Dynamic Registries
The table below lists the mod's 42 datapack registries. In the field tables, "Default" is the value used when a field is omitted, and "Required" means loading fails without it.
Recipes are not in this table. The recipe pages that go through the vanilla RecipeManager sit in the Recipes group below: alchemy recipes (mxt:alchemy), spirit crafting (mxt:spirit_shaped / mxt:spirit_shapeless) and talisman drawing (mxt:talisman_drawing). Their JSON goes in data/<namespace>/recipe/, never in mxt/<recipe name>/; they are not registries either, so /reload reloads them. File location, and how to sort JSON into subdirectories by category, is on the Datapack Development Overview.
Refilling a brush is not a recipe. It is the vanilla bundle's click: with the brush on the cursor, click a stack of pigment, see mxt:talisman_drawing.
| Registry | Directory | Purpose |
|---|---|---|
resource | mxt/resource | Entity resources such as cultivation progress, spirit power and stamina, plus inline resource bars. |
artifact | mxt/artifact | Artifacts: which existing items they claim, how much of each aura they store, and which abilities they offer. |
aura | mxt/aura | An aura definition for one value: element marks, the realm chain entry, regeneration and conversion. |
realm_stage | mxt/realm_stage | Linear realm chains and breakthrough. |
element | mxt/element | Element relations and counter multipliers: overcomes, adapted_to, the claimed damage types and the display colour. |
element_reaction | mxt/element_reaction | The reaction fired once element accumulation meets its requirement. |
spirit_root | mxt/spirit_root | A spirit root bound to one or more elements: cultivation multiplier, affinity multiplier, granted abilities and exclusivity. |
physique | mxt/physique | Physique bonuses independent of elements: vanilla attributes, granted abilities and damage multipliers. |
ability | mxt/ability | Active, passive and triggered abilities. |
curse | mxt/curse | Curse definitions and duration types that several modules can reference. |
forging_method | mxt/forging_method | A single forging strike method. |
forging_blueprint | mxt/forging_blueprint | Forging targets and quality settlement. |
technique | mxt/technique | Cultivation technique definitions: learnable, granting abilities and cultivation modifiers by progression level. |
progression | mxt/progression | One level of a progression chain. |
cultivation | mxt/cultivation | One cultivation routine: which ambient aura it absorbs, what it does every tick and on a tick that settles, and what it costs and yields. |
spirit_herb | mxt/spirit_herb | Spirit herb metadata for existing items. |
medicinal_property | mxt/medicinal_property | Medicinal identities: the identity of one medicinal effect. |
alchemy_furnace | mxt/alchemy_furnace | Furnace specifications: slots, per-batch capacity and cooling rate. |
alchemy_wall_material | mxt/alchemy_wall_material | Wall materials: the temperature limit of one casing block. |
formation | mxt/formation | Formation lifecycle and aura overrides. |
formation_shape | mxt/formation_shape | The figure a formation draws: circles and polylines, and the paint, density and growth window each stroke carries. |
tribulation | mxt/tribulation | A tribulation: its start gate, timeline beats, and what happens on success or failure. |
creature_profile | mxt/creature_profile | Creature attribute profiles: matching, gates, the inner core, and one action run when the profile is written. |
contract_type | mxt/contract_type | Contract lifecycle: conditions on both sides, four actions on the beast side plus three and a grant on the owner side, the signing cost and two caps. |
secret_realm | mxt/secret_realm | Secret realm templates: an instance dimension opened on demand for each entry. |
pill | mxt/pill | What one pill does: the dose action, its toxicity gain, the overdose threshold and what an overdose leaves behind. |
pill_binding | mxt/pill_binding | Claims a family of existing items as one pill, with its use cap and cooldown. |
technique_binding | mxt/technique_binding | Bindings from existing items to cultivation technique learning. |
aura_zone | mxt/aura_zone | Environment aura templates. |
quality | mxt/quality | Shared quality: colour, three modifiers, a use condition, and where the tier sits on its ladder with what one step up costs. |
trigger | mxt/trigger | Event rules: a signal, a condition and an action. |
talisman | mxt/talisman | Talisman definitions: the ability one inscribed talisman carries. |
item_aura | mxt/item_aura | The cultivation fuel an item provides: which items it claims, how much aura they hold and how fast it flows. |
currency | mxt/currency | An item's currency denomination and exchanges. |
default_quality | mxt/default_quality | An item's default quality when nothing else supplies a tier (the third and last layer of quality resolution). |
item_binding | mxt/item_binding | An existing item's actions, conditions and element. |
weapon_binding | mxt/weapon_binding | An existing item's weapon attributes and three actions. |
tool_binding | mxt/tool_binding | The forging methods a tool item unlocks. |
blueprint_binding | mxt/blueprint_binding | The blueprints a blueprint item offers. |
block_aura | mxt/block_aura | Aura provided by a block. |
heat_source | mxt/heat_source | How hot and how fast a block heats a furnace. |
incomplete | mxt/incomplete | Marks an item as unfinished: the client draws a warning badge on its slot. |
Seven of these — item_aura, currency, default_quality, item_binding, weapon_binding, tool_binding and blueprint_binding — claim items (currency through item, the other six through items), while block_aura and heat_source claim blocks through blocks; their shape is that of every other registry, and the file layout is on the Datapack Development Overview.
Built-in Type Dispatch
Plenty of fields pick one entry out of a built-in registry on type: the top level of an ability, how a curse persists, the four action families, the five condition families, a resource bar's value source and renderer, a tribulation beat, ability state, and so on. The full list, the entry page of every family and each family's own default are on the Type Reference — type tables live on those pages only.
Action and condition arrays are shorthand for running everything in order:
"entity_action": [
{"type": "mxt:heal", "amount": 2},
{"type": "mxt:apply_curse", "curse": "example:burning", "stacks": 1}
]A datapack cannot add a new type to a built-in registry; it can only pick from the registered ones. mxt:js is the only one of them that hands behaviour to a script; its mxt:js fields and register methods are on the Type Reference.