KxttyKxt

KxttyKxt

@kxttykxt04

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software engineer, gaymer extraordinaire, college undergrad. I make modpacks sometimes.
I'm also on the ModDex.gg team! you'll probably see me around. I mainly moderate reviews and tag suggestions and program our WIP discord bot.

my projects never have, never do, and never will knowingly contain any AI-generated code, assets, integrations, or other content.

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10 reviews
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3 quick ratings 26 tag suggestions / 26 promoted
Joined May 2026 Active 1 day ago
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13
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4.5/ 5
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5.0
KxttyKxt

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The version(s) the reviewer played
Gameplay
5.0
Performance
5.0

whether the leaf decay were to be fast or not, it has ALWAYS peeved me that oak leaves would stick to birch trees and birch leaves would stick to oak trees (and so on). not only does this mod beautifully cause leaves to decay respective to their tree type, but the datapack compatibility support is a step above and beyond

btw, the reason I rate performance is because, on my low-end device, mods like the OG Fast Leaf Decay will cause a single frame drop for each leaf block that is forced to decay quickly; it's weird and the underlying cause is a long story... but! Separated Leaves does not have this effect, so five stars for the uninterrupted, smooth deforesting experience!

1
0
Posted August 23, 2026 at 8:40:31 PM UTC
5.0
KxttyKxt

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The version(s) the reviewer played
Gameplay
5.0
Performance
5.0

whether the leaf decay were to be fast or not, it has ALWAYS peeved me that oak leaves would stick to birch trees and birch leaves would stick to oak trees (and so on). not only does this mod beautifully cause leaves to decay respective to their tree type, but the datapack compatibility support is a step above and beyond

btw, the reason I rate performance is because, on my low-end device, mods like the OG Fast Leaf Decay will cause a single frame drop for each leaf block that is forced to decay quickly; it's weird and the underlying cause is a long story... but! Separated Leaves does not have this effect, so five stars for the uninterrupted, smooth deforesting experience!

1
0
Posted August 23, 2026 at 8:40:31 PM UTC
5.0
Separated Leaves
KxttyKxt

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Posted August 23, 2026 at 8:40:31 PM UTC
The version(s) the reviewer played
1
4.0
KxttyKxt

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

it's worth noting that most of my experience with Embers Rekindled is in the context of the Roguelike Adventures and Dungeons modpack. this is basically that modpack's token tech-that-isn't-tech mod, so to speak. it blends well with exploration, offering structures and enemies that integrate well into the world with organic encounters that pique the user's interest.

Embers Rekindled (and, I suppose, Embers) has a lore-heavy guidebook that gives a lot of hints as to how to progress, but therein lies the problem: it more or less offers only hints. as someone already not good with tech, this made it hard to follow. the realizations I would make after toying with positioning things and placing receptors and figuring things out were--in my case--not enough to outweigh the confusion.

all-in-all, it does a really good job at being tech that isn't tech. but it's still tech, and it's very complicated tech at that.

1
0
Posted August 18, 2026 at 11:21:08 PM UTC
4.0
KxttyKxt

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Total 20 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
5.0
Performance
5.0

it's worth noting that most of my experience with Embers Rekindled is in the context of the Roguelike Adventures and Dungeons modpack. this is basically that modpack's token tech-that-isn't-tech mod, so to speak. it blends well with exploration, offering structures and enemies that integrate well into the world with organic encounters that pique the user's interest.

Embers Rekindled (and, I suppose, Embers) has a lore-heavy guidebook that gives a lot of hints as to how to progress, but therein lies the problem: it more or less offers only hints. as someone already not good with tech, this made it hard to follow. the realizations I would make after toying with positioning things and placing receptors and figuring things out were--in my case--not enough to outweigh the confusion.

all-in-all, it does a really good job at being tech that isn't tech. but it's still tech, and it's very complicated tech at that.

1
0
Posted August 18, 2026 at 11:21:08 PM UTC
4.0
Embers Rekindled
KxttyKxt

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Posted August 18, 2026 at 11:21:08 PM UTC
Total 20 hrs MC 1.12
The version(s) the reviewer played
1
5.0
KxttyKxt

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

wayyy back in 2018, this was my first ever magic mod. it stands the test of time even today.

Electroblob's Wizardry is a classic RPG spellcasting mod with wands, armors, rings, curios, scrolls, spell books, ore, structures, new entities (some evil, some not), and a wide plethora of spells across multiple schools. it also features a line of progression that is gated mostly behind the loot you find and how much you've used a particular wand. much of the loot can also be traded with wizard NPCs albeit for a high price. while at times I found it annoying that I couldn't use all the master-level spell books I had gathered until I could upgrade my wands, I appreciate the safeguards against becoming immediately overpowered.

I don't wanna spoil much, but if you're looking for an RPG spellcasting mod with some great structures, awesome spells, many many addons, fun with friends, or playing alone, Electroblob's pretty much has it all.

(P.S. I like sorcery for the variety of spell applications, but lightning is really good in combat imo)

1
0
Posted August 17, 2026 at 9:19:24 PM UTC
5.0
KxttyKxt

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Total 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

wayyy back in 2018, this was my first ever magic mod. it stands the test of time even today.

Electroblob's Wizardry is a classic RPG spellcasting mod with wands, armors, rings, curios, scrolls, spell books, ore, structures, new entities (some evil, some not), and a wide plethora of spells across multiple schools. it also features a line of progression that is gated mostly behind the loot you find and how much you've used a particular wand. much of the loot can also be traded with wizard NPCs albeit for a high price. while at times I found it annoying that I couldn't use all the master-level spell books I had gathered until I could upgrade my wands, I appreciate the safeguards against becoming immediately overpowered.

I don't wanna spoil much, but if you're looking for an RPG spellcasting mod with some great structures, awesome spells, many many addons, fun with friends, or playing alone, Electroblob's pretty much has it all.

(P.S. I like sorcery for the variety of spell applications, but lightning is really good in combat imo)

1
0
Posted August 17, 2026 at 9:19:24 PM UTC
5.0
Electroblob's Wizardry
KxttyKxt

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Posted August 17, 2026 at 9:19:24 PM UTC
Total 100 hrs MC 1.12
The version(s) the reviewer played
1
5.0
KxttyKxt

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MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

1
0
Posted July 6, 2026 at 4:42:37 PM UTC
5.0
KxttyKxt

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MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

1
0
Posted July 6, 2026 at 4:42:37 PM UTC
5.0
Entity Culling Fabric/Forge
KxttyKxt

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Posted July 6, 2026 at 4:42:37 PM UTC
MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
1
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
Posted July 6, 2026 at 4:38:57 PM UTC
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
Posted July 6, 2026 at 4:38:57 PM UTC
4.5
Brute force Rendering Culling
KxttyKxt

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Posted July 6, 2026 at 4:38:57 PM UTC
MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
0
5.0
KxttyKxt

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MC 1.20
The version(s) the reviewer played
Performance
5.0

Brute Force Rendering Culling Revived is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

On other game versions, the original Brute Force Rendering Culling is supreme. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
Posted July 6, 2026 at 4:34:31 PM UTC
5.0
KxttyKxt

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MC 1.20
The version(s) the reviewer played
Performance
5.0

Brute Force Rendering Culling Revived is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

On other game versions, the original Brute Force Rendering Culling is supreme. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
Posted July 6, 2026 at 4:34:31 PM UTC
5.0
Brute Force Rendering Culling Revived
KxttyKxt

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Posted July 6, 2026 at 4:34:31 PM UTC
MC 1.20
The version(s) the reviewer played
0
5.0
KxttyKxt

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Total 100 hrs Playing MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16
The version(s) the reviewer played
Performance
5.0

I've been following Fabulously Optimized and OptiFine parity endeavors for Fabric for a very long time. Not only does the game load insanely fast but it also uses far less of my GPU and RAM, both of which are bottlenecks on my office-oriented laptop.

In terms of OptiFine parity, Fabric can now do pretty much everything and more, and Fabulously Optimized wraps it up into a nice, neat bow with all the mods included. Resource packs that use custom models or CIT that were/are designed for OptiFine have drag-n-drop compatibility; it's as simple as that.

FabOpt is faster than OptiFine. FabOpt can do everything OptiFine can do (and more). And, importantly, it keeps up with the latest game version so you'll always be able to play!

4
1
Posted June 16, 2026 at 5:51:44 PM UTC
5.0
KxttyKxt

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Total 100 hrs Playing MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16
The version(s) the reviewer played
Performance
5.0

I've been following Fabulously Optimized and OptiFine parity endeavors for Fabric for a very long time. Not only does the game load insanely fast but it also uses far less of my GPU and RAM, both of which are bottlenecks on my office-oriented laptop.

In terms of OptiFine parity, Fabric can now do pretty much everything and more, and Fabulously Optimized wraps it up into a nice, neat bow with all the mods included. Resource packs that use custom models or CIT that were/are designed for OptiFine have drag-n-drop compatibility; it's as simple as that.

FabOpt is faster than OptiFine. FabOpt can do everything OptiFine can do (and more). And, importantly, it keeps up with the latest game version so you'll always be able to play!

4
1
Posted June 16, 2026 at 5:51:44 PM UTC
5.0
Fabulously Optimized
KxttyKxt

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Posted June 16, 2026 at 5:51:44 PM UTC
Total 100 hrs Playing MC 26.1, 1.2… MC 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16
The version(s) the reviewer played
4
3.5
KxttyKxt

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Total 20 hrs Paused MC 1.16
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
3.0

Using ProjectMMO as the crux of its leveling system with a lot of returning mods and some new mods, RAD2 is a refreshing experience.

However, it is incredibly grindy, as ProjectMMO tends to be. I can see this being a plus for a lot of people, but not for me. I find myself going an hour or two out of my way just to level something up.

RAD2 also includes Apotheosis, whose gem system and other RPG elements are a slippery slope that can become quite unbalanced if not handled with care. It can be overstimulating for some and clogs the inventory, but all things considered I believe RAD2 does a decent job handling this.

Lastly, bring friends if you can! They really enhance the experience, especially because ProjectMMO encourages you to specialize.

0
0
Posted May 26, 2026 at 7:54:45 PM UTC
3.5
KxttyKxt

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Total 20 hrs Paused MC 1.16
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.0
Performance
3.0

Using ProjectMMO as the crux of its leveling system with a lot of returning mods and some new mods, RAD2 is a refreshing experience.

However, it is incredibly grindy, as ProjectMMO tends to be. I can see this being a plus for a lot of people, but not for me. I find myself going an hour or two out of my way just to level something up.

RAD2 also includes Apotheosis, whose gem system and other RPG elements are a slippery slope that can become quite unbalanced if not handled with care. It can be overstimulating for some and clogs the inventory, but all things considered I believe RAD2 does a decent job handling this.

Lastly, bring friends if you can! They really enhance the experience, especially because ProjectMMO encourages you to specialize.

0
0
Posted May 26, 2026 at 7:54:45 PM UTC
3.5
Roguelike Adventures and Dungeons 2
KxttyKxt

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Posted May 26, 2026 at 7:54:45 PM UTC
Total 20 hrs Paused MC 1.16
The version(s) the reviewer played
0
4.0
KxttyKxt

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Total 500 hrs Completed 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
3.5
Performance
3.0

Roguelike Adventures and Dungeons is an action-packed exploration and combat RPG with a wide variety of melee, ranged, and magical options. It has a lot of the greats like Thaumcraft, The Betweenlands, the Aether, Vampirism, Dungeon Crawl, DungeonTactics and more. There is a thinly-veiled tech option found in the complicated world of Embers for those out there wanting a tech-ish experience. It also includes my favorite magic mod of all time, Electroblob's Wizardry. At times, it can be a little overwhelming as it shows its borderline kitchen-sink side, but it could definitely be worse.

Performance is generally very good, even with a lot of mobs around. However, using texture packs (especially mod compat ones), at least in my case, cripples my FPS. OptiFine fixes this, but it also causes the pack to crash on startup 50% of the time.

Even today, in 2026, eight years after its creation, it's still updated and it's still just as fun as it was all those years ago. Give it a shot!

0
0
Posted May 26, 2026 at 7:46:56 PM UTC
4.0
KxttyKxt

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Total 500 hrs Completed 100 hrs MC 1.12
The version(s) the reviewer played
Gameplay
4.5
Aesthetics
3.5
Performance
3.0

Roguelike Adventures and Dungeons is an action-packed exploration and combat RPG with a wide variety of melee, ranged, and magical options. It has a lot of the greats like Thaumcraft, The Betweenlands, the Aether, Vampirism, Dungeon Crawl, DungeonTactics and more. There is a thinly-veiled tech option found in the complicated world of Embers for those out there wanting a tech-ish experience. It also includes my favorite magic mod of all time, Electroblob's Wizardry. At times, it can be a little overwhelming as it shows its borderline kitchen-sink side, but it could definitely be worse.

Performance is generally very good, even with a lot of mobs around. However, using texture packs (especially mod compat ones), at least in my case, cripples my FPS. OptiFine fixes this, but it also causes the pack to crash on startup 50% of the time.

Even today, in 2026, eight years after its creation, it's still updated and it's still just as fun as it was all those years ago. Give it a shot!

0
0
Posted May 26, 2026 at 7:46:56 PM UTC
4.0
Roguelike Adventures and Dungeons
KxttyKxt

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Posted May 26, 2026 at 7:46:56 PM UTC
Total 500 hrs Completed 100 hrs MC 1.12
The version(s) the reviewer played
0
4.0
KxttyKxt

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Total 20 hrs Playing MC 1.18
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
2.0

As someone with little experience or knowledge with the typical gameplay of tech mods, this was a really gentle introduction. I appreciate how the Create early game feels very meaningful. The Tinkers Construct experience was refreshing and I enjoyed the use of the Smeltery as a core method of alloying and processing metals. I did not use Tinkers Construct tools very often, though.

The quests are a bit loose and don't give clear direction, but this could just be a matter of my personal opinion. The questlines for specific mods overlook how the mods themselves progress and generally assume you already know what you're doing; they feel more like achievement tasks than quest lines.

FPS is rough on my laptop HP Pavilion laptop. Adding ModernFix and FastSuite brought my average framerate from 15 fps to 64 fps, but it was still incredibly unstable. Strangely, 5GB of RAM is enough for a singleplayer world but NOT when joining a server.

Good pack. Compared to Stoneblock 4 this is a lot tamer and not at all RPG-focused.

0
0
Posted May 23, 2026 at 9:55:12 PM UTC
4.0
KxttyKxt

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 Playing MC 1.18
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
2.0

As someone with little experience or knowledge with the typical gameplay of tech mods, this was a really gentle introduction. I appreciate how the Create early game feels very meaningful. The Tinkers Construct experience was refreshing and I enjoyed the use of the Smeltery as a core method of alloying and processing metals. I did not use Tinkers Construct tools very often, though.

The quests are a bit loose and don't give clear direction, but this could just be a matter of my personal opinion. The questlines for specific mods overlook how the mods themselves progress and generally assume you already know what you're doing; they feel more like achievement tasks than quest lines.

FPS is rough on my laptop HP Pavilion laptop. Adding ModernFix and FastSuite brought my average framerate from 15 fps to 64 fps, but it was still incredibly unstable. Strangely, 5GB of RAM is enough for a singleplayer world but NOT when joining a server.

Good pack. Compared to Stoneblock 4 this is a lot tamer and not at all RPG-focused.

0
0
Posted May 23, 2026 at 9:55:12 PM UTC
4.0
FTB StoneBlock 3
KxttyKxt

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 23, 2026 at 9:55:12 PM UTC
Total 20 hrs Playing MC 1.18
The version(s) the reviewer played
0