flippyp

flippyp

@flippyp

I know it's too hot outside to run. I'll wait until the midnight hour where the buildings block the sun.

Elsewhere

  • Discord : floppa planet

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

Next rank

Contributor

Unlocks image attachments on reviews and raises your stacks & drafts limit to 5

51 pts to go

2 reviews
How many votes this user received on all their reviews.
4 tag suggestions / 2 promoted
Joined May 2026 Active 1 month ago
2
Reviews
2
Ratings
4.0/ 5
Average rating
0
Last 30d
Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Show Quick Ratings
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
4.0
flippyp

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
Posted: May 26, 2026 at 12:23:21 AM UTC
20 hrs
Total hours played at time of review
MC 1.20 Dropped
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
3.0
Performance
4.0

Every Zombie Survival pack I've seen before DeceasedCraft was either underwhelming or overstimulating.

The version of DeceasedCraft I played managed to walk the line very well. I think the core gameplay loop of looting buildings and fighting off zombies that grow in strength as you do is absolutely perfect. I cannot remember more than a few deaths that didn't feel like my fault (at least until the endgame).

I played this pack with a group of 4 people, which I think added to the experience immensely (after all, what's the point of surviving a zombie apocalypse without some friends?). My biggest gripe with the pack lied in the endgame. The final area (at least at the time, the pack has updated significantly since I played) was filled with incredibly OP enemies that were 3-4x as fast as the player and did significant damage even through endgame armor. They were supposed to be protecting the best loot in the game, a laboratory that would rarely spawn in this already rare biome. I never ended up finding a laboratory, not helped by the terrible car mod at the time and had many a teammate lose their entire inventory to a donkey turning them into red paste at mach 4. The visual cohesion was also not there at the time, with these incredibly well done structures juxtaposed by very ugly special zombies.

I'm hoping that the newer versions of the pack fixed these issues, and I'll be starting a playthrough next month with the same group to see what's changed. Overall, I'd certainly recommend this pack to anyone who wants a very polished Zombie Survival looter shooter experience.

2
0
4.0
flippyp

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
Posted: May 26, 2026 at 12:23:21 AM UTC
20 hrs
Total hours played at time of review
MC 1.20 Dropped
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
3.0
Performance
4.0

Every Zombie Survival pack I've seen before DeceasedCraft was either underwhelming or overstimulating.

The version of DeceasedCraft I played managed to walk the line very well. I think the core gameplay loop of looting buildings and fighting off zombies that grow in strength as you do is absolutely perfect. I cannot remember more than a few deaths that didn't feel like my fault (at least until the endgame).

I played this pack with a group of 4 people, which I think added to the experience immensely (after all, what's the point of surviving a zombie apocalypse without some friends?). My biggest gripe with the pack lied in the endgame. The final area (at least at the time, the pack has updated significantly since I played) was filled with incredibly OP enemies that were 3-4x as fast as the player and did significant damage even through endgame armor. They were supposed to be protecting the best loot in the game, a laboratory that would rarely spawn in this already rare biome. I never ended up finding a laboratory, not helped by the terrible car mod at the time and had many a teammate lose their entire inventory to a donkey turning them into red paste at mach 4. The visual cohesion was also not there at the time, with these incredibly well done structures juxtaposed by very ugly special zombies.

I'm hoping that the newer versions of the pack fixed these issues, and I'll be starting a playthrough next month with the same group to see what's changed. Overall, I'd certainly recommend this pack to anyone who wants a very polished Zombie Survival looter shooter experience.

2
0
4.0
DeceasedCraft - Urban Zombie Apocalypse
flippyp

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
Posted: May 26, 2026 at 12:23:21 AM UTC
20 hrs
Total hours played at time of review
MC 1.20 Dropped
The version(s) the reviewer played
2
4.0
flippyp

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
Posted: May 26, 2026 at 12:09:52 AM UTC
20 hrs
Total hours played at time of review
MC 1.18 Paused
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

I, like many people, am not a big fan of the Create mod being shoved into every pack on modern versions.

Generally, the Create mod is poorly implemented or left entirely optional as an automation toolkit. It's because of this that I only tend to enjoy Create in settings where it's properly integrated into progression in a way that feels unique. A pack that is notable for being centered around Create is Create Above and Beyond. CABIN is a remastered version of that pack, bringing it forward into 1.20.1, letting you play around with Trains and Create 6's logistics system. The pack is split into chapters, each one with a type of mechanism to automate that unlocks new tiers of machines, therefore unlocking new ways to automate different things.

My experience with this pack was nothing but wonderful, I played with a group of 4 (myself included), and it was wonderful having everyone work on different ingredients for the different chapters' mechanism automation. The first chapter had everyone working on a different base component (clay, kelp, and andesite) for the first mechanism and then combining it into one coherent system that produced andesite mechanisms. Moving onto the second chapter, I ended up doing a lot of the automation myself, ending up with a more compact system than previous. I'd say my only gripe with this chapter was the seemingly haphazard integration of Tinker's Construct for making brass and melting iron. I never felt a need to make any sort of Tinker's tool or armor, and it felt almost shoehorned in just for the melter & smeltery. I have no such gripes about chapter three however, where I felt the automation took a big step forward in complexity, requiring systems to safely blow up a bunch of items, collect said items without blowing them up, and a system to perpetually duplicate three items without clogging the conveyor. Unfortunately, this is where my group got really busy with life stuff and had to stop playing. They've since been consistently busy and we haven't been able to revisit this pack (even though I really want to!).

Overall, I'd say that this was the best time I had using Create in any modpack I've played. If you like setting up fully passive Create automation lines, I'd say that this is the pack for you.

1
0
4.0
flippyp

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
Posted: May 26, 2026 at 12:09:52 AM UTC
20 hrs
Total hours played at time of review
MC 1.18 Paused
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

I, like many people, am not a big fan of the Create mod being shoved into every pack on modern versions.

Generally, the Create mod is poorly implemented or left entirely optional as an automation toolkit. It's because of this that I only tend to enjoy Create in settings where it's properly integrated into progression in a way that feels unique. A pack that is notable for being centered around Create is Create Above and Beyond. CABIN is a remastered version of that pack, bringing it forward into 1.20.1, letting you play around with Trains and Create 6's logistics system. The pack is split into chapters, each one with a type of mechanism to automate that unlocks new tiers of machines, therefore unlocking new ways to automate different things.

My experience with this pack was nothing but wonderful, I played with a group of 4 (myself included), and it was wonderful having everyone work on different ingredients for the different chapters' mechanism automation. The first chapter had everyone working on a different base component (clay, kelp, and andesite) for the first mechanism and then combining it into one coherent system that produced andesite mechanisms. Moving onto the second chapter, I ended up doing a lot of the automation myself, ending up with a more compact system than previous. I'd say my only gripe with this chapter was the seemingly haphazard integration of Tinker's Construct for making brass and melting iron. I never felt a need to make any sort of Tinker's tool or armor, and it felt almost shoehorned in just for the melter & smeltery. I have no such gripes about chapter three however, where I felt the automation took a big step forward in complexity, requiring systems to safely blow up a bunch of items, collect said items without blowing them up, and a system to perpetually duplicate three items without clogging the conveyor. Unfortunately, this is where my group got really busy with life stuff and had to stop playing. They've since been consistently busy and we haven't been able to revisit this pack (even though I really want to!).

Overall, I'd say that this was the best time I had using Create in any modpack I've played. If you like setting up fully passive Create automation lines, I'd say that this is the pack for you.

1
0
4.0
CABIN: Create Above & Beyond In Newer
flippyp

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
Posted: May 26, 2026 at 12:09:52 AM UTC
20 hrs
Total hours played at time of review
MC 1.18 Paused
The version(s) the reviewer played
1