CurseForge · Minecraft mod
Lumina World
Slabs, quarter-blocks and layered materials that break Minecraft's block grid, plus an eight-zone body with injuries, splints, scars and fate dice. Every system switchable with a game rule.
Quick answer
Which Lumina World release should I use?
Lumina World 0.0.14 targets 1.21.1 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is Lumina World required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Lumina World 0.0.14 need?
Lumina World 0.0.14. Change the file and its required mods may change too.
Install Fabric API first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Lumina World without breaking your instance.
Built for Lumina World 0.0.14. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Lumina World 0.0.14. It targets 1.21.1 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Fabric API first. We found matching files for this game-version and loader setup.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Lumina World 0.0.14. It opens that exact file at the source.
About this project
What does Lumina World add?
Lumina
Minecraft 1.21.1 · Fabric · works with Sodium, Lithium and Iris
Minecraft's world is built on a grid of whole blocks, and your body is a row of ten hearts. Lumina takes both apart.
A block space can hold two materials at once. A quarter of a block can stand upright or lie on its side. Sand can settle inside a slab, a flower can live in one, snow can cover a meadow without destroying it. And instead of one health bar you have eight body zones that are hurt, splinted and scarred one at a time.
Every one of these behaviours can be switched off with a game rule, mid-game, without starting over. Build with the blocks and leave the survival systems alone, or the other way round.
| Blocks | 818 |
| Items | 99 |
| Fluids | 6 |
| Status effects | 13 |
| Enchantments | 2 |
| Recipes | 1004 |
| Game rules | 13 |
| Creative tabs | 4 |
Part 1 — Building
Host slabs — 282 of them
Vanilla has slabs for stone, planks and a handful of others. Lumina has 282 more — one for almost every full block that never got one. Logs, leaves, glass, terracotta, concrete, ore, copper in every stage of weathering, hay, mushroom blocks, glazed terracotta, wool, soul soil, mud.
They are not just models. Each one behaves like the block it was cut from:
- a magma slab burns your feet, an ice slab is slippery
- an ore slab pays out its ore and its experience
- glass shatters unless you use Silk Touch
- leaves take their colour from the biome and are see-through on Fancy graphics
- copper weathers over time and can be waxed with a honeycomb — and scraped back with an axe
- a log slab can be stripped with an axe, including while it stands on its side
- footstep sounds, particles and map colours come from the host block, not from a default
They have their own creative tab, Lumina Slabs, sorted by material.
Two materials in one block space
Put a slab where a different slab already sits and the two share the space. Stone below, oak above, in one block that mines as two: break the top half and the bottom stays, each dropping the right thing. Aim at the half you want — the outline, the cracks and the break particles all follow the piece you are actually pointing at, not the whole block.
Stand a slab on its side and it fills half the block vertically instead, leaving the other half free for something else.
Corner blocks — 389, on any axis
A quarter of a block, for nearly every full block in the game. Fill one corner or all four, mix materials inside one block space, and set them upright or lying down — a quarter can run along any of the three axes, and the spot you click decides which, exactly the way slabs work.
Diagonal walls, rounded towers, tapered edges and sloped roofs without the staircase look the grid usually forces on you. Their own creative tab, Lumina Corners, in the same order as the slab tab, so the same material sits in the same place in both.
Loose material in layers
Vanilla has exactly one material that lies in thin sheets: snow. Lumina adds sand, red sand, gravel and clay, one to eight layers deep, placed and stacked the way snow is.
Material inside other blocks
Any loose material — plus carpet — can lie inside another block, in whatever room that block leaves empty. Sand settles into an upright slab. A carpet lies in a corner block. Gravel rests in a bell, a brewing stand, a decorated pot.
27 kinds of host were taught to hold it: doors, fences, fence gates, walls, stairs, slabs, anvils, cauldrons (empty, water, lava, powder snow and the mod's own fluid cauldrons), chests, ender chests, bells, brewing stands, grindstones, stonecutters, flower pots, decorated pots, pressure plates, buttons, trapdoors and panes.
The host keeps working exactly as before — the chest still opens, the bell still rings, the pressure plate still triggers — and the footstep sound follows the material you are standing on, not the block underneath it. Raised floors and sunken doorways stop being a compromise.
Plants inside blocks
A flower or a sapling can live inside a host block instead of needing a block of its own. It is drawn where it belongs, can be looked at and hit on its own, and survives what happens to the block around it.
Snow over flowers
Snowfall settles over flowers rather than destroying them. It holds the plant underneath and gives it back when it melts. A meadow after a snowfall is still a meadow.
Light glass — 16 colours
Transparent, gives off light, does not block the view, and tints what falls through it. Lighting for a build that wants no torches breaking its lines. It works as slabs and corners too, in any orientation, and keeps glowing even when it shares its block space with something else.
An arrow shatters it — which also makes it something you can deliberately shoot through.
Wet ground
Ground next to water darkens, and it does so gradually: the darkening creeps outwards from the water over about ten seconds, with a per-block stagger so the front is not a clean expanding circle. Drying creeps back the same way. Water that a player places gets its own random pattern, so refilling the same hole never looks quite the same twice.
Placement preview
A see-through copy of the block that would appear if you clicked right now, drawn in place before you commit. Slabs, corners, stairs, logs and trapdoors all land differently depending on exactly where the crosshair sits, and none of that used to show. The preview runs the real placement logic, so it always agrees with what actually happens. Purely visual — nothing is placed, nothing collides.
The mining core
A quarry that refills itself and never leaves a hole. The core claims a cube 16 blocks in every direction, and inside it mining works in stages instead of removing anything.
Break an iron ore and you get the raw iron as normal — but the ore becomes cobbled stone rather than air. Break that and you get the stone, and the space becomes bedrock: spent, for now. Two minutes later every stage reverts. The same wall can be worked again and again, and the mine never turns into the usual swiss cheese.
Cobbled stone variants
Cobbled andesite, cobbled diorite and cobbled granite — they behave like stone and cobblestone, drop from their base block, give the base block back under Silk Touch, and slot into the mining core's chain (andesite → cobbled_andesite → bedrock).
Part 2 — The body
Eight zones instead of ten hearts
Head, torso, two arms, two legs, two feet — each with its own health, each shown on its own gauge. Press the Open Body key for the full view.
Where a blow lands decides what it costs, and armour counts only where it actually sits: a bare foot takes far more of a hit than a plated chest. Head or torso at zero means death; the others do not kill you, they cost you.
What a hurt zone actually does:
| Zone | While it is hurt |
|---|---|
| Head | Your view narrows and your sight distance shortens |
| Torso | Everything is harder; at zero, you die |
| Arms | Less reach, slower mining, weaker blows |
| Legs | You move slower |
| Feet | You move slower again |
Nothing drops to zero effectiveness — there is always a floor, so a bad fight is a setback rather than a lock-out.
Scars
A zone that has been ruined and mended all the way back scars. A scarred zone is tougher against blows afterwards and slower to heal. It is a permanent record of what has already happened to you, and it stacks up to a limit.
Natural healing has a ceiling
Left alone, the body mends only to half — and never touches a zone that has been ruined. That is what makes treatment worth carrying rather than optional.
Going down, and the fate dice
Instead of dying you go down. The screen changes, you are out of the fight but not gone, and two dice lie in front of you: a d10 and a d100. You throw them by hand.
50 or higher is a success. Three successes put you back on your feet. Three failures do not.
Dice are a finite stock, not a per-death allowance. Every collapse spends one, and with none left the next killing blow is simply death. Aurium hearts are how you get more.
Treatment
Four items, and they are deliberately not four sizes of the same thing:
| Item | What it is for |
|---|---|
| Bandage | Puts health back into a zone |
| Splint | Makes a ruined limb work again — the only thing that does |
| Salve | A stronger heal, slower to apply |
| Aurium elixir | The strongest, brewed in an elixir bottle |
A player carrying both a bandage and a splint has to know which one they need.
Crystal hearts
The only route to permanently more health, and each belongs to one part of the body:
| Heart | Strengthens |
|---|---|
| Noctis heart | Head |
| Gaia heart | Torso |
| Solstral heart | Both arms |
| Zephyrium heart | Both legs |
| Glacium heart | Both feet |
| Aurium heart | Grants an extra fate die |
Each zone accepts a limited number, so hearts are a decision about where to be strong rather than a number to grind.
Two enchantments that fit the zones
Neither takes damage off — vanilla's Protection already does that job well. These two buy something vanilla cannot sell:
- Warding thickens the piece it sits on. The zones that piece covers take a smaller share of every hit, and the rest of the body takes the difference. Somebody who keeps losing a foot puts it on their boots.
- Evenness gives that choice up in exchange for never being caught out. It pulls the whole spread back towards flat: no zone is a weak point, and none is well covered either.
Thirst
A fourth need beside hunger, with its own gauge. It drains faster the harder you work — Lumina takes its cut of the same exhaustion vanilla already counts for sprinting, mining, swinging, jumping and swimming, so any mod that adds a strenuous action costs you water for free.
Heat above 25 °C drains it faster still, heavy armour adds a third again, and being submerged slows it down. Run low and you slow down; run out and it hurts.
Drinking any of the mod's own fluids helps, and what each one gives is decided by what the item is rather than by a list of ids — so a fluid added later is drinkable the day it exists.
Temperature
Felt temperature, not biome temperature. It follows the biome, the time of day, how wet you are and what you are wearing, shown as a coloured strip. Both ends are dangerous, and both are answered by clothing.
Smell
Smell builds up over time and draws attention you did not want. Soap is the answer — made from tallow and ash, both of which you can render and burn yourself.
Clothing
Four clothing slots of their own, separate from armour, in three materials:
| Material | For | Pieces |
|---|---|---|
| Linen | Heat | Cap, shirt, trousers, shoes |
| Wool | Temperate | Hat, sweater, leggings, socks |
| Fur | Cold | Hood, coat, trousers, boots |
It shows on the player model and sits geometrically under armour — a breastplate over a fur coat looks like someone wearing armour over a coat, which is the right way round.
Hit zones on mobs
The zone system runs in both directions. Where you strike a mob counts, projectiles included — a thrown stone that catches a zombie in the head is worth half again as much.
Part 3 — Tools you have to earn
The tool requirement
Almost nothing can be broken bare-handed. And hitting a genuinely hard block hurts the arm you swung with — but only hard blocks: digging at soil with your hands gets you nowhere without costing you knuckles, and neither does thumping a bale of wool. What hurts is listed explicitly, so a block from another mod is harmless by default rather than punishing.
The way out
Four things you can get with nothing at all:
- Bark — stripped from logs with your hands, in all ten wood types. How much you get depends on how the log sits: a whole log pays four, one standing on end pays three, one lying down pays two.
- Plant fibre — pulled from grass
- Loose stone — knocked out of soil, and throwable: one heart of damage, one stone gone. Enough to finish something already hurt, never enough to open a fight. It reads as a projectile, so the mob hit zones apply to it.
- Crude hand axe — the first real tool, and the door out of the whole problem
The fire starter
Two sticks and a piece of flint. Hold it against wood and keep working — smoke starts rising after a third of a second and the fire catches after two seconds. It only lights what would genuinely take a flame, and lighting a campfire is exactly what it is for. The item's tooltip explains both.
Part 4 — Time, fire and the world
The world clock
The day runs slower — and how much slower depends on which biome the group is standing in. A desert day is not a tundra day.
Since the sun belongs to the world rather than to a player, the majority decides, under four rules that keep the answer steady: only overworld players count, spectators do not, a tie leaves the pace where it is, and a new winner has to win three samples in a row before it takes. Without that last rule, walking along the edge of a desert would flip the length of the day every few steps.
Bed rest instead of skipping the night
Sleeping no longer teleports the clock to morning. It runs the night through fast, while everyone is in bed — you watch it pass instead of blinking through it. Whether the group counts as resting is read from vanilla's own playersSleepingPercentage, so a server that set it to 50 has already said "half the party is enough" and nothing here has to know that.
Phantoms still work. They arrive after three days awake, measured in world time rather than ticks, so "three days" means three days at any clock speed. Weather runs on the same slower clock.
Campfires, both ways
A lit campfire heals whoever sits by it. A lit campfire also sets alight whoever walks through it. The same fire, two consequences.
Beating out the flames
On fire? Tap sneak, repeatedly and quickly. Each press smothers a slice of the remaining burn time, and enough of them inside the window puts it out with the hiss a campfire makes. Pause too long and the run starts over. The counting happens on the server, so a client sending the packet in a loop gets no further than a player doing it by hand.
Glass shatters
An arrow or a thrown stone breaks glass, through one shared rule — so a window is either breakable by both or by neither, and one game rule stops every way of doing it.
Part 5 — Crystals, fluids and metals
Six families
Each family has a shard, a shard cluster, a stone, a crystalstone, a crystal block, a growing bud in three sizes, a cluster, a molten form, a stamped form, a fluid and a heart.
| Family | Character | Heart strengthens |
|---|---|---|
| Noctis | Night and sight. Darkens what it touches. | Head |
| Gaia | Earth and weight. Makes what grows nearby ripen. | Torso |
| Solstral | Sun and ember. Warms, burns, makes ore glow. | Both arms |
| Zephyrium | Wind and stride. Carries further than a jump reaches. | Both legs |
| Glacium | Ice and cold. Freezes what stands still too long. | Both feet |
| Aurium | Gold and luck. | Grants an extra fate die |
Growing crystals
Budding blocks push out clusters over time, the way amethyst does — small bud, medium bud, large bud, cluster. But a full-grown cluster hurts whatever walks into it, so harvesting becomes a question of timing: early and safe, or late and worth more.
Fluids that answer differently depending on how you meet them
Every family has a fluid, and every fluid does two different things. Standing in it gives one effect; drinking a bottle of it gives another. They never overlap.
| Fluid | Standing in it | Drinking it |
|---|---|---|
| Gaia | Growth Aura — plants nearby ripen faster | Life Bloom — heals steadily |
| Aurium | Prospector's Touch — ore shows through stone | Golden Rain — blocks give up more |
| Glacium | Frost Aura — chills everything around you | Ice Prison — the cold closes in |
| Noctis | Corrupt Touch — spoils what you handle | Voidmark — a mark the dark can follow |
| Solstral | Ember Aura — heat that keeps the cold off | Blazeblood — fire in the blood |
| Zephyrium | Windstep — carries you further than a stride | Storm Pulse — pushes back what comes close |
Not every drink is a gift. Ice Prison and Voidmark are things that happen to you. Drinking from a crystal spring is a decision with two possible answers, and the fluid does not say which in advance.
Prospector's Touch is worth singling out: while it lasts, ore is outlined in gold through solid stone, and the stone in between goes transparent.
Each fluid comes with a bottle, a bucket and a cauldron of its own, and they can be fluidlogged into blocks — with compatibility layers for Sodium and Lithium so the rendering and the flow simulation both still work.
Metals
Seven of them — crytherium, emberium, irythium, oblivium, spectronis, toxenium, verdanite — each with a raw form, an ingot and a block, and several with slabs.
Pieces, clumps and bags
Amethyst, diamond, emerald, gold and silver each come in pieces and clumps, with a bag to gather the pieces in. Small change for gems.
Part 6 — Commands
Everything the mod can be told hangs off one name, so pressing tab after it lists the lot. All of it requires permission level 2 (operator).
/luminamod body
| Command | What it does |
|---|---|
/luminamod body |
Shows your full body state: every zone, scars, bonus hearts, mending rate |
/luminamod body set <zone> <health> |
Sets one zone to an exact health value |
/luminamod body damage <zone> <amount> |
Damages one zone |
/luminamod body heal |
Restores the whole body |
/luminamod body heal <zone> <amount> |
Heals one zone |
/luminamod body base <zone> <hearts> |
Sets a zone's base health |
/luminamod body bonus <zone> <hearts> |
Sets the bonus hearts a zone has earned from crystal hearts |
/luminamod body scars <zone> <count> |
Sets a zone's scar count |
/luminamod body reset |
Back to defaults — health, scars, bonuses, all of it |
/luminamod body thirst <value> |
Sets thirst (0–20) |
/luminamod body stink <value> |
Sets the smell level |
/luminamod body temperature <value> |
Sets felt temperature |
Zones are head, torso, arms, legs and feet.
/luminamod fate
| Command | What it does |
|---|---|
/luminamod fate |
How many fate dice you have left |
/luminamod fate get <players> |
How many they have |
/luminamod fate set <players> <count> |
Sets their stock to exactly that |
/luminamod fate give <players> <count> |
Adds that many on top |
/luminamod time
| Command | What it does |
|---|---|
/luminamod time |
Reports the current speed and whether the clock is held |
/luminamod time pause |
Holds time where it is |
/luminamod time resume |
Lets it run again |
/luminamod time setspeed <factor> |
Fixes the day length at that factor |
/luminamod time setspeed auto |
Hands the pace back to the biome |
Part 7 — Everything can be switched off
Thirteen game rules, changeable while playing and saved with the world. All default to on.
| Game rule | Turns off |
|---|---|
luminaBodySystem |
The eight zones — back to one health bar |
luminaSurvivalNeeds |
Thirst, temperature and smell |
luminaClothing |
The four clothing slots |
luminaFateDice |
Going down — death is death again |
luminaTreatment |
Bandages, splints, salves and elixirs |
luminaMobHitZones |
Hit zones on mobs |
luminaToolRules |
The tool requirement and bare-hand damage |
luminaCampfireHealing |
Healing beside a campfire |
luminaCampfireIgnites |
Campfires setting you alight |
luminaSelfExtinguish |
Beating flames out with sneak |
luminaGlassBreaks |
Arrows and stones breaking glass |
luminaBedRest |
The fast night — sleeping skips again |
luminaTimeFlow |
The world clock — a day is twenty minutes again |
Set them the ordinary way:
/gamerule luminaBodySystem false
Want the building half without the survival half? Turn the body system off and keep every block. Want the survival half without a slower sun? Turn that one rule off. Nothing is all-or-nothing.
Blocks, items and fluids are deliberately not switchable: a registry entry that disappears takes the world with it.
Where the mod stands
Fully playable in survival: every block, slab and corner, layers, material and plants inside blocks, light glass, wet ground, the placement preview, bark, plant fibre, loose stones, stone tools, the fire starter, clothing, treatment, soap, the world clock, campfires, and every part of the body and survival systems.
Creative only for now: the crystals, their fluids, the seven metals and the mining core have no world generation and no recipe yet. Everything about them works once placed — buds grow, clusters hurt, fluids apply their effects, hearts grant their health — but the first one has to come from the creative inventory.
That half is what I am working on next.
Lumina is my own world, and this is the mod I write for it.
Project description from CurseForge.
Pick your setup
Lumina World by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader build1.21
1 loader build1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Lumina World versions and loaders
Lumina World 0.0.14
luminamod-0.0.14.jar
10 Sept 2026
Lumina World 0.0.13
luminamod-0.0.13.jar
8 Sept 2026
luminamod-0.0.12.2.jar
8 Aug 2026
luminamod-0.0.12.1.jar
7 Aug 2026
luminamod-0.0.12.jar
6 Aug 2026
luminamod-0.0.11.jar
23 Apr 2026
luminamod-0.0.10.jar
15 Apr 2026
luminamod-0.0.9.jar
20 Mar 2026
luminamod-0.0.8.jar
29 Jan 2026
luminamod-0.0.6.jar
26 Jan 2026
luminamod-0.0.5.jar
11 Jan 2026
luminamod-0.0.4.jar
15 Aug 2025
Looking for an older file? The official CurseForge project page is in Resources.