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ERYDON

ERYDON is a luxury 32x architectural building mod for Minecraft, combining marble, stone, bronze, glazing, lighting, and connected textures with a large library of classical and modern block forms for detailed, high-end builds.

File Details

erydon-1.4.0.jar

  • R
  • Mar 29, 2026
  • 46.22 MB
  • 61
  • 1.20.1
  • Fabric

File Name

erydon-1.4.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:erydon-1418960:7836130"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Erydon v1.4

Added

  • Coffered Ceilings: New coffered ceilings in Georgian, Modern, and Guilloche designs, with black and white plaster in both matte and gloss finishes. They can also act as a light source with 2 light levels, and are available in all 24 base textures with integrated auto-selected cornices.
  • Slices: New detail slice blocks, vertical slice, horizontal slice, and centered post, available in all slab-supported standard CTM textures. Placement click position determines the starting corner, edge, or axis, and each shape expands in 1/8 increments up to a full block for finer trim, framing, and structural detailing.
  • Wall Light: New wall light with the full range of stone shades, including the diaphanes translucent variants, plus single and double shade configurations.
  • Showcase Command: Added /erydon showcase texture, which generates a bordered in-world texture showcase using every Erydon full block texture, arranged for easy comparison by material and variant, with glazing in a separate section. The command shows the footprint and overwrite count before placement, then requires a short confirmation code before generating the showcase.

Commands

  • Cluster Recalc: Added op-only /erydon recalc here, /erydon recalc chunk, and /erydon recalc radius <n>. These rebuild supported window, light, arch, and surround clusters in place. Radius is in blocks up to 32, and manual-locked clusters are skipped.
  • Swap Texture Command: Added /erydon swap for converting one Erydon block family to another while preserving shared block states such as facing, shape, hinge, and open/closed state. Supported scopes are /erydon swap chunk <from_family> <to_family>, /erydon swap radius <from_family> <to_family> <radius>, and /erydon swap box <from_family> <to_family> <fromPos> <toPos>. Supported families include base, aged, rusticated, ashlar, herringbone, weave, and diaphanes. After replacement, multipart Erydon clusters such as windows, surrounds, arches, and lights are recalculated, while manual-locked clusters remain locked.

Compatibility

  • Axiom Compatibility: Improved Axiom compatibility by adding explicit rotate and mirror handling for custom Erydon states used by covers, cornices, surrounds, Romanesque arches, window variants, vertical shallow slopes, and vertical layer blocks. Expanded recalculation so covers, columns, chimneys, ceilings, and cornices can be repaired after bulk placement. Added a comprehensive Axiom-facing tag taxonomy for form, style, material, colour, motif, and family searches, including tags such as #fenestration, #moulding, #arch_window, #circular_column, and #stone. Large no-update Axiom pastes may still require /erydon recalc, and plain text search remains limited by Axiom’s order-sensitive name and ID matching.
  • WorldEdit Compatibility: Added optional WorldEdit compatibility that registers only when WorldEdit is present and runs a bounded post-edit Erydon recalc pass over affected areas. This improves //set, //replace, and pasted builds for recalculable clusters and attachment-driven blocks while leaving normal Erydon placement performance unchanged. The hook repairs blocks after placement rather than changing WorldEdit’s internal transform rules, so rotated or mirrored clipboard edits that depend on custom non-recalculable state may still require manual correction, especially when WorldEdit update behaviour is reduced or disabled.

Improved

  • Blockstate Handling: Another rewrite of blockstate handling massively reduces iterations and hides or compacts unused enums. This should improve game load times significantly, around 40 seconds in the development environment. If any existing block clusters, such as Arch Windows, look odd after updating, run /erydon recalc to rebuild them. This only affects clusters in automatic mode, not those set to manual.
  • Tags: Added a comprehensive Erydon tag set to improve block organisation and editor search, including form, finish, style, motif, material, colour, and family tags. Categories include columns, chimneys, cornices, ceilings, windows, surrounds, arches, slopes, herringbone, weave, ashlar, rusticated, Georgian, Modern, Romanesque, bronze, silver, black, white, and individual stone families. Also added broader search-oriented tags such as #fenestration, #moulding, #masonry, #ornament, and #surface_cover, plus cross-namespace tags under material, colour, and style to improve discovery in tools like Axiom.
  • Tooltips: Added delayed contextual tooltips for supported architectural blocks in inventory hovers and REI entries, covering spiral stairs, Romanesque arches, square and circular columns, surrounds, chimneys, arch and Georgian windows, cornices, coffered ceilings, and lights. Extra description lines appear after roughly 1 second to reduce tooltip spam while browsing, and applicable blocks now show a highlighted real-world stone reference line.
  • Improved Search: Added searchable real-world stone aliases for Erydon block items in vanilla creative, Axiom, and REI, so searches can use names such as Calacatta Oro, Portoro, Nero Marquina, Panda Marble, and Pink Alabaster to find matching blocks.
  • Romanesque Arch: Improved auto-cluster balancing so wider spans split into more symmetrical groupings instead of defaulting to maximum 3-wide clusters with uneven leftovers. Restored auto/manual segment locking, and updated /recalc to skip manually locked arch segments.

Fixed

  • Overlay Specs and Normals: Restored accidentally deleted overlay normal and spec CTM sets for guilloche, quatrefoil, rose, and trim, then reapplied the correct 0_n.png and 0_s.png tiles to the matching bronze and silver overlay block icons in both the 32x project textures and the 64x resource pack. Followed by a targeted audit so checked overlay variants now align with their expected CTM source tiles.
  • Icon Audit: Completed a full audit of icon PNGs so they now match the CTM 0 tiles, including spec and normal maps.

Changed

  • Modern Cornice: Small internal cleanup to the parent and wrapper model structure.