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Minecraft: Java Edition
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Details
Divergence is a reimagining of Minecraft built around the idea of what the game might have become if it had held onto that lonely, isolated, raw feeling of its older versions and well, evolved along a different path. It reworks terrain generation, structures, survival systems, progression, and exploration into a more deliberate, mysterious, and atmospheric experience.
I wanted to recreate the feeling of Minecraft when its world felt strange and otherworldly, yet still full of possibility, a world shaped entirely by your imagination.
This project was initially made for my own enjoyment, but I decided to share it so other people who like older versions of Minecraft could experience it too.
Features:
(Note: Divergence is meant to be a standalone experience, it's not a general purpose mod. Also it's mainly survival oriented and these features are ment to alter/add to/restrict the gameplay to fit my vision)
(Also this mod stays pretty close to vanilla, and I tried to add features that feel like they could've been added to the game if it had gone in this direction.)
(This mod is still in development. In the future, I plan to add more Custom features, overhauls, tweaks, Structures, mobs, etc. while still keeping the original premise of the mod)

The terrain generation is heavily inspired by Beta 1.7.3, but it is not a direct copy ,it takes that old base and reshapes it with its own twists. Grass and foliage colors behave just like they did in the old world generation, using humidity and temperature values to create a similar palette, though it is less bright and saturated to fit Divergence's atmosphere. So, only the biomes from Beta 1.7.3 can be found in this mod.

At the moment, the mod includes four custom structures, with more planned for future updates. The Stronghold is the only structure left unchanged from vanilla. All other structures were created specifically for the mod.
Abandoned Villages:
Inspired by Notch’s old prototype villages, there are abandoned villages with no NPCs at all. Since vanilla villagers do not exist in the mod, these settlements feel empty, and long forgotten.
Abandoned Mineshafts:
Similar to vanilla mineshafts, but redesigned.
Dungeons:
Also loosely inspired by Notch’s old prototype dungeons, each dungeon is generated differently, with different kinds of rooms to explore. But if you decide to descend into one, you had better bring a sword and some armor. (there are a lot of mobs).
Underground Ancient Cities:
Huge abandoned cities can be found deep underground. Who built them, and where are they now? No one knows. But beware of the statues that guard these ancient remains.

The sleeping experience is completely overhauled. Beds no longer require wool to craft, but Phantom Membranes instead. Phantoms will not appear until around the fifth night, after which they begin to return more frequently, though not forever. Beds themselves are no longer permanent either: each one can only be used a limited number of times before it wears down and breaks. In Divergence, sleep is a luxury rather than a common convenience, forcing you to decide whether it is worth spending one of your valuable nights of rest, or just survive the night. Nights are also far darker, and darkness settings can no longer be changed.

A new block that lets you set your respawn point. It is expensive to craft, requiring Obsidian, Diamonds, and Ender Pearls. It will only bring you back once after death, after that, it breaks. So be careful.

Darkness:
As mentioned earlier, nights are far darker than before, and the minimum brightness has been lowered even further. This helps bring back that old, slightly unsettling feeling of caves and nighttime. Brightness settings are deliberately locked.
Fog:
The mod brings back the fog from Beta Minecraft, thicker, heavier. The G hotkey has also been added, functioning as a render distance toggle that cycles through the same settings used in Beta: Tiny, Short, Normal, and Far.
Dynamic Fog:
There is dynamic variation to the fog. Some nights and mornings become much foggier before slowly clearing up again. It also adds cave fog below a certain Y level, which can be turned on or off in the settings.
Lighting Tweaks:
The world’s lighting has been adjusted to feel flatter and closer to the look of older versions, but it still keeps dynamic lighting.

The hunger system has been reworked so that basic movement no longer drains hunger, including walking, jumping, and breaking blocks. Reaching 0 hunger will no longer kill you, though your movement speed is greatly reduced. Sprinting, sprint-jumping, and fighting still drain hunger quickly, and sprint movement itself has also been reduced (sprint jumping will drain your hunger much quicker than just sprinting, and sprint jumping in this mod is not much faster than just regular sprinting). These changes are meant to encourage a slower, more deliberate pace of play, closer to older versions of Minecraft but you can still move fast when you truly need to.
Food item stack sizes have also been reduced. Each food item now has a different stack size.

Elytras can no longer be boosted and can only be used for gliding. Horses do not exist in the world, and neither does packed ice nor blue ice. These changes are meant to keep movement and travel more balanced.

There's also a new custom painting system. How to paint: you will need canvases, dye, and an easel. The system uses the default 16 vanilla colors, each with adjustable opacity levels, allowing colors to be blended together. Dye is required to paint, and each dye provides 16 pixels of color.
First place a canvas into the easel to begin, then open the painting interface to paint (in real time!). Finished canvases can be removed as items, placed back onto the easel, or put into frames. Frames come in multiple sizes, and larger ones let you combine several canvases into a single bigger painting.

Currently, two new mobs have been added: Trader: Works similarly to a Wandering Trader. Stone Golem: Ancient guardian golems that protect the underground ancient cities.

These systems have been heavily reworked, especially the anvil. Since Mending has been removed from the mod and can no longer be obtained in any form, repair and progression had to be redesigned around it. The anvil no longer treats enchanting and repairing as the same XP cost. Every tool and armor piece now has a condition tier: Pristine, Worn, Damaged, Fragile, and Ruined. As items are repaired, their condition worsens, which gradually lowers their maximum durability over time. This is meant to prevent items from lasting forever, while still being more forgiving than vanilla repair mechanics. Enchanting and repairing have also been made cheaper in terms of XP, since mob farming has been greatly reduced. This mod does not encourage large-scale automatic farming. Elytras can still only be repaired with Phantom Membranes, but now a single membrane fully repairs them.

As mentioned earlier, this mod does not encourage large-scale automatic farming. Because of this, Hoppers and Observers have been made unobtainable.

Several vanilla mobs have been adjusted. Zombies and Spiders are now stronger, Zombie Pigmen have updated AI, and Fish now have a panic mechanic.Shulker boxes no longer keep their items when broken. The vanilla difficulty system has also been changed: when creating a world, you now choose between Monsters On and Peaceful. If you choose Monsters On, you can switch between Easy, Normal, and Hard during gameplay. If you choose Peaceful, the world remains permanently locked to Peaceful mode. Also, all non-Blaze spawners are destroyed after a set amount of time once activated by a player, and spawners work in all light conditions.

Many blocks from 1.15.2 have been made unobtainable and removed from the creative menu. The goal is to simplify block choices, and encourage more creative building. A full list of removed blocks and items can be seen in the screenshots.

The mod also comes with a separate resource pack, which can be downloaded on its own. It brings back selected textures and sounds from older versions of Minecraft. You can find it here:
https://modrinth.com/resourcepack/divergenceresourcepack
Also, if you like the old water, I made a separate resource pack that brings back that, and only that. It was tailored for this mod. You can use it with the mod’s resource pack too.:
https://modrinth.com/resourcepack/old-water-for-divergence-resourcepack

The “Allow Cheats” option has been removed from the Open to LAN menu, making it harder to enable cheats on the fly. Yes, I am looking at you. (you can still enable cheats when creating a new world)
Patreon:
Divergence is free and will stay free. If you enjoy the project and want to support its development, you can do so on Patreon: (You can also join as a free member, we talk about the mod there, and ideas for the future.) https://www.patreon.com/divergencemod
FAQ:
Why 1.15.2? Will you update to newer versions?
I built this mod on 1.15.2 because it’s stable and it was the easiest version to shape around my vision. A lot of 1.15.2 features have also been removed or heavily reworked in this mod.
I don’t plan to update to newer versions, because this project is meant to explore an alternate development path for Minecraft, with its own progression and features. If I moved to newer versions, I’d end up having to remove or undo even more vanilla additions anyway.
So think of 1.15.2 as a foundation, a base I can build on to create something different.
Compatibility:
Optifine is not compatible with this mod.


