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Minecraft Mod & Modpack Reviews

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

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3.0
Auctoria

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Total 100 hrs Playing MC 1.21
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
3.0
Auctoria

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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 100 hrs Playing MC 1.21
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
3.0
All the Mods 10: To the Sky ATM10SKY
Auctoria

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Contributor 100 pts
Guide 500 pts
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About reputation ranks
Total 100 hrs Playing MC 1.21
0
0
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
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.

4
0
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
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.

4
0
1.5
Beyond Depth
Awwcrap_Igtg

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About reputation ranks
Total 20 hrs Dropped MC 1.20
4
0
4.0
Auseawesome

Reputation ranks

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

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About reputation ranks
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20
Gameplay
3.5
Aesthetics
4.0
Performance
4.5

Geophilic is a datapack that tweaks many vanilla biomes, mostly by scattering more features across them or making small changes to existing ones.

The most drastic changes are to the cherry grove, which has added bamboo and foliage to help it feel a lot less one dimensional and to the stoney shore which now feels like less of a grey beach and more like a rocky coast with interesting formations.

I personally really enjoy some of the small changes Geophilic adds and I think it suits vanilla plus packs very well. However, if you want to use other more drastic overhauls, geophilic may have compatibility issues.

I would recommend it to anyone who wants minor tweaks to vanilla biomes but doesn't want to change everything up too much.

1
0
4.0
Auseawesome

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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20
Gameplay
3.5
Aesthetics
4.0
Performance
4.5

Geophilic is a datapack that tweaks many vanilla biomes, mostly by scattering more features across them or making small changes to existing ones.

The most drastic changes are to the cherry grove, which has added bamboo and foliage to help it feel a lot less one dimensional and to the stoney shore which now feels like less of a grey beach and more like a rocky coast with interesting formations.

I personally really enjoy some of the small changes Geophilic adds and I think it suits vanilla plus packs very well. However, if you want to use other more drastic overhauls, geophilic may have compatibility issues.

I would recommend it to anyone who wants minor tweaks to vanilla biomes but doesn't want to change everything up too much.

1
0
4.0
Geophilic – Vanilla Biome Overhauls
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 100 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20
1
0
4.5
Auseawesome

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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 250 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18
Gameplay
4.0
Aesthetics
5.0
Performance
4.5

Yung's nether fortresses really helps make nether fortresses actually interesting and visually appealing. Nether fortresses were barely touched in the nether update and this helps make nether fortresses feel more in line with what the rest of the nether has to offer.

The integration with create that this mod provides is something I've never seen a structure mod do before. Working drawbridges are a really neat feature that really help make these fortresses come alive.

One issue I do have with this mod though is the amount of loot that can often be gleaned from these structures; being able to just steal the create stuff (which there is often a lot of) means often the cool mechanics get trashed because of how worthwhile collecting it is. I'm not exactly sure how this problem would be solved entirely, but reducing the excessive amount of shafts and gearboxes used would reduce the haul and help with performance. I don't think this issue is particularly major and people who find stealing the loot too overpowered can discipline themselves in single player.

Overall really nice improvement to the nether, would recommend!

0
0
4.5
Auseawesome

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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 250 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18
Gameplay
4.0
Aesthetics
5.0
Performance
4.5

Yung's nether fortresses really helps make nether fortresses actually interesting and visually appealing. Nether fortresses were barely touched in the nether update and this helps make nether fortresses feel more in line with what the rest of the nether has to offer.

The integration with create that this mod provides is something I've never seen a structure mod do before. Working drawbridges are a really neat feature that really help make these fortresses come alive.

One issue I do have with this mod though is the amount of loot that can often be gleaned from these structures; being able to just steal the create stuff (which there is often a lot of) means often the cool mechanics get trashed because of how worthwhile collecting it is. I'm not exactly sure how this problem would be solved entirely, but reducing the excessive amount of shafts and gearboxes used would reduce the haul and help with performance. I don't think this issue is particularly major and people who find stealing the loot too overpowered can discipline themselves in single player.

Overall really nice improvement to the nether, would recommend!

0
0
4.5
YUNG's Better Nether Fortresses
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 250 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18
0
0
3.5
Auseawesome

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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.18
Gameplay
3.0
Aesthetics
4.5

This new design of the end island looks spectacular, it feels incredibly foreboding compared to vanilla. If you care about looks above everything else, you should definitely install this mod.

Getting that out of the way though, fighting the ender dragon with this mod is interesting. Because of how different the end island is and how many more obstacles are placed in your way it can sometimes be a bit of a challenge to fight the dragon compared to normal.

I would be hesitant to recommend this mod to everyone, but I do still think it is one most people should try out at least once.

0
0
3.5
Auseawesome

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

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.18
Gameplay
3.0
Aesthetics
4.5

This new design of the end island looks spectacular, it feels incredibly foreboding compared to vanilla. If you care about looks above everything else, you should definitely install this mod.

Getting that out of the way though, fighting the ender dragon with this mod is interesting. Because of how different the end island is and how many more obstacles are placed in your way it can sometimes be a bit of a challenge to fight the dragon compared to normal.

I would be hesitant to recommend this mod to everyone, but I do still think it is one most people should try out at least once.

0
0
3.5
YUNG's Better End Island
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.18
0
0
3.0
Auseawesome

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Total 20 hrs MC 1.20, 1.2… MC 1.20, 1.21, 1.19
Gameplay
2.0
Aesthetics
4.0

Let me start off by saying these ocean monuments look phenomenal for the most part, this mod certainly succeeds in making them feel like giant monuments rather than just weird sunken pyramid things.

Unfortunately, these monuments are normally so large they significantly protrude from the water most times they generate. This can make the ocean look rather strange from above, as well as making them far too easy to find.

How common these are also adds to the issues, with monuments in this mod being easy to find on top of this it feels like the entire ocean is full of them, which takes away a significant portion of the novelty.

All in all, the actual structure isn't bad, but if you want to play with this mod I'd highly advise turning the frequency these generate down and using a mod which makes oceans deeper so they can be fully submerged once more.

0
0
3.0
Auseawesome

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Total 20 hrs MC 1.20, 1.2… MC 1.20, 1.21, 1.19
Gameplay
2.0
Aesthetics
4.0

Let me start off by saying these ocean monuments look phenomenal for the most part, this mod certainly succeeds in making them feel like giant monuments rather than just weird sunken pyramid things.

Unfortunately, these monuments are normally so large they significantly protrude from the water most times they generate. This can make the ocean look rather strange from above, as well as making them far too easy to find.

How common these are also adds to the issues, with monuments in this mod being easy to find on top of this it feels like the entire ocean is full of them, which takes away a significant portion of the novelty.

All in all, the actual structure isn't bad, but if you want to play with this mod I'd highly advise turning the frequency these generate down and using a mod which makes oceans deeper so they can be fully submerged once more.

0
0
3.0
YUNG's Better Ocean Monuments
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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Total 20 hrs MC 1.20, 1.2… MC 1.20, 1.21, 1.19
0
0
4.0
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.14, 1.16, 1.20, 1.21, 26.1
Gameplay
4.0
Performance
4.5

This mod used to be the thing that made caves more than just boring tunnels with no life or shape to them, especially on 1.12. Yung's caves basically did caves and cliffs before caves and cliffs, however that does mean on new versions it is a bit less impactful.

On new versions, Yung's caves can be less impactful, but can still be a nice to have in cases where caves and cliffs doesn't quite cut it. I don't often use this mod on new versions anymore, and my review is left mostly for the old versions as I feel it is a disservice to rate the mod down because it was so good mojang implemented half of its ideas as vanilla features.

If you are playing 1.16- use this mod for interesting caves, on modern you might need to see if it fits your pack as not all packs need it anymore.

0
0
4.0
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.14, 1.16, 1.20, 1.21, 26.1
Gameplay
4.0
Performance
4.5

This mod used to be the thing that made caves more than just boring tunnels with no life or shape to them, especially on 1.12. Yung's caves basically did caves and cliffs before caves and cliffs, however that does mean on new versions it is a bit less impactful.

On new versions, Yung's caves can be less impactful, but can still be a nice to have in cases where caves and cliffs doesn't quite cut it. I don't often use this mod on new versions anymore, and my review is left mostly for the old versions as I feel it is a disservice to rate the mod down because it was so good mojang implemented half of its ideas as vanilla features.

If you are playing 1.16- use this mod for interesting caves, on modern you might need to see if it fits your pack as not all packs need it anymore.

0
0
4.0
YUNG's Better Caves
Auseawesome

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Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.14, 1.16, 1.20, 1.21, 26.1
0
0
4.0
Auseawesome

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Total 500 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19
Gameplay
4.5
Aesthetics
3.5

For some reason this mod has its reviews split between the curseforge and modrinth version, so here's my review for the curseforge one here:

Vanilla mineshafts are boring and this mod definitely does help fix that. The added variation in the structures is incredibly important for helping add intrigue, even if some variations such as the mushroom one can look a bit out of place at times.

This mod, unsurpringly, goes well alongside Yung's other generation mods and it definitely fits in better thematically once other structures have been overhauled alongside the mineshaft.

I would recommend this for any exploration pack that isn't going for a strictly serious, realistic vibe.

0
0
4.0
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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Total 500 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19
Gameplay
4.5
Aesthetics
3.5

For some reason this mod has its reviews split between the curseforge and modrinth version, so here's my review for the curseforge one here:

Vanilla mineshafts are boring and this mod definitely does help fix that. The added variation in the structures is incredibly important for helping add intrigue, even if some variations such as the mushroom one can look a bit out of place at times.

This mod, unsurpringly, goes well alongside Yung's other generation mods and it definitely fits in better thematically once other structures have been overhauled alongside the mineshaft.

I would recommend this for any exploration pack that isn't going for a strictly serious, realistic vibe.

0
0
4.0
YUNG's Better Mineshafts
Auseawesome

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19
0
0
2.5
smeagle-0

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MC 1.16, 1.1… MC 1.16, 1.17

I dont recommend using Hydrogen anymore now that newer and better replacements have come about.

1
1
2.5
smeagle-0

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MC 1.16, 1.1… MC 1.16, 1.17

I dont recommend using Hydrogen anymore now that newer and better replacements have come about.

1
1
2.5
Hydrogen
smeagle-0

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MC 1.16, 1.1… MC 1.16, 1.17
1
1
5.0
smeagle-0

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Total 500 hrs MC 1.12

Does what is says on the tin and adds a Mod Name Tooltip to items and blocks. This makes it way easier for players to know what mod adds what items without checking F3.

1
0
5.0
smeagle-0

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Total 500 hrs MC 1.12

Does what is says on the tin and adds a Mod Name Tooltip to items and blocks. This makes it way easier for players to know what mod adds what items without checking F3.

1
0
5.0
Mod Name Tooltip
smeagle-0

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Total 500 hrs MC 1.12
1
0