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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
Timedd

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Total 100 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

This was my first introduction to GregTech with nice integration with modern mods and familiar experiences. Lots of progression to go through and many ways to approach energy production and progression in the early game.

Performance Specs
CPU: Ryzen 7 7700X / Ryzen 9 270
Memory: 32 GB DDR5 CL30 6000 MT/s / 16 GB LPPDR5X 7500 MT/s
GPU: Radeon RX 7900 XTX / GeForce RTX 5060 Mobile

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Posted July 3, 2026 at 3:09:32 PM UTC
Last edited: July 3, 2026 at 3:27:50 PM UTC
5.0
Timedd

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Total 100 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

This was my first introduction to GregTech with nice integration with modern mods and familiar experiences. Lots of progression to go through and many ways to approach energy production and progression in the early game.

Performance Specs
CPU: Ryzen 7 7700X / Ryzen 9 270
Memory: 32 GB DDR5 CL30 6000 MT/s / 16 GB LPPDR5X 7500 MT/s
GPU: Radeon RX 7900 XTX / GeForce RTX 5060 Mobile

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Posted July 3, 2026 at 3:09:32 PM UTC
Last edited: July 3, 2026 at 3:27:50 PM UTC
5.0
Star Technology
Timedd

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Posted July 3, 2026 at 3:09:32 PM UTC
Total 100 hrs Playing MC 1.20
The version(s) the reviewer played
0
4.0
Timedd

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Total 75 hrs Completed 75 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
3.5

Out of all the RPG packs that I have played this one was the one I had the most fun with. Featuring reasonable and linear progression path that actually gives incentives for you to follow the main progression lines and also desirable rewards completing the other quest lines. The only issue I have is that some bosses can be incredibly cheesed while playing multiplayer and weapons and classes can be upgraded to far outclass the boss of the current quest, though this may be an issue with specifically multiplayer and newer updates may have fixed this.

Performance Specs
CPU: Ryzen 7 7700X
Memory: 32 GB DDR5 CL30 6000 MT/s
GPU: GeForce RTX 3070

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Posted July 3, 2026 at 2:40:25 PM UTC
Last edited: July 3, 2026 at 3:57:27 PM UTC
4.0
Timedd

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Total 75 hrs Completed 75 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
4.0
Performance
3.5

Out of all the RPG packs that I have played this one was the one I had the most fun with. Featuring reasonable and linear progression path that actually gives incentives for you to follow the main progression lines and also desirable rewards completing the other quest lines. The only issue I have is that some bosses can be incredibly cheesed while playing multiplayer and weapons and classes can be upgraded to far outclass the boss of the current quest, though this may be an issue with specifically multiplayer and newer updates may have fixed this.

Performance Specs
CPU: Ryzen 7 7700X
Memory: 32 GB DDR5 CL30 6000 MT/s
GPU: GeForce RTX 3070

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Posted July 3, 2026 at 2:40:25 PM UTC
Last edited: July 3, 2026 at 3:57:27 PM UTC
4.0
Prodigium Reforged
Timedd

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Posted July 3, 2026 at 2:40:25 PM UTC
Total 75 hrs Completed 75 hrs MC 1.20
The version(s) the reviewer played
0
3.0
metalman

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Total 100 hrs Completed 100 hrs MC 1.21
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
4.0

it's a pretty standard kitchen sink. lots of little mods to do. the questlines guide you through a lot of the bigger content mods very well, but smaller ones like dyson cube project or roots have nothing.

the ATM star exists more for spectacle than challenge. it has lots of components that are incredibly difficult to automate, which is why there's an alternative recipe that can be accessed after making some the hard way. the open-ended nature of the ATM star was really fun, it feels like the epitome of kitchen sink packs. use whatever you want and however you want to make a big difficult item.

it's a standard experience. nothing too special other than the big questlines.

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0
Posted July 3, 2026 at 5:11:36 AM UTC
3.0
metalman

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Total 100 hrs Completed 100 hrs MC 1.21
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
4.0

it's a pretty standard kitchen sink. lots of little mods to do. the questlines guide you through a lot of the bigger content mods very well, but smaller ones like dyson cube project or roots have nothing.

the ATM star exists more for spectacle than challenge. it has lots of components that are incredibly difficult to automate, which is why there's an alternative recipe that can be accessed after making some the hard way. the open-ended nature of the ATM star was really fun, it feels like the epitome of kitchen sink packs. use whatever you want and however you want to make a big difficult item.

it's a standard experience. nothing too special other than the big questlines.

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0
Posted July 3, 2026 at 5:11:36 AM UTC
3.0
All the Mods 10 - ATM10
metalman

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Posted July 3, 2026 at 5:11:36 AM UTC
Total 100 hrs Completed 100 hrs MC 1.21
The version(s) the reviewer played
0
5.0
egg_future

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

It's just a good modpack all around. Interesting and engaging story/scenario, great choice of mods, great quests. The limited space is challenging without being annoying or tedious.
Not necessarily an expert pack but it's so well made that it feels like one.

1
0
Posted July 2, 2026 at 10:36:43 PM UTC
5.0
egg_future

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

It's just a good modpack all around. Interesting and engaging story/scenario, great choice of mods, great quests. The limited space is challenging without being annoying or tedious.
Not necessarily an expert pack but it's so well made that it feels like one.

1
0
Posted July 2, 2026 at 10:36:43 PM UTC
5.0
Compact Claustrophobia
egg_future

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Posted July 2, 2026 at 10:36:43 PM UTC
Total 100 hrs Completed 100 hrs MC 1.12
The version(s) the reviewer played
1
3.5
GoldenBananaPeel

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MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
2.5
Performance
4.0

Great mod, it definitely adds a use to Chainmail. It's better when paired with a mod that allows you to craft chainmail like Chained so that you actually have a higher likelihood of using the slots.
My ONE issue with this mod is that you can't hide the under armour from showing up like you can for most of the stuff that goes into curios slots (like Relics, Artifacts, etc.), so if you're using something like Cosmetic Armor Reworked, it looks really strange.

0
0
Posted July 1, 2026 at 8:30:23 PM UTC
3.5
GoldenBananaPeel

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MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
2.5
Performance
4.0

Great mod, it definitely adds a use to Chainmail. It's better when paired with a mod that allows you to craft chainmail like Chained so that you actually have a higher likelihood of using the slots.
My ONE issue with this mod is that you can't hide the under armour from showing up like you can for most of the stuff that goes into curios slots (like Relics, Artifacts, etc.), so if you're using something like Cosmetic Armor Reworked, it looks really strange.

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0
Posted July 1, 2026 at 8:30:23 PM UTC
3.5
Chained Curios
GoldenBananaPeel

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Posted July 1, 2026 at 8:30:23 PM UTC
MC 1.20
The version(s) the reviewer played
0
3.5
Auseawesome

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Total 20 hrs MC 1.14, 1.1… MC 1.14, 1.16, 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
2.0
Performance
4.0

Pam's Harvestcraft was a great mod that expanded food better than no other back in 1.12, and this sequel is that but for modern versions.

If you want a giant variety of different crops, each being able to be processed in a multitude of ways then you'll probably enjoy this mod. My main issue with it in modern minecraft is how it can feel like it is quantity over quality. Many food items can be processed identically, so why do so many variants exist?

Pam's harvestcraft 2 has, in my opinion, very dated textures that often don't fit in with either old or new minecraft, but especially not with modern mods like Create. This is made worse by so many crafting recipes just being made in the crafting grid, which contributes further to the mod feeling out-of-date.

I would recommend people try this mod, and definitely try it's predecessor but I wouldn't recommend adding it to large packs due to bloat and texture inconsistencies.

0
0
Posted July 1, 2026 at 3:07:27 PM UTC
3.5
Auseawesome

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Total 20 hrs MC 1.14, 1.1… MC 1.14, 1.16, 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
2.0
Performance
4.0

Pam's Harvestcraft was a great mod that expanded food better than no other back in 1.12, and this sequel is that but for modern versions.

If you want a giant variety of different crops, each being able to be processed in a multitude of ways then you'll probably enjoy this mod. My main issue with it in modern minecraft is how it can feel like it is quantity over quality. Many food items can be processed identically, so why do so many variants exist?

Pam's harvestcraft 2 has, in my opinion, very dated textures that often don't fit in with either old or new minecraft, but especially not with modern mods like Create. This is made worse by so many crafting recipes just being made in the crafting grid, which contributes further to the mod feeling out-of-date.

I would recommend people try this mod, and definitely try it's predecessor but I wouldn't recommend adding it to large packs due to bloat and texture inconsistencies.

0
0
Posted July 1, 2026 at 3:07:27 PM UTC
3.5
Pam's HarvestCraft 2 - Crops
Auseawesome

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Posted July 1, 2026 at 3:07:27 PM UTC
Total 20 hrs MC 1.14, 1.1… MC 1.14, 1.16, 1.20
The version(s) the reviewer played
0
4.0
Sammy-07

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Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
5.0
Performance
5.0

Its way too easy, Getting guns was pretty hard, mostly because my 20 IQ brain was struggling with create. very fun all things considered.

getting guns was the best part of this.

0
0
Posted July 1, 2026 at 6:27:42 AM UTC
Last edited: July 1, 2026 at 6:32:27 AM UTC
4.0
Sammy-07

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Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
Gameplay
2.5
Aesthetics
5.0
Performance
5.0

Its way too easy, Getting guns was pretty hard, mostly because my 20 IQ brain was struggling with create. very fun all things considered.

getting guns was the best part of this.

0
0
Posted July 1, 2026 at 6:27:42 AM UTC
Last edited: July 1, 2026 at 6:32:27 AM UTC
4.0
Sammy-07

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Posted July 1, 2026 at 6:27:42 AM UTC
Total 20 hrs Playing MC 1.20
The version(s) the reviewer played
0
1.5
WebSurferRay

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Total 50 hrs Paused MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
0.5

Good and fun early game! Easy to ease players into modded minecraft, but post nether, the game simply becomes unfun. The Great Below spawns barely any osmium, so mekanism is nearly an impossibility without permanent invisibility from iron's spells. Some bosses are either bugged or simply deal too much damage, especially for that stage of the game. Some bosses that are required to enter the end (most cataclysm bosses) are extremely buffed to the point of being nigh unkillable. It simply isn't fun anymore to play this.

1
1
Posted July 1, 2026 at 1:16:37 AM UTC
1.5
WebSurferRay

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Total 50 hrs Paused MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
0.5

Good and fun early game! Easy to ease players into modded minecraft, but post nether, the game simply becomes unfun. The Great Below spawns barely any osmium, so mekanism is nearly an impossibility without permanent invisibility from iron's spells. Some bosses are either bugged or simply deal too much damage, especially for that stage of the game. Some bosses that are required to enter the end (most cataclysm bosses) are extremely buffed to the point of being nigh unkillable. It simply isn't fun anymore to play this.

1
1
Posted July 1, 2026 at 1:16:37 AM UTC
1.5
MC Eternal 2
WebSurferRay

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Posted July 1, 2026 at 1:16:37 AM UTC
Total 50 hrs Paused MC 1.20
The version(s) the reviewer played
1
3.0
Auctoria

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Total 100 hrs Playing MC 1.21
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
4.0

So far (got some of the Star items but haven't gotten deep into the harder items of the Star), this pack's been alright, but boring.
Firstly, the resource generation can be interesting at times, even if repetitive. For instance, I made a setup to convert cobble to end stone so I could farm draconium. That's the highlight of my resource gen however, and other than that it's been the original but boring GeOres, as well as the overused but sorta interesting Ex Nihlio (or whatever the port/remake used here is)
However, a lot of the progression to the Star just isn't pleasant or satisfying. Although hard to make pleasant and satisfying progression due to their requirements opposing each other, I expect at least one of them to be done, but it isn't. The Star, due to it's nature, forces you into the same gameplay path each mod offers by default, which can be okay in a simpler pack where such isn't needed to live in the world, but in a pack with such a set end goal and deep progression requirements for some of the more repetitive mods (looking at you, Antimatter Pellets) I'm just not happy, as the points in progression chosen are either after you get almost all the useful stuff, or before you get any useful stuff, meaning you're either doing too much or too little to enjoy it.
I will say, this pack is surprisingly optimized, running on 8GB of ram decently well even when I have Discord and Youtube open.

0
0
Posted June 30, 2026 at 8:40:29 PM UTC
3.0
Auctoria

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Total 100 hrs Playing MC 1.21
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
4.0

So far (got some of the Star items but haven't gotten deep into the harder items of the Star), this pack's been alright, but boring.
Firstly, the resource generation can be interesting at times, even if repetitive. For instance, I made a setup to convert cobble to end stone so I could farm draconium. That's the highlight of my resource gen however, and other than that it's been the original but boring GeOres, as well as the overused but sorta interesting Ex Nihlio (or whatever the port/remake used here is)
However, a lot of the progression to the Star just isn't pleasant or satisfying. Although hard to make pleasant and satisfying progression due to their requirements opposing each other, I expect at least one of them to be done, but it isn't. The Star, due to it's nature, forces you into the same gameplay path each mod offers by default, which can be okay in a simpler pack where such isn't needed to live in the world, but in a pack with such a set end goal and deep progression requirements for some of the more repetitive mods (looking at you, Antimatter Pellets) I'm just not happy, as the points in progression chosen are either after you get almost all the useful stuff, or before you get any useful stuff, meaning you're either doing too much or too little to enjoy it.
I will say, this pack is surprisingly optimized, running on 8GB of ram decently well even when I have Discord and Youtube open.

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0
Posted June 30, 2026 at 8:40:29 PM UTC
3.0
All the Mods 10: To the Sky ATM10SKY
Auctoria

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Posted June 30, 2026 at 8:40:29 PM UTC
Total 100 hrs Playing MC 1.21
The version(s) the reviewer played
0
1.5
Awwcrap_Igtg

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Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
3.5

I'd like to preface this by saying that as much as I wanted to give this pack a chance and truly enjoy it, I tried 3 separate times and just couldn't get over it. I never made it very far at all but the gameplay was so unbelievably grating that I could not bring myself to deal with it.

I really wanted to like this pack. I had heard great things about it from the community and figured that I would give it a shot.

To start with the things I liked:

Replacing stone gear with copper was a progression change that I was certainly not expecting, but ended up being something I actually liked a lot. Stone gear always kind of felt like an instant acquisition, and although this change doesn't really help to keep wooden tools relevant, it does help to prolong the lifespan of that wooden pickaxe of yours. It also makes copper actually relevant, since not only is it your first upgrade into better tools, but it's actually a straight upgrade to stone! It feels awesome that you can go straight to copper from wood, and it's honestly such a breath of fresh air to be able to mine this quickly early on in the game. It is absolutely miserable to mine in bulk with stone tools, so I actually really like this change. It's simple, not too obtrusive, doesn't add ridiculous extra steps, and makes sense in the game.

I'd also like to say that the game has a very nice atmosphere in this pack. The new textures for certain things (such as tools, ingots, and some blocks i.e. logs) don't stray too far from the vanilla textures, while adding some flavor and detail that make them that much nicer to look at. I actually really like the retextures, I think it adds a lot to the pack while being fairly subtle. There are also some new sound effects in UI that add a nice feel to the pack, and the ambient sounds are a pleasant break-up of the standard, silent backdrop that Minecraft usually has. Another big plus.

There are a few small QoL changes, like tree chopping and saturation/hunger visibility that I like a lot. Something else that I'd argue qualifies as a QoL change is the fact that beds no longer skip the night entirely, and instead simply speed up time considerably. It seems to take basically the same amount of time to actually get to dawn, maybe a little longer, but it allows for finer control over the time of night so that if you needed to do something around midnight, you aren't stuck waiting forever. This change kinda grew on me and I actually liked it a lot.

As for performance, there's really nothing to write home about here. I run fairly high-end hardware, and got fairly high-end performance. The pack seems to be pretty well-optimized, but its not like I was completely blown away by how well it ran.

Now for the bad aspects:

Bizarre changes to progression left me scratching my head, and while I liked that it replaces stone gear with copper, I have to wonder what Blueversal was thinking with Sterling and Chainmail armor. Exactly what reason is there to craft these armor types if copper armor works just fine and the only actual roadblock to getting proper iron gear is some arbitrary shoehorning-in of the Create mod? Why would I not just jump straight to iron armor if it's not even that difficult to obtain?

The only thing you accomplish by implementing the Create mod here is making the game more tedious for the sake of making the game more tedious. It's just adding in extra steps for something that does not need extra steps in any universe. This isn't challenging, it's just annoying. This is a theme you will see frequently throughout this modpack.

I don't dislike the Create mod in a vacuum - in fact, I actually enjoy building contraptions a lot - and I don't even dislike when it's integrated well with the rest of the game, but here it just feels like it's unnecessarily shoved in just for the sake of having the Create mod be intertwined with progression. There's no thought to it and it just feels like it's there to act as a roadblock so that it takes longer to do anything. I do not enjoy mining huge amounts of andesite just so that I can make a **** chestplate. I do not enjoy setting up the gigantic wastes of space that are Create machines, just so that I can craft myself some basic armor. This isn't interesting and it doesn't do anything to meaningfully change progression.** It just adds roadblocks for no **** reason.**

The implementation of diamond termite shards into the creation of diamond armor is another thing that confounds me. Why do I need to find this obscure mob in order to make some diamond armor? Is it not enough that I had to find enough diamonds to make it and I had to make rose gold armor? It just feels completely unnecessary and I struggle to think of anything that it meaningfully adds to the game.

The next thing I'd like to talk about is PvE combat.

First of all: What are these spawn rates??? Why are there this many mobs spawning so close to you on night 1? I get that it's supposed to be a "challenging" modpack, but I cannot stress enough that this isn't challenging. Nothing about this is challenging. The mobs don't have any interesting mechanics to make them more engaging or thoughtful to fight. They don't have counterplay. They just walk towards you and deal 4-5 hearts of damage per hit, even on easy difficulty. And there will be 10s of them swarming you all at once on the first night. This isn't challenging. It's just annoying.

It doesn't help that you'll frequently have high-level monsters such as fallen chaos nights and nightmare stalkers swarming you within the first few nights of gameplay. During my third attempted playthrough, I got locked in my base by a chaos night and couldn't escape without risking death. Then a creeper blew up the door and the knight got in anyways. This was all on easy difficulty. On every other modpack I have ever played, I almost exclusively played hard difficulty or sometimes normal if I was feeling casual.

My final gripe with this aspect of the pack is the fact that most enemies seem to have their difficulty artificially inflated without actually meaningfully changing them to be more difficult. Just about every monster in the game can detect you through walls, which I find to be completely nonsensical. This also causes mobs - including creepers and the aforementioned high-level enemies - to swarm up on your doors and effectively lock you in your base. I sincerely hope that you can get a bed on day 1, because otherwise you're gonna be spending a whole lotta time waiting for night to pass and then you're gonna have to hope that there are no creepers posted up outside your front door. Most enemies seem to have weirdly high attack reach, and deal an insane amount of damage on each hit.

I'm sorry but you cannot convince me that this isn't just bad design. There's nothing "challenging" about nighttime in this modpack. It's just cheap, annoying garbage that feels unfun and unfair. It wouldn't even be difficult to fix; cut the annoying bulls%!#, reduce the spawn rates, and block high-level enemies from spawning before night 10 or so.

This is a general theme with the modpack. A lot of the things that are "challenging" about this pack, are just annoying tedious garbage added for the sake of saying "see? The game's more annoying to play! That makes it difficult!"

Artificially inflating stats/spawns and adding random blocks to progression does not make the game more difficult, it just makes it more annoying.

Update: I've been playing this pack for the last couple weeks now and I am now absolutely certain that this modpack f%#@ing bites. The spawnrates and balancing are completely f#@#^ed. Almost all of the early-game gear available to you is absolutely NOT worth the effort it takes to obtain. Nighttime is such an annoying slog that it's not even worth trying to conquer it. The constant onslaught of random mobs with extended reach and artificial stat boosts makes the game unreasonably annoying to play and I cannot get past it. The best part is the random, unavoidable horde events that spawn, oh, every TWO OR THREE NIGHTS. Unacceptable.

The spawnrates also make basic surface caves unbelievably annoying to navigate. Sure, it is more dangerous, but that's only because of the constant DOOM: Eternal-style fodder hordes poking you with sticks as you try to get anything done.

I really wanted to like this pack. Really, I did. I wanted to enjoy it and I wanted to play it for a long time. But I just can't get past these issues.

In all, Beyond Depth is a colossal slog that makes progression unrewarding and gameplay unbearable. The most enjoyable part of the pack was building a little cabin with the new textures and atmosphere. The pack makes it such an unfun slog-fest to actually engage with the game that I just couldn't bring myself to keep going.

Save yourself some time and don't install this pack.

3
0
Posted June 30, 2026 at 4:38:49 PM UTC
Last edited: July 11, 2026 at 3:29:20 PM UTC
1.5
Awwcrap_Igtg

Reputation ranks

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

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

About reputation ranks
Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
Gameplay
1.0
Aesthetics
5.0
Performance
3.5

I'd like to preface this by saying that as much as I wanted to give this pack a chance and truly enjoy it, I tried 3 separate times and just couldn't get over it. I never made it very far at all but the gameplay was so unbelievably grating that I could not bring myself to deal with it.

I really wanted to like this pack. I had heard great things about it from the community and figured that I would give it a shot.

To start with the things I liked:

Replacing stone gear with copper was a progression change that I was certainly not expecting, but ended up being something I actually liked a lot. Stone gear always kind of felt like an instant acquisition, and although this change doesn't really help to keep wooden tools relevant, it does help to prolong the lifespan of that wooden pickaxe of yours. It also makes copper actually relevant, since not only is it your first upgrade into better tools, but it's actually a straight upgrade to stone! It feels awesome that you can go straight to copper from wood, and it's honestly such a breath of fresh air to be able to mine this quickly early on in the game. It is absolutely miserable to mine in bulk with stone tools, so I actually really like this change. It's simple, not too obtrusive, doesn't add ridiculous extra steps, and makes sense in the game.

I'd also like to say that the game has a very nice atmosphere in this pack. The new textures for certain things (such as tools, ingots, and some blocks i.e. logs) don't stray too far from the vanilla textures, while adding some flavor and detail that make them that much nicer to look at. I actually really like the retextures, I think it adds a lot to the pack while being fairly subtle. There are also some new sound effects in UI that add a nice feel to the pack, and the ambient sounds are a pleasant break-up of the standard, silent backdrop that Minecraft usually has. Another big plus.

There are a few small QoL changes, like tree chopping and saturation/hunger visibility that I like a lot. Something else that I'd argue qualifies as a QoL change is the fact that beds no longer skip the night entirely, and instead simply speed up time considerably. It seems to take basically the same amount of time to actually get to dawn, maybe a little longer, but it allows for finer control over the time of night so that if you needed to do something around midnight, you aren't stuck waiting forever. This change kinda grew on me and I actually liked it a lot.

As for performance, there's really nothing to write home about here. I run fairly high-end hardware, and got fairly high-end performance. The pack seems to be pretty well-optimized, but its not like I was completely blown away by how well it ran.

Now for the bad aspects:

Bizarre changes to progression left me scratching my head, and while I liked that it replaces stone gear with copper, I have to wonder what Blueversal was thinking with Sterling and Chainmail armor. Exactly what reason is there to craft these armor types if copper armor works just fine and the only actual roadblock to getting proper iron gear is some arbitrary shoehorning-in of the Create mod? Why would I not just jump straight to iron armor if it's not even that difficult to obtain?

The only thing you accomplish by implementing the Create mod here is making the game more tedious for the sake of making the game more tedious. It's just adding in extra steps for something that does not need extra steps in any universe. This isn't challenging, it's just annoying. This is a theme you will see frequently throughout this modpack.

I don't dislike the Create mod in a vacuum - in fact, I actually enjoy building contraptions a lot - and I don't even dislike when it's integrated well with the rest of the game, but here it just feels like it's unnecessarily shoved in just for the sake of having the Create mod be intertwined with progression. There's no thought to it and it just feels like it's there to act as a roadblock so that it takes longer to do anything. I do not enjoy mining huge amounts of andesite just so that I can make a **** chestplate. I do not enjoy setting up the gigantic wastes of space that are Create machines, just so that I can craft myself some basic armor. This isn't interesting and it doesn't do anything to meaningfully change progression.** It just adds roadblocks for no **** reason.**

The implementation of diamond termite shards into the creation of diamond armor is another thing that confounds me. Why do I need to find this obscure mob in order to make some diamond armor? Is it not enough that I had to find enough diamonds to make it and I had to make rose gold armor? It just feels completely unnecessary and I struggle to think of anything that it meaningfully adds to the game.

The next thing I'd like to talk about is PvE combat.

First of all: What are these spawn rates??? Why are there this many mobs spawning so close to you on night 1? I get that it's supposed to be a "challenging" modpack, but I cannot stress enough that this isn't challenging. Nothing about this is challenging. The mobs don't have any interesting mechanics to make them more engaging or thoughtful to fight. They don't have counterplay. They just walk towards you and deal 4-5 hearts of damage per hit, even on easy difficulty. And there will be 10s of them swarming you all at once on the first night. This isn't challenging. It's just annoying.

It doesn't help that you'll frequently have high-level monsters such as fallen chaos nights and nightmare stalkers swarming you within the first few nights of gameplay. During my third attempted playthrough, I got locked in my base by a chaos night and couldn't escape without risking death. Then a creeper blew up the door and the knight got in anyways. This was all on easy difficulty. On every other modpack I have ever played, I almost exclusively played hard difficulty or sometimes normal if I was feeling casual.

My final gripe with this aspect of the pack is the fact that most enemies seem to have their difficulty artificially inflated without actually meaningfully changing them to be more difficult. Just about every monster in the game can detect you through walls, which I find to be completely nonsensical. This also causes mobs - including creepers and the aforementioned high-level enemies - to swarm up on your doors and effectively lock you in your base. I sincerely hope that you can get a bed on day 1, because otherwise you're gonna be spending a whole lotta time waiting for night to pass and then you're gonna have to hope that there are no creepers posted up outside your front door. Most enemies seem to have weirdly high attack reach, and deal an insane amount of damage on each hit.

I'm sorry but you cannot convince me that this isn't just bad design. There's nothing "challenging" about nighttime in this modpack. It's just cheap, annoying garbage that feels unfun and unfair. It wouldn't even be difficult to fix; cut the annoying bulls%!#, reduce the spawn rates, and block high-level enemies from spawning before night 10 or so.

This is a general theme with the modpack. A lot of the things that are "challenging" about this pack, are just annoying tedious garbage added for the sake of saying "see? The game's more annoying to play! That makes it difficult!"

Artificially inflating stats/spawns and adding random blocks to progression does not make the game more difficult, it just makes it more annoying.

Update: I've been playing this pack for the last couple weeks now and I am now absolutely certain that this modpack f%#@ing bites. The spawnrates and balancing are completely f#@#^ed. Almost all of the early-game gear available to you is absolutely NOT worth the effort it takes to obtain. Nighttime is such an annoying slog that it's not even worth trying to conquer it. The constant onslaught of random mobs with extended reach and artificial stat boosts makes the game unreasonably annoying to play and I cannot get past it. The best part is the random, unavoidable horde events that spawn, oh, every TWO OR THREE NIGHTS. Unacceptable.

The spawnrates also make basic surface caves unbelievably annoying to navigate. Sure, it is more dangerous, but that's only because of the constant DOOM: Eternal-style fodder hordes poking you with sticks as you try to get anything done.

I really wanted to like this pack. Really, I did. I wanted to enjoy it and I wanted to play it for a long time. But I just can't get past these issues.

In all, Beyond Depth is a colossal slog that makes progression unrewarding and gameplay unbearable. The most enjoyable part of the pack was building a little cabin with the new textures and atmosphere. The pack makes it such an unfun slog-fest to actually engage with the game that I just couldn't bring myself to keep going.

Save yourself some time and don't install this pack.

3
0
Posted June 30, 2026 at 4:38:49 PM UTC
Last edited: July 11, 2026 at 3:29:20 PM UTC
1.5
Beyond Depth
Awwcrap_Igtg

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 June 30, 2026 at 4:38:49 PM UTC
Total 20 hrs Dropped MC 1.20
The version(s) the reviewer played
3