
Finally, bring the full periodic table to Minecraft!
This is a work in progress and is currently in alpha stage. Not all features stated in the Purpose section have been implemented yet; refer to the Progress section for details.
The goal is to add all obtainable elements of the periodic table to the game.
The secondary goal is to make them available in a realistic and vanilla-like way, to add common alloys and mixtures, and allow the player to craft tools, armor, blocks, and other objects with all the available substances.
Move from Yarn to Mojang mappings
[████████████████████] 100%
Develop a new tier system for weapon attack stats
[████████████████████] 100%
Develop a new tier system for tool/weapon/armor durability/enchantability stats
[████████████████████] 100%
Develop a new tier system for armor protection/toughness/KBres stats
[████████████████████] 100%
Develop a new tier system for element rarity
[██████████ ] 50%
Develop a new tier system for block hardness/time to mine, and the tool level required
[ ] 0%
Add "realistically" obtainable elements
[░██ ] 17% (15/87 - 5 already in vanilla)
Add ways of obtaining obtainable elements
[░ ] 7% (6/87 - 5 already in vanilla)
Add main alloys
added copper
Add corresponding tools/weapons/armor
Add "missing" Minecraft blocks
[████████ ] 40% (28/ a lot)
Add more foods
[ ] 0%
So far, I've added the elements Lithium, Beryllium, Boron, Magnesium, Aluminium, Phosphorus, Sulfur, Titanium, Manganese, and Tin. I also added rock salt, a kiln furnace, and a refining converter.
You can make:
See changelog for full details.
How are the values computed for the tiers?Parallel tier system to hardness, based on a tier list of furnaces from slow and low melting point metals to fast and high melting point metals.
Elements are now more closely mapped to their IRL rarity in Earth's crust.
For example, diamonds are way harder to find. Copper is rarer than iron, but doesn't need a furnace tier as high due to its lower melting point.
The Damage of the sword is mapped linearly to the Mohs scale of the element.
However, density applies a modifier; the denser the material, the higher the damage on hit, but the lower the speed of attack (DPS remains the same).
For Example, iron and plutonium have the same value on the Mohs scale, so they deal the same DPS. However, the iron swords allow for fast and light attacks, while the plutonium ones deal a lot of damage per hit but are very slow.
The damage of the axe relative to the sword follows vanilla logic, same for other tools.
Enchantability is mapped onto the Electronegativity of real-life elements (making diamond more enchantable than gold, though diamond is way harder to obtain and higher tier than vanilla).
As a bonus for hard work and reflecting the usual IRL reduced corrosion, alloys sum the Enchantability of compounds, for example: copper 19, tin 20 -> bronze 39.
Protection is mapped to the Bulk Modulus.
This implies that some metals/alloys (such as Osmium) can have a slightly higher protection value than diamond. However, diamond still deals more damage due to its high Mohs scale value.
Note: If the resulting protection value is less than 1 per piece, the material will not be craftable into armor (example: magnesium, bone, etc.).
Knockback resistance is mapped to the density. Having multiple armor pieces adds up.
Armor Toughness is a mix; it is tweaked to favor alloys and tier progression.
The durability is mapped to the product of the Mohs scale and the Bulk modulus.
This mod is licensed under the MIT License, with the following exceptions:
The following files are licensed under CC BY-NC 4.0:
Sulfur item and block textures are from BigGlobe by Builderb0y under the CC BY-NC 4.0 License
Bronze and tin textures borrowed from the Bronze mod by June (MIT)
The Rusted Iron mod by Lemon is re coded from scratch for Fabric 1.21.1 in Oganesson (MIT)
The Legend's Missing Blocks mod by LegendStudios is re coded from scratch for Fabric 1.21.1 in Oganesson (MIT)