Isekai API

⭐ — (2 endorsements) 📥 1,505 downloads 📌 v2.1.0+neoforge-1.21.1 📅 5/30/2026
🟡 Updated this year

By KURONAMI · library

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 8/8/2026 📅 Created: 5/30/2026
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.1% endorsement rate
  • 🏆 #2 of 6 library mods in this game by downloads

📋 About This Mod

**Isekai API is a toolbox for the *shape and rules* of a Minecraft world — not a world, but the machine that makes worlds.** Like `div`/`span` for web pages, it's a small set of neutral, composable primitives you combine to build *any* world you can imagine, straight from datapack JSON. It ships no biomes, structures, or themes of its own. ## A floating-island world in two files Reference the shipped `isekai_api:hooked_overworld` preset from your dimension, then override one small terrain-shape hook file. No Java, and no copy of vanilla's 2500-line `noise_settings` — change the hook and the whole world changes shape. Runnable example: (https://github.com/KURONAMI333/isekai-api/tree/main/examples/1_shape/floating_island). ## What you can control *Every axis of world generation, as composable primitives:* - **Terrain shape** — 17 math/geometry density primitives + 5 worldshape composers (`squeeze`, `y_envelope`, `blended_noise`, `band_density`, `sloped_density`). Floating islands, hanging or inverted continents, hollow shells, capped mountains, mirrored/tiled space — any 3D form on any Y band. - **Biome placement** — the `isekai_api:rule` biome source places biomes by pure spatial rules: vertical layers, concentric rings, regions, and `and`/`or`/`not` combos (`y_below 20 -> deep_dark`). No climate-noise tuning. - **Surface & fill** — re-skin any biome's top block or stone fill from JSON. `isekai_api:vanilla_overworld_surface` hands you the whole vanilla overworld surface rule as one line, so overworld replacements skip the 30 KB copy. - **New dimensions** — combine the above with vanilla dimension JSON to ship a whole new dimension. Zero Java, zero vanilla edits. - **Atmosphere** — per-world sky, fog, and water colors. - **Set-pieces, features & trees** — build neutral content from composable parts: drop a hand-authored NBT set-piece only on flat, dry ground (`grounded_template`), grow connected block clusters and fluid pools, and assemble decay-safe trees from any trunk + foliage placer. No themes baked in — you supply the blocks. - **Placement control** — decide exactly where features/structures go: relative to surface or fluid, by block context, Y range, slope, proximity to a block or biome, and logical combos. - **Re-place existing content** — take any vanilla *or modded* ore, structure, mob, or feature and redistribute it into your world's new shape. A rare ore vanilla buries deep can be remapped to the underside of your floating islands. Strategies: linear, inverted, fixed-range, count-scaling, band-split, pipelines — plus exclude/add. - **Terrain-relative re-placement** — `isekai_api:column_local` resolves an ore's depth against *each column's own* surface and underside instead of one absolute Y band. Floating islands, orbiting planets and sky continents get the same internal ore layout whatever altitude they sit at. - **Boot-time validation** — broken or mistyped registry references are caught at server start, before they silently no-op. - **Java API** — `Isekai.query()` reads vanilla/modded worldgen rules; `Isekai.remap()` declares worldshapes in code. ## Built to be built on Isekai isn't tied to any one world or author. **However you want to use it, you're welcome** — datapack worldshapes, full Java mods, modpack glue, quick experiments, total conversions. MIT licensed: free to use, fork, and bundle in modpacks. - **Datapack authors:** the (https://github.com/KURONAMI333/isekai-api/blob/main/docs/DATAPACK_REFERENCE.md) lists every key with its JSON shape; copy a runnable skeleton from (https://github.com/KURONAMI333/isekai-api/tree/main/examples) — shape, placement, and adaptation each have their own folder. - **Java modders:** add `isekai_api` as a `compileOnly` Gradle dependency (Cursemaven, or the repo's own maven branch — see (https://github.com/KURONAMI333/isekai-api/blob/main/docs/COMPATIBILITY.md)) and use the `Isekai` facade. Everything outside the `api` package is internal, so the public surface stays small and stable. Sources and javadoc jars ship with every release. - **Extend the library itself:** the five dispatch interfaces — spatial predicates, remap strategies, biome zones, surface anchors, transition rules — are registry-backed extension points. Register your own variant from your own mod id and use it in JSON alongside the built-ins. No fork, no PR. - **Questions, ideas, bugs:** (https://github.com/KURONAMI333/isekai-api/issues). Built a world with Isekai? Share it — I'd love to see what people make. MIT · (https://github.com/KURONAMI333/isekai-api). *Unrelated to the "Isekai Adventure" modpack.*

*Isekai API is a toolbox for the shape and rules of a Minecraft world — not a world, but the machine that makes worlds. Like `div`/`span` for web pages, it's a small set of neutral, composable primitives you combine to build any world you can imagine, straight from datapack JSON. It ships no biomes, structures, or themes of its own.

## A floating-island world in two files

Reference the shipped `isekai_api:hooked_overworld` preset from your dimension, then override one small terrain-shape hook file. No Java, and no copy of vanilla's 2500-line `noise_settings` — change the hook and the whole world changes shape. Runnable example: [`examples/1_shape/floating_island/`](https://github.com/KURONAMI333/isekai-api/tree/main/examples/1_shape/floating_island).

## What you can control

Every axis of world generation, as composable primitives:

  • Terrain shape — 17 math/geometry density primitives + 5 worldshape composers (`squeeze`, `y_envelope`, `blended_noise`, `band_density`, `sloped_density`). Floating islands, hanging or inverted continents, hollow shells, capped mountains, mirrored/tiled space — any 3D form on any Y band.
  • Biome placement — the `isekai_api:rule` biome source places biomes by pure spatial rules: vertical layers, concentric rings, regions, and `and`/`or`/`not` combos (`y_below 20 -> deep_dark`). No climate-noise tuning.
  • Surface & fill — re-skin any biome's top block or stone fill from JSON. `isekai_api:vanilla_overworld_surface` hands you the whole vanilla overworld surface rule as one line, so overworld replacements skip the 30 KB copy.
  • New dimensions — combine the above with vanilla dimension JSON to ship a whole new dimension. Zero Java, zero vanilla edits.
  • Atmosphere — per-world sky, fog, and water colors.
  • Set-pieces, features & trees — build neutral content from composable parts: drop a hand-authored NBT set-piece only on flat, dry ground (`grounded_template`), grow connected block clusters and fluid pools, and assemble decay-safe trees from any trunk + foliage placer. No themes baked in — you supply the blocks.
  • Placement control — decide exactly where features/structures go: relative to surface or fluid, by block context, Y range, slope, proximity to a block or biome, and logical combos.
  • Re-place existing content — take any vanilla or modded ore, structure, mob, or feature and redistribute it into your world's new shape. A rare ore vanilla buries deep can be remapped to the underside of your floating islands. Strategies: linear, inverted, fixed-range, count-scaling, band-split, pipelines — plus exclude/add.
  • Terrain-relative re-placement — `isekai_api:column_local` resolves an ore's depth against each column's own surface and underside instead of one absolute Y band. Floating islands, orbiting planets and sky continents get the same internal ore layout whatever altitude they sit at.
  • Boot-time validation — broken or mistyped registry references are caught at server start, before they silently no-op.
  • Java API — `Isekai.query()` reads vanilla/modded worldgen rules; `Isekai.remap()` declares worldshapes in code.

## Built to be built on

Isekai isn't tied to any one world or author. However you want to use it, you're welcome — datapack worldshapes, full Java mods, modpack glue, quick experiments, total conversions. MIT licensed: free to use, fork, and bundle in modpacks.

  • Datapack authors: the (https://github.com/KURONAMI333/isekai-api/blob/main/docs/DATAPACK_REFERENCE.md) lists every key with its JSON shape; copy a runnable skeleton from [`examples/`](https://github.com/KURONAMI333/isekai-api/tree/main/examples) — shape, placement, and adaptation each have their own folder.
  • Java modders: add `isekai_api` as a `compileOnly` Gradle dependency (Cursemaven, or the repo's own maven branch — see (https://github.com/KURONAMI333/isekai-api/blob/main/docs/COMPATIBILITY.md)) and use the `Isekai` facade. Everything outside the `api` package is internal, so the public surface stays small and stable. Sources and javadoc jars ship with every release.
  • Extend the library itself: the five dispatch interfaces — spatial predicates, remap strategies, biome zones, surface anchors, transition rules — are registry-backed extension points. Register your own variant from your own mod id and use it in JSON alongside the built-ins. No fork, no PR.
  • Questions, ideas, bugs: (https://github.com/KURONAMI333/isekai-api/issues). Built a world with Isekai? Share it — I'd love to see what people make.

MIT · (https://github.com/KURONAMI333/isekai-api). Unrelated to the "Isekai Adventure" modpack.*

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
KURONAMI
Version
2.1.0+neoforge-1.21.1
Downloads
1,505
Endorsements
2
Category
library
Created
5/30/2026
Updated
8/8/2026
Game Versions
1.21.1
Tags
library, worldgen

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Isekai API support?

The author lists 1.21.1. Other versions may work but are untested by the author.

What is the latest version of Isekai API?

Version 2.1.0+neoforge-1.21.1, published 2026-08-08 with 1,505 downloads recorded at the source.

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