CurseForge · Minecraft mod
Elements: Utilities
Server-side performance and quality of life mod. It stacks spawners and mobs, merges XP orbs and dropped items, caps hostile mobs, and adds manual or timed item cleanup and a lag report.
Quick answer
Which Elements: Utilities release should I use?
Elements: Utilities elements_utilities-1.0.1.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 Elements: Utilities 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 Elements: Utilities elements_utilities-1.0.1.jar need?
elements_utilities-1.0.1.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 Elements: Utilities without breaking your instance.
Built for Elements: Utilities elements_utilities-1.0.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use elements_utilities-1.0.1.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 elements_utilities-1.0.1.jar. It opens that exact file at the source.
About this project
What does Elements: Utilities add?
Elements: Utilities
A server-side mod for NeoForge 1.21.1 that covers the things server management mods usually leave out: spawner and mob stacking, item cleanup, mob caps, a lag report and a set of small tweaks. Every feature has its own on/off switch in config/elements_utilities/features.toml. Only those switches need a restart. Every other setting is reloaded with /utilities reload. It runs on its own; no other mod is needed.
Spawners
- Silk Touch keeps the mob. Spawner items only carry their mob, so spawners of the same mob stack in your inventory.
- Stacking: right-click a placed spawner with a spawner item of the same mob to add it to the stack (up to 12). Sneak + right-click places it as a new block.
- Output: a stack of N spawners cycles N times as often, and each cycle releases 1 to N mobs. One spawner stack never releases more than 6 mobs per 5 seconds.
- Stacked mobs: spawner mobs merge into stacked mobs of up to 100. Heavy mobs (see Mob stacking) stack to 4, and Wardens always stop at 4. A spawner keeps at most 6 stacked mobs alive. When all 6 are full the spawner stops, and starts again once every one of them is dead.
- No AI: spawner mobs don't walk, attack or target anyone. Gravity, water, fans and knockback still move them, so they can be carried to a kill spot.
- No effects: spawner mobs can't give players effects, so a Warden or Elder Guardian farm doesn't hand out Darkness or Mining Fatigue.
- No loot bags from spawner mobs.
- Breaking: with Silk Touch, a normal break drops the whole stack and sneak + break drops one. Without Silk Touch one spawner of the stack is destroyed and nothing drops.
- Explosions and Create drills and saws can't break a stack.
Create farming
Only active when Create is installed.
- Every Create machine that damages mobs (saws, drills, crushing wheels, fans, rollers, deployers) counts as a player kill, so mobs drop XP and player-only loot.
- The XP drops as Experience Nuggets (3 XP each).
Mob stacking
- Identical idle mobs standing together merge into one mob with the count in its name, up to 12.
- Only the front mob takes damage. Its death is a normal kill (drops, XP), and the next mob takes its place.
- A lead or name tag pulls one mob out. With Carry On, sneak + right-click with an empty hand picks up one mob.
- Breeding food pulls two mobs out to breed. Shearing a stack shears every sheep in it.
- Bred, tamed, named and leashed mobs never stack.
/killremoves a whole stack at once.
Heavy mobs and player farms
- A mob is heavy when its base health is 100 or more, it has a boss bar, it's in the
#c:bossestag, or it's on theheavy_mobslist. Modded mobs are covered without naming the mod. - Heavy mobs only stack inside player-claimed land (player farms), up to 8 by default. Wardens stop at 4.
- Mobs with a boss bar never stack. Player-built Iron Golems and Withers never stack.
- Iron Golems only stack when villagers summon them. Elder Guardians only stack in a monument a player has claimed.
- Stacks that aren't allowed where they stand split back up: when their chunk loads, at each merge check, or right away with
/utilities stacks check. light_mobstakes any mob out of the heavy group.- Every mob from other mods is listed by mod, with its health and group, in
detected_mobs.tomlat start and on reload. Copy ids from there intosettings.toml.
Items
- XP orbs merge into one orb when they land near each other.
- Dropped items of the same kind merge into one stack.
- Cleanup: staff clear dropped items with
/utilities cleanup, after a chat countdown, or on a timer. Items on claimed land, named items, loot bags and items a player just dropped are left alone. - Loot bags: LootBoxesPlus, Mob Loot Bags, Dungeon Loot Bags, Treasure Bags, Loot Bags Renewal, LootBags+ and Mark's LootBags are detected at start. Other loot bag items or mods go in
[loot_bags]insettings.toml. - Chunk cap (off by default): most dropped items per chunk.
- Valuable items (off by default) stay on the ground longer.
Performance
- Hostile mob cap: natural hostile spawns per loaded chunks (vanilla 70, default 40).
- Smart hoppers: idle hoppers stop checking every tick and wake up when something changes next to them.
- Villager slowdown: villagers boxed into trading halls think every 4 ticks. Trading, restocking and breeding work the same.
- Redstone clock limiter (off by default): very fast redstone clocks are slowed or broken.
Small tweaks
- Faster leaf decay
- Sapling self-planting (off by default)
- Bone meal on sugar cane, cactus, nether wart and vines
- Double doors open together
- Keep a percentage of XP on death (50% by default)
- Right-click harvest
- Mob griefing per mob
Install
Drop the jar in the server's mods folder and start the server. The config files are made on first start. Updating from 1.0.0: an unedited never_stack list is updated on its own, with a backup of the old settings.toml.
Commands
| Command | Permission | Default |
|---|---|---|
/utilities lag [page] |
utilities.lag |
OP 2 |
| Lag alerts (off by default) | utilities.lag.alert |
OP 2 |
/utilities cleanup |
utilities.cleanup |
OP 2 |
/utilities stacks check |
utilities.stacks |
OP 2 |
/utilities reload |
utilities.reload |
OP 3 |
Nodes work with any permission mod or plain OP levels.
Config
Files are in config/elements_utilities/.
features.toml: the Master Control File, one switch per feature, plus the overlap guardsettings.toml: numbers and lists for each feature (stack sizes, farm limits, timers, item and mob lists)messages.toml: every message,&colorsdetected_mobs.toml: the list of modded mobs, rewritten at start and on reload
When another installed mod already does the same job (Clumps, In Control!, Mob Stacker, Leaves Be Gone, Double Doors, Quark, Right Click Harvest), that feature turns itself off. overlap_guard.force_on keeps it on.
License
Free to use in any modpack. Credit Telmarine. No resale.
Project description from CurseForge.
Pick your setup
Elements: Utilities 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
Elements: Utilities versions and loaders
elements_utilities-1.0.1.jar
31 Oct 2026
elements_utilities-1.0.0.jar
18 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.