Server Tuning Presets
Cultivation ships more than a hundred tunable values, which is a lot to face on a fresh server. These are five opinionated starting points — change what you like afterwards. Every key below is real; anything not listed keeps its default.
You can edit the JSON under mods/Siren_Cultivation/, or set the same values live in game through /cultivation admin with no restart. The File column tells you where each key lives — see Configuration for the full reference.
Gentle
For a small friendly server, or players new to the genre. Progress is quicker, the heavens are survivable, and nothing you own can be lost to neglect.
| Key | Value | Default | File |
|---|---|---|---|
Base-Qi-Requirement | 120.0 | 175.0 | Config.json |
Substage-Growth-Rate | 1.45 | 1.55 | Config.json |
Realm-Base-Multiplier | 3.5 | 4.25 | Config.json |
Tribulation-Lethal | false | true | BreakthroughConfig |
Tribulation-Damage-Percent-Of-Max-Health | 10.0 | 15.0 | BreakthroughConfig |
Spirit-Core-Drop-Chance | 0.18 | 0.12 | SpiritCoreConfig |
Profound-Core-Drop-Chance | 0.06 | 0.035 | SpiritCoreConfig |
Upkeep-Enabled | false | true | DwellingConfig |
Spring-Qi-Per-Hour | 90.0 | 60.0 | DwellingConfig |
Leave Tribulation-Enabled on even here. Turning lethality off keeps the lightning, the noise and the tension while guaranteeing a bolt always leaves a sliver of health.
Default
The shipped balance, listed so you can see what you are moving away from — and return to it. A first breakthrough is a real event, a failed one costs a sub-stage, and land is worth fighting over.
| Key | Value | What it sets |
|---|---|---|
Base-Qi-Requirement | 175.0 | Qi for the very first rung |
Substage-Growth-Rate | 1.55 | Cost growth per sub-stage |
Realm-Base-Multiplier | 4.25 | Cost step at each new realm |
Tribulation-Damage-Percent-Of-Max-Health | 15.0 | Damage per bolt |
Spirit-Vein-Regen-Per-Second | 1.5 | Vein recovery |
Spirit-Vein-Drain-Per-Second | 2.75 | Meditation drain |
Hardcore
A long, punishing climb where Void Refinement is a server event rather than a weekend. Advancements become dangerous too, and Qi is genuinely scarce.
| Key | Value | Default | File |
|---|---|---|---|
Base-Qi-Requirement | 260.0 | 175.0 | Config.json |
Substage-Growth-Rate | 1.70 | 1.55 | Config.json |
Realm-Base-Multiplier | 5.0 | 4.25 | Config.json |
Advancement-Tribulation-Enabled | true | false | BreakthroughConfig |
Tribulation-Damage-Percent-Of-Max-Health | 20.0 | 15.0 | BreakthroughConfig |
Tribulation-Damage-Realm-Multiplier | 1.18 | 1.12 | BreakthroughConfig |
HeartDevil-Composure-Drain-Per-Pulse | 45.0 | 34.0 | BreakthroughConfig |
Spirit-Core-Drop-Chance | 0.07 | 0.12 | SpiritCoreConfig |
Spirit-Vein-Regen-Per-Second | 1.0 | 1.5 | SpiritVeinConfig |
Spirit-Vein-Rich-Chance | 0.02 | 0.03 | SpiritVeinConfig |
With Advancement-Tribulation-Enabled set to true, every one of the 28 rungs draws lightning rather than just the seven breakthroughs. At 6% of max health per bolt it is survivable — but combined with Tribulation-Lethal it means a careless low-health player can die to routine progress.
PvP & Sect War
For a server where the point is the conflict. Wars come around often, sects are large enough to field a raid, and holding ground actually hurts trespassers.
| Key | Value | Default | File |
|---|---|---|---|
Sect-Max-Members | 20 | 12 | SectConfig |
War-Cooldown-Hours | 6.0 | 24.0 | WarConfig |
War-Required-Hold-Seconds | 90.0 | 120.0 | WarConfig |
War-Window-Seconds | 900.0 | 600.0 | WarConfig |
Trapping-Lethal | true | false | FormationConfig |
Trapping-Damage-Percent-Of-Max-Health | 6.0 | 4.0 | FormationConfig |
Duel-Max-Wager | 2000 | 0 (unlimited) | DuelConfig |
Sect-Hall-Min-Vein-Tier | 2 | 1 | SectConfig |
It defaults to true for good reason. Setting it false allows a sect to lose the hall it spent weeks scouting while nobody is logged in, which is the fastest way to lose a playerbase. Shorten War-Cooldown-Hours instead — that produces more fights without producing sleeping victims.
Raising Sect-Hall-Min-Vein-Tier to 2 restricts halls to dragon veins only — roughly 0.3% of chunks. That makes a hall genuinely rare and therefore worth a siege, but on a small map it can mean very few valid sites, so check your world first.
Solo & Small Co-op
Singleplayer, or two or three friends. The multiplayer systems refuse politely when off, so turning them down removes menus that would otherwise never be used.
| Key | Value | Default | File |
|---|---|---|---|
Wars-Enabled | false | true | WarConfig |
Duels-Enabled | false | true | DuelConfig |
Upkeep-Enabled | false | true | DwellingConfig |
Sect-Hall-Min-Vein-Tier | 1 | 1 | SectConfig |
Spring-Qi-Per-Hour | 100.0 | 60.0 | DwellingConfig |
Seclusion-Qi-Per-Hour | 40.0 | 25.0 | DwellingConfig |
Spirit-Vein-Rich-Chance | 0.05 | 0.03 | SpiritVeinConfig |
Leaving Sects-Enabled on is deliberate even solo — a one-person sect still claims a hall and still earns the sect-wide Qi bonus, which is a meaningful chunk of progression to switch off.
The One Rule You Must Not Break
Spirit-Vein-Regen-Per-Second multiplied by the highest tier multiplier (Spirit-Vein-Dragon-Regen-Multiplier, default 1.6) has to remain lower than Spirit-Vein-Drain-Per-Second.
At the defaults: 1.5 × 1.6 = 2.4, safely under the 2.75 drain. If the product ever exceeds drain, a dragon-vein chunk regenerates faster than a player can consume it, becomes an infinite Qi fountain, and the entire progression curve stops mattering — no matter how high you set the Qi requirements.
Retuning a Live Server
- Curve changes are retroactive. Raising
Base-Qi-Requirementor the multipliers re-prices every remaining rank for existing players. Nobody is demoted, but their next rank-up may suddenly cost far more. - Vein settings are seeded once per chunk, deterministically from the world seed. Changing the rich or dragon chance affects chunks nobody has visited yet — already-seeded chunks keep what they rolled.
- Disabling a system keeps its data. Setting
Sects-Enabledtofalsestops the commands and the bonus but leaves every sect intact on disk, so you can re-enable without losing anything. - Never edit
ConfigVersion— migration is automatic, and setting it backwards just re-runs the migration.
The values above are suggestions built around the shipped defaults, not tested competitive tuning. Change one group at a time and watch how your players actually progress.