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About reputation ranksHonestly speaking, FTB StoneBlock 4 is a pack I didn't expect to like as much as I did. The original StoneBlock, released in 2018, was a novel idea and something of an unusual twist given the extreme saturation of the skyblock genre (no doubt exacerbated by the popularity of SkyFactory and Project Ozone). Since then, many packs have come out which use the same [something]Block formula, and a disappointingly large number of them are derivative. The same resource acquisition methods, the same rough progression, the same suite of popular mods, and a thematic coat of paint depending on the setting.
I mostly started playing StoneBlock 4 because it was a 1.21 pack that was relatively complete. While I thought the pack might be too directionless for me, its progression was pleasantly unexpected. The new methods of resource acquisition aren't too tedious (at least compared to the dreaded sieving) and somehow the pack manages to include exploration, a feat which saw me bored of digging tunnels and yet still enjoying every quick jaunt to a dungeon or hidden grotto. By far the most competent aspect of StoneBlock 4's progression is the way it branches, converges, and branches again in order to give the player multiple options but not force them to go too far down one path. One of the pack's various gimmicks is the World Engine, a stationary machine which is used for various crafts and which the player slowly upgrades as they progress. A World Engine upgrade or important craft acts more as a checklist of obtainable items which come from different mods; this allowed me to pick and choose the order in which I wanted to pursue the subcomponents of the next goal. This might not sound like much (and I can see someone who prefers linearity getting overwhelmed), but it's what kept me playing instead of being faced with the mandatory next task and just closing the game instead.
Speaking of overwhelm, though, this pack suffers from the same issue that plagues most large kitchen-sink packs: repeated content. Several mods are included that I barely, if ever, touched during my playthrough. Integration is minimal and often focused on the central progression; recipes which are not pursuant to a World Engine upgrade, for example, are usually untouched. For some reason AE2 and Refined Storage are both included, when I can't imagine a situation where I would use both. I pursued Malum, Ars Nouveau, and Occultism only because one item would be required for something else I was trying to do. I didn't even think about Hostile Neural Networks because Apotheosis spawners are exponentially more powerful. Mekanism and Oritech were my main technology(-themed) mods; Immersive Engineering seems like a formality. I'm not sure I ever actually used Create. Productive Metalworks is riddled with bugs and a very frustrating requirement; XyCraft is incomplete. The mod selection is somehow nearly the same as OceanBlock 2 despite the different locale, and this is where the earlier critique of similar packs with different aesthetics comes rushing back in full force. The parts of StoneBlock 4 I enjoyed most were those unique to the pack itself: the World Engine, the custom dungeons with compasses which lead you to them, the bespoke resource generation. There were some sticking points in the regular gameplay loop (I found the "events" so obnoxious I had them all turned off before I even had a proper base set up), but the quests felt mostly balanced with one another in terms of how much they asked the player to accomplish.
I would recommend StoneBlock 4 to someone looking for casual yet consistent modded experience on a newer Minecraft version. It's a fine pack for someone who enjoys automation, light exploration, and open-ended progression which doesn't expect the player to use every available mod.