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Minecraft Mod & Modpack Reviews

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

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2.0
Auseawesome

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Total 1 hrs MC 1.18
The version(s) the reviewer played
Performance
2.5

I don't understand why this isn't a datapack. I, regrettably, tried this out and also looked at the jar and the amount of wasted code and potential conflicts in this mod is crazy considering it adds a few simple recipes.

Would not recommend.

1
0
Posted August 20, 2026 at 8:06:32 PM UTC
Last edited: August 21, 2026 at 9:55:53 AM UTC
2.0
Auseawesome

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Total 1 hrs MC 1.18
The version(s) the reviewer played
Performance
2.5

I don't understand why this isn't a datapack. I, regrettably, tried this out and also looked at the jar and the amount of wasted code and potential conflicts in this mod is crazy considering it adds a few simple recipes.

Would not recommend.

1
0
Posted August 20, 2026 at 8:06:32 PM UTC
Last edited: August 21, 2026 at 9:55:53 AM UTC
2.0
Chainmail Armor Craftable
Auseawesome

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Posted August 20, 2026 at 8:06:32 PM UTC
Total 1 hrs MC 1.18
The version(s) the reviewer played
1
3.0
Auseawesome

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Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.5
Performance
2.0

In terms of mechanics, sky factory 5 is definitely the most varied and interesting of the series bringing new ideas and concepts. The colours literally coming back to your world as you get new stages is an incredibly unique concept and really helps elevate intrigue.

The execution however is unfortunately incredibly flawed and it took my group of 4 people 4 hours to realise the green stage hadn't given us the reward on triggering, entirely softlocking us and meaning we had to cheat in resources. This alone was reason enough as it took much searching to figure out why we couldn't get any green stuff and we would've been entirely stuck if we didn't find a thread on reddit describing how common this issue was...

Further more, the colour system, while interesting, passes quickly and you fall into the traps of skyblock very soon, just harvesting trees and stuck collecting stuff in barrels.

Interesting idea, poor execution. Try the pack if you really like the series but there are better modern skyblocks.

2
0
Posted August 20, 2026 at 7:53:12 PM UTC
3.0
Auseawesome

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Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.5
Performance
2.0

In terms of mechanics, sky factory 5 is definitely the most varied and interesting of the series bringing new ideas and concepts. The colours literally coming back to your world as you get new stages is an incredibly unique concept and really helps elevate intrigue.

The execution however is unfortunately incredibly flawed and it took my group of 4 people 4 hours to realise the green stage hadn't given us the reward on triggering, entirely softlocking us and meaning we had to cheat in resources. This alone was reason enough as it took much searching to figure out why we couldn't get any green stuff and we would've been entirely stuck if we didn't find a thread on reddit describing how common this issue was...

Further more, the colour system, while interesting, passes quickly and you fall into the traps of skyblock very soon, just harvesting trees and stuck collecting stuff in barrels.

Interesting idea, poor execution. Try the pack if you really like the series but there are better modern skyblocks.

2
0
Posted August 20, 2026 at 7:53:12 PM UTC
3.0
SkyFactory 5
Auseawesome

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Posted August 20, 2026 at 7:53:12 PM UTC
Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
2
3.5
Auseawesome

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Total 500 hrs MC 1.19, 1.2… MC 1.19, 1.20, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
3.5

Note: a good portion of this review comes from how I found using it as a pack dev, though my rating would still likely be the same if I only used it as a player.

Tinkers construct is a mod that does a lot. It adds so many systems with a single download, such as alloying, ore multiplication and more. As a player, the first time I played this it was amazing, as a pack dev it was overwhelming.

The tool creation system works well, with mostly steady progression early game and interesting ways to craft higher tier metal tools, except, as soon as you get the foundry you unlock allloying and the ability to craft many alloys which are far better than anything else available at that stage of the game, as well as insane ore multiplication all from a single multiblock. As a player, this can be fun, as a modpack dev how do you balance all the alloys and prevent breaking balance with ore multiplication without players complaining. How do you toe the line between the foundry being overpowered, able to smelt so mant blocks in parallel with really simple automation, or making it feel sluggish and slow.

One issue that isn't immediately apparent with the mod is scaling, normally if you want furnaces to be 8x faster, you need 8x the materials for 8 furnaces. But because these multiblocks only need the outside, for it to be 8x faster you only need 4x the materials. 125x faster only 25x materials etc, and this problem becomes incredibly apparent in packs where all other smelting options are overshadowed by building since large smeltery structures from tinkers.

If this mod wasn't all one mega mod that allowed for easily getting rid of certain features it wouldn't be as bad, but if you only want modular tools or a smeltery, this mod comes with a lot of baggage.

That's not to say this mod doesn't do soen stuff very well, the ability to add custom materials etc is overshadowed only be silent gear and the configuration is overall good. Tools abilities can be fun to use and the smeltery is intuitive.

This is a mod i think everyone who likes big expansions should try, but I think it is often overused in packs where it can overshadow other mods.

1
0
Posted August 20, 2026 at 4:53:26 PM UTC
3.5
Auseawesome

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Total 500 hrs MC 1.19, 1.2… MC 1.19, 1.20, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
3.5

Note: a good portion of this review comes from how I found using it as a pack dev, though my rating would still likely be the same if I only used it as a player.

Tinkers construct is a mod that does a lot. It adds so many systems with a single download, such as alloying, ore multiplication and more. As a player, the first time I played this it was amazing, as a pack dev it was overwhelming.

The tool creation system works well, with mostly steady progression early game and interesting ways to craft higher tier metal tools, except, as soon as you get the foundry you unlock allloying and the ability to craft many alloys which are far better than anything else available at that stage of the game, as well as insane ore multiplication all from a single multiblock. As a player, this can be fun, as a modpack dev how do you balance all the alloys and prevent breaking balance with ore multiplication without players complaining. How do you toe the line between the foundry being overpowered, able to smelt so mant blocks in parallel with really simple automation, or making it feel sluggish and slow.

One issue that isn't immediately apparent with the mod is scaling, normally if you want furnaces to be 8x faster, you need 8x the materials for 8 furnaces. But because these multiblocks only need the outside, for it to be 8x faster you only need 4x the materials. 125x faster only 25x materials etc, and this problem becomes incredibly apparent in packs where all other smelting options are overshadowed by building since large smeltery structures from tinkers.

If this mod wasn't all one mega mod that allowed for easily getting rid of certain features it wouldn't be as bad, but if you only want modular tools or a smeltery, this mod comes with a lot of baggage.

That's not to say this mod doesn't do soen stuff very well, the ability to add custom materials etc is overshadowed only be silent gear and the configuration is overall good. Tools abilities can be fun to use and the smeltery is intuitive.

This is a mod i think everyone who likes big expansions should try, but I think it is often overused in packs where it can overshadow other mods.

1
0
Posted August 20, 2026 at 4:53:26 PM UTC
3.5
Tinkers Construct
Auseawesome

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Posted August 20, 2026 at 4:53:26 PM UTC
Total 500 hrs MC 1.19, 1.2… MC 1.19, 1.20, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
1
4.5
chairius

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Total 1,000 hrs Completed 500 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
1.0

This is absolutely my favourite modpack of all time, having played it fully multiple times and fully completing the 1000+ questbook once. This pack scratches the itch of "There is a ton of things to do. Go do them." better than any other modpack for me. After playing hundreds on hundreds of modpacks, both Singleplayer and Multiplayer, this one has taken the cake. There is simply so much to do in this pack, and it makes you feel like you can just play it for hours.

The magic of this pack is just how little is modified config and recipe wise. There are no silly gimmicks or quirky "progression gates", you just go and you can go at whatever pace you'd like. If you wanna try and go to The End day 1, sure, you are more than capable of trying to do that. Wanna get into Thaumcraft immediately? Go crazy, none of the recipes are changed. I could gush for hours and hours on how much fun I have playing this pack. I progress through packs very quickly, but it'll still take me months of nonstop playing to finish this pack. I can always just jump to managing a different mod's progression if I ever get overwhelmed by what I'm currently doing.

The pack is not perfect, however. 1.12.2 is an older version of the game, and with this many mods has some very poor performance. Even on great hardware, the game takes nearly 10 minutes to start up. You'll also have to restart it after a few hours of play, as it'll begin to run out of memory. You can use Cleanroom to run it with some extra performance on Java 25, and while that resolved the issue completely for me, it takes considerable effort to do so that your average user may not be capable nor willing to do.

It is very easy to find yourself overwhelmed in this pack, as said it can take quite some time to complete it fully. You'll need to have in-depth knowledge of pretty much every single mod in the pack if you wish to 100% it. You'll need to sift through old source code and old wikis. Not everyone likes doing that, which is entirely fair.

1
0
Posted August 20, 2026 at 3:49:04 PM UTC
Last edited: August 28, 2026 at 2:42:00 AM UTC
4.5
chairius

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Total 1,000 hrs Completed 500 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
1.0

This is absolutely my favourite modpack of all time, having played it fully multiple times and fully completing the 1000+ questbook once. This pack scratches the itch of "There is a ton of things to do. Go do them." better than any other modpack for me. After playing hundreds on hundreds of modpacks, both Singleplayer and Multiplayer, this one has taken the cake. There is simply so much to do in this pack, and it makes you feel like you can just play it for hours.

The magic of this pack is just how little is modified config and recipe wise. There are no silly gimmicks or quirky "progression gates", you just go and you can go at whatever pace you'd like. If you wanna try and go to The End day 1, sure, you are more than capable of trying to do that. Wanna get into Thaumcraft immediately? Go crazy, none of the recipes are changed. I could gush for hours and hours on how much fun I have playing this pack. I progress through packs very quickly, but it'll still take me months of nonstop playing to finish this pack. I can always just jump to managing a different mod's progression if I ever get overwhelmed by what I'm currently doing.

The pack is not perfect, however. 1.12.2 is an older version of the game, and with this many mods has some very poor performance. Even on great hardware, the game takes nearly 10 minutes to start up. You'll also have to restart it after a few hours of play, as it'll begin to run out of memory. You can use Cleanroom to run it with some extra performance on Java 25, and while that resolved the issue completely for me, it takes considerable effort to do so that your average user may not be capable nor willing to do.

It is very easy to find yourself overwhelmed in this pack, as said it can take quite some time to complete it fully. You'll need to have in-depth knowledge of pretty much every single mod in the pack if you wish to 100% it. You'll need to sift through old source code and old wikis. Not everyone likes doing that, which is entirely fair.

1
0
Posted August 20, 2026 at 3:49:04 PM UTC
Last edited: August 28, 2026 at 2:42:00 AM UTC
4.5
MC Eternal
chairius

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Posted August 20, 2026 at 3:49:04 PM UTC
Total 1,000 hrs Completed 500 hrs MC 1.12
The version(s) the reviewer played
1
1.5
Celestial

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
1.0

played this with a few friends over a couple of days, and it's safe to say this mod is just as interesting as the series itself. that is to say, it's hardly anything of substance. the mod involves you talking to verity and trying to keep his "happiness" score up, but OooOOOo spooky twist there's something coming for you!! the "entity" he spawns after some time is really easy to outsmart, and the cycle of when he spawns it is really repetitive, with him just suddenly getting upset after a couple of days. also, the entire mod runs on generative AI, so if you're not a big fan of that it's more points off.

2
0
Posted August 20, 2026 at 6:05:35 AM UTC
1.5
Celestial

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
1.0

played this with a few friends over a couple of days, and it's safe to say this mod is just as interesting as the series itself. that is to say, it's hardly anything of substance. the mod involves you talking to verity and trying to keep his "happiness" score up, but OooOOOo spooky twist there's something coming for you!! the "entity" he spawns after some time is really easy to outsmart, and the cycle of when he spawns it is really repetitive, with him just suddenly getting upset after a couple of days. also, the entire mod runs on generative AI, so if you're not a big fan of that it's more points off.

2
0
Posted August 20, 2026 at 6:05:35 AM UTC
1.5
Verity JE
Celestial

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Posted August 20, 2026 at 6:05:35 AM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
2
5.0
Celestial

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MC 1.20, 1.1… MC 1.20, 1.16, 1.12, 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
4.5

fun mod that lets you play around with the way you make your tools. an old classic that i've played with and loved for many many years, it's one of my personal favorites out of any mod, and a necessity to have in most packs i play. one specific thing i really enjoy is the smeltery, which allows you to melt down items or ores into molten metal, that you can recycle into more tool parts.

1
0
Posted August 20, 2026 at 5:55:34 AM UTC
5.0
Celestial

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MC 1.20, 1.1… MC 1.20, 1.16, 1.12, 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
4.5

fun mod that lets you play around with the way you make your tools. an old classic that i've played with and loved for many many years, it's one of my personal favorites out of any mod, and a necessity to have in most packs i play. one specific thing i really enjoy is the smeltery, which allows you to melt down items or ores into molten metal, that you can recycle into more tool parts.

1
0
Posted August 20, 2026 at 5:55:34 AM UTC
5.0
Tinkers Construct
Celestial

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Posted August 20, 2026 at 5:55:34 AM UTC
MC 1.20, 1.1… MC 1.20, 1.16, 1.12, 1.19
The version(s) the reviewer played
1
5.0
Celestial

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MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
Performance
4.0

simply removes the need to have JEI installed alongside EMI, helping performance. there's not much else to say, it's just a useful mod.

1
0
Posted August 20, 2026 at 5:50:46 AM UTC
5.0
Celestial

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MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
Performance
4.0

simply removes the need to have JEI installed alongside EMI, helping performance. there's not much else to say, it's just a useful mod.

1
0
Posted August 20, 2026 at 5:50:46 AM UTC
5.0
TooManyRecipeViewers (TMRV)
Celestial

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Posted August 20, 2026 at 5:50:46 AM UTC
MC 1.20, 1.2… MC 1.20, 1.21
The version(s) the reviewer played
1
2.5
pl0x0

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Total 40 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
5.0
Performance
2.5

As soon as a horde of zombies destroyed my house from beneath a cave 20 blocks underground just to get to me, I called it quits.

1
1
Posted August 20, 2026 at 1:39:02 AM UTC
2.5
pl0x0

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Total 40 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
5.0
Performance
2.5

As soon as a horde of zombies destroyed my house from beneath a cave 20 blocks underground just to get to me, I called it quits.

1
1
Posted August 20, 2026 at 1:39:02 AM UTC
2.5
Beyond Depth
pl0x0

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Posted August 20, 2026 at 1:39:02 AM UTC
Total 40 hrs Dropped MC 1.20
The version(s) the reviewer played
1
5.0
Outra

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

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
Posted August 19, 2026 at 10:57:07 PM UTC
Last edited: August 20, 2026 at 10:56:52 AM UTC
5.0
Outra

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

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
Posted August 19, 2026 at 10:57:07 PM UTC
Last edited: August 20, 2026 at 10:56:52 AM UTC
5.0
Illager Additions
Outra

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Posted August 19, 2026 at 10:57:07 PM UTC
Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
0
2.5
boagosbinted22

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Total 5 hrs Dropped
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.5
Performance
3.0

I downloaded and played the quests a bit has a nice homeworld but then you spawn to overworld and the cool factor fades away the 3rd person combat while cool its hard to play when the space you have is small like under trees when you spawn in a forest biome and even a bit of the towers.

I did a few quests of one tower and then uninstalled cause of the find adventure guilds quest but zero quest markers for it, im not exploring a infinite world put some borders on, and here isnt any weapon progression just a oh yeah heres a list of all weapons without the idea of where to start do you want me to play minecraft and then do the modpack or do you want me to play your quests, it could benefit with a place in the homeworld to build a base.

0
2
Posted August 19, 2026 at 8:53:33 PM UTC
2.5
boagosbinted22

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 5 hrs Dropped
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.5
Performance
3.0

I downloaded and played the quests a bit has a nice homeworld but then you spawn to overworld and the cool factor fades away the 3rd person combat while cool its hard to play when the space you have is small like under trees when you spawn in a forest biome and even a bit of the towers.

I did a few quests of one tower and then uninstalled cause of the find adventure guilds quest but zero quest markers for it, im not exploring a infinite world put some borders on, and here isnt any weapon progression just a oh yeah heres a list of all weapons without the idea of where to start do you want me to play minecraft and then do the modpack or do you want me to play your quests, it could benefit with a place in the homeworld to build a base.

0
2
Posted August 19, 2026 at 8:53:33 PM UTC
2.5
NightfallCraft - The Casket of Reveries
boagosbinted22

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 August 19, 2026 at 8:53:33 PM UTC
Total 5 hrs Dropped
The version(s) the reviewer played
0