It functions kinda... perfectly? It's such a simple mod, but also one I hate to be without any more. I'd actually bet that it will be added to the vanilla game someday.
I didn't intend to write a review, so this is all off the dome, but when leaving a rating, I thought "I can't give appleskin 5 stars..." yet... out of the many, many attempts, I can't think of any other mod that does it better. If that doesn't make it a perfect mod, I don't know what would.
My only gripe is that the black checkerboard is... pretty hard to look at... but that's what resource packs are for.
4
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The new golden standard for "Minecraft" Roguelikes
This is a breathtakingly well put together and stable modpack, especially considering it is almost entirely made out of Data Packs, and as the title has said, I really did forget that this is a Minecraft Modpack while playing.
I love every attempt to put rougelike gameplay into Minecraft, and you'll see my reviews on this site back that up, but I genuinely believe this one is special. It is so fully formed in a unique way that others cannot match, not Vault Hunters, not Trepidition, not Roguecraft, not even Minecraft's own 25w14craftmine or the packs to come of it. Even accounting for the deep-pocketed and more mature server dev scene with servers like Telos Realms... Nothing has been able to compare as a total overhaul, this pack truly uses Minecraft as an engine to great effect.
This is not to say it ignores the fact that it is made in Minecraft, it still utilizes the set dressing, visual language, and other shorthands that Minecraft provides well. But without playing it yourself, it's hard to describe just how not-Minecraft this modpack is without that ever feeling like a bad thing. I don't belabor this point to suggest that it should be a stand-alone game, but to commend the team for breaking free of the "uncanny valley" many other attempts at "It's like a game but in Minecraft!" reside in.
Of course, there are a few seams still visible, some menus interact weirdly up close, you have to move around in your hotbar to get to some menu items, there's no voice acting or character speaking noises for dialog, and some menus are navigated with book and quill. But again, unlike the maps, modpacks, and servers you've played before, these don't feel as jarring or restrictive as that all may sound.
This is all to set the stage and preface that throughout the rest of my review, I will be treating this pack as a game, because it succeeds in being the quality of a stand-alone game, and one that would itself earn many played hours from me.
My points of reference
While the game cites Ultrakill as inspiration (and I certainly see it), I'm glad it's not that much like ULTRAKILL.
While I'm a huge fan of 3d shoot 'em up action rougelikes and will never turn down the opportunity to enter a room, bounce off the walls, and shoot hordes of mobs until I get to pick one of three rewards, I often find myself overwhelmed in the most high-octane and fast-paced entries the genre has to offer.
While I've only done about 5 runs (only 2 successfully) I've never felt like I didn't know what was going on or wasn't in control of the game, whether in boss fights or horde rooms.
Even when my screen was so covered in vfx and damage numbers that I couldn't see anything else, or was moving so fast my only ways to navigate were by intentionally running into obstacles I never felt lost.
This game reminds me most of Heart & Slash, Immortal Redneck, Battle Shapers, and in a weird way Deadzone Rogue at least in temperament.
Difficulty and scaling
The difficulty is possibly a little low for some, but it's just right for me.
I don't have a lot of time to play games, and I like that even a successful run is going to be in the range of 30-50 minutes.
I also liked that even my first runs got me pretty far and that there's ample opportunity to get a good and cohesive build early-game, even if you don't get exactly what you want.
Every successful run has me feeling like I'm "broken" and "overpowered" by the time I've made it to the end... of course, all that confidence is dashed away pretty quickly, after the "final" boss fight
That doesn't mean it's without challenge as if you stop pressing your buttons and timing your skills right you will still die quickly, yet not without warning.
Having a relatively limited skill pool and straightforward tech keeps the game from getting overwhelming, even once its cranked up to the extremes, and everything has really good feedback.
While there isn't a tonne of meta-progression in the way I like of permanent skill boosts, there are unlocks that change your per-run progression for the better. These unlock as you unlock higher difficulty levels for your next runs and all feel meaningfully impactful, in addition to unlocking more characters and item unlocks as is typical for this type of game. I've not hit a point where I feel like I just have to grind for a god run, at least not yet.
Builds and replayability.
While there are still some mechanics I don't fully understand or haven't fully unlocked yet, I've enjoyed every character I've tried and could see myself gearing a run towards a focus on any of the three skills for most of the characters.
The characters are all pretty straightforward and understand their role well, and most are surprisingly deep if a little intimidating at first, though thanks to the mostly forgiving difficulty I don't feel like I'm risking wasting my time by trying to learn a new character and have been pleasantly surprised by some of the crazy combos and synergies I was able to accidentally find.
As mentioned above, each run is relatively short yet rewarding even if you don't go all the way. The game does expect you to beat it many times before getting the true ending.
I can easily see myself playing another 30 hours just to scratch the surface of each cool build with each character, and ofc there's a speed run timer if I still wanted to keep playing after that 👀.
The fact I'm even considering that is commendable as in most of the other games I've referenced, and even some of my other all time favorite rougelikes like Rogue Genesia, Into the Necrovale, Megabonk, or Risk of Rain, I really only like playing my favorite character with my favorite build until I perfect it and feel little incentive to try other options (this is why I've never gotten back into even the beloved Balatro).
This game is not like that, and I think that's owed to its relative straightforwardness and simplicity while still offering a variety of content.
Quality of Life & Information availability.
The other contributing factor, however... is probably due to its qol features, good tutorial, and great in-game documentation, stats, and descriptions.
I know I said the rest of this review would ignore the fact that this is a Minecraft modpack, but here I really have to point out how good a job they did at this stuff, not only compared to other Minecraft content but to other full-priced indie and AA games.
Other games need to take note that providing "complex" details to the players who want them is going to be a welcome feature, being able to browse items, and see my stats and equipment in a run is huge.
The hub has just enough room to mess around in without making me waste precious seconds navigating it, not to mention its importance to the story and atmosphere of the game.
The inclusion of a test room with multiple options for dummies is something that really should be a must-have in this genre.
While this may feel like a weird place to talk about this, I also believe how diegetic the game is not only aids the immersive qualities but actually makes it easier to play than if it was a bunch of menus and this is again where I have to talk about Minecraft.
Because this is "vanilla" Minecraft (most of the content is made entirely with datapacks), ATMOS doesn't have the option of fancy menu screens (aside from those literally provided by Fancy Menu, shouts out).
Picking up an item is literally picking up that item from the ground, shopping is also a physical experience, and so is map navigation, cutscenes, menus, almost all of it.
While the devs didn't necessarily have to go this route, I do believe it's born of limitation, like all good ingenuity is, and is better for it. This is one of the main reasons I said earlier that I don't believe this would be better off as a standalone game, because the same qualities that make it better at doing just that than its Minecraft peers also make it a better game period.
1
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Brief warning that I have not played in a long time, but I wanted to give my brief thoughts anyway.
Seeing people push the limits of Minecraft is what I'm all about; it's what inspires me most about this community and what, if anything, I hope to be able to inspire in others.
To my memory, the gameplay was a bit jank, but the author was able to accomplish what very few devs have in a brilliant proof of concept that I hope will inspire more like it. Documenting and leaving open all of this great creative work is very cool, and I really hope to see other "total overhaul" like experiences come from minecraft modding scene as a result.
0
0
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While I've only played a bit of this pack so far I'm loving it! Roguecraft successfully changes the genre of Minecraft by giving it roguelite elements in a way I think few other mods do. Earning my personal seal of a true roguelite experience alongside Vault Hunters 3 and Trepidation.
What makes this different from those projects is it doesn't necessarily change the core gameplay loop of Minecraft either, Trepidation and Vault Hunters completely overhaul the way you do everything making the game almost entirely combat-focused.
Here, you're still doing the normal Minecraft things each run, punch tree, find village, mine ores, etc.
It's reminiscent of Minecraft Bingo or "... but" speedrun challenges morphing the game of Minecraft into a rouge-lite's fight die upgrade repeat gameplay cycle instead of introducing a new one and putting it inside of Minecraft.
The actual game design of the rogue-lite isn't bad either, while I've not had much time to experience it yet the infinite garden mechanic offering the ability to reclaim your last runs lost loot is novel and the meta-progression scheme is compelling enough I want to do more runs so I can unlock new upgrades.
0
0
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As I'm sure comes as a surprise to no one this is certainly not "the biggest modpack," however, it still falls into the many pitfalls of giant kitchen sink packs.
You have your standard annoyances, being spammed with books and inventory junk when you spawn in, your chat is filled with warnings and messages from various mods, redundant ores, loot tables clashing and filling up chests incredibly quickly, and overlapping hud elements in the GUI. Though I've seen worse, it's not pleasant.
However, what really bothers me is the lack of QOL features like controlling or a mods menu button, these are essentials in almost any modpack, much less a kitchen sink with the goal of high mod counts.
Gameplay wise there really isn't much to talk about, it took me all of 20 minutes to search for jei, find the recipes and emc values of projectE are unaltered, get a transmutation table, and of course, from there progression and balance are a non-factor for many mods.
Of course, if you simply want to use kitchen sinks like this to experience what the modded community has to offer, doing so through a pack with lots of mods that lets you become op through projectE and ae2 and the likes in my opinion is actually a great way of doing so, and I don't judge you for wanting to play this way.
However, I don't think this pack actually lets you do that very well, mods like projectE and ae2 are typically expected to come with a host of add-ons that allow them to be compatible with other mods, and generally make your life easier which are not present in this pack, something that hurts what I view as the one good purpose for "just throw it all in there" style kitchen sink packs with little to no customization.
On that front, as best as I can tell almost every mod is in its default state when you boot up your world, while CraftTweaker is present in the pack I couldn't find any recipe changes and the "scripts" folder looks to be empty.
The one goal, namesake feature, and stated purpose of this pack is its size, while the title "The Biggest Modpack" is transparently hyperbolic, where does it really stack up?
The version I played had 302 mods (according to Curseforge's Related Projects tab)
This is decent and it is more than the stated 250+ in its excerpt, but I personally would only barely consider it a big pack.
Here are some bigger packs that I would recommend instead, and how many mods the latest version has:
The Enigmatica Series - (E6) 367
The All The Mods Series - (ATM9) 422
Monumental Experience - 610
BeanPack: Regurgitated - 619
Starpack Titan - 650
The TNP: Limitless series - (TNP 7) 719
Mystics Monstrosity* - 1,091
I've not played this pack myself
I love big kitchen sinks, I think packs with lots of mods, even with little to no customization can be a great way to learn about different mods and find out which ones you like and dislike while keeping the core sandbox feeling of Minecraft alive. However, when done poorly the result can be a buggy low-effort mess that runs the risk of making your experience worse than if you just played a small pack with the few mods you like.
Screenshot 1: Um, actually 🤓
0
0
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The best (if only) esolang experience you can get in Minecraft, it immediately confused me and permanently crashed my world when I tried copying some code from the internet.
This is the hardcore mode of Minecraft computing, this mod is to ComputerCraft as RLcraft is to vanilla mc.
I don't think I'll ever understand how to use this mod and I'm honestly not sure if I'm meant to, however, some other stolen code from the internet DOES run as expected so it does, for some reason, function. I assume.
Screenshot 1: Terribly cursed /pos
0
0
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This is and likely forever will be my favorite recipe mod, and it should be yours too.
Compatible with JEI, almost all JEI plugins, and most add-ons (though in my experience the alternatives built for EMI tend to work better with it) this is a true drop-in replacement.
If the modpack you're playing doesn't already have it installed, you likely can simply add it to your mod-list to get the full experience.
So, why switch?
Aside from there being no reason not to given the aforementioned compatibility.
The main feature is the crafting tree, it's like a crafting calculator that you can easily customize, reads your inventory and the inventory of your chest, and will help you semi-auto-craft your pinned item(s).
I'll include an image of an example crafting tree for the Dimensional Seed from ATM9, keep in mind that Very Large recipes can cause some lag and start eating up your ram, however, I'm able to view the recipe for the ATM star from the same pack without issue, tho a screenshot would be pointless because it barely fits.
Additionally, it offers so much customization, while the standard layout will look familiar to all modded mc players, you can change the multiple panels to appear wherever you want, personally, I like to keep my "craftables" always available under my favorites.
There are a few features I miss from REI such as drag and drop, and recipe cards, other features like favoriting specific recipes and easy craftables toggles are present. However, it's very possible I simply missed these options. While the config is clean and navigable, even I still find it overwhelming and there are to this day features I've seen others use that I don't know how to access, really this is my primary critique, I'd almost like a sort of tutorial if I'm being honest, but for a utility all about customization and qol, I don't think having too many features/config options should detract any points in a review.
While the average player will likely never know or care, I also want to appreciate the customization options when it comes to resource packs. I've maintained a UI resource pack (Overgrown Flowery GUI) and overhauled all three major recipe viewer mods, and EMI was easiest to work with and gave plenty of space for customization, overall I like the look of EMI the best with or without a resource pack.
Screenshot 1: JEI with a built-in calculator
Screenshot 2: JEI with a built-in calculator
5
0
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Easily one of the coolest mods ever, I've made so many troll-y adventure maps for my friends and art projects with this mod, I think most people now-a-days are aware of this masterpiece as a result of content like that, the wave of "non-euclidian Minecraft" videos that took off in 2021 is a blast and this mod really does provide something you can't get anywhere else in or out of Minecraft.
But I really think it's under-used as a vanilla+ expansion to Minecraft, it truly does make portals more immersive and I think you should always consider adding it to your pack.
The first time I played this mod, my girlfriend surprised me by putting it in our 1.12 modded world and when I lit up a nether portal it was genuinely so beautiful and awe-inspiring I cried tears of joy.
While it wasn't an option to use it all the time back then, modern versions actually run very well in my experience, even in modded environments where, let's be honest, most players are chunkloading their portals anyway.
0
0
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I love the philosophy, community, and of course the content of this project.
While it's not quite as robust as Pixelmon, or as mechanically unique as Pokecube (yet), it is the definitive Pokemon experience for Minecraft.
Of course, people love the aesthetics, and the fact the battle mechanics are a perfect 1 to 1 of showdown.
While as of the versions I played, not all the mechanics are quite there yet, the ease of integration and making add-ons is genuinely revolutionary, and without that I don't think the adoption rate would have been so high.
The craze of Cobblemon's launch is unlike anything else I've seen, huge props every single person who contributed to the amazing publicity and hype train Cobblemon almost immediately created.
The amount of big servers that popped up in just a month, the amount of pixelmon networks that started adding Cobblemon servers, or even completely switching over was truly a sight to behold, and from the bit I keep up this is still going on. Cobblemon is an instant classic, and every numbered update continues to be a major scene-wide event on par with the likes of Create, but reaching a much wider audience, enthralling those who otherwise don't have an interest in Minecraft mods, or maybe haven't even played Minecraft before.
I know personally that it was Pixelmon that convinced me to even play Minecraft, and I've seen that happen time and time again with Cobblemon and I couldn't be happier. I think a new generation of players like me who get into mc because they want a Pokemon game better than anything that'll be officially released are in great hands and will have an amazing introduction to the community via Cobblemon.
For that, this project deserves the utmost praise.
1
0
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It's hard to really describe or review Storage Drawers, I think most of you reading know what it does and how it works by now.
I think it's well deserving of being one of if not the most popular storage mod.
To be honest, while I think the new Functional Storage is superior, overall I'd recommend that (or maybe Sophisticated Storage) over Storage Drawers, the classic does have a few advantages.
Mostly familiarity, its long legacy means the very few compatibility issues the newer takes have won't be an issue.
As a player Storage Drawers upgrades are much cheaper than those for any of their alternatives.
0
0
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