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Minecraft Mod & Modpack Reviews

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

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4.5
Nathan22211

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Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.16
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.5
Performance
5.0

I have heard AE2 can cause chunk corruption with a lot of NBT heavy items, but never experienced it myself. But this mod is a lot more leinant on on resources and apparently doesn't have that issue. I don't have to find a impact crater and pray that no one's looted it yet. Just a lot of nether quartz.

However, that's about as far as things go. Setup is very basic compared to AE2, but it's at least something I'm willing to touch mid to end game. It's also easier to setup connections with simple storage network compared to AE2, so my older systems can be attached as well. (haven't tested integrated dynamics yet with it.)

1
0
Posted August 18, 2026 at 9:18:40 PM UTC
4.5
Nathan22211

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Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.16
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.5
Performance
5.0

I have heard AE2 can cause chunk corruption with a lot of NBT heavy items, but never experienced it myself. But this mod is a lot more leinant on on resources and apparently doesn't have that issue. I don't have to find a impact crater and pray that no one's looted it yet. Just a lot of nether quartz.

However, that's about as far as things go. Setup is very basic compared to AE2, but it's at least something I'm willing to touch mid to end game. It's also easier to setup connections with simple storage network compared to AE2, so my older systems can be attached as well. (haven't tested integrated dynamics yet with it.)

1
0
Posted August 18, 2026 at 9:18:40 PM UTC
4.5
Refined Storage
Nathan22211

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Posted August 18, 2026 at 9:18:40 PM UTC
Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.16
The version(s) the reviewer played
1
1.0
Ratrode

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Total 60 hrs Dropped
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
2.5
Performance
4.0

At first I was completely fooled and filled with hope among other reviews and the promotional material shown. I couldn't find a lot of other info with this pack but genuinely was excited to try this out with my friends. After a pretty challenging early game we finally managed to get our bearings and set our spawn after initially screwing up our one use spawn setter item. My group always prized exploring as a very top priority for enjoying a pack and unfortunately this pack barely has any exploration content at all. There remain very few structures and while you do need to go to certain biomes in order to find gems for your higher tier equipment it still ends up being almost completely barren. The loading screen even talks about how exploring the Underdark (dimension after nether) to find treasure within ruins. There do exist ruins but only with sub par enchantments and diamond gear, even then it is never worth it to ever go find these ruins. I even asked the discord about this and only got told that people go here for ores, I asked about the loading screen and if there were any plans to have anything here but there was nothing. This got me curious about the pack and looked more into progression of the mod, especially the lategame which i try to avoid since spoiling yourself generally isn't enjoyable. I found that the grind would be beyond tedious and that this pack genuinely offers you almost nothing other than an admittedly good soundtrack. Many mechanics introduced aren't that fun or engaging even though i tend to like difficulty and the hordes are absolutely terribly designed. I had constant hundreds of block tunnels just all over, under, and nearby my base since the hordes would spawn anywhere and stay without despawning pathing their way to your base, you could wonder why I don't change my spawn but this mod gatekeeps bed making (and spawn setting as a result) into much more grinding than what would be normal, this is extremely poor design choice since you have no way of knowing if there is a tiny cave somewhere near your base especially in the early game which is the only time you can realistically set your spawn. The hordes aren't even an engaging mechanic and seem to exist only to annoy the player, they are somewhat tanky and damaging but can be easily kited as they are more or less just standard zombies with big giant ones that get broken and stuck on the simplest of terrain and can be ignored for months of ingame time with very little result. Next is the amount of time the mod has been in development, this mod was released around 2020 and has jackshit that makes it feel genuinely unique. There is progression in the sense that you have to beat bosses to get into other dimensions and sometimes get unique items but the amount of unique items pale in comparison to any other modpack. RLCraft as badly made as it is has FAR more content of many kinds and probably has since its release, this is inspite of it being literal youtuber slop being the reason it owes its popularity but still manages to outdo ROTN in nearly every part it tries to even be competent in. The only saving grace of this modpack is performance, which I would sure hope is good considering that there is hardly anything at all to differentiate it from any other modpack, even as a machine hater I would prefer a machine heavy modpack than what is introduced in this one .

TLDR barebones content, forever early release/beta, no exploration, horribly unengaging and easily gameable mobs who also destroy your base and never despawn, Guidebook is terrible, and then just tons amounts of grinding for very little. please do not play this, I was in delusion when I did.

3
2
Posted August 18, 2026 at 9:12:12 PM UTC
1.0
Ratrode

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Total 60 hrs Dropped
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
2.5
Performance
4.0

At first I was completely fooled and filled with hope among other reviews and the promotional material shown. I couldn't find a lot of other info with this pack but genuinely was excited to try this out with my friends. After a pretty challenging early game we finally managed to get our bearings and set our spawn after initially screwing up our one use spawn setter item. My group always prized exploring as a very top priority for enjoying a pack and unfortunately this pack barely has any exploration content at all. There remain very few structures and while you do need to go to certain biomes in order to find gems for your higher tier equipment it still ends up being almost completely barren. The loading screen even talks about how exploring the Underdark (dimension after nether) to find treasure within ruins. There do exist ruins but only with sub par enchantments and diamond gear, even then it is never worth it to ever go find these ruins. I even asked the discord about this and only got told that people go here for ores, I asked about the loading screen and if there were any plans to have anything here but there was nothing. This got me curious about the pack and looked more into progression of the mod, especially the lategame which i try to avoid since spoiling yourself generally isn't enjoyable. I found that the grind would be beyond tedious and that this pack genuinely offers you almost nothing other than an admittedly good soundtrack. Many mechanics introduced aren't that fun or engaging even though i tend to like difficulty and the hordes are absolutely terribly designed. I had constant hundreds of block tunnels just all over, under, and nearby my base since the hordes would spawn anywhere and stay without despawning pathing their way to your base, you could wonder why I don't change my spawn but this mod gatekeeps bed making (and spawn setting as a result) into much more grinding than what would be normal, this is extremely poor design choice since you have no way of knowing if there is a tiny cave somewhere near your base especially in the early game which is the only time you can realistically set your spawn. The hordes aren't even an engaging mechanic and seem to exist only to annoy the player, they are somewhat tanky and damaging but can be easily kited as they are more or less just standard zombies with big giant ones that get broken and stuck on the simplest of terrain and can be ignored for months of ingame time with very little result. Next is the amount of time the mod has been in development, this mod was released around 2020 and has jackshit that makes it feel genuinely unique. There is progression in the sense that you have to beat bosses to get into other dimensions and sometimes get unique items but the amount of unique items pale in comparison to any other modpack. RLCraft as badly made as it is has FAR more content of many kinds and probably has since its release, this is inspite of it being literal youtuber slop being the reason it owes its popularity but still manages to outdo ROTN in nearly every part it tries to even be competent in. The only saving grace of this modpack is performance, which I would sure hope is good considering that there is hardly anything at all to differentiate it from any other modpack, even as a machine hater I would prefer a machine heavy modpack than what is introduced in this one .

TLDR barebones content, forever early release/beta, no exploration, horribly unengaging and easily gameable mobs who also destroy your base and never despawn, Guidebook is terrible, and then just tons amounts of grinding for very little. please do not play this, I was in delusion when I did.

3
2
Posted August 18, 2026 at 9:12:12 PM UTC
1.0
Rebirth of the Night (RotN)
Ratrode

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Posted August 18, 2026 at 9:12:12 PM UTC
Total 60 hrs Dropped
The version(s) the reviewer played
3
3.0
Outra

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Total 5 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

0
0
Posted August 18, 2026 at 8:38:30 PM UTC
3.0
Outra

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Total 5 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

0
0
Posted August 18, 2026 at 8:38:30 PM UTC
3.0
Musketeer Illager
Outra

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Posted August 18, 2026 at 8:38:30 PM UTC
Total 5 hrs MC 1.19
The version(s) the reviewer played
0
4.0
Outra

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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
0
0
Posted August 18, 2026 at 4:38:38 PM UTC
4.0
Outra

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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
0
0
Posted August 18, 2026 at 4:38:38 PM UTC
4.0
ewewukek's Musket Mod
Outra

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Posted August 18, 2026 at 4:38:38 PM UTC
Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
0
5.0
g1

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The world gen is reworked and just looks and feels so much cooler. Many QoL changes and fixes; little things which feel so right. The custom content seemlessly adds so much life to the pack. Also, much better performance. So it's a no brainer playing this instead of the original.

Why play Liminal Industries (any version) at all? Personally, I've never enjoyed exploration so much. The quest book is exquisite (especially in this version). It's like a sandbox, generated, Complete The Monument map where the challenge is building infrastructure and industry in the backrooms. The backrooms is indestructible, and finding solutions for building your contraptions in a predefined, often cramped and maze like space is a constant source of fun. In this version, big open spaces are rarer. This is great aesthetically (to create contrast), and I recommend not basing in them so that you get to build in interesting, restrictive spaces. Go in blind, you will have a unique, genuine, awesome experience!

1
0
Posted August 18, 2026 at 12:35:34 PM UTC
5.0
g1

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The version(s) the reviewer played

The world gen is reworked and just looks and feels so much cooler. Many QoL changes and fixes; little things which feel so right. The custom content seemlessly adds so much life to the pack. Also, much better performance. So it's a no brainer playing this instead of the original.

Why play Liminal Industries (any version) at all? Personally, I've never enjoyed exploration so much. The quest book is exquisite (especially in this version). It's like a sandbox, generated, Complete The Monument map where the challenge is building infrastructure and industry in the backrooms. The backrooms is indestructible, and finding solutions for building your contraptions in a predefined, often cramped and maze like space is a constant source of fun. In this version, big open spaces are rarer. This is great aesthetically (to create contrast), and I recommend not basing in them so that you get to build in interesting, restrictive spaces. Go in blind, you will have a unique, genuine, awesome experience!

1
0
Posted August 18, 2026 at 12:35:34 PM UTC
5.0
Liminal Industries - Rescripted
g1

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Posted August 18, 2026 at 12:35:34 PM UTC
Playing
The version(s) the reviewer played
1
4.5
epixity

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

Throughout Minecraft's history, there's always been mods that stand out from the crowd and inspire hundreds to make mods similar to it, such as the Twilight Forest.

Wonderland, while not nearly the same level, is one of those rare mods. It manages to deliver a unique experience even after the horror craze spawned by the phenomenal Broken Script and various slop dwellers. I love the way it takes its inspiration from liminal spaces and ARGS

Its ambience is also insane, the fear and paranoia you get when getting continuous horrifying events are unmatched.

The only thing I don't really like about this mod is the lore, I'm a huge fan of horror in general, but I do feel that the lore is pushing it and feels too edgy.

But yeah, this is a rare almost perfect mod in the modern Minecraft modding community.

2
0
Posted August 18, 2026 at 12:05:42 PM UTC
Last edited: August 18, 2026 at 12:06:40 PM UTC
4.5
epixity

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

Throughout Minecraft's history, there's always been mods that stand out from the crowd and inspire hundreds to make mods similar to it, such as the Twilight Forest.

Wonderland, while not nearly the same level, is one of those rare mods. It manages to deliver a unique experience even after the horror craze spawned by the phenomenal Broken Script and various slop dwellers. I love the way it takes its inspiration from liminal spaces and ARGS

Its ambience is also insane, the fear and paranoia you get when getting continuous horrifying events are unmatched.

The only thing I don't really like about this mod is the lore, I'm a huge fan of horror in general, but I do feel that the lore is pushing it and feels too edgy.

But yeah, this is a rare almost perfect mod in the modern Minecraft modding community.

2
0
Posted August 18, 2026 at 12:05:42 PM UTC
Last edited: August 18, 2026 at 12:06:40 PM UTC
4.5
wonderland.jar
epixity

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Posted August 18, 2026 at 12:05:42 PM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
2
2.0
Outra

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
Posted August 18, 2026 at 11:08:28 AM UTC
2.0
Outra

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
Posted August 18, 2026 at 11:08:28 AM UTC
2.0
Dungeons Additions +
Outra

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Posted August 18, 2026 at 11:08:28 AM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
0
3.5
Outra

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About reputation ranks
Total 100 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

What is it ?

A mod bringing Minecraft Dungeons's creatures into the base game with well-made and accurate animations (+ sound effects), as well as smaller tweaks related to vanilla mobs to make them behave similarly to their Minecraft Dungeon counterpart.

What does it offer ?

Plenty of monsters straight from Minecraft Dungeons which will be added to vanilla structures and raids ;
Mobs which are tied to specific environnements in MC Dungeons replace by default their vanilla counterpart in Minecraft's similar biomes, there's even an option in the configs to get biome-specific raiders, which means that some illagers will automatically replace existing ones in certain biome types (ex : mountaineers replacing vindicators in mountain-ish biomes).
Changes were made to some vanilla mobs : Husks get their resistance and resilience like in MC Dungeons and spiders unlock a ranged attack (a bit bugged if you ask me); also zombified piglins now can now use crossbows.

Anyways this mod adds plenty of mobs from Minecraft Dungeons, that I will quickly list below :

Here's the whole list of overworld Undeads (SPOILERS) :

-The Jungle Zombie :
This zombie found in jungles can poison the player on melee, there's nothing more to him
-The Frozen Zombie :
Probably originally inspired by the lobber zombie from Minecraft Earth before being added to MC Dungeons as a frozen undead, he stops to throw snowballs if you are too far, which will slow you down (found in snowy biomes)
-The Mossy Skeleton :
Ancestor of the now vanilla Bogged, this is MC Dungeons's venomous skeleton (found in jungles)
-The Skeleton Vanguard :
Found in vanilla Desert Temples to mirror where it appears in Minecraft Dungeons, these spear-wielding skeletons (if Dungeons Gear is installed) can also use shields, meaning they attack in melee and make attempts at blocking certain attacks; their shield can be temporarily disabled by using an axe just like how you would expect
-The Sunken Skeleton :
These are skeletons which can use crossbows and appear in various oceanic biomes (their arrows are not affected by water pressure just like tridents)
-The Wraith :
Minecraft's official ghost (unless you count vexes and allays) appearing at night among other hostile mobs, they can teleport around and set an area on fire with ghostly temporary flames
-The Necromancer :
An sort of lich, summoning skeletons and zombies to aid them in battle while they attack from a distance using their staff; summons can be configured, but I've notice that their summons stop attacking if they get hit by the necromancer's projectile, which is most likely an unintended bug
-The Drowned Necromancer :
An sort of drowned mage, they summon drowned and sunken skeletons to aid them in battle while they attack from a distance using their staff; summons can be configured, but feature the same issue that the regular necromancer has with them un-aggroing if accidentally hit by their master; I've also noticed that the drowned necromancer doesn't attack with lightning at all, which is odd since in MC Dungeons they can attack using lightning

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

-The Royal Guard :
Surprisingly weak when compared to its original Minecraft Dungeons equivalent, The royal guard is a slower melee vindicator able to make use of a shield. If Dungeons Gear is loaded, they will have a custom armor/weapon/shield; They may appear in woodland mansions .
-The Iceologer :
A mob found in the snowy areas of the world, which only attacks by letting a chunck of ice slowly fall on your head to slow you drastically; I've seen more interesting iceologer concepts, but this one is simply trying to mimic the MC Dungeons one, therefore its enough by this mod's own standards
-The Geomancer :
A mob which may appear in raids, he can make explosive pillars rise from the ground, or let generic pillars block your way for less than 5 seconds
-The Mountaineer :
A vindicator variant which can climb walls like spiders
-The Windcaller :
A mob which may appear in raids, and attacks by using the wind to push you or make you take fall damage
-The Illusioner :
Just like in Minecraft Dungeons's DLCs, this take sees the illusioner as a mini boss mob which creates copies of himself (which are different entities) and attacks with fireworks
-The Mage :
Kind of the "default wizard" the mage was eventually removed from Minecraft Dungeons (and was added back to Minecraft Dungeons Arcade afterwards); in this mod he can lift you in the air to smash you against the ground, while also making copies of himself and having a similar amount of hp to the illusioner -> the way this lets other raiders catch up to you because he is quite slow at lifting you makes this mob a priority to kill in raids (he can also shoot projectiles in an arc)
This mob is probably the most unique mob of the whole mod

-The Squall Golem :
The Squall Golem, appearing in raids at certain waves
-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids

Here's the whole list of Nether Mobs (SPOILERS) :

-The Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they should spawn in bastions remnants, and can spawn in various nether biomes; they can trade too, but there's no custom trades made for them sadly)
-The Zombified Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they can spawn in various nether biomes)
-The Wildfire :
This mini-boss/tough mob, originally an outcast creature from the first ever mob vote, appeared in the Nether DLC for Minecraft Dungeons and have shields around them you have to destroy before attacking the creature they protect, they are added to Nether fortresses within the mod and can also summon blazes; I have seen better renditions of the Wildfire as part of other mods, but it is still nice to have it here as well

Here's the whole list of Ender Mobs (SPOILERS) :

-The Watchling :
This Enderling teleports and attacks in melee; there isn't much to him
-The Blastling :
This Enderling blasts acid from a distance, there isn't much to him
-The Snareling :
This Enderling shoots a projectile which keep you in place, before teleporting to you for melee attacks (the Ender-Spider if you will)
-The Endersent :
An end tough mob/miniboss, acts just like in Minecraft Dungeons

All of these Ender-related mobs can naturally appear in the outer islands

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

-The Icy Creeper :
A creature leaving a cloud of slowness after exploding, appears in snowy environnements
-The Quick-Growing Vine :
A corrupted vine which appears to block the way when mobs are near (appears in jungles); a sea variant of this mob exists called the Quick-Growing Kelp
-The Poison-Quill Vine :
A corrupted flower which shoots poisonous projectiles when it notices you (appears in jungles); a sea variant of this mob exists called the Poison Anemone
-The Whisperer :
A moving plant-like creature with the ability to summon Quick-Growing Vines to block your way (which can be killed), Poison-Quill Vines to attack you and can entrap you in a way resembling how spiders trap you in webs with this mod (appears in jungles); A sea variant of this mob exists called the WaveWhisperer
-The Leafpleaf :
A tanky creature (kind of a weaker "plant ravager") which attacks mainly by pounding the ground, meaning it can damage all mobs in a given radius (appears in jungles)

As you may have noticed, while the list is big, two things are missing :
Bosses (which are not easy to make in Minecraft), and the Enchanter (which has its own unrelated separate mod called Enchant with Mob which I've already reviewed).
Most of these mobs if not all don't have any drops/items related to them, and I can think of a bunch of mods which add similar creatures with extra items to have fun with.
Something else I forgot to mention when first writing this review is that some of the melee mobs (such as the Watchling ) have attacking animations which do not exactly coincide with their ability to deal damage , making certain mobs (such as the Endersent ) a bit more punitive than they normally should be;
Not much of an issue since most mobs are not melee attackers , and I have not noticed this issue with the undead added by the mod.

In conclusion

Honestly this is a pretty decent mod (while I do have small gripes with certain creatures I have mentioned previously), and ever since Minecraft Dungeons was a thing (and that I noticed its gameplay may not suit me very well; I've played it and enjoyed the game anyways, but that was way after playing this mod), I've hoped for someone to bring these illagers in Minecraft Java to use them in raids;
Sadly as of writing this review the mod isn't currently available for 1.20.1, no shame to the author it's just that plenty of raiders mod have taken the leap forward while this one appears to be stalling behind. That said there is an unofficial fork for 1.20.1 called Dungeons Mobs Port , which might be a temporary fix before it gets ported to later versions more officially; Another solution which I've recently learned about is Goety - The Dark Arts , which while being a magic mod focused on souls first and foremost it does feature Minecraft Dungeons illagers as servants (which can be found as regular hostile mobs using the Goety Hostility addon on top of that), as well as new illagers and structures.

This mod has a config file, but unlike Illage and Spillage and other mods you cannot control exactly which waves the raiders appear in as you are 'meant' to make your own datapack for that, meaning that if you are only relying on this mod you only can enable or disable mobs for raids. That is still better than Savage and Ravage which straights up prevents you from disabling certain mobs from being in raids at all.

Anyways the mod goes quite well alongside regular illagers mod (like Illage and Spillage, Savage and Ravage among others, and it is explicitly made to work with Dungeons Gear which is a mod focused on adding various weapons and artifacts from Minecraft Dungeons to various loot tables; I've made a stack on my ModDex profile having all of them anyways, feel free to check which ones are in 1.19.2 or the version you want this mod for)

  • Screenshot 1: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Raiders
  • Screenshot 2: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Enderlings
1
0
Posted August 18, 2026 at 1:51:38 AM UTC
Last edited: August 18, 2026 at 10:22:40 AM UTC
3.5
Outra

Reputation ranks

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

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

About reputation ranks
Total 100 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

What is it ?

A mod bringing Minecraft Dungeons's creatures into the base game with well-made and accurate animations (+ sound effects), as well as smaller tweaks related to vanilla mobs to make them behave similarly to their Minecraft Dungeon counterpart.

What does it offer ?

Plenty of monsters straight from Minecraft Dungeons which will be added to vanilla structures and raids ;
Mobs which are tied to specific environnements in MC Dungeons replace by default their vanilla counterpart in Minecraft's similar biomes, there's even an option in the configs to get biome-specific raiders, which means that some illagers will automatically replace existing ones in certain biome types (ex : mountaineers replacing vindicators in mountain-ish biomes).
Changes were made to some vanilla mobs : Husks get their resistance and resilience like in MC Dungeons and spiders unlock a ranged attack (a bit bugged if you ask me); also zombified piglins now can now use crossbows.

Anyways this mod adds plenty of mobs from Minecraft Dungeons, that I will quickly list below :

Here's the whole list of overworld Undeads (SPOILERS) :

-The Jungle Zombie :
This zombie found in jungles can poison the player on melee, there's nothing more to him
-The Frozen Zombie :
Probably originally inspired by the lobber zombie from Minecraft Earth before being added to MC Dungeons as a frozen undead, he stops to throw snowballs if you are too far, which will slow you down (found in snowy biomes)
-The Mossy Skeleton :
Ancestor of the now vanilla Bogged, this is MC Dungeons's venomous skeleton (found in jungles)
-The Skeleton Vanguard :
Found in vanilla Desert Temples to mirror where it appears in Minecraft Dungeons, these spear-wielding skeletons (if Dungeons Gear is installed) can also use shields, meaning they attack in melee and make attempts at blocking certain attacks; their shield can be temporarily disabled by using an axe just like how you would expect
-The Sunken Skeleton :
These are skeletons which can use crossbows and appear in various oceanic biomes (their arrows are not affected by water pressure just like tridents)
-The Wraith :
Minecraft's official ghost (unless you count vexes and allays) appearing at night among other hostile mobs, they can teleport around and set an area on fire with ghostly temporary flames
-The Necromancer :
An sort of lich, summoning skeletons and zombies to aid them in battle while they attack from a distance using their staff; summons can be configured, but I've notice that their summons stop attacking if they get hit by the necromancer's projectile, which is most likely an unintended bug
-The Drowned Necromancer :
An sort of drowned mage, they summon drowned and sunken skeletons to aid them in battle while they attack from a distance using their staff; summons can be configured, but feature the same issue that the regular necromancer has with them un-aggroing if accidentally hit by their master; I've also noticed that the drowned necromancer doesn't attack with lightning at all, which is odd since in MC Dungeons they can attack using lightning

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

-The Royal Guard :
Surprisingly weak when compared to its original Minecraft Dungeons equivalent, The royal guard is a slower melee vindicator able to make use of a shield. If Dungeons Gear is loaded, they will have a custom armor/weapon/shield; They may appear in woodland mansions .
-The Iceologer :
A mob found in the snowy areas of the world, which only attacks by letting a chunck of ice slowly fall on your head to slow you drastically; I've seen more interesting iceologer concepts, but this one is simply trying to mimic the MC Dungeons one, therefore its enough by this mod's own standards
-The Geomancer :
A mob which may appear in raids, he can make explosive pillars rise from the ground, or let generic pillars block your way for less than 5 seconds
-The Mountaineer :
A vindicator variant which can climb walls like spiders
-The Windcaller :
A mob which may appear in raids, and attacks by using the wind to push you or make you take fall damage
-The Illusioner :
Just like in Minecraft Dungeons's DLCs, this take sees the illusioner as a mini boss mob which creates copies of himself (which are different entities) and attacks with fireworks
-The Mage :
Kind of the "default wizard" the mage was eventually removed from Minecraft Dungeons (and was added back to Minecraft Dungeons Arcade afterwards); in this mod he can lift you in the air to smash you against the ground, while also making copies of himself and having a similar amount of hp to the illusioner -> the way this lets other raiders catch up to you because he is quite slow at lifting you makes this mob a priority to kill in raids (he can also shoot projectiles in an arc)
This mob is probably the most unique mob of the whole mod

-The Squall Golem :
The Squall Golem, appearing in raids at certain waves
-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids

Here's the whole list of Nether Mobs (SPOILERS) :

-The Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they should spawn in bastions remnants, and can spawn in various nether biomes; they can trade too, but there's no custom trades made for them sadly)
-The Zombified Fungus Thrower :
This piglin-like mob in Minecraft Dungeons is meant to act kind of like a nether witch equivalent, throwing you poisonous mushrooms leaving a small blue cloud behind them when attacking. This is the same here, expect the "Warped" effect it gives lacks a texture in the 1.19.2 version of the mod for some reason (they can spawn in various nether biomes)
-The Wildfire :
This mini-boss/tough mob, originally an outcast creature from the first ever mob vote, appeared in the Nether DLC for Minecraft Dungeons and have shields around them you have to destroy before attacking the creature they protect, they are added to Nether fortresses within the mod and can also summon blazes; I have seen better renditions of the Wildfire as part of other mods, but it is still nice to have it here as well

Here's the whole list of Ender Mobs (SPOILERS) :

-The Watchling :
This Enderling teleports and attacks in melee; there isn't much to him
-The Blastling :
This Enderling blasts acid from a distance, there isn't much to him
-The Snareling :
This Enderling shoots a projectile which keep you in place, before teleporting to you for melee attacks (the Ender-Spider if you will)
-The Endersent :
An end tough mob/miniboss, acts just like in Minecraft Dungeons

All of these Ender-related mobs can naturally appear in the outer islands

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

-The Icy Creeper :
A creature leaving a cloud of slowness after exploding, appears in snowy environnements
-The Quick-Growing Vine :
A corrupted vine which appears to block the way when mobs are near (appears in jungles); a sea variant of this mob exists called the Quick-Growing Kelp
-The Poison-Quill Vine :
A corrupted flower which shoots poisonous projectiles when it notices you (appears in jungles); a sea variant of this mob exists called the Poison Anemone
-The Whisperer :
A moving plant-like creature with the ability to summon Quick-Growing Vines to block your way (which can be killed), Poison-Quill Vines to attack you and can entrap you in a way resembling how spiders trap you in webs with this mod (appears in jungles); A sea variant of this mob exists called the WaveWhisperer
-The Leafpleaf :
A tanky creature (kind of a weaker "plant ravager") which attacks mainly by pounding the ground, meaning it can damage all mobs in a given radius (appears in jungles)

As you may have noticed, while the list is big, two things are missing :
Bosses (which are not easy to make in Minecraft), and the Enchanter (which has its own unrelated separate mod called Enchant with Mob which I've already reviewed).
Most of these mobs if not all don't have any drops/items related to them, and I can think of a bunch of mods which add similar creatures with extra items to have fun with.
Something else I forgot to mention when first writing this review is that some of the melee mobs (such as the Watchling ) have attacking animations which do not exactly coincide with their ability to deal damage , making certain mobs (such as the Endersent ) a bit more punitive than they normally should be;
Not much of an issue since most mobs are not melee attackers , and I have not noticed this issue with the undead added by the mod.

In conclusion

Honestly this is a pretty decent mod (while I do have small gripes with certain creatures I have mentioned previously), and ever since Minecraft Dungeons was a thing (and that I noticed its gameplay may not suit me very well; I've played it and enjoyed the game anyways, but that was way after playing this mod), I've hoped for someone to bring these illagers in Minecraft Java to use them in raids;
Sadly as of writing this review the mod isn't currently available for 1.20.1, no shame to the author it's just that plenty of raiders mod have taken the leap forward while this one appears to be stalling behind. That said there is an unofficial fork for 1.20.1 called Dungeons Mobs Port , which might be a temporary fix before it gets ported to later versions more officially; Another solution which I've recently learned about is Goety - The Dark Arts , which while being a magic mod focused on souls first and foremost it does feature Minecraft Dungeons illagers as servants (which can be found as regular hostile mobs using the Goety Hostility addon on top of that), as well as new illagers and structures.

This mod has a config file, but unlike Illage and Spillage and other mods you cannot control exactly which waves the raiders appear in as you are 'meant' to make your own datapack for that, meaning that if you are only relying on this mod you only can enable or disable mobs for raids. That is still better than Savage and Ravage which straights up prevents you from disabling certain mobs from being in raids at all.

Anyways the mod goes quite well alongside regular illagers mod (like Illage and Spillage, Savage and Ravage among others, and it is explicitly made to work with Dungeons Gear which is a mod focused on adding various weapons and artifacts from Minecraft Dungeons to various loot tables; I've made a stack on my ModDex profile having all of them anyways, feel free to check which ones are in 1.19.2 or the version you want this mod for)

  • Screenshot 1: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Raiders
  • Screenshot 2: Minecraft Dungeons's mobs in base Minecraft (a couple of small bugs are left)
    Enderlings
1
0
Posted August 18, 2026 at 1:51:38 AM UTC
Last edited: August 18, 2026 at 10:22:40 AM UTC
3.5
Dungeons Mobs
Outra

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Posted August 18, 2026 at 1:51:38 AM UTC
Total 100 hrs MC 1.19
The version(s) the reviewer played
1
1.0
crtfel

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Explorer 0 pts
Contributor 100 pts
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About reputation ranks
Completed 60 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
0.5

The idea is cool, and aesthetics, lore and RPG part (different bosses with attacks and phases) is great, but the rest ranges from "meh" to "never again".

Most of a time the pack feels like a kitchensink, with some hints on progression. The pacing feels really inconsistent, with task requiring you to use one mod and then never use it again. But in endgame progression suddenly catches up with you and requires a ton of expensive items from different mods in order to beat a pack.

And I feel like some mods are unnecessary. For example, why use MA to get resources, when you can spam ProjectE and Expansion. You can meticulously craft every seed in the game, but it will be pointless. You can expand your AE2 network, but the channels are off by default (in my opinion "if it's default then it's dev intended"). And then you get to the endgame where you suddenly required to grind a ton of nether stars and dragon hearts in order to upgrade your fusion setup for one craft. It dissapointes me.

Performance. Maybe it's on my version of a pack, but it's horrible. The pack was on server. For example, you enter a new dimension, but then the game for some reason wants to load ~400 chunks of allocated space for boss arena in an instant. You get a massive freeze (in some cases it crashed the server). I have 10gb of ram and 4vcores of i9 13900, and it still crashes. I don't know why, but with other pack I've never encountered such an issue.

And we also got a bug with Iron Spells, when you spent certain amount of skill points in magic tree, your magic can't damage anything, It just says zero dmg, but drains mana. Wonders.

Overall, a pack with cool idea but poor realisation. I've would never play it again.

3
0
Posted August 17, 2026 at 10:19:06 PM UTC
Last edited: August 17, 2026 at 10:20:32 PM UTC
1.0
crtfel

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
Completed 60 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
0.5

The idea is cool, and aesthetics, lore and RPG part (different bosses with attacks and phases) is great, but the rest ranges from "meh" to "never again".

Most of a time the pack feels like a kitchensink, with some hints on progression. The pacing feels really inconsistent, with task requiring you to use one mod and then never use it again. But in endgame progression suddenly catches up with you and requires a ton of expensive items from different mods in order to beat a pack.

And I feel like some mods are unnecessary. For example, why use MA to get resources, when you can spam ProjectE and Expansion. You can meticulously craft every seed in the game, but it will be pointless. You can expand your AE2 network, but the channels are off by default (in my opinion "if it's default then it's dev intended"). And then you get to the endgame where you suddenly required to grind a ton of nether stars and dragon hearts in order to upgrade your fusion setup for one craft. It dissapointes me.

Performance. Maybe it's on my version of a pack, but it's horrible. The pack was on server. For example, you enter a new dimension, but then the game for some reason wants to load ~400 chunks of allocated space for boss arena in an instant. You get a massive freeze (in some cases it crashed the server). I have 10gb of ram and 4vcores of i9 13900, and it still crashes. I don't know why, but with other pack I've never encountered such an issue.

And we also got a bug with Iron Spells, when you spent certain amount of skill points in magic tree, your magic can't damage anything, It just says zero dmg, but drains mana. Wonders.

Overall, a pack with cool idea but poor realisation. I've would never play it again.

3
0
Posted August 17, 2026 at 10:19:06 PM UTC
Last edited: August 17, 2026 at 10:20:32 PM UTC
1.0
FTB Presents Architect's Exodus
crtfel

Reputation ranks

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

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

About reputation ranks
Posted August 17, 2026 at 10:19:06 PM UTC
Completed 60 hrs MC 1.20
The version(s) the reviewer played
3
5.0
crtfel

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
Completed 744 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

The pack is great, the pacing is comfortable. You have a lot of custom items, recipies, a lot of crafting and you've given tools to automate it. Early to midgame (before AE2 autocrafting) is a bit tidious, but then the pack really shines.
I liked the exploration chapters a lot, especially ones with custom content (like DivineRPG and Galacticraft custom structures, I've never seen anything like that before).
Performance is good for 1.12, I've had a server with 3 vcore and 8 ram and it ran the whole base (which was laggy, because I built a lot of machines in same chunks) on 16-18 TPS (endgame), I think that's a great result.
I have only one critique. I think more multiblocks should be added to easily automate difficult things (like Bewitchment Cauldrons, Botania Runic Altars, Blood Magic Alchemy Tables and Hellforges), cause the pack forces you to spam this machines, which affects your performance quite a lot (and that also inculdes all of infrastructure for automation and this machines in order to run)
Overall, I loved this pack and I recommend everyone at least try to beat it. It's goated. And it's community amazes me.

2
0
Posted August 17, 2026 at 9:59:34 PM UTC
5.0
crtfel

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
Completed 744 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

The pack is great, the pacing is comfortable. You have a lot of custom items, recipies, a lot of crafting and you've given tools to automate it. Early to midgame (before AE2 autocrafting) is a bit tidious, but then the pack really shines.
I liked the exploration chapters a lot, especially ones with custom content (like DivineRPG and Galacticraft custom structures, I've never seen anything like that before).
Performance is good for 1.12, I've had a server with 3 vcore and 8 ram and it ran the whole base (which was laggy, because I built a lot of machines in same chunks) on 16-18 TPS (endgame), I think that's a great result.
I have only one critique. I think more multiblocks should be added to easily automate difficult things (like Bewitchment Cauldrons, Botania Runic Altars, Blood Magic Alchemy Tables and Hellforges), cause the pack forces you to spam this machines, which affects your performance quite a lot (and that also inculdes all of infrastructure for automation and this machines in order to run)
Overall, I loved this pack and I recommend everyone at least try to beat it. It's goated. And it's community amazes me.

2
0
Posted August 17, 2026 at 9:59:34 PM UTC
5.0
Divine Journey 2
crtfel

Reputation ranks

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

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

About reputation ranks
Posted August 17, 2026 at 9:59:34 PM UTC
Completed 744 hrs MC 1.12
The version(s) the reviewer played
2