Description
Prismatic Gateways
Every gateway you light opens onto a world that has never existed before, and will never exist again once you leave it.
Mine Prisma deep in the End, build a Dimensional Gateway, and feed it glowstone. Four seconds of rising sound and spiralling light later, you are standing somewhere new. Maybe a chain of pale islands drifting over an endless void. Maybe a lava-choked furnace world where the sky glows sulphur yellow. Maybe something made entirely of mathematics that makes your eyes hurt to look at.
You won't get that world twice. Nobody else will get it either.
How it works
- Find Prisma Ore. It generates rarely in the End, more often the deeper you go.

- Craft a Dimensional Gateway from a respawn anchor ringed with 8 Prisma Bits.

- Feed it glowstone, then touch it with an empty hand.

- Go.
The gateway burns up when it fires, so every trip is a real decision. Bring a Return Gateway (a sculk catalyst ringed with 8 diamonds) if you want a way home, because there isn't another one.

Worlds are deleted once you leave and nobody is left inside. Roll two hundred of them in an evening and your save file stays the same size.
The five kinds of world
Astral — 60%
Built on the bones of the End. Everything floats. Some Astral worlds are belts of gravel-sized asteroids you have to jump between; others are stacked continents hanging over nothing. Light gravity, long falls, and a silence that gets to you after a while. Most are completely uninhabited.
Helllike — 20%
Venus/Netherlike worlds. Seas of lava under a sulphur sky, heat-cracked basalt, ash plains and brimstone highlands. Every one has a lava layer, and 90% of them have no roof at all, so you can see just how far the burning goes. Heavy gravity. Genuinely unfriendly.
Earthlike — 15%
The one you can actually live in. Full biome spread with oceans, forests, deserts, tundra and marshes, real weather, vanilla ores, vanilla caves and ravines, trees and flowers. Some are mineral-rich motherlodes, some are picked-clean rocks with nothing worth mining. Some are riddled with lush and dripstone cave systems that go on forever.
Fractal — 2.5%
Terrain that is a mathematical surface rather than a landscape. Real Mandelbulbs, gyroids, Menger sponges, Cantor lattices, Apollonian gaskets. A single Fractal world holds several different pattern regions that blend into one another, so you walk out of a tunnelled gyroid field and into nested cubic voids. These are the rarest normal worlds and the strangest.
Celestial — 2.5%
Stars and nebulae. Star worlds are a furnace: the floor is banded plasma, magma and glowstone, and everything below y=64 is the inside of a star that will kill you very quickly, gravity so extreme an elytra is needed. Nebula worlds are the opposite, vast and cold and almost empty, with gravity so light you drift.
What's in them
- 330 blocks, sorted so worlds actually read properly. Stone looks like stone, soil looks like soil, and the genuinely strange alien material shows up as seams and accents instead of being the ground you stand on.
- 636 structures with over 2,700 variant forms between them, from roadside cairns to multi-part fortresses with outbuildings and covered walkways. Mansions, cathedrals, ziggurats, necropolises, foundries, arcologies, observatories, sky-hooks, catacombs and buried colossi. Rare abandoned mineshafts turn up in every kind of world, which raises an uncomfortable question about who was there first.
- 100 creatures across ten body plans, tagged by where they belong. Grazers, ambushers, pack hunters, swarms, drifting things, territorial guardians. Some worlds are empty. Earthlike worlds almost never are.
- 70 biomes, including oceans, lush caves, dripstone caves and deep dark.
- Per-world gravity that actually changes how you move, jump and fall.
- Height limits up to 2,032 blocks, five times the Overworld.
Something is in 2% of worlds
One entity, no respawn.
It does not approach while you are looking at it. It closes distance only when you turn away, so every time you check over your shoulder it is nearer than it was. It makes noise you cannot locate, because the sound plays from where you are standing. It re-decides whether to stalk, rush or retreat on a timer, so there is no safe pattern to learn.
It is survivable. That is the point. A monster that always kills you stops being frightening.
You will not be told which worlds have one.
Commands
Operator or single-player cheats (permission level 2).
| Command | What it does |
|---|---|
/prismatic travel <type> [inhabited] [seed] |
Jump straight to a world of a chosen type |
/prismatic debug <type> |
A fixed world containing every biome and creature of that type |
/prismatic info |
Full readout of the world you are standing in |
/prismatic list |
Every rolled world currently loaded |
/prismatic home |
Back to your Overworld spawn |
/prismatic destroy |
Tear down the world you are in |
/prismatic pools |
How much content is loaded |
Types: astral, helllike, earthlike, fractal, celestial
Game rule: /gamerule prismaticShowCreatureNames true turns on name tags above creatures. Off by default, handy when you want to know what just bit you.
There is also a Survey Slate you can craft, which reads out the parameters of whatever world you are standing in. Gravity, terrain shape, how many species live there, whether it has oceans. It will never tell you about the Dweller.
Recipes
| Item | Recipe |
|---|---|
| Dimensional Gateway | Respawn anchor surrounded by 8 Prisma Bits |
| Return Gateway | Sculk catalyst surrounded by 8 diamonds |
| Block of Prisma | 9 Prisma Bits |
| Prisma Lens | 4 Prisma Bits + amethyst shard |
| Survey Slate | 8 deepslate tiles + Prisma Lens |
Prisma Bits come from Prisma Ore in the End, and turn up in End City treasure chests.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.72 or newer
- No other mods required (Performance mods such as Litium and Sodium recommended for the larger worlds)
Works in single-player and on servers. Safe to add to an existing world; Prisma Ore will generate in newly explored End chunks.
Performance
Rolled worlds are deleted in the background once you leave and nobody else is inside, so they cost nothing while you are not in them and leave nothing behind on disk. Creature spawning is capped per world. If you do hit trouble, the mod watches its own tick time and writes a diagnostic to the log rather than leaving you with a silent freeze.
Feedback
Bug reports genuinely help, especially with a latest.log attached. If a world generates something absurd, a screenshot plus /prismatic info tells me almost everything I need.
License: All Rights Reserved, with two exceptions:
- Modpacks are fine. Public, private, or revenue-earning, no permission needed. A link back is appreciated but not required.
- Addons are explicitly allowed. If you want to build a mod that extends this one, you have permission to decompile and inspect it as far as you need to in order to make the two work together. Build whatever you like on top of it.
What is not allowed is republishing the mod itself, or posting its source. Full terms are in the LICENSE file that ships inside the jar.
Author: PlazmaOfficialYT






