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Minecraft Mod & Modpack Reviews

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

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4.0
Outra

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

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

About reputation ranks
Total 20 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.5
Performance
3.5

What is it ?

A mod adding goofy and funny illagers .
It belongs to the list of good MCreator mods like Rotten Creatures, which are worth trying or possibly even using in packs.

What does it offer ?

Adds new creative illager-type mobs which will appear both in raids and new structures as well, with their own interesting mechanics and item drops.

New illagers and features related to them are discussed here :

The Mischiever ; he is one of the most common of all the new illagers added, found within most custom structures and is among the first new illagers you encounter during custom raids alongside the Imprecator . He throws crazy dynamites (which you may get for yourself after he dies), and sometimes turns invisible before punching you to death, which can get a bit annoying at times.

The Partyger has a small cabin which can be found in meadows or flower forests, he can use a party horn to push foes further from himself, he can drop a cake on death and the exploding gifts he attacks with.

The Imprecator is a wizard who's design is probably inspired by Minecraft Dungeon's evocation robes; like its name implies, it can curse its enemies which will damage them while making them lose a bit of self control as if they were possessed (which can be quite annoying during raids at times, I sometimes wish there was less of them). He has a its own hut in roofed forests, and killing him gives you imprecation dust, which can be used for potions (such as one which he throws himself).

The Withermancer is a nether fan, as he attacks with flames and applie the wither effect if a target is near; he has a shack found in savannas or roofed forests.

The Libravoker is an evoker-variant which is more focused on attacking directly than summoning, pinpointing your exact position when using his fang attacks and throwing magical books instead of using vexes to fight for him.

The Bass Blaster wears headphones and holds a music block, he emits an explosion of sound near him dealing damage to all enemies close to him (he can also accidentally deal damage to other mobs but they can't tell he attacked them for some reason).

The Sparkologer attacks in melee with a sword and can, but can also launch himself in the air and fall slowly using the propeller on his back : To me its a more interesting take on a "jetpack-vindicator" concept or a melee illager which could climb (like some Minecraft Dungeons mountaineer recreations/interpretations). His looks would allow him to blend in with a more Steampunk setting. (he can drop firework rockets)

The Magnetizer attacks by tossing a gigantic Magnetizing Magnet (which you can acquire when he dies), pulling in all mobs near except for illagers, which can then allow for other illagers to take them down.

The Photographer uses his old camera to take photos, which blinds his enemies with light for a bit.

The Doodler his a special and very very interesting illager which does not call for support from outer worlds but creates them by drawing 2D copies of existing enemies using his magical pen such as weaker paper pillagers or paper vexes.

The Bubbleologer has a big bubble-gun which he uses to shoot giant bubbles to isolate his foes by making them float alone while taking suffocation damage.

The Fangclaw can be seen as a tougher vindicator, his arm has been replaced by a fang which he can use to attack in melee instead of the usual axe, which means he cannot disable shield but he gets much more aggressive in his attacks and can charge at his enemies; he is also found in the Illager Fortress House alongside its buddies.

It is of note that this mod also has a slightly different artstyle when it comes to its illager designs, and therefore changes the look of witches, vindicators, evokers and illusioners in order for them to keep being consistent with the newly-added creatures.

The only issues I have with the mod is it being an MCreator mod as of currently, and it not giving custom sound effects for its illagers (reusing various vindicator, pillager, illusioner and evoker sounds instead), outside of that it stays a very good mod that I wished was more well-known

In conclusion

I quite like this mod, and it works especially well with other funny illager mods such as illage and spillage (Respillaged) ; I think it woudln't work nearly as well with savage and ravage as they both add a creeper-themed demolitionists (even if they both behave differently).
Some of the illagers added by the mod can be a bit annoying at times (the Mischiever and his temporary invisibility, the Withermancer and his instantanely-applied wither effect), but most of them are fine, pretty good looking and creative in both looks and ideas (in a lot of ways this is what Illagers+ could have been if it reached its full potential).

This mod has sadly nothing in terms of configs as it is currently an MCreator mod (and most if not all MCreator mods lack those files usually so it is not anything new). I would like to note however that this mod might be reworked as a non-MCreator mod in the future, I'm looking forward to that future

  • Screenshot 1: gOofY iLlAgErs, rEaL gOoD MoD
    Raiders invading at night
  • Screenshot 2: gOofY iLlAgErs, rEaL gOoD MoD
    Custom structure
  • Screenshot 3: gOofY iLlAgErs, rEaL gOoD MoD
    Some Mischief and some Spillage (in modded village)
0
0
Posted August 2, 2026 at 7:31:10 AM UTC
Last edited: August 20, 2026 at 10:49:34 PM UTC
4.0
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 20 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.5
Performance
3.5

What is it ?

A mod adding goofy and funny illagers .
It belongs to the list of good MCreator mods like Rotten Creatures, which are worth trying or possibly even using in packs.

What does it offer ?

Adds new creative illager-type mobs which will appear both in raids and new structures as well, with their own interesting mechanics and item drops.

New illagers and features related to them are discussed here :

The Mischiever ; he is one of the most common of all the new illagers added, found within most custom structures and is among the first new illagers you encounter during custom raids alongside the Imprecator . He throws crazy dynamites (which you may get for yourself after he dies), and sometimes turns invisible before punching you to death, which can get a bit annoying at times.

The Partyger has a small cabin which can be found in meadows or flower forests, he can use a party horn to push foes further from himself, he can drop a cake on death and the exploding gifts he attacks with.

The Imprecator is a wizard who's design is probably inspired by Minecraft Dungeon's evocation robes; like its name implies, it can curse its enemies which will damage them while making them lose a bit of self control as if they were possessed (which can be quite annoying during raids at times, I sometimes wish there was less of them). He has a its own hut in roofed forests, and killing him gives you imprecation dust, which can be used for potions (such as one which he throws himself).

The Withermancer is a nether fan, as he attacks with flames and applie the wither effect if a target is near; he has a shack found in savannas or roofed forests.

The Libravoker is an evoker-variant which is more focused on attacking directly than summoning, pinpointing your exact position when using his fang attacks and throwing magical books instead of using vexes to fight for him.

The Bass Blaster wears headphones and holds a music block, he emits an explosion of sound near him dealing damage to all enemies close to him (he can also accidentally deal damage to other mobs but they can't tell he attacked them for some reason).

The Sparkologer attacks in melee with a sword and can, but can also launch himself in the air and fall slowly using the propeller on his back : To me its a more interesting take on a "jetpack-vindicator" concept or a melee illager which could climb (like some Minecraft Dungeons mountaineer recreations/interpretations). His looks would allow him to blend in with a more Steampunk setting. (he can drop firework rockets)

The Magnetizer attacks by tossing a gigantic Magnetizing Magnet (which you can acquire when he dies), pulling in all mobs near except for illagers, which can then allow for other illagers to take them down.

The Photographer uses his old camera to take photos, which blinds his enemies with light for a bit.

The Doodler his a special and very very interesting illager which does not call for support from outer worlds but creates them by drawing 2D copies of existing enemies using his magical pen such as weaker paper pillagers or paper vexes.

The Bubbleologer has a big bubble-gun which he uses to shoot giant bubbles to isolate his foes by making them float alone while taking suffocation damage.

The Fangclaw can be seen as a tougher vindicator, his arm has been replaced by a fang which he can use to attack in melee instead of the usual axe, which means he cannot disable shield but he gets much more aggressive in his attacks and can charge at his enemies; he is also found in the Illager Fortress House alongside its buddies.

It is of note that this mod also has a slightly different artstyle when it comes to its illager designs, and therefore changes the look of witches, vindicators, evokers and illusioners in order for them to keep being consistent with the newly-added creatures.

The only issues I have with the mod is it being an MCreator mod as of currently, and it not giving custom sound effects for its illagers (reusing various vindicator, pillager, illusioner and evoker sounds instead), outside of that it stays a very good mod that I wished was more well-known

In conclusion

I quite like this mod, and it works especially well with other funny illager mods such as illage and spillage (Respillaged) ; I think it woudln't work nearly as well with savage and ravage as they both add a creeper-themed demolitionists (even if they both behave differently).
Some of the illagers added by the mod can be a bit annoying at times (the Mischiever and his temporary invisibility, the Withermancer and his instantanely-applied wither effect), but most of them are fine, pretty good looking and creative in both looks and ideas (in a lot of ways this is what Illagers+ could have been if it reached its full potential).

This mod has sadly nothing in terms of configs as it is currently an MCreator mod (and most if not all MCreator mods lack those files usually so it is not anything new). I would like to note however that this mod might be reworked as a non-MCreator mod in the future, I'm looking forward to that future

  • Screenshot 1: gOofY iLlAgErs, rEaL gOoD MoD
    Raiders invading at night
  • Screenshot 2: gOofY iLlAgErs, rEaL gOoD MoD
    Custom structure
  • Screenshot 3: gOofY iLlAgErs, rEaL gOoD MoD
    Some Mischief and some Spillage (in modded village)
0
0
Posted August 2, 2026 at 7:31:10 AM UTC
Last edited: August 20, 2026 at 10:49:34 PM UTC
4.0
Mischief Illagers
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
Posted August 2, 2026 at 7:31:10 AM UTC
Total 20 hrs MC 1.20
The version(s) the reviewer played
0
4.5
B-Glips

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
The version(s) the reviewer played
Gameplay
4.5
Performance
4.0

Been using EMI for a few months now, so far been loving it much more then JEI, and rivals REI in useful features.

2
0
Posted August 1, 2026 at 3:05:38 AM UTC
Last edited: August 1, 2026 at 3:06:25 AM UTC
4.5
B-Glips

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
The version(s) the reviewer played
Gameplay
4.5
Performance
4.0

Been using EMI for a few months now, so far been loving it much more then JEI, and rivals REI in useful features.

2
0
Posted August 1, 2026 at 3:05:38 AM UTC
Last edited: August 1, 2026 at 3:06:25 AM UTC
4.5
EMI
B-Glips

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 1, 2026 at 3:05:38 AM UTC
Total 100 hrs
The version(s) the reviewer played
2
2.0
Amarok

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 40 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.0
Performance
4.0

At first glance, this looked like the kind of chill modpack that I'd always wanted. Exploration-focused, some silly powerscaling on the player's side, a little bit of gated progression, custom bosses and dungeons.

Technically, all of those are true. But the overall result was quite disappointing nonetheless.

Mod selection
There are a few mods which just... exist in the pack, and feel tacked on. For instance, Wizard's Reborn (sic) is included, but none of the quests (mandatory or optional) make any reference to it, and at no point are you required to interact with it at all. Apotheosis also felt pretty pointless, since you can easily outscale just about everything without having to ever interact with it.

ProjectE is a required part of early progression, so if you dislike that, be warned. I do love me some ProjectE silliness from time to time though, so no complaints on that front.

The """story"""
I'm not usually someone who cares too much about well-written storylines, but it's hard to ignore in this pack. At the start and end of every chapter (i.e. entering a new dimension / defeating that dimension's main boss), you'll get an annoying, Star Wars-esque text scroll with accompanying voice over, reading another hundred words or so of the plot. It occupies the middle 80% of your screen, is painfully slow, you can't move during it, and all that nonsense (but is thankfully skippable if you hold a button for like 5 seconds).

Having been forced to read a few sentences' worth of the plot every time this happens, I can't help but feel like it reads like the whole thing was generated by AI. I don't like throwing these kinds of accusations around baselessly, so here's an excerpt for you to judge on your own (relatively lategame spoilers, if you care):

The sun-chaser and the moon-hound fall silent at last. The key to Asgard gleams in your hand, heavy with the weight of every realm you have conquered, every spirit you have claimed. You are more now than you were when you crawled from the grave in Helheim. The stolen strength of Gods and monsters runs through you like molten rune-metal. You are nearly what you once were. Nearly. But the serpent does not wait for 'nearly.' The earth splits. The sky blackens. Nidhoggr rises; not as a shadow, not as a whisper, but as the full and terrible truth of what has been stalking you since the beginning. His jaws close around you before the scream leaves your throat. Darkness. The stench of acid and ancient death. The churning belly of something that has devoured Gods. You have been here before. This is where it began. Inside the corpse-gnawer, swallowed and broken and spat into Helheim like offal. Your memories stir; not yet whole, but enough. Enough to know that you and this serpent have unfinished blood between you. Fight. Not with the desperation of the condemned, but with the fury of one who finally remembers what was taken from them. Tear your way free.

FTB little helper
This is essentially an annoying allay sidekick that follows each player everywhere while dropping quippy one-liners about almost everything you do, including dying, placing/breaking blocks, and yes, it has lines for you being AFK. It also sometimes gets in your face and messes up your targeting. It was so annoying they added a command to despawn it, but (at least in this version of the pack) it respawns every time you die or return to Helheim anyway. Also, the hide command doesn't work while it's in the middle of saying something, so if you're dying repeatedly to a boss... yeah.

The whole idea behind this thing (presumably) was that killing major bosses allowed you to upgrade it with the skill tree, so it could cast buffs or shoot at enemies. Naturally, none of those systems work if you've hidden it, so I guess this is your reward for suffering through the constant annoyance?

Skill tree
This pack has quite a few skill trees, but most of them feel pretty extraneous. You have a magic skill tree (improves Iron's Spells attributes, actually pretty helpful!), the Little Helper skill tree (see above), and one skill tree for each dimension.

I liked the implementation of the magic skill tree, because you're drip-fed skill points from random magic-related quests, which incentivises you to interact with magic mods beyond what is mandatory for progression.

The dimension skill trees are much lamer. Most of those upgrades just... exist as incremental buffs (e.g. +2 max health, +0.05 natural health regen, +10 stamina... what even is stamina?). Additionally, completing all quests in a particular story chapter (which isn't as hard as it sounds, since most have about 15-20 quests, and 90% of them are mandatory) typically gives you all the skill points needed to claim everything in the associated skill tree, so it's not like there's any meaningful choices to be made - just click everything.

Progression
Frankly, the progression is fine for a modpack of this genre. It felt a tad barebones for my liking, but that's probably because I'm more used to expert packs. The relatively unique start of "make Philosopher's Stone, transform mobs to get different mob drops" was pretty cute and thankfully did not overstay its welcome.

I have mixed feelings about the GeOre system (which basically makes most ore types spawn as geodes, much like amethyst). It means that once you find a particular geode, you'll have a pretty sizeable amount of that resource on hand (not that it usually matters, because most base materials have EMC). However, it's not easy to find the geode you want, and it's not very clear how they spawn (I don't think they inherit the spawning y-levels of their original ores, for instance). Looking for netherite in Muspelheim was particularly annoying.

Powerscaling is trivial; I rocked an unenchanted, unupgraded (!) set of Shadow-Walker armor from Iron's Spells and never came close to dying at all on any of the bosses (with the exception of Geburah from Qliphoth Awakening, but that boss has instakill mechanics and we couldn't figure out how to damage it - not sure if we failed reading or if it really isn't explained in-game at all). Then I just spammed arrows with Archangel's Smite and basically shredded everything.

There's plenty of tech / automation stuff crammed into the pack, which you never really need to worry too much about, other than (maybe) setting up a Powah reactor near the last chapter to do some DE fusion crafting recipes. Everything else you can just craft it by hand and move on (and you'll probably never need that item again, since it's usually just for summoning the chapter boss). This means that automating most things (or interacting with AE2 in any capacity) is pointless because your setup becomes obsolete about 3 minutes after you finish it. That said, this never was meant to be an expert pack, so you might be okay with this.


The following issues were addressed later on, but I still think it's pretty inexcusable that they managed to release 4 versions without catching any of this stuff. (I even intentionally waited a week or so after release before playing, hoping they'd have ironed out all the major issues. They hadn't.)

Structure spawning issues
Structures containing optional bosses spawn far too infrequently, especially in certain dimensions. The Explorer's Compass was unable to find any matching structures within a 3000+ block radius; my friend and I ended up teleporting at intervals of several thousand blocks to re-scan with the compass. We had to do this for Ignis (in Muspelheim) and Coralssus (in Jotunheim). We gave up on the latter search after half an hour (yes) and spawned it in. (relevant bug report, not by me)

Dragon pruning
The final main progression chapter requires the use of Dragonforge recipes, which means either hatching your own dragon or setting it up near an existing one. Now, for some inane reason the devs had a script which ran every couple of minutes that /kills all dragons. This was apparently supposed to run only in Helheim, but somehow it ran everywhere, killing every loaded dragon at random intervals, including ones we were in the middle of fighting in Midgard. Eventually, it killed two dragons we'd just hatched as well, and that was the point where I dumped the pack.

I have no clue why the devs felt the need to do this, since:

  • Dragons only spawn in Midgard, so the intended use case of pruning Helheim dragons makes no sense, and will only blindside players trying to raise their own dragons in their private team bases.
  • There is no in-game warning that this "feature" even exists, so a bunch of players would probably have gotten their dragons telekilled even if the script had been working as intended.

Additionally, I find it hard to believe anyone actually reached this part of the pack in testing if they managed not to catch this, and that's ridiculous because this was part of mandatory progression.


All in all, the concept was cool, but it was kinda undercooked and there was a lot of broken stuff, so the pack just left a sour taste in my mouth overall. At least my friend got to learn a few new mods.

1
0
Posted August 1, 2026 at 1:44:50 AM UTC
Last edited: August 1, 2026 at 1:54:41 AM UTC
2.0
Amarok

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 40 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.0
Performance
4.0

At first glance, this looked like the kind of chill modpack that I'd always wanted. Exploration-focused, some silly powerscaling on the player's side, a little bit of gated progression, custom bosses and dungeons.

Technically, all of those are true. But the overall result was quite disappointing nonetheless.

Mod selection
There are a few mods which just... exist in the pack, and feel tacked on. For instance, Wizard's Reborn (sic) is included, but none of the quests (mandatory or optional) make any reference to it, and at no point are you required to interact with it at all. Apotheosis also felt pretty pointless, since you can easily outscale just about everything without having to ever interact with it.

ProjectE is a required part of early progression, so if you dislike that, be warned. I do love me some ProjectE silliness from time to time though, so no complaints on that front.

The """story"""
I'm not usually someone who cares too much about well-written storylines, but it's hard to ignore in this pack. At the start and end of every chapter (i.e. entering a new dimension / defeating that dimension's main boss), you'll get an annoying, Star Wars-esque text scroll with accompanying voice over, reading another hundred words or so of the plot. It occupies the middle 80% of your screen, is painfully slow, you can't move during it, and all that nonsense (but is thankfully skippable if you hold a button for like 5 seconds).

Having been forced to read a few sentences' worth of the plot every time this happens, I can't help but feel like it reads like the whole thing was generated by AI. I don't like throwing these kinds of accusations around baselessly, so here's an excerpt for you to judge on your own (relatively lategame spoilers, if you care):

The sun-chaser and the moon-hound fall silent at last. The key to Asgard gleams in your hand, heavy with the weight of every realm you have conquered, every spirit you have claimed. You are more now than you were when you crawled from the grave in Helheim. The stolen strength of Gods and monsters runs through you like molten rune-metal. You are nearly what you once were. Nearly. But the serpent does not wait for 'nearly.' The earth splits. The sky blackens. Nidhoggr rises; not as a shadow, not as a whisper, but as the full and terrible truth of what has been stalking you since the beginning. His jaws close around you before the scream leaves your throat. Darkness. The stench of acid and ancient death. The churning belly of something that has devoured Gods. You have been here before. This is where it began. Inside the corpse-gnawer, swallowed and broken and spat into Helheim like offal. Your memories stir; not yet whole, but enough. Enough to know that you and this serpent have unfinished blood between you. Fight. Not with the desperation of the condemned, but with the fury of one who finally remembers what was taken from them. Tear your way free.

FTB little helper
This is essentially an annoying allay sidekick that follows each player everywhere while dropping quippy one-liners about almost everything you do, including dying, placing/breaking blocks, and yes, it has lines for you being AFK. It also sometimes gets in your face and messes up your targeting. It was so annoying they added a command to despawn it, but (at least in this version of the pack) it respawns every time you die or return to Helheim anyway. Also, the hide command doesn't work while it's in the middle of saying something, so if you're dying repeatedly to a boss... yeah.

The whole idea behind this thing (presumably) was that killing major bosses allowed you to upgrade it with the skill tree, so it could cast buffs or shoot at enemies. Naturally, none of those systems work if you've hidden it, so I guess this is your reward for suffering through the constant annoyance?

Skill tree
This pack has quite a few skill trees, but most of them feel pretty extraneous. You have a magic skill tree (improves Iron's Spells attributes, actually pretty helpful!), the Little Helper skill tree (see above), and one skill tree for each dimension.

I liked the implementation of the magic skill tree, because you're drip-fed skill points from random magic-related quests, which incentivises you to interact with magic mods beyond what is mandatory for progression.

The dimension skill trees are much lamer. Most of those upgrades just... exist as incremental buffs (e.g. +2 max health, +0.05 natural health regen, +10 stamina... what even is stamina?). Additionally, completing all quests in a particular story chapter (which isn't as hard as it sounds, since most have about 15-20 quests, and 90% of them are mandatory) typically gives you all the skill points needed to claim everything in the associated skill tree, so it's not like there's any meaningful choices to be made - just click everything.

Progression
Frankly, the progression is fine for a modpack of this genre. It felt a tad barebones for my liking, but that's probably because I'm more used to expert packs. The relatively unique start of "make Philosopher's Stone, transform mobs to get different mob drops" was pretty cute and thankfully did not overstay its welcome.

I have mixed feelings about the GeOre system (which basically makes most ore types spawn as geodes, much like amethyst). It means that once you find a particular geode, you'll have a pretty sizeable amount of that resource on hand (not that it usually matters, because most base materials have EMC). However, it's not easy to find the geode you want, and it's not very clear how they spawn (I don't think they inherit the spawning y-levels of their original ores, for instance). Looking for netherite in Muspelheim was particularly annoying.

Powerscaling is trivial; I rocked an unenchanted, unupgraded (!) set of Shadow-Walker armor from Iron's Spells and never came close to dying at all on any of the bosses (with the exception of Geburah from Qliphoth Awakening, but that boss has instakill mechanics and we couldn't figure out how to damage it - not sure if we failed reading or if it really isn't explained in-game at all). Then I just spammed arrows with Archangel's Smite and basically shredded everything.

There's plenty of tech / automation stuff crammed into the pack, which you never really need to worry too much about, other than (maybe) setting up a Powah reactor near the last chapter to do some DE fusion crafting recipes. Everything else you can just craft it by hand and move on (and you'll probably never need that item again, since it's usually just for summoning the chapter boss). This means that automating most things (or interacting with AE2 in any capacity) is pointless because your setup becomes obsolete about 3 minutes after you finish it. That said, this never was meant to be an expert pack, so you might be okay with this.


The following issues were addressed later on, but I still think it's pretty inexcusable that they managed to release 4 versions without catching any of this stuff. (I even intentionally waited a week or so after release before playing, hoping they'd have ironed out all the major issues. They hadn't.)

Structure spawning issues
Structures containing optional bosses spawn far too infrequently, especially in certain dimensions. The Explorer's Compass was unable to find any matching structures within a 3000+ block radius; my friend and I ended up teleporting at intervals of several thousand blocks to re-scan with the compass. We had to do this for Ignis (in Muspelheim) and Coralssus (in Jotunheim). We gave up on the latter search after half an hour (yes) and spawned it in. (relevant bug report, not by me)

Dragon pruning
The final main progression chapter requires the use of Dragonforge recipes, which means either hatching your own dragon or setting it up near an existing one. Now, for some inane reason the devs had a script which ran every couple of minutes that /kills all dragons. This was apparently supposed to run only in Helheim, but somehow it ran everywhere, killing every loaded dragon at random intervals, including ones we were in the middle of fighting in Midgard. Eventually, it killed two dragons we'd just hatched as well, and that was the point where I dumped the pack.

I have no clue why the devs felt the need to do this, since:

  • Dragons only spawn in Midgard, so the intended use case of pruning Helheim dragons makes no sense, and will only blindside players trying to raise their own dragons in their private team bases.
  • There is no in-game warning that this "feature" even exists, so a bunch of players would probably have gotten their dragons telekilled even if the script had been working as intended.

Additionally, I find it hard to believe anyone actually reached this part of the pack in testing if they managed not to catch this, and that's ridiculous because this was part of mandatory progression.


All in all, the concept was cool, but it was kinda undercooked and there was a lot of broken stuff, so the pack just left a sour taste in my mouth overall. At least my friend got to learn a few new mods.

1
0
Posted August 1, 2026 at 1:44:50 AM UTC
Last edited: August 1, 2026 at 1:54:41 AM UTC
2.0
FTB Presents Architect's Exodus
Amarok

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Posted August 1, 2026 at 1:44:50 AM UTC
Total 40 hrs Dropped MC 1.20
The version(s) the reviewer played
1
5.0
CanBeQuit

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Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

Unlike the endless copy-paste packs updated to newer Minecraft versions, this one actually tries something unique. It still needs visual refinement—the GUI inconsistencies are pretty jarring—but the experience as a whole stands out.

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Posted July 31, 2026 at 11:50:23 AM UTC
5.0
CanBeQuit

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Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

Unlike the endless copy-paste packs updated to newer Minecraft versions, this one actually tries something unique. It still needs visual refinement—the GUI inconsistencies are pretty jarring—but the experience as a whole stands out.

0
0
Posted July 31, 2026 at 11:50:23 AM UTC
5.0
CanBeQuit

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Posted July 31, 2026 at 11:50:23 AM UTC
Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
0
4.0
superchesthd1

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Total 36 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.0
Performance
5.0

If you've never played Gregtech before this Modpack is really good in introducing you into the basics of the pack.
I really enjoyed it 'till i got to MV where I switched to GTNH. Besides Gregtech and the Questbook is not that much in the pack so I would only play it to a specific area (like MV or HV) and then switch to a more fleshed out and versatiles pack like GTNH. But it is what it promises: A simple entrance to Gregtech but nothing interesting besides that.

If you already now some gregtech stuff: just play GTNH

Because of the barebone nature of the pack the visuals are obviously really vanilla and I cant give 4 stars just bc its modern Minecraft. But it runs really well

If you're completely new to bigger tech stuff: play it till MV or HV

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Posted July 31, 2026 at 9:40:11 AM UTC
Last edited: July 31, 2026 at 9:44:23 AM UTC
4.0
superchesthd1

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Total 36 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.0
Performance
5.0

If you've never played Gregtech before this Modpack is really good in introducing you into the basics of the pack.
I really enjoyed it 'till i got to MV where I switched to GTNH. Besides Gregtech and the Questbook is not that much in the pack so I would only play it to a specific area (like MV or HV) and then switch to a more fleshed out and versatiles pack like GTNH. But it is what it promises: A simple entrance to Gregtech but nothing interesting besides that.

If you already now some gregtech stuff: just play GTNH

Because of the barebone nature of the pack the visuals are obviously really vanilla and I cant give 4 stars just bc its modern Minecraft. But it runs really well

If you're completely new to bigger tech stuff: play it till MV or HV

0
0
Posted July 31, 2026 at 9:40:11 AM UTC
Last edited: July 31, 2026 at 9:44:23 AM UTC
4.0
GregTech Community Pack Modern
superchesthd1

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Posted July 31, 2026 at 9:40:11 AM UTC
Total 36 hrs Dropped MC 1.20
The version(s) the reviewer played
0
4.0
Outra

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

What is it ?

This is a 1.12 mod which adds salt , alongside related content.

What does it offer ?

Salt , which comes as an ore as well as to be found in special salt lakes , crystals to be farmed/generated or by evaporating large quantities of water, and which can be used in a lot of ways which include foodstuff (a good amount of new preparations are added by the mod), building , mob farms /killing specific mobs, growing a whole new crop and various other crafting recipes ranging from a simple salt lamp block to a custom salt firework equivalent which can cause rain to fall.

Things to improve upon ?
Salt isn't currently placeable (compared to bewitchment's salt which has uses against certain types of mobs for example; a lot of powders/dusts in mods are placeable, and I wished it was the case for this one too, there's a lot of possible uses to think of for something like trails of salt.)
This mod is also most likely not the best salt mod ever, it is a bit hard for me to compare since I do not know many other salt-focused mods.

In conclusion

I think this is the best salt 1.12 mod , while possible better alternatives could still be present in recent versions (though I don't know about them anyways).
It is compatible by default with a bunch of mods (twilight forest, biomes o' plenty... among others; mostly for salty food recipes)
It also has a fork in 1.7.10 called SaltyMod Expanded (by DarkBum), which even add extra content.

This mod is not abandoned, and may or may not even be officially ported to more recent versions of the game (after Misty Worlds anyways, which is the more famous dimension mod by this person; check out their discord server for more information anyways).

  • Screenshot 1: Salt, which isn't Just for Plates
    Lake of Salt
  • Screenshot 2: Salt, which isn't Just for Plates
    Salt Building Blocks
2
0
Posted July 30, 2026 at 10:44:00 PM UTC
Last edited: July 31, 2026 at 5:04:14 AM UTC
4.0
Outra

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

What is it ?

This is a 1.12 mod which adds salt , alongside related content.

What does it offer ?

Salt , which comes as an ore as well as to be found in special salt lakes , crystals to be farmed/generated or by evaporating large quantities of water, and which can be used in a lot of ways which include foodstuff (a good amount of new preparations are added by the mod), building , mob farms /killing specific mobs, growing a whole new crop and various other crafting recipes ranging from a simple salt lamp block to a custom salt firework equivalent which can cause rain to fall.

Things to improve upon ?
Salt isn't currently placeable (compared to bewitchment's salt which has uses against certain types of mobs for example; a lot of powders/dusts in mods are placeable, and I wished it was the case for this one too, there's a lot of possible uses to think of for something like trails of salt.)
This mod is also most likely not the best salt mod ever, it is a bit hard for me to compare since I do not know many other salt-focused mods.

In conclusion

I think this is the best salt 1.12 mod , while possible better alternatives could still be present in recent versions (though I don't know about them anyways).
It is compatible by default with a bunch of mods (twilight forest, biomes o' plenty... among others; mostly for salty food recipes)
It also has a fork in 1.7.10 called SaltyMod Expanded (by DarkBum), which even add extra content.

This mod is not abandoned, and may or may not even be officially ported to more recent versions of the game (after Misty Worlds anyways, which is the more famous dimension mod by this person; check out their discord server for more information anyways).

  • Screenshot 1: Salt, which isn't Just for Plates
    Lake of Salt
  • Screenshot 2: Salt, which isn't Just for Plates
    Salt Building Blocks
2
0
Posted July 30, 2026 at 10:44:00 PM UTC
Last edited: July 31, 2026 at 5:04:14 AM UTC
4.0
SaltyMod
Outra

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Posted July 30, 2026 at 10:44:00 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
2
2.0
Auseawesome

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Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.16, 1.18
The version(s) the reviewer played
Aesthetics
5.0
Performance
1.0

Iris used to be incredibly dependable in my experience, it was always significantly better than any alternative and had far less weird quirks. As a shader mod iris helped allow people to get the performance of sodium but the shading ability of optifine and similar mods.

Unfortunately, recently I've had so many issues with Iris even optifine looks tempting. On some game versions I've had it crash on launch with no others mods, especially on neoforge. This is not really acceptable for what is supposed to be the gold standard of shading mods and while I might have given this mod 4.5 stars a few months ago I have had to give this scathing review instead.

Part of my issue with this mod may be that it was originally designed for fabric, so I never played it much except in packs where it had already been tested, instead often using oculus. Now Iris is on neoforge I've been using it instead, often with significantly more issues and with worse performance.

TLDR, Iris on neoforge doesn't work that well in my experience. I don't really have any alternative to recommend other than just missing out on shaders for a bit or trying to use the limited vanilla shader options.

1
0
Posted July 29, 2026 at 11:37:35 PM UTC
2.0
Auseawesome

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Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.16, 1.18
The version(s) the reviewer played
Aesthetics
5.0
Performance
1.0

Iris used to be incredibly dependable in my experience, it was always significantly better than any alternative and had far less weird quirks. As a shader mod iris helped allow people to get the performance of sodium but the shading ability of optifine and similar mods.

Unfortunately, recently I've had so many issues with Iris even optifine looks tempting. On some game versions I've had it crash on launch with no others mods, especially on neoforge. This is not really acceptable for what is supposed to be the gold standard of shading mods and while I might have given this mod 4.5 stars a few months ago I have had to give this scathing review instead.

Part of my issue with this mod may be that it was originally designed for fabric, so I never played it much except in packs where it had already been tested, instead often using oculus. Now Iris is on neoforge I've been using it instead, often with significantly more issues and with worse performance.

TLDR, Iris on neoforge doesn't work that well in my experience. I don't really have any alternative to recommend other than just missing out on shaders for a bit or trying to use the limited vanilla shader options.

1
0
Posted July 29, 2026 at 11:37:35 PM UTC
2.0
Iris Shaders
Auseawesome

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Posted July 29, 2026 at 11:37:35 PM UTC
Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.16, 1.18
The version(s) the reviewer played
1
4.5
lampenjoyer

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Total 370 hrs Playing MC 1.19
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

I personally have really liked this modpack, I have played this modpack with my friends for around a month and I was consistently on without feeling like it was a hassle even though it incorporates create. I personally avoid modpacks using create because of how it makes the overall depths of the modpack feel more and more boring and makes grinding feel like a hassle and can be cheesed. I think the way it was incorporated here was really well made and encouraged people to understand more about create. My friends who don't use the mod do now understand how easy it is to know how gear ratios work and steam power.

I think the modpack being endless made everyone also go on the same pace. There wasn't a rush to become thanos and there wasn't a way to become overly buffed. We also had created a train station nearing the end of the server and everyone averaged around 200 hours on the modpack in general.

1
0
Posted July 29, 2026 at 1:14:38 PM UTC
4.5
lampenjoyer

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Total 370 hrs Playing MC 1.19
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

I personally have really liked this modpack, I have played this modpack with my friends for around a month and I was consistently on without feeling like it was a hassle even though it incorporates create. I personally avoid modpacks using create because of how it makes the overall depths of the modpack feel more and more boring and makes grinding feel like a hassle and can be cheesed. I think the way it was incorporated here was really well made and encouraged people to understand more about create. My friends who don't use the mod do now understand how easy it is to know how gear ratios work and steam power.

I think the modpack being endless made everyone also go on the same pace. There wasn't a rush to become thanos and there wasn't a way to become overly buffed. We also had created a train station nearing the end of the server and everyone averaged around 200 hours on the modpack in general.

1
0
Posted July 29, 2026 at 1:14:38 PM UTC
4.5
Raspberry Flavoured
lampenjoyer

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Posted July 29, 2026 at 1:14:38 PM UTC
Total 370 hrs Playing MC 1.19
The version(s) the reviewer played
1
2.5
Tilles

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Total 5 hrs Dropped
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
2.0
Performance
3.0

The pack itself isn't too bad. But there are some things I just can't get over.
Mainly the block reach. It feels nearly impossible to reach anything in this pack with the nerfs. The pack also includes better combat which I strongly dislike.

0
0
Posted July 28, 2026 at 4:44:14 AM UTC
2.5
Tilles

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Total 5 hrs Dropped
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
2.0
Performance
3.0

The pack itself isn't too bad. But there are some things I just can't get over.
Mainly the block reach. It feels nearly impossible to reach anything in this pack with the nerfs. The pack also includes better combat which I strongly dislike.

0
0
Posted July 28, 2026 at 4:44:14 AM UTC
2.5
Druidic Quest: Expert
Tilles

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Posted July 28, 2026 at 4:44:14 AM UTC
Total 5 hrs Dropped
The version(s) the reviewer played
0
3.0
Outra

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

What is it ?

This is a 1.12 mod which adds a couple of spooky creatures which are pretty simple in design and concept.

What does it offer ?

A couple of mobs , since there is not a whole lot I'll give more details down here (spoilers for the mobs added) :

Will-O'-Wisp :
An ambient defensive mob for Swamps (biome Type : SWAMP) which will burn you if you stand in its place; it is quite lazy in looks as its just a ball of colored light

Pumpkin Slime :
A weird slime which looks exactly like a pumpkin with various possible carved faces (it can be tamed). it sort of disappears during the day (if untamed), sometimes leaving behind an actual jack O' lantern with the same carved face as the original creature.
It spawns in biomes with the MAGICAL, FOREST or PLAINS biome Type

Nether Knight :
A what-if scenario on the Mob D from the first ever mob vote, this can be considered a miniboss for the Nether, which mainly attacks in melee. It can also randomly set its attacker on fire for a brief second after getting hit, or summon wither skeletons/blazes with higher hp stats (can be tweaked in configs tho)
Killing it gives you a shield which can set attackers on fire

Cursed Armor :
A possessed armor accompanied by its sword, this creature works well when paired with Primitive mobs's Haunted Tool mob; It has only 1 hp, but you'll have to 'break' its armor before (which is easier to do when spam-clicking as it doesn't take into account how much damage you're dealing per hit, which reminds of the Absorber's gimmick from the mod Illage and Spillage)
It spawns in biomes with the WASTELAND, SPOOKY, DEAD or MAGICAL biome Types including biomes such as the roofed forest

I have not noticed any major issue with this mod or any problems with performances for that matter, but I've mostly underused these creatures when having the mod in custom modpacks so I can't really be sure that nothing bad could happen.

In conclusion

This is a pretty nice mod, though the mobs' design is pretty basic overall and their AI doesn't go that far .

Eerie Entities also has its own config files as well, which allows to tweak a bunch of stuff such as mob spawning and base stats.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Primitive Mobs (this one is discontinued, use alternatives like Primitive mobs Wondersapped instead) , though more might be out there.

  • Screenshot 1: 'Bunch of creatures, that's about it (Decent mod)
    That's Cursed
0
0
Posted July 26, 2026 at 5:32:17 PM UTC
Last edited: July 26, 2026 at 7:20:31 PM UTC
3.0
Outra

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

What is it ?

This is a 1.12 mod which adds a couple of spooky creatures which are pretty simple in design and concept.

What does it offer ?

A couple of mobs , since there is not a whole lot I'll give more details down here (spoilers for the mobs added) :

Will-O'-Wisp :
An ambient defensive mob for Swamps (biome Type : SWAMP) which will burn you if you stand in its place; it is quite lazy in looks as its just a ball of colored light

Pumpkin Slime :
A weird slime which looks exactly like a pumpkin with various possible carved faces (it can be tamed). it sort of disappears during the day (if untamed), sometimes leaving behind an actual jack O' lantern with the same carved face as the original creature.
It spawns in biomes with the MAGICAL, FOREST or PLAINS biome Type

Nether Knight :
A what-if scenario on the Mob D from the first ever mob vote, this can be considered a miniboss for the Nether, which mainly attacks in melee. It can also randomly set its attacker on fire for a brief second after getting hit, or summon wither skeletons/blazes with higher hp stats (can be tweaked in configs tho)
Killing it gives you a shield which can set attackers on fire

Cursed Armor :
A possessed armor accompanied by its sword, this creature works well when paired with Primitive mobs's Haunted Tool mob; It has only 1 hp, but you'll have to 'break' its armor before (which is easier to do when spam-clicking as it doesn't take into account how much damage you're dealing per hit, which reminds of the Absorber's gimmick from the mod Illage and Spillage)
It spawns in biomes with the WASTELAND, SPOOKY, DEAD or MAGICAL biome Types including biomes such as the roofed forest

I have not noticed any major issue with this mod or any problems with performances for that matter, but I've mostly underused these creatures when having the mod in custom modpacks so I can't really be sure that nothing bad could happen.

In conclusion

This is a pretty nice mod, though the mobs' design is pretty basic overall and their AI doesn't go that far .

Eerie Entities also has its own config files as well, which allows to tweak a bunch of stuff such as mob spawning and base stats.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Primitive Mobs (this one is discontinued, use alternatives like Primitive mobs Wondersapped instead) , though more might be out there.

  • Screenshot 1: 'Bunch of creatures, that's about it (Decent mod)
    That's Cursed
0
0
Posted July 26, 2026 at 5:32:17 PM UTC
Last edited: July 26, 2026 at 7:20:31 PM UTC
3.0
Eerie Entities
Outra

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Posted July 26, 2026 at 5:32:17 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
0