This pack is crafted with a lot of love. You can see it in the art and the sheer amount of integration there is between all the elements. I love how you aren't guided down a single path, but you are free to explore what interests you. For example, if you're not into slime ranching, there are alternative ways of getting the materials they would give you. This theme continues for all the elements. There is also SO much to do. I've sunk in about 40 hours and I'm still not at the end game. You can definitely speedrun to the end but you are free to take your time and enjoy everything.
I have a very old PC and it performs surprisingly well for a pack with over 300 mods. I get some initial FPS drops when I first load in but the game is rather smooth. I go without shaders, otherwise the FPS drops are constant.
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Super fun! The pack has clear progression and a story, and I love how it makes overlooked features of Minecraft actually viable and meaningful instead of ignoring them. (im totally not the author)
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Create: Coasters Simulated is, in a word, solid.
It's performant, bug-free to the extent of my testing, and very fun to play with.
... But, "AI"-generated (LLM) code is disclosed in the Modrinth description for the project.
I'm more than a bit frustrated about that.
I still like the mod on its own merits for what it is, but I won't deny that I feel bad about that, and I hold some amount of disdain toward SilverGold for his choice to fall back on "AI" for this project.
Screenshot 1: Solid mod that I wish wasn't made with AI.Screenshot of content disclosure for AI-generated code on Modrinth.
Screenshot of content disclosure for AI-generated code on Modrinth.
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Allthemodium is a bizarrely overrated and popular mod featured most prominantly in the AllTheMods modpacks, being undoubtedly the worst mod in the bunch. It almost mirrors some random Mcreator "Bedrock tools" mods with its insane overpoweredness and random irrational scavenger hunts that you need to go on with no additional info on how to get the ores without searching online through niche reddit threads. And because it is so overpowered, it completely ends combat and tool progression for a solid couple days with no need to ever upgrade again really.
This mod only makes sense in the modpacks they were made for because they share similar names, not because of any actual cohesion within the content. Don't add this mod.
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Total 1,000 hrs
MC 26.2, 26.…MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17
The version(s) the reviewer played
Performance
5.0
Concurrent chunk management engine goes above and beyond on improving the performance of chunk generation. Not only does it multuthrrad, but it also adds significant optimisations as well.
When playing on servers, a common bottleneck, especially in the early game, is for players to explore jn opposite directions and cause the server to struggle to keep up generating chunks. Because c2me allows chunks to be generated on separate threads it helps alleviate the stress from the main thread while also improving generation speed.
C2me has great support for the vast majority of world generation needs, only having minor inconsistencies due to vanilla's slight dependency on the order chunks are generated in.
I would recommend this mod for every pack.
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Adds a new sorcerer to raids, which is an alternate witch-like illager which doesn't gain the witches's healer AI when present in raids, and can more or less passively summon sun-immune undeads .
What does it offer ?
Just one mob : the Sorcerer illager, which can attack you with dangerous potions during raids while summoning fast zombified pillagers on the side.
The potions he throws are thrown quickly and fast, which makes it harder to dodge them , but that's kind of the point : he is meant to be a more aggressive potion-thrower than the witch.
I have nothing of note to add in terms of issues except the fact that just adding this mod to an existing could cause issues if other mods are loaded (tried to install it on a previous world filled with other raider mods, it crashed my game and corrupted the world, but it works without issues in previously-vanilla worlds).
In conclusion
This mob is a bit annoying to deal with, but it seems somewhat intended (that said with the witch you could spam-attack her to prevent her from throwing potions as she will keep trying to heal, here there really isn't much of a strategy to prevent his attacks).
I find him to look decent, even if he isn't animated or anything crazy but there is no visual issue coming out of this mod, plus his yellow-ish look makes him stand out more.
To me it's good enough, but could absolutely be improved upon to make the concept of an illager magician more interesting than just a more dangerous witch, even if this role works within the context of raids (+ the random crash certainly doesn't help).
Screenshot 1: Hostile aggressive Witch for raids (could be better)Sorcerer on the right, during an extra-modded raid
Sorcerer on the right, during an extra-modded raid
Screenshot 2: Hostile aggressive Witch for raids (could be better)in vanilla raids he does keep his zombies by his side, like usual
in vanilla raids he does keep his zombies by his side, like usual
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I randomly stumbled across this pack just viewing ones with Groovyscript and I immediately fell in love, this pack is really really promising, while it is definitely incomplete, and no one is quite sure how well the endgame is balanced, it is enrapturing to play a modpack with such fun and creative recipe chains as this one! Highly recommended for a 1.12 skyblock experience
Screenshot 1: Extremely Promising
Screenshot 2: Extremely Promising
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This mods focuses on a new weapon called the magical scepter , which is used by the new sorcerer (illager) entity.
What does it offer ?
A singular hostile mob , sounding and looking quite similar to MC Dungeon's illusioner, attacking using the magical scepter and flees when you get too close.
Considering how the illusioner isn't found in the base game, and that there isn't a vanilla wizard which is focused on attacking directly (the evoker being more of a summoner) I believe this mob fits in the game and works well as a new night monster too.
The second addition of this mod is a magic wand, which can be found in the old cabin
of the sorcerer
and after combining it with lapis-lazulis will turn into an arcane scepter
to be used to extract your collected experience back into bottles
.
The mod also features a basic spell which can be obtained by combining the empty scepter with both one lapis-lazuli and one brown mushroom (or rarely by killing the sorcerer), which allows to perform a small magic missile attack when attacking and a quick resistance buff for defense; this magical scepter can then be infused by being attacked by other mobs, which will switch the basic spell for a different one.
Most other spells the mod features by default both contain a straightforward projectile attack and a basic potion effect buff (even if two custom effects have been added by the mod), but an important thing to note is that the mod encourages the creation of custom spells by making datapacks , which could probably go further (I don't know and have yet to try making my own datapacks, therefore I have not tested this feature).
I'm a bit surprised to not see this mob take part in raids ? edit of the 6th of September 2026 : he does appear in raids, actually how did I even miss that did I play the wrong version last time ? Maybe I was just in easy difficulty or smth, idk what happened last time
In conclusion
Well first I would like to add that I was pleasantly-surprised to notice the presence of an official wiki for a mod this small and simple in terms of content (I would prefer if the way to use and infuse the staff with the various mob attacks was made more obvious in game, without the need to look for the wiki even if I'm glad it's there still); I would still like to mention the fact that there are advancements to help with this mod's content
Anyways it's quite nice to have a detailed wiki on the side, especially since this mod is made much more interesting by the possibility to make your own custom content for it by using datapacks, so having examples and a bit of a tutorial is interesting and a useful addition.
It's a nice mod if you only go by the actual accessible content (even if a bit short), it has some potential for modpacks.
Screenshot 1: Pretty simple, Done wellThe new mob in his structure
The new mob in his structure
Screenshot 2: Pretty simple, Done wellTesting various scepters against the sorcerer (help I'm dying)
Testing various scepters against the sorcerer (help I'm dying)
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I have forever longed to find a modpack that delivers what I've always wanted from modpacks but could rarely find; an experience that is completely different from Minecraft, in Minecraft.
From the movement combos and nether environment that encourage extremely fast-paced gameplay and the PERFECT aesthetics with amazingly written lore to go with it, combined with the ultimate realization that I only have 1h-1h30 to spend in a world before it resets, that is how it delivers an experience that goes counter to everything I've gotten used to doing and expecting from Minecraft, whether it was vanilla or hundreds of mods.
No, this pack is something else. I really wish there were many more roguelike packs like this, or really anything that makes the game actually feel and play differently, because this completely cleared out all the burnout I've had from mc and made me excited to try more similar packs (ROTN here I come.) In short, recommended to anyone who wants something refreshingly new, with absolutely insane execution.
Just a note to those who play. Don't try to rush your nether experience too fast like I did, it really is the best part of the game. I personally wish so bad that the creator would complete this pack, but seeing how far it has come and how long they've spent on it I'm more than happy with the experience I had, especially on my first few runs. It was so worth it. (Also, it takes a minute sometimes to teleport or spawn structures, it's not always obvious but just keep it in mind)
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