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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
Gasagronny

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Total 20 hrs MC 1.19
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Played this modpack with friends and we all liked the way this modpack made progression system, when you have to move from primitive technologies of create to more advanced machines and mods.

1
0
5.0
Gasagronny

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Total 20 hrs MC 1.19
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Played this modpack with friends and we all liked the way this modpack made progression system, when you have to move from primitive technologies of create to more advanced machines and mods.

1
0
5.0
M-Tech
Gasagronny

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Total 20 hrs MC 1.19
1
0
2.0
Gasagronny

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Total 5 hrs MC 1.19
Gameplay
2.0
Aesthetics
5.0
Performance
5.0

Maybe scary for the first 10 minutes of playing, then all the different sounds and texture changes become annoying. Couldn't play this modpack any longer because I just found myself digging inside the ground, progressing through mods and making easiest traps to trap so-called "scary" mobs with "improved" ai

Turn off shaders and texturepack, and play vanilla minecraft with moderately harder mobs and immersive engineering.

1
0
2.0
Gasagronny

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Total 5 hrs MC 1.19
Gameplay
2.0
Aesthetics
5.0
Performance
5.0

Maybe scary for the first 10 minutes of playing, then all the different sounds and texture changes become annoying. Couldn't play this modpack any longer because I just found myself digging inside the ground, progressing through mods and making easiest traps to trap so-called "scary" mobs with "improved" ai

Turn off shaders and texturepack, and play vanilla minecraft with moderately harder mobs and immersive engineering.

1
0
2.0
Fear Nightfall: Remains of Chaos
Gasagronny

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Total 5 hrs MC 1.19
1
0
5.0
Gasagronny

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MC 1.7, 1.12… MC 1.7, 1.12, 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Mod has lots of interesting mechanics and machines, interesting way of handling item/energy/fluid pipes, like being able to put 3 different pipes inside of one block. And is in general an amazing tech mod.

1
0
5.0
Gasagronny

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MC 1.7, 1.12… MC 1.7, 1.12, 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

Mod has lots of interesting mechanics and machines, interesting way of handling item/energy/fluid pipes, like being able to put 3 different pipes inside of one block. And is in general an amazing tech mod.

1
0
5.0
Ender IO
Gasagronny

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MC 1.7, 1.12… MC 1.7, 1.12, 1.20
1
0
5.0
Gasagronny

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Total 100 hrs MC 1.7
Gameplay
5.0
Aesthetics
5.0
Performance
3.0

One of the best tech mods of all time. Falsely advertised as mod that on;y "adds guns and bombs" but in fact is one of the biggest tech mods that is still being updated. Has an amazing progression and automation system, many different mechanics, machines, and, obviously weapons and armor, even some bosses!

1
0
5.0
Gasagronny

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Total 100 hrs MC 1.7
Gameplay
5.0
Aesthetics
5.0
Performance
3.0

One of the best tech mods of all time. Falsely advertised as mod that on;y "adds guns and bombs" but in fact is one of the biggest tech mods that is still being updated. Has an amazing progression and automation system, many different mechanics, machines, and, obviously weapons and armor, even some bosses!

1
0
5.0
Hbm's Nuclear Tech Mod
Gasagronny

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Total 100 hrs MC 1.7
1
0
4.0
Zodmad

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Total 100 hrs MC Any/All
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

TL:DR. I think too much of the progression can be "skipped" because exploration is overpowered lol.

By "almost" I mean the modpack is actually quite good, it just needs some tweaks to the progression. Right now there are tons of modifications to recipes to make them harder or to integrate them with each other and absolutely no reason to ever touch 90% of them because you'll just find them during exploration instead.

For example, if you look at the recipe list, refined storage is functionally end-game. It requires you to visit the wasteland and luck out into specialized molds into order to manufactor them which requires BOTH a create and immersive engineering setup. Or, you can just loot an office building and never touch the recipes. It sort of makes all the recipe changes feel pointless. Or at the very least, exploration is incredibly overpowered and you can skip a LOT of progression just by exploring. Not saying to remove it entirely. But maybe instead of just getting an entire refined storage system in one building you get some parts to help you craft one so you need to engage with create/IE to put one together?

Actually, loot abundance, while insanely satisfying, is also kind of my main "gripe". There's this awesome food and water system that you think would require you to get into food/drink production, starting a farm, automating it with create and setting up defenses around it to stop the zombies from destroying it. however, what actually happens is you loot a single food building and it literally lasts you until the end-game with food/drinks it provides. So despite having two of the best production mods, create/IE, you actually almost never have to use them. In my playthrough that I beat the story on I only used create and never touched IE at all. And even then create was just used to make a mechanical crafter and an elevator to get around my base since I took over a building and it's fairly tall.

It could be that the pack is intended to be more kitchen sink than progression but if that's the case it feels weird to include the modified recipes and tiered weapons/armors at all.

Honestly I can go on forever as I feel liked looting kind of breaks a LOT of the progression possible.
Food variety problem is solved by looting, not farming.
Weapon variety is solved by looting, not crafting.
Bullet automation questline can be ignored by looting, no bullet assembly lines needed.
Storage is solved by looting, not creating factories to assemble the parts
Steel manufacturing questline can be ignored through looting
The advanced materials questline can be entirely ignored in favor of looting

Temperature progression is done pretty well despite the fact that you can eventually just buy the end-game material, it's still only sold at the master level so there's a bit of work to get to it and even then you can still overheat/freeze in the right conditions so it's never forgotten entirely.

Now, despite what is basically a novel in length that looks like I'm complaining, I actually had a TON of fun. The looting is, despite the issues, really fun. The loop I was hoping for was that I would establish a base, need resources, go looting/mining for them, bring them back and make some sort of factory using them to create the thing I wanted or that was needed for the quest. However, in actuality I went looting looking for resources to craft the thing I wanted, and instead, just found the thing I wanted straight up already made and allowed me to skip 5 crafting steps in the process. So all in all, I just think some attention needs to be brought to rebalancing the progression. Because, as it is right now, despite all the love and care into the custom recipes and unique world, the pack is really easy to just play through ignoring 90% of the effort put into it and then drop because you ran out of long-term goals to progress towards.

Added a TL:DR to the top because this ended up becoming quite the wall of text. I just cannot imagine the author would make all these modifications to recipes and targeted questlines focused on progression /automation and then intend for you to skip it all through exploration.

really fun pack though, I loved it I promise!

1
0
4.0
Zodmad

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Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Total 100 hrs MC Any/All
Gameplay
3.0
Aesthetics
5.0
Performance
4.0

TL:DR. I think too much of the progression can be "skipped" because exploration is overpowered lol.

By "almost" I mean the modpack is actually quite good, it just needs some tweaks to the progression. Right now there are tons of modifications to recipes to make them harder or to integrate them with each other and absolutely no reason to ever touch 90% of them because you'll just find them during exploration instead.

For example, if you look at the recipe list, refined storage is functionally end-game. It requires you to visit the wasteland and luck out into specialized molds into order to manufactor them which requires BOTH a create and immersive engineering setup. Or, you can just loot an office building and never touch the recipes. It sort of makes all the recipe changes feel pointless. Or at the very least, exploration is incredibly overpowered and you can skip a LOT of progression just by exploring. Not saying to remove it entirely. But maybe instead of just getting an entire refined storage system in one building you get some parts to help you craft one so you need to engage with create/IE to put one together?

Actually, loot abundance, while insanely satisfying, is also kind of my main "gripe". There's this awesome food and water system that you think would require you to get into food/drink production, starting a farm, automating it with create and setting up defenses around it to stop the zombies from destroying it. however, what actually happens is you loot a single food building and it literally lasts you until the end-game with food/drinks it provides. So despite having two of the best production mods, create/IE, you actually almost never have to use them. In my playthrough that I beat the story on I only used create and never touched IE at all. And even then create was just used to make a mechanical crafter and an elevator to get around my base since I took over a building and it's fairly tall.

It could be that the pack is intended to be more kitchen sink than progression but if that's the case it feels weird to include the modified recipes and tiered weapons/armors at all.

Honestly I can go on forever as I feel liked looting kind of breaks a LOT of the progression possible.
Food variety problem is solved by looting, not farming.
Weapon variety is solved by looting, not crafting.
Bullet automation questline can be ignored by looting, no bullet assembly lines needed.
Storage is solved by looting, not creating factories to assemble the parts
Steel manufacturing questline can be ignored through looting
The advanced materials questline can be entirely ignored in favor of looting

Temperature progression is done pretty well despite the fact that you can eventually just buy the end-game material, it's still only sold at the master level so there's a bit of work to get to it and even then you can still overheat/freeze in the right conditions so it's never forgotten entirely.

Now, despite what is basically a novel in length that looks like I'm complaining, I actually had a TON of fun. The looting is, despite the issues, really fun. The loop I was hoping for was that I would establish a base, need resources, go looting/mining for them, bring them back and make some sort of factory using them to create the thing I wanted or that was needed for the quest. However, in actuality I went looting looking for resources to craft the thing I wanted, and instead, just found the thing I wanted straight up already made and allowed me to skip 5 crafting steps in the process. So all in all, I just think some attention needs to be brought to rebalancing the progression. Because, as it is right now, despite all the love and care into the custom recipes and unique world, the pack is really easy to just play through ignoring 90% of the effort put into it and then drop because you ran out of long-term goals to progress towards.

Added a TL:DR to the top because this ended up becoming quite the wall of text. I just cannot imagine the author would make all these modifications to recipes and targeted questlines focused on progression /automation and then intend for you to skip it all through exploration.

really fun pack though, I loved it I promise!

1
0
4.0
Zodmad

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Total 100 hrs MC Any/All
1
0
3.0
KaleThyself

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Total 5 hrs MC 1.12
Gameplay
3.0
Aesthetics
4.0
Performance
3.0

Gameplay
I can see the appeal, but it's not your typical type of roguelike that features dungeons and procedurally generated rooms/maps. Additionally, I came into this modpack with vastly different expectations judging from the modpack's CF page, but they were unfortunately not met. The respawn nearby system is also a huge pain because it doesn't account for y-level at all.

Aesthetics
The aesthetics are nice to look at, but it's often hard to see many things with the default selected visuals intended for the modpack.

Performance and Stability
"Stopped watching the game log because the log length surpassed 100000 lines. You may have to fix your mods because the game is still logging to files and likely wasting harddrive space at an alarming rate!"

1
0
3.0
KaleThyself

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Total 5 hrs MC 1.12
Gameplay
3.0
Aesthetics
4.0
Performance
3.0

Gameplay
I can see the appeal, but it's not your typical type of roguelike that features dungeons and procedurally generated rooms/maps. Additionally, I came into this modpack with vastly different expectations judging from the modpack's CF page, but they were unfortunately not met. The respawn nearby system is also a huge pain because it doesn't account for y-level at all.

Aesthetics
The aesthetics are nice to look at, but it's often hard to see many things with the default selected visuals intended for the modpack.

Performance and Stability
"Stopped watching the game log because the log length surpassed 100000 lines. You may have to fix your mods because the game is still logging to files and likely wasting harddrive space at an alarming rate!"

1
0
3.0
TREPIDATION — Story-driven Horror Roguelite
KaleThyself

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Total 5 hrs MC 1.12
1
0
4.0
JDII

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Total 1,000 hrs MC 1.12
Gameplay
2.0
Aesthetics
2.0
Performance
5.0

Not sure what it does to make the FPS better. Magic, I assume? Regardless, it speeds up 1.12.2 modpacks and that's that. A pretty good mod.

1
0
4.0
JDII

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Total 1,000 hrs MC 1.12
Gameplay
2.0
Aesthetics
2.0
Performance
5.0

Not sure what it does to make the FPS better. Magic, I assume? Regardless, it speeds up 1.12.2 modpacks and that's that. A pretty good mod.

1
0
4.0
Foam​Fix
JDII

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Total 1,000 hrs MC 1.12
1
0
5.0
ardung

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MC 1.12
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

might start off a little slow, but it picks up and theres always a bunch of stuff to do. takes a while to launch tho

0
1
5.0
ardung

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MC 1.12
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

might start off a little slow, but it picks up and theres always a bunch of stuff to do. takes a while to launch tho

0
1
5.0
ardung

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MC 1.12
0
1
3.0
Tempest051

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Total 100 hrs MC 1.12
Gameplay
2.0
Aesthetics
5.0
Performance
5.0

Ok so this is going to be a bit of a long review, as this mod touches on a topic of game design in modpacks that really bothers me.
First of all, I love temperature thirst mods that make survival harder. They can be great fun when done right. It enhances survivalist modpacks and makes you really feel like you're fighting against the elements. It pairs especially well with season mods. Trying to find a cave to warm up in when you're caught in a snowstorm? It just tickles the primitive parts of the human brain that scream "Ug survive, ug make fire."
But the keyword here is "done right." Barely any modpack actually puts effort into testing and configuring TAN, which makes the experience insufferable. And that's due to the mod coming with terrible default configs. At the default rates, stepping outside at noon will almost instantly make you suffer from heatstroke. Wading across a river in the middle of summer gives you hypothermia. And getting caught in a snowstorm? Instant death. You're basically immediately taking damage. And so pack devs throw this mod into their pack without any edits just to "make it harder." And that brings me to the second issue.
This mod doesn't fit 90% of modpacks it's used in. TAN is great for packs that are focused on hardcore primitive survival. But this requires integrating mechanics that makes it enjoyable to interact with TAN's mechanics and make it relevant. On it's own, a thirst bar is really just a second hunger bar. It's not very interesting. But if water is scarce in an apocalypse pack, or in space where you have to harvest and manage water from asteroids? Now that's interesting. You've tied water management to interesting gameplay. Same with temperature. The greatest implementation of temperature I've seen is in Winter Rescue where they had a custom mod for stormfronts, and blizzards sometimes lasted for days on end. You had to prepare ahead of time your food and campfire fuel. It made temperature a core part of gameplay. But when you just throw TAN into any random pack because "difficulty good," it ends up being an annoying mechanic that players eventually circumvent by using the temperature controlling baubles, making the mod irrelevant. This is partly the fault of the pack devs, but also partly the fault of TAN's lack of advanced configurability and variety of temperature management that isn't essentially "full immunity."
Newer versions of the mod seem to have somewhat fixed some of these issues, but I find myself switching to Survival Inc these days for my own projects. And if I find this mod in a pack using default configs, I'll straight up rip it out.

2
0
3.0
Tempest051

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Total 100 hrs MC 1.12
Gameplay
2.0
Aesthetics
5.0
Performance
5.0

Ok so this is going to be a bit of a long review, as this mod touches on a topic of game design in modpacks that really bothers me.
First of all, I love temperature thirst mods that make survival harder. They can be great fun when done right. It enhances survivalist modpacks and makes you really feel like you're fighting against the elements. It pairs especially well with season mods. Trying to find a cave to warm up in when you're caught in a snowstorm? It just tickles the primitive parts of the human brain that scream "Ug survive, ug make fire."
But the keyword here is "done right." Barely any modpack actually puts effort into testing and configuring TAN, which makes the experience insufferable. And that's due to the mod coming with terrible default configs. At the default rates, stepping outside at noon will almost instantly make you suffer from heatstroke. Wading across a river in the middle of summer gives you hypothermia. And getting caught in a snowstorm? Instant death. You're basically immediately taking damage. And so pack devs throw this mod into their pack without any edits just to "make it harder." And that brings me to the second issue.
This mod doesn't fit 90% of modpacks it's used in. TAN is great for packs that are focused on hardcore primitive survival. But this requires integrating mechanics that makes it enjoyable to interact with TAN's mechanics and make it relevant. On it's own, a thirst bar is really just a second hunger bar. It's not very interesting. But if water is scarce in an apocalypse pack, or in space where you have to harvest and manage water from asteroids? Now that's interesting. You've tied water management to interesting gameplay. Same with temperature. The greatest implementation of temperature I've seen is in Winter Rescue where they had a custom mod for stormfronts, and blizzards sometimes lasted for days on end. You had to prepare ahead of time your food and campfire fuel. It made temperature a core part of gameplay. But when you just throw TAN into any random pack because "difficulty good," it ends up being an annoying mechanic that players eventually circumvent by using the temperature controlling baubles, making the mod irrelevant. This is partly the fault of the pack devs, but also partly the fault of TAN's lack of advanced configurability and variety of temperature management that isn't essentially "full immunity."
Newer versions of the mod seem to have somewhat fixed some of these issues, but I find myself switching to Survival Inc these days for my own projects. And if I find this mod in a pack using default configs, I'll straight up rip it out.

2
0
3.0
Tough As Nails
Tempest051

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Total 100 hrs MC 1.12
2
0
3.0
Tempest051

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MC 1.12
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

This review only applies to the 1.12 version as I haven't tried it on newer versions.
Clumps can significantly improve performance in situations where an area is generating lots of XP orbs, such as in mob farms. This is especially useful on servers. But this mod does it by replacing the XP entity, which can break mods that also rely on them. For this reason, if playing 1.12, you should use Fixeroo instead, which does the same thing without adding a new XP entity.

3
0
3.0
Tempest051

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MC 1.12
Gameplay
3.0
Aesthetics
5.0
Performance
5.0

This review only applies to the 1.12 version as I haven't tried it on newer versions.
Clumps can significantly improve performance in situations where an area is generating lots of XP orbs, such as in mob farms. This is especially useful on servers. But this mod does it by replacing the XP entity, which can break mods that also rely on them. For this reason, if playing 1.12, you should use Fixeroo instead, which does the same thing without adding a new XP entity.

3
0
3.0
Clumps
Tempest051

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MC 1.12
3
0