{"id":4323,"date":"2026-05-31T16:21:02","date_gmt":"2026-05-31T13:21:02","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/abloom-api\/"},"modified":"2026-05-31T16:21:02","modified_gmt":"2026-05-31T13:21:02","slug":"abloom-api","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/abloom-api\/","title":{"rendered":"Abloom API"},"content":{"rendered":"<p>## Overview<\/p>\n<p>**Abloom API** is a library mod for NeoForge that adds an elemental damage system, elemental energy accumulation, and threshold effects. The mod provides infrastructure for creating weapons with elemental properties, projectiles, and a resistance system for mobs.<\/p>\n<p>&#8212;<\/p>\n<p>## Key Features<\/p>\n<p>### Element System<\/p>\n<p>The mod defines 11 element types:<\/p>\n<p>| Element | Damage ID | Damage Color |<br \/>\n|&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;|<br \/>\n| FIRE | `fire_dmg` | #FF5500 |<br \/>\n| PHYSICAL | `physical_dmg` | #C0C0C0 |<br \/>\n| WIND | `wind_dmg` | #00FFFF |<br \/>\n| EARTH | `earth_dmg` | #8B4513 |<br \/>\n| WATER | `water_dmg` | #0080FF |<br \/>\n| ICE | `ice_dmg` | #00BFFF |<br \/>\n| ELECTRIC | `electric_dmg` | #FF19FF |<br \/>\n| ENERGY | `energy_dmg` | #FFFF00 |<br \/>\n| NATURAL | `natural_dmg` | #32CD32 |<br \/>\n| QUANTUM | `quantum_dmg` | #9400D3 |<br \/>\n| ETHER | `ether_dmg` | #24B3A7 |<\/p>\n<p>### Resonance Accumulation Mechanics<\/p>\n<p>&#8211; When taking damage from an element, the target accumulates resonance points of that element<br \/>\n&#8211; Base accumulation value: **1 resonance point per hit**<br \/>\n&#8211; Activation threshold: **100 resonance points**<br \/>\n&#8211; When the threshold is reached, a special effect triggers and resonance points are reset<br \/>\n&#8211; Accumulation resets after **300 ticks** (15 seconds) without receiving damage of that type<\/p>\n<p>### Resonance Effects<\/p>\n<p>When reaching 100 accumulation resonance points:<\/p>\n<p>| Element | Effect                                                                                                                                                                                                  | Duration |<br \/>\n|&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|&#8212;&#8212;&#8212;-|<br \/>\n| **PHYSICAL** | Physical resonance explosion, applies Rupture effect (target takes 250% initial damage, defense reduced by 40%)                                                                                         | 6 seconds (120 ticks) |<br \/>\n| **FIRE** | Fire resonance explosion, applies Burning effect                                                                                                                                                        | 10 seconds (200 ticks) |<br \/>\n| **WIND** | Wind resonance explosion, applies Windswept effect. Applying any other elemental damage (except Wind) while this effect is active triggers the corresponding resonance explosion and removes Windswept effect | 8 seconds (160 ticks) |<br \/>\n| **WATER** | Water resonance explosion, applies Wetness effect (increases resonance accumulation by 100%)                                                                                                            | 15 seconds (300 ticks) |<br \/>\n| **EARTH** | Earth resonance explosion, applies Stun effect (target cannot deal damage or move)                                                                                                                      | 6 seconds (120 ticks) |<br \/>\n| **ICE** | Ice resonance explosion, applies Freeze effect                                                                                                                                                          | 12 seconds (240 ticks) |<br \/>\n| **ELECTRIC** | Electric resonance explosion, applies Shock effect (target deals 20% less damage)                                                                                                                       | 10 seconds (200 ticks) |<br \/>\n| **ENERGY** | Energy resonance explosion, applies Overload effect (damage taken by target increased by 20%)                                                                                                           | 10 seconds (200 ticks) |<br \/>\n| **NATURAL** | Natural resonance explosion, applies Bloom effect (target takes 1 damage per second and receives 20% universal vulnerability)                                                                           | 8 seconds (160 ticks) |<br \/>\n| **QUANTUM** | Quantum resonance explosion, applies Break effect (all damage to target ignores defense)                                                                                                                | 8 seconds (160 ticks) |<br \/>\n| **ETHER** | Ether resonance explosion, applies Corruption effect (target&#8217;s resistance to all damage types reduced by 20% and takes periodic damage)                                                                     | 8 seconds (160 ticks) |<\/p>\n<p>### Mob Resistances and Weaknesses<\/p>\n<p>The following table shows which mobs have immunities, resistances, or weaknesses to each element type:<\/p>\n<p>| Element | Immune | Resistant | Weak |<br \/>\n|&#8212;&#8212;&#8212;|&#8212;&#8212;&#8211;|&#8212;&#8212;&#8212;&#8211;|&#8212;&#8212;|<br \/>\n| **FIRE** | Blaze, Magma Cube, Wither, Ender Dragon, Strider, Zombified Piglin, Wither Skeleton | Ghast, Warden, Hoglin, Piglin, Piglin Brute, Zoglin, Husk, Camel Husk | Snow Golem, Dolphin, Zombie, Zombie Villager, Drowned, Stray, Bogged |<br \/>\n| **PHYSICAL** | *None* | Turtle, Armadillo, Iron Golem, Copper Golem, Shulker, Warden, Ender Dragon | Slime, Magma Cube, Phantom, Vex, Allay, Glow Squid, Squid |<br \/>\n| **WIND** | Phantom, Breeze | Ender Dragon, Ghast, Happy Ghast, Vex, Allay, Parrot, Chicken, Ocelot, Cat, Fox, Wolf | Turtle, Sniffer, Armadillo, Camel, Camel Husk, Ravager, Hoglin, Polar Bear |<br \/>\n| **EARTH** | Endermite, Silverfish, Shulker | Iron Golem, Copper Golem, Warden, Giant, Ravager, Armadillo, Sniffer | Ghast, Happy Ghast, Phantom, Vex, Allay, Breeze, Ender Dragon |<br \/>\n| **WATER** | Squid, Glow Squid, Nautilus, Zombie Nautilus, Drowned, Guardian, Elder Guardian, Axolotl, Tadpole, Frog, Turtle, Cod, Salmon, Pufferfish, Tropical Fish, Dolphin | Witch | Blaze, Snow Golem, Strider, Breeze, Parched |<br \/>\n| **ICE** | Snow Golem, Stray, Polar Bear, Goat | *None* | Blaze, Magma Cube, Strider, Breeze, Parched |<br \/>\n| **ELECTRIC** | Creeper | Enderman, Phantom, Allay, Breeze | Drowned, Turtle, Axolotl, Frog, Tadpole, Cod, Salmon, Pufferfish, Tropical Fish, Dolphin, Squid, Glow Squid, Nautilus, Zombie Nautilus, Guardian, Elder Guardian |<br \/>\n| **ENERGY** | Enderman, Shulker, Warden | Ender Dragon, Wither, Elder Guardian, Evoker, Witch | Creeper, Ghast, Happy Ghast |<br \/>\n| **NATURAL** | Bogged, Wither Skeleton, Wither, Slime, Magma Cube, Bee | Wolf, Ocelot, Cat, Panda, Fox, Rabbit | Villager, Wandering Trader, Iron Golem, Copper Golem, Snow Golem, Allay, Zoglin, Stray, Zombified Piglin, Zombie, Zombie Villager, Zombie Nautilus, Skeleton, Axolotl |<br \/>\n| **QUANTUM** | Enderman, Endermite, Ender Dragon, Shulker | Wither, Warden | Villager, Wandering Trader, Bat, Allay |<br \/>\n| **ETHER** | Ender Dragon, Wither | Evoker, Vindicator, Pillager, Witch | Enderman, Endermite, Shulker, Warden |<\/p>\n<p>&#8212;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abloom API is a library mod for NeoForge that adds an elemental damage system, elemental energy accumulation, and threshold 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