Elementarium
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Elementarium provides the complete periodic table for Minecraft, with built-in support for custom elements defined through JSON or KubeJS. A lightweight foundation for chemistry-focused mods and modpacks.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
Elementarium
The whole periodic table, ready to use, and everything you add works exactly the same way.
Elementarium is a data-driven material library for Forge 1.20.1. Out of the box you get all 118 elements as ingots, plates, gears, dusts, fluids and more, with recipes, tags and a clean, consistent look already wired up. Need your own alloys? Add them in JSON or KubeJS with a few lines and get the full treatment for free. Don't need something? Turn it off in one config file.
The point is, no two mods shipping three different Steel Plates anymore :)
Highlights
- All 118 elements included, as defaut, configurable too.
- Every material becomes a full set of forms automatically:
- Ingot, Nugget, Block
- Dust, Small Dust, Tiny Dust
- Plate, Double Plate, Rod, Gear, Wire
- Fluids: Molten, Liquid, Gas (each with a fluid block + bucket)
- Recipes generated as defaut too… the full compaction web
- Cross-mod
forge:tags on everything (forge:ingots/steel,forge:plates/steel,forge:gears/steel, …) so your items and other mods' items just work together. - Add your own materials in seconds — JSON or KubeJS, same result: real items with recipes, tags and models.
- Fully modular — disable any material, any form, globally or per-material, from one config file.
- JEI built in — element info pages plus every item and recipe in the catalog.
- In-game periodic table — a collectible element browser (default key: P).
- Lightweight & optional everywhere — JEI, KubeJS and CraftTweaker are all soft dependencies.

Add a material
Ready-made templates ship with the mod. On first launch, look in
config/ptmaterials/examples/forbronze.jsonandmaterial.jsthis is exemples how it work
With JSON, no other mods required
Drop any *.json file into config/ptmaterials/:
{
"materials": [
{
"name": "bronze",
"displayName": "bronze",
"color": "#4A4A4A",
"style": "metallic",
"state": "solid",
"forms": ["ingot", "nugget", "block", "dust", "plate", "rod", "gear", "wire", "molten"]
}
]
}

That's it restart and you have tinted Bronze items, a Bronze block, a molten Bronze fluid + bucket, all the compaction recipes and every forge: tag.
| Field | What it does |
|---|---|
name |
Lowercase id, unique. Required. |
forms |
Which forms to generate (see the list above). Required. |
color |
Tint as #RRGGBB. |
style |
metallic, shiny, dull (or your own texture folder). |
state |
solid, liquid or gas. |
displayName |
Shown in-game (optional — derived from name otherwise). |
symbol |
Chemical symbol, shown in JEI (optional). |
atomicNumber |
Used for ordering (optional). |
secondaryColor |
Overlay/secondary tint (optional). |
With KubeJS same thing, in a script
Put this in kubejs/startup_scripts/ (KubeJS installed):
PTMaterials.create('adamantium')
.displayName('adamantium')
.color('#4A4A4A')
.style('metallic')
.state('solid')
.forms('ingot', 'nugget', 'block', 'dust', 'plate', 'rod', 'gear', 'wire', 'molten')
.register()
Scripted materials merge on top of JSON, so a script can override a default
Modularity
Trim anything you don't want in config/ptmaterials/config.json no need to edit the element data:
{
"disabledMaterials": ["titanium"],
"disabledForms": ["wire"],
"materials": {
"iron": { "disabledForms": ["gear"] }
}
}
disabledMaterialsremove whole materials (no titanium at all).disabledFormsremove a form from every material (no wires anywhere).materials.<name>.disabledFormsremove forms from one material (no iron gear).
Removed content disappears cleanly, items, recipes, tags, loot and periodic-table entries all go together, with no leftovers. Perfect for tailoring the mod to exactly what your pack needs.
Tweak the recipes
Every Elementarium item is a normal, forge:-tagged item, so CraftTweaker and KubeJS can retweak the generated recipes with zero special support:
// CraftTweaker: replace the default block recipe
recipes.remove(<item:ptmaterials:steel_block>);
Want to create new materials from a script? Use JSON or KubeJS (above), CraftTweaker is for tweaking existing content, since its scripts run after the game's registries are built.
Built for modpacks
Most tech mods reinvent the same basic resources, duplicate items, clashing textures, incompatible IDs. Elementarium is a shared material foundation: one naming scheme, one look, one set of tags for your whole pack. Define materials once, keep everything consistent, and let mods speak a common language instead of each rolling their own Copper Gear.
Compatibility
| Mod | What it adds |
|---|---|
| JEI | Optional. Element info pages + full item/recipe catalog. |
| KubeJS | Optional. Create materials from startup scripts. |
| CraftTweaker | Optional. Tweak the generated recipes/tags out of the box. |
Everything runs fine with none of them installed.
License
You are free to include Elementarium in any public or private modpack without asking for permission.
The only requirement is that you provide proper credit by linking back to this project page.
If you'd like to further support the project, I'd greatly appreciate including a link to my YouTube channel as well. https://www.youtube.com/@Navaronee It helps the project grow and supports the development of future mods.
Thank you for your support! ❤️
MIT.
Elementarium
The whole periodic table, ready to use, and everything you add works exactly the same way.
Elementarium is a data-driven material library for Forge 1.20.1. Out of the box you get all 118 elements as ingots, plates, gears, dusts, fluids and more, with recipes, tags and a clean, consistent look already wired up. Need your own alloys? Add them in JSON or KubeJS with a few lines and get the full treatment for free. Don't need something? Turn it off in one config file.
The point is, no two mods shipping three different Steel Plates anymore :)
Highlights
- All 118 elements included, as defaut, configurable too.
- Every material becomes a full set of forms automatically:
- Ingot, Nugget, Block
- Dust, Small Dust, Tiny Dust
- Plate, Double Plate, Rod, Gear, Wire
- Fluids: Molten, Liquid, Gas (each with a fluid block + bucket)
- Recipes generated as defaut too… the full compaction web
- Cross-mod
forge:tags on everything (forge:ingots/steel,forge:plates/steel,forge:gears/steel, …) so your items and other mods' items just work together. - Add your own materials in seconds — JSON or KubeJS, same result: real items with recipes, tags and models.
- Fully modular — disable any material, any form, globally or per-material, from one config file.
- JEI built in — element info pages plus every item and recipe in the catalog.
- In-game periodic table — a collectible element browser (default key: P).
- Lightweight & optional everywhere — JEI, KubeJS and CraftTweaker are all soft dependencies.

Add a material
Ready-made templates ship with the mod. On first launch, look in
config/ptmaterials/examples/forbronze.jsonandmaterial.jsthis is exemples how it work
With JSON, no other mods required
Drop any *.json file into config/ptmaterials/:
{
"materials": [
{
"name": "bronze",
"displayName": "bronze",
"color": "#4A4A4A",
"style": "metallic",
"state": "solid",
"forms": ["ingot", "nugget", "block", "dust", "plate", "rod", "gear", "wire", "molten"]
}
]
}

That's it restart and you have tinted bronze items, a bronze block, a molten bronze fluid + bucket, all the compaction recipes and every forge: tag.
| Field | What it does |
|---|---|
name |
Lowercase id, unique. Required. |
forms |
Which forms to generate (see the list above). Required. |
color |
Tint as #RRGGBB. |
style |
metallic, shiny, dull (or your own texture folder). |
state |
solid, liquid or gas. |
displayName |
Shown in-game (optional — derived from name otherwise). |
symbol |
Chemical symbol, shown in JEI (optional). |
atomicNumber |
Used for ordering (optional). |
secondaryColor |
Overlay/secondary tint (optional). |
With KubeJS same thing, in a script
Put this in kubejs/startup_scripts/ (KubeJS installed):
PTMaterials.create('adamantium')
.displayName('adamantium')
.color('#4A4A4A')
.style('metallic')
.state('solid')
.forms('ingot', 'nugget', 'block', 'dust', 'plate', 'rod', 'gear', 'wire', 'molten')
.register()
Scripted materials merge on top of JSON, so a script can override a default
Modularity
Trim anything you don't want in config/ptmaterials/config.json no need to edit the element data:
{
"disabledMaterials": ["titanium"],
"disabledForms": ["wire"],
"materials": {
"iron": { "disabledForms": ["gear"] }
}
}
disabledMaterialsremove whole materials (no titanium at all).disabledFormsremove a form from every material (no wires anywhere).materials.<name>.disabledFormsremove forms from one material (no iron gear).
Removed content disappears cleanly, items, recipes, tags, loot and periodic-table entries all go together, with no leftovers. Perfect for tailoring the mod to exactly what your pack needs.
Tweak the recipes
Every Elementarium item is a normal, forge:-tagged item, so CraftTweaker and KubeJS can retweak the generated recipes with zero special support:
// CraftTweaker: replace the default block recipe
recipes.remove(<item:ptmaterials:steel_block>);
Want to create new materials from a script? Use JSON or KubeJS (above), CraftTweaker is for tweaking existing content, since its scripts run after the game's registries are built.
Built for modpacks
Most tech mods reinvent the same basic resources, duplicate items, clashing textures, incompatible IDs. Elementarium is a shared material foundation: one naming scheme, one look, one set of tags for your whole pack. Define materials once, keep everything consistent, and let mods speak a common language instead of each rolling their own Copper Gear.
Compatibility
| Mod | What it adds |
|---|---|
| JEI | Optional. Element info pages + full item/recipe catalog. |
| KubeJS | Optional. Create materials from startup scripts. |
| CraftTweaker | Optional. Tweak the generated recipes/tags out of the box. |
Everything runs fine with none of them installed.
License
You are free to include Elementarium in any public or private modpack without asking for permission.
The only requirement is that you provide proper credit by linking back to this project page.
If you'd like to further support the project, I'd greatly appreciate including a link to my YouTube channel as well. https://www.youtube.com/@Navaronee It helps the project grow and supports the development of future mods.
Thank you for your support! ❤️
MIT.
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