CurseForge · Minecraft mod
Luminal Core
The Luminal modpack's companion mod for NeoForge 1.21.1.
Quick answer
Which Luminal Core release should I use?
Luminal Core luminal_core-1.21.1-1.2.0.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Luminal Core 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 Luminal Core luminal_core-1.21.1-1.2.0.jar need?
luminal_core-1.21.1-1.2.0.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Luminal Core without breaking your instance.
Built for Luminal Core luminal_core-1.21.1-1.2.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use luminal_core-1.21.1-1.2.0.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 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 luminal_core-1.21.1-1.2.0.jar. It opens that exact file at the source.
About this project
What does Luminal Core add?
Luminal Core
Luminal Core is the companion mod for the Luminal modpack — a single NeoForge 1.21.1 mod that carries everything the pack needs but that datapacks, KubeJS, and mod configs can't express: crash guards and compatibility patches for other mods, custom worldgen, sky and atmosphere rendering, spawn control, boss tuning, and menu/loading-screen glue.
It was built for one pack, but it's built to be shared. Most of what's below is niche — but if even one toggle solves a problem in your pack, that's what it's here for.
How it works: everything ships OFF
This mod bundles a lot of unrelated patches, and no two modpacks want the same set — so every feature is disabled by default. Installing the jar does nothing on its own. After the first launch, open config/luminal_core-common.toml and turn on exactly what you want. Every toggle's comment in that file repeats what it does, which mod it needs, and why you'd enable it.
- No required dependencies beyond NeoForge itself. Every patch safely does nothing when its target mod isn't installed — so the jar is harmless in any pack, whatever your mod list.
- Client + server, Java 21, NeoForge 21.1.243 or newer.
- MIT licensed. Issues / source: https://github.com/jim7061/luminal-core
The config has five sections:
| Section | What lives there | Made for you? |
|---|---|---|
[crash_fixes] |
Safety guards for known fatal bugs between specific mods. No gameplay change — just no more crash. | Yes — turn on the ones matching your mod list. |
[compat_tweaks] |
Behavior / UI / log adjustments to other mods. | Yes — pick what fits. |
[worldgen] |
Pack-neutral world-generation changes. New chunks only. | Mostly — a few assume Luminal's dimensions. |
[client] |
Rendering & atmosphere: clouds, fog, underwater lighting. | Yes. |
[luminal] |
Features designed for the Luminal pack specifically. Double-gated behind a master switch. | Only if you're recreating Luminal's design — but several accept id/tag settings so you can re-stage them for your own content. |
Two rules hold everywhere:
- Every patch no-ops when its target mod is absent — the jar is safe in any pack.
- The first four sections are meant to be generally useful;
[luminal]encodes one pack's design decisions. Enable[luminal]features outside Luminal only if you know what you're rebuilding — but where a feature exposes an id/tag/dimension setting, that's your hook to point it at your own content.
Below is every toggle, its default, the mod(s) it needs, and what it actually does.
[crash_fixes]
Pure safety guards. Each one is inert unless its target mod is present and the specific bug would otherwise fire. All default false.
| Key | Default | Needs | What it does |
|---|---|---|---|
fix_alexsmobs_rhinoceros |
false |
Alex's Mobs | Stops the rhinoceros from crashing the game when it gores a target while its stored potion is empty or invalid. |
fix_relics_curio_slot |
false |
Relics (+ Curios/Accessories) | Prevents a per-tick client crash when a stored relic-cast points at an accessory slot that no longer exists; the relic is simply treated as unequipped. |
fix_backrooms_jukebox_tick |
false |
Backrooms (matters with C2ME) | Wraps the Backrooms jukebox ambience scan so a C2ME chunk-loading race can't kill the server tick loop (and risk save corruption); a bad scan tick is skipped and logged once. |
fix_alexscaves_light_npe |
false |
Alex's Caves (matters with Create chain conveyors) | Skips a screen-vignette update that would otherwise crash the client when a Create sync packet arrives before the player entity exists (during login). |
fix_wither_music_title_crash |
false |
Wither Reincarnated | Reorders a "no world loaded" check ahead of a config read so a failed boot can't turn into an endless crash loop at the title screen. |
fix_wab_spawn_placement |
false |
Wan's Ancient Beasts | Cancels WAB 1.4.3's illegal spawn-placement registration that NeoForge 21.1.243+ rejects, which can escalate into a fatal boot cascade. Note: with this on and nothing re-registering placements, the beasts spawn with no placement rules — Luminal re-registers them via luminal.spawn_ancient_beasts_otherside. Leave off if you run a fixed WAB build. |
fix_endrem_subtlefx |
false |
End Remastered 6.3.0 + Subtle Effects | Neutralizes a broken call between the two mods so both load instead of crashing during boot. |
fix_biolith_end_crash |
false |
Biolith + a mod that owns End generation (WorldWeaver/BetterEnd) | Makes Biolith's End handler return the biome unchanged, avoiding an error that otherwise aborts every End chunk (Biolith bug #60). Only safe if you register no Biolith End replacements. |
fix_voxy_iris_pipeline_race |
false |
Iris (matters with Voxy) | Re-enables shaders on the next client tick when a Voxy/Iris race silently switches them off on a dimension change (up to 2 attempts over 10s). |
fix_ponder_index_crash |
false |
Ponder (Create) | Guards the Ponder index screen against a click-crash on invalid entries, and collapses the 16 dyed variants of a block into one index entry. |
guard_scalablelux_light |
false |
ScalableLux | Swallows a rare lighting-engine array error (logging once) instead of letting it crash the render thread and tear down the integrated server; light recomputes on the next pass. |
[compat_tweaks]
Behavior, UI, and log adjustments to other mods. None fix crashes — they change how the named mod behaves. Enable what fits your pack's design.
| Key | Default | Needs | What it does |
|---|---|---|---|
hide_recipe_book_button |
false |
None (vanilla) | Hides the recipe-book button in the inventory, crafting-table, and furnace screens — handy when EMI/JEI/REI makes the vanilla book redundant clutter. |
hide_enderite_ability_tooltip |
false |
Enderite Mod | Suppresses the Enderite Sword's "Charge / teleport" ability tooltip lines, for packs that disable the sword's teleport (so the tooltip won't mislead). |
hide_non_boss_bars |
false |
Deeper and Darker and/or Hybrid Aquatic | Hides the hard-coded boss bars of Deeper and Darker's Stalker and Hybrid Aquatic's Karkinos & Shell Beast — three bars no config can otherwise strip. |
force_vanilla_boss_bars |
false |
L_Ender's Cataclysm, Alex's Caves and/or Archaion (client) | Forces a plain vanilla boss bar for bosses that paint a custom textured bar with no toggle of their own (Archaion's Last of Deepslate, Alex's Caves' Luxtructosaurus). (Cataclysm and Mowzie's Mobs have their own client toggles — use those.) |
disable_bossesrise_cutscenes |
false |
Bosses'Rise | Turns off its cinematic boss-intro cameras so the fights play out normally; the camera never leaves the player. |
disable_dnl_recall |
false |
Dungeon Now Loading | Removes the post-victory "recall the boss and refight it" loop — the first kill is final. (Losing a fight mid-combat still lets you retry.) |
suppress_corpse_on_kept_inventory |
false |
Corpse | Stops a corpse from spawning when a player dies with keepInventory on (which would otherwise leave a corpse holding a duplicate of the kept inventory). A corpse still spawns on a real item-loss death. |
waystones_only_teleport_animation |
false |
Twilight Teleport + Waystones (Balm) | Restricts Twilight Teleport's launch/arrival animation to waystone warps only; modded portals and command teleports get the plain vanilla transition instead of an odd sky-launch. |
animate_map_fast_travel |
false |
Fast Travel Waypoints + Twilight Teleport + Waystones | Gives Fast Travel Waypoints' map warps the same Twilight animation a waystone warp gets. Only takes effect when waystones_only_teleport_animation is also on. |
fix_endrem_eye_render |
false |
End Remastered 6.3.0 | Fixes ancient portal frames not showing player-inserted eyes (invisible or phantom eyes) by writing the eye into the block at insertion and clearing eyeless frames. |
fix_occult_cave_spawn_placement |
false |
Occult | Gives Occult's weaver and seeping the normal cave-monster darkness spawn rule they're missing — otherwise they spawn in any light and flood biomes, crowding the monster cap. Applies live (no fresh world needed). |
fix_jade_show_details |
false |
Jade | Makes Jade's "show details" respond to physically holding Shift — NeoForge otherwise never reports the Shift key as held for Jade's binding, so details never expand. |
silence_pf_flight_footsteps |
false |
Presence Footsteps | Silences footstep sounds while a player is flying (creative flight, elytra), which Presence Footsteps would otherwise play from the airborne walk animation. |
suppress_pf_unknown_block_warns |
false |
Presence Footsteps | Drops the "Sound registered for unknown block id" warnings its community acoustic packs spew for every mapped-but-not-installed block (often thousands of log lines). Keeps the sound maps. |
suppress_spra_audio_diagnostics |
false |
Sound Physics Aeronautics | Quiets its chat note on audio-device transitions and its INFO log bursts. The actual recovery behavior is untouched — only the messaging is dropped. |
suppress_voxy_viewport_log |
false |
Voxy | Drops its per-frame "Viewport width or height was zero" error while the window is minimized (a benign frame-skip). All other Voxy error logging is kept. |
force_default_world_preset |
false |
WorldWeaver (wover, via BCLib/BetterEnd) |
Forces your chosen world preset (see next) to be the pre-selected default in the Create World screen — WorldWeaver otherwise overrides that default in code, beating any datapack. Client-only. |
default_world_preset_id |
"" (empty = no forcing) |
— | The namespaced world-preset id to force when the toggle above is on (e.g. mypack:my_preset). Its datapack must be loaded. |
player_compass_warp |
false |
Xaero's World Map + FTB Teams + Curios/Accessories | "Player Compass": while wearing a Recovery Compass in an accessory slot, click a teammate's/ally's icon on Xaero's map to warp to them — like fast-travelling to a waystone through the map. Team-gated; multiplayer in practice. |
player_compass_warp_cooldown_seconds |
3 (range 0–600, 0 = none) |
— | Anti-spam cooldown, in seconds, between Player Compass warps. |
multi_dim_eternal_portals |
false |
Better End | Makes Better End's eternal portals actually travel to the dimension set in config/betterend/portals.json — stock builds the far-side portal there but hardcodes travel to End↔Overworld. Overworld-keyed portals keep stock behavior. |
softer_eternal_portals |
false |
Better End | Reduces how much an eternal portal carves and flattens the surrounding End terrain into a wide crater (see the pass count below). |
eternal_portal_erosion_passes |
1 (range 0–4) |
Better End | How many terrain-smoothing passes to keep when softer_eternal_portals is on. 0 = blocky footprint, 1 = light blend (recommended), stock is up to 4. |
eternia_portal_recipe |
false |
Better End | Adds the "Eternia" portal recipe: the four corner pedestals hold the frame crystal and a single item in an axis pedestal sets the destination — nothing is consumed. Native crystal recipes are unaffected. (Renamed from heterogeneous_eternal_portals in 1.0.0.) |
eternia_frame_item |
betterend:eternal_crystal |
Better End | The crystal that must fill the four corner pedestals for the Eternia recipe (not consumed). (Renamed from qliphoth_filler_item in 1.0.0.) |
keep_infusion_key_catalysts |
false |
Better End | In the Infusion ritual, does not consume catalysts whose item is in the #luminal:infusion_keep_catalyst tag (any datapack can supply it) — letting chosen items act as reusable keys while ordinary catalysts are still spent. |
[worldgen]
Pack-neutral generation changes. All of these affect newly generated chunks only.
| Key | Default | Needs | What it does |
|---|---|---|---|
fix_alexscaves_terrablender |
false |
Alex's Caves + TerraBlender | Re-asserts Alex's Caves' underground cave biomes into the biome palette when TerraBlender drops them under a custom preset — otherwise those caves' features and mob spawns never generate. |
fix_alexscaves_cave_density |
false |
Alex's Caves | Removes the "dead" empty cave cells you get when you disable some AC cave biomes (AC always divides caves into 6 fixed slots, so disabled biomes leave gaps and the rest feel too rare). Requires the enabled biomes to sit at contiguous rarity offsets 0..N-1. |
alexscaves_enabled_cave_biomes |
3 (range 1–6) |
Alex's Caves | How many AC overworld cave biomes you have enabled — used as the cave-slot count when the fix above is on. |
alexscaves_cavern_width_scale |
3.0 (range 0.5–4.0, 1.0 = stock) |
Alex's Caves | Scales the horizontal size of AC's overworld caverns (candy/ferro/forlorn). Higher = wider, grander caves. AC hardcodes these radii, so no datapack can otherwise touch them. |
alexscaves_cavern_height_scale |
1.2 (range 0.5–4.0, 1.0 = stock) |
Alex's Caves | Scales the vertical size of the same caverns. Keep modest — too tall punches through the surface. |
wf_cut_in_alexscaves_caves |
false |
Alex's Caves + WF Cave Overhaul | Stops WF Cave Overhaul from shredding the three inland AC cave biomes with its own small caverns (which would make them read as "AC-retextured WF caves"). WF's rivers/water and everything outside those biomes are left alone. |
fix_void_blossom_end_placement |
false |
Bosses of Mass Destruction | Re-anchors the Void Blossom arena to the local island surface if a datapack moves it to the End — otherwise it spawns in the void below the islands. Affects the End only. |
sunken_city_lake_basin |
false |
Cataclysm | If a datapack moves the Sunken City to the (waterless) End, floods it with a contained water column and raises a mossy end-stone bank so it generates submerged. |
lake_basin_radius |
140 (range 16–220) |
Cataclysm | Radius, in blocks, of the Sunken City lake's deep open water (the city footprint is ~±105). |
lake_basin_bank |
40 (range 4–96) |
Cataclysm | Width, in blocks, of the shallowing mossy shore ring beyond the deep water. |
lake_basin_depth |
65 (range 16–128) |
Cataclysm | Height of the water column above the city bed (65 submerges the plaza ~17 blocks under the surface). |
bury_ancient_factory |
false |
Cataclysm | If a datapack moves the Ancient Factory to void-style End terrain (e.g. Nullscape), fills end stone from the surface down to the structure top so it sits inside solid rock, keeping its entrance tunnel open. |
ribbit_village_island |
false |
Ribbits (+ a datapack that relocates the ribbit village into a floating-island dimension) | Builds a floating island under each ribbit village at decoration time: a holystone lens with a grass lawn that embeds every path and house flush at the village grade, a cumulus cold-aercloud bed, ponds with lily pads, and golden-oak/hemp flora. A void moat and a sky-clearance carve keep overlapping terrain from fusing with or burying it. Pair with rigid template pools + an absolute start height so no piece seeks ground of its own. |
↳ ribbit_island_margin |
10 (range 0–48) |
— | Grassy rim beyond the village's piece footprint before the shore feathers off. |
↳ ribbit_island_depth |
48 (range 12–128) |
— | Holystone belly depth below the village grade at the island centre (the lens thickness). |
↳ ribbit_island_moat |
14 (range 0–64) |
— | Width of the void moat carved around the island so overlapping terrain can never fuse with it. 0 = none. |
↳ ribbit_island_bridges |
false |
— | Four skyroot-plank bridges spanning the moat — for low-altitude placements with neighbouring land to bridge to (nothing to bridge at open-sky altitude). |
↳ ribbit_island_cloud |
12 (range 0–32) |
— | Max thickness of the cumulus aercloud bed hugging the island underside. 0 = no cloud. |
↳ ribbit_island_clearance |
48 (range 0–96) |
— | Open sky carved above the island grade so an overlapping hill reads as a sloped bowl instead of burying the village. 0 = none. |
[client]
Rendering and atmosphere — client-side only.
| Key | Default | Needs | What it does |
|---|---|---|---|
overworld_cloud_height |
0 (0 = don't touch; vanilla 192; range 0–4096) |
None | Sets the Overworld cloud-layer height for the vanilla/Sodium (shaderless) cloud renderer — useful for airship packs or tall terrain where the stock cloud plane clips builds. |
terrain_fog_start_factor |
1.0 (1.0 = off; range 0.1–1.0) |
None | Pulls clear-weather terrain fog inward (values below 1.0) so a vanilla→LOD boundary (Voxy / Distant Horizons) blends instead of showing a hard seam. Only affects fog starting beyond 64 blocks, and only without shaders. |
[client.underwater] — Subnautica-style underwater lighting
A depth-graded underwater fog system for the Overworld. Fog colour works with and without shaders; fog distance/shape works only without shaders (shader packs own their own underwater fog). Depth is measured downward from the configured sea level. Vanilla's underwater fog is a fixed mid-blue at every depth — this makes deep read like deep: clear shallows, dark-navy abyss.
| Key | Default | Needs | What it does |
|---|---|---|---|
enabled |
false |
None | Master toggle for the whole underwater depth-fog system (colour + distance + shape). |
sea_level |
63 (range -64–320) |
None | The world Y treated as the ocean surface for depth math. Set to your preset's sea level if it differs. |
depth_range |
200.0 (range 8.0–512.0) |
None | Over how many blocks below sea level the water fades from shallow to fully deep. Larger = gentler, more gradual darkening. |
deep_color_r |
0.02 (range 0.0–1.0) |
None | Deep-water fog colour, red channel (linear). A dark navy, not pure black, so night vision stays usable. |
deep_color_g |
0.07 (range 0.0–1.0) |
None | Deep-water fog colour, green channel. |
deep_color_b |
0.14 (range 0.0–1.0) |
None | Deep-water fog colour, blue channel. |
far_shallow |
60.0 (range 1.0–256.0) |
None | How far you can see at the surface, without night vision. |
far_deep |
30.0 (range 1.0–256.0) |
None | How far you can see in the deep, without night vision. |
far_nv_shallow |
120.0 (range 1.0–512.0) |
None | How far you can see at the surface, with night vision. |
far_nv_deep |
60.0 (range 1.0–512.0) |
None | How far you can see in the deep, with night vision (generous but bounded, so the abyss keeps its scale). |
near_ratio |
0.5 (range 0.0–0.95) |
None | Where the fog starts, as a fraction of the far distance (0 = right at the camera). |
suppress_sky_underwater |
false |
None | (No shaders) Stops drawing the sky while submerged, so a night-vision-brightened sky no longer shows as a bright band at the top of the screen. |
nv_color_range_mult |
0.25 (range 0.05–1.0, 1.0 = off) |
None | (No shaders) Under night vision, makes the fog reach deep-navy sooner so the brightened fog doesn't fill the upper view as a light band. |
smooth_abyssal_ambient |
false |
Alex's Caves | Smooths the Abyssal Chasm's darkness so it fades gradually with depth instead of slamming to near-black at a fixed depth. Acts only in Overworld water in the abyssal_chasm biome. |
abyssal_light_floor_shallow |
0.30 (range 0.0–1.0) |
Alex's Caves | Minimum brightness in the Abyssal Chasm near the surface. |
abyssal_light_floor_deep |
0.12 (range 0.0–1.0) |
Alex's Caves | Minimum brightness in the Abyssal Chasm at full depth (the floor eases smoothly from shallow to deep). |
[luminal] — the pack-specific bundle
These are built for Luminal's own dimensions, biomes, boss roster, progression gates, and menus. Every feature here is gated by BOTH the enabled master switch AND its own key — so nothing in this section does anything until you flip enabled = true first. Most reference Luminal datapack content (luminal:* biomes/tags/items, the pack's world preset) and will silently do nothing — or make odd choices — outside that pack.
Entries flagged (Luminal content) need pack-specific biomes/structures/tags to have any effect. Where a feature exposes an id/tag/dimension setting, that's your knob to re-stage the system with your own content — those are called out.
| Key | Default | Needs | What it does |
|---|---|---|---|
enabled |
false |
— | Master switch for the whole [luminal] bundle. Off = every feature below is inert regardless of its own key. Luminal ships this on. |
Skies, weather & atmosphere
| Key | Default | Needs | What it does |
|---|---|---|---|
custom_aether_sky |
false |
Aether | Renders Luminal's custom Aether sky (fixed-noon pastel dome, zenith sun, prismatic halo, drifting light-veils). No-shaders rendering only. |
custom_otherside_sky |
false |
Deeper and Darker | Renders The Beginning's custom surface skybox (a planet, debris ring, dense stars, nebula, oversized square sun), visible above ~Y160; caves keep their fog. No-shaders only. |
otherside_fog_relief |
false |
Deeper and Darker | Opens up The Beginning's surface fog so the custom skybox is visible; caves unchanged. Runs at lowest priority so other fog mods can't clamp it back. |
blood_rain |
false |
Deeper and Darker (deeperdarker:otherside) |
Tints rain deep red inside The Beginning. Client-visual only. |
sandstorm_deserts |
false |
Yung's Cave Biomes + (Luminal content) Beginning deserts (#luminal:has_sandstorm) |
Renders a sandstorm (particles + dust fog) in the Otherside desert biomes, where the storm timer already ticks but nothing draws it. |
Loading screens & menus
| Key | Default | Needs | What it does |
|---|---|---|---|
loading_shell |
false |
(Luminal content) tip resourcepacks + styling | A loading overlay on every dimension-load wait: destination name, accent colour, and a tip from that dimension's pool. Expects the pack's tip packs to look right. |
portal_fade_transition |
false |
— | A smooth black-screen fade for portal / cross-dimension travel (with the arriving dimension's tip), covering chunk-mesh lag. Does not apply to Twilight waystone warps. |
menu_intro_fade |
false |
FancyMenu (armed by Luminal's onboarding) | A one-time fade-in of the main-menu buttons the first time the title screen appears after onboarding. |
suppress_pause_menu_tips |
false |
Tips mod | Hides the Tips mod's pause-menu (Esc) widget — Luminal shows tips on loading screens only. |
fancymenu_bridges |
false |
FancyMenu (+ Iris / Voxy / Controlify for their parts) | Registers the custom FancyMenu actions/placeholders/requirements Luminal's menus are scripted against (shader toggle, Distant Terrain toggle, controller detect/settings, open-key-binds, arm-menu-fade). Useless without matching menu layouts. |
Boss arenas, seeders & tuning
| Key | Default | Needs | What it does |
|---|---|---|---|
carve_yeti_arena |
false |
Block Factory's Bosses | Carves a proper boss-arena cavern around the yeti_hideout structure so the fight has room. |
carve_worm_arena |
false |
Block Factory's Bosses (sandworm_nest) |
Carves the sandworm's arena cavern around its nest, seated on solid ground. |
carve_tremorzilla_arena |
false |
Alex's Caves + (Luminal content) luminal:tremorzilla_crater |
Builds a scorched-crater arena (radius 48) around a wrecked-reactor centerpiece, with a one-time boss spawn. |
seed_plateau_patrols |
false |
Cataclysm + (Luminal content) Frosted Expanse | Actively seeds cold draugr patrols onto the plateau top, which natural spawns otherwise starve. Capped, throttled, persistent. |
seed_volcano_soarers |
false |
Wan's Ancient Beasts + (Luminal content) Beginning | Actively seeds adult Soarers over the volcano surface, which throttled CREATURE spawns otherwise never populate. |
seed_frostbitten_yeti |
false |
Block Factory's Bosses + (Luminal content) frostbitten_canyon |
Seeds the Yeti boss onto the fjord surface as a rare apex encounter (it has no natural spawn rule of its own). |
seed_ancient_beasts |
false |
Wan's Ancient Beasts + (Luminal content) Beginning | Actively seeds the land dinosaurs across the Otherside surface per the editable roster in config/luminal_core/otherside_fauna.json. |
night_lich_forces_night |
false |
Bosses of Mass Destruction + Aether | Forces the Aether to night while a Night Lich is alive there, reverting to eternal day when it dies. |
kraken_crew_plunderers |
false |
Bosses'Rise + Supplementaries | Crews the kraken pirate ship with Supplementaries Plunderers instead of pirate-skeletons (for an Overworld pirate-ship retheme), still summoning the Kraken on crew kills. |
dragon_tower_limestone_foundation |
false |
Bosses'Rise dragon tower + Alex's Caves | Swaps the Red Dragon tower's cobbled-deepslate foundation to AC limestone (falls back to plain stone if AC is absent). |
otherside_volcanoes |
false |
Alex's Caves + (Luminal content) Beginning volcano biomes | Lets AC volcanoes generate in the volcano biomes via #luminal:has_volcano, remapping the cone's hardcoded height for a zero-min-height dimension. |
soarer_tweaks |
false |
Wan's Ancient Beasts | Gives the Soarer fire/lava immunity and active hunting so it's at home over a lava delta. |
yeti_ice_breaker |
false |
Block Factory's Bosses | The fighting Yeti shatters surrounding ice as it moves, so the fjord fight doesn't snag on scenery. |
Herobrine final-boss package
| Key | Default | Needs | What it does |
|---|---|---|---|
herobrine_summon_gate |
false |
Take Back the Night + (Luminal content) Cursed Hearth | Restricts the Herobrine summon ritual to the pack's staging block/dimension (see the two settings below), cancelling rituals lit anywhere else. |
herobrine_buffs |
false |
Take Back the Night | Master switch for the full Herobrine amplification package. The knobs below tune each aspect (set a knob to its "vanilla" value to neutralize just that aspect). |
↳ herobrine_bonus_health |
776.0 (range 0.0–4000.0) |
Take Back the Night | Extra max health added on spawn (~1800 total with Luminal's TBTN config). |
↳ herobrine_bonus_damage |
16.0 (range 0.0–64.0) |
Take Back the Night | Extra attack damage on spawn (scales melee, sonic boom, and riptide contact). 0 = none. |
↳ herobrine_downtime_step |
3 (range 1–6) |
Take Back the Night | The "fight speed" dial — how fast his between-abilities timer advances (1 = stock ~30-tick window, 3 = every ~10 ticks). |
↳ herobrine_chase_speed |
1.6 (range 1.0–2.5, stock 1.25) |
Take Back the Night | Chase-speed multiplier between abilities (pathing only, not teleports). |
↳ herobrine_special_damage_mult |
2.0 (range 0.5–4.0, 1.0 = stock) |
Take Back the Night | Multiplier on his two flat 15-damage specials (riptide spin, ground block-wave). |
↳ herobrine_desperation_threshold |
0.15 (range 0.0–0.5, 0 = off) |
Take Back the Night | Below this fraction of max health, he uses only his hardest abilities, so the fight ends on its most intense stretch. |
herobrine_summon_dimension |
deeperdarker:otherside |
— | The dimension the summon ritual is allowed in when herobrine_summon_gate is on. Repoint for your own pack. |
herobrine_summon_block |
kubejs:cursed_hearth |
— | The altar block that must sit next to the ritual fire (also must be in #minecraft:infiniburn_nether). Repoint for your own pack. |
Progression, items & economy
| Key | Default | Needs | What it does |
|---|---|---|---|
waystone_unbreakable_until_end |
false |
Waystones + (Luminal content) a datapack granting a "reached End" command tag | Makes every waystone block genuinely unbreakable until the breaker has entered the End; creative players break normally. (Renamed from gate_waystones_pre_dragon in 1.0.0.) |
↳ waystone_gate_tag |
luminal.reached_end |
— | The command tag that exempts a player from the gate above. Grant your own tag (e.g. from an advancement) and name it here. |
grant_waystone_bind_advancement |
false |
Waystones (Balm) + (Luminal content) advancement tree | Grants the pack's bind-waystone advancement when a player activates a waystone (Waystones fires through Balm's bus, invisible to datapack criteria). |
wardenite_nuke_gate |
false |
Alex's Caves | The Wardenite mining loop: luminal_core:warden_remains_ore is unmineable and blast-immune until an AC nuclear blast converts it to irradiated remains (which drop the tier material). The blocks are always registered; this gates the conversion. |
crashed_ship_loot |
false |
Better End | Re-tables the crashed-ship structure's chests (without touching real End Cities). Needs the loot table below to exist or chests generate empty. |
↳ crashed_ship_loot_table |
luminal:chests/crashed_ship |
— | The loot table used by those chests. Point at your own table if you're not on Luminal. |
heart_activation_flash |
false |
(Luminal content) the KubeJS Heart System | Renders a totem-style flash showing the Heart Container item when the server fires the script's death-protection trigger. |
↳ heart_flash_item |
kubejs:heart_container |
— | The item shown by that flash. A missing item just skips the overlay (particles/sound still play). Repoint for your own pack. |
tier_stat_rebalance |
false |
Aethersteel and/or Deeper and Darker | Overrides late-game armor/tool stats to Luminal's ladder (netherite < aetherite < enderite < wardenite), since both mods bake overpowered stats into item code. |
ribbit_trades |
false |
Ribbits | Replaces the frog villagers' hardcoded amethyst trades with a data-driven table from config/luminal_core/ribbit_trades.json (written with defaults on first run). Any pack can supply its own currency and goods there without code. |
nirvana_villager_trades_removed |
false |
Nirvana | Removes the hemp mod's own leatherworker villager trades, so hemp goods can only be bought wherever your pack places them (Luminal keeps the hemp economy exclusive to its Aether ribbit villages). |
The deep Abyssal Chasm (Overworld)
| Key | Default | Needs | What it does |
|---|---|---|---|
deep_abyssal_chasm |
false |
Alex's Caves + (Luminal content) the pack's world preset | Places the Overworld's Abyssal Chasm as a bedrock-deep flooded pit (the deep-ocean heart becomes alexscaves:abyssal_chasm for the whole column), with cleanup passes and floor patches so AC's vents/ruins/whalefalls generate on the custom floor. Off = the biome returns to AC's own placement. |
↳ abyssal_seamount_peak_min |
6 (range 1–128) |
Alex's Caves | Minimum height of the abyssmarine seamounts placed by the luminal_core:abyssal_seamount feature. |
↳ abyssal_seamount_peak_max |
22 (range 1–200) |
Alex's Caves | Maximum seamount height (actual peak is random between min and max, clamped below sea level). |
↳ abyssal_fossil_burial |
2 (range 0–16) |
Alex's Caves | How far the luminal_core:whalefall_fossil bone-reef pieces sink below the floor. Must match the constant baked into the fossil templates (both 2). |
cut_abyssal_submarine |
false |
Alex's Caves | Removes AC's pre-placed submarine from abyssal-ruins bunkers during worldgen (Luminal ships Create: Deep Seas submarines instead). |
Frost / Aether biome fixes
| Key | Default | Needs | What it does |
|---|---|---|---|
fix_aether_reserved_biomes |
false |
Aether + TerraBlender/AeroBlender + (Luminal content) the pack's Aether biomes | Forces Luminal's frosted_expanse/cloud_expanse biomes to win on their reserved bands so the mod's own biomes don't bleed onto the Frosted Prison plateau. |
Modded-mob spawn scoping
REPLACE-registrations that give modded mobs sane, dimension-scoped spawn rules for Luminal's world layout.
| Key | Default | Needs | What it does |
|---|---|---|---|
spawn_lurking_entities |
false |
Lurking Entities (L2) | Gives the four fake farm animals passive-style spawn rules so they blend into normal animal spawning instead of using broken defaults. |
spawn_void_blossom_end |
false |
Bosses of Mass Destruction | Registers a natural End spawn for the Void Blossom (pairs with worldgen.fix_void_blossom_end_placement). |
spawn_draugr_dark |
false |
Cataclysm | Makes the draugr family spawn light-independently (they're frost mobs, not darkness mobs, in Luminal's design). |
spawn_froststalker_otherside |
false |
Alex's Mobs + Deeper and Darker | Scopes froststalker spawning to The Beginning's cold biomes. |
spawn_tusklin_otherside |
false |
Alex's Mobs + Deeper and Darker | Scopes tusklin spawning to The Beginning. |
spawn_trilocaris_surface |
false |
Alex's Caves | Lets trilocaris spawn in surface water instead of only its native cave water. |
spawn_ancient_beasts_otherside |
false |
Wan's Ancient Beasts + Deeper and Darker | Re-registers the whole WAB roster (+ the Sniffer) with Otherside-scoped spawns. Also the working replacement for the placement cancelled by crash_fixes.fix_wab_spawn_placement. |
Seeder tuning knobs
| Key | Default | Needs | What it does |
|---|---|---|---|
plateau_patrol_cap |
7 (range 1–32) |
— | Max draugr the plateau-patrol seeder keeps alive near a player (48-block radius). |
volcano_soarer_cap |
4 (range 1–16) |
— | Max Soarers the volcano seeder keeps alive near a player (64-block radius). |
frostbitten_yeti_cap |
1 (range 1–4) |
— | Max Yetis the surface seeder keeps alive within 128 blocks (meant as a rare apex encounter). |
frostbitten_yeti_seed_chance |
0.15 (range 0.0–1.0) |
— | The rarity dial: chance each ~30s pass over the fjord actually attempts a Yeti spawn. |
yeti_ice_breaker_radius |
6 (range 1–16) |
— | Radius, in blocks, in which the fighting Yeti shatters ice (bigger = more dramatic, more block updates). |
EMI
| Key | Default | Needs | What it does |
|---|---|---|---|
emi_nuclear_furnace |
false |
EMI + Alex's Caves | Adds an EMI recipe category for AC's nuclear furnace (AC ships only a JEI plugin; Luminal runs EMI). |
Extra config files
Two side-configs are written with commented defaults on first run and are editable without rebuilding the mod (re-read on server start):
config/luminal_core/otherside_fauna.json— the per-biome surface fauna roster used byseed_ancient_beasts. Unknown ids are skipped; a malformed file falls back to built-in defaults.config/luminal_core/ribbit_trades.json— the frog-villager trade table used byribbit_trades.
License & links
MIT. Source and issue tracker: https://github.com/jim7061/luminal-core
Project description from CurseForge.
Pick your setup
Luminal Core by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Luminal Core versions and loaders
luminal_core-1.21.1-1.2.0.jar
17 Sept 2026
luminal_core-1.21.1-1.0.0.jar
14 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.