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Minecraft Mod & Modpack Reviews

Honest community reviews and ratings across every listed mod and modpack.

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5.0
Outra

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
Total 1,000 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

What is it ?

A mod adding new structures to the world in each dimensions, even working in modded ones;
This mod also serves as a tool for modpack makers , allowing you to create, export and download structures to add to the game (you can even disable the mod's default structures in the configs altogether if you only wish to use custom ones).

What does it offer ?

New structures to the game which includes small ruins as well as bigger dungeons, custom trees and rocks, new village houses and so on; most of them using custom loot made for them.
The structures look cool and don't impact the performances in any notable way (or at least not in any way I could notice).

The best part of this mod is its structure making system , and while it is true that other structure mods such as Ruins also allow you to add your own structures to the game too, this one goes a step further and allows for a lot of possible types of structures generation such as :
Natural : the basic selection allowing randomized generation on every x chunks
Vanilla Decoration : the generation for making custom naturally-generating trees or rock-type structures, or more generally a structure generation which seems to mimic the way certain structure generates in vanilla minecraft
In structures : if you want to add structures to villages or overwrite vanilla village structures with your own this is the way to go
Sapling : should generate when a specific sapling grows into a tree (I never quite understood how it works, but honestly I never really wanted to use it)
Static : will only generate in specific coordinates in given dimensions; you can then make the structure repeatedly appear from that point after a certain amount of blocks, which is close to the way stronghold generation works in the game.
Structure Lists : A structure within a list of possible structures; a script block is required to generate them, which means you'll have to generate a structure containing a script block which itself will generate a random structure among said list.
Maze component : A room in a bigger Maze complex (think corridors in mineshafts and nether fortresses); it will only naturally generate if the global maze is generated, such as with a script block.

For each of these ways for structure generation you can limit your structures to specific biome ids/biome tags, dimension names/dimension ids, blocks to spawn on, use special natural floors blocks in the building for it to auto generate a floor based on the biome it generates in and adapt it to the terrain a bit better, or negative spaces to make sure some air blocks are not counted as part of the structure (which helps in making it feel less square and is more or less a requirement if you want your structure to appear at the bottom of the ocean floor without generating air blocks in the water); there's also the barrier that I've been using more and more to contain entities and prevent them from escaping the structure before I export it (the solid barriers added by the mod disappear when the structure generates naturally).

There is next to no limit to how big structures can get, and one can even use the script block in order to add smaller structures within bigger structures (I don't really like making mazes so this is usually what I experiment with when wanting to add variety in structure generation); the script block basically exploits the Structure List feature in order to generate a random structure within the chosen list once the bigger structure containing the script block(s) generates.

The way to add custom loot to structures being from within the game makes things easier , to the point I've managed to understand how this works before I understood how to customise correctly existing loot tables in Loottweaker (not a bad mod; it's just to show how intuitive it felt to me); there also an artifact generation tag to add to your larger loot tables (which generates randomly-named and possibly-enchanted items) as well as a book generation tag (which features randomly generated books, sometimes even readable) .

In conclusion

This mod is most 1.12 modpackmaker's dream , as it allows you to effectively add your own custom structures with customized loot to the world.

The main flaw this mod has is how time-consuming it is for anyone to learn how it works most of the time; Yeah sure there is a very detailed wiki but I vividly remember taking a long time to end up where I am now in understanding how recurrent complex works, and it having little to no video tutorials detailing the structure making and exporting aspect does not help in making things easier; that said, all I just said is not nearly enough to dethrone this mod as the best way to add custom structure within your modpack , without resorting to making your own mod(s) that is. Also, Sparkyspace made some good tutorials on this mod, you should check them out if you're interested; There is also a continuation made of the original wiki here https://github.com/NoMoreUsernames999/Recurrent-Complex-Wiki which is more up to date than the one on fandom that I used, and while some things may not be covered in the new one, it is still one that is easier to understand.

I would like to update this review in order to add the information that as of 13/04/2026 there is also three forks/continuations of recurrent complex on Curseforge with Recurrent Complex Unofficial by miradae which offers a 1.7.10 version of recurrent complex with a few bugfixes and corrections, and there is also another fork which appeared called Recurrent Complex Volts by Akiak which forks the 1.12 version and fixes issues, his discord can be used as an alternate unofficial Community Structure Repository to upload and download structures , the fuller original one being at https://complex.ivorius.de/ ; There is also Recurrent Revived by EmeryTheModder which is a 1.20.1 improved port of recurrent complex, and Reccurent Complex Volts also recently updated to 1.20+ versions.

1
0
Posted November 25, 2025 at 12:56:07 AM UTC
Last edited: July 21, 2026 at 8:20:53 PM UTC
5.0
Outra

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
Total 1,000 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

What is it ?

A mod adding new structures to the world in each dimensions, even working in modded ones;
This mod also serves as a tool for modpack makers , allowing you to create, export and download structures to add to the game (you can even disable the mod's default structures in the configs altogether if you only wish to use custom ones).

What does it offer ?

New structures to the game which includes small ruins as well as bigger dungeons, custom trees and rocks, new village houses and so on; most of them using custom loot made for them.
The structures look cool and don't impact the performances in any notable way (or at least not in any way I could notice).

The best part of this mod is its structure making system , and while it is true that other structure mods such as Ruins also allow you to add your own structures to the game too, this one goes a step further and allows for a lot of possible types of structures generation such as :
Natural : the basic selection allowing randomized generation on every x chunks
Vanilla Decoration : the generation for making custom naturally-generating trees or rock-type structures, or more generally a structure generation which seems to mimic the way certain structure generates in vanilla minecraft
In structures : if you want to add structures to villages or overwrite vanilla village structures with your own this is the way to go
Sapling : should generate when a specific sapling grows into a tree (I never quite understood how it works, but honestly I never really wanted to use it)
Static : will only generate in specific coordinates in given dimensions; you can then make the structure repeatedly appear from that point after a certain amount of blocks, which is close to the way stronghold generation works in the game.
Structure Lists : A structure within a list of possible structures; a script block is required to generate them, which means you'll have to generate a structure containing a script block which itself will generate a random structure among said list.
Maze component : A room in a bigger Maze complex (think corridors in mineshafts and nether fortresses); it will only naturally generate if the global maze is generated, such as with a script block.

For each of these ways for structure generation you can limit your structures to specific biome ids/biome tags, dimension names/dimension ids, blocks to spawn on, use special natural floors blocks in the building for it to auto generate a floor based on the biome it generates in and adapt it to the terrain a bit better, or negative spaces to make sure some air blocks are not counted as part of the structure (which helps in making it feel less square and is more or less a requirement if you want your structure to appear at the bottom of the ocean floor without generating air blocks in the water); there's also the barrier that I've been using more and more to contain entities and prevent them from escaping the structure before I export it (the solid barriers added by the mod disappear when the structure generates naturally).

There is next to no limit to how big structures can get, and one can even use the script block in order to add smaller structures within bigger structures (I don't really like making mazes so this is usually what I experiment with when wanting to add variety in structure generation); the script block basically exploits the Structure List feature in order to generate a random structure within the chosen list once the bigger structure containing the script block(s) generates.

The way to add custom loot to structures being from within the game makes things easier , to the point I've managed to understand how this works before I understood how to customise correctly existing loot tables in Loottweaker (not a bad mod; it's just to show how intuitive it felt to me); there also an artifact generation tag to add to your larger loot tables (which generates randomly-named and possibly-enchanted items) as well as a book generation tag (which features randomly generated books, sometimes even readable) .

In conclusion

This mod is most 1.12 modpackmaker's dream , as it allows you to effectively add your own custom structures with customized loot to the world.

The main flaw this mod has is how time-consuming it is for anyone to learn how it works most of the time; Yeah sure there is a very detailed wiki but I vividly remember taking a long time to end up where I am now in understanding how recurrent complex works, and it having little to no video tutorials detailing the structure making and exporting aspect does not help in making things easier; that said, all I just said is not nearly enough to dethrone this mod as the best way to add custom structure within your modpack , without resorting to making your own mod(s) that is. Also, Sparkyspace made some good tutorials on this mod, you should check them out if you're interested; There is also a continuation made of the original wiki here https://github.com/NoMoreUsernames999/Recurrent-Complex-Wiki which is more up to date than the one on fandom that I used, and while some things may not be covered in the new one, it is still one that is easier to understand.

I would like to update this review in order to add the information that as of 13/04/2026 there is also three forks/continuations of recurrent complex on Curseforge with Recurrent Complex Unofficial by miradae which offers a 1.7.10 version of recurrent complex with a few bugfixes and corrections, and there is also another fork which appeared called Recurrent Complex Volts by Akiak which forks the 1.12 version and fixes issues, his discord can be used as an alternate unofficial Community Structure Repository to upload and download structures , the fuller original one being at https://complex.ivorius.de/ ; There is also Recurrent Revived by EmeryTheModder which is a 1.20.1 improved port of recurrent complex, and Reccurent Complex Volts also recently updated to 1.20+ versions.

1
0
Posted November 25, 2025 at 12:56:07 AM UTC
Last edited: July 21, 2026 at 8:20:53 PM UTC
5.0
Recurrent Complex
Outra

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 November 25, 2025 at 12:56:07 AM UTC
Total 1,000 hrs MC 1.12
The version(s) the reviewer played
1
5.0
CalaMariGold

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
Total 20 hrs Played MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
5.0

I've put off making this review for awhile because I felt like I haven't put enough hours into the pack or gotten very far, but I feel like early game and first impressions are really important. I'll update this review whenever I get to the rest of the pack.

Coming from someone that has really struggled to enjoy tech mods and automation in modpacks, this pack felt different. I've always wanted to enjoy tech, I find it really cool! But for one reason or another I couldn't get very far in any tech pack or mod without getting frustrated at a lack of explanations or boredom.

This pack explains EVERYTHING but still let's you figure out puzzles on your own. The puzzle being how to most efficiently complete this automation task. At least in the early game, the quests give you all the information you could need, with a few exceptions. It's really easy to get into the groove and just keep going. Most other packs have some sort of roadblock or tedium, this pack doesn't have that so far.

Thats another thing, basically all tedium is GONE. No mobs, no day-night cycle, no annoying terrain, just focus on the fun! This might put off some people but I implore you to give it a try! Because of its heavy focus, it has a lot more effort put into the fun part of the gameplay loop. While there is a main progression (thankfully!), this pack lets you explore with a few different tech mods at the start, letting you tackle what you feel is most important.

Performance is very great, given it's a basically superflat world with no mobs. With some modern 1.12 performance mod changes and Cleanroom, you could probably get this pack to run on a 20 year old laptop. I can't say anything about late game performance however.

Aesthetics I gave 3 stars because not much effort was put into it as far as I can tell. No high-effort presentation and aesthetic polish that many modern packs have these days, basic vanilla main menu with a logo and screenshots. Only 2 texture changes as far as I see in the files. The custom item textures are nice however. I would've really loved a more polished presentation and consistency in aesthetics, but it really doesn't matter all that much considering the vanilla aesthetics fit the pack mostly well, but a unique presentation and aesthetic is important these days!

If you've struggled with tech in the past, want to try something different or don't want any tedium/differing focus of other tech packs, please give Feed The Factory a try!

  • Screenshot 1: Near perfect introduction to tech and automation
  • Screenshot 2: Near perfect introduction to tech and automation
  • Screenshot 3: Near perfect introduction to tech and automation
4
0
Posted November 24, 2025 at 6:12:15 PM UTC
Last edited: August 22, 2026 at 3:56:08 PM UTC
5.0
CalaMariGold

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
Total 20 hrs Played MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
5.0

I've put off making this review for awhile because I felt like I haven't put enough hours into the pack or gotten very far, but I feel like early game and first impressions are really important. I'll update this review whenever I get to the rest of the pack.

Coming from someone that has really struggled to enjoy tech mods and automation in modpacks, this pack felt different. I've always wanted to enjoy tech, I find it really cool! But for one reason or another I couldn't get very far in any tech pack or mod without getting frustrated at a lack of explanations or boredom.

This pack explains EVERYTHING but still let's you figure out puzzles on your own. The puzzle being how to most efficiently complete this automation task. At least in the early game, the quests give you all the information you could need, with a few exceptions. It's really easy to get into the groove and just keep going. Most other packs have some sort of roadblock or tedium, this pack doesn't have that so far.

Thats another thing, basically all tedium is GONE. No mobs, no day-night cycle, no annoying terrain, just focus on the fun! This might put off some people but I implore you to give it a try! Because of its heavy focus, it has a lot more effort put into the fun part of the gameplay loop. While there is a main progression (thankfully!), this pack lets you explore with a few different tech mods at the start, letting you tackle what you feel is most important.

Performance is very great, given it's a basically superflat world with no mobs. With some modern 1.12 performance mod changes and Cleanroom, you could probably get this pack to run on a 20 year old laptop. I can't say anything about late game performance however.

Aesthetics I gave 3 stars because not much effort was put into it as far as I can tell. No high-effort presentation and aesthetic polish that many modern packs have these days, basic vanilla main menu with a logo and screenshots. Only 2 texture changes as far as I see in the files. The custom item textures are nice however. I would've really loved a more polished presentation and consistency in aesthetics, but it really doesn't matter all that much considering the vanilla aesthetics fit the pack mostly well, but a unique presentation and aesthetic is important these days!

If you've struggled with tech in the past, want to try something different or don't want any tedium/differing focus of other tech packs, please give Feed The Factory a try!

  • Screenshot 1: Near perfect introduction to tech and automation
  • Screenshot 2: Near perfect introduction to tech and automation
  • Screenshot 3: Near perfect introduction to tech and automation
4
0
Posted November 24, 2025 at 6:12:15 PM UTC
Last edited: August 22, 2026 at 3:56:08 PM UTC
5.0
Feed the Factory
CalaMariGold

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 November 24, 2025 at 6:12:15 PM UTC
Total 20 hrs Played MC 1.12
The version(s) the reviewer played
4
5.0
Zockers4ever

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
Total 100 hrs
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

This modpack has almost everything you are looking for.

Tech:

I like the selection of Tech Mods implemented in this pack. You have Create, Mekanism, Modern Industrialisation and a lot more. I also appreciate the nerf to Mekanism ore processing. This modpack also features alternative ways of obtaining an item. For example: You can either make Brass in the Create Mod Mixer, or you go for an Electric Alloy Smelter from Modern Industrialisation. The Osmium Compressor from Mekanism also got some more usage by adding recipes for making plates. I think the 2 Tech Mods with the most content in this pack are Modern Industrialisation and Mekanism. In this modpack you have the possibility to make far better Mekanism machines than I used to know. Modern Industrialisation is inspired by GregTech and requires a good amount of time to finish the last quest of this mod. The balance with Modern Industrialisation in the early game (until LV) is a bit broken, because you can cheese most items from it by trading cheaply with villagers. Every major Tech Mod has its own progress-based questline which guides you really well through all the mod’s content.

Magic

Magic Mods are also present but not as many as in the Tech section. A quick overview shows Occultism, Iron's Spells 'n Spellbooks and Ars Nouveau. I’m not as experienced with Magic Mods as I am with Tech Mods, but the questbook helps me understand how I progress with some Magic Mods. I can't say if there are any changed recipes in the Magic content.

Exploration

Exploration is a bigger aspect of the game than I expected. First of all, we have beautiful world generation which makes your choice of choosing your base far more difficult than usual. Also, there are a lot of structures which want to be explored. From small houses with chests, to small towers with traps or an underground dungeon, to giant structures which you can use to say that you have built a megabase. Exploration is also made far more appealing by adding Immersive Aircraft, a mod which is used to craft configurable planes and airships to travel or explore the world. You can also use /rtp to teleport to a random location to seek more structures. Exploring feels really rewarding thanks to the mods "Relics" and "Artifacts". Both mods add a lot of bauble slot equipment. From doing more damage every 5 seconds, to jumping much higher, to reducing villager trading prices. I want to address that some of these bauble equipments are a bit unbalanced, but it doesn't break the pack, as in my opinion the modpack wants you to become really strong. With all Apotheosis mods and world tiers you can get far better loot than you can imagine. There also exists a small skill tree.

Building

The building aspects are also well implemented. Rechiseled and Chipped add a lot of variety to building blocks. With Framed Blocks you can fit every full block into a shape you want. With Mech Trowel it's very easy to randomize block placing patterns. With Construction Sticks you can construct large areas in a short time.

Quests/Quest Progression

The questbook introduces you well into this modpack by showing what this modpack offers. Some core mods also got their own questline. Additionally, there are quests based on storage, late game items, completionist goals and spawner modifiers. Overall, a good questbook for a kitchen sink modpack.

Texture Packs/ Shaders

I’m impressed by how many texture packs and shaders are present. A lot of textures are activated by default and offer you a much more immersive gameplay. You can also add some non-activated texture packs which change the looks of certain blocks. For shaders you have 3 options: low-end, normal and high-end shaders.

Additional Infos that don’t fit in the topics above

  • The modpack creators have 3 own hosted Craftoria servers which you can play on
  • The pack is in active development
  • The modpack has its own guide on the web, but it’s a bit outdated as some mods aren’t updated from 1.20 to 1.21
  • Quantum Armor is gated behind the Meka-Suit
  • Processing Replica Ore was made more difficult
  • Some structures use mechanics from the vanilla Trial Chambers. The problem is that the Trial Spawner in these structures doesn't seem to spawn keys, so you really can't open vaults in there.
  • Cave generation is sometimes awesome
  • You see A LOT of ores in caves
  • Modpack with 500+ mods currently
  • Runs fine and without issues on a 12GB hosted server
  • Modern Industrialisation is very pricey in the beginning compared to other Tech Mods
  • Some quests that needed a description explaining how to use a certain item are missing

Review will be updated soon (pictures incoming)

TLDR

Excellent modpack if you like immersive exploration, advanced tech and strong magic, and you want to do whatever you want. I also think it’s very beginner friendly for people who want a truly modded experience with no big changes in terms of recipes or progress stages.

1
0
Posted November 18, 2025 at 12:54:21 PM UTC
5.0
Zockers4ever

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
Total 100 hrs
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

This modpack has almost everything you are looking for.

Tech:

I like the selection of Tech Mods implemented in this pack. You have Create, Mekanism, Modern Industrialisation and a lot more. I also appreciate the nerf to Mekanism ore processing. This modpack also features alternative ways of obtaining an item. For example: You can either make Brass in the Create Mod Mixer, or you go for an Electric Alloy Smelter from Modern Industrialisation. The Osmium Compressor from Mekanism also got some more usage by adding recipes for making plates. I think the 2 Tech Mods with the most content in this pack are Modern Industrialisation and Mekanism. In this modpack you have the possibility to make far better Mekanism machines than I used to know. Modern Industrialisation is inspired by GregTech and requires a good amount of time to finish the last quest of this mod. The balance with Modern Industrialisation in the early game (until LV) is a bit broken, because you can cheese most items from it by trading cheaply with villagers. Every major Tech Mod has its own progress-based questline which guides you really well through all the mod’s content.

Magic

Magic Mods are also present but not as many as in the Tech section. A quick overview shows Occultism, Iron's Spells 'n Spellbooks and Ars Nouveau. I’m not as experienced with Magic Mods as I am with Tech Mods, but the questbook helps me understand how I progress with some Magic Mods. I can't say if there are any changed recipes in the Magic content.

Exploration

Exploration is a bigger aspect of the game than I expected. First of all, we have beautiful world generation which makes your choice of choosing your base far more difficult than usual. Also, there are a lot of structures which want to be explored. From small houses with chests, to small towers with traps or an underground dungeon, to giant structures which you can use to say that you have built a megabase. Exploration is also made far more appealing by adding Immersive Aircraft, a mod which is used to craft configurable planes and airships to travel or explore the world. You can also use /rtp to teleport to a random location to seek more structures. Exploring feels really rewarding thanks to the mods "Relics" and "Artifacts". Both mods add a lot of bauble slot equipment. From doing more damage every 5 seconds, to jumping much higher, to reducing villager trading prices. I want to address that some of these bauble equipments are a bit unbalanced, but it doesn't break the pack, as in my opinion the modpack wants you to become really strong. With all Apotheosis mods and world tiers you can get far better loot than you can imagine. There also exists a small skill tree.

Building

The building aspects are also well implemented. Rechiseled and Chipped add a lot of variety to building blocks. With Framed Blocks you can fit every full block into a shape you want. With Mech Trowel it's very easy to randomize block placing patterns. With Construction Sticks you can construct large areas in a short time.

Quests/Quest Progression

The questbook introduces you well into this modpack by showing what this modpack offers. Some core mods also got their own questline. Additionally, there are quests based on storage, late game items, completionist goals and spawner modifiers. Overall, a good questbook for a kitchen sink modpack.

Texture Packs/ Shaders

I’m impressed by how many texture packs and shaders are present. A lot of textures are activated by default and offer you a much more immersive gameplay. You can also add some non-activated texture packs which change the looks of certain blocks. For shaders you have 3 options: low-end, normal and high-end shaders.

Additional Infos that don’t fit in the topics above

  • The modpack creators have 3 own hosted Craftoria servers which you can play on
  • The pack is in active development
  • The modpack has its own guide on the web, but it’s a bit outdated as some mods aren’t updated from 1.20 to 1.21
  • Quantum Armor is gated behind the Meka-Suit
  • Processing Replica Ore was made more difficult
  • Some structures use mechanics from the vanilla Trial Chambers. The problem is that the Trial Spawner in these structures doesn't seem to spawn keys, so you really can't open vaults in there.
  • Cave generation is sometimes awesome
  • You see A LOT of ores in caves
  • Modpack with 500+ mods currently
  • Runs fine and without issues on a 12GB hosted server
  • Modern Industrialisation is very pricey in the beginning compared to other Tech Mods
  • Some quests that needed a description explaining how to use a certain item are missing

Review will be updated soon (pictures incoming)

TLDR

Excellent modpack if you like immersive exploration, advanced tech and strong magic, and you want to do whatever you want. I also think it’s very beginner friendly for people who want a truly modded experience with no big changes in terms of recipes or progress stages.

1
0
Posted November 18, 2025 at 12:54:21 PM UTC
5.0
Craftoria
Zockers4ever

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 November 18, 2025 at 12:54:21 PM UTC
Total 100 hrs
The version(s) the reviewer played
1
5.0
Flick

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
Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

(Announcer voice)

Are YOU getting bored of vanilla Minecraft?

Struggling to find new passion for this game you once loved so much, but you don't want to mod it to hell and back?
Well, have I got the modpack for you! Er, Neko has the modpack for you!!!

I genuinely think Resurvival is the best modpack to get back into Minecraft with. Mostly because that was MY experience ages ago when I was just getting back into MC again. My absolute favorite part of Resurvival is how it makes you stick around in the early game a little longer, but not so long it feels like you can't get anywhere.
I love the way it's progression is redesigned. In Resurvival, I've never been too powerful for too long (unless I'm stealing from my friends

2
0
Posted November 18, 2025 at 3:50:50 AM UTC
5.0
Flick

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
Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

(Announcer voice)

Are YOU getting bored of vanilla Minecraft?

Struggling to find new passion for this game you once loved so much, but you don't want to mod it to hell and back?
Well, have I got the modpack for you! Er, Neko has the modpack for you!!!

I genuinely think Resurvival is the best modpack to get back into Minecraft with. Mostly because that was MY experience ages ago when I was just getting back into MC again. My absolute favorite part of Resurvival is how it makes you stick around in the early game a little longer, but not so long it feels like you can't get anywhere.
I love the way it's progression is redesigned. In Resurvival, I've never been too powerful for too long (unless I'm stealing from my friends

2
0
Posted November 18, 2025 at 3:50:50 AM UTC
5.0
Resurvival
Flick

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Posted November 18, 2025 at 3:50:50 AM UTC
Total 100 hrs
The version(s) the reviewer played
2
5.0
nullerinol

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Total 20 hrs Paused MC 1.19
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Raspberry flavored combines every mod into a complete blend that works perfectly with nearly no inconsistencies, it is hands down the most well-made modpack... EVER !!

2
0
Posted November 17, 2025 at 9:28:45 AM UTC
Last edited: August 27, 2026 at 9:47:50 PM UTC
5.0
nullerinol

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Total 20 hrs Paused MC 1.19
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Raspberry flavored combines every mod into a complete blend that works perfectly with nearly no inconsistencies, it is hands down the most well-made modpack... EVER !!

2
0
Posted November 17, 2025 at 9:28:45 AM UTC
Last edited: August 27, 2026 at 9:47:50 PM UTC
5.0
Raspberry Flavoured
nullerinol

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Posted November 17, 2025 at 9:28:45 AM UTC
Total 20 hrs Paused MC 1.19
The version(s) the reviewer played
2
5.0
Thrrow

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Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Fun progression, you can choose to have a higher difficulty by wearing the ring of the seven curses if you are more experienced or want that kind of challenge. Great progression, lots of fun mods in the pack, epic fights is fun with the dodge iframes and skill books. Good balancing with fun boss fights. It has plushies.

1
2
Posted November 17, 2025 at 7:18:02 AM UTC
5.0
Thrrow

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Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Fun progression, you can choose to have a higher difficulty by wearing the ring of the seven curses if you are more experienced or want that kind of challenge. Great progression, lots of fun mods in the pack, epic fights is fun with the dodge iframes and skill books. Good balancing with fun boss fights. It has plushies.

1
2
Posted November 17, 2025 at 7:18:02 AM UTC
5.0
Beyond Ascension
Thrrow

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Posted November 17, 2025 at 7:18:02 AM UTC
Total 100 hrs
The version(s) the reviewer played
1
5.0
DayTheMagpie

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Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I genuinely haven't enjoyed a pack this much in a LONG while! Usually when I download a modpack I modify it a bunch to suit my tastes, but after playing with Resurvival for a while I really like it the way it was designed :) There have been a few very minor bugs I've come across, but the pack dev is very responsive to bug reports and fixes them in no time!

If you've never stepped outside of your comfort zone and tried a pack with a touch of challenge, this is a great stepping stone into getting your butt kicked

2
0
Posted November 17, 2025 at 5:11:58 AM UTC
5.0
DayTheMagpie

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Total 100 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I genuinely haven't enjoyed a pack this much in a LONG while! Usually when I download a modpack I modify it a bunch to suit my tastes, but after playing with Resurvival for a while I really like it the way it was designed :) There have been a few very minor bugs I've come across, but the pack dev is very responsive to bug reports and fixes them in no time!

If you've never stepped outside of your comfort zone and tried a pack with a touch of challenge, this is a great stepping stone into getting your butt kicked

2
0
Posted November 17, 2025 at 5:11:58 AM UTC
5.0
Resurvival
DayTheMagpie

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Posted November 17, 2025 at 5:11:58 AM UTC
Total 100 hrs
The version(s) the reviewer played
2
5.0
origamisb

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Guide 500 pts
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Luminary 4,000 pts

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About reputation ranks
Total 100 hrs
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
4.0

Resurvival is a labor of love from Nekomaster and his friends

with the aim of upping the difficulty of default survival, while also rebalancing and tweaking progression.

Players face a new Overworld, one covered in sprawling seas and flying islands, with a slew of new foes, critters and bosses scattered throughout. To survive, players must rely on the powers of one of 2 custom Origins and their wits, in order to scavenge flying islands, abandoned structures, and sunken caverns for resources.

Many customers changes have been made to the Vanilla Progression tree in order to up overall difficulty, such as:

  • Changing the stick crafting recipe to force to forage for sticks
  • Replacing Stone tools with Flint
  • Upgrading low-tier armors and tools is now the only way to craft the next tier of stuff
  • The Nether Portal frame being altered to require a full frame of Reinforced Deepslate (thereby locking it to the Ancient City)
  • End Portals now require 12 unique eyes, which can be found by exploring structures.

Atop all of this, there is a slew of unique content in the pack, like:

  • Two Custom Origins that players get to choose from - The graceful Owlytrians that soar between islands, and the hardy Crablings that dash through the oceans and caves.
  • New Zombie and Skeleton variants, each with unique behaviors and mechanics.
  • Two races of bird-people - The Illihawks and Owligers - now sparsely populate the sky islands.
  • New armor tiers, such as Blackiron, Silver, and Paragon
  • A new sleeping system that speeds up the night cycle based on the percentage of sleeping players, rather than skipping it.
  • New dungeons and boss arenas to find, each with their own rewards and dangers.
  • Hundreds of custom recipes and loot table tweaks.

... I realize at this point that this is starting to sound more like an advertisement than a review, so let me leave off with this:

This a challenging modpack with a great deal of time and care put into it. It may be hard at first, and you'll probably die a few times, but regardless, it is a great way to refresh your survival experience, if you feel like it's lacking challenge or feeling stale.
While the pack can be experienced in singleplayer, it is definitely better as a multiplayer experience, either with a group of your friends, or on the official server (more info on the modpack page) where a friendly community can help to show you the ropes. :)

TLDR: A challenging modpack with a great deal of custom generation, enemies, and new gear to find.

2
0
Posted November 17, 2025 at 3:56:50 AM UTC
5.0
origamisb

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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
Total 100 hrs
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
4.0

Resurvival is a labor of love from Nekomaster and his friends

with the aim of upping the difficulty of default survival, while also rebalancing and tweaking progression.

Players face a new Overworld, one covered in sprawling seas and flying islands, with a slew of new foes, critters and bosses scattered throughout. To survive, players must rely on the powers of one of 2 custom Origins and their wits, in order to scavenge flying islands, abandoned structures, and sunken caverns for resources.

Many customers changes have been made to the Vanilla Progression tree in order to up overall difficulty, such as:

  • Changing the stick crafting recipe to force to forage for sticks
  • Replacing Stone tools with Flint
  • Upgrading low-tier armors and tools is now the only way to craft the next tier of stuff
  • The Nether Portal frame being altered to require a full frame of Reinforced Deepslate (thereby locking it to the Ancient City)
  • End Portals now require 12 unique eyes, which can be found by exploring structures.

Atop all of this, there is a slew of unique content in the pack, like:

  • Two Custom Origins that players get to choose from - The graceful Owlytrians that soar between islands, and the hardy Crablings that dash through the oceans and caves.
  • New Zombie and Skeleton variants, each with unique behaviors and mechanics.
  • Two races of bird-people - The Illihawks and Owligers - now sparsely populate the sky islands.
  • New armor tiers, such as Blackiron, Silver, and Paragon
  • A new sleeping system that speeds up the night cycle based on the percentage of sleeping players, rather than skipping it.
  • New dungeons and boss arenas to find, each with their own rewards and dangers.
  • Hundreds of custom recipes and loot table tweaks.

... I realize at this point that this is starting to sound more like an advertisement than a review, so let me leave off with this:

This a challenging modpack with a great deal of time and care put into it. It may be hard at first, and you'll probably die a few times, but regardless, it is a great way to refresh your survival experience, if you feel like it's lacking challenge or feeling stale.
While the pack can be experienced in singleplayer, it is definitely better as a multiplayer experience, either with a group of your friends, or on the official server (more info on the modpack page) where a friendly community can help to show you the ropes. :)

TLDR: A challenging modpack with a great deal of custom generation, enemies, and new gear to find.

2
0
Posted November 17, 2025 at 3:56:50 AM UTC
5.0
Resurvival
origamisb

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Posted November 17, 2025 at 3:56:50 AM UTC
Total 100 hrs
The version(s) the reviewer played
2
5.0
Tana

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

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About reputation ranks
Total 20 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

In my opinion, this is one of the best epic-fight, adventure, and RPG modpacks on CurseForge. All the mods fit together perfectly, nothing feels random or out of place, and the progression, quests, and overall flow are solid from start to finish. Honestly, I wouldn’t change a thing about this modpack. If you’re looking for a high-quality action-adventure experience with Epic Fight included, this is a true 5-star modpack.

1
2
Posted November 17, 2025 at 12:53:08 AM UTC
5.0
Tana

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About reputation ranks
Total 20 hrs
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

In my opinion, this is one of the best epic-fight, adventure, and RPG modpacks on CurseForge. All the mods fit together perfectly, nothing feels random or out of place, and the progression, quests, and overall flow are solid from start to finish. Honestly, I wouldn’t change a thing about this modpack. If you’re looking for a high-quality action-adventure experience with Epic Fight included, this is a true 5-star modpack.

1
2
Posted November 17, 2025 at 12:53:08 AM UTC
5.0
Beyond Ascension
Tana

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Posted November 17, 2025 at 12:53:08 AM UTC
Total 20 hrs
The version(s) the reviewer played
1
4.0
Outra

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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
Total 100 hrs MC 1.18, 1.1… MC 1.18, 1.19, 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod making its own pillage update on top of the "village and pillage" one, adding and tweaking content mainly related to raids and illagers;

What does it offer ?

Tweaks and changes in how raids are started : they are now caused only by burning ominous banners , meaning starting one is something you intend to do, no longer something you accidentally cause (note that at the moment of making this review this mod isn't in 1.21+).
Changes in behaviors to pillagers making them slightly smarter by shooting you from further away, while still being pretty easy to deal with in melee; another change was made to the evokers now receiving a temporary shield from their totem if killed by a projectile (preventing you from sniping them in woodland mansions or raids), and vexes having received a necessary tweak in health making them still dangerous with how much damage they can deal while reducing how annoying they were. Evokers now also sometimes drop an item allowing you to use their fang attack, which gives them a new drop on top of totems (of which are now shared with a new mob we'll see down there afterwards).

This mod adds a couple of new illagers and features related to them which I'll discuss here :

The Iceologer is pretty much the same as in minecraft dungeons , though he does receive a new attack which can make the first attack stronger as if you do not manage to dodge it you will get slown down and will have a hard time dodging the falling ice.

The Griefer is by far my favorite added by the mod -> this mob is tied to a rework of the creeper's behavior which is closer to mojang's current philosophy for new hostile mob concepts, while bringing to life a theory many had on the creepers's goal when exploding. The Griefer is also pretty interesting combat-wise has it will never stay "out of reach" for too long as it will eventually attack you in melee a bit if it has thrown too many spores (their foot-kicking animation is so funny to me and I don't know why I find it that hilarious). You can also use these spores and blast-proof plating to make blast-proof blocks as well as a griefer armor set which makes you resist explosions and their knockback better (the Griefer also sometimes spawn using some pieces). There is also some other stuff related to more directly using the spores like a new type of arrow and spore tnts.

The Executioner ends up being my least favorite . let me explain. This mob while looking quite good doesn't have much in terms of custom sounds nor AI, it is just a buffed vindicator , it just so happens to look much better in my opinion. The concept of its custom blade (the cleaver) is that you can behead players and it's cool, but it's not nearly as interesting as it sounds if you're mainly focused on playing alone with this mod (it really will look like a "slower deadlier sword" to me to be honest).

The Trickster is a bit of an in-between to me; that jester-looking fella does what you might expect from its name : it performs tricks, exchanges places with you, slows you down and prevent you from jumping when inside its spell, and I think this mob looks better than the Griefer (and sounds better too, I have something for mobs with unique sounds); it's purpose in raids is basically to get you in harder positions as slowing you down will make you really vulnerable when it comes to vindicators ( and the executioner's deadly blade ) and teleporting you in its place is more likely to get you near enemies too. I feel like this mob could have done more, but for a mod aiming to be vanilla+ it makes sense why the Trickster wasn't given more abilities. They do give a nice mask to get sneaky around mobs and players, which is nice.

It is of note that this mod also overhauls the Pillager Outpost by changing a bit its looks, adding a few vindicators here and there, more loot chests and also sometimes integrating the Griefer with its own creeper enclosure , adding another chest here with custom loot. That overhaul is also somehow compatible with Town and Towers even though you will probably find much more towns and towers-type outpost than savage and ravage ones
There's also another which rarely replaces skeletons (and can appear more regularly in abandoned villages) called the Skeleton Villager : basically an undead mob with the ability to use a crossbow, kind of like the sunken skeleton in Minecraft Dungeons.

In conclusion

I quite like this mod, and it works well with other illager mods such as it takes a pillage if you want to double down on the medieval atmosphere, or illage and spillage / illager invasion if you simply wish to add as many illagers as you possibly can to raids.

Like many illager-adding mods I wish there was simply more in terms of config options especially when it comes to the presence of each of the entities in raids, and I would have liked it better if the executioner had more going for it too;

That said this mod is very good, idk go play it or smth

  • Screenshot 1: Really good Vanilla+ illager mod
    Jester and Beheader
  • Screenshot 2: Really good Vanilla+ illager mod
    The Outpost Overhaul I mentioned (ignore the vegetation around, it isn't linked to the mod)
2
0
Posted November 16, 2025 at 4:13:11 AM UTC
Last edited: September 3, 2026 at 6:00:51 PM UTC
4.0
Outra

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
Total 100 hrs MC 1.18, 1.1… MC 1.18, 1.19, 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod making its own pillage update on top of the "village and pillage" one, adding and tweaking content mainly related to raids and illagers;

What does it offer ?

Tweaks and changes in how raids are started : they are now caused only by burning ominous banners , meaning starting one is something you intend to do, no longer something you accidentally cause (note that at the moment of making this review this mod isn't in 1.21+).
Changes in behaviors to pillagers making them slightly smarter by shooting you from further away, while still being pretty easy to deal with in melee; another change was made to the evokers now receiving a temporary shield from their totem if killed by a projectile (preventing you from sniping them in woodland mansions or raids), and vexes having received a necessary tweak in health making them still dangerous with how much damage they can deal while reducing how annoying they were. Evokers now also sometimes drop an item allowing you to use their fang attack, which gives them a new drop on top of totems (of which are now shared with a new mob we'll see down there afterwards).

This mod adds a couple of new illagers and features related to them which I'll discuss here :

The Iceologer is pretty much the same as in minecraft dungeons , though he does receive a new attack which can make the first attack stronger as if you do not manage to dodge it you will get slown down and will have a hard time dodging the falling ice.

The Griefer is by far my favorite added by the mod -> this mob is tied to a rework of the creeper's behavior which is closer to mojang's current philosophy for new hostile mob concepts, while bringing to life a theory many had on the creepers's goal when exploding. The Griefer is also pretty interesting combat-wise has it will never stay "out of reach" for too long as it will eventually attack you in melee a bit if it has thrown too many spores (their foot-kicking animation is so funny to me and I don't know why I find it that hilarious). You can also use these spores and blast-proof plating to make blast-proof blocks as well as a griefer armor set which makes you resist explosions and their knockback better (the Griefer also sometimes spawn using some pieces). There is also some other stuff related to more directly using the spores like a new type of arrow and spore tnts.

The Executioner ends up being my least favorite . let me explain. This mob while looking quite good doesn't have much in terms of custom sounds nor AI, it is just a buffed vindicator , it just so happens to look much better in my opinion. The concept of its custom blade (the cleaver) is that you can behead players and it's cool, but it's not nearly as interesting as it sounds if you're mainly focused on playing alone with this mod (it really will look like a "slower deadlier sword" to me to be honest).

The Trickster is a bit of an in-between to me; that jester-looking fella does what you might expect from its name : it performs tricks, exchanges places with you, slows you down and prevent you from jumping when inside its spell, and I think this mob looks better than the Griefer (and sounds better too, I have something for mobs with unique sounds); it's purpose in raids is basically to get you in harder positions as slowing you down will make you really vulnerable when it comes to vindicators ( and the executioner's deadly blade ) and teleporting you in its place is more likely to get you near enemies too. I feel like this mob could have done more, but for a mod aiming to be vanilla+ it makes sense why the Trickster wasn't given more abilities. They do give a nice mask to get sneaky around mobs and players, which is nice.

It is of note that this mod also overhauls the Pillager Outpost by changing a bit its looks, adding a few vindicators here and there, more loot chests and also sometimes integrating the Griefer with its own creeper enclosure , adding another chest here with custom loot. That overhaul is also somehow compatible with Town and Towers even though you will probably find much more towns and towers-type outpost than savage and ravage ones
There's also another which rarely replaces skeletons (and can appear more regularly in abandoned villages) called the Skeleton Villager : basically an undead mob with the ability to use a crossbow, kind of like the sunken skeleton in Minecraft Dungeons.

In conclusion

I quite like this mod, and it works well with other illager mods such as it takes a pillage if you want to double down on the medieval atmosphere, or illage and spillage / illager invasion if you simply wish to add as many illagers as you possibly can to raids.

Like many illager-adding mods I wish there was simply more in terms of config options especially when it comes to the presence of each of the entities in raids, and I would have liked it better if the executioner had more going for it too;

That said this mod is very good, idk go play it or smth

  • Screenshot 1: Really good Vanilla+ illager mod
    Jester and Beheader
  • Screenshot 2: Really good Vanilla+ illager mod
    The Outpost Overhaul I mentioned (ignore the vegetation around, it isn't linked to the mod)
2
0
Posted November 16, 2025 at 4:13:11 AM UTC
Last edited: September 3, 2026 at 6:00:51 PM UTC
4.0
Savage & Ravage
Outra

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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 November 16, 2025 at 4:13:11 AM UTC
Total 100 hrs MC 1.18, 1.1… MC 1.18, 1.19, 1.20
The version(s) the reviewer played
2