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Minecraft Mod & Modpack Reviews

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

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5.0
favulaskoes

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Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

Deceasedcraft was one of the first zombie modpacks I've ever played, over a year and a half ago I first played 5.5.5 id personally rate that version a 3.5/5 due to performance issues and needing a lot of luck with worldgen. 5.10+ is a completely different beast compared to what came before, the modpack manages to combine so many different mods and systems it somehow manages to get them to mesh together like they if they were the same mod. The performance improvements are insane, the progression is expansive with so majy options for melee, guns and armor + many doohickies to play around with. There's also a very indepth automation progression and power generation to expand and dominate the many zombies the modpack meshes from different zombie mods (it even has a resource pack for them!).

Anyway that's enough glazing just play the modpack already! (Also press F7 for the questbook)

1
1
Posted July 6, 2026 at 8:40:11 AM UTC
Last edited: July 6, 2026 at 8:41:23 AM UTC
5.0
favulaskoes

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Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

Deceasedcraft was one of the first zombie modpacks I've ever played, over a year and a half ago I first played 5.5.5 id personally rate that version a 3.5/5 due to performance issues and needing a lot of luck with worldgen. 5.10+ is a completely different beast compared to what came before, the modpack manages to combine so many different mods and systems it somehow manages to get them to mesh together like they if they were the same mod. The performance improvements are insane, the progression is expansive with so majy options for melee, guns and armor + many doohickies to play around with. There's also a very indepth automation progression and power generation to expand and dominate the many zombies the modpack meshes from different zombie mods (it even has a resource pack for them!).

Anyway that's enough glazing just play the modpack already! (Also press F7 for the questbook)

1
1
Posted July 6, 2026 at 8:40:11 AM UTC
Last edited: July 6, 2026 at 8:41:23 AM UTC
5.0
DeceasedCraft - Urban Zombie Apocalypse
favulaskoes

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Posted July 6, 2026 at 8:40:11 AM UTC
Total 500 hrs Playing MC 1.20
The version(s) the reviewer played
1
3.5
annylianny

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MC 26.1
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
5.0

RealClockHUD displays a real clock on your HUD.

That is what it sets out to do, and that is undeniably what it does. You get a digital clock displaying your current real-life system time as an overlay in your game. If you want it to, it can also display the real-life date, the in-game time and date, and the playtime of the current session.

However, despite the simple premise, there are some small oddities I wish the mod would improve upon.

For instance, while there is a respectable amount of configuration options, they are not compatible with the standard mod menu system of Fabric. The mod can only be configured by manually editing the config file, or using chat commands. This is strange; it is the only mod I have encountered thus far with a config that cannot be edited using the in-game mod options.

Another annoyance is that while the mod supports the 24-hour time format, it does not automatically enable it based on the locale or timezone of your system.

Lastly, while you can set RealClockHUD up to display the in-game and session time, you can not disable the real-time clock display separately to only show the in-game time or session data. This is a strange omission for something so obvious, in my opinion.

For a mod this straightforward, I wish it would have gone the extra… foot, really, to make its configuration a little more sensible.

  • Screenshot 1: Does what it says on the tin
    Screenshot of the clock, showing both the time (20:55), the date (Jul 5, 2026), the in-game time (Day 1 – 14:17) and the session timer (Session: 6m)
1
0
Posted July 5, 2026 at 6:56:52 PM UTC
3.5
annylianny

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MC 26.1
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
3.0
Performance
5.0

RealClockHUD displays a real clock on your HUD.

That is what it sets out to do, and that is undeniably what it does. You get a digital clock displaying your current real-life system time as an overlay in your game. If you want it to, it can also display the real-life date, the in-game time and date, and the playtime of the current session.

However, despite the simple premise, there are some small oddities I wish the mod would improve upon.

For instance, while there is a respectable amount of configuration options, they are not compatible with the standard mod menu system of Fabric. The mod can only be configured by manually editing the config file, or using chat commands. This is strange; it is the only mod I have encountered thus far with a config that cannot be edited using the in-game mod options.

Another annoyance is that while the mod supports the 24-hour time format, it does not automatically enable it based on the locale or timezone of your system.

Lastly, while you can set RealClockHUD up to display the in-game and session time, you can not disable the real-time clock display separately to only show the in-game time or session data. This is a strange omission for something so obvious, in my opinion.

For a mod this straightforward, I wish it would have gone the extra… foot, really, to make its configuration a little more sensible.

  • Screenshot 1: Does what it says on the tin
    Screenshot of the clock, showing both the time (20:55), the date (Jul 5, 2026), the in-game time (Day 1 – 14:17) and the session timer (Session: 6m)
1
0
Posted July 5, 2026 at 6:56:52 PM UTC
3.5
RealClockHUD
annylianny

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Posted July 5, 2026 at 6:56:52 PM UTC
MC 26.1
The version(s) the reviewer played
1
4.0
Auseawesome

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Total 50 hrs MC 1.21, 1.2… MC 1.21, 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.0

Biomes we've gone is a giant improvement over the original mod, with new structures and far more interesting biome generation, especially when it comes to terrain.

This mod plays pretty well with other terrain generation mods in my testing, especially those that just add more biomes. I have noticed issues with Terralith, but Terralith doesn't play well with most generation mods.

Like Terralith, this mod does suffer somewhat when it comes to exploration in survival, with it sometimes being difficult to traverse. This problem is less apparent than in Terralith, however.

Some of the textures in this mod are at times worse than other similar mods, with high contrast or noise but are significant improvements from the old ones in its predecessor. Some structures have some weird block palettes as well, but most are nice and it isn't too much of a glaring issue.

Overall, this mod is probably the best custom biome mod for modern versions compared against Terralith and BOP and I would recommend it highly.

1
0
Posted July 5, 2026 at 2:12:26 PM UTC
4.0
Auseawesome

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Total 50 hrs MC 1.21, 1.2… MC 1.21, 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
4.0

Biomes we've gone is a giant improvement over the original mod, with new structures and far more interesting biome generation, especially when it comes to terrain.

This mod plays pretty well with other terrain generation mods in my testing, especially those that just add more biomes. I have noticed issues with Terralith, but Terralith doesn't play well with most generation mods.

Like Terralith, this mod does suffer somewhat when it comes to exploration in survival, with it sometimes being difficult to traverse. This problem is less apparent than in Terralith, however.

Some of the textures in this mod are at times worse than other similar mods, with high contrast or noise but are significant improvements from the old ones in its predecessor. Some structures have some weird block palettes as well, but most are nice and it isn't too much of a glaring issue.

Overall, this mod is probably the best custom biome mod for modern versions compared against Terralith and BOP and I would recommend it highly.

1
0
Posted July 5, 2026 at 2:12:26 PM UTC
4.0
Oh The Biomes We've Gone
Auseawesome

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Posted July 5, 2026 at 2:12:26 PM UTC
Total 50 hrs MC 1.21, 1.2… MC 1.21, 1.20
The version(s) the reviewer played
1
3.5
Auseawesome

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Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.5
Performance
3.5

Terralith looks really pretty, significantly changing the scale of vanilla generation. A lot of the new biomes are really attractive and look great in creative. The new trees are really pretty and are a giant step over vanilla, it's just disappointing they can't be regrown usually.

However, in survival, actually navigating these biomes can be incredibly challenging and slow, which is made worse by the severe lack of important materials in some of these biomes, like stone and trees. Additionally, the presence of materials normally gated behind the nether causes balance issues in some mods. This mod also doesn't play well with nearly any other world generation mod, with the exception of tectonic, making it less than ideal in larger packs.

Try this mod if you want to play without many other mods and definitely try for creative worlds. For survival I'd definitely advise boating most places and using mods that add rope and ways to easily traverse vertical terrain.

1
0
Posted July 5, 2026 at 1:45:33 PM UTC
3.5
Auseawesome

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Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.5
Performance
3.5

Terralith looks really pretty, significantly changing the scale of vanilla generation. A lot of the new biomes are really attractive and look great in creative. The new trees are really pretty and are a giant step over vanilla, it's just disappointing they can't be regrown usually.

However, in survival, actually navigating these biomes can be incredibly challenging and slow, which is made worse by the severe lack of important materials in some of these biomes, like stone and trees. Additionally, the presence of materials normally gated behind the nether causes balance issues in some mods. This mod also doesn't play well with nearly any other world generation mod, with the exception of tectonic, making it less than ideal in larger packs.

Try this mod if you want to play without many other mods and definitely try for creative worlds. For survival I'd definitely advise boating most places and using mods that add rope and ways to easily traverse vertical terrain.

1
0
Posted July 5, 2026 at 1:45:33 PM UTC
3.5
Terralith
Auseawesome

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Posted July 5, 2026 at 1:45:33 PM UTC
Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17
The version(s) the reviewer played
1
5.0
tinnpots

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Total 20 hrs Playing MC 1.7
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

packed with gameplay and endless hours of playtime
visually probably one of the best modpacks in the world, it doesnt get much better than this
and performance-wise it's great despite the setbacks of heavy mods and visuals

2
1
Posted July 5, 2026 at 1:07:06 AM UTC
5.0
tinnpots

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Total 20 hrs Playing MC 1.7
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
4.5

packed with gameplay and endless hours of playtime
visually probably one of the best modpacks in the world, it doesnt get much better than this
and performance-wise it's great despite the setbacks of heavy mods and visuals

2
1
Posted July 5, 2026 at 1:07:06 AM UTC
5.0
Nuclear Tech New Horizons
tinnpots

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Posted July 5, 2026 at 1:07:06 AM UTC
Total 20 hrs Playing MC 1.7
The version(s) the reviewer played
2
3.0
AstresEngine

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Total 5 hrs MC 1.21
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
4.5
Performance
5.0

Better Combat, in theory, should be a solid change to Minecraft's base combat mechanics, which are consistently described as lacking by many people. However, the fact that regular Minecraft is a 3D game and not a 2D game like Dungeons makes this mod hard to recommend due to things inherent to playing in first person.

Better Combat changes your sword swings to be two wide sweeps, and then a jab, each of which has a small windup slows you down a little bit. Spears and tridents always use the jab, and axes always use the swings. The hitboxes are accurate to where they swing, so you can hit multiple enemies with a critical hit. It also allows you to hold the button down to continuously swing, which I appreciate for accessibility.

The issues come in when all of these features combine in the context of fighting Minecraft mobs. Because your swing has a windup, you'll have to hit the button before you are within range of the enemy (when the red crosshair shows up). However, since judging depth in a 3D game is difficult, sometimes you'll completely miss, and then get hit with the movement speed penalty. Depending on the mob, this can be fine to really punishing. Zombies, with their large contact hitbox, will damage you. Enderman are too fast and will probably hit you too. Creepers are the worst; I've had times where one slightly mistimed swing will cause them to blow up no matter how well you get away.

Additional points:

  • Depending on your animation mods installed, the player animations from Dungeons can feel very out of place.
  • The mace doesn't have a windup animation, only snapping you directly to the recovery frames.
  • The AoE attacks make it near impossible to keep a jockey's mount alive using melee weapons.
  • Hitting air with an axe locks you into swinging until you unhold the button. Same deal with a sword if you're using it to break bamboo/cobweb.

This kind of combat works in Minecraft Dungeons because it's a top-down 2D game where getting hit doesn't matter as much, and the game is fully combat-focused. Unfortunately carrying it over to regular Minecraft doesn't really work out, as there are many contexts in which the combat actively hinders you from doing other things. While it's a polished mod, these points make it difficult to recommend installing it into a playthrough.

2
0
Posted July 4, 2026 at 9:19:44 PM UTC
3.0
AstresEngine

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Total 5 hrs MC 1.21
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
4.5
Performance
5.0

Better Combat, in theory, should be a solid change to Minecraft's base combat mechanics, which are consistently described as lacking by many people. However, the fact that regular Minecraft is a 3D game and not a 2D game like Dungeons makes this mod hard to recommend due to things inherent to playing in first person.

Better Combat changes your sword swings to be two wide sweeps, and then a jab, each of which has a small windup slows you down a little bit. Spears and tridents always use the jab, and axes always use the swings. The hitboxes are accurate to where they swing, so you can hit multiple enemies with a critical hit. It also allows you to hold the button down to continuously swing, which I appreciate for accessibility.

The issues come in when all of these features combine in the context of fighting Minecraft mobs. Because your swing has a windup, you'll have to hit the button before you are within range of the enemy (when the red crosshair shows up). However, since judging depth in a 3D game is difficult, sometimes you'll completely miss, and then get hit with the movement speed penalty. Depending on the mob, this can be fine to really punishing. Zombies, with their large contact hitbox, will damage you. Enderman are too fast and will probably hit you too. Creepers are the worst; I've had times where one slightly mistimed swing will cause them to blow up no matter how well you get away.

Additional points:

  • Depending on your animation mods installed, the player animations from Dungeons can feel very out of place.
  • The mace doesn't have a windup animation, only snapping you directly to the recovery frames.
  • The AoE attacks make it near impossible to keep a jockey's mount alive using melee weapons.
  • Hitting air with an axe locks you into swinging until you unhold the button. Same deal with a sword if you're using it to break bamboo/cobweb.

This kind of combat works in Minecraft Dungeons because it's a top-down 2D game where getting hit doesn't matter as much, and the game is fully combat-focused. Unfortunately carrying it over to regular Minecraft doesn't really work out, as there are many contexts in which the combat actively hinders you from doing other things. While it's a polished mod, these points make it difficult to recommend installing it into a playthrough.

2
0
Posted July 4, 2026 at 9:19:44 PM UTC
3.0
Better Combat [Fabric & Forge]
AstresEngine

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Posted July 4, 2026 at 9:19:44 PM UTC
Total 5 hrs MC 1.21
The version(s) the reviewer played
2
4.5
Panzerschrekt

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Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
3.5

If you've ever played modded once, you'll just know about this mod. It's literally the one plug of almost any modpack that wants a very little bit of tech to it, without much effort of integrating. With that being said though, it doesn't mean that this mod is bad at all, it's really good, but it sure does gets bland after a while too many times seeing it in kitchen sinks...

Do note that this review by all means, applies to the entire mekanism module, it is not a sole review of just plain mekanism and nothing else, this is simply due to the fact that mekanism without those, does feel a bit lackluster... those modules will get their specific reviews, and this one here will be the general experience review of mekanism

So what's the deal?

The Good

  1. It's pretty straightforward in it's progression, mine iron, osmium, redstone, and some other thingies, make machine, make that. And you'll get a way of way of increasing your efficiency at first, like instead of crafting logs, you can sawmill it and get more planks and sawdusts, very convenient. The longer you play, you get more choices and machines, you get pipes, you get generators, you get tanks to hold chemicals and so on and so on. You go from making more efficient methods of processing your items, to automation, to basically a whole working factory for your whole needs, very convenient, atleast until the nuclear spam... yeah

  2. It actually integrates very well with a lot of mods, making it pretty compatible with anything, by default it does energy conversion (RF, FE, AE, etc), it automatically sees into the item tags to make it compatible for processing... say, woods from Twilight Forest, Regions Unexplored, etc etc. And if it isn't, you got tons of community addons already because the mod...

  3. The mod is mature, it's no longer in big development hell where the devs simply doesn't know what to do, it's tested and thrown into many packs that doesn't sound fitting (RLCraft, etc) and it still kinda works in respect to the pack's progression.

  4. It's intuitive... yeah, technically an overlap with point 1 and 3, but pretty much that's exactly what the mod should be, Mekanism just makes sense to be used. It has logistics, energy generation, storage, and the machines itself, which made it pretty much a really intuitive "path of least resistance" way before you experience more of teching your gregs

Now, what's actually wrong with the Mekanism experience?

The Bad

  1. Believe it or not, when a mod adds more types of ores than your usual ingots, etc, the amount of bloat just skyrockets... i've never seen someone really enjoyed pure Mekanism, or just any other tech mods that added more types of ores, unless they themselves got a backpack mod or bundles or something. Regardless this is a very common issue that came from design decisions, so, yeah

  2. Performance can sometimes drop, i don't need to explain this as i feel like a lot of you would already know of how heavy tech mods usually are, but is it really our fault of making 9000 wind generators cause we don't wanna risk a Nuclear fallout that just nukes your frames faster than anything else

I feel like that's all i can say, uh, Mekanism is honestly good, the bloat did distill fear on people that's gonna play the mod, and there's certainly balancing issues, but Mekanism is still very cool! very very solid mod... would recommend this over Create for new players, especially for those who wanna start on experiencing older Minecraft modpacks, good mod~

2
0
Posted July 4, 2026 at 3:09:52 PM UTC
Last edited: July 4, 2026 at 4:33:51 PM UTC
4.5
Panzerschrekt

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Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
3.5

If you've ever played modded once, you'll just know about this mod. It's literally the one plug of almost any modpack that wants a very little bit of tech to it, without much effort of integrating. With that being said though, it doesn't mean that this mod is bad at all, it's really good, but it sure does gets bland after a while too many times seeing it in kitchen sinks...

Do note that this review by all means, applies to the entire mekanism module, it is not a sole review of just plain mekanism and nothing else, this is simply due to the fact that mekanism without those, does feel a bit lackluster... those modules will get their specific reviews, and this one here will be the general experience review of mekanism

So what's the deal?

The Good

  1. It's pretty straightforward in it's progression, mine iron, osmium, redstone, and some other thingies, make machine, make that. And you'll get a way of way of increasing your efficiency at first, like instead of crafting logs, you can sawmill it and get more planks and sawdusts, very convenient. The longer you play, you get more choices and machines, you get pipes, you get generators, you get tanks to hold chemicals and so on and so on. You go from making more efficient methods of processing your items, to automation, to basically a whole working factory for your whole needs, very convenient, atleast until the nuclear spam... yeah

  2. It actually integrates very well with a lot of mods, making it pretty compatible with anything, by default it does energy conversion (RF, FE, AE, etc), it automatically sees into the item tags to make it compatible for processing... say, woods from Twilight Forest, Regions Unexplored, etc etc. And if it isn't, you got tons of community addons already because the mod...

  3. The mod is mature, it's no longer in big development hell where the devs simply doesn't know what to do, it's tested and thrown into many packs that doesn't sound fitting (RLCraft, etc) and it still kinda works in respect to the pack's progression.

  4. It's intuitive... yeah, technically an overlap with point 1 and 3, but pretty much that's exactly what the mod should be, Mekanism just makes sense to be used. It has logistics, energy generation, storage, and the machines itself, which made it pretty much a really intuitive "path of least resistance" way before you experience more of teching your gregs

Now, what's actually wrong with the Mekanism experience?

The Bad

  1. Believe it or not, when a mod adds more types of ores than your usual ingots, etc, the amount of bloat just skyrockets... i've never seen someone really enjoyed pure Mekanism, or just any other tech mods that added more types of ores, unless they themselves got a backpack mod or bundles or something. Regardless this is a very common issue that came from design decisions, so, yeah

  2. Performance can sometimes drop, i don't need to explain this as i feel like a lot of you would already know of how heavy tech mods usually are, but is it really our fault of making 9000 wind generators cause we don't wanna risk a Nuclear fallout that just nukes your frames faster than anything else

I feel like that's all i can say, uh, Mekanism is honestly good, the bloat did distill fear on people that's gonna play the mod, and there's certainly balancing issues, but Mekanism is still very cool! very very solid mod... would recommend this over Create for new players, especially for those who wanna start on experiencing older Minecraft modpacks, good mod~

2
0
Posted July 4, 2026 at 3:09:52 PM UTC
Last edited: July 4, 2026 at 4:33:51 PM UTC
4.5
Mekanism
Panzerschrekt

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Posted July 4, 2026 at 3:09:52 PM UTC
Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16, 1.12, 1.7
The version(s) the reviewer played
2
4.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.7, 1.12, 1.16, 1.19, 1.18
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.5
Performance
4.0

The mod is as equal to it's title as it is, it adds a storage drawer which can be used instead of chests

The Good:

  1. Drawers are by far more interactive, they display how many items are in them, they store as much as a chest, and has many usable interactions with other automation/machines
  2. Simple, unlike other solutions such as AE2, RS, etc, this mod is just a direct replacement to chest based storage and works exactly like a chest based storage, it just does that

The Bad:

  1. Lags, Drawers aren't as optimized as Vanilla chest, not in the sense of storing items, but in the sense of rendering their display, it can be noticable when you use them in extremely huge farms that has high throughput, each drawer will have their own set of block updates, which can be a bit bad as compared to chest which only updates what are being stored to them, but this isn't that big of a deal unless you play expert packs

And atleast from my perspective, that's all i can say about this mod, it generally has some fall off, and the unfortunate sayings that people generally prefer digital storage systems compared to just basic storage system, still, a pretty good mod

1
0
Posted July 4, 2026 at 2:57:14 PM UTC
Last edited: July 12, 2026 at 2:54:54 AM UTC
4.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.7, 1.12, 1.16, 1.19, 1.18
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.5
Performance
4.0

The mod is as equal to it's title as it is, it adds a storage drawer which can be used instead of chests

The Good:

  1. Drawers are by far more interactive, they display how many items are in them, they store as much as a chest, and has many usable interactions with other automation/machines
  2. Simple, unlike other solutions such as AE2, RS, etc, this mod is just a direct replacement to chest based storage and works exactly like a chest based storage, it just does that

The Bad:

  1. Lags, Drawers aren't as optimized as Vanilla chest, not in the sense of storing items, but in the sense of rendering their display, it can be noticable when you use them in extremely huge farms that has high throughput, each drawer will have their own set of block updates, which can be a bit bad as compared to chest which only updates what are being stored to them, but this isn't that big of a deal unless you play expert packs

And atleast from my perspective, that's all i can say about this mod, it generally has some fall off, and the unfortunate sayings that people generally prefer digital storage systems compared to just basic storage system, still, a pretty good mod

1
0
Posted July 4, 2026 at 2:57:14 PM UTC
Last edited: July 12, 2026 at 2:54:54 AM UTC
4.0
Storage Drawers
Panzerschrekt

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 July 4, 2026 at 2:57:14 PM UTC
Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.7, 1.12, 1.16, 1.19, 1.18
The version(s) the reviewer played
1
5.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I don't have much to say about Farmer's Delight, to put it simply though:

The good:

  1. Very clear and realistic, in a sense that everything it adds is coherent, it adds more crops, adds knife which you can use to cut meats, adds cooking pots to cook more foods, even adds more vanilla like interaction where you can strip wood with axes. You can make up everything here logically.
  2. Not bloated, in a sense that the additions it adds doesn't immediately overwhelm you, as this is one of my issue with Pam's Harvestcraft but Farmer's Delight introduces everything in itself in a very clear and engaging way as compared as to infodump everything. This is also prevalent due to how FD has simply more processing chains via cutting board, cooking pot, etc etc, which does limit how much information were being dumped to you.

I don't think i can really say anything bad about this mod, it just does it's job, it's integrated with a lot of things, has a lot of addons, it's in almost every pack nowadays, but most of the time it doesn't really affect you that much as FD more and more feels like a must use mod and not one that get's shoved into your face, it's just there and it works for any kind of packs that it's in, W mod

0
0
Posted July 4, 2026 at 2:54:58 PM UTC
Last edited: July 12, 2026 at 2:42:09 AM UTC
5.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

I don't have much to say about Farmer's Delight, to put it simply though:

The good:

  1. Very clear and realistic, in a sense that everything it adds is coherent, it adds more crops, adds knife which you can use to cut meats, adds cooking pots to cook more foods, even adds more vanilla like interaction where you can strip wood with axes. You can make up everything here logically.
  2. Not bloated, in a sense that the additions it adds doesn't immediately overwhelm you, as this is one of my issue with Pam's Harvestcraft but Farmer's Delight introduces everything in itself in a very clear and engaging way as compared as to infodump everything. This is also prevalent due to how FD has simply more processing chains via cutting board, cooking pot, etc etc, which does limit how much information were being dumped to you.

I don't think i can really say anything bad about this mod, it just does it's job, it's integrated with a lot of things, has a lot of addons, it's in almost every pack nowadays, but most of the time it doesn't really affect you that much as FD more and more feels like a must use mod and not one that get's shoved into your face, it's just there and it works for any kind of packs that it's in, W mod

0
0
Posted July 4, 2026 at 2:54:58 PM UTC
Last edited: July 12, 2026 at 2:42:09 AM UTC
5.0
Farmer's Delight
Panzerschrekt

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 July 4, 2026 at 2:54:58 PM UTC
Total 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16
The version(s) the reviewer played
0
3.5
Timedd

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 130 hrs Completed 100 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.5
Performance
4.5

This pack was my first modpack I have ever really gotten into and after replaying I noticed many holes in its progression and incentives for questlines causing for a very boring and stale experience. The kitchen-sinked mod picks throughout the pack are very generic and is a replica of many other modpacks but as a starter it works well to get many people familiar with mods that they would see in other packs but does not stay consistent with the RPG theme with many tech mods and others included. Difficulty spikes occur often within the pack sometimes feeling unfair and just weird and awkward for gameplay and can also bore the player into demotivation.

Performance Specs
CPU: Ryzen 5 3600 / Ryzen 7 7700x
Memory: 32 GB DDR4 CL32 3600 MT/s / 32 GB DDR5 CL30 6000 MT/s
GPU: GeForce RTX 3070 / Radeon RX 7900 XTX

1
0
Posted July 3, 2026 at 3:45:50 PM UTC
Last edited: July 3, 2026 at 3:47:40 PM UTC
3.5
Timedd

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 130 hrs Completed 100 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
3.5
Performance
4.5

This pack was my first modpack I have ever really gotten into and after replaying I noticed many holes in its progression and incentives for questlines causing for a very boring and stale experience. The kitchen-sinked mod picks throughout the pack are very generic and is a replica of many other modpacks but as a starter it works well to get many people familiar with mods that they would see in other packs but does not stay consistent with the RPG theme with many tech mods and others included. Difficulty spikes occur often within the pack sometimes feeling unfair and just weird and awkward for gameplay and can also bore the player into demotivation.

Performance Specs
CPU: Ryzen 5 3600 / Ryzen 7 7700x
Memory: 32 GB DDR4 CL32 3600 MT/s / 32 GB DDR5 CL30 6000 MT/s
GPU: GeForce RTX 3070 / Radeon RX 7900 XTX

1
0
Posted July 3, 2026 at 3:45:50 PM UTC
Last edited: July 3, 2026 at 3:47:40 PM UTC
3.5
Prominence™ II: Hasturian Era
Timedd

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 July 3, 2026 at 3:45:50 PM UTC
Total 130 hrs Completed 100 hrs MC 1.20
The version(s) the reviewer played
1