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Convergence: All-in-One

The best of many mods, unified in one, compatible by design. Materials, minimap, world and more.

Convergence

One mod instead of dozens. Convergence brings together the best of many popular mods (unified materials and gear, enchantments, dungeons, new biomes, maps, backpacks, quality-of-life tweaks, light shaders) in a single mod for Fabric and NeoForge, compatible by design: one set of materials, one logic, no duplicates.

Every module can be tuned or turned off in game: Options > Convergence….

Features

Resources

  • Unified materials: 20 materials (iron, copper, gold and coal reused; 7 new ores: tin, lead, zinc, nickel, silver, osmium, uranium; 5 alloys: bronze, brass, electrum, invar, steel; 4 dungeon materials: necrite, adamant, luminite, ebonite), with ingots, nuggets, blocks, plates and dusts; vanilla-style textures (those of your resource pack), only the color changes.
  • Recipes and hammer: 151 tag-based recipes that work with other mods; the hammer makes plates and dusts in the crafting table.
  • Ore generation: the new ores spawn in the Overworld, including Convergence biomes.
  • Recipe viewer: a list of every item next to the inventories, with search (name, @mod, #tag); left click for recipes, right click for uses, a "+" button to fill the crafting grid. It steps aside if JEI, REI or EMI is installed.

Gear and combat

  • Metal gear: tools and armor for the 12 metals, emerald and the 4 dungeon materials (153 items), each with its role: bronze early on, steel before diamond, electrum very fast but fragile, osmium very tough but heavy, necrite almost on par with netherite, luminite highly enchantable…
  • New weapons: dagger (fast, short reach), halberd (slow, 4-block reach) and warhammer (heavy, knockback, disables shields) in 23 materials, and two longbows (faster, stronger arrows).
  • Slime boots: unbreakable boots that bounce like a slime block and cancel fall damage.
  • Enchantments: 23 new enchantments from the table, librarians and loot: weapons (Armor Piercing, Reach, Frost, Venom, Execution, Life Steal…), shield (Riposte), tools (Auto-Smelt, Telekinesis, Excavation…), armor (Vitality, Light Step, Leap, Night Vision…), bow (Volley, Quick Draw, Homing) and 2 curses; a description under each enchantment in the tooltip.
  • Pick-your-enchantment table: 4 cards showing all their enchantments: you choose instead of rolling; 5 special bookshelves that steer the cards; an "Extract" tab on the grindstone moves one enchantment onto a book. It steps aside if Apotheosis, Enchanting Infuser or Easy Magic is installed.

World

  • Convergence (biomes) world type: chosen when creating the world (More World Options → World Type); our biomes only appear there, the Default type stays vanilla.
  • Biomes: 10 in the Overworld, 3 in the Nether and 2 in the End, each with its plants, creature and structure; fortresses, bastions, End cities and the central island are still there.
  • Trees and wood: 4 species (maple, weeping willow, pine, white cherry), each with logs, planks, stairs, slabs, fences, doors, trapdoors, signs, leaves and saplings.
  • Autumn forest: russet fern, fallen-leaf carpet, small mushroom, autumn bush and its berries, shy deer, mossy stone ruins with a chest.
  • Flower prairie: lavender, pansy, buttercup, meadow wisteria, blueberry bush, hedgehog, abandoned apiary.
  • Misty marsh: reeds, cattails, flowering lily pad, marsh algae, glowing mushroom, heron, stilt hut, sunken crypt.
  • Rocky tundra: dry grass, lichen on stone, arctic berries, white dryad, reindeer, cairn with a buried chest, frozen barrow.
  • White cherry grove: a plateau biome with white cherry trees, white petals, primrose, clover, shy red panda and a tea pavilion.
  • Willow grove: a wet biome of weeping willows and ponds, flowering rush, forget-me-not, meadowsweet, shy beaver and a beaver lodge with a chest.
  • Heathland: a cool biome near taigas with heather, gorse, cotton grass, podzol and lone pines, shy grouse and a standing-stone circle.
  • Pine forest: a cold, damp biome of pines, podzol and mossy boulders, needles and pine cones, twinflower, chanterelles, shy red squirrel, a forester's cabin and a spider nest.
  • Lavender fields: a warm, dry biome with lavandin fields, wild thyme, rockrose, large oaks with bee nests, tortoise and a lavender distillery.
  • Glowing caves: the first underground biome: mycelium patches, glowing caps and amber puffballs that give light, glowing moss up to the ceiling, cave salamander and a forager's camp.
  • Ash steppe (Nether): layered ash, charred trees, ember thistle that gives light, fireproof salamander, abandoned forge.
  • Magma marsh (Nether): ember reed on lava shores, lava toad that swims in it, collapsed nether brick bridge.
  • Quartz forest (Nether): white-glowing quartz spires, quartz clusters that grow like amethyst, nether firefly, quartz shrine.
  • Starlit meadow (End): purple End moss, star flower that gives light, void butterfly, ruined obsidian observatory.
  • Void crystal fields (End): glowing purple crystals growing out of end stone, void altar.
  • Biome-wood villages: in our biomes, villages are built of pine, maple or white cherry, and villagers take the biome's type.
  • Old chunk upgrade: after an update, already generated chunks receive the new ores, plants, trees and structures, without damaging your builds (configurable).

Exploration

  • Large dungeons: four multi-room places assembled at random, guarded by equipped monsters and a guardian with a boss bar, who drops the ingots of their material:
    • Crypt: a ruined chapel whose stairs lead down to 9 to 11 rooms and the tomb of the Crypt Guardian (necrite).
    • Abandoned mine: a miners' camp, timbered tunnels buried under the Overworld and the Foreman's hall (adamant).
    • Bandit hideout: a palisaded yard in forests, tents, huts and the Bandit Chief's storeroom (ebonite).
    • Glowing caves temple: a lever puzzle room, a trial room and the sanctuary of the Spore Guardian (luminite).
  • Small places: ruined watchtower (hills), swamp wreck and mountain observatory (peaks), each with its chest and often a map to a large dungeon.
  • Elites: some dungeon monsters have an ability (swift, sturdy, vampiric, leader) and an enchanted piece that can drop; trial spawner rooms and three tiers of chests.

Maps and travel

  • Minimap: round or square map in the corner of your choice: terrain, relief, automatic cave mode, creature heads, coordinates, biome, time and more, zoom. It steps aside if Xaero's Minimap, JourneyMap, VoxelMap or FTB Chunks is installed.
  • World map: M opens a full-screen map of the areas you explored, with a cave and Nether view at your feet's height; you, nearby players and your last death.
  • Waypoints: created from the map, automatic death points, shown on the map, the minimap and in the world (name and distance); teleport with the /tp permission.
  • Waystones: a block to craft or find in villages; right-click to activate it and travel to another activated waystone for 1 to 3 levels. They step aside if Waystones is installed.

Storage

  • Backpacks: seven bags (45 to 108 slots) worn in 4 dedicated slots; the inventory and the bags form a single scrolling grid; each bag takes anything or a single kind (tools, food, ores, blocks, misc).
  • Upgradable chests: iron, gold, diamond, crystal, obsidian and netherite (up to 12 × 9), upgraded in place with kits that keep the contents; the crystal chest shows its items above the lid.
  • Upgradable furnaces: eight furnaces, from copper to netherite, faster and faster; the same kits upgrade them in place.
  • Inventory and chest sorting: one button or key; stacks merged, three orders, hotbar never sorted. Deposit matching items, take all, hotbar refill, locked slots, trash slot.
  • Shulker box contents: hovering a box shows a 9 × 3 grid of its contents in its color.

Quality of life

  • Look-at tooltip: a panel at the top of the screen shows the block or creature you look at, the tool needed, mining progress, health and armor.
  • Settings screen: every setting in game (Options > Convergence…, NeoForge Config button, Mod Menu on Fabric), applied immediately, per world and per server.
  • Hunger and saturation: food tooltips show hunger and saturation, saturation and exhaustion bars, meal preview.
  • Durability warning: a message, a blinking icon and an optional sound when a tool or armor piece is about to break.
  • Spawn zones: marks on the ground where monsters can spawn (red: always, yellow: at night), with a key or a torch in hand.
  • Right-click harvest: right-click a ripe crop to harvest and replant it.
  • Fast leaf decay: after a tree is cut, its leaves fall in a few seconds, with their usual drops; placed leaves stay.
  • Tree felling: sneak with an axe and the whole trunk comes down; only real trees, never houses; adjustable limit.
  • Vein mining: sneak with a pickaxe and the whole vein of the same ore comes out; needs the right pickaxe; adjustable limit.
  • Grave: on death, a grave keeps your whole inventory (bags included) and part of your experience; only its owner can open it, every item goes back to its slot; steps aside if another grave mod is installed.
  • Starter kit: a new player gets stone tools, a leather chestplate, a crafting table and a furnace once (server setting).
  • Multiplayer sleep: the night passes once a share of players sleeps (50% by default); steps aside if another sleep mod is installed.
  • Memory reminder: a message if the game has less than 4 GB of memory, to raise it in the launcher.

Visuals

  • Zoom: hold C to zoom, scroll to adjust, smooth transition; steps aside if another zoom mod is installed.
  • Dynamic lights: a torch, a lantern or a lava bucket in hand or on the ground, a burning creature or a blaze light up their surroundings (client side only); steps aside if Sodium, Iris or LambDynamicLights is installed.
  • Light shaders: glow around very bright areas, warm sunrise and sunset, slightly blue nights, richer colors, vignette; several presets; steps aside if Iris is installed.
  • Performance: more frames per second in busy places (creatures and chests hidden behind walls are not drawn, adjustable distances, limited particles); steps aside if Sodium or Iris is installed.
  • Biome ambience: fog, clouds, tinted sunsets, spores and fireflies at night, in Convergence biomes only.
  • Translations: the whole mod in English and French.

Installation

One Convergence jar per profile: the one for your loader, never both.

  • Fabric: also install Fabric API. Mod Menu is optional.
  • NeoForge: nothing else.

Status

Convergence is in beta: back up your worlds before updating.

Convergence: All-in-One Team

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