Creators
Details
Licensed ARR
Published 6 months ago
Updated last month
All versions
1.5
Release
Cobblemon: Synchro Machine [Morph Play as a Pokémon] 1.54 months ago 542
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Cobblemon Synchro Machine — Changelog
1.5 — 2026-06-14
A big presentation-and-systems update: the whole UI is now hand-made, you can start a world as a Pokémon, heal your team, and moves use Cobblemon's real sounds and particles.
Added
- Custom UI redesign — every Synchro interface now uses the mod's own textures instead of borrowing Cobblemon's: the team screen, move HUD, move-swap picker, emote wheel, evolve/confirm dialogs, party slots, type badges, hover states, and HP bars.
- In-game config screen — open it from the pause menu via the Synchro Machine icon; every setting is editable there (no JSON editing required).
- Start as a Pokémon — an optional world-creation mode. Toggle it on the Create New World screen (or with the
synchroStartAsPokemongame rule) and new players pick from a configurable roster of first-stage Pokémon at level 5, with gender selection, spawning already morphed. - Healing — right-click a Pokémon in the team screen to Heal or Revive it using Cobblemon medicines from your inventory (Potion, Super/Hyper/Max Potion, Full Restore, Revive, Max Revive). Sleeping in a bed fully heals and revives your whole team. Party slots now show HP bars.
- Real Cobblemon move sounds & particles — using a move now plays its actual Cobblemon sound effect and particle visual on your morph, alongside the species cry and attack animation.
- Level-gated move learning — the move-swap picker now shows level-up moves up to your current level plus TMs that unlock as you level (scaled by move power), instead of the full movepool.
/synchro teachstill force-teaches any move. - Custom, data-driven lore — configurable lore entries shown on the team screen's Info tab.
- Wild-Pokémon reactions — wild Pokémon flee when your morph strikes them, and defeating them grants your morph EXP (both toggleable).
- Thematic move world-interactions — fire moves cook/smelt dropped items, water/ice moves solidify lava, and more lore-flavored effects.
- Mega Evolution polish — Mega Showdown's full particle/animation sequence now plays on your morph, with configurable Mega duration and cooldown.
- New config options — flight toggle & stamina limit, ambient-cry toggle, EXP-to-party sync, incoming-damage scaling (min/max), camera eye-height mode, and an experimental opt-in for turn-based battles.
Changed
- Move HUD redesigned with the mod's own textures; the cooldown is now an image-based sweep, with move name, PP, keybind, and type icon always rendered on top of it.
- Emote wheel rebuilt at a larger size with segments rotated to their position around the center and a custom center hub.
- Removed the Marks tab from the team screen; the remaining tabs (Info / Moves / Stats) were realigned to fill the space.
- Dual-type Pokémon now render both type icons side by side throughout the UI.
Fixed
- Starter Pokémon now begin with a level-appropriate moveset — a level-5 starter no longer starts knowing its entire movepool.
- Morph hitbox updates instantly when you morph or switch forms (previously it only corrected after crouching).
- Move PP is preserved across swaps — swapping a move out and back no longer refills its PP.
- HUD move text/icons stay readable over the cooldown overlay.
- NeoForge key mappings now register correctly and appear in the Controls menu.
- Starter selection screen no longer renders blurred, and invalid starter entries are validated to prevent crashes.
- Empty move slots can now have moves assigned to them.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:vfc8281v:AC9XZ2l5"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:vfc8281v:AC9XZ2l5"
}![Cobblemon: Synchro Machine [Morph Play as a Pokémon]](https://cdn.modrinth.com/data/vfc8281v/7b84538232a90d0f2e4bf85f89924d0170c08863_96.webp)

