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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
aye

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

even though youd expect a mod with so many random additions to be dissonant, what you actually get is a very well put together list of features and additions that fill in the gameplay gaps you never realised were there, such as a redstone activation wand, escape ropes and a player inventory interface. some of the textures are a bit rough around the edges though

2
1
Posted April 2, 2024 at 12:58:32 AM UTC
5.0
aye

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

even though youd expect a mod with so many random additions to be dissonant, what you actually get is a very well put together list of features and additions that fill in the gameplay gaps you never realised were there, such as a redstone activation wand, escape ropes and a player inventory interface. some of the textures are a bit rough around the edges though

2
1
Posted April 2, 2024 at 12:58:32 AM UTC
5.0
Random Things
aye

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Posted April 2, 2024 at 12:58:32 AM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
2
4.0
coolbot

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
MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
3.0

I initially picked up ATM9 in preparation for an event, an unofficial server that was meant to go public around December that would have stayed up for a month, so in mid-November, my girlfriend and I started making plans for the type of base we'd want to build and the types of farms we'd want to make.
That specific event server never came to be, so instead we took our plans and joined Chosen Architect's supporter server, after our month-long subscription ended my girlfriend lost interest so I imported our base into a self-hosted server and continued playing solo for about a week and picking it up again late February.

All this to say I've run the entire gambit on how you can play this pack, single-player, small-group multiplayer, and on a public server, keeping (roughly) the same base throughout until I eventually fully automated the ATM star. For most of that last period I played while active in the ATM9 discord channel, talking builds and sharing progress alongside others. I've also played this pack through many updates, several things I did in the pack have been nerfed by the modpack or by individual mod updates cough sophisticated cough, while other new methods and possibilities for resource generation were introduced after I'd already established my infrastructure.

This will also explain that when picking up the pack I didn't necessarily expect to like it and expected it to be mid going in but was pleasantly surprised by the way it captivated my attention.

Progression - 8/10

Firstly, ATM is a progressive kitchen sink, a few OP items are locked behind the main progression system, and there is a trophy final item (the ATM star) you're meant to craft that will unlock some creative items.

The Gates

There are only a few items I remember being annoyed about their gating because I wanted to use them before I had the necessary materials, Mining Gadget, TIAB, Entangled Blocks, CC computers, and the structure compass. These make sense as they can all allow you to bypass progression early on. The gates are all related to the AllTheModium progression system which requires you to mine new ores, and find their related smithing templates in order to get the netherite+ pickaxes that allow you to break said ores. You'll explore the Deep Dark, Nether, and End to find them, and travel to ATMs custom dimensions.
Finding the Smithing Templates can certainly be a chore and the unobtanium template in particular IMO goes a bit too far, the amount of enemies that spawn in the dungeon you have to find them in is honestly a liability for servers, something that I think would be fine if you were only there for a few minutes but it could take you hours just to find one smithing template even if you're over geared and know where to look.
There's one other soft gate, many "progression" dimensions do not allow you to fly, (tho you can bypass this with ars spells a bit) which I think is valid and honestly the only thing that keeps Twilight Forest from being speedrun in 20 minutes, however, this can be a bit annoying if you're an industrialist hoping to utilize the Everbright's permanent daylight, rumor has it that for this reason, you may be able to re-enable flight in these dimensions once you're sufficiently powerful enough in future updates.

The ATM star

The ATM star I think is actually woven very well into the progression of the pack, the quest lines are built with it in mind, with each quest chapter having an optional branch showing you what specifically you'll need to craft the star that you may not have thought to do otherwise.
The actual construction of the star will have you interacting with a good many mods, and getting decently far in most of them, that said the ATM star itself never forced me into learning a new mod, certainly not in a meaningful way, except occultism, but I'm probably the minority there.
That said the process of automating the ATM star which is encouraged by the pack's progression did teach me some things about ae2, productive bees, modular routers, computer craft, and super factory manager.
The ATM star will force you to use specific mods for some resource generation however you are pretty open to farm things in whatever way suits your playstyle.
I primarily used Mystical Agriculture for resource gen, initially on physical farms (having invented and proven a new farm layout for better performance mind you) however after thermal was introduced switching to Phytogenic Insulators and then used Productive Bees where MA had gaps, some of these gaps very much intentional to get you to use both in order to progress.
Importantly, it IS fully automatable... if you really really want it to be, some items can be difficult to make a consistent ae2 pattern for but it is possible and overall an enjoyable challenge, however I doubt that automation in this way is a design goal for the star as achieving it can feel jank for several items.

The Grind

With that being said, the grind of the ATM star can be felt if you're not using HNN and bees to their utmost potential, as the star is very hungry for precious gems and boss drops, simply having an infinite source of some resources isn't going to be enough if you want to get to the true post game without waiting weeks for your crafts to finish.
Additionally, there are a few resources that can be pretty grindy if you're not prepared for them, the typical culprits of course being Blood Magic and Mekanism, the Hellforged Parts from blood magic can be obtained with bees once you've made it far enough to get a few, but for anyone familiar with its infamy I'm sure I don't need to explain how difficult that can be. Mekanism's antimatter on the other hand does not have a bee so you will need to set up sustainable nuclear facilities, however, I found the process to be less tedious here than in many other packs. Extreme Reactors on the other hand is a brutal grind even with help from bees, and I found it to be the most tedious part of the pack by far.
Overall if you're only going for the ATM star, or ATM star automation the grind isn't too bad, but you should be prepared for these specific areas.

Beyond the star

I've talked about the ATM star as the final item as it is where all of the quests generally end up and it's the basis for the true post-game, most importantly tho after automating the ATM star is where I stopped playing (for now), however, it is NOT the greatest achievement in the pack. After crafting 18 of them you can create a bee that will produce more stars for you, I think this is a good number that's not too intimidating but also doesn't make auto-crafting the star before this point obsolete, as making 18 of these beasts without full automation would be an absolute pain. After this point, you're then told to master gregtech to reach the true final achievement of the pack the greg star, and the micro universe.
I have no interest in greg at this point, tho if I did ever need an intro to it this is probably where I'd choose to learn (sorry greg fans) that said Gregtech is so separate from the rest of the pack, other than bragging rights and morbid curiosity the pack hasn't really given me a reason to give it a try.
Additionally, you get access to a couple of creative items, creative power, creative mana, and a creative jetpack, these rewards are lackluster however I understand you can't go too powerful and make the gregstar "too easy". for me tho, by the time I got the star the only reason I'd want any of these rewards is just so I could turn off some of my other machines and save server resources.

Quests - 6/10

As touched on previously the grander progression of the ATM star is woven into the quest book well. The quests are the standard affair, they explain the mods decently well (with the exception of a few errors, particularly in Evilcraft) the level of advice, tips, or best practices given varies from chapter to chapter, in general, I would like to see more. Still, I understand the mindset that quests in a kitchen sink should teach you about the mod not the mod pack, but I tend to disagree so long as any major modifications to the base mod are well explained, atm9 does this decently well tho could be more proactive about it, rather than relegating major changes to an "info" section of the questbook.
The quest rewards are also pretty meaningless even by the midgame, and rarely relevant to what you're doing or your progression, with most quest rewards being a random prize from a specific tier depending on the quest's difficulty, with later quests related to progression offering trophies.
Most of the quests are broken up pretty well and are easy to follow, and the mechanism chapters in particular use features such as the "look at" criteria that many mod packs will never use to great effect.

Mod selection 6/10

Mod selection is the area I feel could use the most work, while there are plenty cream of the crop mods from the latest 1.20.2 forge selection, not every mod is going to have every addon, and in particular I found myself adding a decent handful of mods to my client, and a few other qol of life things like tiab slot and MMMmmMMM. Other exclusions like apothic additions for example make sense to leave out for the sake of balance

Integration 6/10

Integration is mixed, most recipes are cheese-proof and most ores and resources are unified well, however not every mod is going to have a quest line, and even some large mods are completely ignored by the rest of the game, like the Stargate mod and the under garden. However, as mentioned previously some of the things that work to benefit the progression and balance of the game come at the cost of cohesion and integration, aside from mods missing quest chapters, things like 5 different types of blood existing, 3 of them being a type of mana, and 2 of them having different bees can feel a bit... disappointing. One of the mods I feel was most severely damaged was Alchemistry. With Chemlib present alongside Mekanism and Gregtech one would expect Alchemistry as a viable alternative to obtaining many resources, however, in practice, I used it only once, as these three chemistry-based systems are often not interchangeable. That being said, in the areas where they are interchangeable Alchemistry is still not usually a viable option because of how slow the machines are, and that's a symptom of the default settings of the mod, however, I would love to see this system fully, and properly integrated into the rest of the pack such that Alchemistry is a viable solution to more resources by massively buffing the Alchemistry machines and unifying more recipes, perhaps gating these behind unobtanium as a trade-off.

Diversity of Play 9/10

One thing all Kitchen Sinks boast is the "something for everyone" element, and I think ATM9 does actually push this, and weave it into the progression very well.
There are bosses, custom dimensions and structures you have to explore, and many mods you'll have to learn to use in both magic and tech, I really do think this pack is the gold standard for playstyle diversity, with a decent amount of building mods however this area could definitely be improved.
Importantly, the adventure elements aren't just the inclusion of structure and terrain gen mods and calling it good, as mentioned boss fights and exploration are tied to your progression, and even early on exploration is modified with apotheosis' "spawner with a block on it and a chest under it" being cranked way up from the default, making cave exploration a genuine challenge in the early game, and a really fun way of finding loot in the mid-game.

All in all, I think this pack is a lot more interesting than I gave it credit for, while the direction is slightly different from my own idealized version of a kitchen sink, it does have a clear identity and provides a very engaging experience.

I've put in just about 500 hours playing this pack, adding everything together and cutting out the many nights I sat AFK so my farms would run in the early and mid-game, and surprisingly I feel my time was well worth it, being able to contribute in minor ways to the community on the discord has been an amazing time that's left me feeling genuinely accomplished.

Now then, it's time to watch AlfredGG's 27hr speedrun.

2
0
Posted March 25, 2024 at 4:40:18 AM UTC
4.0
coolbot

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
MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
3.0

I initially picked up ATM9 in preparation for an event, an unofficial server that was meant to go public around December that would have stayed up for a month, so in mid-November, my girlfriend and I started making plans for the type of base we'd want to build and the types of farms we'd want to make.
That specific event server never came to be, so instead we took our plans and joined Chosen Architect's supporter server, after our month-long subscription ended my girlfriend lost interest so I imported our base into a self-hosted server and continued playing solo for about a week and picking it up again late February.

All this to say I've run the entire gambit on how you can play this pack, single-player, small-group multiplayer, and on a public server, keeping (roughly) the same base throughout until I eventually fully automated the ATM star. For most of that last period I played while active in the ATM9 discord channel, talking builds and sharing progress alongside others. I've also played this pack through many updates, several things I did in the pack have been nerfed by the modpack or by individual mod updates cough sophisticated cough, while other new methods and possibilities for resource generation were introduced after I'd already established my infrastructure.

This will also explain that when picking up the pack I didn't necessarily expect to like it and expected it to be mid going in but was pleasantly surprised by the way it captivated my attention.

Progression - 8/10

Firstly, ATM is a progressive kitchen sink, a few OP items are locked behind the main progression system, and there is a trophy final item (the ATM star) you're meant to craft that will unlock some creative items.

The Gates

There are only a few items I remember being annoyed about their gating because I wanted to use them before I had the necessary materials, Mining Gadget, TIAB, Entangled Blocks, CC computers, and the structure compass. These make sense as they can all allow you to bypass progression early on. The gates are all related to the AllTheModium progression system which requires you to mine new ores, and find their related smithing templates in order to get the netherite+ pickaxes that allow you to break said ores. You'll explore the Deep Dark, Nether, and End to find them, and travel to ATMs custom dimensions.
Finding the Smithing Templates can certainly be a chore and the unobtanium template in particular IMO goes a bit too far, the amount of enemies that spawn in the dungeon you have to find them in is honestly a liability for servers, something that I think would be fine if you were only there for a few minutes but it could take you hours just to find one smithing template even if you're over geared and know where to look.
There's one other soft gate, many "progression" dimensions do not allow you to fly, (tho you can bypass this with ars spells a bit) which I think is valid and honestly the only thing that keeps Twilight Forest from being speedrun in 20 minutes, however, this can be a bit annoying if you're an industrialist hoping to utilize the Everbright's permanent daylight, rumor has it that for this reason, you may be able to re-enable flight in these dimensions once you're sufficiently powerful enough in future updates.

The ATM star

The ATM star I think is actually woven very well into the progression of the pack, the quest lines are built with it in mind, with each quest chapter having an optional branch showing you what specifically you'll need to craft the star that you may not have thought to do otherwise.
The actual construction of the star will have you interacting with a good many mods, and getting decently far in most of them, that said the ATM star itself never forced me into learning a new mod, certainly not in a meaningful way, except occultism, but I'm probably the minority there.
That said the process of automating the ATM star which is encouraged by the pack's progression did teach me some things about ae2, productive bees, modular routers, computer craft, and super factory manager.
The ATM star will force you to use specific mods for some resource generation however you are pretty open to farm things in whatever way suits your playstyle.
I primarily used Mystical Agriculture for resource gen, initially on physical farms (having invented and proven a new farm layout for better performance mind you) however after thermal was introduced switching to Phytogenic Insulators and then used Productive Bees where MA had gaps, some of these gaps very much intentional to get you to use both in order to progress.
Importantly, it IS fully automatable... if you really really want it to be, some items can be difficult to make a consistent ae2 pattern for but it is possible and overall an enjoyable challenge, however I doubt that automation in this way is a design goal for the star as achieving it can feel jank for several items.

The Grind

With that being said, the grind of the ATM star can be felt if you're not using HNN and bees to their utmost potential, as the star is very hungry for precious gems and boss drops, simply having an infinite source of some resources isn't going to be enough if you want to get to the true post game without waiting weeks for your crafts to finish.
Additionally, there are a few resources that can be pretty grindy if you're not prepared for them, the typical culprits of course being Blood Magic and Mekanism, the Hellforged Parts from blood magic can be obtained with bees once you've made it far enough to get a few, but for anyone familiar with its infamy I'm sure I don't need to explain how difficult that can be. Mekanism's antimatter on the other hand does not have a bee so you will need to set up sustainable nuclear facilities, however, I found the process to be less tedious here than in many other packs. Extreme Reactors on the other hand is a brutal grind even with help from bees, and I found it to be the most tedious part of the pack by far.
Overall if you're only going for the ATM star, or ATM star automation the grind isn't too bad, but you should be prepared for these specific areas.

Beyond the star

I've talked about the ATM star as the final item as it is where all of the quests generally end up and it's the basis for the true post-game, most importantly tho after automating the ATM star is where I stopped playing (for now), however, it is NOT the greatest achievement in the pack. After crafting 18 of them you can create a bee that will produce more stars for you, I think this is a good number that's not too intimidating but also doesn't make auto-crafting the star before this point obsolete, as making 18 of these beasts without full automation would be an absolute pain. After this point, you're then told to master gregtech to reach the true final achievement of the pack the greg star, and the micro universe.
I have no interest in greg at this point, tho if I did ever need an intro to it this is probably where I'd choose to learn (sorry greg fans) that said Gregtech is so separate from the rest of the pack, other than bragging rights and morbid curiosity the pack hasn't really given me a reason to give it a try.
Additionally, you get access to a couple of creative items, creative power, creative mana, and a creative jetpack, these rewards are lackluster however I understand you can't go too powerful and make the gregstar "too easy". for me tho, by the time I got the star the only reason I'd want any of these rewards is just so I could turn off some of my other machines and save server resources.

Quests - 6/10

As touched on previously the grander progression of the ATM star is woven into the quest book well. The quests are the standard affair, they explain the mods decently well (with the exception of a few errors, particularly in Evilcraft) the level of advice, tips, or best practices given varies from chapter to chapter, in general, I would like to see more. Still, I understand the mindset that quests in a kitchen sink should teach you about the mod not the mod pack, but I tend to disagree so long as any major modifications to the base mod are well explained, atm9 does this decently well tho could be more proactive about it, rather than relegating major changes to an "info" section of the questbook.
The quest rewards are also pretty meaningless even by the midgame, and rarely relevant to what you're doing or your progression, with most quest rewards being a random prize from a specific tier depending on the quest's difficulty, with later quests related to progression offering trophies.
Most of the quests are broken up pretty well and are easy to follow, and the mechanism chapters in particular use features such as the "look at" criteria that many mod packs will never use to great effect.

Mod selection 6/10

Mod selection is the area I feel could use the most work, while there are plenty cream of the crop mods from the latest 1.20.2 forge selection, not every mod is going to have every addon, and in particular I found myself adding a decent handful of mods to my client, and a few other qol of life things like tiab slot and MMMmmMMM. Other exclusions like apothic additions for example make sense to leave out for the sake of balance

Integration 6/10

Integration is mixed, most recipes are cheese-proof and most ores and resources are unified well, however not every mod is going to have a quest line, and even some large mods are completely ignored by the rest of the game, like the Stargate mod and the under garden. However, as mentioned previously some of the things that work to benefit the progression and balance of the game come at the cost of cohesion and integration, aside from mods missing quest chapters, things like 5 different types of blood existing, 3 of them being a type of mana, and 2 of them having different bees can feel a bit... disappointing. One of the mods I feel was most severely damaged was Alchemistry. With Chemlib present alongside Mekanism and Gregtech one would expect Alchemistry as a viable alternative to obtaining many resources, however, in practice, I used it only once, as these three chemistry-based systems are often not interchangeable. That being said, in the areas where they are interchangeable Alchemistry is still not usually a viable option because of how slow the machines are, and that's a symptom of the default settings of the mod, however, I would love to see this system fully, and properly integrated into the rest of the pack such that Alchemistry is a viable solution to more resources by massively buffing the Alchemistry machines and unifying more recipes, perhaps gating these behind unobtanium as a trade-off.

Diversity of Play 9/10

One thing all Kitchen Sinks boast is the "something for everyone" element, and I think ATM9 does actually push this, and weave it into the progression very well.
There are bosses, custom dimensions and structures you have to explore, and many mods you'll have to learn to use in both magic and tech, I really do think this pack is the gold standard for playstyle diversity, with a decent amount of building mods however this area could definitely be improved.
Importantly, the adventure elements aren't just the inclusion of structure and terrain gen mods and calling it good, as mentioned boss fights and exploration are tied to your progression, and even early on exploration is modified with apotheosis' "spawner with a block on it and a chest under it" being cranked way up from the default, making cave exploration a genuine challenge in the early game, and a really fun way of finding loot in the mid-game.

All in all, I think this pack is a lot more interesting than I gave it credit for, while the direction is slightly different from my own idealized version of a kitchen sink, it does have a clear identity and provides a very engaging experience.

I've put in just about 500 hours playing this pack, adding everything together and cutting out the many nights I sat AFK so my farms would run in the early and mid-game, and surprisingly I feel my time was well worth it, being able to contribute in minor ways to the community on the discord has been an amazing time that's left me feeling genuinely accomplished.

Now then, it's time to watch AlfredGG's 27hr speedrun.

2
0
Posted March 25, 2024 at 4:40:18 AM UTC
4.0
All the Mods 9 - ATM9
coolbot

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Posted March 25, 2024 at 4:40:18 AM UTC
MC 1.20
The version(s) the reviewer played
2
2.0
Tempest051

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
1.0

PREFACE: This is specifically for the 1.12 version of the mod! Later versions completely rewrote the mod and it might as well be considered an entirely different mod in newer versions.

So, on 1.12 this mod is something you shouldn't touch with a 10 foot pole. While some of the biomes look nice, the compatibility of the mod is terrible. And compared to other biome mods available on this version, it doesn't really add anything substantial besides biomes with very dramatic terrain heights (which are a pain to traverse). The worst offense of the 1.12 version, though, is that it's MCreator. Compatibility with other worldgen mods is terrible, and as with all MCreator mods, it's buggy as all hell. 0/10 wouldn't recommend if not using the rewrite.

2
0
Posted March 25, 2024 at 1:11:11 AM UTC
2.0
Tempest051

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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 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
1.0

PREFACE: This is specifically for the 1.12 version of the mod! Later versions completely rewrote the mod and it might as well be considered an entirely different mod in newer versions.

So, on 1.12 this mod is something you shouldn't touch with a 10 foot pole. While some of the biomes look nice, the compatibility of the mod is terrible. And compared to other biome mods available on this version, it doesn't really add anything substantial besides biomes with very dramatic terrain heights (which are a pain to traverse). The worst offense of the 1.12 version, though, is that it's MCreator. Compatibility with other worldgen mods is terrible, and as with all MCreator mods, it's buggy as all hell. 0/10 wouldn't recommend if not using the rewrite.

2
0
Posted March 25, 2024 at 1:11:11 AM UTC
2.0
Oh The Biomes You'll Go
Tempest051

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Luminary 4,000 pts

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

About reputation ranks
Posted March 25, 2024 at 1:11:11 AM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
2
5.0
Tempest051

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 1.11, 1.1… MC 1.11, 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
3.0

This is honestly the best dragon mod currently available for MC (Wyrmroost is a close second, but it doesn't really add proper dragon bosses in the way you'd expect from an epic fantasy). The models are great, and the combat is interesting (dragons have multiple attack movesets). Past mods have attempted and failed to add proper dragons to the game. But I&F? It's honestly scary meeting one when you're low level. I&F isn't the most stable mod, especially on older versions, but it's not bad enough to be game breaking. Just a little laggy.
Just remember to reduce dragon detection range or significantly reduce dragon den spawn rates, because those mother effers will tunnel to the surface and cross heaven and hell to chase your but down and roast it alive.

1
2
Posted March 25, 2024 at 1:02:13 AM UTC
5.0
Tempest051

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 1.11, 1.1… MC 1.11, 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
3.0

This is honestly the best dragon mod currently available for MC (Wyrmroost is a close second, but it doesn't really add proper dragon bosses in the way you'd expect from an epic fantasy). The models are great, and the combat is interesting (dragons have multiple attack movesets). Past mods have attempted and failed to add proper dragons to the game. But I&F? It's honestly scary meeting one when you're low level. I&F isn't the most stable mod, especially on older versions, but it's not bad enough to be game breaking. Just a little laggy.
Just remember to reduce dragon detection range or significantly reduce dragon den spawn rates, because those mother effers will tunnel to the surface and cross heaven and hell to chase your but down and roast it alive.

1
2
Posted March 25, 2024 at 1:02:13 AM UTC
5.0
Ice and Fire: Dragons
Tempest051

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
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Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted March 25, 2024 at 1:02:13 AM UTC
Total 100 hrs MC 1.11, 1.1… MC 1.11, 1.12
The version(s) the reviewer played
1
5.0
Tempest051

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 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

This mod is like the holy grail of patches for 1.12 devs. The amount of tweaks and bugfixes are insane. My only gripe is that most of them are enabled by default, and some can break other mods or cause weird bugs, so the initial setup time of going through and disabling stuff is a little tedious. But that's a minor issue. The dev is also pretty responsive to small feature requests, and has added several that I and other devs have asked for that helped to create some pretty critical game mechanics in their respective modpacks.

2
0
Posted March 25, 2024 at 12:36:17 AM UTC
5.0
Tempest051

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

This mod is like the holy grail of patches for 1.12 devs. The amount of tweaks and bugfixes are insane. My only gripe is that most of them are enabled by default, and some can break other mods or cause weird bugs, so the initial setup time of going through and disabling stuff is a little tedious. But that's a minor issue. The dev is also pretty responsive to small feature requests, and has added several that I and other devs have asked for that helped to create some pretty critical game mechanics in their respective modpacks.

2
0
Posted March 25, 2024 at 12:36:17 AM UTC
5.0
Universal Tweaks
Tempest051

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Posted March 25, 2024 at 12:36:17 AM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
2
5.0
Frog

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Total 1,000 hrs MC Any/All
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I may be biased due to familiarity, but FTB Quests is hands down my favorite quest mod. Easy controls, great UI, lots of customization options, and tons of features (especially considering kubejs integration) make developing with FTBQ a treat. By default, FTBQ is a streamlined questing system with intuitive visuals, but FTBQ can also be a shop, a bounty board, a virtual portal room, an ore processing diagram, a cross-dimensional telecommunication matrix, or even all five at the same time!
As for downsides, all of those examples will necessarily have an FTB Quests look to them. While you can use a resource pack to replace the (admittedly barebones) default textures and add your own images if you so choose, there are still only a few quest shapes and the UI elements will remain the same. There also aren't any per-player "themes" as some other questing mods have - the textures, colors, and quest shapes will always be the same per pack.
To me, the positives greatly outweigh the negatives. (even though it looks like I wrote about the same amount for each... oops) While I'm all for competition, I have yet to see a quest mod that I prefer to FTBQ.
(I might edit this and put some of my favorite implementations; if you want to see them remind me lol)

3
0
Posted March 24, 2024 at 8:44:09 PM UTC
5.0
Frog

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Total 1,000 hrs MC Any/All
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I may be biased due to familiarity, but FTB Quests is hands down my favorite quest mod. Easy controls, great UI, lots of customization options, and tons of features (especially considering kubejs integration) make developing with FTBQ a treat. By default, FTBQ is a streamlined questing system with intuitive visuals, but FTBQ can also be a shop, a bounty board, a virtual portal room, an ore processing diagram, a cross-dimensional telecommunication matrix, or even all five at the same time!
As for downsides, all of those examples will necessarily have an FTB Quests look to them. While you can use a resource pack to replace the (admittedly barebones) default textures and add your own images if you so choose, there are still only a few quest shapes and the UI elements will remain the same. There also aren't any per-player "themes" as some other questing mods have - the textures, colors, and quest shapes will always be the same per pack.
To me, the positives greatly outweigh the negatives. (even though it looks like I wrote about the same amount for each... oops) While I'm all for competition, I have yet to see a quest mod that I prefer to FTBQ.
(I might edit this and put some of my favorite implementations; if you want to see them remind me lol)

3
0
Posted March 24, 2024 at 8:44:09 PM UTC
5.0
FTB Quests
Frog

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Posted March 24, 2024 at 8:44:09 PM UTC
Total 1,000 hrs MC Any/All
The version(s) the reviewer played
3
4.0
coolbot

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MC 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

The Enigmatica series have always been some of my favorite kitchen sinks, but Enigmatica 9 Expert really surprised me from the start and is, from my short playtime so far, a very tightly crafted and unique challenge.

While I'm not usually into expert packs, I'm a sucker for any pack that starts you off in a dimension that's not the overworld.
More on that:
The pack has you start in the Twilight Forest, and this is the first time I've experienced Twilight Forest without god-like abilities, much less with progression mode turned off. I now have a newfound appreciation for this, let's be honest, somewhat overused staple and I think getting you to look at old content in new ways is what expert packs are meant to do at their best.

2
0
Posted March 24, 2024 at 5:31:09 PM UTC
4.0
coolbot

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MC 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

The Enigmatica series have always been some of my favorite kitchen sinks, but Enigmatica 9 Expert really surprised me from the start and is, from my short playtime so far, a very tightly crafted and unique challenge.

While I'm not usually into expert packs, I'm a sucker for any pack that starts you off in a dimension that's not the overworld.
More on that:
The pack has you start in the Twilight Forest, and this is the first time I've experienced Twilight Forest without god-like abilities, much less with progression mode turned off. I now have a newfound appreciation for this, let's be honest, somewhat overused staple and I think getting you to look at old content in new ways is what expert packs are meant to do at their best.

2
0
Posted March 24, 2024 at 5:31:09 PM UTC
4.0
Enigmatica 9: Expert - E9E
coolbot

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Posted March 24, 2024 at 5:31:09 PM UTC
MC 1.19
The version(s) the reviewer played
2
1.0
Tempest051

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MC 1.16
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
5.0

[My reviews are based on a mixture of subjective preference and objective game design criteria]

Design ratings:

-Originality: 0/10
-Aesthetics: 7/10
-Thematic Consistency: 5/10
-Custom Content: 0/10
-Grind: Low

Found this pack during a search for ocean themed modpacks. From the page description, I was expecting an ocean world with subnautica themed content. The pack even has the MTS subnautica vehicles addon, so I was optimistic. Turns out, the pack is a generic kitchen sink with no custom content whatsoever, and the only subnautica or even ocean related thing is that MTS addon. To top it off, the dev openly violates Copyright by using a resourcepack which rips subnautica's music and audio files, as well as even stating on their pack page that the images used in the project aren't his (with the usual "ask me to remove it" fine print). "Disappointed" would be an understatement.

2
0
Posted March 24, 2024 at 4:48:28 AM UTC
1.0
Tempest051

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MC 1.16
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
5.0

[My reviews are based on a mixture of subjective preference and objective game design criteria]

Design ratings:

-Originality: 0/10
-Aesthetics: 7/10
-Thematic Consistency: 5/10
-Custom Content: 0/10
-Grind: Low

Found this pack during a search for ocean themed modpacks. From the page description, I was expecting an ocean world with subnautica themed content. The pack even has the MTS subnautica vehicles addon, so I was optimistic. Turns out, the pack is a generic kitchen sink with no custom content whatsoever, and the only subnautica or even ocean related thing is that MTS addon. To top it off, the dev openly violates Copyright by using a resourcepack which rips subnautica's music and audio files, as well as even stating on their pack page that the images used in the project aren't his (with the usual "ask me to remove it" fine print). "Disappointed" would be an understatement.

2
0
Posted March 24, 2024 at 4:48:28 AM UTC
1.0
Submodica
Tempest051

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Posted March 24, 2024 at 4:48:28 AM UTC
MC 1.16
The version(s) the reviewer played
2
3.0
Tempest051

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MC 1.10
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

[My reviews are based on a mixture of subjective preference and objective game design criteria]

Design ratings:
-Originality: 6/10
-Aesthetics: N/A
-Thematic Consistency: 8/10
-Custom Content: 5/10
-Grind: Low

I tried this out while on my search for an ocean based modpack. The hint of a story intrigued me. There is no story, however, beyond a couple questbook notes. I also didn't find any structures in the ocean, though I admittedly didn't look very far.
I played for a couple hours but ultimately decided to drop the pack. I checked better questing in edit mode, and the questbook is essentially a collection of "craft this" quests. There are also very few recipe edits (a single script with half a dozen lines that integrate some magic mod items into the tech recipes).
The setting is somewhat interesting, with the entire world being under water, and the player starting in a custom structure. But the pack doesn't really seem to go anywhere with further custom content beyond that. It might be fun for players looking for a light pack who are new to custom starts and unfamiliar with the mods used, but I otherwise can't recommend it.

2
0
Posted March 24, 2024 at 4:29:39 AM UTC
3.0
Tempest051

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MC 1.10
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

[My reviews are based on a mixture of subjective preference and objective game design criteria]

Design ratings:
-Originality: 6/10
-Aesthetics: N/A
-Thematic Consistency: 8/10
-Custom Content: 5/10
-Grind: Low

I tried this out while on my search for an ocean based modpack. The hint of a story intrigued me. There is no story, however, beyond a couple questbook notes. I also didn't find any structures in the ocean, though I admittedly didn't look very far.
I played for a couple hours but ultimately decided to drop the pack. I checked better questing in edit mode, and the questbook is essentially a collection of "craft this" quests. There are also very few recipe edits (a single script with half a dozen lines that integrate some magic mod items into the tech recipes).
The setting is somewhat interesting, with the entire world being under water, and the player starting in a custom structure. But the pack doesn't really seem to go anywhere with further custom content beyond that. It might be fun for players looking for a light pack who are new to custom starts and unfamiliar with the mods used, but I otherwise can't recommend it.

2
0
Posted March 24, 2024 at 4:29:39 AM UTC
3.0
In The Sea
Tempest051

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Posted March 24, 2024 at 4:29:39 AM UTC
MC 1.10
The version(s) the reviewer played
2
5.0
beel2810

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

Hey! Like adventure? Playing with machines that shock you because OSHA doesn't exist in minecraft? Enjoy all the sorts of magic ranging from inter-dimensional, natural magics, cult-like? Got some friends that you may or may not enjoy bullying with the most random piece of wingdings in a book somewhere? Solo and want to do it all? This modpack has it all, something for everyone, detailed and many details that are both fun to discover or great to observe from a distance, be lazy, power-play, build up a tower with stuff from multiple mods and watch it all mesh together or simply be a farmhand taking care of your animals in a quiet place, the choice is yours, the fun will remain!

  • Screenshot 1: Magic, Machines and More!
2
0
Posted March 21, 2024 at 6:39:15 AM UTC
5.0
beel2810

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

Hey! Like adventure? Playing with machines that shock you because OSHA doesn't exist in minecraft? Enjoy all the sorts of magic ranging from inter-dimensional, natural magics, cult-like? Got some friends that you may or may not enjoy bullying with the most random piece of wingdings in a book somewhere? Solo and want to do it all? This modpack has it all, something for everyone, detailed and many details that are both fun to discover or great to observe from a distance, be lazy, power-play, build up a tower with stuff from multiple mods and watch it all mesh together or simply be a farmhand taking care of your animals in a quiet place, the choice is yours, the fun will remain!

  • Screenshot 1: Magic, Machines and More!
2
0
Posted March 21, 2024 at 6:39:15 AM UTC
5.0
Magiculture 2
beel2810

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Posted March 21, 2024 at 6:39:15 AM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
2