Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksWhile in the olden days Born in a Barn had a effect on performance, the fix Born in a Barn brings has been added into Forge so it is no longer needed
Community
Honest community reviews and ratings across every listed mod and modpack.
Click once to include, again to exclude, again to clear
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksWhile in the olden days Born in a Barn had a effect on performance, the fix Born in a Barn brings has been added into Forge so it is no longer needed
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksThis mod enhances the vanilla animal models, making them more detailed and generally more cohesive. When you first boot up this mod the animals seem out of place, but the more you play the more you assimilate to them, which I like. It adds new variants to the vanilla animals. It pairs really well with a similar mod called Better Animals Plus. I largely got this mod because of BA+, and the reason being is that the modded, intricate animals look jarring with vanilla, blocky ones. Therefore this makes BA+ be a good match for Better Animal Models. This mod is almost essential for anyone that likes to incorporate new and improved aesthetic visual changes to their worlds. Almost because not everyone will like the drastic changes to the models since the vanilla ones are so iconic.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksUIや互換性などはこれからに期待って感じ
それでも翻訳の質もいいし対応MODも多くてめっちゃいいです
もっと広まってほしい!
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksI don't get the appeal at all.
Completed DeceasedCraft a while ago, and while waiting for the overhaul, decided to check out what other zombie packs modded mc has to offer, and chose this as one of the most popular packs.
I'm not trying to say "this is so much worse than <pack>!!1", because this one just doesn't work good on its own. Cities are awful. I'm not familiar with lost cities enough to say if this city was build by devs of the pack or one of the default presets was used, but it's definitely the worst design I've tried. All the buildings look extremely similar to each other AND you can easily spot 3~ exactly same buildings next to each other. The amount of different buildings is not high enough too, and with the way it's designed (everything is just extremely mossy and fractured, without much interiors), I barely can remember more than 4 buildings after playing with it for two days. I can't say that they're great in terms of gameplay too, because instead of immersive loot placements, you just get 4 random chests with 4 random spawners next to them in a random room type of gameplay.
Side structures aren't good either, by running through the desert you can easily find like 4 of the same house in a row, and that house looks extremely out of place for a zombie apocalypse scenario, so both exploration and immersion are getting ruined hard.
Progression is alright if you just want to survive on your base for a few days without progressing in terms of "story". There's basically one main dungeon you can find in overworld that's worth exploring, and its purpose is to lead you to a custom dimension.
Now, the dimension is not bad. I'd say it's the best part of this pack. It has way more interesting structures that you'll spend time looting for a while, and mob variety obviously helps. Visually these structures look better too. But with the way loot works in this pack, I just lost all interest in playing it by the point I got there. Almost every single structure in both dimensions has nearly identical loot - you're either getting alright food, basic useless resources like coal and iron, or a few modded ingots you need to craft good weapons. That's it. The loot in that dimension doesn't feel unique at all, it's just a bit more of what you can find in the overworld with a few small exceptions that aren't worth mentioning. So all the progression in this dimension feels a bit worthless, and "surviving on your base" playstyle would've been boring because hordes are rare and not powerful at all, zombies aren't that dangerous here, I doubt you'll get anything happen to you if you just afk for a few hours after starting the horde.
Performance wasn't terrible in general, but we had a bunch of random permanent game freezing moments that I wasn't even able to see the reason of from the console. Seems like it's not depended on your hardware because my friend, the host of the local server, has a great PC and he had the exact same problem as me.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksModerates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
whether the leaf decay were to be fast or not, it has ALWAYS peeved me that oak leaves would stick to birch trees and birch leaves would stick to oak trees (and so on). not only does this mod beautifully cause leaves to decay respective to their tree type, but the datapack compatibility support is a step above and beyond
btw, the reason I rate performance is because, on my low-end device, mods like the OG Fast Leaf Decay will cause a single frame drop for each leaf block that is forced to decay quickly; it's weird and the underlying cause is a long story... but! Separated Leaves does not have this effect, so five stars for the uninterrupted, smooth deforesting experience!
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksModerates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReviews community tag suggestions and keeps project genres, themes, and features accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
This mod is so useful, helping you quickly collect the saplings to replant and clearing ugly floating leaves. This mod has been updated all the way from 1.7 and I have used it almost since I first started modding.
This mod is ubiquitous and I advise adding it to any pack where you need to break trees.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReviews community tag suggestions and keeps project genres, themes, and features accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksThis modpack is fundamentally pointless: there's no plot, you're just in a room with white materia that you can turn into a million other materia through about 50 production lines and machines, all so you can make the fabled rainbow materia and hit save and quit to title. But the fun, good part of this modpack is that you don't need to know anything to beat it and even if you don't like factorio-style automation and scaling complexity, this might just hook you in and start a hobby far bigger than the pack. It's the best technical/automation modpack I've ever played.
As an idiot with no meaningful automation experience (unless my ATM10 spaghetti setups count), I felt like the room key system gave me plenty of space to start and finish each chapter once I had discovered the y axis, and I'm sure everything I did could be optimized on a second run. All the machines are well drawn and are almost universally easy to route items and fluids to and from. The few mods that are placed into the pack such as actually subtractions are very useful throughout all stages and integrate seamlessly into progression and the aesthetic of the pack. I didn't even notice that the item and fluid pipes were from modern dynamics, though I will say that curvy pipes really does mess up the aesthetic of the mod (and are completely optional!)
One of my biggest complaints about this modpack is the lack of extensive Refined Storage, which the dev said was removed due to balance, and I find the removals very annoying and actively hurting QoL (a wireless crafting grid would have been amazing). I spent the majority of my playthrough with my inventory almost completely full of items and with an inventory sack also almost full, so I was constantly swapping through items and dumping stuff into random chests. It's also not clear that the crafting grid and controller are made through certain colors so I had to click through every variation until an actual recipe came up (which initially led me to believe it wasn't an intended part of the modpack).
A consequence of not having a centralized system for items or fluids (no exporting from RS) is that you are going to run pipes from room to room. There is one door where I've about 3 pipes going through and I can't even walk through it normally. An amazing thing I discovered (and hated not discovering earlier) is that by using extractors and filters on every input/output face, you can have one item network for your entire game. This saved me from so much channel hell.
Speaking of channel hell, some machines and the recipes required for them are a logistical nightmare. On one hand, this forced me to become very creative with how I would move energy and materials from block to block, becoming very conservative in my placements and feeling genuinely accomplished when seeing a line work. On the other hand, it slows down parts of the game due to not being able to easily scale things, leads beginners like me into raging over random outputs going to the wrong place at some unknown location in a 5 step process, and forcing awkward placements. At the end of the game, one recipe required 2 fluid inputs, 1 energy input, 1 item input, and 1 item output with 4 available faces, so I was forced to use a convoluted daisy-chain setup that bottlenecked my production because the machine right next to it was significantly faster but also forced to use every face with no way to move its outputs anywhere except the single bottleneck.
My complaints come from a place of love and should not discourage you from playing, as it makes completion all the more satisfying. On my first playthrough I gave it about an hour every day and with a longer stretch at the end, I was able to complete this in about two weeks. I intend to play again in a speedrun since this modpack is rather short and every bottleneck I had was probably self-inflicted. Great job Tilles, and I hope you can come back to tweaking this.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReviews community tag suggestions and keeps project genres, themes, and features accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
I'll start of by disclosing that most of my experience with this mod is alongside the origins mod, because it adds an origin that spawns you as a soul and allows you to possess and unposses mobs at will. While the default mechanics can be fun without using the origin, I personally found this mod most enjoyable when I could unpossess mobs at will and build an army of undead vessels.
This mod has great compatibility with other mods and worked flawlessly with mods like Better Nether last time I tried it, allowing me to possess undead modded mobs. The fact you gained the ability from husks to survive in the sun or of wither skeletons to inflict wither or modded mobs effects made a playthrough as an undead mob really fun.
The one issue I had with it was husks helmets still losing durability when out in the sun but this was only very minor. I would also say I don't think this mod is really suited for large packs that aren't focused on it, just because of how much it changes the death system.
I would personally advise everyone to try it out at least once, however, and experience playing the game with a different set of challenges!
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReviews community tag suggestions and keeps project genres, themes, and features accurate.
This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksthis is a very good datapack. you should play it on your own time! the advancements are useful to figure out what to do next. play it. you should play it!
the changes to the nether and end are also very fun to play around with, inshallah next update soon
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksReputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksAt its core, this mod does exactly what it sets out to do. Disables mandatory telemetry integrated into Minecraft. It works great.
One of the things that makes Minecraft so unique is the independent control that the game was developed for. This mod, in a way, is special because it is an upfront showcase of that independence. A display of rebellion that reflects and inspires life and culture.
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranks