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Minecraft Mod & Modpack Reviews

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4.5
Auseawesome

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Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18, 1.19, 1.16
Aesthetics
5.0

Cherished worlds adds a feature you don't realise was missing until you need it. Being able to star worlds to make sure you can easily find them and not accidentally delete them is really useful in long term packs.

When I'm playing a long term survival world, I often find myself creating lots of testing worlds in superflat and creative to test builds or mod mechanics. When you have a lot of worlds it can be annoying to scroll down to find the one you want so being able to pin worlds is really useful here. Also, more than once I've accidentally deleted the world I want to keep when deleting all the testing worlds, which can be incredibly frustrating and it's nice this mod solves it (even if it's probably my fault that happened in the first place).

Highly recommend this mod, it's just a nice quality of life addition.

2
0
4.5
Auseawesome

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Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18, 1.19, 1.16
Aesthetics
5.0

Cherished worlds adds a feature you don't realise was missing until you need it. Being able to star worlds to make sure you can easily find them and not accidentally delete them is really useful in long term packs.

When I'm playing a long term survival world, I often find myself creating lots of testing worlds in superflat and creative to test builds or mod mechanics. When you have a lot of worlds it can be annoying to scroll down to find the one you want so being able to pin worlds is really useful here. Also, more than once I've accidentally deleted the world I want to keep when deleting all the testing worlds, which can be incredibly frustrating and it's nice this mod solves it (even if it's probably my fault that happened in the first place).

Highly recommend this mod, it's just a nice quality of life addition.

2
0
4.5
Cherished Worlds
Auseawesome

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Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18, 1.19, 1.16
2
0
4.5
Auseawesome

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Total 50 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18
Aesthetics
5.0

This mod is just nice, it isn't essential, I don't find myself missing it, but it is just nice. This mod can be really useful on servers to help differentiate who is speaking at a glance however.

This is a small mod that I see no reason not to use if you're playing multiplayer. Everyone should try it.

2
0
4.5
Auseawesome

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Total 50 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18
Aesthetics
5.0

This mod is just nice, it isn't essential, I don't find myself missing it, but it is just nice. This mod can be really useful on servers to help differentiate who is speaking at a glance however.

This is a small mod that I see no reason not to use if you're playing multiplayer. Everyone should try it.

2
0
4.5
Chat Heads
Auseawesome

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Total 50 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.18
2
0
4.5
Auseawesome

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Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
Performance
5.0

Entity culling is a mod that can significantly improve client performance in almost any scenario, but excels in built up areas with mob farms or pastures. When combined with other optimisation mods like Sodium and Ferrite Core, there is less of an effect but it is still a noticeable bump.

The only time I've ever had issues with this mod is in combination with other mods that do strange stuff with the camera, resulting in incorrect culling (e.g. Reign of Nether). The issues I have had with this mod are minor however and aren't much a problem with this mod as they are the other mods that change the camera so significantly.

Overall, great mod that should be in almost any pack.

1
0
4.5
Auseawesome

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Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
Performance
5.0

Entity culling is a mod that can significantly improve client performance in almost any scenario, but excels in built up areas with mob farms or pastures. When combined with other optimisation mods like Sodium and Ferrite Core, there is less of an effect but it is still a noticeable bump.

The only time I've ever had issues with this mod is in combination with other mods that do strange stuff with the camera, resulting in incorrect culling (e.g. Reign of Nether). The issues I have had with this mod are minor however and aren't much a problem with this mod as they are the other mods that change the camera so significantly.

Overall, great mod that should be in almost any pack.

1
0
4.5
Entity Culling Fabric/Forge
Auseawesome

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Total 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
1
0
4.5
blastbunge

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Total 20 hrs Completed 20 hrs MC 1.20
Gameplay
4.5
Aesthetics
3.5
Performance
5.0

Unique resource generation loop with farming singularities, generally a lower power and wiring requirement than other modpacks, so good for beginners to various tech. The blue color does get a bit boring, which is good incentive to add more trees and grass.

0
0
4.5
blastbunge

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Total 20 hrs Completed 20 hrs MC 1.20
Gameplay
4.5
Aesthetics
3.5
Performance
5.0

Unique resource generation loop with farming singularities, generally a lower power and wiring requirement than other modpacks, so good for beginners to various tech. The blue color does get a bit boring, which is good incentive to add more trees and grass.

0
0
4.5
Cuboid Outpost (Luxury Edition)
blastbunge

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Total 20 hrs Completed 20 hrs MC 1.20
0
0
4.0
blastbunge

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Total 40 hrs Playing MC 1.21
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Added exploration beyond the standard skyblock adds depth to the gameplay. The initial option of a happy ghast would have been great, if only the speed was increased significantly, otherwise it takes jetpacks to really open up fun exploration. Multiple resource generation options leading to some flexibility of play.

0
0
4.0
blastbunge

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Total 40 hrs Playing MC 1.21
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

Added exploration beyond the standard skyblock adds depth to the gameplay. The initial option of a happy ghast would have been great, if only the speed was increased significantly, otherwise it takes jetpacks to really open up fun exploration. Multiple resource generation options leading to some flexibility of play.

0
0
4.0
FTB Skies 2
blastbunge

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Total 40 hrs Playing MC 1.21
0
0
4.5
blastbunge

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Total 40 hrs Completed MC 1.21
Gameplay
4.0
Aesthetics
4.5
Performance
5.0

Exploration felt atypical and rewarding in the water world. Good mix of tech mods and resource generation. The quest book helped guide building the right items, although nautec felt finnicky for using. Most exploration was enjoyable except for the final dimension boss was a bit of a slog.

0
0
4.5
blastbunge

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Total 40 hrs Completed MC 1.21
Gameplay
4.0
Aesthetics
4.5
Performance
5.0

Exploration felt atypical and rewarding in the water world. Good mix of tech mods and resource generation. The quest book helped guide building the right items, although nautec felt finnicky for using. Most exploration was enjoyable except for the final dimension boss was a bit of a slog.

0
0
4.5
FTB OceanBlock 2
blastbunge

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Total 40 hrs Completed MC 1.21
0
0
5.0
KxttyKxt

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MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

1
0
5.0
KxttyKxt

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MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

1
0
5.0
Entity Culling Fabric/Forge
KxttyKxt

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MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
1
0
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
4.5
Brute force Rendering Culling
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
0
0
5.0
KxttyKxt

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MC 1.20
Performance
5.0

Brute Force Rendering Culling Revived is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

On other game versions, the original Brute Force Rendering Culling is supreme. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
5.0
KxttyKxt

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MC 1.20
Performance
5.0

Brute Force Rendering Culling Revived is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

On other game versions, the original Brute Force Rendering Culling is supreme. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
5.0
Brute Force Rendering Culling Revived
KxttyKxt

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MC 1.20
0
0
1.5
MusicPhoenix20

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Total 265 hrs Completed 265 hrs MC 1.10
Gameplay
1.5
Aesthetics
3.0
Performance
2.0

**TLDR.: Dont bother, its a buggy mess **

Time played: ~265 hours

What i liked

  • The setting of beeing stranded on a desert planet is cool and having to fight starvation, temperature and hordes of mobs is quite a nice idea.
  • Some mods in this pack are some of my favorite mods (enderIo, pam's, immersive engineering)
  • nostalgia

What i disliked

  • bugs
    • advanced rocketry satelites are loosing power, despite 2 big solar panels + battery. this left me with no choice but to go to creative to get the data for space exploration.
    • 1M dirt quest cannot be triggered.
    • if quests dont activate/ bug out you will have to force them through commands :(
  • frequent crashes in older versions
  • multiple mods doing the same thing
    • void ore miner/ ex nihilo/extra utilities
    • powerd spawner/ soul shards the old ways/ dark utilities/ woot
    • nuclearcraft/extreme reactors/draconic reactor
    • integrate dynamics/enderio
    • spartan weaponry/ tinkers construct
  • some crafting recipies/items are unobtainable, locking me out of whole mods
    • forestry
    • extra utilities miner
    • quantum flux: unlocked after advanced rocketry, only found this out once i was almost done
  • grindy, hard to automate endgame quest:
    • dirt 1M (followup quests fortunately much easier)
    • avarita stuff has no real reason to be there, feels like filler
  • other:
    • snowballs impossibly hard to automate for making smoothies
    • railcraft has no place in this modpack, there is simply no situation where you need a train
    • compact machines cannot transfer redstone and quite frankely dont belong in the pack
    • ae2 is buggy and needs extra effort (over 1.12 experience) to get things to work
1
0
1.5
MusicPhoenix20

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Total 265 hrs Completed 265 hrs MC 1.10
Gameplay
1.5
Aesthetics
3.0
Performance
2.0

**TLDR.: Dont bother, its a buggy mess **

Time played: ~265 hours

What i liked

  • The setting of beeing stranded on a desert planet is cool and having to fight starvation, temperature and hordes of mobs is quite a nice idea.
  • Some mods in this pack are some of my favorite mods (enderIo, pam's, immersive engineering)
  • nostalgia

What i disliked

  • bugs
    • advanced rocketry satelites are loosing power, despite 2 big solar panels + battery. this left me with no choice but to go to creative to get the data for space exploration.
    • 1M dirt quest cannot be triggered.
    • if quests dont activate/ bug out you will have to force them through commands :(
  • frequent crashes in older versions
  • multiple mods doing the same thing
    • void ore miner/ ex nihilo/extra utilities
    • powerd spawner/ soul shards the old ways/ dark utilities/ woot
    • nuclearcraft/extreme reactors/draconic reactor
    • integrate dynamics/enderio
    • spartan weaponry/ tinkers construct
  • some crafting recipies/items are unobtainable, locking me out of whole mods
    • forestry
    • extra utilities miner
    • quantum flux: unlocked after advanced rocketry, only found this out once i was almost done
  • grindy, hard to automate endgame quest:
    • dirt 1M (followup quests fortunately much easier)
    • avarita stuff has no real reason to be there, feels like filler
  • other:
    • snowballs impossibly hard to automate for making smoothies
    • railcraft has no place in this modpack, there is simply no situation where you need a train
    • compact machines cannot transfer redstone and quite frankely dont belong in the pack
    • ae2 is buggy and needs extra effort (over 1.12 experience) to get things to work
1
0
1.5
Forever Stranded
MusicPhoenix20

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 265 hrs Completed 265 hrs MC 1.10
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