Elementarium

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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.

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Project Details

Type
Mod
License
MIT License
Latest Version
ptmaterials-1.0.1.jar
Authors
CurseForge
Modrinth

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About

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.

Periodic Table


Add a material

Ready-made templates ship with the mod. On first launch, look in config/ptmaterials/examples/ for bronze.json and material.js this 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"]
    }
  ]
}

Bronze and Exemple Gas via JSON

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()

Adamantium add by KubeJS script 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"] }
  }
}
  • disabledMaterials remove whole materials (no titanium at all).
  • disabledForms remove a form from every material (no wires anywhere).
  • materials.<name>.disabledForms remove 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.

Periodic Table


Add a material

Ready-made templates ship with the mod. On first launch, look in config/ptmaterials/examples/ for bronze.json and material.js this 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"]
    }
  ]
}

Bronze and Exemple Gas via JSON

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()

Adamantium add by KubeJS script 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"] }
  }
}
  • disabledMaterials remove whole materials (no titanium at all).
  • disabledForms remove a form from every material (no wires anywhere).
  • materials.<name>.disabledForms remove 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.

Screenshots

Gallery

  • Periodic Table
    Periodic Table Included witout configuration, if u dont want something, u can disable
  • Custom Materials
    Custom Materials Custom Materials add with KubeJS script
  • Custom Materials
    Custom Materials Custom Materials added using JSON
  • Information of material
    Information of material JEI integration show information from materials, include custom
  • Vanilla Recipes
    Vanilla Recipes All elements and custom materials has vanilla recipes (can be disable in config file)
  • Liquids
    Liquids Add liquids or gases
  • KubeJS
    KubeJS Use KubeJS script to create new materials
  • Periodic Table
    Periodic Table Fully customizable (remove all materials you want)
  • Liquids
    Liquids Create liquids
  • JSON Config
    JSON Config Use JSON to create new materials
  • Recipe
    Recipe Recipe mounted for all defaut or custom materials

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