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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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Cut any block into 1 pixel pieces, easily assemble those into shapes en masse or individually, rotate them, color them, configure them to move with redstone, copy and paste them, mix and match them, all also works with liquids, all survival accessible, all while also having wildly better performance than the competition. It's hard to think of anything you could want out of this kind of mod that Little Tiles doesn't cover.
Does have occasional rendering issues, where tiles become invisible, which isn't a major issue, but for a mod all about building visually appealing constructions, it's pretty important that you can actually see those constructs.
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Played through the early game a couple times but haven't finished it yet, have seen a few videos though so I know all about the later game stuff.
Recently got a friend into modded Minecraft and began replaying this and, man, the atmosphere of this pack is unmatched.
The quests are all meaningful and give new info in each one; from what I've played through, there's never any points where it slows down as long as you've got your automation done. The real gripe I've seen is with that automation; if you don't plan ahead and automate everything by Chapter 5 you may have a tough time completing the pack, however in the early and mid-game it's a consistently smooth experience.
The main way you get resources is by looting whatever miscellaneous items you can find around the seemingly infinite stretch of space that is the backrooms. Furniture for wood, silverfish hiding in the floor for food, damp carpet on the floor for water, concrete under the carpet to get lava, and even various real-life tech like microwaves and pipes to get metals later. No(well, minimal)
mobs spawning means it's easy to get lost in the looting frenzy. It drives you crazy the way you think, "Well, maybe if I just go down this way there'll be something good..."
Create is the main gateway to the early automation; the buffed steam engines are a lot more fun than spamming waterwheels, which you only unlock later.
This may not seem like it, but it is in fact a Create pack like Arcane Engineering or Above & Beyond, so that's a big focus until close to the end; even then, there's a lot of recipes involving spouts, presses, and mixers. Whether that's a positive or negative is up to you.
Pretty much every crafting recipe is redone to have something to do with the items you find scattered around the backrooms, adding to its cohesion.
As I mentioned earlier, the aesthetic design is unmatched by any other pack. It's unnerving without being completely jumpscare-y, no dwellers or "noodle" monsters like many other versions of the backrooms have.
Visually, the textures are all really nice-looking and consistent. All the mods with "vanilla+ textures" like Farmer's Delight or Create feel very consistent together, and the later-game stuff, although unchanged visually, also feel like they match with each other.
Performance is pretty decent, I had no problems or anything. I've heard gripes with some of the loading in stuff and the sculk mobs
, but I had zero issues personally.
I'd recommend this pack to everyone even remotely interested in tech; I don't think it's a good beginners modpack, but if you have a friend who plays modpacks and knows at least the basic mods, I would definitely recommend it for multiplayer. It does assume you have a bit of basic knowledge on how some stuff works, especially Create as I was saying before, but nowadays with pondering, guidebooks, and the pack's great quests, there's not much you can't figure out in-game.
TLDR; if you know anything about tech mods, play it. It's worth it.
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What could be a neat unnerving liminal exploration experience is utterly ruined by a plethora of zombie mobs with the aesthetic taste of a dweller.
What I feel is lost on many latecomers to the "backrooms" liminal space trend is the idea of liminality itself. Why have a monster around every corner when the whole point of the genre is the space you are in.
As for the pack itself, forgetting the theme, I chose what I thought was a more difficult start (Nod Scientist) and found a block of diamond within 20 minutes of gameplay, and did not struggle at all against the far too common enemy mobs, finding them more of a nuisance than anything.
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Been looking to play the OG Sky Bees pack(or perhaps its sequel Sky Bees 2) for a good while but haven't gotten around to it until recently. When I went to try it out, I saw there was a remake for modern versions which excited me as I'm more of 1.20.1 or 1.21.1 player lol.
Actually playing it has... disappointed me a bit. To sum it up in a word, I felt pretty whelmed.
The AI profile picture should have been my first sign but, annoyingly, I wanted to l look past it.
It's not necessarily a bad pack, it just feels... kind of lazy. Questbook is decent and there is a sense of progression to be certain, but crafting recipes and stuff are for the most part unmodified.
Apart from some mildly intriguing Ex Nihilo(or rather Ex Deorum) at the beginning, it's your standard modded Skyblock with a bee mod thrown in.
You've got your drawers and backpacks, crouching for crops, botany pots, Productive Metalworks, and although I haven't gotten quite that far yet there's your standard Mekanism, IE, AE2, etc. No Create though, which as much as I love the mod is always a plus.
Questbook is present and at the very least better than Skyfactory(not that that's a high bar lmao) but it's still sort of the bare minimum, once early game ends you have to fight for yourself.
I'm really focusing on the negatives here but for the most part it's just, as the title says, a standard modded Skyblock pack. Performance is obviously perfectly fine, even with shaders(I used Euphoria Patched Complementary), as most Skyblocks tend to be.
Visuals are fine, they're not particularly bad or anything, just default textures; no real consistency there.
All in all, if you want a fairly barebones modded Skyblock I would recommend it, otherwise go play ATMTTS or something.
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Have played this mod alot, and it does exactly what it says it does
Key parts i loved:
The early game is much more complicated with this mod, being perfect for a survival pack
compatible with alot of other mods such as dynamic trees (was not sure this would work, thought that it only used the vanilla tools at the time)
The gameplay is nice due to still having a small layer of simplicity that adds a way for newer players to figure it out
A few things to keep in mind for pack devs using this mod:
- Using this mod may require that you make quests specifically for the new features added by this, some players may not get it as soon as they start
- Specify within the quests i mentioned: What materials are usually needed, and How to get said materials
- The new saws may make progression slower, take this into mind if creating a pack with faster progression
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This mod is intentionally misleading and does nothing.
Made by a person with youtuber with 366K subscribers, it uses peoples familiarity with -ium performance mods to trick people into download a mod with no effect on performance. It also uses to two exclamation marks in its name to bias its ranking higher.
What does it actually do?
I decompiled the 1.21.11 fabric version.
When the mod is loaded on the client, it mixins into LivingEntity and Player to keep track of what the user is doing, then registers a overlay to show a fake higher fps count. Thats it!
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If you can, avoid using it. The only reason people use this mod is if they don't know mods like E4MC exist, they want to be able to play with their friends in the easiest way possible and this does that. But so do plenty of other mods.
And unlike Essential the rest of them don't try and pressure the player in to paying for Microtransactions..... yes you heard that right.... Every time you open the escape menu you be presented a special offer to buy a cosmetic...
Now as much as I dislike this model is get 2 stars as it does work, you can use it, the cosmetics do look decent and looking past the microtransactions the functionality is there. And I can MAYBE understand then need for funding for the mod... but even then every other mod out there does without...
If you want to play with your friends.... use E4MC or better yet! host your own server locally.
If you want cosmetics.... download a cosmetics mod....
If I had to offer a single bit of criticism, the art really isn't the greatest, not my thing,
BUT
This mod has been, since 1.7.10, one of the definitive mods in virtually all modpacks, adding a sense of actual depth to your tools, your weapons, the things you use to interact with the game.
Minecraft has long, for well over a decade had a issue that nobody really realizes until they use this mod.
you get a wood pickaxe
you get stone until you find 3 pieces of iron
you use iron until you find diamond
you now get to farm villagers to get mending so your tool doesn't break
may as well get netherite, as of more recently
time to farm enchants until i get perfection
ALL OF THAT SUCKS.
Tinkers Construct replaces all of this with custom, upgradable, infinitely repairable tools that you own.
In Tinkers Construct, you create a stone pickaxe, you work to smelt your metals, creating a large multiblock furnace, before creating a Tool Head forged out of a metal of your choice.
The Tool Head you make takes Attributes from the metal you use, and there is no "best material" to optimize with, it's just pros and cons. There's also an Upgrade system, allowing you to apply secondary materials to the tool to add modifiers like Luck or Fortune (an enchanting replacement)
I struggle to figure out a way to describe how gratifying this feels, how much better than vanilla this is, but truly, if by some terrible twist of fate you haven't yet played this mod, get it, you're even provided with in-game documentation.
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