Elementum — All 118 Elements, Realistic Physics & Chemistry for Hytale

118 Elements. One World. Real Physics.
Every element from Hydrogen to Oganesson — as ores, items, and live physics.
Elementum is a hybrid mod (Pack + Plugin, single JAR) that turns Hytale into a scientific playground. Glowing Uranium veins deep in ancient caverns, Sodium that detonates on contact with water, Bismuth that levitates above magnets, Lithium that floats while Osmium plummets — every element behaves like the real one, with custom mineral textures, danger mechanics, and zero-tick physics.
[!WARNING]
🚧 Early Access — Actively Developed
Core worldgen (77 natural ores across 5 zones + volcanic layer), Radiation & Toxicity HUDs, and all 6 physics systems (Magnetism, Conductivity, Water Reactions, Density, Flammability, Noble Inertness) are fully playable. Chemical processing chains, machinery tiers, and balance roll out in frequent updates. Feedback and bug reports are welcome!
Why Elementum?
- Not a reskin — a periodic table you can mine. Abundance (ppm), density, magnetism, conductivity and hazards come from real data, not random numbers.
- Physics punishes wrong choices. Wash a reactive alkali in water and it explodes. Put a conductor in a puddle and the water shocks you. Smelt Tungsten in a cold furnace and nothing happens.
- Built for performance. Event-driven ECS, no per-tick loops (wire BFS, magnet/density on 2-4 Hz offsets, fluid-safe). No dependencies.
✨ Key Features at a Glance
| 🧪 118 Elements H (#1) → Og (#118) as items + compressed gases |
⛏️ 77 Natural Ores 5 rock types, 5 zones, 5 rarities + 11 volcanic Y0-60 |
☢️ Radiation HUD 37 elements, proximity + inventory dose, burst cloud |
☠️ Toxicity HUD 22 elements, slow bioaccumulation, poison vignette |
| 💥 Water Reactions 10 alkalis explode in water/rain (power-scaled) |
⚡ Conductivity 99 conductors, wet shocks + spark warnings + 3 wire tiers |
🧲 Magnetism Fe/Co/Ni/Nd/Sm pull, Bi/C MagLev, Curie heat cutoff |
⚖️ Density & Buoyancy Li/Na/K float ( <1 g/cm³ ), Au/Pt/W/Os sink ( >19 g/cm³ ) |
| 🔬 Science Tooltips Symbol, Z, ppm, density, pickaxe, hazards |
🧱 6 Bench Chain Crusher → Kiln → Separator → Purifier → AlloyForge → Accelerator |
🔌 Semiconductors 17 dopants, 9 wafers, 5 solid-state devices (diode/solar/thermoelectric) |
🎨 Procedural Minerals Crystal/nugget/banded/speckle/dendrite + global light + AO bloom |
First 5 minutes: Mine surface Carbon/Sulfur → spot a blue Copper speckle in Zone 1 → break a Uranium vein and watch the Radiation bar tick → toss Sodium in a river and run.
🔬 In-Depth Physics — What You Actually See
1. ☢️ Radiation — 37 elements (U, Th, Ra, Pu…)
- Proximity: standing within ~5 blocks of an unmined radioactive ore fills the Radiation bar (top HUD).
- Inventory: carrying unshielded items keeps dosing you.
- Burst: breaking the ore releases a dust cloud → instant dose spike.
- Critical: 100% → damage + green vignette + distortion.
2. ☠️ Toxicity — 22 elements (Hg, Tl, As, Pb, Be, F, Cl…)
- Bioaccumulation bar (green, below radiation) — fills from ores/inventory, drains much slower than health.
- Contact + break burst identical to radiation but with poison styling.
3. 💥 Water Reactivity — 10 elements (Li, Na, K, Rb, Cs, Fr, Ca, Sr, Ba, Ra)
- Block in water or item tossed in water/rain →
ExplosionUtilsdetonation scaled to real reaction energy (explosion_power). - OnBreak safety: mining a reactive ore gives a harmless puff (
DamageBlocks false); only water contact explodes. No grief.
4. ⚡ Conductivity — 99 conductors (Ag/Cu 10 → Bi 1)
- Wet shock: conductive ore touching water electrifies it. Sparks crawl on the surface at ±5 blocks; wade in → shock damage +
SFX_Spark_Living_Alerted. - Wires: Craft Wire Low (6) / Mid (10) / High (15). Event-driven 3D BFS graph — no tick cost. Diodes block reverse flow, solar/thermoelectric generate power.
5. 🧲 Magnetism — Fe/Co/Ni/Gd + Nd/Sm + Bi/C
- Ferromagnets:
Fe 8 / Co 10 / Ni 6 / Gd 4 (cold Y≥140)pull dropped metallic loot to you (4 Hz, inverse-square, horizontal snap). - Super-magnets:
Nd 15 / Sm 12— strongest pull. - Diamagnetic:
Bi 2 / C 1— repulsion / MagLev cushion. - Curie: lava/heat disables Fe/Ni/Nd (Co/Sm are lava-proof).
6. ⚖️ Density — 118 values (g/cm³)
- Light:
Li, Na, K <1.0— dropped items float and bob on water (4 Hz). - Heavy:
Au, Pt, W, Os, Ir >19.0— sink like anchors to the seabed. Powers future panning/gravity separation.
All hazardous ores show Scientific Tooltip Cards:
[Symbol] Atomic No. • Category (Phase) | Abundance ppm | Density g/cm³ | Pickaxe Tier | Hazards.
⛏️ Mining Progression
Ores use GatherType: Rocks — if your pickaxe tier is too low, the block takes no damage.
| Pickaxe Tier | Quality | What Opens Up |
|---|---|---|
| Tier 1 — Crude / Wood | 1 | C, S, Al, Si, Fe — starter caves |
| Tier 2 — Copper | 2 | Cu, Zn, Pb, Sn, Ni, Ti — mid depths |
| Tier 3 — Iron | 3 | Ag, Au, Pt, Co, U — deep & volcanic fringe |
| Tier 4 — Cobalt | 4 | W, Os, Ir, Th, rare earths — volcanic Y0-60 |
| Tier 5 — Adamantite / Mithril | 5 | Synthetic lab elements (Pu, Am, Cf, Og via Accelerator) |
Natural ores cap at 77 (28 synthetics are lab-only: Tc, Pm, Np...Og — no worldgen, Origin: Synthetic (Lab / Fusion) tooltip).
🔧 Processing Preview (v0.19–v0.21)
Crusher (8 Bar + 6 Rock) → Dust (77 piles, 18×3 + 12×2.5 + 7×1.8 model) → Kiln (volcanic Y≤60 = free heat) → Bar. Branching next:
Separator (magnetic / wash / inert / gravity) → Concentrate → Purifier (noble gas atmosphere) → AlloyForge (Bronze/Brass/Steel/Invar/Electrum) / Accelerator (Mo→Tc, U→Np, Cf+Ca→Og).
📦 Installation
Singleplayer
- Download
Elementum-0.22.7.jar(or latest). - Drop into
%AppData%\Hytale\UserData\Mods\(createModswith capital M if missing). - Hytale → Create/Select World → World Settings → Mods → enable Elementum → Apply.
Dedicated Server
- Drop the JAR into the server's
mods/folder (next toHytaleServer.jar). - Restart. Pack assets stream to clients automatically.
Existing chunks don't retro-gen — explore new terrain or use a fresh world to see new ores.
/worldgen reloadonly affects new chunks.
🛠️ Commands & Admin
/elementum_radiation [0-100]— set radiation dose/elementum_toxicity [0-100]— set toxicity bioaccumulation/worldgen reload— live reload overlays (dev)
🗺️ Roadmap
- v0.23 — Branching Refine:
Dust → Concentrate → Purifiedmodes in Separator/Purifier, sharp Y0-60 volcanic cutoff,HytaleGeneratorprop pipeline hook. - Catalysis: Pt/Pd/Rh/W ускоряют Electrolysis/Centrifuge/Thermal/Purifier (+15–30%), poison/regen/durability already in.
- Semiconductors: Si/Ge doping to tune conductivity tiers, Bluestone bridge.
- Mohs & Melting: Crusher wear + 3000 °C kilns for W/Mo.
- Gravity / Shielding: Panning tables (density) + Pb armor / containment.
📜 Compatibility & License
- Game: Hytale Early Access 2026+ —
ServerVersion >=0.5.3 <0.7.0(covers 0.6.2 hotfix, protocol hytale/3) - Dependencies: None — single JAR,
Hytale:AssetModule=*only. No WorldGenOverlayLib needed (pack-overlay). - License: Proprietary — Closed Source. All rights reserved. No redistribution, decompilation, or asset reuse without permission.
- Performance: Zero-overhead ECS, 6 dynamic models per wire (Dot/End/Line/Corner/T/Cross) with 16-state bitmask + event-driven updates.
Created with passion for science, geology, and immersive sandbox gameplay. If the periodic table were a world — this is it.

