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Confluence

Stefan Radu edited this page Nov 7, 2026 · 1 revision

Confluence is about beacons. Each of its four beacons is crafted from a vanilla beacon and one item, built on a vanilla pyramid, and runs one effect chosen from its own list. The range grows with the material of the pyramid, and every beacon keeps working when its chunk is not loaded, for every player in the same dimension.

The top layer of the pyramid decides the tier. Each layer below it made of the same block adds one tier level; the first layer of a different block, or of mixed blocks, ends the count. Which effects can be chosen still depends on all layers, as in vanilla. Two netherite layers on top of two iron layers make a level 4 beacon at netherite level 2.

A beacon only accepts the payment that matches its pyramid's top layer: an iron ingot for iron, a gold ingot for gold, an emerald for emerald, a diamond for diamond and a netherite ingot for netherite. A top layer of mixed blocks, or of another mod's base block, takes an iron ingot and gives no material range: a charged or haven beacon then reaches as far as a vanilla beacon would, and a blighted or dread beacon only one block.

A beacon runs one effect. Each pyramid level unlocks more; on a full pyramid the choice is the level 4 effect, or a lower effect at level II (for effects that get stronger at II). For two effects, build two beacons: where beacons overlap, every effect applies.

The range is in blocks, out to each side, and covers from that far below the beacon up to the top of the world.

Charged Beacon

Recipe: Dragon breath + beacon

Level Effects
1 Speed, Haste
2 Resistance, Jump Boost
3 Strength
4 Regeneration
Pyramid 1 layer 2 layers 3 layers 4 layers
Iron 20 30 40 50
Gold 40 70 100 140
Emerald 100 150 200 250
Diamond 200 300 400 500
Netherite 400 700 1000 1400

Haven Beacon

Recipe: Heart of the sea + beacon

Level Effects
1 Fire Resistance, Water Breathing
2 Dolphin's Grace
3 Saturation
4 Warding

The range is the same as the charged beacon.

Warding is given to no one. Inside the warded haven's range, monsters do not spawn naturally, and monsters that get in anyway, from spawners, raids or on foot, take four hearts of damage every four seconds. Whatever warding kills drops nothing; a monster a player finishes off drops as usual. The Wither and the Ender Dragon are spared. The damage can be changed in the config.

Note: Warding Spares Zombie Villagers Warding neither blocks nor hurts zombie villagers, so they can still be cured. This can be set to false in the config.

Blighted Beacon

Recipe: Wither skeleton skull + beacon

Meant for adventure maps and PvP. Set the tag with /tag <player> add foxfire_curse_immune to spare players from effects.

Level Effects
1 Nausea
2 Hunger
3 Slowness
4 Mining Fatigue

Its default ranges are 40% of the charged beacon's (this can be adjusted in config file)

Pyramid 1 layer 2 layers 3 layers 4 layers
Iron 8 12 16 20
Gold 16 28 40 56
Emerald 40 60 80 100
Diamond 80 120 160 200
Netherite 160 280 400 560

Dread Beacon

Recipe: Nether star + beacon

Meant for adventure maps and PvP, with the same tag and the same default ranges as the blighted beacon. Set the tag with /tag <player> add foxfire_curse_immune to spare players from effects.

Level Effects
1 Darkness
2 Weakness
3 Poison
4 Wither

Beacon Filter

For servers that want to keep beacon effects from some players. A tagged player foxfire_no_beacon still gets effects from vanilla beacons.

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