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Beta

Mods

Minecraft mods

Bring your Minecraft mods with you: Elyndral translates them by itself, with nothing else to install.

Adding a mod

Elyndral translates Minecraft mods by itself: there's nothing else to install.

  1. In the launcher, go to Installations and press Open the Minecraft mods folder.
  2. Put the mod's .jar file in that folder (Fabric, Forge, NeoForge or Quilt mods all work).
  3. Start the game. Elyndral translates the mod as it starts, and its blocks and items are in your worlds (in Creative they're in the inventory; in Survival you craft them from their recipes).

What comes over: the mod's blocks (with their textures, shapes and light), items and tools, crafting and smelting recipes, ores (they appear in new parts of your worlds), drops, and its creatures, with their models, animations and where they spawn. A mod's own machines become working machine blocks that run its recipes.

Its own code, too: Elyndral also runs the mod's own Java code, on a layer that stands in for Minecraft, to get its blocks right (how hard they are, whether they glow, which way they turn, what shape they are). The first time there's a mod to run, the game fetches a small Java runtime (about 50 MB) and its mod host by itself; nothing to install. It works for Fabric, Forge and NeoForge mods for Minecraft 1.19.2, 1.20.1, 1.21.1 and 26.x.

While you play: the mod's code also runs as you use its blocks and items. Its crops grow through every stage and are harvested as the mod says, its blocks do what they do when you use them, and its items work when you use them, in singleplayer and on servers alike. Blocks that hold things (cabinets, crates, pots) open with the mod's own menu and keep what you put in. What its code throws or shoots flies from your hand.

Its machines: a mod's own machine blocks run its recipes (a cooking pot cooks, a crusher crushes). Create's machines turn only when a shaft brings them rotation from a water wheel, a windmill bearing with sails, or a hand crank.

Its creatures: they come with their own health, speed, damage and tastes, read from the mod's code: what they follow you for and breed on, which run from you, which fight back when hurt, which swim or fly.

What can't come over yet: a mod's own cooking and crafting logic running exactly as written (its recipes run on Elyndral's machines instead), creatures' full behaviour (their numbers and habits are used by Elyndral's own creature AI), and new dimensions. That's being worked on.

To take a mod out again, take its jar out of the folder: the next time the game starts, its blocks and items are gone. What came in each time is written to IMPORT_RESULTS.txt in the same folder.

On a server: put the jars in the server's mc_jars folder and restart it. Everyone who joins gets the mod's content automatically, with nothing to install. That shares the mod with them, so only run mods whose licences let you share them; anyone who wants a mod taken off a server should contact that server's owner (see the terms).