Skip to content
JaceMindMage

JaceMindMage

@JaceMindMage

Elsewhere

  • Discord : Evanware

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
5 reviews 2 quick ratings 25 tag proposals / 1 promoted
Joined September 2026 Active 1 week ago
5
Reviews
7
Ratings
3.4/ 5
Average rating
1
Last 30d
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Show per page
10
25
50
4.5
JaceMindMage

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 MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

For a relatively simple solution to having automated mob farms in a modpack, it lives up to the name of being an easy mob farm. The recipes for each of the different mob farms are generally balanced for what they're used for. A lot of the recipes use different materials from the biomes they're based around or require items you typically wouldn't consider getting otherwise, like glow lichen or sea grass. That's also not to mention that it's pretty easy to upgrade a mob farm since it's just surrounding a mob farm with the next upgrade material. The mob farms themselves are definitely a "place and forget" with them working on their own with little to no need for intervention. While it might not be as efficient as manually farming the mobs you want or creating more traditional mob farm setups, the fact that it only takes up one block of space and works on its own makes them extremely convenient, even if they generate drops slowly.
One of my biggest gripes with this mod, however, is the capture card system. The concept and general execution of it is fantastic, with them even working with modded mobs and bosses as they'd drop more generic-looking capture cards that can generate loot. However, you get so many of them that they become rather annoying inventory clutter. This isn't helped by the fact that you only need one capture card of a mob for each mob farm, meaning that once you get a few capture cards of the mob you want, the rest become redundant. Capture cards aren't that rare of a drop either, so I ended up running into multiple situations where my inventory would be cluttered by a bunch of capture cards I didn't want, with a lot of them not even stacking with each other even if they're the same mob (likely because of certain gear they were wearing that the capture card retains). The card binder fixes this somewhat by letting you store your capture cards in it, but it doesn't help the fact that a lot of the time you'll likely be collecting a bunch of capture cards you probably don't want.
One more thing to keep in mind is that the mob farm that's specifically for rare drops gets extremely cluttered if you have a lot of mods. From what it looks like, this specific mob farm more so generates similar loot to items you'd find in random chests rather than pure mob drops. I really like the idea of that, but it just feels weird to have something specifically meant for rare drops from mobs that basically just generates regular chest loot along with standard mob drops. Not an issue I have against the mod as a whole, but something that could use better wording or implementation.

1
0
4.5
JaceMindMage

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 MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

For a relatively simple solution to having automated mob farms in a modpack, it lives up to the name of being an easy mob farm. The recipes for each of the different mob farms are generally balanced for what they're used for. A lot of the recipes use different materials from the biomes they're based around or require items you typically wouldn't consider getting otherwise, like glow lichen or sea grass. That's also not to mention that it's pretty easy to upgrade a mob farm since it's just surrounding a mob farm with the next upgrade material. The mob farms themselves are definitely a "place and forget" with them working on their own with little to no need for intervention. While it might not be as efficient as manually farming the mobs you want or creating more traditional mob farm setups, the fact that it only takes up one block of space and works on its own makes them extremely convenient, even if they generate drops slowly.
One of my biggest gripes with this mod, however, is the capture card system. The concept and general execution of it is fantastic, with them even working with modded mobs and bosses as they'd drop more generic-looking capture cards that can generate loot. However, you get so many of them that they become rather annoying inventory clutter. This isn't helped by the fact that you only need one capture card of a mob for each mob farm, meaning that once you get a few capture cards of the mob you want, the rest become redundant. Capture cards aren't that rare of a drop either, so I ended up running into multiple situations where my inventory would be cluttered by a bunch of capture cards I didn't want, with a lot of them not even stacking with each other even if they're the same mob (likely because of certain gear they were wearing that the capture card retains). The card binder fixes this somewhat by letting you store your capture cards in it, but it doesn't help the fact that a lot of the time you'll likely be collecting a bunch of capture cards you probably don't want.
One more thing to keep in mind is that the mob farm that's specifically for rare drops gets extremely cluttered if you have a lot of mods. From what it looks like, this specific mob farm more so generates similar loot to items you'd find in random chests rather than pure mob drops. I really like the idea of that, but it just feels weird to have something specifically meant for rare drops from mobs that basically just generates regular chest loot along with standard mob drops. Not an issue I have against the mod as a whole, but something that could use better wording or implementation.

1
0
4.5
Easy Mob Farm
JaceMindMage

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 MC 1.20
1
0
4.0
JaceMindMage

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 MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
4.5

As a simple addon to Vampirism, Werewolves does a good job at what it sets out to do. The Werewolf Heaven biome is pretty simple, plus the different tree colors it adds are quite nice for builds that would want softer pinks and blues. The werewolves themselves are well made and I really love the design of the models. Having the ability to customize your own werewolf form is also a nice touch and the options available are decently expansive, even if it's just fur and eye colors. The different abilities that you can get from leveling up are quite nice as well, but I will say that some of them are pretty basic, like mitigating the negative effects of being a werewolf or general attack or speed buffs. The different accessories that can be acquired offer enough of a range of buffs to feel like you can made a build of sorts.
There are some things that are a bit iffy for me, primarily the quests and how you level up. The quests from Werewolf Representative villagers are pretty basic and mainly consist of killing a certain amount of targets (mostly skeletons) or getting certain items. They're nice additions, but because these quests are the main way you get accessories and specific items (like minion items and oblivion potions) the quests quickly become boring. The Werewolf Lord quests especially feel this way since they require quite a lot of materials, which is typically stacks of gold or rare drops from Alpha Werewolves, and/or capturing villages, which is a pain with how raids work in Vampirism. The leveling system is pretty simple, but unless you look at the wiki, you won't know how to make the altar necessary to even begin leveling up. Having at least a bit of in-game documentation or even randomly generating the altars in Werewolf Heavens would fix the issue.
The only major issue I have with this addon is just that it doesn't get the same amount of attention as Vampirism. Vampirism has a bunch of addons and more fleshed out systems than Werewolves, making the differences in quality apparent. While I think Werewolves is a great addon, it rarely feels more than that. I definitely wish this addon gets more support from the developer to give it a stronger identity of its own.

1
0
4.0
JaceMindMage

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 MC 1.20
Gameplay
4.0
Aesthetics
5.0
Performance
4.5

As a simple addon to Vampirism, Werewolves does a good job at what it sets out to do. The Werewolf Heaven biome is pretty simple, plus the different tree colors it adds are quite nice for builds that would want softer pinks and blues. The werewolves themselves are well made and I really love the design of the models. Having the ability to customize your own werewolf form is also a nice touch and the options available are decently expansive, even if it's just fur and eye colors. The different abilities that you can get from leveling up are quite nice as well, but I will say that some of them are pretty basic, like mitigating the negative effects of being a werewolf or general attack or speed buffs. The different accessories that can be acquired offer enough of a range of buffs to feel like you can made a build of sorts.
There are some things that are a bit iffy for me, primarily the quests and how you level up. The quests from Werewolf Representative villagers are pretty basic and mainly consist of killing a certain amount of targets (mostly skeletons) or getting certain items. They're nice additions, but because these quests are the main way you get accessories and specific items (like minion items and oblivion potions) the quests quickly become boring. The Werewolf Lord quests especially feel this way since they require quite a lot of materials, which is typically stacks of gold or rare drops from Alpha Werewolves, and/or capturing villages, which is a pain with how raids work in Vampirism. The leveling system is pretty simple, but unless you look at the wiki, you won't know how to make the altar necessary to even begin leveling up. Having at least a bit of in-game documentation or even randomly generating the altars in Werewolf Heavens would fix the issue.
The only major issue I have with this addon is just that it doesn't get the same amount of attention as Vampirism. Vampirism has a bunch of addons and more fleshed out systems than Werewolves, making the differences in quality apparent. While I think Werewolves is a great addon, it rarely feels more than that. I definitely wish this addon gets more support from the developer to give it a stronger identity of its own.

1
0
4.0
Werewolves - Become a Beast!
JaceMindMage

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 MC 1.20
1
0
1.5
JaceMindMage

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 5 hrs MC 1.20
Gameplay
1.0
Aesthetics
3.5
Performance
4.0

This mod certainly feels like someone adding a bunch of things into Tinker's Construct that they thought would be cool, but didn't have the technical experience to implement those ideas fully. The idea of adding Domains (not entirely explained what they are, but I believe are a field around the player that does different things to enemies inside of it) to your gear is something that seems like an interesting idea as a more fantastical addition to Tinker's Construct and adding unique Domains to the Minecraft bosses could've been really cool to see, and I will say that the Warden's Domain was pretty cool. However, I think this mod suffers the most from not having a clear vision with the Domains, items, and bosses.
The Domains are added like other enchantments would in Tinker's Construct, though they require getting something called an Aura Forma to add to your gear first. The process to make it is really tedious since the Forma can only be used to make the Aura Forma and all of the crafting ingredients that are used to make it come from mob drops (like Iron Golems) and don't have alternative uses outside of it. That's not to mention that some of the Domains feel random in ways that almost feel like jokes, if not for the insane cost to even get to experience the "joke".
Some of the items are also questionable. The mod adds an item that you get when you get to low health for the first time that protects(?) you briefly. It has no use other than to be crafted into the "Sacred Weapon" that immediately out-damages anything you can make in Tinker's Construct significantly. Even though it's difficult to craft (2 netherite blocks are required), there no longer becomes any reason to chase other weapons in Tinker's Construct because it would immediately become irrelevant once you get the Sacred Weapon. It would've honestly been a really cool addition if you have to find the relic and them go through several stages across both the smeltery and foundry, such as making a large array of different weapon parts made from different materials, that could've made it a fun goal to chase without immediately invalidating everything.
My biggest complaint is how bosses were changed, primarily the Wither and Ender Dragon. The Wither was effectively given a "random bs go!" effect where it constantly summons Wither Skeletons riding Skeleton Horses with full mending Netherite Armor and Sharpness 5 Netherite Swords, along with Wither Skeletons with Power 5 bows. It can be upwards of 10 of each spawning every few seconds and it becomes significantly more annoying than anything. The only solace is that the drop rate for the gear from the Wither Skeletons is quite high, which means you can quickly get entire full sets of mending Netherite gear relatively easily (or melt down for even more Netherite and diamonds in a Foundry). Having the Wither Skeletons have worse gear but be a transition period between the Wither's flying phase and grounded phase could've made it more balanced and add something new to the Wither. The changes to the Ender Dragon were the most, in my opinion. The Ender Dragon was given around 1000 hp (according to Jade) with high resistance and requiring the crystals to be destroyed before you can do damage at all, making the fight a complete slog to get through... if you do it normally. For some reason, the Ender Dragon was made extremely weak to bed explosions (possibly one-shotting or two-shotting), which makes the change to its hp sort of baffling because the Ender Dragon is now both extremely time-consuming to kill and immensely trivial. Just having the change to the crystals would've been a nice addition, along with maybe a unique attack to make the fight feel fresh while not making it painful to get through.
I definitely feel like if the mod developer went back and put in more focus on the Domains rather than some of the more random inclusions, this could be a fresh way to change up Tinker's Construct, but the general lack of focus on its main selling point, making the player-obtainable Domains lackluster, and changing bosses in ways that don't feel needed or satisfying very much soured my taste for this mod.

2
0
1.5
JaceMindMage

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 5 hrs MC 1.20
Gameplay
1.0
Aesthetics
3.5
Performance
4.0

This mod certainly feels like someone adding a bunch of things into Tinker's Construct that they thought would be cool, but didn't have the technical experience to implement those ideas fully. The idea of adding Domains (not entirely explained what they are, but I believe are a field around the player that does different things to enemies inside of it) to your gear is something that seems like an interesting idea as a more fantastical addition to Tinker's Construct and adding unique Domains to the Minecraft bosses could've been really cool to see, and I will say that the Warden's Domain was pretty cool. However, I think this mod suffers the most from not having a clear vision with the Domains, items, and bosses.
The Domains are added like other enchantments would in Tinker's Construct, though they require getting something called an Aura Forma to add to your gear first. The process to make it is really tedious since the Forma can only be used to make the Aura Forma and all of the crafting ingredients that are used to make it come from mob drops (like Iron Golems) and don't have alternative uses outside of it. That's not to mention that some of the Domains feel random in ways that almost feel like jokes, if not for the insane cost to even get to experience the "joke".
Some of the items are also questionable. The mod adds an item that you get when you get to low health for the first time that protects(?) you briefly. It has no use other than to be crafted into the "Sacred Weapon" that immediately out-damages anything you can make in Tinker's Construct significantly. Even though it's difficult to craft (2 netherite blocks are required), there no longer becomes any reason to chase other weapons in Tinker's Construct because it would immediately become irrelevant once you get the Sacred Weapon. It would've honestly been a really cool addition if you have to find the relic and them go through several stages across both the smeltery and foundry, such as making a large array of different weapon parts made from different materials, that could've made it a fun goal to chase without immediately invalidating everything.
My biggest complaint is how bosses were changed, primarily the Wither and Ender Dragon. The Wither was effectively given a "random bs go!" effect where it constantly summons Wither Skeletons riding Skeleton Horses with full mending Netherite Armor and Sharpness 5 Netherite Swords, along with Wither Skeletons with Power 5 bows. It can be upwards of 10 of each spawning every few seconds and it becomes significantly more annoying than anything. The only solace is that the drop rate for the gear from the Wither Skeletons is quite high, which means you can quickly get entire full sets of mending Netherite gear relatively easily (or melt down for even more Netherite and diamonds in a Foundry). Having the Wither Skeletons have worse gear but be a transition period between the Wither's flying phase and grounded phase could've made it more balanced and add something new to the Wither. The changes to the Ender Dragon were the most, in my opinion. The Ender Dragon was given around 1000 hp (according to Jade) with high resistance and requiring the crystals to be destroyed before you can do damage at all, making the fight a complete slog to get through... if you do it normally. For some reason, the Ender Dragon was made extremely weak to bed explosions (possibly one-shotting or two-shotting), which makes the change to its hp sort of baffling because the Ender Dragon is now both extremely time-consuming to kill and immensely trivial. Just having the change to the crystals would've been a nice addition, along with maybe a unique attack to make the fight feel fresh while not making it painful to get through.
I definitely feel like if the mod developer went back and put in more focus on the Domains rather than some of the more random inclusions, this could be a fresh way to change up Tinker's Construct, but the general lack of focus on its main selling point, making the player-obtainable Domains lackluster, and changing bosses in ways that don't feel needed or satisfying very much soured my taste for this mod.

2
0
1.5
Tinker's Domain
JaceMindMage

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 5 hrs MC 1.20
2
0
2.5
JaceMindMage

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 5 hrs MC 1.20
Gameplay
3.0
Aesthetics
2.5
Performance
4.0

I added this into a kitchen sink modpack I made for myself that used Vampirism and Werewolves so I figured this would've been a good addition. I will say that it pretty easily integrated itself with Tinker's Construct and even added the new materials to world drops. I also do like the aesthetics and personality with the different alloys that can be made, along with the other additions that made the usual weapons in Vampirism feel more interesting.
One of the main issues with the mod itself in gameplay was that the new alloys and weapons felt kinda overpowered. I managed to find a cutlass in an Overworld chest that used the Vampire Hunter exclusive alloy for the blade, with completely outclassed the damage my current weapons could output. The flavor text for the buffs for each alloy, while adding a lot of character, didn't show what they actually did, so they felt like filler.
However, this issue is completely overshadowed by the fact that the mod requires another mod (Tinker's Domain) made by the author that's not disclosed on the mod page and, without it, prevents the game from starting. It also doesn't help that the error that's given telling you to download the other mod only gives the file name of the mod, not its actual name, which makes it more difficult to find. It also doesn't help that the dependency (Tinker's Domain) heavily weighs down this mod with some of the baffling changes it makes to bosses and additions that do not feel cohesive at all.

1
0
2.5
JaceMindMage

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 5 hrs MC 1.20
Gameplay
3.0
Aesthetics
2.5
Performance
4.0

I added this into a kitchen sink modpack I made for myself that used Vampirism and Werewolves so I figured this would've been a good addition. I will say that it pretty easily integrated itself with Tinker's Construct and even added the new materials to world drops. I also do like the aesthetics and personality with the different alloys that can be made, along with the other additions that made the usual weapons in Vampirism feel more interesting.
One of the main issues with the mod itself in gameplay was that the new alloys and weapons felt kinda overpowered. I managed to find a cutlass in an Overworld chest that used the Vampire Hunter exclusive alloy for the blade, with completely outclassed the damage my current weapons could output. The flavor text for the buffs for each alloy, while adding a lot of character, didn't show what they actually did, so they felt like filler.
However, this issue is completely overshadowed by the fact that the mod requires another mod (Tinker's Domain) made by the author that's not disclosed on the mod page and, without it, prevents the game from starting. It also doesn't help that the error that's given telling you to download the other mod only gives the file name of the mod, not its actual name, which makes it more difficult to find. It also doesn't help that the dependency (Tinker's Domain) heavily weighs down this mod with some of the baffling changes it makes to bosses and additions that do not feel cohesive at all.

1
0
2.5
Vampirism Tinker
JaceMindMage

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 5 hrs MC 1.20
1
0
4.5
JaceMindMage

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 10 hrs Playing MC 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

This is such a fun modpack to play once I got used to the controls and objectives. My experience is limited, but I ended up having a ton of fun with the werewolf. The feel of combat is great, with backstabs and stealth that make it feel more complete than standard combat. The weapons add a nice touch as well since they're diverse enough to give different combat styles for each class. The aesthetics of the modpack makes this stand out the most, especially with the more dark fantasy elements of the setting. The models for each of the classes are phenomenal as well, which is a shame since the werewolf model's head obstructs your view when you're casting certain spells (though you're not limited to those models and can change them). Other than that, it's a very creative interpretation on Minecraft-esque creatures. The actual mechanics of the modpack very much scratches that roguelike itch while feeling like something totally unique.
There are a few minor annoyances that I did experience, which aren't deal breakers, but are something to keep in mind. Objectives can be very far away, with my best run having two objectives being over 5k km in opposite directions from each other. Some of the classes, like the vampire and werewolf, have some strong movement, but it still makes the distances feel sluggish to cross. This gets even worse in the Nether if you spawn in a pocket somewhere and need to mine out, especially if you didn't find or craft a pickaxe since you can only get the materials for one (or just find one) from chests and drops (excluding the wanderer class that can break and collect blocks like normal Minecraft). Thankfully, there's a good amount of enemies strewn around that makes the exploration more interesting, so it's not that big of an issue even if many of them become pushovers. While I really like the enemies, some of them feel iffy, mainly the witch. The witch is fairly rare, which makes this issue not that prevalent, but it's such an annoying enemy. It can use the ISS Blackhole spell semi-frequently and teleports (and goes invisible) when hit, which can lead to either very quick deaths if you don't have good gear or just being stuck for several seconds. I'd honestly love if witches could cast multiple different spells instead of only using Blackhole, though that's just a preference for me.

3
0
4.5
JaceMindMage

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 10 hrs Playing MC 1.20
Gameplay
5.0
Aesthetics
5.0
Performance
4.0

This is such a fun modpack to play once I got used to the controls and objectives. My experience is limited, but I ended up having a ton of fun with the werewolf. The feel of combat is great, with backstabs and stealth that make it feel more complete than standard combat. The weapons add a nice touch as well since they're diverse enough to give different combat styles for each class. The aesthetics of the modpack makes this stand out the most, especially with the more dark fantasy elements of the setting. The models for each of the classes are phenomenal as well, which is a shame since the werewolf model's head obstructs your view when you're casting certain spells (though you're not limited to those models and can change them). Other than that, it's a very creative interpretation on Minecraft-esque creatures. The actual mechanics of the modpack very much scratches that roguelike itch while feeling like something totally unique.
There are a few minor annoyances that I did experience, which aren't deal breakers, but are something to keep in mind. Objectives can be very far away, with my best run having two objectives being over 5k km in opposite directions from each other. Some of the classes, like the vampire and werewolf, have some strong movement, but it still makes the distances feel sluggish to cross. This gets even worse in the Nether if you spawn in a pocket somewhere and need to mine out, especially if you didn't find or craft a pickaxe since you can only get the materials for one (or just find one) from chests and drops (excluding the wanderer class that can break and collect blocks like normal Minecraft). Thankfully, there's a good amount of enemies strewn around that makes the exploration more interesting, so it's not that big of an issue even if many of them become pushovers. While I really like the enemies, some of them feel iffy, mainly the witch. The witch is fairly rare, which makes this issue not that prevalent, but it's such an annoying enemy. It can use the ISS Blackhole spell semi-frequently and teleports (and goes invisible) when hit, which can lead to either very quick deaths if you don't have good gear or just being stuck for several seconds. I'd honestly love if witches could cast multiple different spells instead of only using Blackhole, though that's just a preference for me.

3
0
4.5
Vampires Strike Back
JaceMindMage

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 10 hrs Playing MC 1.20
3
0