Panzerschrekt

Panzerschrekt

@Panzerschrekt

An ordinary artist, your average yt modpack watcher since 2012, played modpacks myself since late 2017, avid modpack maker (kubejs scrambler) since 2023, dev of GT Panzercraft (it's still unpolished btw), professional ragebaiter, will be serious when needed, rip my insta (10k, 5/30/26)

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30 reviews 28 quick ratings 24 tag proposals / 12 promoted
Joined May 2026 Active 3 weeks ago
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4.1/ 5
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5.0
Panzerschrekt

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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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
Aesthetics
5.0

To make things simple, while this mod basically offers the same feature as other tooltip overhauls (Legendary, Obscuria, etc), this one by far has a lot more features and extensibility, now let's just get to it:

The Good

  1. Changes are live, when other tooltip mods may require reloads/restarts or even waits through the resourcepack loading in, in this mod, changes happens live in game, which is also supported by the fact that it has...
  2. In game config editor, surprisingly clean and pretty easy to understand, though for more complex usage it's still a bit lacking in documentation or hard to find
  3. Compatibility, out of the box it's pretty much compatible with anything, that's it
  4. Range of customization, when thinking about this, usually a good tooltip customization lets you change the background, frame, and the border, but with this mod you can also change more mundane things such as the rarity display, tooltip animation (fades in and out etc), icon animation (blocks can rotate in 3D when it appears in the tooltip and such), and vignette, which made the mod extremely configurable
  5. Features, on top of everything before, it has tooltip scrolling, text wrap, and has built in comparison (Lshift iirc) for equipment, which is everything you would expect from a mod about tooltip overhauls

Now...

The Neutral

  1. The consequence of being extremely modular is the fact that there would be too much things to configure, i'm neutral on this, but i can see modpack devs be overwhelmed by this

The Bad

  1. Some out of the box implementation of tooltips, may or may not trigger certain error especially when the mod you're using has a bunch of implied tooltips (looking at you Enigmatic Legacy), while most of the times this mod catches this pretty quickly and let's you be free, sometimes it just straight up not let you load the game if it doesn't catch it, i'm not sure whether this is fixable through this mod's side or the other's side, but this can be stressful especially for large modpacks

So, that's it, that's all i can say about this mod

0
0
5.0
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
Aesthetics
5.0

To make things simple, while this mod basically offers the same feature as other tooltip overhauls (Legendary, Obscuria, etc), this one by far has a lot more features and extensibility, now let's just get to it:

The Good

  1. Changes are live, when other tooltip mods may require reloads/restarts or even waits through the resourcepack loading in, in this mod, changes happens live in game, which is also supported by the fact that it has...
  2. In game config editor, surprisingly clean and pretty easy to understand, though for more complex usage it's still a bit lacking in documentation or hard to find
  3. Compatibility, out of the box it's pretty much compatible with anything, that's it
  4. Range of customization, when thinking about this, usually a good tooltip customization lets you change the background, frame, and the border, but with this mod you can also change more mundane things such as the rarity display, tooltip animation (fades in and out etc), icon animation (blocks can rotate in 3D when it appears in the tooltip and such), and vignette, which made the mod extremely configurable
  5. Features, on top of everything before, it has tooltip scrolling, text wrap, and has built in comparison (Lshift iirc) for equipment, which is everything you would expect from a mod about tooltip overhauls

Now...

The Neutral

  1. The consequence of being extremely modular is the fact that there would be too much things to configure, i'm neutral on this, but i can see modpack devs be overwhelmed by this

The Bad

  1. Some out of the box implementation of tooltips, may or may not trigger certain error especially when the mod you're using has a bunch of implied tooltips (looking at you Enigmatic Legacy), while most of the times this mod catches this pretty quickly and let's you be free, sometimes it just straight up not let you load the game if it doesn't catch it, i'm not sure whether this is fixable through this mod's side or the other's side, but this can be stressful especially for large modpacks

So, that's it, that's all i can say about this mod

0
0
5.0
Tooltip Overhaul
Panzerschrekt

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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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
0
0
5.0
Panzerschrekt

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 1.21
Aesthetics
5.0

A very simple mod that adds exactly as it's title, it adds icon in front of the tooltips of your weapon, pretty good for adding clarity to the tooltip UI, it has some pretty nice compatibilities (mostly with tool/armor reforging mod that hooks directly to the 1.21.1 data component modifier or others through that same method, iirc) and some pretty mild/unaffecting incompatibilities with those outside of that, pretty much, i'd say this can be an alternative to Quark, or for people who doesn't really like all of Quark's tweaks they can use this instead

Iirc just like any tooltip mods, you can use a resourcepack to customize the icon used, pretty good and a bit underrated overall, cool

0
0
5.0
Panzerschrekt

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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 20 hrs MC 1.21
Aesthetics
5.0

A very simple mod that adds exactly as it's title, it adds icon in front of the tooltips of your weapon, pretty good for adding clarity to the tooltip UI, it has some pretty nice compatibilities (mostly with tool/armor reforging mod that hooks directly to the 1.21.1 data component modifier or others through that same method, iirc) and some pretty mild/unaffecting incompatibilities with those outside of that, pretty much, i'd say this can be an alternative to Quark, or for people who doesn't really like all of Quark's tweaks they can use this instead

Iirc just like any tooltip mods, you can use a resourcepack to customize the icon used, pretty good and a bit underrated overall, cool

0
0
5.0
Icon Leading Tooltip
Panzerschrekt

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Explorer 0 pts
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Guide 500 pts
Veteran 1,500 pts
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Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 20 hrs MC 1.21
0
0
5.0
Panzerschrekt

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 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.16, 1.12

If there was ever a mod that a lot of pack creators took for granted, it would be this. The whole purpose of the mod is to simply add a counter as in how much damaged/how much durability is left in your tools or just anything that has durability, really simple and so many packs has used this mod just for that reason

And i do wanna stress it out that this mod has been the clutch of many... many of my fortune 3 mending diamond pickaxes from breaking apart in almost all the modpack i've played and i'm sure many has this similar experience to this with other things, maybe it's their armor, their sword, their elytras, their gliders, etc, this mod shows it all, and while most of these situations only happens in some of the rather rare occassion of things, let's just honestly be grateful that there are mods like these that are being developed and still is being the backbone of many of your experience with modded Minecraft

On a bit more technical note, this mod has no issues with anything as long as it uses the vanilla durability method, and then as far as performance goes, this dents nothing of your performance even in extremely huge packs, overall, very good mod, thank you dear dev

0
0
5.0
Panzerschrekt

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 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.16, 1.12

If there was ever a mod that a lot of pack creators took for granted, it would be this. The whole purpose of the mod is to simply add a counter as in how much damaged/how much durability is left in your tools or just anything that has durability, really simple and so many packs has used this mod just for that reason

And i do wanna stress it out that this mod has been the clutch of many... many of my fortune 3 mending diamond pickaxes from breaking apart in almost all the modpack i've played and i'm sure many has this similar experience to this with other things, maybe it's their armor, their sword, their elytras, their gliders, etc, this mod shows it all, and while most of these situations only happens in some of the rather rare occassion of things, let's just honestly be grateful that there are mods like these that are being developed and still is being the backbone of many of your experience with modded Minecraft

On a bit more technical note, this mod has no issues with anything as long as it uses the vanilla durability method, and then as far as performance goes, this dents nothing of your performance even in extremely huge packs, overall, very good mod, thank you dear dev

0
0
5.0
Durability Tooltip
Panzerschrekt

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 1,000 hrs MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.16, 1.12
0
0
5.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.18, 1.19, 1.16, 26.1, 26.2

While you can certainly just use the advanced tooltips from F3+H to view the whole tooltip of a certain items, sometimes info bloat like that can just be a bit annoying for the aesthetic of a tooltip (unless you're a pack dev). And with the fact that people has different opinion on different recipe provider (Vanilla Recipe Book, JEI, EMI, REI, etc) and not all of them has built-in support to place modid tooltips to each items, this mod can cover that part pretty easily and has zero issues or even performance hits with anything else, even in modpacks with 50k+ items

I'd say this mod is more useful only if you don't really like adding too much things for a more vanilla+ feeling, for bigger packs this mod is either already there or has it's function replaced by another mod, overall, it just does it's job, cool

0
0
5.0
Panzerschrekt

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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.18, 1.19, 1.16, 26.1, 26.2

While you can certainly just use the advanced tooltips from F3+H to view the whole tooltip of a certain items, sometimes info bloat like that can just be a bit annoying for the aesthetic of a tooltip (unless you're a pack dev). And with the fact that people has different opinion on different recipe provider (Vanilla Recipe Book, JEI, EMI, REI, etc) and not all of them has built-in support to place modid tooltips to each items, this mod can cover that part pretty easily and has zero issues or even performance hits with anything else, even in modpacks with 50k+ items

I'd say this mod is more useful only if you don't really like adding too much things for a more vanilla+ feeling, for bigger packs this mod is either already there or has it's function replaced by another mod, overall, it just does it's job, cool

0
0
5.0
Mod Name Tooltip
Panzerschrekt

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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 1,000 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.18, 1.19, 1.16, 26.1, 26.2
0
0
5.0
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
Aesthetics
5.0
Performance
5.0

This mod basically overhauls the tooltip of items, it works dynamically with the vanilla rarity system in Minecraft (you can see this with enchanted tools, golden apple, etc) and integrates pretty well with almost all mods i've tried with it (Apotheosis, Quark, Gregtech, etc)

It really has no performance hits as far as i've tried, it allows you to scroll down a long tooltip of an item (most commonly found useful when in tandem with Enigmatic Legacy and Apotheosis), pretty convenient so that you don't need to readjust GUI scale constantly, it allows you to customize the tooltips of other items that aren't dynamically configured yourself too, so that's very neat for packmakers

Aesthetics wise, i can say it fits very well into a lot of packs, overall just a good tooltip mod that you can put in your packs

0
0
5.0
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
Aesthetics
5.0
Performance
5.0

This mod basically overhauls the tooltip of items, it works dynamically with the vanilla rarity system in Minecraft (you can see this with enchanted tools, golden apple, etc) and integrates pretty well with almost all mods i've tried with it (Apotheosis, Quark, Gregtech, etc)

It really has no performance hits as far as i've tried, it allows you to scroll down a long tooltip of an item (most commonly found useful when in tandem with Enigmatic Legacy and Apotheosis), pretty convenient so that you don't need to readjust GUI scale constantly, it allows you to customize the tooltips of other items that aren't dynamically configured yourself too, so that's very neat for packmakers

Aesthetics wise, i can say it fits very well into a lot of packs, overall just a good tooltip mod that you can put in your packs

0
0
5.0
Obscure Tooltips
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20
0
0
4.0
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.16, 1.19, 1.18
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

Whenever you ask yourself about tech mods, many people would always assume that there would atleast be 20 layers of GUI interaction and so... Create evades that entirely, it instead has so much in world interactions and functionalities which is honestly a really fresh take on tech mods

Create's whole system is based on rotating mechanical gears, and how do you rotate them? well, by producing stress. Stress transported by gears and shaft everywhere across and can be used for almost everything you can think of. Automatic wood farm, automatic wheat farm, quarries, whole processing line, etc. It's simply extremely modular and has a good tutorial too using Ponder.

Now for the fall-offs... Create is too modular, you pretty much can get so far into Create and never knew that you can make an automatic mining machine if you super glued certain Create things together. Yep, this also applies to the addons too.

Create's biggest fall-off however is in logistics, for simple automation and such things, Create is pretty efficient. But for logistics, Create loses to just about any pipe mods, it's overly complicated as you have to manage gear ratios, stress, rotational direction, etc, whereas most pipe mods can just be plugged like that. i'd argue that even Vanilla hopper chains could be better in certain cases compared to Create's logistic solution despite however cheaper Create's solution is.

With all that being said, Create is an awesome tech mod, and fills it's niche properly. Other mod can provide pipes well enough to cover Create. Absolutely would recommend this mod, people should play Create atleast once, and whether you're coming from a redstoner, builder, or even pvper, definitely should try this mod.

1
0
4.0
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.16, 1.19, 1.18
Gameplay
4.0
Aesthetics
5.0
Performance
4.0

Whenever you ask yourself about tech mods, many people would always assume that there would atleast be 20 layers of GUI interaction and so... Create evades that entirely, it instead has so much in world interactions and functionalities which is honestly a really fresh take on tech mods

Create's whole system is based on rotating mechanical gears, and how do you rotate them? well, by producing stress. Stress transported by gears and shaft everywhere across and can be used for almost everything you can think of. Automatic wood farm, automatic wheat farm, quarries, whole processing line, etc. It's simply extremely modular and has a good tutorial too using Ponder.

Now for the fall-offs... Create is too modular, you pretty much can get so far into Create and never knew that you can make an automatic mining machine if you super glued certain Create things together. Yep, this also applies to the addons too.

Create's biggest fall-off however is in logistics, for simple automation and such things, Create is pretty efficient. But for logistics, Create loses to just about any pipe mods, it's overly complicated as you have to manage gear ratios, stress, rotational direction, etc, whereas most pipe mods can just be plugged like that. i'd argue that even Vanilla hopper chains could be better in certain cases compared to Create's logistic solution despite however cheaper Create's solution is.

With all that being said, Create is an awesome tech mod, and fills it's niche properly. Other mod can provide pipes well enough to cover Create. Absolutely would recommend this mod, people should play Create atleast once, and whether you're coming from a redstoner, builder, or even pvper, definitely should try this mod.

1
0
4.0
Create
Panzerschrekt

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 500 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.16, 1.19, 1.18
1
0
5.0
Panzerschrekt

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 1,000 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.16
Performance
5.0

Just like what it said this mod basically reduces your memory usage...

How does is do it?

Well, for starters, in Minecraft, every block has a state, and certain block checks the state of it's neighbors too. This interaction allows the creation of fluid and it's interaction (like lava and water => cobblegen), and other other big things that i genuinely still try to comprehend. And these things, they take RAM.

This mod basically optimizes things around that and certain other issues. Either by replacing certain methods with one that measurably takes less ram (in this case FastMap), implements caching for certain things, performs deduplication, and some other things.

In total and in most observations. This mod basically saves you around 2 GB of RAM. This is literally an essential mod (say that again?) especially for big modpacks, just put it in your pack and forget, all benefits, no catch, compatible with everything.

0
0
5.0
Panzerschrekt

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 1,000 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.16
Performance
5.0

Just like what it said this mod basically reduces your memory usage...

How does is do it?

Well, for starters, in Minecraft, every block has a state, and certain block checks the state of it's neighbors too. This interaction allows the creation of fluid and it's interaction (like lava and water => cobblegen), and other other big things that i genuinely still try to comprehend. And these things, they take RAM.

This mod basically optimizes things around that and certain other issues. Either by replacing certain methods with one that measurably takes less ram (in this case FastMap), implements caching for certain things, performs deduplication, and some other things.

In total and in most observations. This mod basically saves you around 2 GB of RAM. This is literally an essential mod (say that again?) especially for big modpacks, just put it in your pack and forget, all benefits, no catch, compatible with everything.

0
0
5.0
FerriteCore
Panzerschrekt

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 1,000 hrs MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.16
0
0
4.5
Panzerschrekt

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 100 hrs Paused MC 1.20
Gameplay
3.5
Aesthetics
5.0
Performance
3.5

Abyssal Ascent is simply a pack that tries to prove a simple concept...

How hard is it, going from the core of a planet to it's surface? and oh boy, it's really difficult, not actually very very difficult, but rather a tedious task.

As far as anything goes, i'll review them in QNA format so it's easier for y'all to see and decide

Q: How deep exactly is the pack?
A: 8 Dimensions, stacked vertically, something like a thousand blocks from the overworld surface

Q: How do you progress?
A: Get specific material from the dimension to make a pickaxe, then break an obsidian layer that separates the dimensions

Q: How fair is the modpack?
A: I'd say pretty fair. You spawn in Undergarden where you have to adapt. Overworld resource doesn't really exist except the ores. You can use spells from Iron's Spellbooks. Fight simple bosses. Get unique items that actually has it's own system that's both simple and rewarding enough. Pretty fair progression system i'd say.

Q: What are the existing problems of the pack?
A: As far as i'd like to say, it would just be the annoyance of having to set up multiple bases, going back and forth (or rather up and down lol) every single time you missed a material a few dimensions back. Certain structures or spawns can be unfair, but for a modpack like this it's a common issue. There's certainly some glitchy behavior when you're breaking dimensions, though i'd say it's already better in the recent version compared to earlier ones, thank you dear pack dev.

Q: Would you recommend this? to both new players and modpack veterans?
A: Absolutely

1
0
4.5
Panzerschrekt

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 100 hrs Paused MC 1.20
Gameplay
3.5
Aesthetics
5.0
Performance
3.5

Abyssal Ascent is simply a pack that tries to prove a simple concept...

How hard is it, going from the core of a planet to it's surface? and oh boy, it's really difficult, not actually very very difficult, but rather a tedious task.

As far as anything goes, i'll review them in QNA format so it's easier for y'all to see and decide

Q: How deep exactly is the pack?
A: 8 Dimensions, stacked vertically, something like a thousand blocks from the overworld surface

Q: How do you progress?
A: Get specific material from the dimension to make a pickaxe, then break an obsidian layer that separates the dimensions

Q: How fair is the modpack?
A: I'd say pretty fair. You spawn in Undergarden where you have to adapt. Overworld resource doesn't really exist except the ores. You can use spells from Iron's Spellbooks. Fight simple bosses. Get unique items that actually has it's own system that's both simple and rewarding enough. Pretty fair progression system i'd say.

Q: What are the existing problems of the pack?
A: As far as i'd like to say, it would just be the annoyance of having to set up multiple bases, going back and forth (or rather up and down lol) every single time you missed a material a few dimensions back. Certain structures or spawns can be unfair, but for a modpack like this it's a common issue. There's certainly some glitchy behavior when you're breaking dimensions, though i'd say it's already better in the recent version compared to earlier ones, thank you dear pack dev.

Q: Would you recommend this? to both new players and modpack veterans?
A: Absolutely

1
0
4.5
Abyssal Ascent
Panzerschrekt

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 100 hrs Paused MC 1.20
1
0
1.0
Panzerschrekt

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 112 hrs Completed 107 hrs MC 1.20
Gameplay
1.5
Aesthetics
4.0
Performance
2.0

Prominence oh Prominence, if you think that your 2 minute made kitchen sink pack is bad because it's barely configured, try looking at this pack! Because even with all the "balans", custom items, quest and everything, this pack does almost none of it right. Let me dissect it one by one

Problem 1: The RPG Itself

Prominence promised to be an RPG, which as far as it does it, tries so hard to be a mix of POE2 and Rlcraft with all the armors, classes, and talent tree that it has. The problem is... balancing becomes insanely hard once you start locking people to certain builds.

For an example, Ranged builds can be seriously strong here, it's high dps, attacks from distance which is generally very safe even in tight dungeons, and were generally faster to reassemble into a hybrid magic build compared to Melee builds that needs to balance their mediocre dps, sustain themselves from being hit by bosses, and generally has a harder experience due to just how most boss AI's are not build to comprehend multiclass loadouts.

This isn't being mended by the talent tree or level progression in anyways, which also falls in the same problem as POE2 where there's too many small skills, but at the same time, not enough big skills which POE2 does provide, which this mod fails to do so and you're basically stuck in this condition of small gains at big cost and big gains simply locked. This also ain't being mended by the weapon skill tree, in fact, it doesn't even matter if you don't upgrade your skill tree at all, a crossbow can just cheese everything.

Same goes for the leveling, enemies always overlevel you, and even if you overlevel them, their stat boost is still bigger than yours, and how do you fix this infinite tug of war? yep, a crossbow and 3 blocks up.

The artifact interactions, trinkets as we say it, is also pretty much bandaid plaster to the actual problem of things. It's just bad, +8% random damage at the cost of literally searching tens of dungeon, is just bad progression, even worse than RLCraft, atleast you got goofy Lycanites.

Problem 2: The Tech not Teching Itself

Oh my goodness, i love tech mods, but this modpack is the first time i disliked the implementation of it. Usually you would add tech mods to a pack for certain reasons... automation, resource generation, storage, or logistics. The tech mods added here does not really solve any of that and instead add in an extra layer of headaches, STOP NERFING POWER GENERATION, I WANT MY AE2 SETUP TO BE GOOD.

Tech Reborn, basically IC2 recreated has it's own progression tree and interacts with no custom items of the pack, no reason to even play it. Modern Industrialization, basically Gregtech recreated and by extension IC2 recreation, also has it's own progression tree and interacts with no custom items of the pack, no reason to play it too... Industrial Revolution- NO NO NO, none of these tech mods actually does anything of substance even though they really should have because of the configuration being so unbalanced.

Ad Astra, allows you to go to the space... is there a boss or progression in the space? NO! Powah... basically a bandaid for FE generation now, just extremely lazy as an implementation.

Problem 3: The Story Itself?

Yep, the whole pack has a story, you are the flameborn of Vaaz, and... and... guess what, 100 hours of gameplay and i still don't have the story actually touched me in any way or sense. Whilst it is a common issue with most packs... especially a story driven RPG like Prominence, they should atleast make it make sense.

I'm taking this from the description of the mod itself, where it said that:

**"You one of the Flameborn of Vaaz, a race created by S'kellak, the Creator of All Things to protect and ensure the balance of all realms.

After thousands of years of peace, a ravenous force known as the Void has started an invasion into the universal realms, worlds filled with life and death, are now threatened to being destroyed completely. Will you fulfill your mission and stop the Void's Invasion?"**

And yet it doesn't really feel like you're fighting an invasion, or if there is even ONE Void (Eldritch End) being that invades the overworld, or even really attack you that much, this feels like a lazier version of SR Parasites and the Void enemies themselves are just so so basic, i'm genuinely baffled when i found out that these crooks are one of the supposed final enemies of the VI chapter that's invading the world, is that it?

Ohoho of course not, the title of the pack itself is... Hasturian Era which already spoils itself to be a homage to Hastur the King in Yellow... Yet in this pack, the closest thing to Hastur... is that one end game boss is just a reskin of another boss that is "possessed" by Hastur... are we joking? is that all the influence of THE KING IN YELLOW? Is that it?

Yes, that's it...

This is the main gripe that i have with this pack, it tries to be story driven, without properly driivng a story. So the car crashes, and then by extension the only plausible way they could introduce Hastur just like the rest of the pack would be in a fight and a fight and a fight, and i dislike this direction so much, it's not even a kitchen sink now, a kitchen sink pack has the luxury of turning into a real RPG. This one has bandaid fixed itself so much, that the wound is untreatable, it needs a total overhaul for it to even be able to pull of a True Hastur and another mindless boss fight.

If you've seen the ARG regarding the world that didn't exist, you know what i mean. An intangible God who's connected to the play and the lost city, Carcosa. Should be executed in a way better manner than just simply possessing a boss and buffs the boss into 2x the pain. And suddenly our origin of Flameborn of Vaaz, created by Skellak, literally has no affect on this whole ordeal. You could really ignore the entire lore and think of yourself as just default Steve being tossed to Prominence world and it won't affect a single narrative...

Conclusion

Q: Is it a good pack?
A: yes, it has many unique items.

Q: What's the catch to the statement?
A: If you ignore all the bleeding problems, balancing issues, tech mods spam as bandaid, barely any immersion that lets you sunk deep to the story, and no real consequences, then it's a good pack.

Q: If i don't ignore that?
A: It's a pack worse than any kitchen sink pack that you can make right now, atleast your kitchen sink, can still be reconfigured, this one needs an overhaul of it's own overhauling.

Q: Should beginners play this?
A: Genuinely, no, but if you wanna try, go on.

Q: Can this pack be fixed?
A: Absolutely, all the problem in this pack emerges from an unbalanced game design, or rather, a game deisgn that didn't consider enough variables for balancing. Completely fixable by the config, except for enemy AI.

Q: How would you rate this pack if all the issue is fixed?
A: Overall 4.5/5. Gameplay 4.5/5, Performance depends on how far it got optimized then, Aesthetics would still be 4/5, genuinely a very potential modpack

6
0
1.0
Panzerschrekt

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 112 hrs Completed 107 hrs MC 1.20
Gameplay
1.5
Aesthetics
4.0
Performance
2.0

Prominence oh Prominence, if you think that your 2 minute made kitchen sink pack is bad because it's barely configured, try looking at this pack! Because even with all the "balans", custom items, quest and everything, this pack does almost none of it right. Let me dissect it one by one

Problem 1: The RPG Itself

Prominence promised to be an RPG, which as far as it does it, tries so hard to be a mix of POE2 and Rlcraft with all the armors, classes, and talent tree that it has. The problem is... balancing becomes insanely hard once you start locking people to certain builds.

For an example, Ranged builds can be seriously strong here, it's high dps, attacks from distance which is generally very safe even in tight dungeons, and were generally faster to reassemble into a hybrid magic build compared to Melee builds that needs to balance their mediocre dps, sustain themselves from being hit by bosses, and generally has a harder experience due to just how most boss AI's are not build to comprehend multiclass loadouts.

This isn't being mended by the talent tree or level progression in anyways, which also falls in the same problem as POE2 where there's too many small skills, but at the same time, not enough big skills which POE2 does provide, which this mod fails to do so and you're basically stuck in this condition of small gains at big cost and big gains simply locked. This also ain't being mended by the weapon skill tree, in fact, it doesn't even matter if you don't upgrade your skill tree at all, a crossbow can just cheese everything.

Same goes for the leveling, enemies always overlevel you, and even if you overlevel them, their stat boost is still bigger than yours, and how do you fix this infinite tug of war? yep, a crossbow and 3 blocks up.

The artifact interactions, trinkets as we say it, is also pretty much bandaid plaster to the actual problem of things. It's just bad, +8% random damage at the cost of literally searching tens of dungeon, is just bad progression, even worse than RLCraft, atleast you got goofy Lycanites.

Problem 2: The Tech not Teching Itself

Oh my goodness, i love tech mods, but this modpack is the first time i disliked the implementation of it. Usually you would add tech mods to a pack for certain reasons... automation, resource generation, storage, or logistics. The tech mods added here does not really solve any of that and instead add in an extra layer of headaches, STOP NERFING POWER GENERATION, I WANT MY AE2 SETUP TO BE GOOD.

Tech Reborn, basically IC2 recreated has it's own progression tree and interacts with no custom items of the pack, no reason to even play it. Modern Industrialization, basically Gregtech recreated and by extension IC2 recreation, also has it's own progression tree and interacts with no custom items of the pack, no reason to play it too... Industrial Revolution- NO NO NO, none of these tech mods actually does anything of substance even though they really should have because of the configuration being so unbalanced.

Ad Astra, allows you to go to the space... is there a boss or progression in the space? NO! Powah... basically a bandaid for FE generation now, just extremely lazy as an implementation.

Problem 3: The Story Itself?

Yep, the whole pack has a story, you are the flameborn of Vaaz, and... and... guess what, 100 hours of gameplay and i still don't have the story actually touched me in any way or sense. Whilst it is a common issue with most packs... especially a story driven RPG like Prominence, they should atleast make it make sense.

I'm taking this from the description of the mod itself, where it said that:

**"You one of the Flameborn of Vaaz, a race created by S'kellak, the Creator of All Things to protect and ensure the balance of all realms.

After thousands of years of peace, a ravenous force known as the Void has started an invasion into the universal realms, worlds filled with life and death, are now threatened to being destroyed completely. Will you fulfill your mission and stop the Void's Invasion?"**

And yet it doesn't really feel like you're fighting an invasion, or if there is even ONE Void (Eldritch End) being that invades the overworld, or even really attack you that much, this feels like a lazier version of SR Parasites and the Void enemies themselves are just so so basic, i'm genuinely baffled when i found out that these crooks are one of the supposed final enemies of the VI chapter that's invading the world, is that it?

Ohoho of course not, the title of the pack itself is... Hasturian Era which already spoils itself to be a homage to Hastur the King in Yellow... Yet in this pack, the closest thing to Hastur... is that one end game boss is just a reskin of another boss that is "possessed" by Hastur... are we joking? is that all the influence of THE KING IN YELLOW? Is that it?

Yes, that's it...

This is the main gripe that i have with this pack, it tries to be story driven, without properly driivng a story. So the car crashes, and then by extension the only plausible way they could introduce Hastur just like the rest of the pack would be in a fight and a fight and a fight, and i dislike this direction so much, it's not even a kitchen sink now, a kitchen sink pack has the luxury of turning into a real RPG. This one has bandaid fixed itself so much, that the wound is untreatable, it needs a total overhaul for it to even be able to pull of a True Hastur and another mindless boss fight.

If you've seen the ARG regarding the world that didn't exist, you know what i mean. An intangible God who's connected to the play and the lost city, Carcosa. Should be executed in a way better manner than just simply possessing a boss and buffs the boss into 2x the pain. And suddenly our origin of Flameborn of Vaaz, created by Skellak, literally has no affect on this whole ordeal. You could really ignore the entire lore and think of yourself as just default Steve being tossed to Prominence world and it won't affect a single narrative...

Conclusion

Q: Is it a good pack?
A: yes, it has many unique items.

Q: What's the catch to the statement?
A: If you ignore all the bleeding problems, balancing issues, tech mods spam as bandaid, barely any immersion that lets you sunk deep to the story, and no real consequences, then it's a good pack.

Q: If i don't ignore that?
A: It's a pack worse than any kitchen sink pack that you can make right now, atleast your kitchen sink, can still be reconfigured, this one needs an overhaul of it's own overhauling.

Q: Should beginners play this?
A: Genuinely, no, but if you wanna try, go on.

Q: Can this pack be fixed?
A: Absolutely, all the problem in this pack emerges from an unbalanced game design, or rather, a game deisgn that didn't consider enough variables for balancing. Completely fixable by the config, except for enemy AI.

Q: How would you rate this pack if all the issue is fixed?
A: Overall 4.5/5. Gameplay 4.5/5, Performance depends on how far it got optimized then, Aesthetics would still be 4/5, genuinely a very potential modpack

6
0
1.0
Prominence™ II: Hasturian Era
Panzerschrekt

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 112 hrs Completed 107 hrs MC 1.20
6
0
4.0
Panzerschrekt

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 700 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.7, 1.16
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Perhaps the longest standing unfinished (yet finished) mod. Twilight Forest has been one of the few mods that stood for so long, it's just absurd to think that this mod is still unfinished with barely that many content changes since it's inception.

The mod itself has a really good content atleast from the standpoint of 10 years ago. It's jam packed of exploration, boss fights, loots, minings, etc etc. Performance is somehow decent for a modded dimension, and the Aesthetics despite being old, still has a charm to it.

Now the main issue as we all know it, The Final Boss. It just wouldn't really come, because the final boss is a sign that the mod is ending itself. Atleast from the mod dev perspective, this mod has so many flaws that's need to be patched first before they can properly create a final boss, similar issue happens with Calamity mod, with both having nearly a decade since this same question has been asked.

With that out of the way, this mod still holds itself up to this day. A bit overglazed and a bit overhated, but atleast in my eyes, it's a mod that still has a way to go around before creating it's own ending. Friendly enough for a new player, and still good for us veterans. I'd rate a 10/10 if this mod reaches a conclusion one day.

3
0
4.0
Panzerschrekt

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 700 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.7, 1.16
Gameplay
4.5
Aesthetics
5.0
Performance
4.0

Perhaps the longest standing unfinished (yet finished) mod. Twilight Forest has been one of the few mods that stood for so long, it's just absurd to think that this mod is still unfinished with barely that many content changes since it's inception.

The mod itself has a really good content atleast from the standpoint of 10 years ago. It's jam packed of exploration, boss fights, loots, minings, etc etc. Performance is somehow decent for a modded dimension, and the Aesthetics despite being old, still has a charm to it.

Now the main issue as we all know it, The Final Boss. It just wouldn't really come, because the final boss is a sign that the mod is ending itself. Atleast from the mod dev perspective, this mod has so many flaws that's need to be patched first before they can properly create a final boss, similar issue happens with Calamity mod, with both having nearly a decade since this same question has been asked.

With that out of the way, this mod still holds itself up to this day. A bit overglazed and a bit overhated, but atleast in my eyes, it's a mod that still has a way to go around before creating it's own ending. Friendly enough for a new player, and still good for us veterans. I'd rate a 10/10 if this mod reaches a conclusion one day.

3
0
4.0
The Twilight Forest
Panzerschrekt

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 700 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.12, 1.7, 1.16
3
0