Isekai API

Quick rating

Isekai API

No reviews yet

A neutral primitive language for Minecraft worldgen — compose any worldshape (floating islands, new dimensions, layered worlds) from datapack. NeoForge 1.21.1.

World Gen Improvements
API/Library
Mod Loaders
NeoForge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
isekai-api-2.0.0-neoforge-1.21.1
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Isekai API is a toolbox for the shape and rules of a Minecraft world — not a world, but the machine that makes worlds. Like div/span for web pages, it's a small set of neutral, composable primitives you combine to build any world you can imagine, straight from datapack JSON. It ships no biomes, structures, or themes of its own.

What you can control

Every axis of world generation, as composable primitives:

  • Terrain shape — 16 math/geometry density primitives + 4 worldshape composers (squeeze, y_envelope, blended_noise, band_density). Floating islands, hanging or inverted continents, hollow shells, capped mountains, mirrored/tiled space — any 3D form on any Y band.
  • Biome placement — the isekai_api:rule biome source places biomes by pure spatial rules: vertical layers, concentric rings, regions, and and/or/not combos (y_below 20 -> deep_dark). No climate-noise tuning.
  • Surface & fill — re-skin any biome's top block or stone fill from JSON.
  • New dimensions — combine the above with vanilla dimension JSON to ship a whole new dimension. Zero Java, zero vanilla edits.
  • Atmosphere — per-world sky, fog, and water colors.
  • Set-pieces, features & trees — build neutral content from composable parts: drop a hand-authored NBT set-piece only on flat, dry ground (grounded_template), grow connected block clusters and fluid pools, and assemble decay-safe trees from any trunk + foliage placer. No themes baked in — you supply the blocks.
  • Placement control — decide exactly where features/structures go: relative to surface or fluid, by block context, Y range, slope, proximity to a block or biome, and logical combos.
  • Re-place existing content — take any vanilla or modded ore, structure, mob, or feature and redistribute it into your world's new shape. A rare ore vanilla buries deep can be remapped to the underside of your floating islands. Strategies: linear, inverted, fixed-range, count-scaling, band-split, pipelines — plus exclude/add.
  • Boot-time validation — broken or mistyped registry references are caught at server start, before they silently no-op.
  • Java APIIsekai.query() reads vanilla/modded worldgen rules; Isekai.remap() declares worldshapes in code.

Built to be built on

Isekai isn't tied to any one world or author. However you want to use it, you're welcome — datapack worldshapes, full Java mods, modpack glue, quick experiments, total conversions. MIT licensed: free to use, fork, and bundle in modpacks.

  • Datapack authors: the Datapack Reference lists every key with its JSON shape; copy a runnable skeleton from examples/ (sky_archipelago, flipped, moon_world).
  • Java modders: add isekai_api as a compileOnly dependency and use the Isekai facade. Everything outside the api package is internal, so the public surface stays small and stable.
  • Questions, ideas, bugs: open an issue. Built a world with Isekai? Share it — I'd love to see what people make.

MIT · Source & docs. Unrelated to the "Isekai Adventure" modpack.

Isekai API is a toolbox for the shape and rules of a Minecraft world — not a world, but the machine that makes worlds. Like div/span for web pages, it's a small set of neutral, composable primitives you combine to build any world you can imagine, straight from datapack JSON. It ships no biomes, structures, or themes of its own.

A floating-island world in two files

Reference the shipped isekai_api:hooked_overworld preset from your dimension, then override one small terrain-shape hook file. No Java, and no copy of vanilla's 2500-line noise_settings — change the hook and the whole world changes shape. Runnable example: examples/1_shape/floating_island/.

What you can control

Every axis of world generation, as composable primitives:

  • Terrain shape — 17 math/geometry density primitives + 5 worldshape composers (squeeze, y_envelope, blended_noise, band_density, sloped_density). Floating islands, hanging or inverted continents, hollow shells, capped mountains, mirrored/tiled space — any 3D form on any Y band.
  • Biome placement — the isekai_api:rule biome source places biomes by pure spatial rules: vertical layers, concentric rings, regions, and and/or/not combos (y_below 20 -> deep_dark). No climate-noise tuning.
  • Surface & fill — re-skin any biome's top block or stone fill from JSON. isekai_api:vanilla_overworld_surface hands you the whole vanilla overworld surface rule as one line, so overworld replacements skip the 30 KB copy.
  • New dimensions — combine the above with vanilla dimension JSON to ship a whole new dimension. Zero Java, zero vanilla edits.
  • Atmosphere — per-world sky, fog, and water colors.
  • Set-pieces, features & trees — build neutral content from composable parts: drop a hand-authored NBT set-piece only on flat, dry ground (grounded_template), grow connected block clusters and fluid pools, and assemble decay-safe trees from any trunk + foliage placer. No themes baked in — you supply the blocks.
  • Placement control — decide exactly where features/structures go: relative to surface or fluid, by block context, Y range, slope, proximity to a block or biome, and logical combos.
  • Re-place existing content — take any vanilla or modded ore, structure, mob, or feature and redistribute it into your world's new shape. A rare ore vanilla buries deep can be remapped to the underside of your floating islands. Strategies: linear, inverted, fixed-range, count-scaling, band-split, pipelines — plus exclude/add.
  • Terrain-relative re-placementisekai_api:column_local resolves an ore's depth against each column's own surface and underside instead of one absolute Y band. Floating islands, orbiting planets and sky continents get the same internal ore layout whatever altitude they sit at.
  • Boot-time validation — broken or mistyped registry references are caught at server start, before they silently no-op.
  • Java APIIsekai.query() reads vanilla/modded worldgen rules; Isekai.remap() declares worldshapes in code.

Built to be built on

Isekai isn't tied to any one world or author. However you want to use it, you're welcome — datapack worldshapes, full Java mods, modpack glue, quick experiments, total conversions. MIT licensed: free to use, fork, and bundle in modpacks.

  • Datapack authors: the Datapack Reference lists every key with its JSON shape; copy a runnable skeleton from examples/ — shape, placement, and adaptation each have their own folder.
  • Java modders: add isekai_api as a compileOnly Gradle dependency (Cursemaven, or the repo's own maven branch — see COMPATIBILITY) and use the Isekai facade. Everything outside the api package is internal, so the public surface stays small and stable. Sources and javadoc jars ship with every release.
  • Extend the library itself: the five dispatch interfaces — spatial predicates, remap strategies, biome zones, surface anchors, transition rules — are registry-backed extension points. Register your own variant from your own mod id and use it in JSON alongside the built-ins. No fork, no PR.
  • Questions, ideas, bugs: open an issue. Built a world with Isekai? Share it — I'd love to see what people make.

MIT · Source & docs. Unrelated to the "Isekai Adventure" modpack.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~2,000
Total Downloads
CurseForge
~1,000
Modrinth
~1,000
Last Updated
CurseForge
Modrinth
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works