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Community
Minecraft Mod & Modpack Reviews
Honest community reviews and ratings across every listed mod and modpack.
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4.1/ 5
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I personally have really liked this modpack, I have played this modpack with my friends for around a month and I was consistently on without feeling like it was a hassle even though it incorporates create. I personally avoid modpacks using create because of how it makes the overall depths of the modpack feel more and more boring and makes grinding feel like a hassle and can be cheesed. I think the way it was incorporated here was really well made and encouraged people to understand more about create. My friends who don't use the mod do now understand how easy it is to know how gear ratios work and steam power.
I think the modpack being endless made everyone also go on the same pace. There wasn't a rush to become thanos and there wasn't a way to become overly buffed. We also had created a train station nearing the end of the server and everyone averaged around 200 hours on the modpack in general.
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The pack itself isn't too bad. But there are some things I just can't get over.
Mainly the block reach. It feels nearly impossible to reach anything in this pack with the nerfs. The pack also includes better combat which I strongly dislike.
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This is a 1.12 mod which adds a couple of spooky creatures which are pretty simple in design and concept.
What does it offer ?
A couple of mobs , since there is not a whole lot I'll give more details down here (spoilers for the mobs added) :
Will-O'-Wisp
: An ambient defensive mob for Swamps (biome Type : SWAMP) which will burn you if you stand in its place; it is quite lazy in looks as its just a ball of colored light
Pumpkin Slime
: A weird slime which looks exactly like a pumpkin with various possible carved faces (it can be tamed). it sort of disappears during the day (if untamed), sometimes leaving behind an actual jack O' lantern with the same carved face as the original creature.
It spawns in biomes with the MAGICAL, FOREST or PLAINS biome Type
Nether Knight
: A what-if scenario on the Mob D from the first ever mob vote, this can be considered a miniboss for the Nether, which mainly attacks in melee. It can also randomly set its attacker on fire for a brief second after getting hit, or summon wither skeletons/blazes with higher hp stats (can be tweaked in configs tho)
Killing it gives you a shield which can set attackers on fire
Cursed Armor
: A possessed armor accompanied by its sword, this creature works well when paired with Primitive mobs's Haunted Tool mob; It has only 1 hp, but you'll have to 'break' its armor before (which is easier to do when spam-clicking as it doesn't take into account how much damage you're dealing per hit, which reminds of the Absorber's gimmick from the mod Illage and Spillage)
It spawns in biomes with the WASTELAND, SPOOKY, DEAD or MAGICAL biome Types including biomes such as the roofed forest
I have not noticed any major issue with this mod or any problems with performances for that matter, but I've mostly underused these creatures when having the mod in custom modpacks so I can't really be sure that nothing bad could happen.
In conclusion
This is a pretty nice mod, though the mobs' design is pretty basic overall and their AI doesn't go that far .
Eerie Entities also has its own config files as well, which allows to tweak a bunch of stuff such as mob spawning and base stats.
If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Primitive Mobs (this one is discontinued, use alternatives like Primitive mobs Wondersapped instead) , though more might be out there.
Screenshot 1: 'Bunch of creatures, that's about it (Decent mod)That's Cursed
That's Cursed
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My personal favorite of the skyfactory line, and one of my favorite mods of all time. this mod will require some searching online sometimes and some repetitive gameplay, but it has given me hours and hours of gameplay as i have 100% it multiple times. this review is likely biased, but im yet to find a skyblock style pack that i enjoy more than this.
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Absolutely phenomenal mod for modpack developers. For complex packs it is very important that you can program stuff in a sane way, allow code reuse etc. and Groovyscript supports that much better than every other scripting mod, while not making learning the baseline hard. Having builtin support for every major mod is icing on the cake. I also had good amount of fun contributing more support stuff. The only issue is that sometimes old stuff is incompatible because the mod periodically breaks its public API, but even then the lead dev often would go out of his way to contribute an update to another mod updating its API if possible
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Completely replaces crafttweaker among other things, can do anything. Thing that definitely makes it superior is ability to reload scripts while ingame.
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This is a compatibility layer for Fabric mods that use Fabric API so they can run on Quilt that generally works 'fine'. You thankfully don't need to also install QSL as this has it packaged.
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The perfect mod for transit enthusiasts! Probably even better for designing your own metro than any game out there, since Minecraft is already a sandbox game.
Inspired by the Hong Kong MTR, Minecraft Transit railway lets you build a realistic-looking, customizable, and fully functional metro system in Minecraft. After a small learning curve (see YouTube for tutorials), your system will be continuously operational even without chunkloading. A block palette is included for designing your own stations, including signs with customizable labels which can be made to great specificity. It even includes a live symbolic system map online that can calculate the fastest route between stations in your world, like your favorite GPS app!
Note that this probably works best as a standalone mod for those who want it to be the focus of their gameplay, or as an aesthetic addition to a modpack. Like in real life, metro systems are best for moving thousands of people at once between common locations, so for kitchen-sink or progression-based modpacks, teleportation, speed, or flying buffs eclipse the functionality of this mod by far.
MTR is an incredible passion project with a very dedicated creator and community which is constantly being updated and given add-ons. This mod deserves much more attention imo, so I hope to see more big projects on YouTube in the coming years!
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I have played the 1.12 version the most, that said this review will also take into account newly-added improvements and 1.16 exclusive content
What is it ?
Atum II is a mod centered around an arid and dangerous war-torn desertic dimension;
It has a nice foggy desert vibe to it as if the sand itself was blurring your vision and has quite detailled nature/structures at times, making it probably one of the most detailled desert dimension mod out there. It contains some amount of lore too I guess.
What does it offer ?
Sandy lands with alternative ways for getting your hands on vanilla items and features (such as how brewing ingredients are still available within the dimension but are now different items, or how dyes can now only be obtained by using a quern
, among other stuff etc.). Challenge through swarms of enemies appearing both at night with undeads as well as during the day with warriors and bandits, with the one dungeon added by the mod which comes with mazes, traps and fights, and the need to look for food as it tends to be scarce .
It is also a quite decent-looking dimension for being desert one, as most of deserts even in plenty of video games tend to feel lacking in terms of aesthetics, while this one with its constant yellowish fog, dead trees, villages and building blocks has enough going for it to be more interesting than most.
In terms of flaws :
The enemies feel a bit generic in terms of AI, as they mostly come up to you and hit you, with little to no new mechanics with the exception of the dimension's bossgiving you a status effect depending on its related deity
, the assassin poisoning you on every hit
or the mob infighting going in between the dead and the living. In fact I would go as far as to say the gameplay provided with the 1.12 version's boss is more interesting within the context of the structure it spawns in ( it not taking any knockback and attacking in melee forces you to sort of attack and run while avoiding the traps located in previous rooms, which is more interesting in my opinion than just having to block its projectiles with your shield
). I am not going to talk about the unused second boss as it is unused and not that interesting
The Dimension could have been more interesting in terms of looks (even though I know making a desert interesting is an hard task), and while it has several biomes they sometimes feel a bit repetitive .
I find it also a bit lacking in terms of sound design , as it mostly resorts to using vanilla sound effects, with also a lack of custom made music (regular overworld music plays inside the dimension), and there is not even something like a desert wind or ambience of some kind to follow you on your journey.
In conclusion
While not as good as other mods out there, it not having many issues in terms of performance in its 1.12 version makes it an interesting mod to be expanded on by modpacks (like adding custom structures with reccurent complex, or new mobs from other mods to spawn there using multimob or craftweaker's spawntabletweaker addon).
It ends up as a decent mod, which is good enough tutorial-wise as the original curseforge mod page gives you enough information about what the mod adds in its latest version (And the custom crafting related to the mod's new workstations are fully compatible with JEI), but some information might be missing from that. For example I don't recall the mod telling you in any way how to get the boss to spawn, you basically have to look up a tutorial for that
A shame it is now discontinued, due to this some better desert dimension mod or revamp of this one might be made one day, always be on the lookout for this kind of thing.
It is of note that dying in this dimension also respawns you inside the dimension itself in 1.12 even if you don't put a bed down, making it a good dimension to exile and banish people to (making an exit portal from within the dimension is also made harder by the fact that the surface of most biomes is too hot to keep water in its liquid state) ; take notes modded server dwellers !
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Written from the perspective of someone who likes tech mods, resources grinds, and create
I played this with a friend and we got around to a little bit after logistics and had a pretty good time
It's definitely challenging in that tech modpack sort of way, always needing resources, always needing supply lines for most things. That's part of the challenge of course and for the most part, it's so well designed that it's weird coming back to regular create after playing this
This is, in my opinion, one of the most cohesive and well designed create centric tech modpack overall. Almost everything feeds back into create, everything you do revolves around it, and everything you want to do involves it in one way or another
P.S. It performs surprisingly well on my potato home server (4gigs of ram) so no problems there, and the visuals and audio just blended into everything (nothing ever felt jarring or out of place) so no notes there either.
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