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Luminal Core

The Luminal modpack's companion mod for NeoForge 1.21.1.

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:

  1. Every patch no-ops when its target mod is absent — the jar is safe in any pack.
  2. 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 by seed_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 by ribbit_trades.

License & links

MIT. Source and issue tracker: https://github.com/jim7061/luminal-core

The Luminal Core Team

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