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3.5
Outra

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Total 100 hrs MC 1.19
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
3.5
Outra

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Contributor 100 pts
Guide 500 pts ←
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Luminary 4,000 pts

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

About reputation ranks
ModDex staff Tag Curator

Reviews 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.

Total 100 hrs MC 1.19
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
3.5
Dungeons Mobs
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
ModDex staff Tag Curator

Reviews 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.

Total 100 hrs MC 1.19
1
0
1.0
crtfel

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

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About reputation ranks
Completed 60 hrs MC 1.20
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
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
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
1.0
FTB Presents Architect's Exodus
crtfel

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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
Completed 60 hrs MC 1.20
3
0
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
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
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
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
5.0
Divine Journey 2
crtfel

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

About reputation ranks
Completed 744 hrs MC 1.12
2
0
5.0
KxttyKxt

Reputation ranks

Explorer 0 pts
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Total 100 hrs MC 1.12
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

wayyy back in 2018, this was my first ever magic mod. it stands the test of time even today.

Electroblob's Wizardry is a classic RPG spellcasting mod with wands, armors, rings, curios, scrolls, spell books, ore, structures, new entities (some evil, some not), and a wide plethora of spells across multiple schools. it also features a line of progression that is gated mostly behind the loot you find and how much you've used a particular wand. much of the loot can also be traded with wizard NPCs albeit for a high price. while at times I found it annoying that I couldn't use all the master-level spell books I had gathered until I could upgrade my wands, I appreciate the safeguards against becoming immediately overpowered.

I don't wanna spoil much, but if you're looking for an RPG spellcasting mod with some great structures, awesome spells, many many addons, fun with friends, or playing alone, Electroblob's pretty much has it all.

(P.S. I like sorcery for the variety of spell applications, but lightning is really good in combat imo)

1
0
5.0
KxttyKxt

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Total 100 hrs MC 1.12
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

wayyy back in 2018, this was my first ever magic mod. it stands the test of time even today.

Electroblob's Wizardry is a classic RPG spellcasting mod with wands, armors, rings, curios, scrolls, spell books, ore, structures, new entities (some evil, some not), and a wide plethora of spells across multiple schools. it also features a line of progression that is gated mostly behind the loot you find and how much you've used a particular wand. much of the loot can also be traded with wizard NPCs albeit for a high price. while at times I found it annoying that I couldn't use all the master-level spell books I had gathered until I could upgrade my wands, I appreciate the safeguards against becoming immediately overpowered.

I don't wanna spoil much, but if you're looking for an RPG spellcasting mod with some great structures, awesome spells, many many addons, fun with friends, or playing alone, Electroblob's pretty much has it all.

(P.S. I like sorcery for the variety of spell applications, but lightning is really good in combat imo)

1
0
5.0
Electroblob's Wizardry
KxttyKxt

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Total 100 hrs MC 1.12
1
0
5.0
Coder2195

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Total 20 hrs MC 26.2
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

It is a truly revolutionary pack despite the fact its a literal datapack. 3 years of work, and wow, this dp has been really popular. It has stuff like custom weapons, custom animals, custom biomes, even nullscape compat with an external compat pack

0
0
5.0
Coder2195

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Total 20 hrs MC 26.2
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

It is a truly revolutionary pack despite the fact its a literal datapack. 3 years of work, and wow, this dp has been really popular. It has stuff like custom weapons, custom animals, custom biomes, even nullscape compat with an external compat pack

0
0
5.0
Stellarity
Coder2195

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Total 20 hrs MC 26.2
0
0
4.0
Auseawesome

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Total 5 hrs MC 26.2
Gameplay
3.5
Aesthetics
4.5
Performance
3.5

This mineshaft module for Dungeons and Taverns is, in my opinion, of higher quality than the base mod. Most of the loot is suitable for the stage in which these mineshafts can be found. The structures added by this mod are very similar but are different enough to be a welcome change from vanilla.

Compared to similar mods like YUNG's mineshaft overhaul, these mineshafts definitely feel more vanilla but with less intrigue, and would certainly be more suitable for vanilla+ packs. These mineshafts also come with early game tools meaning they are suitable for exploration potentially without any tools, compared with YUNG's mineshafts which have higher tier loot but also threats.

Surface mineshaft entrances are easier to find than normal and with them being added to new biomes, they certainly feel more common in this mod than they do in vanilla. Along with slightly improved loot in certain places, this can make mineshafts even more worthwhile than they normally are.

Overall, not a bad mod, I recommend people give it a shot if they like exploration mods, though if you want more of a vast overhaul you should look elsewhere.

  • Screenshot 1: Small mineshaft improvements, definitely welcome
    Mineshaft Loot Room
  • Screenshot 2: Small mineshaft improvements, definitely welcome
    Jagged Peaks Mineshaft Loot
  • Screenshot 3: Small mineshaft improvements, definitely welcome
    Surface Mineshaft Entrance
1
0
4.0
Auseawesome

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Total 5 hrs MC 26.2
Gameplay
3.5
Aesthetics
4.5
Performance
3.5

This mineshaft module for Dungeons and Taverns is, in my opinion, of higher quality than the base mod. Most of the loot is suitable for the stage in which these mineshafts can be found. The structures added by this mod are very similar but are different enough to be a welcome change from vanilla.

Compared to similar mods like YUNG's mineshaft overhaul, these mineshafts definitely feel more vanilla but with less intrigue, and would certainly be more suitable for vanilla+ packs. These mineshafts also come with early game tools meaning they are suitable for exploration potentially without any tools, compared with YUNG's mineshafts which have higher tier loot but also threats.

Surface mineshaft entrances are easier to find than normal and with them being added to new biomes, they certainly feel more common in this mod than they do in vanilla. Along with slightly improved loot in certain places, this can make mineshafts even more worthwhile than they normally are.

Overall, not a bad mod, I recommend people give it a shot if they like exploration mods, though if you want more of a vast overhaul you should look elsewhere.

  • Screenshot 1: Small mineshaft improvements, definitely welcome
    Mineshaft Loot Room
  • Screenshot 2: Small mineshaft improvements, definitely welcome
    Jagged Peaks Mineshaft Loot
  • Screenshot 3: Small mineshaft improvements, definitely welcome
    Surface Mineshaft Entrance
1
0
4.0
Dungeons and Taverns Mineshaft Overhaul
Auseawesome

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Total 5 hrs MC 26.2
1
0
3.0
Auseawesome

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Total 5 hrs MC 26.2
Gameplay
2.5
Aesthetics
4.0
Performance
2.5

Dungeons and Taverns is a datapack packaged as a mod which adds structures and enchantments. Most of these structures are quite aesthetically pleasing, however they litter the landscape and make finding an area devoid of large structures difficult, especially within certain biomes.

These structures are designed to fit within a modded world, rather than a vanilla one and are normally far more grandiose and with far different loot distribution to vanilla structures, which may suit some packs but not others. They also seem to cause a significant slow down of world generation due to their size and frequency, though this is only anecdotal.

Loot in these structures is very hit and miss with structures such as the ruined town having very minimal loot that serves mainly as inventory clutter, structures like the Witch Villa having tens of chests with near identical loot meaning you can come out with 5 of the same cursed book, or structures like the badlands miner outpost with actually decent loot.

Structures like the Stray Fort are so expansive it is possible that geared with only a shield, you could take iron and enchanted gear from exterior chests and fully armour and tool up, before looting the centre and finish with enough gear for a group of players. This could potentially affect the balance of the game, but in packs with more endgame content it is less of an issue.

Another issue I had that does slightly hamper the performance of the mod is the fact some of the structure maps you can find in loot will point you to structures 10s of thousands of blocks away, even if the world is dense with structures, making them annoying in survival, especially when these can be found relatively easily before any mode of transport except boats and horses would be available.

Overall this mod does add more structures to your game, though it is quite a large overbearing mod, so I would not add it to any packs that aren't explicitly exploration focused and would recommend pairing it with optimisation mods.

  • Screenshot 1: Dense with structures, not features
    Witch Villa
  • Screenshot 2: Dense with structures, not features
    Ruined Towns
  • Screenshot 3: Dense with structures, not features
    Badlands Miner Outpost
  • Screenshot 4: Dense with structures, not features
    Stray Fort
2
0
3.0
Auseawesome

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Total 5 hrs MC 26.2
Gameplay
2.5
Aesthetics
4.0
Performance
2.5

Dungeons and Taverns is a datapack packaged as a mod which adds structures and enchantments. Most of these structures are quite aesthetically pleasing, however they litter the landscape and make finding an area devoid of large structures difficult, especially within certain biomes.

These structures are designed to fit within a modded world, rather than a vanilla one and are normally far more grandiose and with far different loot distribution to vanilla structures, which may suit some packs but not others. They also seem to cause a significant slow down of world generation due to their size and frequency, though this is only anecdotal.

Loot in these structures is very hit and miss with structures such as the ruined town having very minimal loot that serves mainly as inventory clutter, structures like the Witch Villa having tens of chests with near identical loot meaning you can come out with 5 of the same cursed book, or structures like the badlands miner outpost with actually decent loot.

Structures like the Stray Fort are so expansive it is possible that geared with only a shield, you could take iron and enchanted gear from exterior chests and fully armour and tool up, before looting the centre and finish with enough gear for a group of players. This could potentially affect the balance of the game, but in packs with more endgame content it is less of an issue.

Another issue I had that does slightly hamper the performance of the mod is the fact some of the structure maps you can find in loot will point you to structures 10s of thousands of blocks away, even if the world is dense with structures, making them annoying in survival, especially when these can be found relatively easily before any mode of transport except boats and horses would be available.

Overall this mod does add more structures to your game, though it is quite a large overbearing mod, so I would not add it to any packs that aren't explicitly exploration focused and would recommend pairing it with optimisation mods.

  • Screenshot 1: Dense with structures, not features
    Witch Villa
  • Screenshot 2: Dense with structures, not features
    Ruined Towns
  • Screenshot 3: Dense with structures, not features
    Badlands Miner Outpost
  • Screenshot 4: Dense with structures, not features
    Stray Fort
2
0
3.0
Dungeons and Taverns
Auseawesome

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Total 5 hrs MC 26.2
2
0
5.0
Puppydaze

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Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

The best of the best. My favorite mod in the whole wide world. If you hate sorting chests like I do, and don't mind poking around with a little bit of technology, this is the perfect mod for you. The progression is genuinely fun and rewarding. It runs well alongside any survival modpack and there are very few mods that can even come close to it. It is capable of so many wonderful logistical marvels and can automate almost ANY machine.

I docked the performance slightly because the buses can lag the server pretty severely during heavy usage. This doesn't change the fact that I think this is a 5 STAR MOD overall!

Don't let the complexity of the mod keep you away! Once you learn it once, it will serve you for the rest of your time playing Minecraft!

2
0
5.0
Puppydaze

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Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

The best of the best. My favorite mod in the whole wide world. If you hate sorting chests like I do, and don't mind poking around with a little bit of technology, this is the perfect mod for you. The progression is genuinely fun and rewarding. It runs well alongside any survival modpack and there are very few mods that can even come close to it. It is capable of so many wonderful logistical marvels and can automate almost ANY machine.

I docked the performance slightly because the buses can lag the server pretty severely during heavy usage. This doesn't change the fact that I think this is a 5 STAR MOD overall!

Don't let the complexity of the mod keep you away! Once you learn it once, it will serve you for the rest of your time playing Minecraft!

2
0
5.0
Applied Energistics 2
Puppydaze

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Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20
2
0
3.5
AstroLazuli

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Total 20 hrs Completed 20 hrs MC 1.21
Gameplay
4.0
Aesthetics
4.0
Performance
2.5

It's interesting how I never felt overwhelmed by this modpack, despite the inherent nature of the genre. The FTB team managed to make a modpack that feels very well interconnected, with a purpose, that introduces everything in a fair, non-obtrusive way. The gameplay is genuinely fun, and the quests give you space to explore lots of different mods in-depth, without punishing the player for wanting to focus on a single play style.

Another highlight is the aesthetics. I'm very glad that the FTB team decided to add some small visual touches to the modpack to make it feel a tiny bit more immersive and unique. It really added to the experience in the long run.

I'd say my biggest complain with this pack is performance. I do not have a high-end PC, so usually kitchen-sink packs won't run great in my system, but this particular pack felt very laggy at random times, especially in the Overworld when doing technology mods. I highly suggest adjusting the settings to decrease lag and FPS drops. It's not unplayable at all, especially if you have a decent PC, but it can be a bit of a pain at first to deal with.

2
0
3.5
AstroLazuli

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Total 20 hrs Completed 20 hrs MC 1.21
Gameplay
4.0
Aesthetics
4.0
Performance
2.5

It's interesting how I never felt overwhelmed by this modpack, despite the inherent nature of the genre. The FTB team managed to make a modpack that feels very well interconnected, with a purpose, that introduces everything in a fair, non-obtrusive way. The gameplay is genuinely fun, and the quests give you space to explore lots of different mods in-depth, without punishing the player for wanting to focus on a single play style.

Another highlight is the aesthetics. I'm very glad that the FTB team decided to add some small visual touches to the modpack to make it feel a tiny bit more immersive and unique. It really added to the experience in the long run.

I'd say my biggest complain with this pack is performance. I do not have a high-end PC, so usually kitchen-sink packs won't run great in my system, but this particular pack felt very laggy at random times, especially in the Overworld when doing technology mods. I highly suggest adjusting the settings to decrease lag and FPS drops. It's not unplayable at all, especially if you have a decent PC, but it can be a bit of a pain at first to deal with.

2
0
3.5
FTB Evolution
AstroLazuli

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Total 20 hrs Completed 20 hrs MC 1.21
2
0
4.0
AstroLazuli

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Total 100 hrs Completed 100 hrs MC 1.21
Gameplay
4.5
Aesthetics
3.0
Performance
3.5

The modpack itself doesn't feel much more special than most other kitchen-sink packs. I think what makes it stand out is how they managed to make most mods a part of the main progression, even if it tends to lean more on technology towards the end game. The aesthetics aren't anything special, as the pack simply keeps the vanilla visuals of the game, but the GUIs generally work pretty cool, and I do not recall any major bugs so far. Performance-wise, I'd say ATM10 runs better than 99% of kitchen-sink modpacks, I'm not sure how, but the game never felt at all unplayable, even with a lot of things going on on-screen.

I'd say that if you're not a big fan of kitchen-sink modpacks overall, this definitely isn't for you, as it can be very overwhelming at the beginning. I also wouldn't suggest it for players who are just being introduced to modded Minecraft. I think this modpack works best for a community server or to have fun with friends.

One major criticism, compared to the previous instalment, is the lack of the GregStar, which I understand is because the developers decided to switch mods, but I'd like to see something akin to the GregStar that incorporates more in-depth technology that also feels extra rewarding.

2
0
4.0
AstroLazuli

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Total 100 hrs Completed 100 hrs MC 1.21
Gameplay
4.5
Aesthetics
3.0
Performance
3.5

The modpack itself doesn't feel much more special than most other kitchen-sink packs. I think what makes it stand out is how they managed to make most mods a part of the main progression, even if it tends to lean more on technology towards the end game. The aesthetics aren't anything special, as the pack simply keeps the vanilla visuals of the game, but the GUIs generally work pretty cool, and I do not recall any major bugs so far. Performance-wise, I'd say ATM10 runs better than 99% of kitchen-sink modpacks, I'm not sure how, but the game never felt at all unplayable, even with a lot of things going on on-screen.

I'd say that if you're not a big fan of kitchen-sink modpacks overall, this definitely isn't for you, as it can be very overwhelming at the beginning. I also wouldn't suggest it for players who are just being introduced to modded Minecraft. I think this modpack works best for a community server or to have fun with friends.

One major criticism, compared to the previous instalment, is the lack of the GregStar, which I understand is because the developers decided to switch mods, but I'd like to see something akin to the GregStar that incorporates more in-depth technology that also feels extra rewarding.

2
0
4.0
All the Mods 10 - ATM10
AstroLazuli

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Total 100 hrs Completed 100 hrs MC 1.21
2
0