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Minecraft Mod & Modpack Reviews

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

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4.0
RION

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Total 100 hrs MC 1.18
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

I think this is a really fun skyblock pack that doesn't overstay its welcome. The pseudo-economy of "selling" essences for EMC with which you can "buy" raw resources is unique and feels more engaging than just spamming sieves or bonsai pots as is common in other skyblock packs. Automation chains can get somewhat complex, but never so much that it gets overwhelming.

My only significant complaint is that Create doesn't really mesh well with the Watch of Flowing Time's tick acceleration, which is pretty much the only way to speed up late-game processes that aren't a Thermal Expansion machine. Having an alternative processing method (maybe a custom multiblock?) for things like Final Star Shards would have been nice.

Ultimately, if you like automation and don't need something super long term you'll probably enjoy this one!

P.S. when you're crafting Power Flowers at the very end, rush for one so that you can plop it down to get easy Final Stars via EMC for the rest. I wasted like 10 hours crafting the Power Flowers in parallel until I realized that :')

2
0
Posted April 10, 2024 at 4:14:21 AM UTC
4.0
RION

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Total 100 hrs MC 1.18
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

I think this is a really fun skyblock pack that doesn't overstay its welcome. The pseudo-economy of "selling" essences for EMC with which you can "buy" raw resources is unique and feels more engaging than just spamming sieves or bonsai pots as is common in other skyblock packs. Automation chains can get somewhat complex, but never so much that it gets overwhelming.

My only significant complaint is that Create doesn't really mesh well with the Watch of Flowing Time's tick acceleration, which is pretty much the only way to speed up late-game processes that aren't a Thermal Expansion machine. Having an alternative processing method (maybe a custom multiblock?) for things like Final Star Shards would have been nice.

Ultimately, if you like automation and don't need something super long term you'll probably enjoy this one!

P.S. when you're crafting Power Flowers at the very end, rush for one so that you can plop it down to get easy Final Stars via EMC for the rest. I wasted like 10 hours crafting the Power Flowers in parallel until I realized that :')

2
0
Posted April 10, 2024 at 4:14:21 AM UTC
4.0
Mechanical Mastery
RION

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Posted April 10, 2024 at 4:14:21 AM UTC
Total 100 hrs MC 1.18
The version(s) the reviewer played
2
5.0
astralgarden

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MC 1.18
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

Vault Hunters is an absolutely amazing pack! The Progression being different from Vanilla Minecraft at first makes it start out very fresh and unique compared to other modpacks which have very "Vanilla" progressions right at the start. Unlike many other Modpacks, Vault Hunters actually excels in how well it compliments Vanilla Minecraft. All the Limitations of Vanilla have been thrown out the window. Now there's a rewarding and satisfying way to progress and reasons to push above and beyond where Vanilla players never need to go. You're able to unlock other mods through the progression of this pack. At the start, you can only have Vanilla Items + Vault Items (maybe a few more here and there, but its Vanilla+ if you disregard the Vaults). But through clearing Vaults, you can get the ability to unlock mods like Create, Mekanism, Thermal, Botania, and others! The progression is where I think it really shines.

The Vaults themselves are randomly generated dungeons that you go through and complete objectives and loot for treasure. This treasure can often be incredibly lucrative (It's technically possible to get enough netherite for full gear after just running a few vaults, although the vault gear massively outclasses netherite so theres not much of a reason to). The Vaults themselves are fun, and you can break up simple or repetitive tasks by running a vault in the middle, or you can run a bunch in sequence.

I have pretty severe ADHD and although I deeply love modded minecraft, I often struggle to play through minecraft modpacks all the way through due to losing interest or there being an uninteresting "grindy" section. Vault Hunters isn't without grind, but the grind is done through running through dungeons instead of waiting for something or strip mining and that has been able to keep my focus. I'm about 200 hours into a single player world and I'm showing no signs of stopping so far. I can only imagine its more fun on multiplayer!

This modpack is also updating, and there's a surprising amount of complexity to the core gameplay mechanics of The Vault mod. All in All, this is a solid 5/5 stars modpack. It's still in Alpha, so expect changes to be added that may affect gameplay, but at least currently, I love the pack and am very excited to see how this changes in the future.

I also have not experienced any issues with performance. The Game takes awhile to load, but that's pretty typical for large modpacks so I can't fault this pack for that. I play with shaders and get a pretty consistent 60fps. I could see performance issues on other computers though.

2
0
Posted April 8, 2024 at 10:41:52 PM UTC
5.0
astralgarden

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MC 1.18
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

Vault Hunters is an absolutely amazing pack! The Progression being different from Vanilla Minecraft at first makes it start out very fresh and unique compared to other modpacks which have very "Vanilla" progressions right at the start. Unlike many other Modpacks, Vault Hunters actually excels in how well it compliments Vanilla Minecraft. All the Limitations of Vanilla have been thrown out the window. Now there's a rewarding and satisfying way to progress and reasons to push above and beyond where Vanilla players never need to go. You're able to unlock other mods through the progression of this pack. At the start, you can only have Vanilla Items + Vault Items (maybe a few more here and there, but its Vanilla+ if you disregard the Vaults). But through clearing Vaults, you can get the ability to unlock mods like Create, Mekanism, Thermal, Botania, and others! The progression is where I think it really shines.

The Vaults themselves are randomly generated dungeons that you go through and complete objectives and loot for treasure. This treasure can often be incredibly lucrative (It's technically possible to get enough netherite for full gear after just running a few vaults, although the vault gear massively outclasses netherite so theres not much of a reason to). The Vaults themselves are fun, and you can break up simple or repetitive tasks by running a vault in the middle, or you can run a bunch in sequence.

I have pretty severe ADHD and although I deeply love modded minecraft, I often struggle to play through minecraft modpacks all the way through due to losing interest or there being an uninteresting "grindy" section. Vault Hunters isn't without grind, but the grind is done through running through dungeons instead of waiting for something or strip mining and that has been able to keep my focus. I'm about 200 hours into a single player world and I'm showing no signs of stopping so far. I can only imagine its more fun on multiplayer!

This modpack is also updating, and there's a surprising amount of complexity to the core gameplay mechanics of The Vault mod. All in All, this is a solid 5/5 stars modpack. It's still in Alpha, so expect changes to be added that may affect gameplay, but at least currently, I love the pack and am very excited to see how this changes in the future.

I also have not experienced any issues with performance. The Game takes awhile to load, but that's pretty typical for large modpacks so I can't fault this pack for that. I play with shaders and get a pretty consistent 60fps. I could see performance issues on other computers though.

2
0
Posted April 8, 2024 at 10:41:52 PM UTC
5.0
Vault Hunters Third Edition
astralgarden

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Posted April 8, 2024 at 10:41:52 PM UTC
MC 1.18
The version(s) the reviewer played
2
4.0
Tempest051

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MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I love EB Wizardry, it's probably my favorite magic mod. It's one of the few magic mods that focuses only on the spells, and has a similar vibe to Ars Magika from 1.7.
Eb Wizardry uses wands to cast its spells, and it has a ton of spell variety in all the generic fantasy spells people are used to, which makes it great for roleplaying. This also means the spells aren't overpowered (mostly), so melee and ranger setups can still square up against it (speaking of roleplaying, it has a ton of addon spell packs. Check out WinDanesz's addons, they're the best! Especially the Apprentice and Fates addon. Great for RP).
It does lose one star because, last I played, it still had a pretty critical exploit that ruined multiplayer which allowed binding multiple of the same spell to different wands to spam them, since cooldowns are tracked per wand instead of across ALL wands (idk if this has been fixed in recent versions or not). While it doesn't seem like that big of a deal, it allowed healers to spam spells, making them immortal (something I'm against any mod doing). The default values for some spells spells (especially healing and necromancy) were also really broken, and I had to spend several hours editing configs to balance them for PvP.

3
0
Posted April 5, 2024 at 12:08:02 AM UTC
4.0
Tempest051

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MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

I love EB Wizardry, it's probably my favorite magic mod. It's one of the few magic mods that focuses only on the spells, and has a similar vibe to Ars Magika from 1.7.
Eb Wizardry uses wands to cast its spells, and it has a ton of spell variety in all the generic fantasy spells people are used to, which makes it great for roleplaying. This also means the spells aren't overpowered (mostly), so melee and ranger setups can still square up against it (speaking of roleplaying, it has a ton of addon spell packs. Check out WinDanesz's addons, they're the best! Especially the Apprentice and Fates addon. Great for RP).
It does lose one star because, last I played, it still had a pretty critical exploit that ruined multiplayer which allowed binding multiple of the same spell to different wands to spam them, since cooldowns are tracked per wand instead of across ALL wands (idk if this has been fixed in recent versions or not). While it doesn't seem like that big of a deal, it allowed healers to spam spells, making them immortal (something I'm against any mod doing). The default values for some spells spells (especially healing and necromancy) were also really broken, and I had to spend several hours editing configs to balance them for PvP.

3
0
Posted April 5, 2024 at 12:08:02 AM UTC
4.0
Electroblob's Wizardry
Tempest051

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Posted April 5, 2024 at 12:08:02 AM UTC
MC 1.12
The version(s) the reviewer played
3
2.0
Tempest051

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
5.0

Draconic Evolution is certainly a cool mod. It has OP gear for the late game, an OP reactor to generate near infinite energy, and various OP tools. And that's just the issue. I hate overpowered mods. It is nearly impossible to balance DE against other mods because it blows them so far out of the water, they end up in the stratosphere. The DE armour is also so overpowered that most other mods can't even get though its energy shield. It basically makes the player immortal, something I'm principally against.
The only thing balanced in this mod is the fact that the reactor will obliterate the biome it resides in if misused (not even an exaggeration, the explosion will wipe everything off the face of the earth). It is aesthetically pleasing but the novelty wares off in practice. Call me salty; I actively avoid any modpack which includes it.

2
1
Posted April 4, 2024 at 11:55:00 PM UTC
2.0
Tempest051

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
5.0

Draconic Evolution is certainly a cool mod. It has OP gear for the late game, an OP reactor to generate near infinite energy, and various OP tools. And that's just the issue. I hate overpowered mods. It is nearly impossible to balance DE against other mods because it blows them so far out of the water, they end up in the stratosphere. The DE armour is also so overpowered that most other mods can't even get though its energy shield. It basically makes the player immortal, something I'm principally against.
The only thing balanced in this mod is the fact that the reactor will obliterate the biome it resides in if misused (not even an exaggeration, the explosion will wipe everything off the face of the earth). It is aesthetically pleasing but the novelty wares off in practice. Call me salty; I actively avoid any modpack which includes it.

2
1
Posted April 4, 2024 at 11:55:00 PM UTC
2.0
Draconic Evolution
Tempest051

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Posted April 4, 2024 at 11:55:00 PM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
2
4.0
Tempest051

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
2.0

MTS is definitely the greatest vehicle mod for Minecraft, and almost scratches the itch that MCHeli left behind. Its mechanics are modeled after real world vehicles, and it has the most realistic flight physics of any aircraft mod in MC. It has mechanics like flaps, trim, airspeed (stalling is possible), individual engine thrust (flat spins sort of possible), etc. My only gripe with the mod is that all of these features make for terrible performance. You need a relatively lightweight modpack environment for the heavy math calculations to function properly, otherwise any tps lag (especially during worldgen) will cause you to lose control of the plane as it over-corrects and inevitably crashes. Boats also tend to have buggy controls, and so only one addon pack even has them. It does force you to optimize the hell out of your pack to use it though, so I suppose that's good?
There aren't many addons which add functional military vehicles, and those that do tend to be buggy (gun projectiles hitting the vehicle's bounding box, not working at all, etc). So it's mainly civilian stuff for player transport.
MTS is otherwise an awesome mod.

2
0
Posted April 4, 2024 at 11:32:00 PM UTC
4.0
Tempest051

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
2.0

MTS is definitely the greatest vehicle mod for Minecraft, and almost scratches the itch that MCHeli left behind. Its mechanics are modeled after real world vehicles, and it has the most realistic flight physics of any aircraft mod in MC. It has mechanics like flaps, trim, airspeed (stalling is possible), individual engine thrust (flat spins sort of possible), etc. My only gripe with the mod is that all of these features make for terrible performance. You need a relatively lightweight modpack environment for the heavy math calculations to function properly, otherwise any tps lag (especially during worldgen) will cause you to lose control of the plane as it over-corrects and inevitably crashes. Boats also tend to have buggy controls, and so only one addon pack even has them. It does force you to optimize the hell out of your pack to use it though, so I suppose that's good?
There aren't many addons which add functional military vehicles, and those that do tend to be buggy (gun projectiles hitting the vehicle's bounding box, not working at all, etc). So it's mainly civilian stuff for player transport.
MTS is otherwise an awesome mod.

2
0
Posted April 4, 2024 at 11:32:00 PM UTC
4.0
Immersive Vehicles (MTS)
Tempest051

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Posted April 4, 2024 at 11:32:00 PM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
2
3.0
Tempest051

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
3.0

I believe this was one of the first ports of NTM to 1.12, so it deserves a special mention when talking about the various ports. NTM is definitely my favorite nuclear mod, and easily the best nuclear technology and general "weapons of mass destruction" mod for MC. It quickly fell behind the official 1.7 version, however, and the various bugs were never fixed before it was eventually abandoned. While good in its time, it is now superseded by NTM Extended Edition (Alcater's port).

2
0
Posted April 4, 2024 at 11:22:00 PM UTC
3.0
Tempest051

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
3.0

I believe this was one of the first ports of NTM to 1.12, so it deserves a special mention when talking about the various ports. NTM is definitely my favorite nuclear mod, and easily the best nuclear technology and general "weapons of mass destruction" mod for MC. It quickly fell behind the official 1.7 version, however, and the various bugs were never fixed before it was eventually abandoned. While good in its time, it is now superseded by NTM Extended Edition (Alcater's port).

2
0
Posted April 4, 2024 at 11:22:00 PM UTC
3.0
Hbm's Nuclear Tech Mod Reloaded
Tempest051

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Posted April 4, 2024 at 11:22:00 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
2
4.0
vnator

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Total 100 hrs MC 1.7
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

(The Ferret Business pack did shops before this, and did them better, but this modpack made the shop more accessible in the early game).

The modpack entirely revolves around the shop. You can raw resources like ingots and more refined items from both tech and magic mods for money. You can trade that money for ores (especially rarer ones like Ardite/Cobalt), difficult to obtain resources (mob drops, potions, food), or semi-creative items (Thaumcraft Nodes). It lets you exchange the effort you've put in one place to get progress/resources in another place so you can do more of what you enjoy and less of what you don't.

There's a "progression" mode which is an expert-lite that changes only a few recipes to get a chain of progression. It's not a proper expert pack that'll challenge you, but rather force you to go through all sorts of mods to get to the ones you want to. Rotarycraft is in the pack, but is locked behind Enderium whether you play on progression or normal, which is supposed to be a kitchen sink mode.

I came back to this modpack years later, and the progression and rotarycraft blocking is a little disappointing. But the shop still does its thing of helping you play more of what you want, and that's what's important. I should make a sequel soon. (and yup, I'm the modpack developer)

2
0
Posted April 4, 2024 at 7:13:39 PM UTC
4.0
vnator

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Total 100 hrs MC 1.7
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

(The Ferret Business pack did shops before this, and did them better, but this modpack made the shop more accessible in the early game).

The modpack entirely revolves around the shop. You can raw resources like ingots and more refined items from both tech and magic mods for money. You can trade that money for ores (especially rarer ones like Ardite/Cobalt), difficult to obtain resources (mob drops, potions, food), or semi-creative items (Thaumcraft Nodes). It lets you exchange the effort you've put in one place to get progress/resources in another place so you can do more of what you enjoy and less of what you don't.

There's a "progression" mode which is an expert-lite that changes only a few recipes to get a chain of progression. It's not a proper expert pack that'll challenge you, but rather force you to go through all sorts of mods to get to the ones you want to. Rotarycraft is in the pack, but is locked behind Enderium whether you play on progression or normal, which is supposed to be a kitchen sink mode.

I came back to this modpack years later, and the progression and rotarycraft blocking is a little disappointing. But the shop still does its thing of helping you play more of what you want, and that's what's important. I should make a sequel soon. (and yup, I'm the modpack developer)

2
0
Posted April 4, 2024 at 7:13:39 PM UTC
4.0
Minecraft Millionaire
vnator

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Posted April 4, 2024 at 7:13:39 PM UTC
Total 100 hrs MC 1.7
The version(s) the reviewer played
2
3.0
vnator

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
4.0
Performance
3.0

They kept the aesthetics and grandioseness of Project Ozone 2 and cranked it up to 11. But in doing so, they also added a lot of mods that really don't fit into the modpack and only add annoyances and frustration. Embers (debatably), Landcraft, and Lordcraft are big examples of this. Honestly, I wouldn't be surprised if the last two were because their mod devs paid the pack maker to include them for that curseforge ad revenue.

The expertness of it is honestly great in the early game, and Ex Nihilo isn't that frustrating as ore drops are very common so you sifting gives you that dopamine rush when you rack up all of those ores early on. And the mods you use starting out are quite fun and interesting as well.

But it all falls apart once you get to the midgame. In Project Ozone 2, you had Logistics Pipes to help you automate much of the microcrafting, but in Ozone 3, all you have is Project Red. It's a nice mod and does plenty, but there are no auto crafting tables it works well with (There are EnderIO ones, but each individual one is incredibly expensive as opposed to LP's only costing wood and cobblestone and NOT requiring power). So you're stuck manually microcrafting just about everything, even into the late game since that's where AE2 is locked.

Combined with the fact much of the modpack felt like the developer just threw in as many big content mods without actually thinking if they'd fit (eg. shoehorning magic mods in a way that felt like they were for filler content rather than integrating well with the pack), I have to give Gameplay 2 stars.

Aesthetics were decent, though the custom shop coins looked pretty goofy. The shop also felt poorly thought out.

And with so many mods, the performance, stability, and startup time were atrocious. There's even a mod that adds PONG to the loading screen, to give you something to do, but that apparently DOUBLES the loading time. I'd rather browse my phone or step outside while waiting the 20-30 minutes needed for it to load.

All in all, this modpack was incredibly disappointing, especially with the lightning in the bottle that its predecessor Project Ozone 2 was. Ozone Lite, despite being much smaller in scale and incredibly generic in design and mechanics, was more fun than this.

2
0
Posted April 4, 2024 at 6:53:26 PM UTC
3.0
vnator

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
4.0
Performance
3.0

They kept the aesthetics and grandioseness of Project Ozone 2 and cranked it up to 11. But in doing so, they also added a lot of mods that really don't fit into the modpack and only add annoyances and frustration. Embers (debatably), Landcraft, and Lordcraft are big examples of this. Honestly, I wouldn't be surprised if the last two were because their mod devs paid the pack maker to include them for that curseforge ad revenue.

The expertness of it is honestly great in the early game, and Ex Nihilo isn't that frustrating as ore drops are very common so you sifting gives you that dopamine rush when you rack up all of those ores early on. And the mods you use starting out are quite fun and interesting as well.

But it all falls apart once you get to the midgame. In Project Ozone 2, you had Logistics Pipes to help you automate much of the microcrafting, but in Ozone 3, all you have is Project Red. It's a nice mod and does plenty, but there are no auto crafting tables it works well with (There are EnderIO ones, but each individual one is incredibly expensive as opposed to LP's only costing wood and cobblestone and NOT requiring power). So you're stuck manually microcrafting just about everything, even into the late game since that's where AE2 is locked.

Combined with the fact much of the modpack felt like the developer just threw in as many big content mods without actually thinking if they'd fit (eg. shoehorning magic mods in a way that felt like they were for filler content rather than integrating well with the pack), I have to give Gameplay 2 stars.

Aesthetics were decent, though the custom shop coins looked pretty goofy. The shop also felt poorly thought out.

And with so many mods, the performance, stability, and startup time were atrocious. There's even a mod that adds PONG to the loading screen, to give you something to do, but that apparently DOUBLES the loading time. I'd rather browse my phone or step outside while waiting the 20-30 minutes needed for it to load.

All in all, this modpack was incredibly disappointing, especially with the lightning in the bottle that its predecessor Project Ozone 2 was. Ozone Lite, despite being much smaller in scale and incredibly generic in design and mechanics, was more fun than this.

2
0
Posted April 4, 2024 at 6:53:26 PM UTC
3.0
Project Ozone 3 A New Way Forward
vnator

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Posted April 4, 2024 at 6:53:26 PM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
2
3.0
vnator

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MC 1.18
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

The idea behind this modpack is that it's all about automating everything with Create. It's an idea that's been done well by Create: Above and Beyond, but there have been too few modpacks that have tried to do something similar in a way that is good. This modpack tries and gets far, but falters in a few ways.

My main gripe is that the way the tech tree/things you can automate grows much too quickly in the early game.

For example; ore automation. Mining is an absolute chore without vein miner or tools that make it much faster than base vanilla. Haephestus (aka Tinkers Construct for Fabric) is in the pack, but its pickaxes aren't particularly faster than vanilla ones in the early game. It still takes half an hour of mining to get the materials needed to build a single automation line. I just want to build the automation, not mine for so long! But good news, there's a way to automate ores! However, each ore requires a long and very complicated process to automate which is in no way beginner/early game friendly. If someone very experienced with Create were to go at it, I'm sure they'd be able to cobble together something even in the early game! However, I'm not that experienced with Create, so it's something that will require a lot of time, space, resources, and tools I haven't unlocked yet to set up. So now I'm stuck between a rock and a hard place; either spend my time doing boring tedious mining, or flounder around to set up automation for a single ore and inevitably fail because of the complexity and resources the setup requires.

I'll admit, it's only a single thing and the rest of the pack is probably wonderful. But it's also a MASSIVE pain point that I consider bad game design that robbed all the fun out of playing the pack. I know it's called MINEcraft, but modpacks don't have to stay true to the original minecraft formula/gameplay cycles. Just let me build my factories, start with a few easy challenges that SLOWLY lead up to more and harder challenges, like a narrow cone instead of a stupidly wide one. Don't overwhelm your players with too much to do so early on, and especially don't front-load the tedium. You want them invested in the modpack first before you start introducing challenges that have it.

2
0
Posted April 4, 2024 at 6:38:20 PM UTC
3.0
vnator

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MC 1.18
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

The idea behind this modpack is that it's all about automating everything with Create. It's an idea that's been done well by Create: Above and Beyond, but there have been too few modpacks that have tried to do something similar in a way that is good. This modpack tries and gets far, but falters in a few ways.

My main gripe is that the way the tech tree/things you can automate grows much too quickly in the early game.

For example; ore automation. Mining is an absolute chore without vein miner or tools that make it much faster than base vanilla. Haephestus (aka Tinkers Construct for Fabric) is in the pack, but its pickaxes aren't particularly faster than vanilla ones in the early game. It still takes half an hour of mining to get the materials needed to build a single automation line. I just want to build the automation, not mine for so long! But good news, there's a way to automate ores! However, each ore requires a long and very complicated process to automate which is in no way beginner/early game friendly. If someone very experienced with Create were to go at it, I'm sure they'd be able to cobble together something even in the early game! However, I'm not that experienced with Create, so it's something that will require a lot of time, space, resources, and tools I haven't unlocked yet to set up. So now I'm stuck between a rock and a hard place; either spend my time doing boring tedious mining, or flounder around to set up automation for a single ore and inevitably fail because of the complexity and resources the setup requires.

I'll admit, it's only a single thing and the rest of the pack is probably wonderful. But it's also a MASSIVE pain point that I consider bad game design that robbed all the fun out of playing the pack. I know it's called MINEcraft, but modpacks don't have to stay true to the original minecraft formula/gameplay cycles. Just let me build my factories, start with a few easy challenges that SLOWLY lead up to more and harder challenges, like a narrow cone instead of a stupidly wide one. Don't overwhelm your players with too much to do so early on, and especially don't front-load the tedium. You want them invested in the modpack first before you start introducing challenges that have it.

2
0
Posted April 4, 2024 at 6:38:20 PM UTC
3.0
Create: Astral
vnator

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Posted April 4, 2024 at 6:38:20 PM UTC
MC 1.18
The version(s) the reviewer played
2
5.0
vnator

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Total 100 hrs MC 1.10
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

It's a classic expert pack from an older era when expert packs were becoming the norm (Infinity Expert and Ozone 2 had only come out a while before this). The mod choice in the early and mid-game is unique, especially with Calculator which I haven't seen used much anywhere else.

The only issues are that the tedium can be a lot both early on, and after you set up UU matter replication. All of my runs stopped after that. In fact, I heard that the tedium continues to increase, thus my 4 starts for the gameplay. And that's AFTER I manually added Ore Excavator/Vein Miner to the modpack. I have no shame in doing so, it brought me more fun where it mattered.

Otherwise, there's plenty of clever setups you can make using the mods available (Calculator, Actually Additions, Tinkers 2, Super Circuit Maker, Extra Utilities 2, etc.) These clever setups and inter-mod compatibility is what really defines expert modpacks imo.

Also, stability is so-so, but that's because it's on Minecraft 1.10 than because of the mods themselves.

2
0
Posted April 4, 2024 at 6:25:04 PM UTC
5.0
vnator

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Total 100 hrs MC 1.10
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

It's a classic expert pack from an older era when expert packs were becoming the norm (Infinity Expert and Ozone 2 had only come out a while before this). The mod choice in the early and mid-game is unique, especially with Calculator which I haven't seen used much anywhere else.

The only issues are that the tedium can be a lot both early on, and after you set up UU matter replication. All of my runs stopped after that. In fact, I heard that the tedium continues to increase, thus my 4 starts for the gameplay. And that's AFTER I manually added Ore Excavator/Vein Miner to the modpack. I have no shame in doing so, it brought me more fun where it mattered.

Otherwise, there's plenty of clever setups you can make using the mods available (Calculator, Actually Additions, Tinkers 2, Super Circuit Maker, Extra Utilities 2, etc.) These clever setups and inter-mod compatibility is what really defines expert modpacks imo.

Also, stability is so-so, but that's because it's on Minecraft 1.10 than because of the mods themselves.

2
0
Posted April 4, 2024 at 6:25:04 PM UTC
5.0
Age of Engineering
vnator

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Posted April 4, 2024 at 6:25:04 PM UTC
Total 100 hrs MC 1.10
The version(s) the reviewer played
2