Outra

Outra

@outrartuo

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Hi stranger, today this is the philosophical question that we will be striving for : >> is nostalgia a concept which should be cultivated in our society ?>><<What do you mean by that ?>>Nostalgia, {username}, is about remembering the past>>Past games played, Past movies watched, >>The issue with nostalgia is its ability to turn into anemoia, to prevent progress by idealizing it, viewing it as a perfecting which cannot be outmatched>> https://pastebin.com/XvUzppLt

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41 reviews
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Joined May 2026 Active 12 hours ago
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3.6/ 5
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2.5
Outra

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.5
Performance
2.0

What is it ?

Adds a new sorcerer to raids, which is an alternate witch-like illager which doesn't gain the witches's healer AI when present in raids, and can more or less passively summon sun-immune undeads .

What does it offer ?

Just one mob : the Sorcerer illager, which can attack you with dangerous potions during raids while summoning fast zombified pillagers on the side.
The potions he throws are thrown quickly and fast, which makes it harder to dodge them , but that's kind of the point : he is meant to be a more aggressive potion-thrower than the witch.

I have nothing of note to add in terms of issues except the fact that just adding this mod to an existing could cause issues if other mods are loaded (tried to install it on a previous world filled with other raider mods, it crashed my game and corrupted the world, but it works without issues in previously-vanilla worlds).

In conclusion

This mob is a bit annoying to deal with, but it seems somewhat intended (that said with the witch you could spam-attack her to prevent her from throwing potions as she will keep trying to heal, here there really isn't much of a strategy to prevent his attacks).
I find him to look decent, even if he isn't animated or anything crazy but there is no visual issue coming out of this mod, plus his yellow-ish look makes him stand out more.
To me it's good enough, but could absolutely be improved upon to make the concept of an illager magician more interesting than just a more dangerous witch, even if this role works within the context of raids (+ the random crash certainly doesn't help).

  • Screenshot 1: Hostile aggressive Witch for raids (could be better)
    Sorcerer on the right, during an extra-modded raid
  • Screenshot 2: Hostile aggressive Witch for raids (could be better)
    in vanilla raids he does keep his zombies by his side, like usual
0
0
Posted August 30, 2026 at 9:13:39 AM UTC
2.5
Outra

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Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.5
Performance
2.0

What is it ?

Adds a new sorcerer to raids, which is an alternate witch-like illager which doesn't gain the witches's healer AI when present in raids, and can more or less passively summon sun-immune undeads .

What does it offer ?

Just one mob : the Sorcerer illager, which can attack you with dangerous potions during raids while summoning fast zombified pillagers on the side.
The potions he throws are thrown quickly and fast, which makes it harder to dodge them , but that's kind of the point : he is meant to be a more aggressive potion-thrower than the witch.

I have nothing of note to add in terms of issues except the fact that just adding this mod to an existing could cause issues if other mods are loaded (tried to install it on a previous world filled with other raider mods, it crashed my game and corrupted the world, but it works without issues in previously-vanilla worlds).

In conclusion

This mob is a bit annoying to deal with, but it seems somewhat intended (that said with the witch you could spam-attack her to prevent her from throwing potions as she will keep trying to heal, here there really isn't much of a strategy to prevent his attacks).
I find him to look decent, even if he isn't animated or anything crazy but there is no visual issue coming out of this mod, plus his yellow-ish look makes him stand out more.
To me it's good enough, but could absolutely be improved upon to make the concept of an illager magician more interesting than just a more dangerous witch, even if this role works within the context of raids (+ the random crash certainly doesn't help).

  • Screenshot 1: Hostile aggressive Witch for raids (could be better)
    Sorcerer on the right, during an extra-modded raid
  • Screenshot 2: Hostile aggressive Witch for raids (could be better)
    in vanilla raids he does keep his zombies by his side, like usual
0
0
Posted August 30, 2026 at 9:13:39 AM UTC
2.5
Sorcerer illager
Outra

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Posted August 30, 2026 at 9:13:39 AM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
0
4.0
Outra

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Total 5 hrs MC 26.2
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

This mods focuses on a new weapon called the magical scepter , which is used by the new sorcerer (illager).

What does it offer ?

A singular hostile mob , sounding and looking quite similar to MC Dungeon's illusioner, attacking using the magical scepter and flees when you get too close.
Considering how the illusioner isn't found in the base game, and that there isn't a vanilla wizard which is focused on attacking directly (the evoker being more of a summoner) I believe this mod fits in the game and works well as a new night monster too.

The second addition of this mod is a magic wand, which can be found in the old cabin of the sorcerer and after combining it with lapis-lazulis will turn into an arcane scepter to be used to extract your collected experience back into bottles .
The mod also features a basic spell which can be obtained by combining the empty scepter with both one lapis-lazulis and one brown mushroom (or rarely by killing the sorcerer), which allows to perform a small magic missile attack when attacking and a quick resistance buff for defence; this magical scepter can then be infused by being attacked by other mobs, which will switch the basic spell for a different one.
Most other spells the mod features by default both contain a straightforward projectile attack and a basic potion effect buff (even if two custom effects have been added by the mod), but the mod encourages the creation of custom spells by making datapacks , which could probably go further.

I'm a bit surprised to not see this mob take part in raids ? maybe it's only found in specific difficulties or not set as a raider at all to prevent issues since he is meant to spawn naturally as well.
I have found no notable issue with this mod (but I've not played with it for that long in all honesty).

In conclusion

Well first I would like to add that I was pleasantly-surprised to notice the presence of an official wiki for a mod this small and simple in terms of content (I would prefer if the way to use and infuse the staff with the various mob attacks was made more obvious in game, without the need to look for the wiki even if I'm glad it's there still); it's quite nice to have, especially since this mod is made much more interesting by the possibility to make your own custom content for it by using datapacks, so having examples and a bit of a tutorial is interesting and a useful addition.

It's a nice mod if you only go by the actual accessible content (even if a bit short), it has some potential for modpacks even if a bit simple.

  • Screenshot 1: Pretty simple, Done well
    The new mob in his structure
0
0
Posted August 29, 2026 at 10:15:24 PM UTC
4.0
Outra

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Veteran 1,500 pts
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About reputation ranks
Total 5 hrs MC 26.2
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

This mods focuses on a new weapon called the magical scepter , which is used by the new sorcerer (illager).

What does it offer ?

A singular hostile mob , sounding and looking quite similar to MC Dungeon's illusioner, attacking using the magical scepter and flees when you get too close.
Considering how the illusioner isn't found in the base game, and that there isn't a vanilla wizard which is focused on attacking directly (the evoker being more of a summoner) I believe this mod fits in the game and works well as a new night monster too.

The second addition of this mod is a magic wand, which can be found in the old cabin of the sorcerer and after combining it with lapis-lazulis will turn into an arcane scepter to be used to extract your collected experience back into bottles .
The mod also features a basic spell which can be obtained by combining the empty scepter with both one lapis-lazulis and one brown mushroom (or rarely by killing the sorcerer), which allows to perform a small magic missile attack when attacking and a quick resistance buff for defence; this magical scepter can then be infused by being attacked by other mobs, which will switch the basic spell for a different one.
Most other spells the mod features by default both contain a straightforward projectile attack and a basic potion effect buff (even if two custom effects have been added by the mod), but the mod encourages the creation of custom spells by making datapacks , which could probably go further.

I'm a bit surprised to not see this mob take part in raids ? maybe it's only found in specific difficulties or not set as a raider at all to prevent issues since he is meant to spawn naturally as well.
I have found no notable issue with this mod (but I've not played with it for that long in all honesty).

In conclusion

Well first I would like to add that I was pleasantly-surprised to notice the presence of an official wiki for a mod this small and simple in terms of content (I would prefer if the way to use and infuse the staff with the various mob attacks was made more obvious in game, without the need to look for the wiki even if I'm glad it's there still); it's quite nice to have, especially since this mod is made much more interesting by the possibility to make your own custom content for it by using datapacks, so having examples and a bit of a tutorial is interesting and a useful addition.

It's a nice mod if you only go by the actual accessible content (even if a bit short), it has some potential for modpacks even if a bit simple.

  • Screenshot 1: Pretty simple, Done well
    The new mob in his structure
0
0
Posted August 29, 2026 at 10:15:24 PM UTC
4.0
Magical Scepter
Outra

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Posted August 29, 2026 at 10:15:24 PM UTC
Total 5 hrs MC 26.2
The version(s) the reviewer played
0
5.0
Outra

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Total 500 hrs MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod which features a bunch of useful gadgets for mapmaking and modpack creation/customization which allow configuration of various things through comprehensive items and GUIs which do not require you to leave the game at any point. Mostly useful in creative mode

What does it offer ?

Mapmaking and modpack customization tools , which can be used to tweak entity equipments/mounts/persistence, force mobs to infight, make custom potion combinations and configure mob spawners;

Here's a list of possible things you can do using this mod :

-Make a custom villager using the villager trade editor and spawn him again somewhere else
-Add a description and tweak vanilla attributes on an item
-Make an invulnerable, silent and invisible creeper which can see you 75 blocks away and has the same drops as a zombie
-Make a splash potion with the color of your choice of both jump boost and instant damage with a somewhat infinite duration and no particles then throw it on a mob
-Save a customized zombie who is named Jerry and is wearing a dirt block on its head into a spawn egg to make endless copies of him
-Configure a spawner to make it activated when a player is 5 blocks away from it and can spawn periodically hordes of zombie pigmans and cows in a 100 block radius
-Save an entity into a tiny spawner which will conserve most of its data, turning the block back into a mob when a survival/adventure player is near
-Copy the NBT of an item or mob to save it for later use
-Make two stacks of stray and have each one target one from the other stack (has to be done one by one)

I like the way this mod is presented to the player and find the GUI very intuitive (I have not found any issues with the performances);
Only nitpick I have is that every time you use the entity editor on a mob and get to the tab with a wrench it seems to automatically reset the vanilla loot table, which means I have to add it again; thankfully I just have to do it once then save the mob in a custom egg and it's done.

In conclusion

This simple mod is a very useful one , I have been using it in creating recurrent complex custom structures as it allows me to easily prevent mob from despawning or place mounted entities in tiny spawners to make sure recurrent complex saves them right.

While probably made with 1.12 map making in mind, it is a very powerful tool in modpack making , that I will keep recommending.

If you are looking for alternatives/more recent versions of the mod I have yet to find one, but Mob Battle allows you to tweak mob equipment/make custom mounts/save custom eggs, while being better at making custom mob infighting at the same time (but doesn't feature deeper entity tweaks, you'll have to look for mods like Dynamic In-Game NBT Editor , among others that I don't know of which are probably even better).

Remember to check the Modpack Customization Tool feature tag for more mods like these, and to suggest it for any mod which might make modpack creation easier.

0
0
Posted August 25, 2026 at 7:06:47 PM UTC
5.0
Outra

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 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

What is it ?

A mod which features a bunch of useful gadgets for mapmaking and modpack creation/customization which allow configuration of various things through comprehensive items and GUIs which do not require you to leave the game at any point. Mostly useful in creative mode

What does it offer ?

Mapmaking and modpack customization tools , which can be used to tweak entity equipments/mounts/persistence, force mobs to infight, make custom potion combinations and configure mob spawners;

Here's a list of possible things you can do using this mod :

-Make a custom villager using the villager trade editor and spawn him again somewhere else
-Add a description and tweak vanilla attributes on an item
-Make an invulnerable, silent and invisible creeper which can see you 75 blocks away and has the same drops as a zombie
-Make a splash potion with the color of your choice of both jump boost and instant damage with a somewhat infinite duration and no particles then throw it on a mob
-Save a customized zombie who is named Jerry and is wearing a dirt block on its head into a spawn egg to make endless copies of him
-Configure a spawner to make it activated when a player is 5 blocks away from it and can spawn periodically hordes of zombie pigmans and cows in a 100 block radius
-Save an entity into a tiny spawner which will conserve most of its data, turning the block back into a mob when a survival/adventure player is near
-Copy the NBT of an item or mob to save it for later use
-Make two stacks of stray and have each one target one from the other stack (has to be done one by one)

I like the way this mod is presented to the player and find the GUI very intuitive (I have not found any issues with the performances);
Only nitpick I have is that every time you use the entity editor on a mob and get to the tab with a wrench it seems to automatically reset the vanilla loot table, which means I have to add it again; thankfully I just have to do it once then save the mob in a custom egg and it's done.

In conclusion

This simple mod is a very useful one , I have been using it in creating recurrent complex custom structures as it allows me to easily prevent mob from despawning or place mounted entities in tiny spawners to make sure recurrent complex saves them right.

While probably made with 1.12 map making in mind, it is a very powerful tool in modpack making , that I will keep recommending.

If you are looking for alternatives/more recent versions of the mod I have yet to find one, but Mob Battle allows you to tweak mob equipment/make custom mounts/save custom eggs, while being better at making custom mob infighting at the same time (but doesn't feature deeper entity tweaks, you'll have to look for mods like Dynamic In-Game NBT Editor , among others that I don't know of which are probably even better).

Remember to check the Modpack Customization Tool feature tag for more mods like these, and to suggest it for any mod which might make modpack creation easier.

0
0
Posted August 25, 2026 at 7:06:47 PM UTC
5.0
Mapmaker's Gadgets
Outra

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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
Posted August 25, 2026 at 7:06:47 PM UTC
Total 500 hrs MC 1.12
The version(s) the reviewer played
0
3.0
Outra

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 1.20, 1.1… MC 1.20, 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
3.0

I have a lot more experience regarding this mod in 1.12 (due to using/having used it in packs in this version), but I did try again its 1.20 iteration, screenshots from there

What is it ?

This is a mod focused on adding tons of variants to existing monsters in a similar way to the 1.10 update adding the strays and the husks as undead variants.

What does it offer ?

When spawning, vanilla mobs now have to chance to get replaced by their default special mobs counterpart (which are called the "vanilla replacement" mobs -> for example a minecraft:zombie spawning has a high chance to get replaced by a "specialmobs:specialzombie ; this feature can be disabled if you have mods in your pack which only affect specifically the vanilla mobs), or less often replaced by special variants (depending on the biome, dimension, base rarity and possibly other factors which can be controlled; for example, in plains a zombie spawning has a high chance of becoming a specialmobs:specialzombie but can instead spawn as a specialmobs:zombiebrute for example).
The in-game config is very clear and these informations have been obtained there.
It is by tweaking the base chances and exceptions that you can make stuff such as variants which appear more often (or even always) than the vanilla replacement (such as plague zombies appearing more often than the vanilla replacement for zombies when appearing in swamps, but making plague zombies have a base chance of 0 to make it so they end up being swamp-specific).

Here's a list of the affected mobs (with examples of the most interesting variants; though there's a lot more which I won't talk about) :

When several vanilla mobs are set within a common category it means they share many variant concepts

Creepers :

-The dark creeper which destroys perfectly well sources of light while giving you blindness
-The Scope creeper, looks hilarious; it's a post 1.12 mob which has spyglasses on his eyes, he can detect you from much further

Zombies , Drowneds & Zombified Piglins :

-for zombies there's the mad scientist (only available in recent versions), which poison you in melee
-for drowneds there's the exclusive abyssal (which is more resilient and give you a weight effect to make you sink faster and tropical (which throws poisonous tridents at you) variants
-for zombified piglins the most special is the Vampire Piglin, which is really resilient and looks closer to a regular piglin than an undead

Skeletons & Wither Skeletons :

-There's the ninja, which hides by turning into blocks and tries to backstab you, exists for both
-There's the pirate (which is new too), he can appear at sea (can be changed) and can use boat+shoots spectral arrows

Slimes & Magma Cubes :

-The Blackberry and Volatile , are acting like creepers
-The newer Potion Slime , can give you a potion effect on melee depending on the potion color it has

Spiders & Cave Spiders :

-The Witch Spider can give you negative potion effects on melee, while giving itself positive ones for every hit she gives (behaves differently in 1.12)
-The Water Spider can walk on water (appears on the sea and rivers by default too (it's a new mob)
-The Flying Spider can jump really far to reach you quickly

Silverfish :

-There's the Fishing silverfish , acting like some other fishing type mob variants and having the ability to reel you in
-There's the "pufferfish" (new), which can poison you, looks like a pufferfish and can swim too
-There's the Albino silverfish which can shoot you with icy projectiles

Endermen :

-There's the Mirage Enderman which makes you see double as it appears to clone itself
-There's the Thief Enderman which can teleport you when hitting you
-There's the Runic Enderman which can shoot a laser of its mouth and make you levitate on hit (is new)

Witches :

I will go in details about all of their variants since I find them to be the most detailled and interesting (plus there is less variants for them than for most other groups)
-Witch of Domination throws homemade levitation potions, and can use some telekinetic powers to move you around; she has a pretty stylish costume and a nice hat
-Ice Witch can turn near water into ice, allowing her to walk on it, she is also pretty resilient; she wears a blue coat (is new)
-Witch of Shadows throws potions of blindness/wither; she looks ominous- Lichthrows instant damage potions (exclusively) and sometimes throws skeletons at you too; she looks like a zombified witch- Witch of the Wildsthrows Poisonous potions exclusively, can summon little spiders and can summon a larger one to ride too- Wind Witchcan teleport like endermen, which makes her probably the hardest mob to fight### Blazes:
-There's the
Joltwhich will teleport every time you hit it, summoning lightning in its place-The Armored blaze(new) has an armor, which needs to be destroyed before hitting the entity hiding behind### Ghasts:
-the
Queen and King ghastsare more powerfull versions of ghasts, one summoning little ghasts while the other has more firepower-the Slab ghast(new) is much faster and aggressive than his friends-the Unholy ghastis really resilient, stalks you but attacks in melee if you get too closeMost of the mobs's models were unchanged back in 1.12 (only having texture tweaks or recolors), but the mod has since updated , adding new mob variants and readapting older ones, even changing the models of some creatures, the most notable being the witches|| in terms of aesthetic improvements.
Other tweaks were made to general undeads, which can now appear naturally wielding bows (or sometimes skeletons will appear holding and using swords), and can appear with and use shields (which will negate all projectiles before them and some melee frontal hits).

Main issue with this mod ? The performances .
As it turns out, the way this mods checks for mobs to replace by other mobs seems to make the game ever so slightly laggier every time a new concerned creature appears. it's actually because certain mobs's AI causes this, it doesn't seem to apply to all mob replacement
it's small, but noticeable in larger packs.

In conclusion

I like this mod, it does its job at adding vanilla-like mob variant similar to the husk and stray in looks and behavior.

Quite configurable as you can decide exactly in which biomes/biome types the mob replacement occurs.

Unfortunately, its impact on the performances (especially in 1.12) land this mod in a similar spot to Quality Tools in the sense that it cannot be used in serious larger packs .
Maybe the performances issues will get fixed somehow, or are already fixed in the very recent 1.20.1 update and I just haven't played enough to notice.
take it with a grain of salt as I remind you I have mostly played through the 1.12 version

  • Screenshot 1: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    The Knight variants, always armored and equipped
  • Screenshot 2: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Very clear mod config menu
  • Screenshot 3: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Which variants ? witch variants
0
1
Posted August 21, 2026 at 9:53:09 PM UTC
Last edited: August 25, 2026 at 7:47:09 AM UTC
3.0
Outra

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 1.20, 1.1… MC 1.20, 1.12
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
4.0
Performance
3.0

I have a lot more experience regarding this mod in 1.12 (due to using/having used it in packs in this version), but I did try again its 1.20 iteration, screenshots from there

What is it ?

This is a mod focused on adding tons of variants to existing monsters in a similar way to the 1.10 update adding the strays and the husks as undead variants.

What does it offer ?

When spawning, vanilla mobs now have to chance to get replaced by their default special mobs counterpart (which are called the "vanilla replacement" mobs -> for example a minecraft:zombie spawning has a high chance to get replaced by a "specialmobs:specialzombie ; this feature can be disabled if you have mods in your pack which only affect specifically the vanilla mobs), or less often replaced by special variants (depending on the biome, dimension, base rarity and possibly other factors which can be controlled; for example, in plains a zombie spawning has a high chance of becoming a specialmobs:specialzombie but can instead spawn as a specialmobs:zombiebrute for example).
The in-game config is very clear and these informations have been obtained there.
It is by tweaking the base chances and exceptions that you can make stuff such as variants which appear more often (or even always) than the vanilla replacement (such as plague zombies appearing more often than the vanilla replacement for zombies when appearing in swamps, but making plague zombies have a base chance of 0 to make it so they end up being swamp-specific).

Here's a list of the affected mobs (with examples of the most interesting variants; though there's a lot more which I won't talk about) :

When several vanilla mobs are set within a common category it means they share many variant concepts

Creepers :

-The dark creeper which destroys perfectly well sources of light while giving you blindness
-The Scope creeper, looks hilarious; it's a post 1.12 mob which has spyglasses on his eyes, he can detect you from much further

Zombies , Drowneds & Zombified Piglins :

-for zombies there's the mad scientist (only available in recent versions), which poison you in melee
-for drowneds there's the exclusive abyssal (which is more resilient and give you a weight effect to make you sink faster and tropical (which throws poisonous tridents at you) variants
-for zombified piglins the most special is the Vampire Piglin, which is really resilient and looks closer to a regular piglin than an undead

Skeletons & Wither Skeletons :

-There's the ninja, which hides by turning into blocks and tries to backstab you, exists for both
-There's the pirate (which is new too), he can appear at sea (can be changed) and can use boat+shoots spectral arrows

Slimes & Magma Cubes :

-The Blackberry and Volatile , are acting like creepers
-The newer Potion Slime , can give you a potion effect on melee depending on the potion color it has

Spiders & Cave Spiders :

-The Witch Spider can give you negative potion effects on melee, while giving itself positive ones for every hit she gives (behaves differently in 1.12)
-The Water Spider can walk on water (appears on the sea and rivers by default too (it's a new mob)
-The Flying Spider can jump really far to reach you quickly

Silverfish :

-There's the Fishing silverfish , acting like some other fishing type mob variants and having the ability to reel you in
-There's the "pufferfish" (new), which can poison you, looks like a pufferfish and can swim too
-There's the Albino silverfish which can shoot you with icy projectiles

Endermen :

-There's the Mirage Enderman which makes you see double as it appears to clone itself
-There's the Thief Enderman which can teleport you when hitting you
-There's the Runic Enderman which can shoot a laser of its mouth and make you levitate on hit (is new)

Witches :

I will go in details about all of their variants since I find them to be the most detailled and interesting (plus there is less variants for them than for most other groups)
-Witch of Domination throws homemade levitation potions, and can use some telekinetic powers to move you around; she has a pretty stylish costume and a nice hat
-Ice Witch can turn near water into ice, allowing her to walk on it, she is also pretty resilient; she wears a blue coat (is new)
-Witch of Shadows throws potions of blindness/wither; she looks ominous- Lichthrows instant damage potions (exclusively) and sometimes throws skeletons at you too; she looks like a zombified witch- Witch of the Wildsthrows Poisonous potions exclusively, can summon little spiders and can summon a larger one to ride too- Wind Witchcan teleport like endermen, which makes her probably the hardest mob to fight### Blazes:
-There's the
Joltwhich will teleport every time you hit it, summoning lightning in its place-The Armored blaze(new) has an armor, which needs to be destroyed before hitting the entity hiding behind### Ghasts:
-the
Queen and King ghastsare more powerfull versions of ghasts, one summoning little ghasts while the other has more firepower-the Slab ghast(new) is much faster and aggressive than his friends-the Unholy ghastis really resilient, stalks you but attacks in melee if you get too closeMost of the mobs's models were unchanged back in 1.12 (only having texture tweaks or recolors), but the mod has since updated , adding new mob variants and readapting older ones, even changing the models of some creatures, the most notable being the witches|| in terms of aesthetic improvements.
Other tweaks were made to general undeads, which can now appear naturally wielding bows (or sometimes skeletons will appear holding and using swords), and can appear with and use shields (which will negate all projectiles before them and some melee frontal hits).

Main issue with this mod ? The performances .
As it turns out, the way this mods checks for mobs to replace by other mobs seems to make the game ever so slightly laggier every time a new concerned creature appears. it's actually because certain mobs's AI causes this, it doesn't seem to apply to all mob replacement
it's small, but noticeable in larger packs.

In conclusion

I like this mod, it does its job at adding vanilla-like mob variant similar to the husk and stray in looks and behavior.

Quite configurable as you can decide exactly in which biomes/biome types the mob replacement occurs.

Unfortunately, its impact on the performances (especially in 1.12) land this mod in a similar spot to Quality Tools in the sense that it cannot be used in serious larger packs .
Maybe the performances issues will get fixed somehow, or are already fixed in the very recent 1.20.1 update and I just haven't played enough to notice.
take it with a grain of salt as I remind you I have mostly played through the 1.12 version

  • Screenshot 1: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    The Knight variants, always armored and equipped
  • Screenshot 2: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Very clear mod config menu
  • Screenshot 3: Lots of Mob Variants, small but non-neglectable performances issues (at least in 1.12)
    Which variants ? witch variants
0
1
Posted August 21, 2026 at 9:53:09 PM UTC
Last edited: August 25, 2026 at 7:47:09 AM UTC
3.0
Special Mobs
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Posted August 21, 2026 at 9:53:09 PM UTC
Total 500 hrs MC 1.20, 1.1… MC 1.20, 1.12
The version(s) the reviewer played
0
4.0
Outra

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Total 100 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

A more subtle retro-horror mod which shows in the hallucinations you witness, sounds you may hear and sometimes weird anomalies you might notice.
Closer to herobrine mods in terms of horror, it features a slightly higher amount of aggressivity than the end of herobrine .

What does it offer ?

A nostalgic mod focused on making the world feel slightly off by adding a bunch of small events and structures in your world, while not being too explicit with its horror and leaving some things to the imagination. There isn't much more to add and this mod is best played with little information on it anyways

Important thing I will add : I have noticed that by default when the creature eventually may appear, they have a high chance of actually killing you , which breaks the calmer eerie vibe intended by the mod;
Thankfully the minimal amount of ticks the creature has to stay before despawning can be lowered (the creature's name is Hijitus in the configs, I recommend dealing with that before playing the mod).
I also think that this creature could have been made to look better (instead of a knocker parody), but honestly I do not play the mod for its monster and more for the provided ambience.

In conclusion

I quite like this mod, it is quite configurable , fits nicely with a more chill type of horror (as opposed to complete survival-horror).
It can work as a one-off experience to betray your friends's trust, or as part of a larger more beta-style horror pack.

  • Screenshot 1: Ambient Horror the way I like it
    Strange things in the skies
2
0
Posted August 20, 2026 at 11:58:03 PM UTC
4.0
Outra

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About reputation ranks
Total 100 hrs MC 1.20
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

What is it ?

A more subtle retro-horror mod which shows in the hallucinations you witness, sounds you may hear and sometimes weird anomalies you might notice.
Closer to herobrine mods in terms of horror, it features a slightly higher amount of aggressivity than the end of herobrine .

What does it offer ?

A nostalgic mod focused on making the world feel slightly off by adding a bunch of small events and structures in your world, while not being too explicit with its horror and leaving some things to the imagination. There isn't much more to add and this mod is best played with little information on it anyways

Important thing I will add : I have noticed that by default when the creature eventually may appear, they have a high chance of actually killing you , which breaks the calmer eerie vibe intended by the mod;
Thankfully the minimal amount of ticks the creature has to stay before despawning can be lowered (the creature's name is Hijitus in the configs, I recommend dealing with that before playing the mod).
I also think that this creature could have been made to look better (instead of a knocker parody), but honestly I do not play the mod for its monster and more for the provided ambience.

In conclusion

I quite like this mod, it is quite configurable , fits nicely with a more chill type of horror (as opposed to complete survival-horror).
It can work as a one-off experience to betray your friends's trust, or as part of a larger more beta-style horror pack.

  • Screenshot 1: Ambient Horror the way I like it
    Strange things in the skies
2
0
Posted August 20, 2026 at 11:58:03 PM UTC
4.0
In Your World
Outra

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Posted August 20, 2026 at 11:58:03 PM UTC
Total 100 hrs MC 1.20
The version(s) the reviewer played
2
5.0
Outra

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Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
Posted August 19, 2026 at 10:57:07 PM UTC
Last edited: August 20, 2026 at 10:56:52 AM UTC
5.0
Outra

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Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
4.0
Performance
5.0

I have re-played the mod recently, it seems like the 1.19.2 is currently more up-to-date in terms of custom content than the 1.20.1 one

What is it ?

This mod features new well-animated and detailled illagers which will join as new raiders to fight, with varying themes and cultural concepts, as well as some Minecraft Dungeons influence.

What does it offer ?

A whole hotbar of new illager mobs to play with and fight against during raids ( as well as some extra things which may occur in raids )
All of the illager armors and equipements can be obtained as separate items.

Anyways this mod adds plenty of illagers, that I will list below :

Here's the whole list of Illagers (SPOILERS) :

-The Cowboy :
The most stereotypical western illager, the cowboy attacks by shooting you doing using a custom revolver (the only weapon which does not exist as an individual item to use yourself); even with full protection IV diamond armor he still manages to pose a threat; it seems to not spawn in raids, could be because they're WIP still
-The Samurai :
Liking to jump around, this melee katana-wielding illager can attack fast and parry some of your moves; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Shogun :
A very aggressive samurai-like illager, he is the first miniboss from this whole mod, appearing around the last wave of hard raids by default and being very mobile, even having some dash & stunt moves; his katana is a bit special, allowing you to parry incoming attacks; would work well alongside other mods which add japanese-themed illagers such as the mod Bagus Mob
-The Guard :
Also found in pillager outposts, the guard uses a spear to attack from a bit further than usual; he can appear using a shield, and really becomes a threat when there's multiple of them
-The Royal Guard (A) :
The Royal Guard from Minecraft Dungeons, using shield & mace to attack the player, unless you are using an axe or piercing attacks you will have to wait for him to attack first before being able to damage him; he is actually pretty fast, beware, I like this mob a lot
-The Royal Guard (B) :
Added before the more MC Dungeons-friendly royal guard, this one variant uses a two-handed halberd instead of a mace and shield, granting him some extra reach
-The Beamloger :
A custom illager concept of an enemy using Minecraft Dungeon's corrupted beacon as a means to fire beams of dark light (either directly at you or generating pillars of darkness around)
-The Arcana Wardeer :
A really powerful evoker-like mage (using about the same textures of an unused mob which appeared in Dungeons additions +), which teleports around a summons multiple rows of fangs at once; instead of being a summoner (of vexes) he acts more as a support illager, being able to give himself and others breakable magic shields

-The Redstone Golem :
The Redstone Golem, a miniboss which appears at times in raids, this one is stronger and smarter than its Minecraft Dungeons natural counterpart, now able to charge at you before doing its redstone mines attack and much more destructive (which to me fits with base Minecraft's context much more)

I have not noticed anything wrong with the performances, that said I did notice a small visual bug with shielded mobs which seem to make it so their held items disappear
(this looks weird on vindicators)
I also have not seen the cowboy spawn in raids, but since they aren't mentioned on the mod's page it could very much be because they are still Work in Progress, idk.

In conclusion

I really like this illager mod (probably tied to the fact I really like Minecraft Dungeon's illagers globally and that it features content from that game readapted in a really good way);
The way the illagers are handled and their various capabilities and high quality textures and animations makes them work perfectly with major combat-reworking mods such as the famous Epic Fight mod.
This mod is quite configurable too, as you can decide the exact waves each mob spawns in and some stats/summons related to various illagers added by the mod.
Combine it with Illage and Spillage for extra chaos !

This mod is mostly focused on combat , adding mobs which mostly attempt to directly fight the player (even if one could count as support), and I'm honestly wondering why there aren't any structure-addons for this mod.

Anyways that's all I have to add, 'mazing mod, try it someday...

  • Screenshot 1: Really Well-made, Really Well animated illager mod, it's that good
    Three timetravelers meet; 'talk about anachronism
  • Screenshot 2: Really Well-made, Really Well animated illager mod, it's that good
    Wave 1 of a Normal Raid
  • Screenshot 3: Really Well-made, Really Well animated illager mod, it's that good
    Another Wave in a different (modded) environment
  • Screenshot 4: Really Well-made, Really Well animated illager mod, it's that good
    I'm enjoying this mod too much
0
0
Posted August 19, 2026 at 10:57:07 PM UTC
Last edited: August 20, 2026 at 10:56:52 AM UTC
5.0
Illager Additions
Outra

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Posted August 19, 2026 at 10:57:07 PM UTC
Total 100 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
0
4.0
Outra

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About reputation ranks
Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding adding about two japanese-themed illagers (with a custom dungeon their appear in) and two new piglin-type mobs .

What does it offer ?

Adds new illagers with their own structure : the Castle (which is very japanese-themed);
These illagers come originally from an older mod called wasabi but were added as part of this mod later.

New illagers and features related to them are discussed here :

The Tengu is a creature from japanese mythology and folklore; here found in raids as well as high on top of the Castle belonging to illagers, this enemy has wings he gladly uses to jump & glide in your direction, quickly getting to you before attacking in melee. This enemy can also use his special leaf to push you away with the power of wind

The Ninjar (you already know what it's going to be) is a more resilient melee ninja-like illager which attacks using a dagger while having the ability to perform weird teleportation moves, or turn himself invisible when needed; I just noticed he is wearing the thief armor set from Minecraft Dungeons, just would like to point it out

This mod also includes piglins in the Nether, both listed here :

The Rude Hog feels like it belongs in Minecraft Legends; this mob was actually first present in Hunter's Return (I mod I reviewed previously), and he rides a special boar in the Nether's Wild (or bastion apparently) while attacking his enemies with his sort of club, which can be obtained after he dies, giving +1 reach and more knockback to foes;
In terms of behavior he doesn't feel all that special, just being the basic concept of a piglin riding a hoglin. He looks really good though

The Burner Hog is a ranged tough mob added to the bastion remnants as a sort of chief, he just attacks with regular fireballs kinda like blazes, which isn't all that interesting

In conclusion

I like this small mod and have seen it around for a while, but never got to really play it;
There's not really any way to configure stuff so it's a bit of an all-or-nothing mod unless you use external mods to disable the new raiders from spawning for example.
I especially like the illagers, but the piglins are fine too even if less interesting I feel. This mod is definitely worth playing , as the mobs look good and mesh well with more fantasy-medieval settings (has potential to work great alongside Illager Additions due to it adding some well-animated japanese-themed illagers).

  • Screenshot 1: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Castle
  • Screenshot 2: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Illagers
  • Screenshot 3: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Rude !
  • Screenshot 4: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Burner
1
0
Posted August 18, 2026 at 10:39:59 PM UTC
Last edited: August 30, 2026 at 8:51:44 AM UTC
4.0
Outra

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Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding adding about two japanese-themed illagers (with a custom dungeon their appear in) and two new piglin-type mobs .

What does it offer ?

Adds new illagers with their own structure : the Castle (which is very japanese-themed);
These illagers come originally from an older mod called wasabi but were added as part of this mod later.

New illagers and features related to them are discussed here :

The Tengu is a creature from japanese mythology and folklore; here found in raids as well as high on top of the Castle belonging to illagers, this enemy has wings he gladly uses to jump & glide in your direction, quickly getting to you before attacking in melee. This enemy can also use his special leaf to push you away with the power of wind

The Ninjar (you already know what it's going to be) is a more resilient melee ninja-like illager which attacks using a dagger while having the ability to perform weird teleportation moves, or turn himself invisible when needed; I just noticed he is wearing the thief armor set from Minecraft Dungeons, just would like to point it out

This mod also includes piglins in the Nether, both listed here :

The Rude Hog feels like it belongs in Minecraft Legends; this mob was actually first present in Hunter's Return (I mod I reviewed previously), and he rides a special boar in the Nether's Wild (or bastion apparently) while attacking his enemies with his sort of club, which can be obtained after he dies, giving +1 reach and more knockback to foes;
In terms of behavior he doesn't feel all that special, just being the basic concept of a piglin riding a hoglin. He looks really good though

The Burner Hog is a ranged tough mob added to the bastion remnants as a sort of chief, he just attacks with regular fireballs kinda like blazes, which isn't all that interesting

In conclusion

I like this small mod and have seen it around for a while, but never got to really play it;
There's not really any way to configure stuff so it's a bit of an all-or-nothing mod unless you use external mods to disable the new raiders from spawning for example.
I especially like the illagers, but the piglins are fine too even if less interesting I feel. This mod is definitely worth playing , as the mobs look good and mesh well with more fantasy-medieval settings (has potential to work great alongside Illager Additions due to it adding some well-animated japanese-themed illagers).

  • Screenshot 1: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Castle
  • Screenshot 2: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Illagers
  • Screenshot 3: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Rude !
  • Screenshot 4: Japan x Nether the mod (I like it a lot, but the piglins feel a bit unoriginal gameplay-wise)
    Burner
1
0
Posted August 18, 2026 at 10:39:59 PM UTC
Last edited: August 30, 2026 at 8:51:44 AM UTC
4.0
Bagus Mob
Outra

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Posted August 18, 2026 at 10:39:59 PM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
1
3.0
Outra

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About reputation ranks
Total 5 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

0
0
Posted August 18, 2026 at 8:38:30 PM UTC
3.0
Outra

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Veteran 1,500 pts
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About reputation ranks
Total 5 hrs MC 1.19
The version(s) the reviewer played
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

A mod which adds a new Marksman illager, which wields either a flintlock pistol or a regular musket.
This is an addon to ewewukek's Musket Mod in 1.19.2 only, and uses the weapons available with this mod in that version.

What does it offer ?

An illager which can use firearms to attack you, which spawns in place of pillagers half of the time (can be changed), making it appear in outposts, patrols, raids or even possibly some other modded structures.

All illagers deal less friendly-fire damage by default when that mod is loaded due to the Marksman's firepower making him to much of a menace for his own allies (this feature can be tweaked in the configs).

Unlike the Gunslinger from Simple Musket (which is my main example as of now when considering a hitscan gun-wielder mob) they do not try to flee when attempting to reload if the player is too close, making them easier foes (AI just like pillagers with slightly more strength I guess, which I find a bit more boring).

I would say this mod is decent (though I have seen unfulfilled complaints about crashes in the mod's comments on curseforge, but I never had any issues with the performances while playing myself).
This mob isn't the best looking illager but at least he is wearing slightly different clothes than his crossbow cousins (but I would prefer if he stood out more).

In conclusion

Reviewing this as a standalone mob, this is good enough;
This mod is quite nice for players who want gun-wielding pillagers in 1.19.2 , but it seems like the mod has been abandoned before getting a chance to be ported to later versions;
Alternatively, it could be abandoned because this mod wouldn't make sense in 1.20+ versions as the base mod this is an addon for makes it so various undeads + pillagers get a chance to appear wielding a firearm , therefore without needing a whole new mob in these versions anymore.

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0
Posted August 18, 2026 at 8:38:30 PM UTC
3.0
Musketeer Illager
Outra

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Posted August 18, 2026 at 8:38:30 PM UTC
Total 5 hrs MC 1.19
The version(s) the reviewer played
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4.0
Outra

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Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
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0
Posted August 18, 2026 at 4:38:38 PM UTC
4.0
Outra

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Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
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About reputation ranks
Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
Gameplay
4.0
Aesthetics
3.5
Performance
5.0

What is it ?

A mod adding a couple of new old-timey weapons : the musket , the blunderbuss and the simpler flintlock pistol . This mod also makes it so there's a chance for undeads and pillagers to spawn holding fancier weaponry, which they know how to use.

What does it offer ?

Three new craftable ranged weapons , the regular musket having its own smithing table upgrades (them being the bayonet and the scope ) TONS of compatibilities with other mods.
The mod is very configurable, to the point you can really make the mod's weapons behave exactly how you want. There's no custom cartridges outside of the base one nor custom enchantments to apply, but there's the possibility to apply various vanilla enchantments to the musket, flintlock pistol and blunderbuss.

In conclusion

This mod is probably globally better than the first musket mod I reviewed;
I would like to note that in 1.19 there's an addon adding a Marksman called **
Musketeer Illager** (which likely isn't going to get ported since 1.20+ versions let some undeads and pillagers hold firearms).
I am not comparing the amount of content, the Simple Musket's goal is simply to add one musket and content around it, but shooting your targets is easier with ewewukek's Musket Mod and that makes a difference.

I guess one could say their aim is a bit different

I'm so funny

  • Screenshot 1: Vanilla-ish guns (with better aim)
    shhh you're hidding the ...f what a blunder
0
0
Posted August 18, 2026 at 4:38:38 PM UTC
4.0
ewewukek's Musket Mod
Outra

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About reputation ranks
Posted August 18, 2026 at 4:38:38 PM UTC
Total 5 hrs MC 1.20, 1.1… MC 1.20, 1.19
The version(s) the reviewer played
0
2.0
Outra

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Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Total 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
Posted August 18, 2026 at 11:08:28 AM UTC
2.0
Outra

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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 5 hrs MC 1.20
The version(s) the reviewer played
Gameplay
2.0
Aesthetics
3.5
Performance
5.0

What is it ?

An unofficial port of a discontinued project by the team behind Dungeons Mobs, adding a bunch of illagers and illager-like creatures.

What does it offer ?

A couple of unused illagers of no particular theme with one custom item being the tribal spear which doesn't do much.

Here are all of the mobs added :
-The Jailor :
Probably inspired by Minecraft Dungeon's implications of an illager jailor existing due to the weapon in the same game known as the Jailor's Scythe, this mob simply attacks in melee...
Yeah, I find it worse than Savage and Ravage's Executioner, even if it at least has custom sound effects and good looks. He is the most common of the new illagers within raids, but doesn't serve any interesting purpose

-The Illager Warden :
Acting as a melee illager miniboss in raids, this mob has several fancy moves it can use to attack you and an almost unpenetrable armor which can only be pierced by using an axe when he isn't blocking (after he performs any attack)
-The Elite Evoker :
A regular evoker with stronger spells (more aggressive fang patterns and possibly larger quantities of vexes)
-The Tribager Warrior :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
-The Tribager Chief :
A form of tribal illager who attack in melee with a custom spear; it seems his attack animations do not coincide with the moments he can actually deal melee damage to you (could be improved)
Only difference with the regular Tribager is in their health pool

-The Roving Marketer :
Some kind of Endersent-trader which can't actually be traded with ? the items sometimes float on the side and I don't know why

Most issues with this mod are written as part of the conclusion, but I have not noticed anything notable regarding the performances (had a crash while this mod was loaded once, but I'm pretty sure another mod actually caused it)

In conclusion

In all honesty : only one mob here is actually good (it being the Illager Warden ), while the Elite Evoker is less interesting but still has its place. Most of the other mobs could be improved upon much more .
Thankfully there's a config file which allows you to disable or enable various raiders (while again I would prefer if you could choose the waves they each appear in its still better than nothing);
Globally when a mod is made and updated, the more content is featured , the riskier it is for the global cohesive experience of the player who's messing around with it as one singular bad mob can break the immersion or overall vibe (if this mod only featured the Illager Warden I would have probably put a nicer score, but the majority of mobs act like generic melee mobs, which knocks the gameplay rating down + some of their attacks have their animations not happening at the same time the mob deals damage, I've seen it happen in Dungeons Mobs too).

This mod seems pretty recent , which means that I will have to look back at it in a few months to see if that review is still valid or if it just that plenty of planned things are left in the dust for now.

I don't have high hopes, but I like to be positively deceived sometimes

0
0
Posted August 18, 2026 at 11:08:28 AM UTC
2.0
Dungeons Additions +
Outra

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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 August 18, 2026 at 11:08:28 AM UTC
Total 5 hrs MC 1.20
The version(s) the reviewer played
0