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JadenXgamer edited this page Jun 7, 2026 · 28 revisions

Elysium

📙- About -📙

Elysium-API is a library mod for Minecraft NeoForge 1.21.1. It provides a robust collection of utilities, built-in features, and data-driven systems designed to simplify and expand the modification capabilities for both mod developers and modpack creators.

Elysium's target is to make the game easier to modify by providing tools for the more esoteric, overlooked or hardcoded parts of Minecraft; in other words, areas where vanilla behavior is often difficult or impossible to change without invasive workarounds. A few of the things it provides are:

  • Various useful Java APIs
  • Utility Classes and Methods
  • Data-driven and Resource-driven functions
  • And more!

This wiki will act as a guide to help setup and start using Elysium in your Mods as dependency or as an additional tool to improve the capabilities of your Modpacks and/or Datapacks, you'll find practical examples and detailed explanations throughout.

✨- Features -✨

So far here is a list of all the features Elysium provides

  • Lightmap Settings - a very powerful resource-driven system to modify lightmap properties such as its color and brightness fully conditionally and dynamically.
  • Fog Settings - another resource-driven system similar to lightmap settings, but for fog properties like its distance.
  • Use Behaviors - lets you easily add custom right-click functionality to any block with expansive triggers and post-click behaviors. it is fully data-driven.
  • Sound Transformers - Allows you to change any block's SoundType through a datapack.
  • Structure Stamp - A configured feature type that allows you to place structure NBT files within the worlds like any other feature type.
  • Screenflash - You can make any ARGB color flash on your screen for any specified duration to spice up VFX.
  • ElysiumReflection - A built-in Reflection class meant to make adding mod compatibility features more easier by simply allowing you to call any external Block, Item or MobEffect classes using its fully qualified name and constructor which gets resolved on runtime instead of having to add a compile-time implementation or dependency.
  • Elysium Brewing Recipes - An expanded brewing recipe system that not only acts as a data-driven way to add more but also lets you modify the specifics of Inputs, Outputs and Ingredients, including component checks for even more versatility.
  • MosaicBiomeSource - A Voronoi Cell based alternative to MultiNoise with a data-driven weighted list approach to spawning biomes that is more catered to dimensions that don't need traditional climate awareness, similar to the The Nether. As in-return Mosaic provides ease of access with mod compatibility and guarantees consistently sized biomes regardless of how many entries are in any given climate point.
  • Biome Replacer - (being refactored)

Minor Feaures

  • SurfaceRules Registry - Nothing too special, yet another run of the mill API to help modify surface rules without tampering with a dimension's noise settings. It is fully functional even with Terrablender and Biolith.
  • Elysium Tags - Many new data-driven tags have been added to de-hardcode quite a few mechanics within the vanilla codebase.
  • RegistryAccessHelper - Simple to use helper class to retrieve Server and Client RegistryAccess without having access to a level variable.

⚙️- Installation Guide -⚙️

The instructions below are for Elysium 1.21.1-1.2.0+ and thus intended for Neoforge 1.21.1.

add the Modrinth maven repository to your build.gradle:

repositories {
    maven {
        url = "https://api.modrinth.com/maven"
        content {
            includeGroup("maven.modrinth")
        }
    }
}

And add Elysium to the dependencies section of build.gradle:

dependencies {
    implementation("maven.modrinth:elysium-api:${project.elysium_version}")
}

Finally, set the Elysium version you want in gradle.properties:

elysium_version=1.21.1-1.2.0-ALPHA.19

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