/mxt
The mod's root command: registries, attachments, profiling, values, cultivation, realms, lifespan, contracts, secret realms, souls, triggers and rifts. Every player-facing group has a page of its own; this one only shows the shape.
/mxt ...... registries listLists the dynamic registries and their entry counts.
... registries validateValidates the datapack definitions and lists every problem the last build found at once, each with the file it comes from; with no problems it reports the registry and entry counts.
... attachment statusShows your own attachment counts and cultivation data: resources, abilities, cooldowns, curses, spirit roots and physiques.
... debug ...Module profiling, described below.
... on/... offEnables or disables module profiling. Off by default in normal mode; enabled at server startup in developer mode. Requires operator level 3.
... status [sources...]Queries module timings over the last 240 ticks. Requires operator level 3.
... guiOpens the timing list and charts for the executing player. Requires operator level 3.
... resource ...Resource accounts: list every resource bar or read one value, inspect its bars, rewrite it. See
/resource.... cultivate ...The cultivation state and a manual pick of one method. See
/cultivate.... breakthrough <aura>Attempts a breakthrough into the realm that the given aura leads to. See
/breakthrough.... realm ...Sets your own linear realm. See
/realm.... lifespan ...Reads and rewrites the lifespan ledger and makes a target be reborn on the spot. See
/lifespan.... contract ...Spirit-beast contracts: the list, one record and the operations. See
/contract.... secret_realm ...Secret realm definitions, instances, entry and exit, and maintenance. See
/secret_realm.... soul reclaimReclaims a reclaimable soul.
... trigger ...Runtime trigger subscriptions and the datapack rules behind them.
... list [<entity>]Lists an entity's runtime trigger subscriptions: module, identity, signal and state. Subscriptions are never saved, so this is the only way to see what a running server has armed; without an entity it uses you.
... rules <signal>Lists the datapack rules that react to one signal, in the order they run, with each rule's action type.
... publish <signal> [<entity>]Publishes a signal by hand (needs the
gamemasterpermission), so a reaction can be checked without waiting for the real event; it says so when nothing subscribes to the signal and no rule reacts to it.
... rift ...Operator level 2 portal creation, editing, destinations, transforms and export; see Rifts.
debug
The whole command tree and GUI data reception require operator level 3 (admin). These commands have no top-level alias.
For a walkthrough of recording and using the charts, see the Development Mode tutorial.
Profiling is off by default in normal mode; run /mxt debug on to start recording. In developer mode, recording starts automatically when the server starts. Developer launches and the server setting “Debug → Debug Mode” both activate developer mode. After /mxt debug off, recording stays off until you enable it again or restart the server, when developer mode determines the initial state again.
Run /mxt debug gui to open the list. Each row shows a localized module name and min / avg / max in milliseconds, with a bar chart of the last 240 ticks on the right. Sort by module name, minimum, average or maximum duration, in either direction. Charts stay 240 px wide, with the upper Y-axis value labeled at the top left of each chart. The panel is compact and centered; narrow windows place names and statistics above their charts.
/mxt debug status calculates min, avg, max, 50%, 95%, 99%, call count and valid tick count over the last 240 ticks on demand. Specify multiple Sources separated by spaces, with completion support, for example /mxt debug status server/cost server/economy/change; omit them to query all Sources. Incomplete ticks are excluded; complete idle ticks count as zero.
secret_realm
The entire subtree requires operator level 2. definitions lists definitions; list and info inspect instances; enter selects by definition and join targets one instance; check verifies landings and anchor adjusts an instance entrance; exit returns and destroy ends an instance. See /secret_realm for arguments and troubleshooting.
rift
Rifts are planar polygon portals managed by UUID. The entire subtree requires operator level 2: spawn, edit, info, target, enabled, duration, copy, transform, remove and export share portal validation and travel rules.
The mechanic itself is on the Rifts page, and every subcommand is on /rift.