
Modrinth · Minecraft mod
Abloom API
Abloom API is a library mod for NeoForge that adds an elemental damage system, elemental energy accumulation, and resonance effects.
Quick answer
Which Abloom API release should I use?
Abloom API 1.0.0-beta.27+26.2.0-neoforge targets 26.2 with NeoForge. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Abloom API required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Abloom API 1.0.0-beta.27+26.2.0-neoforge need?
1.0.0-beta.27+26.2.0-neoforge. 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 Abloom API without breaking your instance.
Built for Abloom API 1.0.0-beta.27+26.2.0-neoforge. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.0-beta.27+26.2.0-neoforge. It targets 26.2 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
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.0-beta.27+26.2.0-neoforge. It opens that exact file at the source.
About this project
What does Abloom API add?
Overview
Abloom API is a library mod for NeoForge that adds an elemental damage system, elemental energy accumulation, and resonance effects. The mod provides infrastructure for creating weapons with elemental properties, projectiles, and a resistance system for mobs.
Key Features
Element System
The mod defines 13 element types:
| Element | Damage ID | Damage Color |
|---|---|---|
| FIRE | fire_dmg |
#FF5500 |
| PHYSICAL | physical_dmg |
#C0C0C0 |
| WIND | wind_dmg |
#00FFFF |
| EARTH | earth_dmg |
#8B4513 |
| WATER | water_dmg |
#0080FF |
| ICE | ice_dmg |
#00BFFF |
| ELECTRIC | electric_dmg |
#FF19FF |
| ENERGY | energy_dmg |
#FFFF00 |
| NATURAL | natural_dmg |
#32CD32 |
| QUANTUM | quantum_dmg |
#9400D3 |
| ETHER | ether_dmg |
#24B3A7 |
| LIGHT | light_dmg |
#FFFFE0 |
| SHADOW | shadow_dmg |
#4B0082 |
| PRISMATIC | prismatic_dmg |
Rainbow (dynamic) |
Prismatic Damage
Prismatic damage is a special damage type that doesn't accumulate resonance points on its own. Instead, when a target with an active elemental resonance receives prismatic damage, the damage is converted to the type of the active resonance:
- Conversion Mechanic: Prismatic damage is automatically converted to the element of the target's active resonance effect
- No Accumulation: Converted prismatic damage does NOT add resonance points to the target
- No Threshold Effects: The resonance effect itself is NOT triggered by the converted damage
- Prism Effect: Targets with the Prism effect maintain their stored resonance type even after the resonance effect expires
- Effect Duration: 30 seconds (600 ticks)
Resonance Accumulation Mechanics
- When taking damage from an element, the target accumulates resonance points of that element
- Base accumulation value: 1 resonance point per hit
- Activation threshold: 100 resonance points
- When the threshold is reached, a special effect triggers and resonance points are reset
- Accumulation resets after 300 ticks (15 seconds) without receiving damage of that type
Resonance Effects
When reaching 100 accumulation resonance points:
| Element | Effect | Duration |
|---|---|---|
| PHYSICAL | Physical resonance explosion, applies Rupture effect (target takes 200% initial damage, defense reduced by 30%) | 6 seconds (120 ticks) |
| FIRE | Fire resonance explosion, applies Burning effect | 10 seconds (200 ticks) |
| WIND | Wind resonance explosion, applies Windswept effect. Applying any other elemental damage (except Wind) while this effect is active triggers the corresponding resonance explosion and removes Windswept effect | 8 seconds (160 ticks) |
| WATER | Water resonance explosion, applies Wetness effect (target takes 150% initial damage, increases resonance accumulation by 100%) | 12 seconds (240 ticks) |
| EARTH | Earth resonance explosion, applies Stun effect (target cannot deal damage or move) | 5 seconds (100 ticks) |
| ICE | Ice resonance explosion, applies Freeze effect | 12 seconds (240 ticks) |
| ELECTRIC | Electric resonance explosion, applies Shock effect (target deals 20% less damage) | 10 seconds (200 ticks) |
| ENERGY | Energy resonance explosion, applies Overload effect (damage taken by target increased by 20%) | 10 seconds (200 ticks) |
| NATURAL | Natural resonance explosion, applies Bloom effect (target takes 1 damage per second and receives 20% universal vulnerability) | 8 seconds (160 ticks) |
| QUANTUM | Quantum resonance explosion, applies Break effect (all damage to target ignores defense) | 6 seconds (120 ticks) |
| ETHER | Ether resonance explosion, applies Corruption effect (target's resistance to all damage types reduced by 20% and takes periodic damage) | 8 seconds (160 ticks) |
| LIGHT | Light resonance explosion, applies Dispersion effect (damage taken by target increased by a certain amount %) | 10 seconds (200 ticks) |
| SHADOW | Shadow resonance explosion, applies Eclipse effect (target's defense and damage dealt reduced by 10% + 10% per additional negative effect, max 50% reduction) | 10 seconds (200 ticks) |
Mob Resistances and Weaknesses
The following table shows which mobs have immunities, resistances, or weaknesses to each element type:
| Element | Resistant | Weak |
|---|---|---|
| FIRE | Blaze, Magma Cube, Wither, Ender Dragon, Strider, Zombified Piglin, Wither Skeleton, Ghast, Warden, Hoglin, Piglin, Piglin Brute, Zoglin, Husk, Camel | Snow Golem, Dolphin, Zombie, Zombie Villager, Drowned, Stray, Bogged |
| PHYSICAL | Turtle, Armadillo, Iron Golem, Shulker, Warden, Ender Dragon | Slime, Magma Cube, Phantom, Vex, Allay, Glow Squid, Squid |
| WIND | Phantom, Breeze, Ender Dragon, Ghast, Vex, Allay, Parrot, Chicken, Ocelot, Cat, Fox, Wolf | Turtle, Sniffer, Armadillo, Camel, Ravager, Hoglin, Polar Bear |
| EARTH | Endermite, Silverfish, Shulker, Iron Golem, Warden, Giant, Ravager, Armadillo, Sniffer | Ghast, Phantom, Vex, Allay, Breeze |
| WATER | Squid, Glow Squid, Drowned, Guardian, Elder Guardian, Axolotl, Tadpole, Frog, Turtle, Cod, Salmon, Pufferfish, Tropical Fish, Dolphin, Witch | Blaze, Snow Golem, Strider, Breeze |
| ICE | Snow Golem, Stray, Polar Bear, Goat | Blaze, Magma Cube, Strider, Breeze |
| ELECTRIC | Creeper, Enderman, Phantom, Allay, Breeze | Drowned, Turtle, Axolotl, Frog, Tadpole, Cod, Salmon, Pufferfish, Tropical Fish, Dolphin, Squid, Glow Squid, Guardian, Elder Guardian |
| ENERGY | Enderman, Shulker, Warden, Ender Dragon, Wither, Elder Guardian, Evoker, Witch | Creeper, Ghast |
| NATURAL | Bogged, Wither Skeleton, Wither, Slime, Magma Cube, Bee, Wolf, Ocelot, Cat, Panda, Fox, Rabbit | Villager, Wandering Trader, Iron Golem, Snow Golem, Allay, Zoglin, Stray, Zombified Piglin, Zombie, Zombie Villager, Skeleton, Axolotl |
| QUANTUM | Enderman, Endermite, Ender Dragon, Shulker, Wither, Warden | Villager, Wandering Trader, Bat, Allay |
| ETHER | Ender Dragon, Wither | Enderman, Endermite, Shulker, Warden |
| LIGHT | Warden, Wither | Zombified Piglin, Zombie, Zombie Villager, Skeleton, Zoglin |
| SHADOW | Warden, Wither | None |
| PRISMATIC | DO NOT SUPPORT | DO NOT SUPPORT |
Project description from Modrinth.
Pick your setup
Abloom API by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.1.2
1 loader build1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Abloom API versions and loaders
1.0.0-beta.27+26.2.0-neoforge
Abloom-API-1.0.0-beta.27+26.2.0-neoforge.jar
25 Aug 2026
1.0.0-beta.27+26.1.2-neoforge
Abloom-API-1.0.0-beta.27+26.1.2-neoforge.jar
25 Aug 2026
1.0.0-beta.27+1.21.1-neoforge
Abloom-API-1.0.0-beta.27+1.21.1-neoforge.jar
25 Aug 2026
1.0.0-beta.26+26.2.0-neoforge
Abloom-API-1.0.0-beta.26+26.2.0-neoforge.jar
24 Aug 2026
1.0.0-beta.26+26.1.2-neoforge
Abloom-API-1.0.0-beta.26+26.1.2-neoforge.jar
24 Aug 2026
1.0.0-beta.26+1.21.1-neoforge
Abloom-API-1.0.0-beta.26+1.21.1-neoforge.jar
24 Aug 2026
1.0.0-beta.25+26.2.0-neoforge
Abloom-API-1.0.0-beta.25+26.2.0-neoforge.jar
24 Aug 2026
1.0.0-beta.25+26.1.2-neoforge
Abloom-API-1.0.0-beta.25+26.1.2-neoforge.jar
24 Aug 2026
1.0.0-beta.25+1.21.1-neoforge
Abloom-API-1.0.0-beta.25+1.21.1-neoforge.jar
24 Aug 2026
1.0.0-beta.24+26.2.0-neoforge
Abloom-API-1.0.0-beta.24+26.2.0-neoforge.jar
20 Aug 2026
1.0.0-beta.24+26.1.2-neoforge
Abloom-API-1.0.0-beta.24+26.1.2-neoforge.jar
20 Aug 2026
1.0.0-beta.24+1.21.1-neoforge
Abloom-API-1.0.0-beta.24+1.21.1-neoforge.jar
20 Aug 2026
Looking for an older file? The official Modrinth project page is in Resources.