KxttyKxt

KxttyKxt

@kxttykxt04

ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

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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11 reviews 3 quick ratings 26 tag proposals / 26 promoted
Joined May 2026 Active 12 hours ago
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14
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4.5/ 5
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5.0
KxttyKxt

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Total 100 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16

WITS is an incredibly simple mod. Don't know what mod the structure you just stumbled upon is from or want to know specifically what it's called? /wits will tell you. But what if there are multiple structures nearby? /wits will list them all. Importantly, it does both of these without needing to enable cheats.

This is great for two main scenarios:

  1. I'm playing a modpack with either unfamiliar structure mods or a large amount of structure mods.
    (If I like the structure, I might want it for my own modpacks. Or maybe the structure makes more sense contextually once I see what mod it's from.)

  2. I'm playtesting a modpack I'm developing, and I curiously happen upon a structure.
    (This is useful in a few ways, such as changing a structure's spawn rate, spawn radius, or otherwise tweaking it; Without WITS, I wouldn't know what structure to tweak.)

Given its simplicity and straightforward execution, I add this to pretty much every modpack I make.


As an aside...

I actually didn't know about the admin tool to target a specific spot in a specific dimension, as opposed to just wherever you happen to be. Personally idk how I would apply this, as my first thought to check a structure where another player is would be /execute as <player> at <player> run wits, but /execute at <player> run witsop ~ ~ ~ could work too.

2
0
5.0
KxttyKxt

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Total 100 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16

WITS is an incredibly simple mod. Don't know what mod the structure you just stumbled upon is from or want to know specifically what it's called? /wits will tell you. But what if there are multiple structures nearby? /wits will list them all. Importantly, it does both of these without needing to enable cheats.

This is great for two main scenarios:

  1. I'm playing a modpack with either unfamiliar structure mods or a large amount of structure mods.
    (If I like the structure, I might want it for my own modpacks. Or maybe the structure makes more sense contextually once I see what mod it's from.)

  2. I'm playtesting a modpack I'm developing, and I curiously happen upon a structure.
    (This is useful in a few ways, such as changing a structure's spawn rate, spawn radius, or otherwise tweaking it; Without WITS, I wouldn't know what structure to tweak.)

Given its simplicity and straightforward execution, I add this to pretty much every modpack I make.


As an aside...

I actually didn't know about the admin tool to target a specific spot in a specific dimension, as opposed to just wherever you happen to be. Personally idk how I would apply this, as my first thought to check a structure where another player is would be /execute as <player> at <player> run wits, but /execute at <player> run witsop ~ ~ ~ could work too.

2
0
5.0
WITS (What Is This Structure?)
KxttyKxt

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Total 100 hrs MC 1.21, 1.2… MC 1.21, 1.20, 1.19, 1.18, 1.16
2
0
5.0
KxttyKxt

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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
5.0
KxttyKxt

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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
5.0
Separated Leaves
KxttyKxt

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1
0
4.0
KxttyKxt

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Total 20 hrs MC 1.12
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.

2
0
4.0
KxttyKxt

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Total 20 hrs MC 1.12
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.

2
0
4.0
Embers Rekindled
KxttyKxt

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Total 20 hrs MC 1.12
2
0
5.0
KxttyKxt

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Total 100 hrs MC 1.12
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
5.0
KxttyKxt

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Total 100 hrs MC 1.12
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
5.0
Electroblob's Wizardry
KxttyKxt

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Total 100 hrs MC 1.12
1
0
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
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
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
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
5.0
Entity Culling Fabric/Forge
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
1
0
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
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
4.5
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
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
4.5
Brute force Rendering Culling
KxttyKxt

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MC 1.20, 1.1… MC 1.20, 1.19, 1.18
0
0
5.0
KxttyKxt

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MC 1.20
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
5.0
KxttyKxt

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MC 1.20
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
5.0
Brute Force Rendering Culling Revived
KxttyKxt

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MC 1.20
0
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
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
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
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
5.0
Fabulously Optimized
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
4
1
3.5
KxttyKxt

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Guide 500 pts ←
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Luminary 4,000 pts

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ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs Paused MC 1.16
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
3.5
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
ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs Paused MC 1.16
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
3.5
Roguelike Adventures and Dungeons 2
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
ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 20 hrs Paused MC 1.16
0
0
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
ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs Completed 100 hrs MC 1.12
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
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
ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs Completed 100 hrs MC 1.12
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
4.0
Roguelike Adventures and Dungeons
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
ModDex staff Moderator

Moderates flagged and pending content, enforces the reviewer guidelines, and keeps project pages accurate.

This review is their own opinion. Staff reviews follow the same guidelines and moderation as everyone else's.

Total 500 hrs Completed 100 hrs MC 1.12
0
0