Sea of Consciousness
v0.11.0 Your Sea of Consciousness (识海) is a private world that belongs to you alone. Since v0.11.0 it is a projection of you: it is rebuilt from your realm, stage, banked Qi and Dao every time you open it, so it is always the size and shape your cultivation has earned. Where the Heavenly Realm is one shared plane, there is no way to visit another cultivator's Sea.
Cultivation v0.11.0 targets Hytale Update 7 (Server API 0.7.0-pre.5.1). Servers still on Update 6 stay on v0.10.3, which has the older, fixed-size Sea described in that version's notes.
Nothing inside a Sea is saved. It is generated fresh each time it opens, so an item you drop inside is gone once the Sea closes. Carry your things out with you.
Getting there
/cultivation sea enteropens your Sea and/cultivation sea leavecloses it. Bare/cultivation seareports your standing: whether the gate is open to you, how far your water reaches and how deep it runs, which landmark surfaces next, and your sky element.- The Transmission Array lists the Sea as a destination (
Array-Allow-Seaon the Array's config), at the Array's usual cost and cooldown. - It opens at Qi Condensation (
Sea-Unlock-Realm) and nothing else gates it: no minimum Qi, no cost. Below that realm you are told the Sea lies beyond reach. - You cannot turn inward during a duel, a Secret Realm Depths run, a Trial Pagoda run or a Closed-Door Retreat. Finish what holds you first.
- Leaving returns you to the position you entered from.
- If you grow while you are inside, the Sea does not change under your feet. You are told it will take its new shape the next time you open it.
It grows as you do
v0.11.0 When the Sea first opens at Qi Condensation it is a small pond about forty blocks across. Every stage you climb, and every measure of Qi you bank toward the next stage, widens it, until at the peak of Void Refinement it is an open sea some three thousand blocks across. It grows deeper as it grows wider.
How the size is worked out:
- Your progress is your realm and stage as a single level, plus the fraction of the Qi you need for the next rank-up that you have banked. Banked Qi fills in between levels, so the Sea also grows between rank-ups.
- That progress is measured from the unlock realm (0) to the top of the ladder, the peak of Void Refinement (1).
- The radius grows geometrically: every level multiplies it by the same factor, the way cultivation power compounds. With the defaults that is roughly a fifth wider with each stage, from 22 blocks at the start to 1500 at the top. Across is twice the radius.
- Depth runs from
Sea-Depth-Min-BlockstoSea-Depth-Max-Blocks, rising a little faster at first than the radius does. The seabed is always kept above the bottom of the world.
A demotion shrinks the Sea the same way, and entering tells you it has receded. On a server whose progression is replaced by another mod through the API, level and Qi come from that mod instead.
The water, the edge and the horizon
- You walk on the water. The surface holds you up, with soft splashes underfoot. You do not sink and you are not pushed back up.
- Fog swallows the edge. The water runs on past the limit of your consciousness, farther than the fog lets you see, so it seems endless. Shoals rise just under the surface where your Sea really ends.
- The limit is firm. Near it you are warned that the waters grow strange, and anyone who gets past it (flying, a stray teleport) is set back inside.
- At the peak of Void Refinement the mist parts. Only then does a shore and a ring of cliffs close the edge of your Sea, and the first time you open it you are told your consciousness is whole.
The sky answers your Dao and your realm
v0.11.0 The sky is chosen from your Dao and your realm. There are twelve families, one for each of the ten Elemental Daos, the Rubber Duck Dao, and the unsworn, and each family has seven skies: one for each realm from Qi Condensation to Void Refinement, plus a seventh for the perfected Sea at the very top.
- A young Sea lies under close, gray-hazed fog with no stars.
- With each realm the fog pulls back, the colors deepen, stars appear, the sun and moon grow and the clouds calm.
- The water takes your Dao's color, and your Dao's own motes drift through the air: embers, falling snow, fireflies, drifting leaves, spirit sparks.
- A cultivator with no Elemental Dao chosen gets the colorless default family and is told so. Choose a Dao and the next opening uses its sky.
Scenery laid out from you
v0.11.0 No two Seas are alike. The islets, sea stacks, reefs, crystal rocks, lantern rocks and drowned ruins scattered across the water are laid out from you alone, so your Sea has the same scatter every time you open it, and nobody else's matches. Past the limit of your Sea, only islets and sea stacks stand in the fog, as silhouettes that make the horizon feel endless.
They are built from your Dao's own stone, sand, soil, coral, trees and crystal. A Fire Sea has basalt and ember-red coral, an Ice Sea has snow and frost-blue crystal, a Void Sea has black stone and violet light. In a Rubber Duck Dao Sea, some of the scenery is rubber ducks.
Six landmarks, one for each realm
v0.11.0 Each realm from Qi Condensation to Void Refinement raises one landmark. Each is built in your Dao's style, varied by your seed and placed differently in every Sea. A landmark never moves once it has surfaced, however far your Sea grows: it is placed inside the radius the Sea had when the landmark rose.
| Landmark | Raised at | What it is |
|---|---|---|
| Home Islet | Qi Condensation | The seat you arrive on, at the center. It grows with you: lanterns and a spirit tree at first, then a stone path, guardian pillars around the dais, a lotus pond, a memorial archway, and finally a ring of crystals hanging in the air above. |
| Coral Reef | Foundation Establishment | A living atoll around a sandy lagoon, with coral heads breaking the surface and sandbars, one carrying a lantern shrine. |
| Drowned Shrine | Golden Core Formation | A temple hall half swallowed by the sea. Its floor is flush with the water so you can walk straight in; one corner has fallen, stairs run down into the deep, and drowned pillars stand around it. |
| Moon Terrace | Nascent Soul | A crescent island curled around a quiet cove, climbing in three terraces to a round moon gate, with a reflecting pool of still water and a crystal garden. |
| Abyssal Gate | Soul Formation | A colossal gate rising out of the sea over a crystal-lit abyss, reached by a line of stepping stones. |
| The Still Point | Void Refinement | A round dais of polished stone inlaid with rings and spokes, a stele at its heart and crystals hanging in the air around it. |
What entering tells you
v0.11.0 Opening your Sea compares it with how it was last time, and tells you what changed:
- The Sea has widened since your last visit, with its new width in blocks. If you have been demoted, it tells you it has receded.
- A landmark has surfaced, by name.
- The mist has parted for the first time and a shore has risen.
- Your Sea has just been reshaped, the first time you open it after updating to v0.11.0.
If you grow while you are inside, you get the one-time notice that your Sea has been outgrown and takes its new shape the next time you open it.
Protection
v0.11.0 Nothing in a Sea can be broken or built, by tool, hand or explosion, in any game mode. It is a reflection of you, not ground to shape, and you are told so when you try.
The Sea is yours alone: no other player can be inside it, PvP is off and no creatures spawn. Between visits it is unloaded from memory once it has been empty for a while, and rebuilt on your next opening.
For server owners
v0.11.0 Every existing Sea is rebuilt. The first time each player opens their Sea after updating, the old world folder is moved, not deleted, to PlayerData/Siren_Cultivation/RetiredSeaWorlds/ (a folder named for the player's UUID and a timestamp), and the console names the new path. Nothing is lost, and you can delete the retired folders whenever you choose. If the move fails, the entry fails with a logged error and the old folder stays where it was.
Seas are generated from their owner every time they open and nothing in them is saved, apart from the world's own config.json. The old Sea's fixed-size settings no longer apply. Changes to any setting below take effect the next time each Sea opens.
All of these live in SeaOfConsciousnessConfig.json and are edited in the file — there is no Sea section in the in-game admin editor.
| Key | Default | Meaning |
|---|---|---|
Sea-Of-Consciousness-Enabled | true | Master 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. |
Sea-Radius-Min-Blocks | 22 | How far the water reaches from the center when the Sea first opens. Values below 12 are treated as 12. |
Sea-Radius-Max-Blocks | 1500 | How far the water reaches at the top of the ladder, where the mist parts. Never below the minimum. |
Sea-Depth-Min-Blocks | 4 | Depth of open water at the start. Values below 2 are treated as 2. |
Sea-Depth-Max-Blocks | 48 | Depth at the top of the ladder. Never below the minimum, and capped so the seabed stays above the bottom of the world. |
Sea-Level-Y | 96 | Height of the water's surface, which is also the walking surface. Clamped to 24 through 272. |
Sea-Boundary-Tick-Seconds | 0.5 | How often each player inside their Sea is checked against the limit. |
Sea-Idle-Unload-Minutes | 5 | A Sea that has been empty this long is unloaded from memory. |
Sea-Idle-Check-Seconds | 60 | How often the unload sweep runs. |
Sea-Max-Loaded-Worlds | 12 | How many Seas 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 loading at all, while one already loaded keeps working. |
Sea-Entry-Timeout-Seconds | 35 | How 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. |
The v1 keys Sea-Radius-Base-Blocks (256), Sea-Radius-Per-Realm-Blocks (256) and Sea-Floor-Y (64) are still written to old files but are no longer read. Existing config files need no edit: a missing key takes the default above.