an ally is close enough. A buff, never a full negation, and never shared or split - the storm still keys to the one ritualist.
"Non-Aggression-Enabled"trueWhether the Non-Aggression rung can be proposed. Each rung has its own switch, but Alliance-Enabled still gates the whole feature.
"Trade-Enabled"trueWhether the Trade rung can be proposed.
"Rivalry-Enabled"trueWhether /sect rival declare and withdraw work. A rivalry is a one-sided, directed feud that needs no acceptance, kept in a table separate from the ladder.
"Trade-Auction-Cut-Reduction-Percent"50.0Seller-side discount to the Auction House cut on a sale between a Trade (or Alliance) sect pair. The buyer always pays the full listed price.
"Relation-Cooldown-Hours"24.0Blocks both re-forming any rung and declaring a new siege between a pair for this long after any one of their rungs is broken - closing the "ally, scout the hall, betray at once" exploit.
"Rivalry-Withdraw-Cooldown-Hours"6.0How long a rivalry declaration must stand before its own declarer may withdraw it.
"Rivalry-Blocks-Proposals"trueWhether a rivalry between two sects, declared in either direction, also stops them proposing any rung to each other.
"Rivalry-Win-Contribution-Bonus-Per-Member"5.0Reserved for a future war-resolution hook. No gameplay code reads it in 0.11.0; the admin menu can still edit it.
"Feud-Disables-Pair-Escalation"falseOff by default, an option for a server owner. When on and both sects of a war pair have declared mutual rivalry on each other, the escalating per-pair siege cooldown is waived (held at 1.0) for that pair. The base cooldown and the defender's immunity window are untouched.
"Description-Alliance"A long string explaining the values above.The whole ladder: proposing and accepting, that either leader can break a relation alone, what each rung adds (trade discount, trusted-guest status on claimed ground, the tribulation assist), how rivalry works, and the feud exception to pair escalation.

Sect Guardian Config

The guardian NPCs a sect may station at its hall to slow a besieger, found in the path mods/Siren_Cultivation/Society/GuardianConfig.json. JSON-only - there is no in-game admin section for this file. See Sect Wars and Sects.

Variable NameDefault ValueDescription
"ConfigName""Sect Guardian Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Guardian-Enabled"trueMaster toggle for sect guardians.
"Guardian-Min-Sect-Level"2A sect below this level cannot station a guardian at all. Mirrors War-Min-Sect-Level for sieges.
"Guardian-Max-Posts"3Hard ceiling on the posts one sect may ever buy, whatever its level.
"Guardian-Posts-Base"1The purchasable ceiling before level scaling.
"Guardian-Levels-Per-Post"2Every this-many sect levels raises the purchasable ceiling by one post, capped at Guardian-Max-Posts.
"Guardian-Levels-Per-Tier"3Every this-many sect levels raises a freshly spawned guardian's tier by one. Capped at 3, and further capped by the hall's strongest Warding array tier (no Warding array at all caps a guardian at tier 1).
"Guardian-Station-Cost-Contribution"60Paid from the stationing member's own contribution balance - the pavilion's existing currency, not a new one.
"Guardian-Dismiss-Refund-Percent"0Percent refunded when a post is dismissed. 0 means a dismissal refunds nothing and carries no gate. Above 0, the refund is refused during a live siege and for Guardian-Refund-Cooldown-Hours after the post was last paid for.
"Guardian-Refund-Cooldown-Hours"24.0Only checked when the refund percent is above 0: closes the station-then-instantly-dismiss farm loop.
"Guardian-Base-Health"240.0Max health of a tier-1 guardian.
"Guardian-Health-Per-Tier"0.6Fraction of Guardian-Base-Health added per tier above 1, so tier 3 reaches the base times (1 + 2 x this).
"Guardian-Slow-Per-Living-Percent"12.0Each living guardian slows an attacker's siege hold accrual by this many percentage points. Stacks with, rather than multiplying, the Warding slow, and both share War-Total-Slow-Max-Percent's single cap. A guardian never blocks a siege outright.
"Guardian-Respawn-Seconds"900.0How long a guardian killed by an attacker takes to respawn. A guardian killed by its own sect or an ally is consumed outright - no respawn and no refund.
"Guardian-Respawn-Blocked-During-Siege"trueWhile true, a guardian killed or a post bought during a live Contest siege on its own hall does not respawn or spawn until that siege resolves.
"Guardian-Aggro-Radius-Blocks"16How far from the guardian a player must stand to be considered for aggro or forgiveness. Lowered from 24 so a freshly marked target is not already at the roles' hard leash distance.
"Guardian-Aggro-Duration-Seconds"15.0How long one hostile grant lasts. Deliberately short and re-asserted every heartbeat while the target still qualifies.
"Guardian-Aggro-Outside-Siege"falseOff by default: a guardian only aggros the sect currently attacking its hall in a live Contest siege. When true it also aggros members of sects the owner has a declared, mutual rivalry with, even with no siege running - never every non-member.
"Description-Guardians"A long string explaining the values above.The post and tier formulas, health scaling, the shared slow cap, respawn and refund rules, and exactly who a guardian will and will not attack.

Formation Config

The three placeable spirit arrays and the Array Altars that grow them, found in the path mods/Siren_Cultivation/Society/FormationConfig.json. Also editable in the Formations section of the in-game admin menu. See Formations.

Variable NameDefault ValueDescription
"ConfigName""Formation Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Formations-Enabled"trueMaster toggle for the whole formation system.
"Max-Formations-Per-Controller"3How many formations one controller - a sect, or a soloist by UUID - may hold placed at once. Placing while at the cap is refused.
"Description-Formations"A long string explaining the values above.A formation is placed by using its Flag item while standing in a chunk, anchors to that chunk with a square (Chebyshev) radius, and is controlled by the placer's sect if they have one, otherwise personally. Using the same Flag again on a chunk you already control that type at removes it.
"QiGathering-Radius-Chunks"2Square radius, in chunks, of the Qi-Gathering formation (聚灵阵).
"QiGathering-Regen-Multiplier"1.4Multiplies meditation Qi regen for its controllers inside that radius.
"QiGathering-Benefits-Everyone"falseIf true, any meditator in range benefits rather than only the controllers.
"Description-QiGathering"A long string explaining the values above.Restates who benefits by default (the sect's members, or the personal owner) and what the everyone toggle changes.
"Warding-Radius-Chunks"2Square radius, in chunks, of the Warding formation (护山大阵).
"Warding-Outsider-Regen-Multiplier"0.25Multiplies meditation Qi regen for OUTSIDERS inside that radius. Controllers are unaffected.
"Description-Warding"A long string explaining the values above.Adds that outsiders also cannot place their own formations on a warded chunk.
"Trapping-Radius-Chunks"1Square radius, in chunks, of the Trapping formation (困仙阵).
"Trapping-Interval-Seconds"3.0How often the trap fires on intruders inside that radius.
"Trapping-Damage-Percent-Of-Max-Health"4.0Percent of max health each trap tick deals, through the normal damage pipeline so armor and reductions apply.
"Trapping-Debuff-Effect""Root"A vanilla EntityEffect asset id applied each tick. Real options include Root, Slow, Stun, and Poison. Leave blank to skip the debuff.
"Trapping-Debuff-Duration-Seconds"2.5How long that effect lasts per tick.
"Trapping-Lethal"falseOff by default - a trap wounds and roots intruders but leaves them a sliver of health, so they must flee its bounds. Set true to let it finish off a persistent trespasser.
"Description-Trapping"A long string explaining the values above.The full trap tick: who it fires on, what it applies, that controllers pass through freely, and what the lethality toggle changes.
"Array-Altar-Enabled"trueThe Array Altar (阵眼) placement path's own toggle, separate from Formations-Enabled. An altar is a physical block anchor for the same three formation types that can be grown in place through tiers 0 to 3 instead of being flipped on and off. Tier 0 reproduces the flat bonuses above exactly.
"Array-Tier-Regen-Step"0.20Added per tier to a Qi-Gathering altar's QiGathering-Regen-Multiplier.
"Array-Tier-Warding-Step"0.05Subtracted per tier from a Warding altar's Warding-Outsider-Regen-Multiplier, so a higher tier chokes outsiders harder.
"Array-Tier-Trap-Damage-Step"1.5Added per tier to Trapping-Damage-Percent-Of-Max-Health, in percent of max health. A higher tier hits harder per strike but not more often.
"Array-Tier-Trap-Debuff-Step-Seconds"0.5Added per tier to Trapping-Debuff-Duration-Seconds.
"Array-Min-Separation-Blocks"64The least distance, in blocks, a new altar must keep from another controller's altar in the same world.
"Description-ArrayAltar"A long string explaining the values above.The altar path end to end: its own toggle, how tiers stack on the base multipliers, how the trap steps scale a strike, and the separation rule.

Dwelling Config

Cave Abodes (洞府), their Spirit Springs, their upkeep, and closed-door seclusion, found in the path mods/Siren_Cultivation/Society/DwellingConfig.json. Also editable in the Cave Abodes section of the in-game admin menu. See Cave Abodes.

Variable NameDefault ValueDescription
"ConfigName""Dwelling Config"The name given to this config file.
"ConfigVersion"6Current Version when you have loaded for the plugin.
"Dwellings-Enabled"trueMaster toggle for Cave Abodes.
"Dwelling-Radius-Chunks"1Square (Chebyshev) radius in chunks around the claimed chunk. 1 = a 3x3 chunk pocket, which is the "cave" an abode is meant to be.
"Dwelling-Owner-Regen-Multiplier"1.25Meditation Qi multiplier for the owner inside their own abode.
"Dwelling-Outsider-Regen-Multiplier"0.5Meditation Qi multiplier for anyone who does not belong there.
"Description-Dwellings"A long string explaining the values above.Claiming with /cultivation abode claim, one abode per cultivator, both regen multipliers, and that outsiders cannot inscribe formations on its ground.
"Spring-Qi-Per-Hour"60.0Qi the Spirit Spring gathers per real-world hour, online or not.
"Spring-Rich-Vein-Multiplier"1.5Multiplies that rate when the abode sits on a rich Spirit Vein.
"Spring-Dragon-Vein-Multiplier"2.5Multiplies that rate when it sits on a dragon vein.
"Spring-Pool-Base-Cap"500.0Base ceiling on the banked pool.
"Spring-Pool-Cap-Per-Realm"250.0Added to that ceiling per realm the owner has reached.
"Description-Spring"A long string explaining the values above.The spring fills whether or not the owner is online but overflows and wastes anything past the cap, and the pool must be collected in person with /cultivation abode collect while standing inside.
"Upkeep-Enabled"trueWhether an abode must be fed at all. False makes abodes permanent and free.
"Upkeep-Item-Hours""Cultivation_SpiritStone:24,Cultivation_DivineCore:36,Cultivation_ProfoundCore:12,Cultivation_SpiritCore:4,Cultivation_QiGatheringPill:6,Cultivation_ClarityPill:6,Cultivation_TribulationWardPill:8,Cultivation_ClearMindPill:8"Comma-separated itemId:hours tribute pairs. Anything not listed here is refused as tribute, so a server owner can add their own currency simply by naming it.
"Upkeep-Initial-Free-Hours"0.0Upkeep a newly claimed abode starts with. Zero on purpose: any non-zero grant is re-granted on every new claim, so raising it lets a player abandon and re-claim in a loop to dwell for free.
"Upkeep-Max-Banked-Hours"720.0The most upkeep an abode may hold banked at once.
"Upkeep-Grace-Hours"168.0How long after upkeep runs out before the claim is released entirely and the banked pool is lost.
"Description-Upkeep"A long string explaining the values above.Depositing tribute, the initial-grant exploit warning, the bank cap, and the two-stage lapse - the spring stops immediately, the claim releases after grace. A sect hall's spring is never released this way; it simply stops gathering until fed.
"Spring-Grace-Max-Hours"8.0A small, capped rollover for a spring that overflowed while its owner was away: the most hours of grace that may be banked.
"Spring-Grace-Fill-Fraction"0.25Only this fraction of overflowed time converts to banked grace, so a weekly player recovers a modest slice and never reaches parity with daily play.
"Description-SpringGrace"A long string explaining the values above.Banked grace is spent automatically the next time the pool has room, and only ever derives from time that paid upkeep covered - a lapsed abode earns none.
"Sect-Hall-Spring-Enabled"trueWhether a sect's claimed hall grows its own shared Spirit Spring, on top of every member's personal abode.
"Sect-Spring-Rate-Multiplier"1.5How much faster the hall's spring gathers than a personal one.
"Sect-Spring-Pool-Cap-Multiplier"2.0How much deeper the hall's pool is than a personal one.
"Description-SectSpring"A long string explaining the values above.A hall spring is collectable by ANY member standing in the hall - first there takes it - follows the hall when it moves, passes to the victor of a siege, and takes upkeep like a personal abode.
"SpiritStone-Kill-Drop-Chance"0.04Chance a Spirit Stone (灵石) drops when a cultivator slays a creature, rolled independently of the cultivation-core roll so a kill can yield both.
"SpiritStone-Tribulation-Drop-Chance"0.35Chance a Spirit Stone drops when a cultivator SURVIVES a tribulation strike.
"Description-SpiritStone"A long string explaining the values above.Spirit Stones are the currency abodes are sustained with, and the tribulation drop is framed as the heavens' lightning crystallizing the Qi it scatters.
"Seclusion-Enabled"trueMaster toggle for closed-door seclusion (闭关).
"Seclusion-Qi-Per-Hour"25.0Qi gathered per real-world hour while secluded offline, credited on next login. Deliberately well below what sitting awake earns.
"Seclusion-Max-Hours"24.0The most hours of any one absence that count.
"Seclusion-Drains-Spring"trueWith this on, secluded Qi is DRAWN FROM the abode's spring rather than conjured, so seclusion and collecting the pool compete for the same reserve and an abode cannot pay out twice for the same hours.
"Description-Seclusion"A long string explaining the values above.Begin meditating inside your own abode (or your sect's hall) and log out to enter seclusion. It requires upkeep to still be paid, is capped per absence, and exists so a cultivator who cannot sit for forty minutes still advances.
"Fields-Enabled"trueMaster toggle for Spirit Field plots. One plot per abode.
"Field-Herbs-Per-Hour"0.5Spirit Herb progress accrued per real-world hour, online or not.
"Field-Rich-Vein-Multiplier"1.6Yield multiplier on a rich vein.
"Field-Dragon-Vein-Multiplier"2.5Yield multiplier on a dragon vein.
"Field-Pool-Cap"8.0The flat ceiling a plot may accrue to before it stops.
"Herb-Quality-Normal-Base"0.35Quality stamped on a herb harvested over a common vein.
"Herb-Quality-Rich-Base"0.6Over a rich vein.
"Herb-Quality-Dragon-Base"0.9Over a dragon vein. Quality is read at harvest time, not planting time.
"Herb-Quality-Formation-Bonus-Scale"0.5How much a Qi-Gathering formation over the chunk adds - it lifts quality as well as yield, which is new in 0.8.0.
"Description-Fields"A long string explaining the values above.Notes that a plot only accrues while upkeep is sustained and is dropped if the abode lapses, the same self-healing rule Dwellings applies to itself, and that the quality feeds directly into the Pill Cauldron's grade roll.
"Field-Weather-Sample-Interval-Seconds"60.0How often each online cultivator's current weather is sampled for Spirit Field resonance.
"Field-Weather-Sample-Ttl-Minutes"20.0A sampled reading lapses back to neutral if a plot goes unsampled this long, so a long-offline plot never rides one lucky reading forever.
"Field-Weather-Match-Multiplier"1.5Growth multiplier for an elemental herb variety (Sunpetal for Fire, Mistcap for Water, Bramblewort for Wood) when the sampled weather shares its element. The live Solar Term calendar contributes a second factor of the same shape, and the two multiply.
"Field-Weather-Ambient-Multiplier"1.1The same multiplier under any other elemental weather. Clear or unmapped weather is neutral (1x), and the base Spirit Herb never matches.
"Field-Resonance-Max-Multiplier"2.0Caps the product of the weather factor and the Solar Term factor, so a plot that resonates with both the sky and the calendar cannot compound past a sane ceiling.
"Herb-Affinity-Matched-Multiplier"1.35At the Pill Cauldron, refining for a specific effect weighs any herb whose variety favors that effect by this.
"Herb-Affinity-Mismatched-Multiplier"0.9The weight for any other variety. The base Spirit Herb is always neutral (1x).
"Description-FieldWeather"A long string explaining the values above.How weather and Solar Term resonance are sampled and combined, the TTL fallback, and the Pill Cauldron herb-affinity weighting.

Land Protection Config

Who may break, build, open and harm on claimed ground, found in the path mods/Siren_Cultivation/Society/LandConfig.json. JSON-only - there is no in-game admin section for this file. See Land Protection.

Variable NameDefault ValueDescription
"ConfigName""Land Protection Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Land-Protection-Enabled"trueMaster toggle. Off, every claim stops refusing anyone.
"Protect-Sect-Halls"trueWhether a sect's hall chunk refuses outsiders.
"Protect-Sect-Buildings"trueWhether each sect building refuses outsiders under its own permission rules.
"Protect-Dwellings"trueWhether every cultivator's Cave Abode refuses outsiders.
"Protect-Lapsed-Dwellings"trueWhether an abode whose upkeep has lapsed still keeps strangers out. Upkeep gates the abode's benefits (regen, the spring), and letting it also unlock somebody's chests would turn a missed payment into a robbery. Set false to make lapsed ground fair game.
"Protect-During-Siege"trueWhether a sect's ground stays protected while its hall is under siege. A siege is won by holding the hall chunk, not by mining through the defenders' walls. Set false to let attackers break in; it never opens the attacking sect's own ground.
"Protect-Against-Unattributed-Damage"trueWhether block damage the engine cannot attribute to anyone - in practice explosions - is refused inside a claim. Without it one thrown bomb opens any protected wall. It does not cover fire or flowing fluid, which change blocks without firing any event the server can refuse.
"Denied-Message-Cooldown-Seconds"3.0The least time between two "you may not do that here" messages to the same player, so holding the mine button against a wall does not flood chat.
"Description-Land"A long string explaining the values above.What claimed ground refuses by default, who edits each claim's rules (sect leaders and elders, an abode's owner through /abode protect), guests, per-building restrictions, and that holders of cultivation.land.bypass ignore all of it.

War Config

Sect sieges over rival halls, found in the path mods/Siren_Cultivation/Society/WarConfig.json. Also editable in the Sect Wars section of the in-game admin menu. See Sect Wars.

Variable NameDefault ValueDescription
"ConfigName""War Config"The name given to this config file.
"ConfigVersion"7Current Version when you have loaded for the plugin.
"Wars-Enabled"trueMaster toggle for sect wars.
"War-Required-Hold-Seconds"120.0Total seconds an attacker must hold the contested hall chunk, uncontested, to win an ordinary siege.
"War-Window-Seconds"600.0How long the Contest phase stays open. If the hold is not reached in time the siege fails.
"War-Defender-Grace-Seconds"8.0A defender seen at the hall pauses hold accrual for this long afterward.
"War-Cooldown-Hours"24.0Real-world hours the defender sect is immune from further sieges after a war, win or lose.
"War-Requires-Defender-Online"trueOffline protection - Muster needs defenders online in the hall's own world, and a Contest with none left ends in the defender's favor.
"War-Capture-Contribution-Per-Member"15Contribution paid to every member of the attacking sect when an ordinary siege is won.
"War-Notice-Seconds"600.0The Declared phase: advance warning before anything can accrue.
"War-Muster-Seconds"300.0The Muster phase: how long both sides have to meet their minimums before the siege lapses as a no-op.
"War-Muster-Attacker-Min-Online"2Attackers that must be online, anywhere, during Muster.
"War-Muster-Defender-Min-Online"1Defenders that must be online in the hall's own world during Muster.
"War-Contest-Grace-On-Absence-Seconds"120.0How long a Contest with no defender left in the hall's world runs before it ends in the defender's favor.
"War-Attacker-Cooldown-Hours"24.0After any siege, how long the same attacker must wait before declaring on the same defender.
"War-Pair-Escalation-Window-Days"7.0A repeat declaration on the same defender inside this window escalates the pair cooldown.
"War-Pair-Escalation-Multiplier"2.0Multiplier applied per repeat attempt inside the window.
"War-Pair-Escalation-Cap-Hours"168.0Ceiling on the escalated pair cooldown.
"War-Min-Member-Count"3Members each sect needs to attack or be attacked.
"War-Min-Sect-Level"1Sect level each side needs for an ordinary siege.
"War-Hall-Min-Settling-Days"3.0How long a hall must have stood before it can be besieged. v0.11.0 Re-claiming the hall's own chunk no longer restarts it.
"War-Score-Ratio-Min"0.5Lowest attacker-to-defender score ratio allowed.
"War-Score-Ratio-Max"2.0Highest ratio allowed. A sect with no score is ineligible.
"War-Declaration-Cost-Contribution"50Contribution the declaring leader pays, forfeit on every outcome.
"War-Max-Concurrent-Sieges"5Sieges allowed at once, server-wide.
"War-Suppression-Vein-Tier-Steps"1Tiers a suppressed hall's effective vein reads lower.
"War-Suppression-Duration-Hours"48.0How long the suppression lasts.
"War-Suppression-Contribution-Penalty-Per-Member"10Contribution each member of the losing sect loses.
"War-Conquest-Enabled"trueSwitch for the War of Conquest.
"War-Conquest-Min-Sect-Level"3Sect level floor for a Conquest.
"War-Conquest-Score-Ratio-Min"0.75Lowest attacker-to-defender score ratio allowed for a Conquest. Deliberately narrower than an ordinary siege's band, so a much stronger sect cannot trivially conquer a much weaker one.
"War-Conquest-Score-Ratio-Max"1.35Highest ratio allowed for a Conquest.
"War-Conquest-Required-Hold-Seconds"300.0Hold needed to take the hall.
"War-Conquest-Hall-Min-Settling-Days"7.0How long a hall must have stood before it can be conquered.
"War-Conquest-Declaration-Cost-Contribution"150The declaring leader's contribution cost.
"War-Conquest-Cooldown-Hours"96.0The defender's immunity after a Conquest.
"War-Reinforcement-Contribution-Per-Member"15Contribution paid per member of each allied sect that reinforced a successful defense.
"War-Reinforcement-Min-Alliance-Age-Hours"24.0How old an alliance must be to earn that reward.
"War-Formation-Assault-Enabled"trueWhether attackers may break the defender's array eyes in a Contest.
"War-Formation-Break-Radius-Chunks"2How near the hall those eyes must be.
"War-Warding-Slow-Base-Percent"10.0The slow on the attacker's hold clock that each defender-controlled Warding array enclosing the hall contributes at tier 0 (a flag-placed array, or a freshly kindled altar).
"War-Warding-Slow-Per-Tier-Percent"10.0Extra slow per Warding tier above 0, so a tier-3 altar reaches the base plus 3 times this, before the ceiling below.
"War-Warding-Slow-Max-Percent"50.0Hard ceiling on the total Warding slow. Read as at most 90, so a Warding array can slow a siege but never fully stop it.
"War-Siege-Banner-Enabled"trueWhether attackers may plant a Siege Banner.
"War-Siege-Banner-Max-Per-Siege"2Banners standing at once.
"War-Siege-Banner-Place-Radius-Chunks"2How near the hall a banner may be planted.
"War-Siege-Banner-Suppression-Radius-Chunks"2Radius in which a banner dampens Trapping arrays.
"War-Siege-Banner-Trap-Suppression-Steps"2Tiers it takes off those Trapping arrays.
"War-Total-Slow-Max-Percent"50.0One shared ceiling on the Warding slow and the Sect Guardian slow together.
"Description-Wars"A long string explaining the values above.The full siege loop: the four phases, hold accrual while no defender is present, what a suppression or a Conquest does, the cooldowns, and the Formations 2.0 and guardian effects.

Tide Config

New in 0.9.0. Beast Tide (兽潮) events - how often a tide is aimed at a hall or Cave Abode, the waves and the beacon, what a breach costs, what a win or a loss does to the target, the beacon model and HUD, and the Spirit Stones paid to defenders, found in the path mods/Siren_Cultivation/Society/TideConfig.json. Also editable in the Beast Tide section of the in-game admin menu. See Beast Tide.

Variable NameDefault ValueDescription
"ConfigName""Tide Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin. v0.11.0 Version 2 tripled the three values below that used to default to 180, 360 and 180. On load, a file still holding exactly those old values is moved to the new ones; a value an admin had tuned is left alone.
"Tide-Enabled"trueMaster switch for the whole event - scheduler, admin /tide trigger and wave progression alike.
"Tide-Lethal"falseWhether a tide beast's damage may kill a player.
"Tide-Interval-Min-Minutes"540.0v0.11.0 Lower bound of the random gap before the scheduler picks a new target (was 180).
"Tide-Interval-Max-Minutes"1080.0v0.11.0 Upper bound of that gap (was 360).
"Tide-Max-Concurrent-Assaults"1How many sieges may run at once, server-wide.
"Tide-Tick-Interval-Seconds"1.0How often every world is re-checked.
"Tide-Warning-Duration-Minutes"5.0The Warning phase before the waves.
"Tide-Warning-Weather"""Weather during the warning. Blank falls back to the shipped Blood Moon sky.
"Tide-Wave-Count"5Waves per assault.
"Tide-Wave-Spacing-Seconds"45.0Gap between waves.
"Tide-Resolution-Delay-Seconds"30.0How long the beacon may stand after the last wave before the assault is lost.
"Tide-Wave-Spawn-Config-Ids""Cultivation_BeastTide_Fodder,Cultivation_BeastTide_Fodder,Cultivation_BeastTide_Bruiser,Cultivation_BeastTide_Bruiser,Cultivation_BeastTide_Elite"One spawn asset id per wave. Change it together with Tide-Wave-Count.
"Tide-Beacon-Max-Health"500.0The beacon's health pool.
"Tide-Wave-Scale-Multipliers""1.0,1.0,1.15,1.15,1.3"Body scale per wave, same indexing as the ids.
"Tide-Lord-Role-Id""Cultivation_Corrupted_Lord_RexCave"The Tide Lord that spawns with the final wave.
"Tide-Lord-Scale-Multiplier"1.8The Lord's scale.
"Tide-Assault-Integrity-Max"100.0The pool a siege must be drained of, by breaches, before it is lost.
"Tide-Breach-Integrity-Cost-Base"20.0What one baseline beast reaching the anchor costs.
"Tide-Breach-Integrity-Cost-Scale-Exponent"2.0How much more a heavier beast costs, by its scale.
"Tide-Breach-Radius-Blocks"8.0v0.11.0 How close to the hall or abode a beast must get to count as a breach. Counted once per beast.
"Tide-Breach-Spawn-Grace-Seconds"3.0v0.11.0 A beast cannot breach in its first seconds after spawning.
"Tide-Abode-Wave-Count-Scale"0.5Share of the normal wave count an abode faces, rounded down, at least 1.
"Tide-Abode-Min-Realm-Ordinal"2The realm an abode's owner must have reached to be targeted.
"Tide-Retarget-Cooldown-Minutes"540.0v0.11.0 How long before the same hall or abode can be picked again, win or lose (was 180).
"Tide-Suppression-Tier-Steps"1Tiers a lost tide takes off the hall's effective vein.
"Tide-Suppression-Duration-Minutes"60.0How long that suppression lasts.
"Tide-Win-Contribution-Reward"50Contribution paid to every member of a sect that holds.
"Tide-Loss-Contribution-Penalty"30Contribution taken from every member of a sect that loses, never below zero.
"Tide-Beacon-Model-Id""Cultivation_Tide_Beacon"v0.11.0 The model the beacon wears. Blank, or an id that does not resolve, keeps the old invisible beacon.
"Tide-Beacon-Nameplate-Enabled"truev0.11.0 Digits for the beacon's strength above it.
"Tide-Hud-Enabled"truev0.11.0 The on-screen siege HUD. The kill switch if a client ever refuses it.
"Tide-Hud-Radius-Blocks"64.0v0.11.0 How near the beacon a non-defender must be to see the HUD. Defenders see it anywhere in the siege's world.
"Tide-Defender-Rewards-Enabled"truev0.11.0 Whether defenders are paid Spirit Stones.
"Tide-Reward-Stones-Per-Kill"1.0v0.11.0 Stones for slaying a baseline beast.
"Tide-Reward-Kill-Scale-Exponent"2.0v0.11.0 A heavier beast pays the above times its scale to this power.
"Tide-Reward-Stones-Per-Lord-Kill"12v0.11.0 Stones for slaying the Tide Lord.
"Tide-Reward-Beacon-Damage-Per-Stone"20.0v0.11.0 Points of beacon damage that earn one more stone. 0 means the beacon pays nothing.
"Tide-Reward-Win-Multiplier"1.5v0.11.0 A held siege pays the total times this.
"Tide-Reward-Loss-Payout-Percent"50.0v0.11.0 The share of the total a lost siege still pays.
"Tide-Reward-Max-Stones-Per-Defender"60v0.11.0 The most one defender can be paid per siege. 0 means no cap.
"Tide-Reward-Allies-Paid"falsev0.11.0 Off: only sect members, or the abode's owner and trusted players, are paid. On: anyone who fights the tide is.
"Description-General"A long string explaining the values above.The master switch, what Tide-Lethal obliges whatever deals a tide beast's damage to check, the jittered scheduler interval, concurrency, the tick rate and the warning phase.
"Description-Integrity"A long string explaining the values above.How the integrity pool is drained by breaches, what counts as a breach (within the radius, once per beast, never in its spawn grace) and how a beast's scale raises its cost.
"Description-Waves"A long string explaining the values above.The wave count and spacing, the comma lists of spawn asset ids and scale multipliers, the Tide Lord that spawns with the final wave, and how killing the beacon ends the siege.
"Description-Abode"A long string explaining the values above.A Cave Abode can be targeted instead of a hall, at a reduced share of the wave count, and only once its owner has reached the minimum realm.
"Description-Penalty"A long string explaining the values above.A lost tide never rewrites what a hall earned: it suppresses the hall's effective vein tier for a timed window, and takes contribution from every member, never below zero.
"Description-Beacon"A long string explaining the values above.The beacon's model and hitbox floor, the strength nameplate, and who sees the siege HUD and from how far.
"Description-Defender-Rewards"A long string explaining the values above.Who is paid Spirit Stones, how a kill's payout scales with the beast, the Lord and beacon-damage bonuses, the win and loss multipliers, and the per-defender cap.

Bonds and company

The ties between individual cultivators and the strangers they meet: masters and disciples, married partners, adventuring parties, heirs, factions, wandering rogues and rivals.

Master-Disciple Config

The Master-Disciple bond, found in the path mods/Siren_Cultivation/Society/MasterDiscipleConfig.json. Also editable in the Master-Disciple Bonds section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Master-Disciple Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Master-Disciple-Enabled"trueMaster toggle for the whole system.
"Bond-Min-Realm-Gap"2How many realms the master's must lead the disciple's by.
"Bond-Max-Disciples-Per-Master"3The cap on one master's disciples. A disciple always has exactly one master.
"Bond-Radius-Blocks"8.0How close the two must meditate for the shared bonus - and the radius Qi Deviation's companion cure uses for this bond.
"Bond-Qi-Multiplier"1.15The multiplier both of them draw while meditating together. Multiplies with every other source.
"Bond-Offer-Expiry-Seconds"120.0How long an unanswered offer of apprenticeship stays open.
"Bond-Teach-Cooldown-Hours"24.0How often a master may teach that disciple an art.
"Bond-Dissolve-Cooldown-Hours"1.0How long both parties are barred from a new bond after dissolving one.
"Bond-Breakthrough-Qi-Reward-Base"15.0Qi credited to the master when their disciple breaks through, scaled by the new realm.
"Bond-Breakthrough-Sect-Contribution-Enabled"trueWhether that breakthrough also feeds the master's own sect progression.
"Description-MasterDisciple"A long string explaining the values above.The whole flow: offer, accept, the realm gap and capacity rules, shared meditation, teaching, the breakthrough credit, and dissolving.
"Lineage-Enabled"trueMaster toggle for Tutelage, the technique Qi-cost discount a disciple earns from their master's mastery of an art. Read from a snapshot of the master's syllabus stored on the bond, never the master's live data.
"Lineage-Tutelage-Qi-Cost-Min-Multiplier"0.95The Qi-cost multiplier a disciple pays when the master has only just learned the art (mastery stage 0). Named for which end of the master's ladder it applies to, so it is deliberately the larger number - almost no discount.
"Lineage-Tutelage-Qi-Cost-Max-Multiplier"0.80The multiplier when the master has fully mastered the art - the deepest discount. Interpolated between the two by the master's stage.
"Lineage-Tutelage-Mastery-Xp-Multiplier"1.25A synced art also banks this many times as much mastery XP for the disciple.
"Lineage-Max-Depth"5How many hops up a prospective master's own ancestor chain (their master, that master's master, and so on) the offer-time cycle guard walks looking for the prospective disciple. An offer that would close a loop is refused.
"Lineage-Conceal-Allowed"trueMeant to gate whether a disciple may hide who their master is from everyone but the master. Not read in 0.11.0: a bond carries a conceal flag, but nothing sets it, so this has no effect yet.
"Description-Lineage"A long string explaining the values above.Tutelage end to end: how the discount interpolates, why it works while the master is offline, the ancestor-chain cycle guard, concealment, and why Bond-Teach-Cooldown-Hours is deliberately left undiscounted.

Partner Config

Partnered Cultivation (双修) between married cultivators, found in the path mods/Siren_Cultivation/Society/PartnerConfig.json. Requires the Marriage mod — see Partnered Cultivation. Also editable in the Partnered Cultivation section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Partner Config"The name given to this config file.
"ConfigVersion"5Current Version when you have loaded for the plugin.
"Partnered-Cultivation-Enabled"trueMaster toggle. Inert anyway without the Marriage mod installed.
"Partner-Radius-Blocks"8.0How close two married cultivators must sit for a session to take.
"Partner-Qi-Multiplier"1.25Qi multiplier each partner draws with. Multiplies with the vein tier, weather resonance, formations, the abode and a Gatherer beast, so it compounds rather than replacing them.
"Partner-Unlock-Realm""BODY_REFINEMENT"Realm required to partner at all. The default is no gate in practice.
"Partner-Convergence-Enabled"trueWhether the two partners' Yin-Yang balances pull toward one another.
"Partner-Convergence-Shift-Per-Tick"0.2How hard each partner is pulled toward the other per tick. Matches Dao-Config's own meditation alignment shift.
"Partner-Convergence-Deadzone-Percent"1.0Gap in Yin percent below which neither shifts, so a settled couple does not oscillate.
"Description-Partner"A long string explaining the values above.The whole feature: that it requires the Marriage mod, the four conditions a session needs, what the multiplier compounds with, and how the convergence behaves.
"Solo-Cultivation-Bonus-Enabled"trueMaster toggle for the Solitary Cultivation bonus, the smaller, streak-driven counterpart for a cultivator with no partner. Off removes it with no other change.
"Solo-Qi-Multiplier-Percent-Per-Streak-Day"0.5Percent added to Qi gain for each consecutive calendar day the cultivator meditated and banked Qi. Deliberately modest next to the partner multiplier's flat 25 percent: it rewards consistency, not having a spouse online.
"Solo-Qi-Multiplier-Max-Percent"15.0The ceiling on that streak bonus.
"Solo-Alignment-Stabilization-Fraction"0.3While unpartnered and Yin-Yang is active, each meditation tick pulls the cultivator's own balance toward center by this fraction of Partner-Convergence-Shift-Per-Tick, a gentler, self-only version of the partner pull.
"Description-Solo"A long string explaining the values above.The streak rule, the bonus formula and its cap, and the self-steadying pull.
"Twin-Pact-Enabled"trueMaster toggle for the Twin Spirit Pact, a shared, decaying reservoir between a married couple who both have a bonded Spirit Beast. Off removes it with no other change.
"Twin-Pact-Reservoir-Base"50.0The reservoir's base capacity.
"Twin-Pact-Reservoir-Per-Beast-Level"2.0Capacity added per combined level of the two beasts.
"Twin-Pact-Fill-Percent-Of-Qi-Drawn"5.0Percent of the Qi a partner draws in partnered meditation that also pours into the reservoir.
"Twin-Pact-Decay-Per-Second"0.05How much the reservoir loses every second it is not topped up.
"Twin-Pact-Cast-Radius-Blocks"24.0How close together the pair must be to spend the reservoir on a dual technique.
"Twin-Pact-Requires-Both-Beasts-Summoned"trueWhether the reservoir only counts as spendable while both companions are summoned, so a dual technique needs both physically present, not just bonded on paper.
"Twin-Pact-Depth-Seconds-To-Learn"3600.0Accumulated pact depth, in seconds, that lets Twin Spirit Descent be comprehended through a pact insight roll.
"Twin-Pact-Depth-Seconds-To-Learn-Reversion"7200.0The deeper threshold for Yin-Yang Reversion, a tier above Twin Spirit Descent.
"Twin-Pact-Insight-Chance-Per-Second"0.004Chance per credited meditation second, once a pact art is eligible, of the insight that comprehends it. Per second rather than per tick so it does not depend on tick rate, and modest on purpose: a rare surprise on top of a long partnered-meditation requirement.
"Description-Twin-Pact"A long string explaining the values above.How the reservoir fills, decays and is spent, the summoned-beast requirement, and the two pact arts' depth thresholds.
"Dao-Fusion-Enabled"trueMaster toggle for the Dao Fusion Rite (道法双融), a technique two married cultivators who have each chosen a Dao element cast together, blending their elements into a matching Iron Body and Qi Infusion buff for both. Off removes it with no other change.
"Dao-Fusion-Radius-Blocks"8.0How close the spouse must stand. Matches Partner-Radius-Blocks, since the rite is cast in person rather than shared at range.
"Description-Dao-Fusion"A long string explaining the values above.Who may cast it and what it requires, and that its Qi cost, cooldown and buff strength are tuned on the technique's own rule entry (dao_fusion_rite), not here.

Party Config

Adventuring parties for Dungeons, found in the path mods/Siren_Cultivation/Society/PartyConfig.json. Also editable in the Party section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Party Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Party-Enabled"trueMaster toggle for /cultivation party.
"Party-Max-Size"4Hard cap on members per party, leader included. The default is the size the multiplayer dungeons are built around.
"Party-Invite-Expiry-Seconds"60.0How long a pending invite waits for an answer before it silently expires.
"Description-Party"A long string explaining the values above.Restates the three values, and notes that a party is pure session state: nothing persists across a server restart, and leaving or disbanding never touches Qi, sects or any other progression.

Dao Inheritance Config

The Dao House web that joins Master-Disciple bonds and Legacy heirs, found in the path mods/Siren_Cultivation/Society/DaoInheritanceConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""Dao Inheritance Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"DaoInheritance-Enabled"trueMaster toggle for /cultivation inheritance.
"DaoInheritance-Heir-Confirmation-Required"trueA Legacy heir designation needs no consent from the heir, so on its own it would let anyone siphon strength from an unwilling cultivator. With this on, an heir edge only counts toward the passive bonus once the named heir confirms it with /cultivation inheritance house confirm. Who named you heir is always visible; only the bonus is gated. Off counts every heir edge with no consent.
"DaoInheritance-Bfs-Max-Nodes"500The most members the connected-web search will visit, in addition to its own cycle guard. Bounds the work however the web is shaped.
"DaoInheritance-Bonus-Per-Point-Percent"0.5Passive Dao comprehension bonus, in percent, per point of the whole web's combined Dao Mastery strength. The multiplier is 1.0 plus the smaller of the cap and this times the combined score.
"DaoInheritance-Bonus-Cap-Percent"25.0The ceiling on that bonus.
"DaoInheritance-Bonus-Refresh-Interval-Seconds"53.0How long a cached per-player multiplier is trusted before the next comprehension gain recomputes it. Offset on purpose from the Dao Mastery leaderboard's persist and aura intervals so none of the mod's periodic recomputes land on the same tick.
"DaoInheritance-House-Rename-Cooldown-Hours"24.0Cooldown on renaming a Dao House. Any connected member may rename it, because a web has no leader.
"DaoInheritance-Rivalry-Withdraw-Cooldown-Hours"6.0How long a house's rivalry declaration must stand before it can be withdrawn. Mirrors Rivalry-Withdraw-Cooldown-Hours in the Alliance file.
"DaoInheritance-Duel-Rivalry-Heavenly-Reward"25.0Heavenly Dao comprehension granted to the winner of a Dao Duel against a member of a house their own house has declared rivalry with, in either direction. Paid to the winner alone, never their whole web.
"DaoInheritance-Duel-Reward-Cooldown-Hours"4.0Per-winner cooldown on that reward, closing the repeat half of the "spam zero-stake duels" farm. A duel with no Spirit Stone stake never pays it.
"DaoInheritance-Confirm-Cooldown-Seconds"60.0Per-player cooldown on confirming or unconfirming an heir. Every success rewrites the whole server-wide inheritance data file, so this bounds the write rate.
"Description-DaoInheritance"A long string explaining the values above.How the web unifies bonds and heirs, the bonus formula, heir confirmation, naming a house, declaring rivalry, and the duel reward.

Legacy Config

What a retired profile leaves its chosen heir, found in the path mods/Siren_Cultivation/Society/LegacyConfig.json. JSON-only - there is no in-game admin section for this file. See Legacy.

Variable NameDefault ValueDescription
"ConfigName""Legacy Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Legacy-Enabled"trueMaster toggle for /cultivation legacy.
"Legacy-Min-Retiring-Realm-Ordinal"2Retiring a profile below this realm number (0 = Body Refinement) grants nothing, closing the loop of creating and instantly deleting fresh profiles to farm heir buffs. 2 is Foundation Establishment.
"Legacy-Buff-Reduction-Percent-Per-Realm"2.0Breakthrough-cost reduction the heir receives for every realm the retiring profile had reached.
"Legacy-Buff-Max-Reduction-Percent"40.0The ceiling on that reduction.
"Legacy-Buff-Duration-Hours"72.0How long the buff lasts, counted from the moment of retirement. If the heir was offline it waits in a mailbox until they are truly online, but the deadline still runs from the retirement, so an unclaimed buff can lapse.
"Legacy-Heir-Min-Profile-Age-Hours"24.0If the heir's active profile is younger than this at the moment of delivery, they receive only the scaled-down share below. Evaluated at delivery, never when the heir was named.
"Legacy-Heir-Recent-Profile-Scale-Percent"25.0The share of the full buff a very recently created heir profile receives, closing the loophole of naming an heir and then spinning up a fresh alt to collect it.
"Legacy-Min-Qi-Cost-Floor-Percent"10.0The floor, as a percent of the base cost, that this buff and the skill tree's Qi Cost Reduction combine down to at most, so a breakthrough can never become free. The code never reads a value below 1.
"Description-Legacy"A long string explaining the values above.The retirement-to-heir flow, the mailbox and expiry rule, the young-profile scaling, and the combined cost floor.

Faction Config

The three NPC factions, the standing tiers, how standing is earned and what each faction's vendor sells, found in the path mods/Siren_Cultivation/Society/FactionConfig.json. Also editable in the Factions section of the in-game admin menu. See Factions.

Variable NameDefault ValueDescription
"ConfigName""Faction Config"The name given to this config file.
"ConfigVersion"3Current Version when you have loaded for the plugin.
"Faction-Enabled"trueMaster toggle for the whole Faction and Reputation system (Azure Dawn Sect, Crimson Abyss Cult, Cloudmere Concord).
"Faction-Standing-Per-Quest-Chain"15.0The suggested standing a wandering-NPC quest chain grants its sponsoring faction when the chain's own reward does not name an amount. Nothing reads this value in 0.11.0, so changing it has no effect.
"Description-Faction-Basics"A long string explaining the values above.What the master toggle covers and that quest content is free to pass its own standing value.
"Faction-Tier-Friendly-Threshold"100.0Standing needed to reach Friendly.
"Faction-Tier-Honored-Threshold"500.0Standing needed to reach Honored.
"Faction-Tier-Exalted-Threshold"2000.0Standing needed to reach Exalted. Titles and vendor offers read these live, so raising a threshold re-locks anyone who had not yet crossed it.
"Description-Faction-Tiers"A long string explaining the values above.The four shared tiers (Neutral from 0) and that everything gated on standing reads them live.
"Faction-Rivalry-Pairs""AZURE_DAWN:CRIMSON_ABYSS:0.35"Comma-separated FactionA:FactionB:fraction pairs. Gaining standing with one drains that fraction of the same amount from its rival. Valid ids are AZURE_DAWN, CRIMSON_ABYSS and CLOUDMERE_CONCORD; Cloudmere Concord names no rival by default.
"Faction-Opposing-Path-Honored-Multiplier"0.5Gain multiplier (0 to 1) for a cultivator whose Righteous or Devil Path opposes the faction's, once they reach Honored. Unaffected at Neutral and Friendly.
"Faction-Opposing-Path-Exalted-Multiplier"0.0The same, once they reach Exalted. 0 refuses further gains outright; 1 on either multiplier removes the friction for that tier.
"Description-Faction-Rivalry"A long string explaining the values above.The rivalry pair format, the drain, and how an opposing Path gets steadily more suspect deeper into a faction's ranks.
"Faction-Daily-Standing-Cap"60.0One shared daily ceiling, per player per faction, on every source of standing earned in play. The Cloud Ferry quest reward is exempt by design.
"Faction-Azure-Dawn-Standing-Per-Merit"0.2Azure Dawn standing per point of Merit actually credited (after Merit's own throttle).
"Faction-Azure-Dawn-Standing-Per-Rogue-Slain"12.0Flat Azure Dawn standing per rogue cultivator slain.
"Faction-Crimson-Abyss-Standing-Per-Devil-Harvest"12.0Flat Crimson Abyss standing per Devil Qi harvest.
"Faction-Cloudmere-Stones-Per-Standing"10Spirit Stones of market-sale proceeds that buy 1 Cloudmere standing.
"Faction-Cloudmere-Max-Standing-Per-Sale"15.0The most standing any single sale can earn.
"Faction-Cloudmere-Min-Sale-Proceeds"25A sale below this many Spirit Stones does not count at all.
"Faction-Cloudmere-Counted-Sales-Per-Pair-Per-Day"1How many sales between the same buyer and seller count per rolling day.
"Faction-Cloudmere-Price-Guide-Multiplier"3.0Counted proceeds are clamped to the price guide's suggested unit price times quantity times this, when the guide has data for the item. 0 turns the clamp off.
"Description-Faction-Earning"A long string explaining the values above.Every earned-in-play source and how each counts against the daily cap, plus Cloudmere's sale-based earning rules.
"Faction-Vendor-Enabled"trueMaster switch for every faction vendor page. Vendors sell nothing while it is off.
"Faction-Vendor-Refuse-Opposing-Path"trueRefuses an opposing-Path buyer any offer whose minimum tier is Honored or above.
"Faction-Vendor-Azure-Dawn-Offers"6 offersAzure Dawn Sect's shelf, as comma-separated id:kind:itemId:quantity:cost:minTier:enabled:dailyLimit rows.
"Faction-Vendor-Crimson-Abyss-Offers"6 offersCrimson Abyss Cult's shelf, same row format.
"Faction-Vendor-Cloudmere-Concord-Offers"6 offersCloudmere Concord's shelf, same row format.
"Description-Faction-Vendor"A long string explaining the values above.The row format and its rules, in full below.

A shelf row's kind is always ITEM (the RIGHT kind is not supported and is dropped with a warning), cost is in Spirit Stones and must be at least 1, enabled is 1 or 0, and dailyLimit is optional - 0, or leaving it off in a seven-field row, means unlimited. A bad row costs only that row: the id must be unique within the faction, the item id must resolve, and a quantity above the item's own stack size is clamped down, never dropped. Edit the three shelf strings with the server stopped - an admin-menu Save rewrites the whole config file, including a hand edit made while it was running.

Rogue Cultivator Config

Wandering Rogue Cultivators - how often one spawns near a player, how strong it is, and what it drops, found in the path mods/Siren_Cultivation/Society/RogueConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""Rogue Cultivator Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Rogue-Enabled"trueMaster toggle for Rogue Cultivators.
"Rogue-Spawn-Interval-Min-Minutes"15.0Lower bound of how often a world rolls for a new rogue. There is one roll per world.
"Rogue-Spawn-Interval-Max-Minutes"35.0Upper bound.
"Rogue-Max-Concurrent-Per-World"2How many rogues may roam one world at once.
"Rogue-Lifetime-Minutes"20.0How long a rogue wanders before it leaves.
"Rogue-Spawn-Anchor-Min-Radius-Chunks"4Inner edge, in chunks, of the ring around the chosen player where the rogue lands.
"Rogue-Spawn-Anchor-Max-Radius-Chunks"14Outer edge of that ring.
"Rogue-Qi-Weight"1.5Biases the choice of which player a rogue appears near toward whoever is standing on a higher-tier Spirit Vein chunk.
"Rogue-Lonely-Radius-Blocks"96.0A player with nobody else online within this distance counts as lonely.
"Rogue-Lonely-Weight"2.0Further multiplies the pick toward a lonely player whose own sect hall, if any, is farther than Rogue-Far-From-Hall-Chunks away.
"Rogue-Far-From-Hall-Chunks"12How far from their own sect hall, in chunks, a lonely player must be for the lonely weight to apply.
"Rogue-Skip-Ritual-Players"trueRefuses as the spawn anchor anyone who is mid-breakthrough-ritual, whatever their weight.
"Description-Spawn"A long string explaining the values above.The spawn roll, the ring around the anchor, and how the weights bias which player is chosen.
"Rogue-Base-Health"180.0A rogue's max health before realm scaling.
"Rogue-Health-Per-Realm"0.55Max health is the base times (1 + this x the rogue's realm number).
"Rogue-Realm-Offset-Min"-1A rogue's realm is the anchor player's realm at spawn plus a random offset in this range, fixed for the rogue's whole life. This is the low end.
"Rogue-Realm-Offset-Max"1The high end of that offset.
"Rogue-Art-Cooldown-Seconds"6.0How often a rogue with a target performs one of its two known arts.
"Rogue-Art-Power-Multiplier"0.75Scales every rogue art's magnitude. Each art reads the same live technique numbers as the matching player technique, so retuning a player technique retunes the rogue too; this is the one knob to make rogues hit softer or harder than players.
"Rogue-Control-Slow-Multiplier"0.4Movement speed multiplier applied by a rogue's control art.
"Rogue-Control-Duration-Seconds"5.0How long that slow lasts.
"Description-Combat"A long string explaining the values above.How a rogue's realm and health are fixed at spawn, and how its arts borrow the live technique numbers.
"Rogue-Manual-Drop-Chance"0.12Chance a kill drops a manual for one of the two arts the rogue actually knew.
"Rogue-Bonus-Core-Chance"0.20An extra core roll on top of the ordinary creature core drop, scaled by the rogue's realm.
"Rogue-Testament-Chance"0.03Rare per-kill chance of a Rogue's Testament, an inheritance item.
"Rogue-Testament-Technique-Chance"0.25Chance that reading a Testament teaches one of the rogue's two known arts as a real technique, rather than common Dao comprehension in the rogue's own element.
"Rogue-Testament-Cooldown-Seconds"600.0Per-player cooldown on receiving or reading another Testament, however many rogues that player kills meanwhile.
"Rogue-Kill-Credit-Window-Seconds"30.0How long after your last landed hit your damage still counts for any of these drops. A rogue that dies to something else after that pays you nothing.
"Description-Rewards"A long string explaining the values above.Every drop roll, the Testament and its cooldown, and the kill-credit window.

Rival Cultivator Config

Wandering Rival Cultivators, the Nemesis who returns, and the offer menu a rival presents, found in the path mods/Siren_Cultivation/Society/RivalConfig.json. Also editable in the Rival Cultivators section of the in-game admin menu. See Rival Cultivators.

Variable NameDefault ValueDescription
"ConfigName""Rival Cultivator Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Rival-Enabled"trueMaster toggle for Wandering Rival Cultivators.
"Rival-Spawn-Interval-Min-Minutes"10.0Lower bound of the random band a world waits between rival rolls.
"Rival-Spawn-Interval-Max-Minutes"25.0Upper bound.
"Rival-Spawn-Anchor-Min-Radius-Chunks"6Inner edge, in chunks, of the ring around a random online player where the rival lands.
"Rival-Spawn-Anchor-Max-Radius-Chunks"20Outer edge of that ring.
"Rival-Max-Concurrent-Per-World"2A world with this many rivals already roaming rolls no new one.
"Description-Spawn"A long string explaining the values above.The spawn roll: a random point in the interval band, per world with at least one player online, anchored near a random online player.
"Rival-Lifetime-Minutes"30.0How long an unchallenged rival roams before it despawns on its own.
"Rival-Max-Health"250.0Overrides the role's own base health at spawn. The rival's melee damage is not a live config value: it is the role asset's own Melee_Damage, tuned by editing that asset.
"Description-Combat"A long string explaining the values above.The lifetime and health override, and where melee damage is actually tuned.
"Rival-Reward-Qi"150.0Banked Qi paid to the winner of a challenge. Losing costs nothing beyond the fight.
"Rival-Reward-Manual-Chance"0.08Independent chance of a manual from the ordinary drop table.
"Rival-Reward-Material-Chance"0.35Independent chance of a forging material.
"Rival-Reward-Material-Item-Id""Cultivation_ForgingMaterial_Common"The forging material that roll awards.
"Description-Reward"A long string explaining the values above.What a win pays and that a loss costs no Qi, item or cooldown.
"Rival-Nemesis-Return-Chance"0.35The first time a player loses to a rival, that rival becomes their personal Nemesis. This is the chance, rolled independently for each online player with an active Nemesis whenever the spawn schedule comes due, that the spawn is their returning Nemesis rather than a fresh anonymous rival.
"Rival-Nemesis-Wins-To-Retire"3How many times the player must defeat their own Nemesis before it retires for good. Their next loss to any rival then starts a brand-new Nemesis.
"Rival-Nemesis-Max-Tier"5The highest tier a Nemesis can climb to through repeated losses; its health and reward multiplier scale with the tier.
"Description-Nemesis"A long string explaining the values above.The Nemesis cycle: how it starts, returns, grows and retires.
"Rival-Offer-Dialog-Enabled"trueWhether right-clicking a Wandering Cultivator opens an offer menu (Spar, Barter, Manual, Insight, Leave) instead of starting a duel at once. False restores the original instant challenge.
"Rival-Offer-Barter-Chance"0.45Chance an encounter offers a barter. Each offer is rolled once at spawn, fixed for that encounter, and one-time. A returning Nemesis offers only Spar and Leave.
"Rival-Offer-Manual-Chance"0.08Chance an encounter offers a manual.
"Rival-Offer-Insight-Chance"0.30Chance an encounter offers an insight.
"Rival-Offer-Barter-Price-Stones"22Spirit Stone price of the barter bundle.
"Rival-Offer-Barter-Quantity"3How many of the chosen item the bundle contains.
"Rival-Offer-Barter-Item-Ids""Cultivation_SpiritHerb,Cultivation_SpiritPaper,Cultivation_TalismanPaper,Cultivation_CinnabarInk"Comma list the barter item is drawn from.
"Rival-Offer-Manual-Price-Stones"185Spirit Stone price of the manual. A convenience markup above the Traveling Merchant's own price, never a cheaper route around a real unlock.
"Rival-Offer-Manual-Item-Ids""Cultivation_Manual_IronBody,Cultivation_Manual_QiInfusion,Cultivation_Manual_CloudStep,Cultivation_Manual_IronSinew"Comma list the manual is drawn from. Keep it the same four manuals the Traveling Merchant sells.
"Rival-Offer-Insight-Price-Stones"55Spirit Stone price of the insight.
"Rival-Offer-Insight-Qi"220.0Banked Qi an insight grants.
"Description-Rival-Offer"A long string explaining the values above.The offer menu: Spar is always free, the three purchases roll independently once per encounter, and a Nemesis never rolls one.

Economy and rewards

Where Spirit Stones, Qi and Merit change hands: the Auction House, the Bounty Board, Merit itself, hidden treasure and the wandering quest-givers.

Market Config

The Auction House - off by default - plus its timed bidding, the scheduled Traveling Merchant and the price guide, found in the path mods/Siren_Cultivation/Society/MarketConfig.json. Also editable in the Auction House & Traveling Merchant section of the in-game admin menu. See Auction House and Commands.

Variable NameDefault ValueDescription
"ConfigName""Market Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Market-Auction-Enabled"falseMaster toggle for the Auction House. False hides and refuses every /market command. Existing listings and claimable parcels stay on disk untouched, so nothing is silently forfeited by a config flip.
"Market-Auction-Max-Listings-Per-Player"5Active listings one player may hold at once.
"Market-Auction-House-Cut-Percent"5.0A flat percent taken off the price at sale time. The seller receives price x (100 - cut) / 100, rounded down. 0 disables the cut.
"Market-Auction-Listing-Duration-Hours"72How long an unsold listing sits before it is pulled and returned to its seller as a claimable parcel. 0 means listings never expire.
"Market-Auction-Max-Price"1000000A hard ceiling on the price in /market sell, kept well under the integer limit so a price always fits one Spirit Stone stack quantity.
"Description-Market-Auction"A long string explaining the values above.Listing the stack in your hand, the listing and price caps, the cut, claiming proceeds as parcels, and that nobody's item is ever deleted.
"Market-Auction-Timed-Enabled"trueTimed competitive bidding, a second listing type beside fixed-price buy-now. Gated inside Market-Auction-Enabled, so an off Auction House keeps this off too.
"Market-Auction-Timed-Default-Duration-Hours"24How long a new timed auction runs when the seller names no length.
"Market-Auction-Timed-Max-Duration-Hours"72The longest a timed auction may run.
"Market-Auction-Timed-Min-Increment-Percent"5.0A bid must beat the standing high bid (or the starting bid) by at least this percent.
"Market-Auction-Timed-Min-Increment-Floor"1The smallest increment in Spirit Stones, so a low-value auction stays genuinely outbiddable.
"Market-Auction-Timed-Auto-Extend-Window-Seconds"300A bid placed within this many seconds of the close time pushes the close out. The expiry sweep only runs about once a minute, so keep this and the extension well above 60 seconds or players will not see it.
"Market-Auction-Timed-Auto-Extend-By-Seconds"300How far each such bid pushes the close out.
"Market-Auction-Timed-Max-Extends"12The most extensions one auction can receive, so a snipe cannot win instantly but a bidding war still ends.
"Description-Market-Auction-Timed"A long string explaining the values above.The bidding rules: duration bounds, the minimum increment, anti-snipe extension, and that an outbid buyer's stones return to their claimable parcels at once, even offline.
"Market-Merchant-Enabled"falseMaster toggle for the scheduled Traveling Merchant NPC.
"Market-Merchant-Schedule-Tick-Interval-Seconds"60.0How often the schedule itself is checked, not how often a merchant appears. Rarely needs changing.
"Market-Merchant-Visit-Interval-Hours"6.0How often a new visit is due per world.
"Market-Merchant-Visit-Duration-Minutes"20.0How long the merchant stays before departing.
"Market-Merchant-Anchor-Min-Radius-Chunks"3The merchant appears near a random online player, offset by a random distance in this range, so visits do not always land in one spot. This is the inner edge.
"Market-Merchant-Anchor-Max-Radius-Chunks"10The outer edge of that range.
"Description-Market-Merchant"A long string explaining the values above.The merchant's visit schedule and placement. Stock and prices live in the vanilla barter shop asset Server/BarterShops/Cultivation_TravelingMerchant.json, not in this file.
"Market-Price-Guide-Enabled"trueShows a suggested price on the shelf and the sell card, averaged from recent completed sales of the same item. Purely descriptive: it never sets a price and never moves currency or items.
"Market-Price-Guide-Min-Samples"3Recent sales needed, within the age window, before a suggestion appears.
"Market-Price-Guide-Sample-Size"25How many recent sales are kept per item.
"Market-Price-Guide-Max-Age-Days"14How old a sale may be and still count toward a suggestion.
"Market-Price-Guide-Max-Tracked-Items"250How many distinct items are tracked at once; past this the oldest-touched item is dropped.
"Market-Bound-Item-Warning-Enabled"trueShows a warning on a shelf listing whose item is soulbound to someone other than the viewer.
"Description-Market-Price-Guide"A long string explaining the values above.How the guide averages recent sales, its sample limits and caps, and the bound-item warning.

Bounty Board Config

The Bounty Board - how many contracts sit on it, how often it rotates, how many a cultivator may hold, the target counts each kind of contract rolls, and what a completed contract pays, found in the path mods/Siren_Cultivation/Society/BountyConfig.json. JSON-only - there is no in-game admin section for this file. See Bounty Board and Commands.

Variable NameDefault ValueDescription
"ConfigName""Bounty Board Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Bounty-Enabled"trueMaster toggle for the Bounty Board: rotating solo PvE contracts, independent of sects and the Auction House.
"Bounty-Rotation-Tick-Interval-Seconds"60.0How often routine upkeep runs (self-heal and bounding each player's history). The much rarer board regeneration only fires once Bounty-Rotation-Hours has elapsed.
"Bounty-Board-Size"5Contracts posted at once.
"Bounty-Rotation-Hours"24.0Roughly how often the board refreshes. A contract carrying any of your progress is carried forward, never replaced, so a rotation never costs you what you already earned.
"Bounty-History-Per-Player"20How many claimed contracts are kept per player for record-keeping; the oldest are dropped past this.
"Bounty-Max-Accepted"2How many contracts one cultivator may hold open at once, completed-but-unclaimed ones included.
"Description-Board"A long string explaining the values above.The board's size, rotation, carry-forward rule, history cap and the accepted-contract limit.
"Bounty-Hunt-Weight"1.0Relative odds a Hunt (creature kill tally) is chosen when the board fills a slot. A kind whose own pool is empty is skipped regardless of weight.
"Bounty-Retrieve-Weight"1.0Relative odds a Retrieve (item hand-in tally) is chosen.
"Bounty-Temper-Weight"1.0Relative odds a Temper (survive tribulation strikes) is chosen.
"Bounty-Hunt-Target-Count-Min"5Lowest kill count a Hunt rolls. The creature is drawn from the beast species list in the Beast config.
"Bounty-Hunt-Target-Count-Max"15Highest kill count a Hunt rolls.
"Bounty-Retrieve-Target-Count-Min"5Lowest hand-in count a Retrieve rolls.
"Bounty-Retrieve-Target-Count-Max"20Highest hand-in count a Retrieve rolls.
"Bounty-Temper-Target-Count-Min"1Lowest strike count a Temper rolls. This is strikes survived in one breakthrough ritual, not a running tally, so it is kept low: tribulation strikes are already a real risk.
"Bounty-Temper-Target-Count-Max"3Highest strike count a Temper rolls.
"Retrieve-Item-Pool""Cultivation_SpiritHerb", "Cultivation_SpiritStone"The item ids a Retrieve contract may ask for. A list, curated by the server owner, because the mod has no generic "any item" registry it can safely draw from.
"Description-Generation"A long string explaining the values above.The three contract kinds, their weights and target-count ranges, and where each draws its target from.
"Bounty-Reward-Qi-Per-Unit-Min"15.0Every contract pays Qi: the target count times a per-unit roll between this and the maximum, so a harder contract pays more.
"Bounty-Reward-Qi-Per-Unit-Max"40.0The top of that per-unit roll.
"Bounty-Reward-Pill-Chance"0.35Independent chance, checked once when the contract is generated, of an additional spirit pill reward. Delivery at claim time is guaranteed, not re-rolled.
"Bounty-Reward-Manual-Chance"0.15Independent chance of an additional manual reward. A contract can pay Qi, a pill and a manual all at once, or just Qi.
"Description-Reward"A long string explaining the values above.How the Qi reward scales with target count and how the pill and manual rolls work.

Merit Config

Merit (功德), the virtue meter earned through acts of service to other cultivators, found in the path mods/Siren_Cultivation/Society/MeritConfig.json. JSON-only - there is no in-game admin section for this file. Merit is independent of the Devil and Righteous Path and of the Karma (业力) ledger; it is earned through five deeds - teaching a disciple, assisting a Marrow-Cleansing Rite, sect donations, sect missions and Library funding.

Variable NameDefault ValueDescription
"ConfigName""Merit Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Merit-Enabled"trueMaster toggle for the Merit axis.
"Merit-Max"3000.0The ceiling on banked Merit. Crossing a rank threshold up to this grants the matching Merit technique permanently.
"Merit-Daily-Cap"300.0The most Merit a cultivator can earn from deeds in one day.
"Merit-Same-Beneficiary-Cooldown-Seconds"1800.0How long after a deed for one beneficiary before a deed for that same person earns Merit again, so an alt cannot farm it.
"Merit-Min-Realm-Gap"1For a deed that names a beneficiary (such as teaching or assisting a rite), the beneficiary must trail the actor by at least this many realms for it to count, a second guard against alt farming. Some deeds, like sparing a fleeing soul, are exempt.
"Merit-Karma-Throttle-At-Max"0.60Gain is scaled, never zeroed, by the actor's own Karma. At maximum Karma the multiplier loses this fraction (so gain falls to 40 percent of base).
"Merit-Karma-Cap-Reduction"0.30The same Karma also lowers the Merit ceiling the actor can bank toward: the cap is Merit-Max x (1 - Karma fraction x this).
"Merit-Devil-Path-Multiplier"0.75Gain multiplier for a Devil Path cultivator.
"Merit-Righteous-Path-Multiplier"1.10Gain multiplier for a Righteous Path cultivator.
"Merit-Min-Gain-Multiplier"0.25The floor the combined Karma and Path multiplier never drops below, so Merit is throttled but never shut off.
"Merit-Per-Teach"60.0Merit for teaching a disciple an art. One-time per disciple and art.
"Merit-Per-Cleanse-Assist"15.0Merit per Marrow-Cleansing Rite assisted.
"Merit-Per-Contribution-Point"0.20Merit per sect contribution point behind a donation, a mission or Library funding.
"Merit-Per-Donation-Cap"40.0The most Merit one sect donation can pay.
"Merit-Per-Mission-Cap"50.0The most Merit one completed sect mission can pay.
"Merit-Per-Fund-Cap"40.0The most Merit one Library funding act can pay.
"Merit-Heal-Target-Health-Percent"60.0The Merciful Hand technique only pays out Merit when its target is below this percent of their own max health.
"Merit-Absolution-Karma-Cleared"40.0How much of the caster's own Karma the Karmic Absolution (消业咒) technique clears per cast. The one deliberate exception to Merit never writing the Dao component.
"Description-Merit"A long string explaining the values above.The five deeds, the daily cap and anti-farm gates, how Karma and Path scale gain, rank thresholds granting techniques, and Merciful Hand and Karmic Absolution.

Treasure Config

Hidden Buried Caches and Ruin Vaults found with Spirit Sense, found in the path mods/Siren_Cultivation/Society/TreasureConfig.json. Also editable in the Treasure section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Treasure Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Treasure-Enabled"trueMaster switch for both tiers, Buried Caches and Ruin Vaults.
"Sense-Detection-Range-Chunks"16How far out a Precise-stage Spirit Sense picks up the direction and distance of the nearest unclaimed site. Both tiers are undiscoverable below that sense stage, and this is a wider net than the vein aura itself.
"Claim-Radius-Blocks"5.0How close a player must stand to a site before /cultivation treasure claim or enter will act on it.
"Description-General"A long string explaining the values above.The master switch, the sense stage needed to find a site, and the claim distance.
"Schedule-Interval-Min-Minutes"20.0Lower bound of the random band between rolls for a new site, per world with at least one player online.
"Schedule-Interval-Max-Minutes"45.0Upper bound of that band.
"Schedule-Anchor-Min-Radius-Chunks"6Inner edge, in chunks, of the ring around a random online player where a site lands.
"Schedule-Anchor-Max-Radius-Chunks"24Outer edge of that ring.
"Min-Separation-Chunks"12Two unclaimed sites of either tier closer than this never both exist, keeping sites spread out.
"Description-Schedule"A long string explaining the values above.The shared placement roll for both tiers and the separation rule.
"Cache-Max-Concurrent-Per-World"4Unclaimed Buried Caches that may exist in one world. Generous, since the Cache is the common tier.
"Cache-Reward-Qi"80.0Banked Qi a claimed Cache always pays.
"Cache-Reward-Manual-Chance"0.04Independent chance of a manual from the ordinary drop table.
"Cache-Reward-Material-Chance"0.5Independent chance of a forging material.
"Cache-Reward-Material-Item-Id""Cultivation_ForgingMaterial_Common"The forging material that roll awards.
"Description-Cache"A long string explaining the values above.The Cache's cap and its three reward rolls.
"Vault-Max-Concurrent-Per-World"1Unclaimed Ruin Vault sites that may exist in one world. Scarce, since the Vault is the rare tier.
"Vault-Instance-Name""Cultivation/RuinVault"The instance asset, relative to Server/Instances, the player is copied into. The mod ships it as Cultivation/RuinVault.
"Vault-Guardian-Role-Id""Cultivation_RuinGuardian"The NPC role spawned in the loot chamber.
"Vault-Guardian-Count-Min"0Fewest guardians a Vault rolls. 0 is valid: not every vault is guarded.
"Vault-Guardian-Count-Max"2Most guardians a Vault rolls.
"Vault-Guardian-Max-Health"220.0Max health given to each guardian.
"Vault-Reward-Qi"260.0Banked Qi entering a Vault always pays.
"Vault-Reward-Manual-Chance"0.18Independent chance of a manual.
"Vault-Reward-Material-Guaranteed"trueWhen true the material is always paid and Vault-Reward-Material-Chance is skipped.
"Vault-Reward-Material-Chance"1.0Chance of the material when it is not guaranteed.
"Vault-Reward-Material-Item-Id""Cultivation_ForgingMaterial_Refined"The forging material a Vault awards, a tier richer than a Cache's.
"Description-Vault"A long string explaining the values above.The Vault's cap, instance, guardians and reward rolls.

Quest Config

The wandering quest-giver NPCs - where and how often they appear, and the tuning of each built-in chain (the Ash-Robed Hermit, the Cloud Ferryman and the Grave Warden) - found in the path mods/Siren_Cultivation/Society/QuestConfig.json. Also editable in the Wandering Quests section of the in-game admin menu. The campaign's chapter placements live in Cultivation/CampaignConfig.json instead. See Quest Lines.

Realm floors below are written as a realm number: 0 is Body Refinement, 1 Qi Condensation, 2 Foundation Establishment, and so on up to 6, Void Refinement.

Variable NameDefault ValueDescription
"ConfigName""Quest Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Quests-Enabled"trueMaster switch for the whole wandering-NPC quest system.
"Quest-Giver-Visit-Interval-Hours"6.0How often a giver's visit window may recur at a given anchor.
"Quest-Giver-Visit-Duration-Minutes"30.0How long a visit window stays open once it starts.
"Quest-Giver-Anchor-Min-Radius-Chunks"3A giver's roaming anchor is rolled between this and the maximum radius, in chunks.
"Quest-Giver-Anchor-Max-Radius-Chunks"10The outer radius.
"Quest-Giver-Max-Concurrent-Per-World"1How many giver NPCs may be live in one world at once.
"Quest-Giver-Interact-Radius-Blocks"8How close a player must stand to interact with a giver.
"Description-General"A long string explaining the values above.The master switch, visit rhythm, roaming radius, concurrency cap and interaction distance.
"Quest-Hermit-Enabled"trueToggles the Ash-Robed Hermit chain (herb gathering plus a vigil) on its own, independent of Quests-Enabled.
"Quest-Hermit-Min-Realm-Ordinal"1The realm a player must have reached to be offered the chain. Qi Condensation.
"Quest-Hermit-Herb-Count"12Spirit Herbs the hermit asks for.
"Quest-Hermit-Sunpetal-Count"6Sunpetal Herbs the hermit asks for.
"Quest-Hermit-Vigil-Seconds"90.0How long the final sit-and-wait step takes.
"Quest-Hermit-Reward-Qi"400.0Banked Qi paid on completion, a small flavor-tier bonus not scaled to breakthrough cost.
"Quest-Hermit-Reward-Technique-Id""qi_barrier"The technique taught as the main reward.
"Quest-Hermit-Fallback-Manual-Id""Cultivation_Manual_Tattered"Paid instead of the technique if the player already knows it.
"Quest-Hermit-Fallback-Qi"250.0Banked Qi paid with that fallback manual.
"Description-Hermit"A long string explaining the values above.The chain's gates, material asks, vigil and the technique-or-fallback payout.
"Quest-Ferry-Enabled"trueToggles the Cloud-Ferry Merchant chain (the Cloud Ferryman's quests) (a cull-and-pay bounty) on its own.
"Quest-Ferry-Min-Realm-Ordinal"1The realm floor to be offered the chain. Qi Condensation.
"Quest-Ferry-Cooldown-Hours"48.0How long an account must wait before being offered the chain again. Unlike the Hermit's, this chain repeats.
"Quest-Ferry-Fare-Stones"30Spirit Stones the player pays up front.
"Quest-Ferry-Kill-Count"8Corrupted beasts the player must then slay.
"Quest-Ferry-Kill-Role-Prefix""Cultivation_Corrupted_"Matched as a prefix against an NPC role id, covering the corrupted-beast family the Beast Tide also uses.
"Quest-Ferry-Reward-Stones"60Spirit Stones paid on completion.
"Quest-Ferry-Reward-Qi"300.0Banked Qi paid on completion.
"Quest-Ferry-Reward-Manual-Chance"1.0Chance (0 to 1) the reward also includes a random manual. 1.0 means always.
"Quest-Ferry-Reward-Faction-Standing"40.0Cloudmere Concord standing paid on top. Exempt from Faction-Daily-Standing-Cap; the chain's own cooldown, fare and kill count are its anti-farm gate instead.
"Description-Ferry"A long string explaining the values above.The chain's gate and cooldown, the up-front fare, the cull, and the payout including faction standing.
"Quest-Warden-Enabled"trueToggles the Grave Warden chain (a site-seeking chain) on its own.
"Quest-Warden-Min-Realm-Ordinal"0The realm floor to be offered the chain. Body Refinement, the lowest: this chain deliberately has no meaningful floor.
"Quest-Warden-Paper-Count"3Spirit Paper the player turns in first.
"Quest-Warden-Ink-Count"1Cinnabar Ink the player turns in first.
"Quest-Warden-Site-Min-Distance-Blocks"200The chain's site is rolled at a horizontal distance from the giver between this and the maximum.
"Quest-Warden-Site-Max-Distance-Blocks"400The far bound of that distance.
"Quest-Warden-Site-Arrive-Radius-Blocks"12How close the player must get to the site. Horizontal only.
"Quest-Warden-Vigil-Seconds"60.0The final sit-and-wait step at the site.
"Quest-Warden-Reward-Qi"500.0Banked Qi paid on completion.
"Description-Warden"A long string explaining the values above.The chain's gate, materials, site distance and arrival check, vigil and payout.

World events and places

Timed sites, scheduled threats and the places a cultivator travels to: Secret Realms and their Depths, the Void Rift, the Calamity Beast, the party Dungeon, the Trial Pagoda, the Heavenly Realm, the Sea of Consciousness and the Transmission Array.

Secret Realm Config

Secret Realms and the Immortal Court tier above them, found in the path mods/Siren_Cultivation/Society/SecretRealmConfig.json. Also editable in the Secret Realms and Immortal Court sections of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Secret Realm Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Realm-Enabled"trueMaster toggle for the whole system.
"Realm-Presence-Tick-Interval-Seconds"2.0How often the mod re-reads who is inside a realm.
"Realm-Schedule-Tick-Interval-Seconds"30.0How often it re-reads whether one should open or close.
"Schedule-Enabled"trueWhether the heavens open realms on their own.
"Schedule-Interval-Min-Minutes"120.0Lower bound of the band a new site is rolled in.
"Schedule-Interval-Max-Minutes"240.0Upper bound. A random point in the band, so it never feels metronomic.
"Schedule-Anchor-Min-Radius-Chunks"8Closest a scheduled realm anchors to a randomly chosen online player.
"Schedule-Anchor-Max-Radius-Chunks"24Furthest. Rolls landing on claimed or warded ground are retried.
"Max-Concurrent-Per-World"1How many realms may stand open in one world at once.
"Fragment-Enabled"trueWhether a Realm Map Fragment may tear one open.
"Fragment-Kill-Drop-Chance"0.003Chance a creature kill anywhere drops a fragment.
"Fragment-Restricted-To-Opener-Sect"falseWhether a fragment-opened realm admits only the opener's sect. Off, because a found realm is meant to be a shared discovery.
"Radius-Chunks"3The realm's Chebyshev footprint - a 7 × 7 chunk square.
"Duration-Minutes"45.0How long it stays open.
"Warning-Seconds"60.0How long before sealing everyone inside is warned, once.
"Grace-Seconds"30.0How long after sealing stragglers are walked out to the boundary rather than yanked out of where they stood.
"Min-Entry-Realm"2The realm floor to set foot inside. 2 is Foundation Establishment.
"Visitor-Permissions""interact,entities"What every visitor may do - there is no owner tier, since nobody owns a realm. all opens it completely; blank forbids everything but standing there.
"Qi-Multiplier"1.75How much better meditating inside is. Stacks with the vein tier, formations, abodes and sect halls rather than replacing them.
"Beast-Count-Min"4Fewest wild beasts stocked, once, on first entry.
"Beast-Count-Max"7Most. They are ordinary tameable NPCs while the realm is open, but v0.11.0 they belong to it: when it seals, every one still roaming fades away, including those in unloaded ground, which go the next time it loads. A beast tamed before the seal is never touched.
"Beast-Min-Species-Realm"2Filters the roster to its rarer, stronger half.
"Manual-Bonus-Drop-Chance"0.05An extra manual roll, on top of the ordinary table, for a kill landed inside.
"Announce-Enabled"trueServer-wide broadcast and a world-map marker whenever one opens.
"Atmosphere-Weather-Id""Cultivation_SecretRealm"The per-player sky pushed to visitors, restored the moment they leave.
"Atmosphere-Transition-Seconds"3.0How long that blend takes, each way.
"Description-Realm"A long string explaining the values above.The master toggle, what a timed chunk-anchored site is, and the two background checks that drive it.
"Description-Schedule"A long string explaining the values above.The scheduled roll: the interval band, the anchor ring around a random online player, and the retry over claimed ground.
"Description-Fragment"A long string explaining the values above.What a Realm Map Fragment does, why using one you cannot enter on is refused up front, and the opener-sect restriction.
"Description-Lifecycle"A long string explaining the values above.The footprint, duration, the once-only sealing warning, and the grace walk to the boundary.
"Description-Access"A long string explaining the values above.The realm-floor gate, the visitor permission list, and that the land bypass permission and the admin bypass both skip it.
"Description-Qi"A long string explaining the values above.The Qi multiplier and how it stacks with every other Qi modifier.
"Description-Beasts"A long string explaining the values above.How a realm is stocked once, the rarer-species filter, and that its beasts fade when it seals unless tamed.
"Description-Loot"A long string explaining the values above.The extra manual roll for kills inside a realm and the fragment drop it feeds.
"Description-Discovery"A long string explaining the values above.The server-wide announcement, the world-map marker, and the per-player sky override and its blend.
"Court-Enabled"trueLets the Immortal Court (仙庭), the ascension-gated tier above the ordinary realm, open at all. It is entered only by a cultivator who has completed Ascension at least once, and is never opened from a fragment or a bare admin open. It reuses the ordinary realm's Radius-Chunks, Warning-Seconds and Grace-Seconds.
"Court-Schedule-Interval-Min-Minutes"480.0Lower bound of the band between Court rolls: roughly four to eight times rarer than the ordinary schedule.
"Court-Schedule-Interval-Max-Minutes"960.0Upper bound of that band.
"Court-Max-Concurrent-Per-World"1How many Courts may stand open in one world at once.
"Court-Duration-Minutes"30.0How long a Court stays open. Shorter than an ordinary realm on purpose: rarer and more urgent once found.
"Court-Qi-Multiplier"3.5The Court's meditation multiplier, stacking like the ordinary one.
"Court-Beast-Min-Species-Realm"4The Court stocks only species whose own minimum realm is at least this. A server whose beast list tops out lower stocks nothing extra.
"Court-Manual-Bonus-Drop-Chance"0.15The extra manual roll for a kill inside a Court, replacing the ordinary tier's rate.
"Court-Atmosphere-Weather-Id""Cultivation_ImmortalCourt"The per-player sky pushed to Court visitors, a different one to the ordinary realm's violet.
"Description-Court"A long string explaining the values above.What makes the Court rarer, harder and shorter-lived, who may enter, and how it otherwise seals like any realm.
"Ascension-Reward-Enabled"trueGates both Ascension rewards below. These sit here rather than in the Breakthrough file because they are realm-flavored.
"Ascension-Reward-Fragment-Count"1A guaranteed (not rolled) number of Realm Map Fragments handed over the moment Ascension completes, either ending. Also off if Realm-Enabled is off.
"Ascension-Reward-Manual-Bonus-Percent"25.0A standing percentage increase, not a flat add, to a realm kill's manual-drop chance for anyone who has ever completed Ascension, in the ordinary tier and the Court alike.
"Description-AscensionReward"A long string explaining the values above.What completing Ascension grants beyond the reset and the standing Qi bonus, and how each reward is gated.
"Court-Transcendent-Manual-Bonus-Drop-Chance"0.30For a Transcendent cultivator (past the Transcendent ascension threshold in the Breakthrough file) standing inside an open Court: the manual roll, which replaces Court-Manual-Bonus-Drop-Chance at this better rate rather than stacking on it.
"Court-Transcendent-Fragment-Drop-Chance"0.20A separate extra fragment chance on top of the world-wide fragment drop every kill already rolls.
"Court-Transcendent-Qi-Bonus-Percent"25.0Further multiplies Court-Qi-Multiplier for a Transcendent cultivator meditating inside an open Court. None of these three apply outside the Court or to a non-Transcendent visitor.
"Description-Court-Transcendent"A long string explaining the values above.The Transcendent-only bonus layer, additive on the Court and never on the ordinary tier.

Depths Config

Secret Realm Depths - a solo, escalating floor-by-floor run started from inside your own open Secret Realm - found in the path mods/Siren_Cultivation/Society/DepthsConfig.json. JSON-only - there is no in-game admin section for this file. See Secret Realms.

Variable NameDefault ValueDescription
"ConfigName""Depths Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Enabled"trueMaster toggle for Depths.
"Min-Entry-Realm"3The realm number (0 = Body Refinement) a cultivator must have reached to start a run. Checked once, at the command. Slightly above a Secret Realm's own floor, since Depths is a harder challenge layered on a gated site.
"Restart-Cooldown-Seconds"30.0How long a player must wait after any run of theirs ends, for any reason, before starting another. 0 turns it off. It closes the start-die-repeat loop against a shared site's leftover elite beasts.
"Description-Access"A long string explaining the values above.The master toggle, the entry realm floor and the restart cooldown.
"Beast-Count-Base-Per-Floor"3Beasts the first floor spawns.
"Beast-Count-Growth-Per-Floor"1.0Extra beasts for every floor past the first.
"Min-Species-Realm-Gate-Every-N-Floors"3Every this many effective floors, the minimum species realm allowed to populate a floor steps up by one, on top of the Secret Realm file's Beast-Min-Species-Realm.
"Elite-Scale-Start-Floor"4Below this floor every beast spawns at normal scale; elite scaling only begins once a run is already deep.
"Elite-Scale-Per-Floor"0.15How much larger each beast grows per floor from the start floor onward.
"Max-Scaling-Floor"10The plateau. Beast count, species gate, elite scale and escrow chance all clamp their floor number to this, so per-tick entity cost never grows without bound. The floor number shown to the player keeps counting for bragging rights.
"Description-Scaling"A long string explaining the values above.How the beast count, species gate and elite scale grow floor over floor and stop at the plateau.
"Escrow-Base-Chance"0.5Chance, on clearing a floor, of one reward added to the run's unbanked escrow.
"Escrow-Chance-Per-Floor"0.05Added to that chance per effective floor, capped at 100 percent.
"Description-Escrow"A long string explaining the values above.Push Deeper keeps the escrow at risk, Extract grants it and ends the run, and death forfeits it. Logging out or the realm closing auto-extracts.
"Floor-Time-Limit-Seconds"0.0If above 0, a floor not cleared within this many seconds forfeits the run exactly like a death. 0 means no clock.
"Description-FloorTimeLimit"A long string explaining the value above.What a floor timeout costs and that 0 turns it off.

Void Rift Config

The Void Rift world event - a scheduled rift that opens, sends waves, and ends in a Warden boss - found in the path mods/Siren_Cultivation/Society/RiftConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""Void Rift Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Rift-Enabled"trueMaster switch for the whole Void Rift event.
"Rift-Lethal"trueWhether wave and Warden damage may kill a player. When false their damage is held non-lethal. On by default: a rift is a visible, telegraphed event a player chooses to walk toward, not a siege that can catch a bystander.
"Rift-Tick-Interval-Seconds"1.0How often the encounter's own tick loop runs.
"Rift-Interval-Min-Minutes"60.0Lower bound of the random gap before a new rift may open.
"Rift-Interval-Max-Minutes"120.0Upper bound of that gap.
"Rift-Cooldown-Minutes"30.0The minimum gap enforced after one resolves.
"Rift-Min-Online-Players"2Fewest players online for a rift to open at all.
"Rift-Max-Concurrent"1How many rifts may stand open at once.
"Rift-Defer-While-Other-Event-Active"trueWhether a rift waits its turn rather than colliding with another active world event.
"Rift-Spawn-Min-Radius-Blocks"90Closest, in blocks, the rift may appear to its chosen anchor.
"Rift-Spawn-Max-Radius-Blocks"220Furthest it may appear.
"Rift-Guard-Radius-Blocks"40A griefing guard on placement. A spot is rejected if claimed or protected ground lies within this distance, plus a beacon's own reach, because guardians and the Warden can spawn that far from the anchor.
"Rift-Spawn-Attempts"12Placement tries made before giving up this cycle.
"Rift-Opening-Seconds"30.0The grace period, after it opens, before the assault begins.
"Rift-Wave-Count"5Waves in the assault.
"Rift-Wave-Spacing-Seconds"35.0Gap between waves.
"Rift-Wave-Spawn-Config-Ids""Cultivation_VoidRift_Fodder,Cultivation_VoidRift_Fodder,Cultivation_VoidRift_Bruiser,Cultivation_VoidRift_Bruiser,Cultivation_VoidRift_Elite"One spawn asset id per wave. Its length should equal Rift-Wave-Count.
"Rift-Wave-Scale-Multipliers""1.0,1.0,1.15,1.15,1.3"Body scale per wave, same length and order as the ids.
"Rift-Warden-Role-Id""Cultivation_Corrupted_Lord_RexCave"The boss NPC role spawned once every wave has resolved. It reuses a role from the Beast Tide roster, so it must move with that role if it is ever renamed.
"Rift-Warden-Max-Health"2200.0The Warden's base max health.
"Rift-Warden-Scale-Multiplier"1.6Despite the name this scales health, not body size: it multiplies Rift-Warden-Max-Health before the contributor bonus, so the base health is 2200 x 1.6 = 3520.
"Rift-Warden-Health-Per-Contributor-Percent"20.0Percent of extra health the Warden gains per qualifying contributor, counted when the Warden phase begins.
"Rift-Warden-Health-Bonus-Max-Percent"120.0The ceiling on that bonus.
"Rift-Timeout-Minutes"15.0Forces the whole encounter to end if nobody finishes it.
"Rift-Beacon-Spawn-Retry-Ticks"20Not read by anything in 0.11.0. Changing it has no effect.
"Rift-Qualifying-Contribution"25.0The minimum contribution to earn anything at all.
"Rift-Kill-Contribution-Credit"15.0What a killing blow alone is worth in contribution.
"Rift-Reward-Contribution-Tiers""25:15,120:45,350:110,800:240"Comma-separated threshold:reward pairs, ascending by threshold. A contributor is paid the reward of the highest threshold they reach, in Spirit Stones; tiers do not add together.
"Rift-Participation-Bonus-Percent"15.0Extra payout percent for every qualifying contributor beyond the first, so a fuller fight pays each participant more, not a thinner slice.
"Rift-Participation-Bonus-Max-Percent"90.0The ceiling on that bonus.
"Rift-Reward-Qi-Per-Currency"12.0Stored on each pending reward but never applied: no Qi is paid by a rift in 0.11.0, only the Spirit Stones and the manual. Changing it has no effect.
"Rift-Reward-Manual-Chance"0.15Chance, from 0 to 1, that the single top contributor also gets a random manual.
"Rift-Timeout-Payout-Percent"25.0The share of the payout a qualifying contributor still receives if the rift times out unresolved.
"Rift-World-Event-Enabled"trueBacks the client-visible world-event marker.
"Rift-World-Event-Asset-Id""Cultivation_VoidRift"The world-event asset that marker uses.
"Rift-Encounter-Boss-Bar-Enabled"trueWhether the Warden fight shows a boss bar (and plays its music) to the players in the encounter.
"Rift-Encounter-Radius-Blocks"64Players in the rift's world within this distance of the Warden, flat on X and Z, when it appears are enrolled in the encounter (boss bar and music) and are shown the title card. 0 or below enrolls nobody.
"Rift-Encounter-Music-Id""Track_Portal_Void_Event"The music track played during the encounter.
"Rift-Announce-Server-Wide"falseAdds a second announcement when a rift opens and another when it seals. Despite the name it only reaches players in the rift's own world, exactly like the local announcement that is always sent.
"Rift-Title-Enabled"trueWhether the Warden's arrival shows an on-screen title card to players within the encounter radius.
"Description-Rift"A long string explaining the values above.The whole event in order: scheduling, spawn placement, the opening and waves, the Warden, the timeout, contribution and rewards, and the presentation settings. Its text calls the Warden scale a base stat and says the title is the opening announcement; see the corrected rows above.

World Boss Config

The Calamity Beast - a wandering world boss - and the themed Event World Bosses that ride the public celestial events, found in the path mods/Siren_Cultivation/Society/WorldBossConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""World Boss Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin.
"Boss-Enabled"trueMaster switch for the whole Calamity Beast event.
"Boss-Lethal"trueWhether the beast's damage may kill a player. On by default, unlike Tide-Lethal: a Beast Tide targets a place and can catch a bystander, but a Calamity Beast is a wandering, opt-in event a player chooses to engage.
"Description-General"A long string explaining the values above.The master switch and why lethality defaults on.
"Boss-Interval-Min-Minutes"240.0Lower bound of the random gap between Calamity Beasts. It runs its own scheduler, separate from the celestial events.
"Boss-Interval-Max-Minutes"480.0Upper bound of that gap.
"Boss-Omen-Duration-Minutes"5.0The warning phase before the beast actually appears.
"Boss-Omen-Weather"""The sky shown during the omen. Blank keeps whatever sky is already showing.
"Description-Scheduling"A long string explaining the values above.The own-scheduler rule, the interval, and the omen length and sky.
"Boss-Spawn-Min-Radius-Blocks"110Closest, in blocks, the beast spawns to a chosen player. It has no fixed target location, unlike a Beast Tide.
"Boss-Spawn-Max-Radius-Blocks"200Furthest it spawns.
"Boss-Max-Relocations"2How many times an unengaged beast repositions before it despawns instead.
"Boss-Relocation-Check-Seconds"120.0How often that engagement check runs.
"Description-Spawn"A long string explaining the values above.Where the beast spawns and the relocate-then-despawn rule when nobody engages it.
"Boss-Role-Ids""Cultivation_WorldBoss_Serpent,Cultivation_WorldBoss_Tiger,Cultivation_WorldBoss_Phoenix"Comma-separated NPC role ids; one of the three species is picked at spawn.
"Boss-Max-Health"3000.0The beast's health pool.
"Boss-Timeout-Minutes"30.0Total time-to-live before a forced despawn, whatever relocations remain unused.
"Description-Boss"A long string explaining the values above.The species list, health pool and forced despawn.
"Boss-Reward-Contribution-Tiers""10:20,50:75,150:200"Comma-separated threshold:reward pairs, ascending by threshold. A player is paid the reward of the highest threshold their damage contribution reaches; tiers do not add together. Rewards owed to an offline player are held and paid on next login.
"Description-Rewards"A long string explaining the values above.The tier list format and the pending-reward ledger.
"Event-Boss-Enabled"trueMaster switch for every Event World Boss: a themed boss that may appear once a public celestial event begins (Spirit Tide, Meteor Shower, Blood Moon or Starfall Convergence; never Beast Omen or the Heavenly Schism).
"Event-Boss-Max-Health"2500.0Health pool shared by all four, lower than Boss-Max-Health because an event boss lives only as long as its event's window and must be beatable inside it.
"Event-Boss-Min-Contribution-Realm"3A contributor below this realm number still lands damage, but it is withheld from the reward ledger, with a one-time notice. Never applied to the Calamity Beast.
"Event-Boss-SpiritTide-Enabled"trueToggles the Spirit Tide boss on its own.
"Event-Boss-SpiritTide-Chance-Percent"35.0Chance rolled once when that event begins. It is skipped silently if a Calamity Beast already holds the single boss slot.
"Event-Boss-SpiritTide-Role-Id""Cultivation_WorldBoss_TideLeviathan"The NPC role that spawns.
"Event-Boss-SpiritTide-Reward-Multiplier"1.0Scales this boss's contribution-tier payouts.
"Event-Boss-MeteorShower-Enabled"trueToggles the Meteor Shower boss on its own.
"Event-Boss-MeteorShower-Chance-Percent"35.0Chance rolled once when the event begins.
"Event-Boss-MeteorShower-Role-Id""Cultivation_WorldBoss_MeteorGolem"The NPC role that spawns.
"Event-Boss-MeteorShower-Reward-Multiplier"1.0Scales this boss's payouts.
"Event-Boss-BloodMoon-Enabled"trueToggles the Blood Moon boss on its own.
"Event-Boss-BloodMoon-Chance-Percent"50.0Chance rolled once when the event begins - the richest odds of the four.
"Event-Boss-BloodMoon-Role-Id""Cultivation_WorldBoss_BloodmoonWolf"The NPC role that spawns.
"Event-Boss-BloodMoon-Reward-Multiplier"1.25Scales this boss's payouts - also the richest of the four.
"Event-Boss-StarfallConvergence-Enabled"trueToggles the Starfall Convergence boss on its own.
"Event-Boss-StarfallConvergence-Chance-Percent"35.0Chance rolled once when the event begins.
"Event-Boss-StarfallConvergence-Role-Id""Cultivation_WorldBoss_StarfallSnapdragon"The NPC role that spawns.
"Event-Boss-StarfallConvergence-Reward-Multiplier"1.0Scales this boss's payouts.
"Description-Event-Boss"A long string explaining the values above.The four event bosses, the shared health and realm gate, and what the per-event enable, chance, role and multiplier each do.

Dungeon Config

The party dungeon (The Sunken Foundry) - its entrance gate, party size, the boss's health and three phases, both hazards, the timeout and the reward tiers, found in the path mods/Siren_Cultivation/Society/DungeonConfig.json. Also editable in the Dungeon section of the in-game admin menu. These values apply to every dungeon equally. See Dungeons.

Variable NameDefault ValueDescription
"ConfigName""Dungeon Config"The name given to this config file.
"ConfigVersion"3Current Version when you have loaded for the plugin.
"Dungeon-Enabled"trueMaster switch for the whole party Dungeon and Raid system.
"Description-General"A long string explaining the value above.Names the master switch and the dungeon it covers.
"Dungeon-Entrance-World"""The world the entrance gate stands in. Blank refuses every entry attempt until an admin points it at a real world: unset means the feature is inert rather than guessed.
"Dungeon-Entrance-X"0.0X coordinate of the entrance gate.
"Dungeon-Entrance-Y"64.0Y coordinate of the entrance gate.
"Dungeon-Entrance-Z"0.0Z coordinate of the entrance gate.
"Dungeon-Entrance-Radius-Blocks"6.0Every party member must stand within this distance of the gate before the leader can start a run.
"Description-Entry"A long string explaining the values above.The entrance gate, and that the instance asset and boss role are fixed per dungeon rather than configured.
"Dungeon-Party-Min-Size"1Fewest party members a run needs.
"Dungeon-Party-Max-Size"4Most party members in a run. Matches the default party cap in the Party file.
"Dungeon-Boss-Max-Health"6000.0Every dungeon boss's health pool. Which role spawns, and where in its instance, is fixed per dungeon.
"Description-Boss"A long string explaining the value above.That the health pool is configurable but the role and spawn point are not.
"Dungeon-Boss-Phase2-Threshold"0.75The falling health fraction at which Phase 2 begins, the instant health first drops to or below it.
"Dungeon-Boss-Phase3-Threshold"0.40The falling health fraction at which Phase 3 begins.
"Description-Phases"A long string explaining the values above.Phase 1 is melee and slam only, Phase 2 adds the molten floor, Phase 3 adds the enrage brace. Each phase is entered once, in order, and never reverts.
"Dungeon-Hazard-Damage"14.0Damage the Phase 2 molten-floor zone deals to each party member inside it.
"Dungeon-Hazard-Radius-Blocks"4.0The zone's radius.
"Dungeon-Hazard-Interval-Seconds"6.0How often a zone is telegraphed near the boss.
"Dungeon-Hazard-Warning-Seconds"2.0The gap between the telegraph (particle and message) and the burst - the window a party has to move.
"Description-Hazard"A long string explaining the values above.The Phase 2 molten-floor hazard.
"Dungeon-Enrage-Brace-Damage"55.0Damage the Phase 3 brace hit deals to each party member in range.
"Dungeon-Enrage-Brace-Radius-Blocks"6.0The brace hit's radius.
"Dungeon-Enrage-Brace-Interval-Seconds"9.0How often the boss telegraphs a brace hit.
"Dungeon-Enrage-Brace-Warning-Seconds"1.5The telegraph window, shorter than the hazard's: Phase 3 punishes harder and faster.
"Dungeon-Enrage-Speed-Effect-Id""Cultivation_DungeonBoss_FoundryWarden_Enrage"The entity effect applied once on entering Phase 3, giving the boss a real movement-speed boost. A text value, so the in-game admin menu does not list it.
"Description-Enrage"A long string explaining the values above.The Phase 3 brace hit and the speed effect, and that the boss's native melee continues in every phase.
"Dungeon-Timeout-Minutes"25.0Force-ends an abandoned or stuck run with no reward paid.
"Dungeon-Reward-Contribution-Tiers""50:15,200:40,500:80"Comma-separated threshold:reward pairs, ascending by threshold. Each party member is paid the reward of the highest threshold their own damage contribution reaches, in Spirit Stones; tiers do not add together.
"Description-Rewards"A long string explaining the values above.The timeout, the tier list format, and the pending-reward ledger that pays a contributor who was offline at the moment of victory on their next login.

Pagoda Config

The Trial Pagoda - a solo floor-climbing ladder with unlimited attempts and a permanent floor record - found in the path mods/Siren_Cultivation/Society/PagodaConfig.json. JSON-only - there is no in-game admin section for this file.

Difficulty and reward both read the effective floor, which is the floor number capped at Pagoda-Max-Scaling-Floor. The floor counter itself never stops, but past the cap neither the Guardians nor the rewards grow any further.

Variable NameDefault ValueDescription
"ConfigName""Pagoda Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Pagoda-Enabled"trueMaster toggle for the Trial Pagoda.
"Pagoda-Instance-Name""Cultivation/TrialPagoda"The dedicated instance asset the Pagoda spawns into, relative to Server/Instances. The mod ships it. Do not repoint it at another dungeon's or vault's instance.
"Pagoda-Max-Scaling-Floor"50The effective-floor cap. Guardian health, Spirit Stone and Qi rewards, and the brazier count of puzzle floors all stop growing here. The Guardian's three tiers (visual and attack) are the lower, middle and upper thirds of this number.
"Pagoda-Health-Growth-Per-Floor"0.18The slope of the Guardian health curve. Health is Pagoda-Base-Guardian-Health x (1 + this x (effective floor - 1)).
"Pagoda-Base-Guardian-Health"100.0Guardian health on floor 1.
"Pagoda-Puzzle-Every-N-Floors"5Every this-many-th floor (never floor 1) is a brazier-lighting puzzle instead of a Guardian fight. 0 disables puzzle floors.
"Pagoda-Floor-Timeout-Seconds"300Forfeits the run if a floor is not cleared within this many seconds. 0 turns the timer off.
"Pagoda-Spirit-Stones-Base"5The flat part of a floor's Spirit Stone reward.
"Pagoda-Spirit-Stones-Per-Floor"3Added Spirit Stones per effective floor, so a first clear pays the base plus this times the effective floor.
"Pagoda-Milestone-Every-N-Floors"10Every this-many-th floor, a first clear also awards one manual, always, picked at random from a fixed pool of eight that is not configurable. Manuals only; no talisman is awarded in 0.11.0. 0 disables milestones.
"Pagoda-Qi-Per-Floor"25.0Qi per effective floor, paid on every first clear.
"Pagoda-Replay-Reward-Percent"0Anti-farm. A floor at or below your own record is a replay and pays this percent of the normal Spirit Stones and Qi (0 to 100); 0 means replays pay nothing. Only first clears advance the record, pay in full and earn a milestone manual. Do not raise it without review.
"Pagoda-Max-Concurrent-Runs"8How many Pagoda runs may be open at once, server-wide.
"Description-Pagoda"A long string explaining the values above.The whole ladder: the instance, difficulty scaling and its cap, puzzle floors, the idle timeout, the reward formulas, milestones, the replay rule and the concurrency cap. Its text mentions a talisman at milestones; the code awards a manual only.

Heavenly Realm Config

The Heavenly Realm - the persistent, Ascension-gated world of floating isles - its sanctuary, void catch and Heavenly Dew, found in the path mods/Siren_Cultivation/Society/HeavenlyRealmConfig.json. Also editable in the Heavenly Realm section of the in-game admin menu. See Heavenly Realm.

Variable NameDefault ValueDescription
"ConfigName""Heavenly Realm Config"The name given to this config file.
"ConfigVersion"3Current Version when you have loaded for the plugin.
"Heavenly-Realm-Enabled"trueMaster switch for the whole realm. Entry is by command and the Transmission Array, not a physical gate, so this alone controls whether either works.
"Description-General"A long string explaining the value above.What the master switch covers.
"Heavenly-Realm-Visitor-Permissions""containers,interact,entities"What a visitor may still do inside the sanctuary, in the same comma-list format as the Secret Realm visitor permissions. Breaking and placing are never allowed there.
"Heavenly-Realm-Sanctuary-Radius"60Blocks from the world's origin, flat on X and Z, inside which the sanctuary rules apply. 0 turns the sanctuary off.
"Description-Protection"A long string explaining the values above.The sanctuary around the Southern Heavenly Gate, the open wilds outside it, protected bridges, and that Heavenly Dew Blooms can never be broken by a regular player. The land bypass permission and the admin bypass skip the sanctuary rules.
"Heavenly-Realm-Void-Catch-Y"24A player whose feet drop below this height anywhere in the realm is carried back to the Gate. The lowest generated rock sits at 28.
"Heavenly-Realm-Region-Titles"trueShow the island realm's name when a player crosses onto an island of a different kind, at most once every 20 seconds per player.
"Heavenly-Realm-Protect-Bridges"trueRegular players cannot break a bridge block or build on a bridge deck, since bridges are the realm's only roads.
"Description-Isles"A long string explaining the values above.The void catch is always a way home and never a death, and the region titles.
"Heavenly-Dew-Enabled"trueTurns Heavenly Dew gathering and drinking on or off.
"Heavenly-Dew-Node-Cooldown-Minutes"30.0How long one player waits before gathering from the same bloom again.
"Heavenly-Dew-Gather-Daily-Cap"9Beads one account may gather per UTC day, across all blooms.
"Heavenly-Dew-Consume-Daily-Cap"9Beads one account may drink per UTC day.
"Heavenly-Dew-Heavenly-Dao-Per-Dew"0.5Heavenly Dao granted for each bead drunk.
"Description-Dew"A long string explaining the values above.Every bloom is a gathering node, the cooldown and the two separate daily caps, and that the admin bypass lifts all three.

Sea of Consciousness Config

Each cultivator's own Sea of Consciousness - its unlock realm, how its size grows with the owner, and how idle Sea worlds are unloaded - found in the path mods/Siren_Cultivation/Society/SeaOfConsciousnessConfig.json. JSON-only - there is no in-game admin section for this file. Changes take effect the next time each Sea opens. See Sea of Consciousness.

Variable NameDefault ValueDescription
"ConfigName""Sea of Consciousness Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Sea-Of-Consciousness-Enabled"trueMaster switch for the whole feature.
"Sea-Unlock-Realm""Qi Condensation"The realm needed to enter, by name or 1-based index. Also the level at which the Sea has its minimum size.
"Description-General"A long string explaining the values above.A permanent, per-player world entered by command, and how the unlock realm is named.
"Sea-Radius-Min-Blocks"22How far the water reaches from the center when the Sea first opens. Values below 12 are treated as 12.
"Sea-Radius-Max-Blocks"1500How far it reaches at the top of the realm ladder, where the endless fog gives way to a shore.
"Sea-Depth-Min-Blocks"4Depth of open water at the start. Values below 2 are treated as 2.
"Sea-Depth-Max-Blocks"48Depth at the top of the ladder.
"Sea-Radius-Base-Blocks"256A v1 key, still written to old files but no longer read.
"Sea-Radius-Per-Realm-Blocks"256A v1 key, no longer read.
"Description-Geometry"A long string explaining the values above.Since 0.11.0 every Sea is rebuilt from its owner each time it opens, growing by the same factor each stage between the minimum and maximum, with banked Qi filling in between levels.
"Sea-Floor-Y"64A v1 key, no longer read.
"Sea-Level-Y"96Height of the water's surface, which is also the invisible walking surface. Clamped to 24 through 272.
"Sea-Boundary-Tick-Seconds"0.5How often each player inside their Sea is checked against its limit.
"Sea-Idle-Unload-Minutes"5A Sea world that has been empty this long is unloaded from memory. It is never deleted from disk.
"Sea-Idle-Check-Seconds"60How often the unload sweep runs.
"Sea-Max-Loaded-Worlds"12How many Sea worlds may be loaded at once. A new one past the cap is refused until the sweep frees room. 0 or below blocks any new Sea from being created, while one already loaded keeps working.
"Sea-Entry-Timeout-Seconds"35How long an entry waits for a Sea to finish loading before it fails and leaves the player where they were. The Transmission Array's refund window is raised to this plus ten seconds automatically.
"Description-Lifecycle"A long string explaining the values above.The unload sweep, the loaded-world cap, the entry timeout and its interaction with Array refunds.

Teleportation Array Config

The Transmission Array network of fast travel between a cultivator's own places - its unlock realm, which destinations are allowed, and what a hop costs - found in the path mods/Siren_Cultivation/Society/ArrayConfig.json. Also editable in the Array section of the in-game admin menu, except the particle and sound ids. See Transmission Array.

Variable NameDefault ValueDescription
"ConfigName""Teleportation Array Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Array-Enabled"trueMaster switch for the whole network.
"Array-Unlock-Realm""Qi Condensation"The realm a cultivator must have reached before the network is usable at all, by name.
"Array-Allow-Dwelling"trueEnables the Cave Abode destination.
"Array-Allow-Sect-Hall"trueEnables the Sect Hall destination.
"Array-Allow-Secret-Realm"trueEnables the Secret Realm destination.
"Array-Allow-Sea"trueEnables the Sea of Consciousness destination.
"Array-Allow-Heaven"trueEnables the Heavenly Realm destination.
"Description-General"A long string explaining the values above.The master switch, the unlock realm, and that each destination kind can be disabled independently.
"Array-Base-Qi-Cost"40.0Base Qi cost of a hop, before realm and surface scaling.
"Array-Qi-Cost-Realm-Multiplier"1.35Raised to the power of the cultivator's realm number and multiplied into the base cost.
"Array-Cost-Multiplier-Platform"1.0Cost multiplier when hopping from a placed Platform surface.
"Array-Cost-Multiplier-Compass"2.0Cost multiplier when hopping with the Compass, the more expensive, reusable option.
"Array-Minimum-Qi-To-Start"60.0A floor below which the network refuses to open at all, whatever a specific hop would cost.
"Array-Cooldown-Seconds-Platform"60Cooldown after a successful Platform hop.
"Array-Cooldown-Seconds-Compass"180Cooldown after a successful Compass hop.
"Array-Combat-Lockout-Seconds"10.0How long after taking or dealing damage a cultivator is locked out of the network.
"Description-CostAndCooldown"A long string explaining the values above.The cost formula, the two surfaces, the cooldowns, the combat lockout, and how the refund check for Sea and Heavenly Realm hops is floored at the Sea entry timeout plus ten seconds.
"Array-Platform-Radius-Blocks"6.0Radius around a placed Platform that counts as standing on it.
"Array-Sect-Hall-Counts-As-Platform"trueYour sect hall counts as a Platform surface.
"Array-Dwelling-Counts-As-Platform"trueYour Cave Abode's Spirit Spring counts as a Platform surface.
"Array-Realm-Min-Remaining-Seconds"120The least time a Secret Realm must have left to be offered as a hop.
"Array-Landing-Timeout-Seconds"10How long the network searches for safe footing before a hop fails.
"Array-Refund-Check-Seconds"45How long a Sea or Heavenly Realm hop waits before a traveler still standing where they set out is refunded the Qi and cleared of the cooldown. Never takes effect below the Sea's Sea-Entry-Timeout-Seconds plus 10.
"Array-Depart-Particle""Cultivation_ArrayDepart"Particle played where a traveler leaves.
"Array-Arrive-Particle""Cultivation_ArrayArrive"Particle played where they arrive.
"Array-Depart-Sound"""Sound played on departure. Blank is silent.
"Array-Arrive-Sound"""Sound played on arrival. Blank is silent.

Duels and competitions

Fights staked on a result and the tables that rank them: duels and their Dao wager, the tournaments, spectator betting, Path War, the Seasonal Cycle and the leaderboards.

Duel Config

Qi-wagered duels between cultivators, found in the path mods/Siren_Cultivation/Society/DuelConfig.json. Also editable in the Duels section of the in-game admin menu. See Duels.

Variable NameDefault ValueDescription
"ConfigName""Duel Config"The name given to this config file.
"ConfigVersion"3Current Version when you have loaded for the plugin.
"Duels-Enabled"trueMaster toggle for /cultivation duel.
"Duel-Challenge-Expiry-Seconds"60.0How long an unanswered challenge stays open.
"Duel-Max-Wager"0The largest banked Qi a player may stake on a single duel. 0 means uncapped.
"Duel-Overrides-World-Pvp"trueWhether an accepted duel may exchange blows on a world with PvP switched off. A duel is mutual, staked consent, so this defaults on - and it only ever lets the two duelists hit each other, only while the duel is live, and never through spawn protection or invulnerability.
"Duel-Max-Duration-Seconds"600.0How long a live duel may run before it is voided with no wager changing hands. A backstop against duels that can never be decided. 0 disables the timeout. Paused time does not count.
"Duel-Reconnect-Grace-Seconds"30.0v0.11.0 How long a duelist who disconnects on their own (quitting, a dropped connection, the AFK kick) has to come back before it counts as a forfeit. The duel is paused and their wager held meanwhile. Clamped to 0 - 120; 0 means an immediate forfeit.
"Duel-Reconnect-Grace-Max-Per-Duel"1v0.11.0 How many such pauses each duelist gets in one duel. The next disconnect after that forfeits at once.
"Description-Duels"A long string explaining the values above.The whole duel flow: challenge and wager, expiry, how a duel is decided and what the loser forfeits, exactly what the PvP override does and does not permit, the reconnect grace and what happens when a duelist does not come back, and that a server stop or a staff kick calls the duel off with no wager changing hands.

Dao Duel Config

The Spirit Stone wager and elemental bonus layered on a formal duel between two cultivators who have each chosen an Elemental Dao, found in the path mods/Siren_Cultivation/Society/DaoDuelConfig.json. JSON-only - there is no in-game admin section for this file. See Duels.

Variable NameDefault ValueDescription
"ConfigName""Dao Duel Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"DaoDuel-Enabled"trueMaster toggle for the elemental Dao Duel wager layered on /cultivation duel.
"DaoDuel-Max-Spirit-Stone-Wager"0The most Spirit Stones one player may stake on a single Dao Duel. 0 means uncapped. A stake is taken from the inventory the moment the duel is accepted, and returned in full if the duel is ever voided.
"DaoDuel-Requires-Chosen-Element"trueWhether both combatants must have chosen an Elemental Dao before a Dao Duel can be challenged or accepted. A duel with no element on either side has no matchup to wager the bonus on.
"DaoDuel-Elemental-Bonus-Percent"10.0Extra percent of the loser's own stake, charged fresh from their remaining inventory (never minted, capped by what they hold) and added to the winner's payout, but only when the winner's element counters the loser's. It never affects in-fight damage.
"Description-DaoDuel"A long string explaining the values above.The whole wager: escrow at acceptance, refund when voided, the winner's payout, the elemental bonus, and that a duel ended by a yield with no known winner returns both stakes.

Dao Duel Tournament Config

The server-wide single-elimination bracket of Dao Duels, found in the path mods/Siren_Cultivation/Society/DaoDuelTournamentConfig.json. JSON-only - there is no in-game admin section for this file. Not to be confused with the sect-only Tournament or the Grand Tournament. See Duels.

Variable NameDefault ValueDescription
"ConfigName""Dao Duel Tournament Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"DaoDuelTournament-Enabled"trueMaster toggle for the Dao Duel Tournament, run server-wide among whoever opts in during a signup window. Both entrants of every match need a chosen Elemental Dao.
"DaoDuelTournament-Registration-Window-Seconds"300.0How long signup stays open.
"DaoDuelTournament-Min-Entrants"4Fewer signups than this refuses to seed the bracket, and every collected fee is refunded.
"DaoDuelTournament-Max-Entrants"32The most players who may enter.
"DaoDuelTournament-Match-Deadline-Seconds"300.0How long a paired match may sit before neither duelist has started it. It then forfeits to whichever entrant is still eligible, or eliminates both if that is ambiguous.
"DaoDuelTournament-Entry-Fee-Spirit-Stones"0Spirit Stones charged to each entrant at signup, feeding the prize pool. 0 means free entry. Unlike the Grand Tournament's entry fee, this is a real charge.
"DaoDuelTournament-Prize-Pool-Spirit-Stones"0A flat, server-funded top-up added to the pool on top of entry fees, never charged to any player.
"DaoDuelTournament-Champion-Prize-Percent"70.0Percent of the frozen pool paid to the champion.
"DaoDuelTournament-Runnerup-Prize-Percent"30.0Percent paid to the runner-up, the loser of the final. The two should total 100 or less; any remainder is deliberately not distributed (a house cut), never minted.
"DaoDuelTournament-Auto-Open-Interval-Hours"24.0How often, while the bracket is idle, a new registration window opens on its own - once a day by default. 0 or less disables the scheduler. /cultivation duel opentournament still force-opens one regardless.
"Description-DaoDuelTournament"A long string explaining the values above.The signup window, entry fees and prize pool, refunds when too few enter or no champion emerges, the champion and runner-up split, the match deadline, and the auto-open schedule. Individual matches stake no Spirit Stones.

Tournament Wager Config

Spectator betting on individual Dao Duel Tournament matches - off by default - found in the path mods/Siren_Cultivation/Society/WagerConfig.json. JSON-only - there is no in-game admin section for this file. Switching it on means real Spirit Stones change hands between players who are not the two people fighting, so it is an explicit opt-in. See Duels.

Betting is parimutuel, never fixed-odds: everyone who backed the winner splits what everyone who backed the loser staked, in proportion to their own stake. There is no house bankroll, and the mod never mints a Spirit Stone.

Variable NameDefault ValueDescription
"ConfigName""Tournament Wager Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Wager-Enabled"falseMaster toggle for Tournament Wagers. A duelist willing to lose on purpose can always throw a match, which is why this ships off.
"Wager-Window-Seconds"60How long a freshly paired match stays open for bets before the duel may start. The hold is added to the match's forfeit deadline too, so it never shortens DaoDuelTournament-Match-Deadline-Seconds. Hard-capped at 600 whatever you set, because a longer hold would freeze the bracket with every stake locked.
"Wager-Min-Bet"1The smallest single bet, in Spirit Stones.
"Wager-Max-Per-Bet"200The most one spectator may stake on one match.
"Wager-Max-Per-Player-Per-Tournament"1000The most one spectator may have staked or settled across a whole tournament run. A market that voids and refunds gives its stake back against this budget, since nothing was risked.
"Wager-Max-Pool-Per-Match"5000Both sides' stakes combined, per match. Hard-capped at 1000000000 whatever you set, so the payout math cannot overflow. This is the key that bounds the damage from a thrown match.
"Wager-House-Cut-Percent"5Percent of the losing side's pool that is burned rather than paid out. It does not go to the prize pool or to any player. A whole number.
"Wager-Min-Bettors-Per-Side"2The anti-collusion keystone, checked when the match resolves, not when a bet is placed: a market where either side has fewer distinct bettors is voided and refunded in full.
"Wager-Min-Pool-Per-Side"100The anti-collusion rule that actually costs an attacker something: a side whose combined stake is below this at resolution voids the market. It forces a ring to stake real Spirit Stones on both sides.
"Wager-Max-Profit-Multiplier"3Caps each winner's profit at this multiple of their own stake; the excess is burned. With 3, a 100-stone stake can never return more than 400.
"Wager-Exclude-Live-Entrants"trueWhether anyone still alive in the bracket is barred from betting, since a live entrant has an obvious interest in who they meet next.
"Wager-Exclude-Duelist-Sectmates"falseWhether a sect-mate of either duelist is barred. Off by default because sects are large and social; the option exists for stricter servers.
"Description-Wager"A long string explaining the values above.The whole market: parimutuel payout, the window, the caps, the burn, the three anti-fixing rules, which results pay (only a match decided by the opponent's own damage in a real duel) and which void and refund, who cannot bet, and claimable parcels for undeliverable payouts.

Tournament Config

Sect tournaments, found in the path mods/Siren_Cultivation/Society/TournamentConfig.json. Also editable in the Sect Tournament section of the in-game admin menu.

Variable NameDefault ValueDescription
"ConfigName""Tournament Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Tournaments-Enabled"trueMaster toggle for /sect tournament.
"Tournament-Min-Entrants"4The fewest online members a start requires - a tournament of one crowns nobody. v0.11.0 Raised from 2 for a new config; a file that already wrote its own value keeps it. The code never accepts fewer than 2.
"Tournament-Champion-Contribution"150Contribution paid to the champion, who may also wear the Tournament Champion title - the payout for a field of exactly Tournament-Champion-Reference-Entrants.
"Tournament-Champion-Reference-Entrants"4v0.11.0 The field size the champion payout above is quoted for. The payout is Tournament-Champion-Contribution x min(entrants, Tournament-Champion-Max-Entrants) / this, rounded down.
"Tournament-Champion-Max-Entrants"16v0.11.0 The largest field that raises the payout; entrants past this add nothing.
"Tournament-Manual-Cooldown-Hours"4.0Rate limit on a Patriarch's own /sect tournament start.
"Tournament-Auto-Start-Enabled"falseWhether tournaments also run automatically on a clock.
"Tournament-Auto-Start-Interval-Hours"24.0That clock, when auto-start is on.
"Description-Tournaments"A long string explaining the values above.Notes there is no signup step, that each pair runs as a real duel at a 0 Qi wager, how a mid-match disconnect is resolved, and how the champion payout scales with the field.

Grand Tournament Config

The server-wide single-elimination Grand Tournament, found in the path mods/Siren_Cultivation/Society/GrandTournamentConfig.json. JSON-only - there is no in-game admin section for this file. Unlike the sect Tournament, it has a real registration step. Dormant in 0.11.0: the bracket is built and its tick runs, but no command, menu or timer opens its registration yet, so these values take effect only once a later release wires that up. The live server-wide bracket today is the Dao Duel Tournament.

Variable NameDefault ValueDescription
"ConfigName""Grand Tournament Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Grand-Tournament-Enabled"trueMaster toggle for the Grand Tournament, run server-wide among whoever opts in during a signup window.
"Grand-Tournament-Registration-Window-Minutes"10How long signup stays open once started.
"Grand-Tournament-Min-Entrants"4Fewer signups than this refuses to seed the bracket, since a tournament of one or two crowns nobody meaningfully.
"Grand-Tournament-Max-Entrants"32The most players who may enter. If the count is not a power of two, round 1 seeds just enough byes, by signup order, to make round 2 a clean bracket.
"Grand-Tournament-Match-Deadline-Minutes"5How long a paired match may sit before both duelists have started it. It then forfeits to whichever entrant is still eligible (online and not otherwise dueling), or eliminates both if that is ambiguous. Matches are same-world only; nobody is teleported to make a pairing possible.
"Grand-Tournament-Entry-Fee"0A one-time signup cost. 0 means free. A nonzero fee is currently a documented no-op, because the duel system exposes no public Qi charge outside an active duel.
"Grand-Tournament-Interval-Hours"0.00 means manual-start only. Above 0, the hours between automatically opened registration windows. Nothing reads it yet: the recurring scheduler is a hook for a later release.
"Grand-Tournament-Kill-Sanctioned"trueWhether a Grand Tournament kill counts as sanctioned combat for karma and Dao purposes. Nothing reads it in 0.11.0.
"Description-GrandTournament"A long string explaining the values above.The bracket end to end: signup, byes, the match deadline and forfeit rule, the entry fee and the interval.

Path War Config

The contest between the Righteous and Devil Paths - scoring, the Heavenly Schism window and its rewards - found in the path mods/Siren_Cultivation/Society/PathWarConfig.json. Also editable in the Path War section of the in-game admin menu. See Path War.

Variable NameDefault ValueDescription
"ConfigName""Path War Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Path-War-Enabled"trueMaster switch for the whole Path War contest.
"Path-War-Points-Per-Kill"1The base score a kill of a strictly opposed Path is worth.
"Path-War-Min-Victim-Realm"3Below this realm number a kill scores nothing at all. An independent knob from the ordinary player-kill floor.
"Path-War-Same-Victim-Cooldown-Seconds"900.0Killing the same victim again inside this window scores nothing, but is still recorded and resets the clock. Independent of the ordinary player-kill anti-farm keys.
"Description-General"A long string explaining the values above.The master switch and the three scoring rules.
"Path-War-Window-Score-Multiplier"2.0Multiplies every scored kill while a Heavenly Schism window is open. Never read below 1.
"Path-War-Overrides-World-Pvp"trueLets a strictly opposed-Path kill resolve even on a PvP-off world during an open window, the same precedent as Duel-Overrides-World-Pvp.
"Path-War-Victor-Qi-Bonus-Percent"5.0A standing meditation Qi bonus for the side that most recently won a window, for as long as a cultivator's current Path still matches it. Defecting to the losing side forfeits it at once, and a draw clears it.
"Description-Combat"A long string explaining the values above.The window multiplier, the PvP override and the victor bonus.
"Path-War-Veteran-Title-Threshold"50The season score a cultivator must reach to unlock the Veteran title. The Champion title instead unlocks by having been a top-three contributor of a winning side at least once.
"Path-War-History-Max-Windows"10How many past windows the Path War history keeps; the oldest is dropped past this.
"Description-Titles-History"A long string explaining the values above.The two titles and the history cap.
"Path-War-Window-Enabled"trueLets the Heavenly Schism join the celestial scheduler's weighted pick.
"Path-War-Window-Weight"0.6Its weight, deliberately lower than the four public events' 1.0, so a war window is the rarest celestial phenomenon.
"Path-War-Window-Duration-Minutes"10.0How long the window runs.
"Path-War-Window-Weather"""The sky pushed while it runs. Blank falls back to the generated Heavenly Schism sky.
"Description-Window"A long string explaining the values above.The Heavenly Schism as a celestial event, and that /celestial start heavenly_schism works like any other event with no separate Path War state to fall out of sync.

Season Config

The Seasonal Cycle that periodically closes the leaderboards and enshrines the best performers in the Hall of Fame, found in the path mods/Siren_Cultivation/Society/SeasonConfig.json. Also editable in the Seasonal Cycle section of the in-game admin menu. See Seasonal Cycle.

Variable NameDefault ValueDescription
"ConfigName""Season Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Season-Enabled"trueMaster switch for the Seasonal Cycle. Path War, the leaderboards, sect scores and the Dao Duel Tournament all keep running as before when it is off; they simply never close a season.
"Season-Length-Days"28.0How long one season runs before it closes and a new one opens. Long enough that a reset is an event, short enough that a long-lived server builds real Hall of Fame history. Shorten it to test the whole cycle live.
"Season-Hall-Of-Fame-Top-N-Per-Ladder"3How many top performers per ladder are enshrined, and titled, at each season close.
"Season-History-Max-Entries"50How many Hall of Fame rows the Codex article's history keeps; the oldest is dropped past this.
"Description-General"A long string explaining the values above.What the cycle covers and what each value controls.

Leaderboard Config

The /top and Rankings leaderboard - when it gives way to Personal Bests, and the newcomer Rising Stars board - found in the path mods/Siren_Cultivation/Society/LeaderboardConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""Leaderboard Config"The name given to this config file.
"ConfigVersion"2Current Version when you have loaded for the plugin. Version 2 added the Rising Stars keys.
"Leaderboard-Solo-Threshold"1When the server's online player count is at or below this, /top and the Rankings page show a Personal Bests panel (fastest breakthrough, longest meditation streak, ascension count) for the viewer instead of the ranked board. A leaderboard of one or two players is not a ranking.
"Description-Leaderboard-Solo-Threshold"A long string explaining the value above.When the Personal Bests panel replaces the ranked leaderboard and what it shows.
"Rising-Stars-Enabled"trueMaster toggle for the Rising Stars board, a second leaderboard restricted to accounts still inside their newcomer window (/cultivation top rising).
"Rising-Stars-Window-Days"14How many days after an account's first-ever recorded standing it still counts as a newcomer. Measured from that first record, so a veteran cannot requalify by rolling a new profile.
"Rising-Stars-Max-Rows"15Row cap for the Rising Stars board, independent of the lifetime board's own cap.
"Rising-Stars-Min-Level"1A recorded row below this level never appears, even inside the window: a level 0 cultivator who has just logged in has not made a name yet.
"Rising-Stars-Max-Seed-Level"7The migration guard. An account whose first-ever recorded standing already shows a level above this is treated as a pre-existing veteran and is permanently excluded, so turning the board on does not flood it with existing players.
"Description-Rising-Stars"A long string explaining the values above.The newcomer window, the row and level filters, and the veteran migration guard.

Dao Mastery Leaderboard Config

The Dao Mastery leaderboard - a second server-wide ranking beside the realm leaderboard - and the cosmetic aura its top cultivators wear, found in the path mods/Siren_Cultivation/Society/DaoMasteryConfig.json. JSON-only - there is no in-game admin section for this file. It is shown with /cultivation top dao.

A cultivator's composite score is their progress toward the Heavenly Dao cap (0 to 1) times Dao-Mastery-Heavenly-Weight, plus, for every currently manifested Personal Dao, that Way's comprehension as a 0 to 1 fraction of its own maximum times Dao-Mastery-Personal-Weight, plus the number of manifested Daos times Dao-Mastery-Manifest-Bonus.

Variable NameDefault ValueDescription
"ConfigName""Dao Mastery Leaderboard Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Dao-Mastery-Heavenly-Weight"1.0Weight of the Heavenly Dao fraction in the composite score.
"Dao-Mastery-Personal-Weight"1.0Weight of the summed, normalized Personal Dao comprehension.
"Dao-Mastery-Manifest-Bonus"0.1A small flat reward per manifested Personal Dao, for breadth on top of the depth the normalized sum already rewards.
"Description-Dao-Mastery"A long string explaining the values above.The composite score formula and what each weight scales.
"DaoMastery-Aura-Enabled"trueSwitches the leaderboard flex aura off for the whole server. A player who only wants to hide their own uses the Mastery-Aura-Enabled setting on the settings page instead.
"DaoMastery-Aura-Top-N"10How many leaderboard slots currently carry the aura.
"DaoMastery-Aura-Pulse-Interval-Seconds"4.0How often each qualifying player's aura is respawned at their position, and how often the top list is re-sorted. It must stay in step with the aura particle asset's own lifespan, or the aura blinks (too long) or over-stacks (too short).
"Description-Dao-Mastery-Aura"A long string explaining the values above.The server-wide aura switch, the top-N size and the pulse interval's coupling to the particle asset.

Rites and pastimes

The quieter things cultivators do together or in extremity: preaching a Dao Sermon, a game of Weiqi, and a soul slipping free of a dying body.

Dao Sermon Config

The Dao Sermon (讲道) - a sect member lecturing at their hall while lower-realm listeners meditate and bank Heavenly Dao comprehension - found in the path mods/Siren_Cultivation/Society/SermonConfig.json. JSON-only - there is no in-game admin section for this file.

Variable NameDefault ValueDescription
"ConfigName""Dao Sermon Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Sermon-Enabled"trueMaster toggle for /cultivation sermon.
"Sermon-Duration-Minutes"10.0How long a sermon runs once started, unless stopped early or ended abnormally (the lecturer leaves, the hall is lost, or a Contest siege begins).
"Sermon-Radius-Blocks"16How far from the lecturer a meditating listener may stand and still be covered. Straight distance, not a chunk square.
"Sermon-Pulse-Interval-Seconds"10.0How often every lecturer and listener is re-evaluated. This is also what "one pulse" means for the per-pulse and daily-minute values below.
"Sermon-Heavenly-Per-Pulse"0.30Raw Heavenly Dao comprehension one qualifying listener banks per pulse, before the diminished-rate and disciple multipliers.
"Sermon-Min-Realm-Gap"2A listener must be at least this many realms below the lecturer to qualify. It doubles as the lecturer's own realm floor: a lecturer below this realm could never have a qualifying listener, so starting is refused before any cost is paid.
"Sermon-Contribution-Cost"15Paid from the lecturer's own sect contribution at the start. Never refunded, however the sermon ends.
"Sermon-Lecturer-Cooldown-Hours"6.0How long the same lecturer must wait before starting another. Stamped at the start whatever the outcome, and not lifted by the admin bypass.
"Sermon-Listener-Daily-Minutes"20.0A listener's first this-many minutes of qualifying listening per real-world day bank Heavenly Dao at the full rate.
"Sermon-Diminished-Multiplier"0.25The multiplier on the per-pulse gain once a listener has passed the daily minutes, until they reach the hard limit.
"Sermon-Listener-Daily-Hard-Minutes"60.0An absolute daily stop. Past this, a listener gains nothing and no longer counts toward the lecturer's Merit.
"Sermon-Merit-Per-Listener"8.0Merit paid to the lecturer per qualifying listener when the sermon ends.
"Sermon-Merit-Disciple-Bonus"4.0Extra flat Merit, once per qualifying listener who is also the lecturer's bonded disciple, on top of the per-listener amount.
"Sermon-Merit-Max-Listeners-Counted"6The most listeners the per-listener Merit is paid against for one sermon, so a packed hall does not pay fifty times over. The disciple bonus is not capped by this.
"Sermon-Disciple-Multiplier"1.25Multiplies a bonded disciple's own per-pulse Heavenly Dao gain when listening to their master, on top of the diminished rate if they are already past the daily minutes.
"Sermon-Broadcast-Enabled"trueWhether starting a sermon announces it to the lecturer's own sect as an invitation to listen. Never a server-wide broadcast.
"Sermon-Blocked-During-Siege"trueWhile true, a sermon refuses to start, and an active one is ended, while the lecturer's own hall is under a live Contest siege.
"Sermon-Aura-Particle""Cultivation_SermonAura"The particle that marks a sermon in progress, a distinct one so it reads at a glance.
"Sermon-Insight-Particle""Cultivation_SermonInsight"The particle played when a listener banks an insight.
"Sermon-Open-Sound""SFX_Discovery_Z2_Medium"The sound played when a sermon opens.
"Sermon-Insight-Sound""SFX_MemoryMote"The sound played with the insight particle.
"Description-Sermon"A long string explaining the values above.The whole sermon: opening one at your hall with a chosen Dao element, who qualifies, the full, diminished and hard-stop listening rates, the disciple multiplier, the Merit paid at the end, the siege block and the sect broadcast.

Weiqi Config

The two-player Weiqi (围棋) board game played with /cultivation weiqi, found in the path mods/Siren_Cultivation/Society/WeiqiConfig.json. Also editable in the Weiqi section of the in-game admin menu. See Weiqi.

Variable NameDefault ValueDescription
"ConfigName""Weiqi Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Weiqi-Enabled"trueMaster toggle for the whole offer, accept and decline board game.
"Weiqi-Board-Size"9Clamped to 7 or 9, the only sizes the engine supports. Latched into a match at accept and never re-read, so changing it never disturbs a game in progress.
"Weiqi-Komi"5.5White's fixed scoring bonus for moving second. A fractional value on purpose, so the score can never land on an exact tie.
"Weiqi-Turn-Timeout-Seconds"180.0How long a player may sit on their own turn before it is auto-passed. Two auto-passes in a row end the match as abandoned, with no rewards.
"Weiqi-Reconnect-Grace-Seconds"120.0How long a disconnected player's match is kept alive, board intact, for them to rejoin before it is abandoned.
"Weiqi-Match-Max-Minutes"60.0An absolute wall-clock cap on one match, regardless of activity. Exceeding it, or the computed move cap, abandons the match.
"Weiqi-Offer-Expiry-Seconds"60.0How long an unanswered invite stays open.
"Weiqi-Resign-Confirm-Window-Seconds"10.0resign is arm-then-confirm: a second call from the same player inside this window confirms it, and any other action disarms it.
"Weiqi-Merit-Min-Moves"20Total moves, both players combined, a resignation-ended match needs before it pays Merit, so a two-move resign loop cannot farm it. Two-pass endings have no such floor.
"Weiqi-Merit-Amount"5.0Merit paid to both players, once per distinct opponent, on a qualifying finish.
"Weiqi-Merit-Winner-Bonus"3.0Extra Merit paid only to the winner, on top of the amount above.
"Weiqi-Merit-Lifetime-Cap"25The most distinct-opponent Merit grants one cultivator may ever bank. Past it, matches still finish and still count toward achievements, but pay no Merit.
"Weiqi-Move-Notify-Sound""SFX_MemoryMote"Played to the opponent, not the mover, each time a stone is placed.
"Description-Weiqi"A long string explaining the values above.The offer flow, what is latched at accept, the timeout and abandonment rules, the arm-then-confirm resign, and exactly which endings pay Merit.

Nascent Soul Escape Config

Nascent Soul Escape (元婴遁走) - a dying cultivator's soul fleeing toward a sanctuary - found in the path mods/Siren_Cultivation/Society/SoulEscapeConfig.json. Also editable in the Nascent Soul Escape section of the in-game admin menu. It ships off. See Soul Escape.

Variable NameDefault ValueDescription
"ConfigName""Nascent Soul Escape Config"The name given to this config file.
"ConfigVersion"1Current Version when you have loaded for the plugin.
"Soul-Escape-Enabled"falseMaster toggle. Ships off.
"Soul-Escape-Window-Seconds"75.0The un-shrunk escape window, which the first escape of the day gets.
"Soul-Escape-Window-Min-Seconds"20.0The floor the window shrinks down to.
"Soul-Escape-Window-Shrink-Percent-Per-Escape"25.0Percent the window shrinks by for each escape already used today. The shrink factor is the larger of 0.1 and 1 - escapes x this / 100.
"Soul-Escape-Min-Realm"4The lowest realm number allowed to escape at all. 4 is Nascent Soul.
"Soul-Escape-Daily-Max"3Escapes allowed per real day, account-scoped. 0 disables the feature for everyone regardless of the master toggle.
"Soul-Escape-Qi-Cost-Percent"25.0Percent of current Qi charged at the start of the attempt, spent even if the soul is later extinguished.
"Soul-Escape-Qi-Cost-Floor-Percent-Of-Next"10.0The floor under that cost, as a percent of the Qi needed for the cultivator's next advance. Without it the escape was free for anyone who had spent their Qi down to zero. The real price is the larger of the two.
"Soul-Escape-Lifespan-Hours"6.0Lifespan hours charged at the start of the attempt, only while Lifespan is enabled.
"Soul-Escape-Min-Sanctuary-Distance-Chunks"4The nearest sanctuary the cultivator owns must be at least this many chunks away for the escape to be offered at all.
"Soul-Sanctuary-Abode"trueWhether a Cave Abode counts as a sanctuary.
"Soul-Sanctuary-Sect-Hall"trueWhether a sect hall counts as a sanctuary.
"Soul-Sanctuary-Formation"trueWhether an owned Warding formation counts as a sanctuary. Off closes a trick of planting a formation as a death-warp into contested ground.
"Soul-Restore-Health-Percent"35.0Percent of max health restored on survival.
"Soul-Weakened-Minutes"10.0How long the Weakened debuff lasts on survival. 0 skips it.
"Soul-Extinguish-Hits"1Hits required to extinguish a fleeing soul early.
"Soul-Extinguish-Hit-Cooldown-Millis"400One swing counts as one hit: a multi-hit weapon or area attack cannot count more than once per this many milliseconds.
"Soul-Extinguish-Karma"12.0Extra karma paid to the extinguisher, on top of the plain-kill karma already charged.
"Soul-Extinguish-Yin-Shift"4.0Extra Yin shift, on top of the plain-kill shift.
"Soul-Spare-Merit"20.0Merit paid to the original killer if they never touch the fleeing soul and it reaches sanctuary. 0 disables the deed.
"Soul-Drop-Scavenged-Items"trueItems scavenged mid-flight are dropped at the restore point, on survival only.
"Soul-Forfeit-Attribution-Hours"24.0How long a disconnect forfeit still credits the original killer. The death itself is always delivered on the next login; this only bounds the credit, so someone who combat-logged and returned months later does not hand a forgotten killer a fresh PvP kill. 0 never attributes it.
"Soul-Broadcast-Radius-Blocks"64How far the begin and killer chat lines reach beyond the soul and the killer. 0 tells only those two.
"Soul-Announce-To-World"falseAlso fires a world-wide event title when an escape begins.