Modpack

Enigmatica 2: Expert - Extended
Rank 13
Rank 8 among modpacks

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Enigmatica 2: Expert - Extended

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0.5★ (no ratings)
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10 ratings (100%) · 5.0★
0.5★ 5★
Gameplay rating distribution
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3 reviews (50%) · 4.0★
4.5★ (no reviews)
3 reviews (50%) · 5.0★
0.5★ 5★
Aesthetics rating distribution
0.5★ (no reviews)
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3.5★ (no reviews)
4.0★ (no reviews)
4.5★ (no reviews)
6 reviews (100%) · 5.0★
0.5★ 5★
Performance rating distribution
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1 review (17%) · 4.0★
4.5★ (no reviews)
5 reviews (83%) · 5.0★
0.5★ 5★

E2E-E is a continuation of the Enigmatica 2: Expert modpack

Industrial
Fantasy
Tech
Magic
Adventure/Exploration
Questing
Space Exploration
Difficulty: Challenging
Custom Game Mechanics
Multiple Modes
Mod Loaders
Forge
Minecraft

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5.0
cs-tibor-89

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Posted: May 30, 2026 at 6:50:00 AM UTC
20 hrs
Total hours played at time of review
MC 1.12 Playing
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I have found this modpack while browsing on Curseforge and after the first try out I can say it's like an expanded Minecraft.
The Quest Book's chapters is nicely arrenged, the tasks are easy to read and it contains useful tips.
And it's good the mods are gettin updated/replaced with forks.
I can recommend this modpack to both new and advanced Minecraft players.

0
0
5.0
cs-tibor-89

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Posted: May 30, 2026 at 6:50:00 AM UTC
20 hrs
Total hours played at time of review
MC 1.12 Playing
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I have found this modpack while browsing on Curseforge and after the first try out I can say it's like an expanded Minecraft.
The Quest Book's chapters is nicely arrenged, the tasks are easy to read and it contains useful tips.
And it's good the mods are gettin updated/replaced with forks.
I can recommend this modpack to both new and advanced Minecraft players.

0
0
5.0
cs-tibor-89

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Posted: May 30, 2026 at 6:50:00 AM UTC
20 hrs
Total hours played at time of review
MC 1.12 Playing
The version(s) the reviewer played
0
0
5.0
ahtohio

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Posted: March 4, 2026 at 11:08:33 AM UTC
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

E2EE is a great modpack that often gets overshadowed by its 'predecessor', E2E.
People often treat it as 'modpack with bugfixes for E2E' and then compain that it changed too many things and everything is different, "It is not E2E anymore!'.
What is not obvious that maybe 3-4 years ago it was indeed a small extension + bugfixes modpack that was still majorly E2E, but with years it is already an entirely different modpack. But how can you convey this idea when your modpack is called Enigmatica 2 Expert: Extended?..
We can say that its name is its bane...

And while this modpack was indeed based on E2E, only some basic structure of E2E left - maybe gates system and basic relations between magic and tech mods - everything else was reworked, tuned and fixed. Author is trying to introduce creative ideas and make early, mid and lategame different from any other modpack that you've already seen. I may be not the biggest fan of some of these mechanics (singularities, looking at you), but others are creative, interesting and useful. Even Peaceful mode got its unique interaction!

Even skyblock mode, that is usuall 'add Ex Nihilo and it's done' is also an interesting experience - it is no longer 'sift gravel to get every resource in the pack', it is much more involved and forces to do small automations and plan routes on how to progress.
Some things that are obtained in Overworld have to be produred via complex processing chains, so Skyblock is considered 'harder' version of E2EE that tests player's knowledge. And you can go Peaceful Skyblock for even more complex progression! But it never boils down to mindless grind like 'you need 64 cobblestone for 1 furnace', everything is easy and automatable if you're 'expert' enough.

Still, I personally can't say this modpack is perfect - a difference from E2E, regular NuclearCraft was removed and NuclearCraft: Overhauled + Quantum Minecraft Dynamics were added. Those mods almost don't have an exposure to minecraft community and are incredibly complex for a game, in my opinion.
These mods force player to know each small detail on how each multiblock component works and interacts with other components, which can be interesting only for a small subset of players who like tinkering with their reactor in creative or download external Planners. QMD goes even worse - it just offers complex math formulas and expects me to do calculations before I even consider doing something. And no external Planners this time. I personally don't like mods with such 'figure out yourself' approach.
Still, it is not mandatory to explore those mods to the fullest and some alternative ways exist (+schematics), so it is passable and you can complete pack almost without exposure to NCO or QMD.

Modpack performance is superb, author definitely has some obsession and constantly tries to make loading time as small as possible and the whole gaming experience smooth. It can be even be migrated to Java 25 in just few steps, adding even more performance gains.
This modpack is still actively supported and new versions with bugfixes or small changes are published almost each month. Together with active community in Discord it is comforting that you're playing 'active' modpack and not some fossil which was abandoned 7 years ago and got no updates at least to such basic mods like AE2.

All in all, it is one of the best modpacks I've ever seen and it can hold its stand even compared to such superstars like DJ2 or original E2E, so I urge you to try it.

  • Screenshot 1: One of the best expert modpacks for 1.12
1
0
5.0
ahtohio

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Posted: March 4, 2026 at 11:08:33 AM UTC
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

E2EE is a great modpack that often gets overshadowed by its 'predecessor', E2E.
People often treat it as 'modpack with bugfixes for E2E' and then compain that it changed too many things and everything is different, "It is not E2E anymore!'.
What is not obvious that maybe 3-4 years ago it was indeed a small extension + bugfixes modpack that was still majorly E2E, but with years it is already an entirely different modpack. But how can you convey this idea when your modpack is called Enigmatica 2 Expert: Extended?..
We can say that its name is its bane...

And while this modpack was indeed based on E2E, only some basic structure of E2E left - maybe gates system and basic relations between magic and tech mods - everything else was reworked, tuned and fixed. Author is trying to introduce creative ideas and make early, mid and lategame different from any other modpack that you've already seen. I may be not the biggest fan of some of these mechanics (singularities, looking at you), but others are creative, interesting and useful. Even Peaceful mode got its unique interaction!

Even skyblock mode, that is usuall 'add Ex Nihilo and it's done' is also an interesting experience - it is no longer 'sift gravel to get every resource in the pack', it is much more involved and forces to do small automations and plan routes on how to progress.
Some things that are obtained in Overworld have to be produred via complex processing chains, so Skyblock is considered 'harder' version of E2EE that tests player's knowledge. And you can go Peaceful Skyblock for even more complex progression! But it never boils down to mindless grind like 'you need 64 cobblestone for 1 furnace', everything is easy and automatable if you're 'expert' enough.

Still, I personally can't say this modpack is perfect - a difference from E2E, regular NuclearCraft was removed and NuclearCraft: Overhauled + Quantum Minecraft Dynamics were added. Those mods almost don't have an exposure to minecraft community and are incredibly complex for a game, in my opinion.
These mods force player to know each small detail on how each multiblock component works and interacts with other components, which can be interesting only for a small subset of players who like tinkering with their reactor in creative or download external Planners. QMD goes even worse - it just offers complex math formulas and expects me to do calculations before I even consider doing something. And no external Planners this time. I personally don't like mods with such 'figure out yourself' approach.
Still, it is not mandatory to explore those mods to the fullest and some alternative ways exist (+schematics), so it is passable and you can complete pack almost without exposure to NCO or QMD.

Modpack performance is superb, author definitely has some obsession and constantly tries to make loading time as small as possible and the whole gaming experience smooth. It can be even be migrated to Java 25 in just few steps, adding even more performance gains.
This modpack is still actively supported and new versions with bugfixes or small changes are published almost each month. Together with active community in Discord it is comforting that you're playing 'active' modpack and not some fossil which was abandoned 7 years ago and got no updates at least to such basic mods like AE2.

All in all, it is one of the best modpacks I've ever seen and it can hold its stand even compared to such superstars like DJ2 or original E2E, so I urge you to try it.

  • Screenshot 1: One of the best expert modpacks for 1.12
1
0
5.0
ahtohio

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Posted: March 4, 2026 at 11:08:33 AM UTC
The version(s) the reviewer played
1
0
5.0
johnpyp

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Posted: February 2, 2025 at 7:51:41 AM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

E2EE is an amazing pack, and has really made me hate all kinds of "artificial" gated progression that other packs use. E2EE uses a combination of organic progression via crafting recipes, and many ways to get to the same goal.

In my run, I just didn't feel like actually going to other planets with the rocketry mod. Making that choice in other packs would've killed all progression, but in E2EE it was more of a challenge to find the other ways to get the materials I needed - because there was always another way. I built an absurd, way-bigger-than-normal particle accelerator just to make the crystals I could've easily gotten on another planet... but that's what was awesome about it :)

Performance in the pack is quite good compared to other 1.12 packs, but the biggest thing I did not enjoy during my playthrough was having to care about things like TPS lag, and actively architect around it. Compared to modern minecraft packs, it's definitely a lot worse. That's a fun killer. I'm not sure if that kind of issue is fixed with cleanroomMC nowadays, maybe.

0
0
5.0
johnpyp

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Posted: February 2, 2025 at 7:51:41 AM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

E2EE is an amazing pack, and has really made me hate all kinds of "artificial" gated progression that other packs use. E2EE uses a combination of organic progression via crafting recipes, and many ways to get to the same goal.

In my run, I just didn't feel like actually going to other planets with the rocketry mod. Making that choice in other packs would've killed all progression, but in E2EE it was more of a challenge to find the other ways to get the materials I needed - because there was always another way. I built an absurd, way-bigger-than-normal particle accelerator just to make the crystals I could've easily gotten on another planet... but that's what was awesome about it :)

Performance in the pack is quite good compared to other 1.12 packs, but the biggest thing I did not enjoy during my playthrough was having to care about things like TPS lag, and actively architect around it. Compared to modern minecraft packs, it's definitely a lot worse. That's a fun killer. I'm not sure if that kind of issue is fixed with cleanroomMC nowadays, maybe.

0
0
5.0
johnpyp

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Posted: February 2, 2025 at 7:51:41 AM UTC
MC 1.12
The version(s) the reviewer played
0
0
5.0
Aliagor

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Posted: June 3, 2024 at 5:49:21 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

To start off I completed E2EE 3 times, one normal solo run, one team peaceful run and one solo skyblock run. They all should add to ~1000 hours of playtime combined.

Quests:
Quest lines that have been reworked/improved in E2EE compared to E2E are really good. Best example of this would be Thaumcraft quests, original quest line from E2E was really lacking in quality. Quest rewards have been rebalanced but they are still mainly loot boxes.

Custom ore processing:
Ore processing has been improved mainly due to buffing the "Refining" infusion enchantment from Thaumcraft. There is more steps including magic to the ore processing to get even better yield or chance for byproducts but in most cases first step is enough. I used next steps only for one type of resource that was quite tricky to get.

Computer mods:
Some of the mechanics like printing blocks from computer mods are needed in order to progress. They are all explained in tooltips for player that might not have required programming knowledge.

Peaceful mode:
While this mod is not super hard it comes with really nice features for other modes. If the game is beatable in peaceful mode you can craft loot from mobs and bosses which provides another option to progress. For gaia spirit can be crafted and automated if you do not want to fight the boss.

Mechanics variety:
Modpack developer nerfed "Mainstream" options and mechanics like Mekanism Ethylene power generation and Angel Ring for example. This encourages player to find options from other mobs. Good example might be flight, getting angel ring requires a lot of EU2 power and NC:O irradiation which might seem like a "scary" mechanic. This item is not super expensive but requires some knowlege to be able to obtain it. Other options for flight might be Beacon with custom block for secondary effect (there is block that will give flight and you can add block that will make the beacon effect work for single player in whole dimension), final armor from Thaumcraft addon progression gives flight as well, you get access to semi-creative flight in Thaumcraft even earlier. There is more options I just listed ones that I used.

Skyblock experience:
Early game of skyblock is probably one of the most unique ones I played. For ore gathering you can use standard Ex Nihilio sieves but they give only a few types of resources and processing drops from them require in world fluid interaction with seared stone fluid. Iron can be gathered from trees and gold can be obtained by turning pigs in pigmans. After you have ore generation done and enter mid-game the experience is pretty simmilar to the normal run, you will have to use more expensive skyblock recipes for items that you would find by exploration.
Late game skyblock is where the difficulty starts showing. To reach end goal in skyblock you have to use most of the mechanics in modpack. Most notable QMD, Bees, NC:O. In normal run you could skip hard parts by exploration but in skyblock you have to take the long harder route.

Exploration:
Exploration is super rewarding in E2EE. The rewards are mainly tied to exploring other planets using Advanced Rocketry. You can find fluids to pump out using pumpjacks or some pumps if fluids are placed in world. Planets also can spawn blocks that are needed in progression for some mods. For example you can find NC:O fuels, QMD liquids or EnderIO liquids. Most of these things would require big setups but some of them can be skipped by exploration.

Magic mods:
Magic still feels kinda left out like in E2EE. Thaumcraft is way better included in progression than in E2E but Botania, Astral and BM still don't have that many uses so there is no reason to create powerful mana generation or a lot of max tier blood magic altars. In recent update I have not played BM is getting more uses so hopefully this will continue for all magic mods.

Development:
Modpack developer is active on Discord and is open to suggestions. If you find a bug or some mechanic that feels grindy you can reach out and possibly contribute to improving the E2EE experience.

Performance:
Never had any issues and modpack developer is constantly trying to improve the preformance. This also comes with some downsides because convienient but laggy options (IC2 ejector upgrades for example) might get disabled in future updates to improve servers performance.

  • Screenshot 1: Great custom mechanics
  • Screenshot 2: Great custom mechanics
  • Screenshot 3: Great custom mechanics
0
0
5.0
Aliagor

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Guide 500 pts
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Posted: June 3, 2024 at 5:49:21 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

To start off I completed E2EE 3 times, one normal solo run, one team peaceful run and one solo skyblock run. They all should add to ~1000 hours of playtime combined.

Quests:
Quest lines that have been reworked/improved in E2EE compared to E2E are really good. Best example of this would be Thaumcraft quests, original quest line from E2E was really lacking in quality. Quest rewards have been rebalanced but they are still mainly loot boxes.

Custom ore processing:
Ore processing has been improved mainly due to buffing the "Refining" infusion enchantment from Thaumcraft. There is more steps including magic to the ore processing to get even better yield or chance for byproducts but in most cases first step is enough. I used next steps only for one type of resource that was quite tricky to get.

Computer mods:
Some of the mechanics like printing blocks from computer mods are needed in order to progress. They are all explained in tooltips for player that might not have required programming knowledge.

Peaceful mode:
While this mod is not super hard it comes with really nice features for other modes. If the game is beatable in peaceful mode you can craft loot from mobs and bosses which provides another option to progress. For gaia spirit can be crafted and automated if you do not want to fight the boss.

Mechanics variety:
Modpack developer nerfed "Mainstream" options and mechanics like Mekanism Ethylene power generation and Angel Ring for example. This encourages player to find options from other mobs. Good example might be flight, getting angel ring requires a lot of EU2 power and NC:O irradiation which might seem like a "scary" mechanic. This item is not super expensive but requires some knowlege to be able to obtain it. Other options for flight might be Beacon with custom block for secondary effect (there is block that will give flight and you can add block that will make the beacon effect work for single player in whole dimension), final armor from Thaumcraft addon progression gives flight as well, you get access to semi-creative flight in Thaumcraft even earlier. There is more options I just listed ones that I used.

Skyblock experience:
Early game of skyblock is probably one of the most unique ones I played. For ore gathering you can use standard Ex Nihilio sieves but they give only a few types of resources and processing drops from them require in world fluid interaction with seared stone fluid. Iron can be gathered from trees and gold can be obtained by turning pigs in pigmans. After you have ore generation done and enter mid-game the experience is pretty simmilar to the normal run, you will have to use more expensive skyblock recipes for items that you would find by exploration.
Late game skyblock is where the difficulty starts showing. To reach end goal in skyblock you have to use most of the mechanics in modpack. Most notable QMD, Bees, NC:O. In normal run you could skip hard parts by exploration but in skyblock you have to take the long harder route.

Exploration:
Exploration is super rewarding in E2EE. The rewards are mainly tied to exploring other planets using Advanced Rocketry. You can find fluids to pump out using pumpjacks or some pumps if fluids are placed in world. Planets also can spawn blocks that are needed in progression for some mods. For example you can find NC:O fuels, QMD liquids or EnderIO liquids. Most of these things would require big setups but some of them can be skipped by exploration.

Magic mods:
Magic still feels kinda left out like in E2EE. Thaumcraft is way better included in progression than in E2E but Botania, Astral and BM still don't have that many uses so there is no reason to create powerful mana generation or a lot of max tier blood magic altars. In recent update I have not played BM is getting more uses so hopefully this will continue for all magic mods.

Development:
Modpack developer is active on Discord and is open to suggestions. If you find a bug or some mechanic that feels grindy you can reach out and possibly contribute to improving the E2EE experience.

Performance:
Never had any issues and modpack developer is constantly trying to improve the preformance. This also comes with some downsides because convienient but laggy options (IC2 ejector upgrades for example) might get disabled in future updates to improve servers performance.

  • Screenshot 1: Great custom mechanics
  • Screenshot 2: Great custom mechanics
  • Screenshot 3: Great custom mechanics
0
0
5.0
Aliagor

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Posted: June 3, 2024 at 5:49:21 AM UTC
1,000 hrs
Total hours played at time of review
MC 1.12
The version(s) the reviewer played
0
0
5.0
trashboxbobylev

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Posted: January 16, 2024 at 8:02:20 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

(I am one of "developers" of this masterpiece, being the one that invented Peaceful-only mode in most of ways, gave more ores to planets and overhauled Numismatic Dynamo to support every metal.)

There is a lot of ways to where to start with this...

The amount of custom content and mechanics and definitely a highlight. Just look into all new JEI categories, that provide additional great info on all your obscur-ish and favorite mods! The author of this even codes their own "mods" in crafttweaker's script for better experience!

The skyblock mode is also one of a kind, being technically active in normal overworld in terms of changes, which made a huge impact on how resources are obtained... with burning pieces in liquids, crushing unusual blocks, exploiting the weak animals for their drops and other things; it is very interesting once you get past gimmick-infused early game.

The questbook is amazing for mods where effort was done, such as Thaumcraft-verse; many bits and pieces are explained in a grid of quests, that even reward you with even more bits and pieces (curious, isn't it?), and ending with overhaul to Thaumic Additions' items that are no longer just "the OP item takes effort" alloys for TC.

Speaking of addons... there is a lot of them, for Tinkers, for AE2, for TC (as mentioned before), for IE... they expand on a lot of stuff that is set up by their parent mods.

Changes to mods themselves (via ASM modifying) are widespread too, mostly to get around limitations or to put it above and beyond what it was designed for, like accepting thousands of RF/t or dozens of items. The ability to do it at all is inspiring.

Non-linearity of original E2E is kept here and upgraded to heaven, with routes to get around needing to do technical or magical progression, or killing any bosses; this part is not completely finished, but the details and recipes needed to skip doing machines, if you are wizard by blood, is nothing short of astonishment.

Ore processing... oh the new ore processing line... you start with normal native clusters and then ascend to increasingly more complicated magical processes to get more powerful ore chunks that are smelt into various amount of materials, depending on how much effort you put into it. IMO, very good custom mechanic, that prompts as much engagement as you decide.

Computers. There is a lot of programming you can do, in any way you want. And it is all useful in some capacity. You should like robots and mechas as tech guy watching this review, isn't it?

Now for parts that I dislike:

  • I do not agree with all gimmicks done to make early game more exciting; sometimes enough fun is enough, and manual work, that is automated by delegating this manual work to robots, could be tiring to handle.
  • While skips done by dedicating your attention to obscure parts are exciting in their own, it can lose that charm once the way to them is discovered somewhere else and it just becomes 4.44x stronger way to get certain resources via this funny gimmick (that is sometimes incomprehensible, like IC2 crops).
  • Despite how combat-focused the pack is at times, via TConEvo and buffs to TC and I&F, there is not many enemies to fight; your targets are mostly not-very-difficult bosses and enemies buffed by Scaling Health mechanic.
  • Despite overhaul to UUM line and replication, the item values are still kind of unbalanced, with early game items costing a lot of matter and midgame materials costing almost nothing.
  • The endgame in general is mostly the same, you go for same complex grind on top of ultimate table and get ultimate ingot to make ultimate utilities... There is a lot of things that speed that up like PackagedAuto and other AE2 extensions, so it is at least fun to set up.
  • There is some other minor things I wanted to mention, but can't remember. ech.

Playtime: around 400 hours for Peaceful, 51 hours for Conflux IV%, ~30 hours on latest alpha in Peaceful.
9.5/10.

0
0
5.0
trashboxbobylev

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Posted: January 16, 2024 at 8:02:20 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

(I am one of "developers" of this masterpiece, being the one that invented Peaceful-only mode in most of ways, gave more ores to planets and overhauled Numismatic Dynamo to support every metal.)

There is a lot of ways to where to start with this...

The amount of custom content and mechanics and definitely a highlight. Just look into all new JEI categories, that provide additional great info on all your obscur-ish and favorite mods! The author of this even codes their own "mods" in crafttweaker's script for better experience!

The skyblock mode is also one of a kind, being technically active in normal overworld in terms of changes, which made a huge impact on how resources are obtained... with burning pieces in liquids, crushing unusual blocks, exploiting the weak animals for their drops and other things; it is very interesting once you get past gimmick-infused early game.

The questbook is amazing for mods where effort was done, such as Thaumcraft-verse; many bits and pieces are explained in a grid of quests, that even reward you with even more bits and pieces (curious, isn't it?), and ending with overhaul to Thaumic Additions' items that are no longer just "the OP item takes effort" alloys for TC.

Speaking of addons... there is a lot of them, for Tinkers, for AE2, for TC (as mentioned before), for IE... they expand on a lot of stuff that is set up by their parent mods.

Changes to mods themselves (via ASM modifying) are widespread too, mostly to get around limitations or to put it above and beyond what it was designed for, like accepting thousands of RF/t or dozens of items. The ability to do it at all is inspiring.

Non-linearity of original E2E is kept here and upgraded to heaven, with routes to get around needing to do technical or magical progression, or killing any bosses; this part is not completely finished, but the details and recipes needed to skip doing machines, if you are wizard by blood, is nothing short of astonishment.

Ore processing... oh the new ore processing line... you start with normal native clusters and then ascend to increasingly more complicated magical processes to get more powerful ore chunks that are smelt into various amount of materials, depending on how much effort you put into it. IMO, very good custom mechanic, that prompts as much engagement as you decide.

Computers. There is a lot of programming you can do, in any way you want. And it is all useful in some capacity. You should like robots and mechas as tech guy watching this review, isn't it?

Now for parts that I dislike:

  • I do not agree with all gimmicks done to make early game more exciting; sometimes enough fun is enough, and manual work, that is automated by delegating this manual work to robots, could be tiring to handle.
  • While skips done by dedicating your attention to obscure parts are exciting in their own, it can lose that charm once the way to them is discovered somewhere else and it just becomes 4.44x stronger way to get certain resources via this funny gimmick (that is sometimes incomprehensible, like IC2 crops).
  • Despite how combat-focused the pack is at times, via TConEvo and buffs to TC and I&F, there is not many enemies to fight; your targets are mostly not-very-difficult bosses and enemies buffed by Scaling Health mechanic.
  • Despite overhaul to UUM line and replication, the item values are still kind of unbalanced, with early game items costing a lot of matter and midgame materials costing almost nothing.
  • The endgame in general is mostly the same, you go for same complex grind on top of ultimate table and get ultimate ingot to make ultimate utilities... There is a lot of things that speed that up like PackagedAuto and other AE2 extensions, so it is at least fun to set up.
  • There is some other minor things I wanted to mention, but can't remember. ech.

Playtime: around 400 hours for Peaceful, 51 hours for Conflux IV%, ~30 hours on latest alpha in Peaceful.
9.5/10.

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5.0
trashboxbobylev

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About reputation ranks
Posted: January 16, 2024 at 8:02:20 PM UTC
MC 1.12
The version(s) the reviewer played
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5.0
oddisz

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
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About reputation ranks
Posted: January 12, 2024 at 2:17:50 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

The amount of work hours this pack has received from it's creator, Krutoy is out of this world.
Quests:
Quests are highly descriptive, guiding and definitely not dull. They also offer non-game breaking awards like the original E2E did.

Progression:
Feels really good. There's a lot of small increments of nice stuff drizzled in to get the dopamine flowing. Progression is non-linear as well, allowing you to complete the pack normally (doing everything), skyblock (not using any in-world materials), tech-mostly (skipping most of magic) or magic-mostly (skipping most of tech). This allows people to go for their most preferred way of playing, and the modpack feels like half of a kitchensink pack - you can choose what you do, yet you still benefit from the progression available.

Tech: Lots of nice tech-based mods in this pack. There's clear progression (both in RF/t and mods themselves). From easy to make mods at the start but cumbersome building (Immersive Engi, Immersive wires and IC2) through nuclearcraft CE (way better than normal NC) all the way up to EnderIO, thermal etc.

Magic: Mainly thaumcraft, botania (tech mod haha), astral sorcery and blood magic - the usual 1.12.2 experience - but they have a lot of "additional" custom uses for tech (as a supplement), or many buffed/nerfed aspects. Very customized by the creator, and the quests for magic are really good too.

Customized assets/progression: I think this pack is #1 or #2 in complexity of it's custom systems

  • Item expire in fire
  • Diverse material requirements that are not annoying like GTCE
  • Custom assets, mechanics (UU-matter replication is different for example)
    Like I said before, the pack offers so many custom experiences and automation prospects that it's finally a fun challenge to automate something, instead of throwing it all into one "do-all" machine.

Storage:
AE2 is mainly used by me. There's a lot to store though - I used everything from labeled crates, storage drawers. Nothing to complain here - lot of good options, none of them are "required"

World and generation:
Ice and fire dragons provide very useful loot if you can manage to defeat them.
Twilight forest exists and is built upon, but nothing from it is required
More animals are added via certain mods - but they are not useless/fodder - they actually have a custom-build purpose to them by the creator

Optimization and performance:
Surprisingly way more performant than the original E2E - the creator of the pack spent thousands of hours optimising the pack, removing entities spamming lag. He's also a master optimizer from what i've seen - telling other devs how to optimize their mods, looking for faultlines.
I've played this pack with shaders on from start to finish with a i5 4670k and GTX1070 - never dropped below 40FPS, even at the endgame. Now that I bought a i7 12700k and RTX4080 i never drop below 144FPS and I'm pretty far so far.

Overall:
My favourite pack of all time - surpassing even Infinity Evolved, Unleashed and DEFINITELY the original E2E pack where I only had to use gas burning generators from mechanism to "win". Now I finally feel "challenged" but not in an annoying way (lookin at you, GT new horizons)

10/10 pack.

0
0
5.0
oddisz

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 12, 2024 at 2:17:50 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

The amount of work hours this pack has received from it's creator, Krutoy is out of this world.
Quests:
Quests are highly descriptive, guiding and definitely not dull. They also offer non-game breaking awards like the original E2E did.

Progression:
Feels really good. There's a lot of small increments of nice stuff drizzled in to get the dopamine flowing. Progression is non-linear as well, allowing you to complete the pack normally (doing everything), skyblock (not using any in-world materials), tech-mostly (skipping most of magic) or magic-mostly (skipping most of tech). This allows people to go for their most preferred way of playing, and the modpack feels like half of a kitchensink pack - you can choose what you do, yet you still benefit from the progression available.

Tech: Lots of nice tech-based mods in this pack. There's clear progression (both in RF/t and mods themselves). From easy to make mods at the start but cumbersome building (Immersive Engi, Immersive wires and IC2) through nuclearcraft CE (way better than normal NC) all the way up to EnderIO, thermal etc.

Magic: Mainly thaumcraft, botania (tech mod haha), astral sorcery and blood magic - the usual 1.12.2 experience - but they have a lot of "additional" custom uses for tech (as a supplement), or many buffed/nerfed aspects. Very customized by the creator, and the quests for magic are really good too.

Customized assets/progression: I think this pack is #1 or #2 in complexity of it's custom systems

  • Item expire in fire
  • Diverse material requirements that are not annoying like GTCE
  • Custom assets, mechanics (UU-matter replication is different for example)
    Like I said before, the pack offers so many custom experiences and automation prospects that it's finally a fun challenge to automate something, instead of throwing it all into one "do-all" machine.

Storage:
AE2 is mainly used by me. There's a lot to store though - I used everything from labeled crates, storage drawers. Nothing to complain here - lot of good options, none of them are "required"

World and generation:
Ice and fire dragons provide very useful loot if you can manage to defeat them.
Twilight forest exists and is built upon, but nothing from it is required
More animals are added via certain mods - but they are not useless/fodder - they actually have a custom-build purpose to them by the creator

Optimization and performance:
Surprisingly way more performant than the original E2E - the creator of the pack spent thousands of hours optimising the pack, removing entities spamming lag. He's also a master optimizer from what i've seen - telling other devs how to optimize their mods, looking for faultlines.
I've played this pack with shaders on from start to finish with a i5 4670k and GTX1070 - never dropped below 40FPS, even at the endgame. Now that I bought a i7 12700k and RTX4080 i never drop below 144FPS and I'm pretty far so far.

Overall:
My favourite pack of all time - surpassing even Infinity Evolved, Unleashed and DEFINITELY the original E2E pack where I only had to use gas burning generators from mechanism to "win". Now I finally feel "challenged" but not in an annoying way (lookin at you, GT new horizons)

10/10 pack.

0
0
5.0
oddisz

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: January 12, 2024 at 2:17:50 PM UTC
MC 1.12
The version(s) the reviewer played
0
0

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About

Project Details

Type
Modpack
Pack Size
Extra Large 427 mods
Latest Version
E2E-Extended-v1.85.1-beta
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Identifiers

Platform IDs

CurseForge ID

Resources

External Links

About

Description

Curse Forge Discord

Enigmatica 2: Expert - Extended is unofficial continuation of Enigmatica 2: Expert

The aim of the modpack is to make E2E even more interesting and challenging. Balance it out as much as possible, but leave the most interesting stuff untouched.





Modlist



Here are +200 up-to-date 1.12.2 mods (about 400 total).
Despite this, the modpack only takes 30% longer to load than the original E2E. And the FPS in the game is even higher.

10+ additional major mods and +200 tweaking and Quality of Life addons. Some notable of them:

   New Content     QOL     Performance 
 MPg6uAO.png   

Thaumic Augmentation

 
 7vVSbG0.png   

Lootr

 
 XPG0E4o.png   

Particle Culling

 
 IHk0cvb.png   

Construct's Armory

 
 FEqINsA.gif   

Traveler's Backpack

 
 4Ntvotu.png   

Sledgehammer

 
 xZioDD3.png   

LittleTiles

 
 L6uKZsV.png   

Immersive Cables

 
 K49ZGIO.png   

Thaumic Speedup

 
 h7NQxho.png   

Rats

 
 8gmAM7b.png   

JEI Utilities

 
 0N4SG5A.png   

CensoredASM

 
 ctMeddf.png   

Tinkers' Evolution

 
 2ZEqnh8.png   

Vaultopic

 
 R3BzmyZ.jpeg   

Had Enough Items

 

See full list in MODS.md





Features



 
🔄 Non-linear Progression
  • Progress at your own pace and choose your preferred path.
  • Skip tedious branches with alternate recipes.
  • Finish the modpack without exploring every dimension.
    E.g., skip exploring Twilight Forest if you prefer.
 
  Non-linear Progression  
 
⚖️ Balanced Gameplay
  • Carefully tweaked generators and reworked TCon materials.
  • No overpowered items, exploits, or cheesy mechanics.
  • Use less powerful alternatives and work towards crafting powerful items.
    E.g., Angel Ring requires more effort, giving other flight options a chance.
 
  1 million RF/t on steam  
 
🛠️ New Original Mechanics
  • Unique crafting mechanics adding diversity to gameplay.
  • Custom ore processing lines and refined infusion enchantments.
  • Essences with unique mechanics for transforming into ores.
    E.g., Ore Piece can be burnt in Seared Stone to turn into Ore.
 
  12 new mechanics showreel  
 
🔮 Thaumcraft Integration
  • Improved Thaumcraft quests with better rewards.
  • Custom ore processing steps including magic for better yields.
  • Buffed "Refining" infusion enchantment for more efficient ore processing.
    E.g., reworked, added +51 new abilities.
 
  Thaumcraft Integration  
 
📚 More HEI Categories and Better Guide
  • Enhanced guide with clear quests and recipes.
  • Reveal unpopular and hidden mechanics.
  • More quest chapters describing lesser-known items.
    E.g., HEI follows the rule: "If you can craft it, you'll find it in HEI.".
 
  Utilities Quest lines  
 
🏞️ Extended World Generation
  • Better caves, additional structures, and more loot.
  • Reworked planets with unique terrain and resources.
  • Exploration is optional but highly rewarding.
    E.g., New OTG generator and unique resources on planets.
 
  Extended World Generation  
 
🎮 Additional Game Modes
  • Built-in Skyblock mode with expert-expert difficulty.
  • Playable in Peaceful mode with alternate recipes.
  • Unique crafting and resource gathering mechanics.
    E.g., Skyblock requires innovative resource generation techniques.
 
  Skyblock panorama  




Setup Guide



💥 Update your Java

To play this pack you must update your Java from verson 1.8.0_51 to newer one.
You can check out your current Java version in F3 menu or on 5th line of file logs/latest.log.


🪔 Install From Launcher

Just use New Instance feature of your launcher and choose "from CurseForge".
Prism Launcher example.


✊ Manual installation

  1. Download E2E-Extended_{version}.zip from Assets of latest release OR from CurseForge page.
  2. Use Import feature in your launcher.


🌌 Skyblock

In Skyblock mode, you cannot leave the starting Void dimension (with a couple of exceptions).
If you play on a server on which have already made these changes, the client does not need to change the configs.

In order to create a new Skyblock world, you need:

  1. In main menu go to Mods => Just Enough Dimensions Config => Generic => initialSpawnDimensionId set to 3
  2. Then Create New World => Create New World




Info



 
  • Loading time ~8 minutes
  • First load could take 10+ minutes to create cache
  • Recommended RAM: 6Gb
 
 More info about load time 

📘 Refined Storage info

Refined Storage (with addons) not included by default. You can install them manually, recipes would change automatically.

Integrated and tested RS mods:

🏔️ Open Terrain Generator

✅ Pros:

  • Better landscape
  • Huge mountains
  • Good alternative if bored from BoP

👎 Cons:

  • Nature Compass not working
  • Biomes too big or too small
  • Rarely structures generating midair

To enable new world generation type, follow this buttons:

6lSdY8g.png sqUpyxN.png J87n2Jv.png

Some screenshots of new worldgen:

lcazzdg.jpeg FtTcSUd.jpeg Qh6dKPb.jpeg DPle4t8.jpeg





Recommended mods



  • Entity Culling+RenderLib - increase performance, but can cause crashes on some machines
  • Dynamic Surroundings - better sounds and environmental, but increaing load time and lower FPS a bit
  • Fluidlogged API - adds basic fluidlogging, widely configured for E2E-E. Its not included by default since causing slight TPS consumption [1][2].




FAQ



  • Where can I download the entire modpack with mods? Prism Launcher E2E-E Window You can't download the modpack in one archive. You can download everything except the mods, which are downloaded with the launcher.
  • Where is the server pack? You can find the server pack on the GitHub release page under the "Assets" tab or on the CurseForge file page under "Additional Files." Note that CurseForge may delay this file for download for approximately five days after release.
  • I launched E2E-E and got a crash with Exit Code 1. Prism Launcher E2E-E Window Try loading the modpack a second time.
  • I loaded the modpack a second time, and it still crashes with Exit Code 1. Try using a non-CurseForge launcher.
  • I chose to download Optifine, but the Java process started, and the window won't appear. It seems like your firewall or proxy settings are not allowing you to download Optifine. Remove the file config/mod-director/optifine.url.json.
  • I updated Java, but it still shows me the "Outdated Java" warning. Outdated Java Version message The CurseForge Launcher and Mojang Launcher use their built-in 8-year-old Java. To fix this, explicitly configure the path to your new javaw.exe in BOTH launchers, or use another launcher such as Prism.
  • I can't see crash logs. Crash logs are located in the folder crash-reports/. If there are no files, check the file logs/latest.log. If there is still no information about the crash, enable debug logging and the generation of the file debug.log in your launcher.
  • The game crashes on load, and the logs show something about Unexpected error and IllegalStateException: Already building! In any strange situation, remove VintageFix first.
  • What Java arguments should I use? I recommend using no arguments at all.
  • I installed the Essential Mod, and now I can't load the modpack. Remove the mod CensoredASM since those two mods are incompatible.
  • My world has 2 TPS, and it lags extremely hard. This happens when the OTG world rapidly generates new chunks. To fix this, pre-generate your world by pressing the "O" hotkey.
  • I'm getting 2 FPS, and I can't play. Remove the VintageFix mod.
  • There are too few hostile mobs at night. This is a known bug, and we are still looking for a solution.
  • I updated the modpack version, and now it's reporting about mod duplicates. Forge Mod Loader mod duplicates screen The best way to update the modpack is to create a new instance and move your world/configs into the new one. You may also want to move the following files:
    • options.txt for hotkeys and Minecraft configs.
    • hei_bookmarks.ini for item bookmarks.
    • XaeroWaypoints/ and XaeroWorldMap/ for map and waypoints.
    • config/xaero* for Xaero maps configs.
    • saves/ folders for worlds.
  • It's still reporting about duplicates. Remove .jar files without the -patched postfix.


Considerations Before Updating

Updates can bring exciting new features, but they also carry the risk of instability, such as crashes or loading issues. Despite thorough testing, unexpected problems can arise. If your current version of the modpack is stable and enjoyable, staying with it might be the best choice for uninterrupted gameplay.





Modpack Developing



This is unofficial addon and not supported by Enigmatica dev team.

Some of the changes from the Extended version [1][2][3] were added to the main modpack as well, so I became a contributor.

Permission to develop and publish from Enigmatica owner.




Links






Media




Reddit


Modpack Review (English)

Modpack Review


Playthrough Series (Portuguese)

Playthrough Series

Screenshots

Gallery

  • Bees are rewarding but not required
    Bees are rewarding but not required world by @levon
  • Lot of mods connected with each other
    Lot of mods connected with each other World by levon
  • QMD room
    QMD room world by @blisslen
  • Buffs of unused mechanics
    Buffs of unused mechanics Some mechanics, like IC2 crops, was x10 times buffed to make them useful
  • About 10 Thaumcraft addons linked with each other
    About 10 Thaumcraft addons linked with each other world by @thefool
  • Shaders and texture packs
    Shaders and texture packs world by @artpoke
  • OTG worldgen option
    OTG worldgen option You can chose Open Terrain Generator instead of Biomes O' Plenty
  • Thaumcraft quest chapter
    Thaumcraft quest chapter Immerse quest integration made by TabakaSIM
  • Lot of decoration options
    Lot of decoration options world by @_Stea
  • Skyblock option
    Skyblock option To play Skyblock just create new Void world. You will need additional pack preparations through.
  • New mods - QMD and NC:O
    New mods - QMD and NC:O Quantum Minecraft Dynamics and Nuclear Craft: Overhauled
  • Main Menu
    Main Menu Main menu screenshot with shaders
  • Rats and animals
    Rats and animals Animals better integrated into modpack. For example, Rats give shortcuts to cheaper resources.
  • Bees buffed, but not required
    Bees buffed, but not required You can finish the pack without bees. But if you do them, you get big benefits like huge storage options or simplified tech recipes.
  • Little Tiles instead of Chisel And Bits
    Little Tiles instead of Chisel And Bits Little Tiles have lot more features. For example, you can make your own candles.
  • New QOL recipes
    New QOL recipes .. like hundred of Compressed blocks variants, like Compressed Terrestrial Artifact

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