Outra

Outra

@outrartuo

ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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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48 reviews 34 quick ratings 2,790 tag proposals / 2,771 promoted
Joined May 2026 Active 7 hours ago
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Outra

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.20
Gameplay
3.0
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding a new mob to work alongside the illagers, while adding various mobs and items related to him;

What does it offer ?

A raider vampire hostile mob which can be quite dangerous as just like zombies it won't just kill villagers but transform them, turning them into vampire villagers which might join the attack instead; not only that but this mod also features unique professions for these new vampire villagers such as the Alchemist (which can sell an immunity potion ; I find this villager too OP because it can also sell blaze powder which breaks the vanilla overworld-nether-end progression), the Slaughter (which I don't find that interesting since its too similar to a regular butcher villager), the Chronicler (which is some kind of historian , selling you a special card which grants you some vampiric abilities ) and the Bard (selling you a special lute and buying the discs you can find in game).

It also adds a new event called the Nightfall plague , which makes the fog foggier and vampires stronger, among other little fun details.
I would like to suggest making/adding a custom ambient track to play during this event just like how some bloodmoon mods add their own eerie sound ambience during the event, but that won't impact my review overall.

(I did not notice any major performance issues)

In conclusion

This mod adds a new mob to join raids which has its place, is good-looking and perfectly fits the fantasy vibe of vanilla minecraft (even if in all honesty Mojang would deem vampires too close to zombies and probably never add them, but one can dream); not only that but it features extra unexpected content to go alongside its new main creature.
The mod's page is also very clear about what the mod adds, which is always a plus in my books.

That said there's some issues with the main progression of the game, notably the Alchemist selling you a nether-exclusive item from the base game, and there's probably some ways I have yet to figure out on how to make the Slaughter more unique.
The lack of a config file to allow making these changes myself/customizing the various trades I don't like makes me hesitant to use it in packs or more serious future projects, if the mod gets updated to add one among possible balance changes/if I'm a dummy and the 1.21 Neoforge version already fixes these issues I'm willing to tweak this review.

  • Screenshot 1: Really Good for a quite recent mod, though balance Changes and Tweaks could be made
    New Illager ?
  • Screenshot 2: Really Good for a quite recent mod, though balance Changes and Tweaks could be made
    New Event ?
0
0
3.5
Outra

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.20
Gameplay
3.0
Aesthetics
4.5
Performance
5.0

What is it ?

A mod adding a new mob to work alongside the illagers, while adding various mobs and items related to him;

What does it offer ?

A raider vampire hostile mob which can be quite dangerous as just like zombies it won't just kill villagers but transform them, turning them into vampire villagers which might join the attack instead; not only that but this mod also features unique professions for these new vampire villagers such as the Alchemist (which can sell an immunity potion ; I find this villager too OP because it can also sell blaze powder which breaks the vanilla overworld-nether-end progression), the Slaughter (which I don't find that interesting since its too similar to a regular butcher villager), the Chronicler (which is some kind of historian , selling you a special card which grants you some vampiric abilities ) and the Bard (selling you a special lute and buying the discs you can find in game).

It also adds a new event called the Nightfall plague , which makes the fog foggier and vampires stronger, among other little fun details.
I would like to suggest making/adding a custom ambient track to play during this event just like how some bloodmoon mods add their own eerie sound ambience during the event, but that won't impact my review overall.

(I did not notice any major performance issues)

In conclusion

This mod adds a new mob to join raids which has its place, is good-looking and perfectly fits the fantasy vibe of vanilla minecraft (even if in all honesty Mojang would deem vampires too close to zombies and probably never add them, but one can dream); not only that but it features extra unexpected content to go alongside its new main creature.
The mod's page is also very clear about what the mod adds, which is always a plus in my books.

That said there's some issues with the main progression of the game, notably the Alchemist selling you a nether-exclusive item from the base game, and there's probably some ways I have yet to figure out on how to make the Slaughter more unique.
The lack of a config file to allow making these changes myself/customizing the various trades I don't like makes me hesitant to use it in packs or more serious future projects, if the mod gets updated to add one among possible balance changes/if I'm a dummy and the 1.21 Neoforge version already fixes these issues I'm willing to tweak this review.

  • Screenshot 1: Really Good for a quite recent mod, though balance Changes and Tweaks could be made
    New Illager ?
  • Screenshot 2: Really Good for a quite recent mod, though balance Changes and Tweaks could be made
    New Event ?
0
0
3.5
Nightfall plague
Outra

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.20
0
0
4.0
Outra

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Luminary 4,000 pts

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

Don't trust the version of the mod which is precised for this review as I am using the last version, available only on planet Minecraft at https://www.planetminecraft.com/mod/172164-dynamic-sword-skills/ ; The last version of the sword skills API can oddly be found on curseforge with an unofficial fork under the name "Dynamic Sword Skills 6.2.1" as it is the version of the mod this API is meant for (the mod's API is also more officially available on planet Minecraft at https://www.planetminecraft.com/mod/sword-skills-api/ under the right name this time)

What is it ?

A mod which adds Zelda-inspired custom melee Combat Skills , alongside a Z-Targeting system to lock on enemies (this auto-target is even required for some of the skills to be used);

What does it offer ?

Special abilities for melee weapons and swords, which can be found randomly by killing mobs or looting vanilla structures, and can have special effects which increase in strenght after each level gained.
The Basic Technique is the base skill required for a couple of others, it allows you to Z-Target enemies to keep them locked on while you can still see them (there's a specific keybind set for that, as well as a second one to switch from target to another target near); Any solid block in the way will prevent the player from locking onto entities , but I find it a bit annoying that even transparent ones such as glass stop the targeting move.

Here is a full list of the other skills available (SPOILER) :

For Melee Weapons in general :

-The Armor Break
This attack is automatically performed after holding the attack button after attacking (attacking but keep the button held will perform this move), the second hit will pierce the armor, dealing heavy damage even to protected foes
-The Ending Blow
Requiring Z-Targeting, this move allows to deal more damage to an enemy by pushing forward with another hit after attacking at least twice, even granting bonus experience if it ends up killing the foe; it can be exausting, so be wary of using it on enemies which may outlive it
-The Parry
Not this is not the 1.7.10 parry mechanic but a different one requiring more skill, as you have to step back twice before blocking perfectly while the enemy attacks you with a melee weapon/item for the defense to actually register and negate all damage you should take, and when it does it even has a chance to disarm the opponent
-The Spin Attack
Already present in older Zelda games such as The Legend of Zelda: Ocarina of Time and quite famous (probably the most well-known skill from the game series in that whole list), you have to press both the key to move left and right, the first one pressed will determine the spin's direction; this attack is especially useful when standing in the middle of hordes of weak enemies like silverfishs as it allows you to spin around twice to kill them all
-The Super Spin Attack
Primarly found in The Legend of Zelda: The Wind Waker, this skills works on top of another skill to allow you to maintain the spinning move by pressing attack again and again (just kind of spam the attack button it usually works)
Requires the Spin Attack skill in order to work.
-The Sword Break
A special form of parrying, which will damage the weapon an enemy is attacking you with if you move step forward twice before blocking perfectly as the attack would normally hit you; instead, the attack gets blocked and the enemy's weapon starts breaking (repeat a couple of times to end up with a weaponless foe)
This skill is definitely much easier to perform that the Parry but a bit less rewarding.

For Swords specifically :

-The Back Slice
Present in at least The Legend of Zelda: The Wind Waker and used notably to remove the armor of Darnuts from the strings which tie them from the back, it relies on Z-Targeting and is probably the most satisfying to use when it does work, as after holding left or right then moving before double tapping the forward key you will run around the enemy, and if hit right, will deal more damage with a chance of removing their chestplate (unfortunately if your default speed is altered you might end up too far away from the enemy you were meant to hit after using this move)
-The Leaping Blow
It's basically a stronger critical hit, needing you to hold block before jumping and attacking, which when performed deals damage in a small area around you (which will damage creatures standing near)
-The Mortal Draw
Needing Z-Targetting in order to be used properly, this samurai-like move works by keeping a hidden sword in your hotbar while being empty-handed and holding the block key -> when the enemy does attack, attack at the same time, effectively cancelling their attack while automatically drawing your sword to deal twice the amount of damage
-The Rising Cut
This acts as a sort of reverse critical hit, being a move which requires you to sneak before jumping and attacking afterwards (before falling down, not while falling); this lifts you up and the enemy into the air, which lets you attack once more or let it take fall damage
-The Sword Beam
Clearly inspired by Zelda II: The Adventure of Link, it consists of throwing a projectile when attacking while sneaking; the more hp you have and focus on one target, the more damage you will deal with this ranged attack

The mod also adds weapons already holding specific skills in the wild such as wooden or iron swords in simple vanilla dungeons for examples (like the sticks available in the creative menu).

I would have to share however that some of sword skills might not work nearly as well if not properly taken care of in packs (for example the Parry allows you to disarm an opponent , which can cause issues with many other mods which add creatures which are not meant to be empty-handed, or can look weird if the enemy is just holding a weapon as part of their custom model)
I have not experienced any major performance issue while playing with the mod's latest version, that said due to this mod exploiting vanilla Minecraft's combat as a base, any mod susceptible to tweak the way attack cooldowns work or switch up the combat system entirely will most likely be incompatible with this mod (looking at you Immersive Combat ).
Another note is that aesthetically-speaking there isn't much to talk about, since the moves mostly involve first-person actions without custom animations involved at any part of the process.
(This means I won't really take the Aesthetics into account for the overall rating)

In conclusion

This is a really really nice mod which some flaws which will probably last as the mod seems no longer updated even on Planet Minecraft;
Speaking of planet Minecraft, there's a crazy amount of datapacks on there, even more than on curseforge or modrinth, which means that just looking at those platforms alone will make you miss on some interesting concepts especially in the wide realm of structure enhancements and reworks.
Anyways, it is of note that technically-speaking, dynamic sword skills is an official fork of Zelda Sword Skills , an older 1.7.10 mod by the same author (which has itself a continuation in the same version called Zelda Sword Skills Continuation by the way) which also contains various features and mobs outside of the sole combat system.

0
0
4.0
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
3.0
Performance
5.0

Don't trust the version of the mod which is precised for this review as I am using the last version, available only on planet Minecraft at https://www.planetminecraft.com/mod/172164-dynamic-sword-skills/ ; The last version of the sword skills API can oddly be found on curseforge with an unofficial fork under the name "Dynamic Sword Skills 6.2.1" as it is the version of the mod this API is meant for (the mod's API is also more officially available on planet Minecraft at https://www.planetminecraft.com/mod/sword-skills-api/ under the right name this time)

What is it ?

A mod which adds Zelda-inspired custom melee Combat Skills , alongside a Z-Targeting system to lock on enemies (this auto-target is even required for some of the skills to be used);

What does it offer ?

Special abilities for melee weapons and swords, which can be found randomly by killing mobs or looting vanilla structures, and can have special effects which increase in strenght after each level gained.
The Basic Technique is the base skill required for a couple of others, it allows you to Z-Target enemies to keep them locked on while you can still see them (there's a specific keybind set for that, as well as a second one to switch from target to another target near); Any solid block in the way will prevent the player from locking onto entities , but I find it a bit annoying that even transparent ones such as glass stop the targeting move.

Here is a full list of the other skills available (SPOILER) :

For Melee Weapons in general :

-The Armor Break
This attack is automatically performed after holding the attack button after attacking (attacking but keep the button held will perform this move), the second hit will pierce the armor, dealing heavy damage even to protected foes
-The Ending Blow
Requiring Z-Targeting, this move allows to deal more damage to an enemy by pushing forward with another hit after attacking at least twice, even granting bonus experience if it ends up killing the foe; it can be exausting, so be wary of using it on enemies which may outlive it
-The Parry
Not this is not the 1.7.10 parry mechanic but a different one requiring more skill, as you have to step back twice before blocking perfectly while the enemy attacks you with a melee weapon/item for the defense to actually register and negate all damage you should take, and when it does it even has a chance to disarm the opponent
-The Spin Attack
Already present in older Zelda games such as The Legend of Zelda: Ocarina of Time and quite famous (probably the most well-known skill from the game series in that whole list), you have to press both the key to move left and right, the first one pressed will determine the spin's direction; this attack is especially useful when standing in the middle of hordes of weak enemies like silverfishs as it allows you to spin around twice to kill them all
-The Super Spin Attack
Primarly found in The Legend of Zelda: The Wind Waker, this skills works on top of another skill to allow you to maintain the spinning move by pressing attack again and again (just kind of spam the attack button it usually works)
Requires the Spin Attack skill in order to work.
-The Sword Break
A special form of parrying, which will damage the weapon an enemy is attacking you with if you move step forward twice before blocking perfectly as the attack would normally hit you; instead, the attack gets blocked and the enemy's weapon starts breaking (repeat a couple of times to end up with a weaponless foe)
This skill is definitely much easier to perform that the Parry but a bit less rewarding.

For Swords specifically :

-The Back Slice
Present in at least The Legend of Zelda: The Wind Waker and used notably to remove the armor of Darnuts from the strings which tie them from the back, it relies on Z-Targeting and is probably the most satisfying to use when it does work, as after holding left or right then moving before double tapping the forward key you will run around the enemy, and if hit right, will deal more damage with a chance of removing their chestplate (unfortunately if your default speed is altered you might end up too far away from the enemy you were meant to hit after using this move)
-The Leaping Blow
It's basically a stronger critical hit, needing you to hold block before jumping and attacking, which when performed deals damage in a small area around you (which will damage creatures standing near)
-The Mortal Draw
Needing Z-Targetting in order to be used properly, this samurai-like move works by keeping a hidden sword in your hotbar while being empty-handed and holding the block key -> when the enemy does attack, attack at the same time, effectively cancelling their attack while automatically drawing your sword to deal twice the amount of damage
-The Rising Cut
This acts as a sort of reverse critical hit, being a move which requires you to sneak before jumping and attacking afterwards (before falling down, not while falling); this lifts you up and the enemy into the air, which lets you attack once more or let it take fall damage
-The Sword Beam
Clearly inspired by Zelda II: The Adventure of Link, it consists of throwing a projectile when attacking while sneaking; the more hp you have and focus on one target, the more damage you will deal with this ranged attack

The mod also adds weapons already holding specific skills in the wild such as wooden or iron swords in simple vanilla dungeons for examples (like the sticks available in the creative menu).

I would have to share however that some of sword skills might not work nearly as well if not properly taken care of in packs (for example the Parry allows you to disarm an opponent , which can cause issues with many other mods which add creatures which are not meant to be empty-handed, or can look weird if the enemy is just holding a weapon as part of their custom model)
I have not experienced any major performance issue while playing with the mod's latest version, that said due to this mod exploiting vanilla Minecraft's combat as a base, any mod susceptible to tweak the way attack cooldowns work or switch up the combat system entirely will most likely be incompatible with this mod (looking at you Immersive Combat ).
Another note is that aesthetically-speaking there isn't much to talk about, since the moves mostly involve first-person actions without custom animations involved at any part of the process.
(This means I won't really take the Aesthetics into account for the overall rating)

In conclusion

This is a really really nice mod which some flaws which will probably last as the mod seems no longer updated even on Planet Minecraft;
Speaking of planet Minecraft, there's a crazy amount of datapacks on there, even more than on curseforge or modrinth, which means that just looking at those platforms alone will make you miss on some interesting concepts especially in the wide realm of structure enhancements and reworks.
Anyways, it is of note that technically-speaking, dynamic sword skills is an official fork of Zelda Sword Skills , an older 1.7.10 mod by the same author (which has itself a continuation in the same version called Zelda Sword Skills Continuation by the way) which also contains various features and mobs outside of the sole combat system.

0
0
4.0
Dynamic Sword Skills
Outra

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Contributor 100 pts
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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
0
0
2.5
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 26.1, 1.1… MC 26.1, 1.12
Gameplay
2.0
Aesthetics
3.0
Performance
5.0

What is it ?

Good Night's Sleep is an old mod which adds dreams and nightmares in the form of dimensions to be accessed through magical beds.
Both of these dimensions have their own little content and vibe. This mod is a bit nostalgic to me as its one of the very first dimension mods I got exposed to (another one will get reviewed later).

What does it offer ?

Two new places to go when sleeping, each having a bunch of basic biomes, mobs, exclusive ores and wood types/foods.
The Dream dimension is pretty harmless as no hostile mobs except baby versions of creepers can appear here, there's unicorns, candy threes among other small things.
The Nightmare dimension is filled with oceans of lava, chaotic hills, dead forests and hostile mobs from both the overworld and nether (including a few new ones like the tormentor).
After some time no matter which type of dream you had you will wake up, bringing back stuff you acquired in there with you.

Unfortunately this mod doesn't have a lot to do in it, doesn't have its own music tracks or even global sound ambience for that matter and while visually decent it could have been much better (plus it doesn't look like anything new is planned for this mod as it was already in a similar state back in 1.12).
It can still serve as a dimension for larger packs though as its empty aspect means there's a lot of space for a modpack's custom content while still not starting from nothing.

In conclusion

This mod while pretty barren is still a nice mod to play, but that's not the point of this review.
I have seen one or two more recent mods which have a similar premise, good night's sleep has probably inspired some and that is the main reason I wanted to review this mod;
All mods have to take inspiration from somewhere as ideas do not get summoned out of fin air (even if the action of subconscious processes might make you believe otherwise since you aren't aware of everything your body does and links), this mod itself could also have been inspired itself by even older concepts or direct outside intervention.
What I mean with this review is if you have an idea feel free to try making it a mod yourself, you have probably many sources of inspirations which when combined and adapted to Minecraft can make something no one has witnessed before and hey, people may even enjoy it !

Anyways the review doesn't need to be much longer than that, its a nice gimmick dimension mod but really there's not much more.

  • Screenshot 1: Old Dimension Mod; Pretty Empty
    Dream
  • Screenshot 2: Old Dimension Mod; Pretty Empty
    Nightmare
  • Screenshot 3: Old Dimension Mod; Pretty Empty
    Some of the blocks
2
0
2.5
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 26.1, 1.1… MC 26.1, 1.12
Gameplay
2.0
Aesthetics
3.0
Performance
5.0

What is it ?

Good Night's Sleep is an old mod which adds dreams and nightmares in the form of dimensions to be accessed through magical beds.
Both of these dimensions have their own little content and vibe. This mod is a bit nostalgic to me as its one of the very first dimension mods I got exposed to (another one will get reviewed later).

What does it offer ?

Two new places to go when sleeping, each having a bunch of basic biomes, mobs, exclusive ores and wood types/foods.
The Dream dimension is pretty harmless as no hostile mobs except baby versions of creepers can appear here, there's unicorns, candy threes among other small things.
The Nightmare dimension is filled with oceans of lava, chaotic hills, dead forests and hostile mobs from both the overworld and nether (including a few new ones like the tormentor).
After some time no matter which type of dream you had you will wake up, bringing back stuff you acquired in there with you.

Unfortunately this mod doesn't have a lot to do in it, doesn't have its own music tracks or even global sound ambience for that matter and while visually decent it could have been much better (plus it doesn't look like anything new is planned for this mod as it was already in a similar state back in 1.12).
It can still serve as a dimension for larger packs though as its empty aspect means there's a lot of space for a modpack's custom content while still not starting from nothing.

In conclusion

This mod while pretty barren is still a nice mod to play, but that's not the point of this review.
I have seen one or two more recent mods which have a similar premise, good night's sleep has probably inspired some and that is the main reason I wanted to review this mod;
All mods have to take inspiration from somewhere as ideas do not get summoned out of fin air (even if the action of subconscious processes might make you believe otherwise since you aren't aware of everything your body does and links), this mod itself could also have been inspired itself by even older concepts or direct outside intervention.
What I mean with this review is if you have an idea feel free to try making it a mod yourself, you have probably many sources of inspirations which when combined and adapted to Minecraft can make something no one has witnessed before and hey, people may even enjoy it !

Anyways the review doesn't need to be much longer than that, its a nice gimmick dimension mod but really there's not much more.

  • Screenshot 1: Old Dimension Mod; Pretty Empty
    Dream
  • Screenshot 2: Old Dimension Mod; Pretty Empty
    Nightmare
  • Screenshot 3: Old Dimension Mod; Pretty Empty
    Some of the blocks
2
0
2.5
Good Night's Sleep
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 26.1, 1.1… MC 26.1, 1.12
2
0
3.5
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

I mostly played through this mod in was most likely the All of Fabric modpack (The 6th one ? I'm not sure myself), most of what I recall about the mod might be a bit old, so I replayed it for a bit recently just to be sure

What is it ?

The Bumblezone is a beautiful and cozy dimension mod featuring a secret realm which can only be accessed by teleporting into a bee's nest ;
It looks like an infinite hive with the endless sound of flying bees with a couple of different biomes and places to find.

What does it offer ?

A whole new secret place where bees are everywhere, with good amounts of pretty blocks to build with, small structures and larger dungeons scattered across canyons of yellow hexagons and fields of pollen;
If you start wreaking the place, the whole hive will get alerted and bees will become hostile for some time which is a really neat mechanic.
There is some amount of stuff to do like exploring said dungeons for rewards, fly through hoops on the back of a big bee or maybe even find the queen ?
This is a really nice place to build a house, fool around with the new banner patterns and listen to new tunes while eating new food, and it manages to feel distinct enough from the nether despite being an underground space too.

The main con ? it doesn't stand alone as of now :
This dimension mod while great can almost only work as a secret realm inside a larger pack filled with external content, as this mod's dimension and related features aren't enough to keep someone satisfied forever. It works well, but its not perfect and could use some features to make living inside the dimension and staying there more interesting outside of pure exploration and house building (agriculture ? fishing ? there are probably many answers to this question that I am not even considering and I am just waiting to see what comes next for this mod).

In conclusion

When discovering throwing a pearl into a nest gets you to a whole new place to explore the feeling of wonder is amazing, it kind of reminds me of discovering the Hive in Hollow Knight for the first time, a whole new area you can entirely miss if you aren't purposely doing a 112% playthrough of the game; Perhaps this dimension is directly referencing this area of this game ? Maybe this makes my review more biased than I thought.

I usually tend to think cozy dimension mods feel too empty with not enough things to do, but this one is still solid, not too important not too unimportant for what is supposed to be hidden to begin with.
There's a wiki at https://github.com/TelepathicGrunt/Bumblezone for anyone interested (spoilers), and while I did play mostly the Fabric version of the mod I would like to point out a Forge/Neoforge one exists.

I would recommend it despite its flaws, it's a great mod to hide inside a larger pack.

  • Screenshot 1: Solid Dimension, Waiting for more
    Grove
  • Screenshot 2: Solid Dimension, Waiting for more
    Pollen fields
  • Screenshot 3: Solid Dimension, Waiting for more
    Ancient Hoops
  • Screenshot 4: Solid Dimension, Waiting for more
    Beellage
1
0
3.5
Outra

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Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.19
Gameplay
3.0
Aesthetics
4.0
Performance
5.0

I mostly played through this mod in was most likely the All of Fabric modpack (The 6th one ? I'm not sure myself), most of what I recall about the mod might be a bit old, so I replayed it for a bit recently just to be sure

What is it ?

The Bumblezone is a beautiful and cozy dimension mod featuring a secret realm which can only be accessed by teleporting into a bee's nest ;
It looks like an infinite hive with the endless sound of flying bees with a couple of different biomes and places to find.

What does it offer ?

A whole new secret place where bees are everywhere, with good amounts of pretty blocks to build with, small structures and larger dungeons scattered across canyons of yellow hexagons and fields of pollen;
If you start wreaking the place, the whole hive will get alerted and bees will become hostile for some time which is a really neat mechanic.
There is some amount of stuff to do like exploring said dungeons for rewards, fly through hoops on the back of a big bee or maybe even find the queen ?
This is a really nice place to build a house, fool around with the new banner patterns and listen to new tunes while eating new food, and it manages to feel distinct enough from the nether despite being an underground space too.

The main con ? it doesn't stand alone as of now :
This dimension mod while great can almost only work as a secret realm inside a larger pack filled with external content, as this mod's dimension and related features aren't enough to keep someone satisfied forever. It works well, but its not perfect and could use some features to make living inside the dimension and staying there more interesting outside of pure exploration and house building (agriculture ? fishing ? there are probably many answers to this question that I am not even considering and I am just waiting to see what comes next for this mod).

In conclusion

When discovering throwing a pearl into a nest gets you to a whole new place to explore the feeling of wonder is amazing, it kind of reminds me of discovering the Hive in Hollow Knight for the first time, a whole new area you can entirely miss if you aren't purposely doing a 112% playthrough of the game; Perhaps this dimension is directly referencing this area of this game ? Maybe this makes my review more biased than I thought.

I usually tend to think cozy dimension mods feel too empty with not enough things to do, but this one is still solid, not too important not too unimportant for what is supposed to be hidden to begin with.
There's a wiki at https://github.com/TelepathicGrunt/Bumblezone for anyone interested (spoilers), and while I did play mostly the Fabric version of the mod I would like to point out a Forge/Neoforge one exists.

I would recommend it despite its flaws, it's a great mod to hide inside a larger pack.

  • Screenshot 1: Solid Dimension, Waiting for more
    Grove
  • Screenshot 2: Solid Dimension, Waiting for more
    Pollen fields
  • Screenshot 3: Solid Dimension, Waiting for more
    Ancient Hoops
  • Screenshot 4: Solid Dimension, Waiting for more
    Beellage
1
0
3.5
The Bumblezone
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Total 100 hrs MC 1.21, 1.1… MC 1.21, 1.19
1
0
4.0
Outra

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Total 20 hrs MC 1.20
Gameplay
4.0
Aesthetics
4.5
Performance
3.5

What is it ?

A mod adding goofy and funny illagers .
It belongs to the list of good MCreator mods like Rotten Creatures, which are worth trying or possibly even using in packs.

What does it offer ?

Adds new creative illager-type mobs which will appear both in raids and new structures as well, with their own interesting mechanics and item drops.

New illagers and features related to them are discussed here :

The Mischiever ; he is one of the most common of all the new illagers added, found within most custom structures and is among the first new illagers you encounter during custom raids alongside the Imprecator . He throws crazy dynamites (which you may get for yourself after he dies), and sometimes turns invisible before punching you to death, which can get a bit annoying at times.

The Partyger has a small cabin which can be found in meadows or flower forests, he can use a party horn to push foes further from himself, he can drop a cake on death and the exploding gifts he attacks with.

The Imprecator is a wizard who's design is probably inspired by Minecraft Dungeon's evocation robes; like its name implies, it can curse its enemies which will damage them while making them lose a bit of self control as if they were possessed (which can be quite annoying during raids at times, I sometimes wish there was less of them). He has a its own hut in roofed forests, and killing him gives you imprecation dust, which can be used for potions (such as one which he throws himself).

The Withermancer is a nether fan, as he attacks with flames and applie the wither effect if a target is near; he has a shack found in savannas or roofed forests.

The Libravoker is an evoker-variant which is more focused on attacking directly than summoning, pinpointing your exact position when using his fang attacks and throwing magical books instead of using vexes to fight for him.

The Bass Blaster wears headphones and holds a music block, he emits an explosion of sound near him dealing damage to all enemies close to him (he can also accidentally deal damage to other mobs but they can't tell he attacked them for some reason).

The Sparkologer attacks in melee with a sword and can, but can also launch himself in the air and fall slowly using the propeller on his back : To me its a more interesting take on a "jetpack-vindicator" concept or a melee illager which could climb (like some Minecraft Dungeons mountaineer recreations/interpretations). His looks would allow him to blend in with a more Steampunk setting. (he can drop firework rockets)

The Magnetizer attacks by tossing a gigantic Magnetizing Magnet (which you can acquire when he dies), pulling in all mobs near except for illagers, which can then allow for other illagers to take them down.

The Photographer uses his old camera to take photos, which blinds his enemies with light for a bit.

The Doodler his a special and very very interesting illager which does not call for support from outer worlds but creates them by drawing 2D copies of existing enemies using his magical pen such as weaker paper pillagers or paper vexes.

The Bubbleologer has a big bubble-gun which he uses to shoot giant bubbles to isolate his foes by making them float alone while taking suffocation damage.

The Fangclaw can be seen as a tougher vindicator, his arm has been replaced by a fang which he can use to attack in melee instead of the usual axe, which means he cannot disable shield but he gets much more aggressive in his attacks and can charge at his enemies; he is also found in the Illager Fortress House alongside its buddies.

It is of note that this mod also has a slightly different artstyle when it comes to its illager designs, and therefore changes the look of witches, vindicators, evokers and illusioners in order for them to keep being consistent with the newly-added creatures.

The only issues I have with the mod is it being an MCreator mod as of currently, and it not giving custom sound effects for its illagers (reusing various vindicator, pillager, illusioner and evoker sounds instead), outside of that it stays a very good mod that I wished was more well-known

In conclusion

I quite like this mod, and it works especially well with other funny illager mods such as illage and spillage (Respillaged) ; I think it woudln't work nearly as well with savage and ravage as they both add a creeper-themed demolitionists (even if they both behave differently).
Some of the illagers added by the mod can be a bit annoying at times (the Mischiever and his temporary invisibility, the Withermancer and his instantanely-applied wither effect), but most of them are fine, pretty good looking and creative in both looks and ideas (in a lot of ways this is what Illagers+ could have been if it reached its full potential).

This mod has sadly nothing in terms of configs as it is currently an MCreator mod (and most if not all MCreator mods lack those files usually so it is not anything new). I would like to note however that this mod might be reworked as a non-MCreator mod in the future, I'm looking forward to that future

  • Screenshot 1: gOofY iLlAgErs, rEaL gOoD MoD
    Raiders invading at night
  • Screenshot 2: gOofY iLlAgErs, rEaL gOoD MoD
    Custom structure
  • Screenshot 3: gOofY iLlAgErs, rEaL gOoD MoD
    Some Mischief and some Spillage (in modded village)
0
0
4.0
Outra

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Total 20 hrs MC 1.20
Gameplay
4.0
Aesthetics
4.5
Performance
3.5

What is it ?

A mod adding goofy and funny illagers .
It belongs to the list of good MCreator mods like Rotten Creatures, which are worth trying or possibly even using in packs.

What does it offer ?

Adds new creative illager-type mobs which will appear both in raids and new structures as well, with their own interesting mechanics and item drops.

New illagers and features related to them are discussed here :

The Mischiever ; he is one of the most common of all the new illagers added, found within most custom structures and is among the first new illagers you encounter during custom raids alongside the Imprecator . He throws crazy dynamites (which you may get for yourself after he dies), and sometimes turns invisible before punching you to death, which can get a bit annoying at times.

The Partyger has a small cabin which can be found in meadows or flower forests, he can use a party horn to push foes further from himself, he can drop a cake on death and the exploding gifts he attacks with.

The Imprecator is a wizard who's design is probably inspired by Minecraft Dungeon's evocation robes; like its name implies, it can curse its enemies which will damage them while making them lose a bit of self control as if they were possessed (which can be quite annoying during raids at times, I sometimes wish there was less of them). He has a its own hut in roofed forests, and killing him gives you imprecation dust, which can be used for potions (such as one which he throws himself).

The Withermancer is a nether fan, as he attacks with flames and applie the wither effect if a target is near; he has a shack found in savannas or roofed forests.

The Libravoker is an evoker-variant which is more focused on attacking directly than summoning, pinpointing your exact position when using his fang attacks and throwing magical books instead of using vexes to fight for him.

The Bass Blaster wears headphones and holds a music block, he emits an explosion of sound near him dealing damage to all enemies close to him (he can also accidentally deal damage to other mobs but they can't tell he attacked them for some reason).

The Sparkologer attacks in melee with a sword and can, but can also launch himself in the air and fall slowly using the propeller on his back : To me its a more interesting take on a "jetpack-vindicator" concept or a melee illager which could climb (like some Minecraft Dungeons mountaineer recreations/interpretations). His looks would allow him to blend in with a more Steampunk setting. (he can drop firework rockets)

The Magnetizer attacks by tossing a gigantic Magnetizing Magnet (which you can acquire when he dies), pulling in all mobs near except for illagers, which can then allow for other illagers to take them down.

The Photographer uses his old camera to take photos, which blinds his enemies with light for a bit.

The Doodler his a special and very very interesting illager which does not call for support from outer worlds but creates them by drawing 2D copies of existing enemies using his magical pen such as weaker paper pillagers or paper vexes.

The Bubbleologer has a big bubble-gun which he uses to shoot giant bubbles to isolate his foes by making them float alone while taking suffocation damage.

The Fangclaw can be seen as a tougher vindicator, his arm has been replaced by a fang which he can use to attack in melee instead of the usual axe, which means he cannot disable shield but he gets much more aggressive in his attacks and can charge at his enemies; he is also found in the Illager Fortress House alongside its buddies.

It is of note that this mod also has a slightly different artstyle when it comes to its illager designs, and therefore changes the look of witches, vindicators, evokers and illusioners in order for them to keep being consistent with the newly-added creatures.

The only issues I have with the mod is it being an MCreator mod as of currently, and it not giving custom sound effects for its illagers (reusing various vindicator, pillager, illusioner and evoker sounds instead), outside of that it stays a very good mod that I wished was more well-known

In conclusion

I quite like this mod, and it works especially well with other funny illager mods such as illage and spillage (Respillaged) ; I think it woudln't work nearly as well with savage and ravage as they both add a creeper-themed demolitionists (even if they both behave differently).
Some of the illagers added by the mod can be a bit annoying at times (the Mischiever and his temporary invisibility, the Withermancer and his instantanely-applied wither effect), but most of them are fine, pretty good looking and creative in both looks and ideas (in a lot of ways this is what Illagers+ could have been if it reached its full potential).

This mod has sadly nothing in terms of configs as it is currently an MCreator mod (and most if not all MCreator mods lack those files usually so it is not anything new). I would like to note however that this mod might be reworked as a non-MCreator mod in the future, I'm looking forward to that future

  • Screenshot 1: gOofY iLlAgErs, rEaL gOoD MoD
    Raiders invading at night
  • Screenshot 2: gOofY iLlAgErs, rEaL gOoD MoD
    Custom structure
  • Screenshot 3: gOofY iLlAgErs, rEaL gOoD MoD
    Some Mischief and some Spillage (in modded village)
0
0
4.0
Mischief Illagers
Outra

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Total 20 hrs MC 1.20
0
0
4.0
Outra

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
4.0
Performance
5.0

What is it ?

This is a 1.12 mod which adds salt , alongside related content.

What does it offer ?

Salt , which comes as an ore as well as to be found in special salt lakes , crystals to be farmed/generated or by evaporating large quantities of water, and which can be used in a lot of ways which include foodstuff (a good amount of new preparations are added by the mod), building , mob farms /killing specific mobs, growing a whole new crop and various other crafting recipes ranging from a simple salt lamp block to a custom salt firework equivalent which can cause rain to fall.

Things to improve upon ?
Salt isn't currently placeable (compared to bewitchment's salt which has uses against certain types of mobs for example; a lot of powders/dusts in mods are placeable, and I wished it was the case for this one too, there's a lot of possible uses to think of for something like trails of salt.)
This mod is also most likely not the best salt mod ever, it is a bit hard for me to compare since I do not know many other salt-focused mods.

In conclusion

I think this is the best salt 1.12 mod , while possible better alternatives could still be present in recent versions (though I don't know about them anyways).
It is compatible by default with a bunch of mods (twilight forest, biomes o' plenty... among others; mostly for salty food recipes)
It also has a fork in 1.7.10 called SaltyMod Expanded (by DarkBum), which even add extra content.

This mod is not abandoned, and may or may not even be officially ported to more recent versions of the game (after Misty Worlds anyways, which is the more famous dimension mod by this person; check out their discord server for more information anyways).

  • Screenshot 1: Salt, which isn't Just for Plates
    Lake of Salt
  • Screenshot 2: Salt, which isn't Just for Plates
    Salt Building Blocks
2
0
4.0
Outra

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Total 100 hrs MC 1.12
Gameplay
4.0
Aesthetics
4.0
Performance
5.0

What is it ?

This is a 1.12 mod which adds salt , alongside related content.

What does it offer ?

Salt , which comes as an ore as well as to be found in special salt lakes , crystals to be farmed/generated or by evaporating large quantities of water, and which can be used in a lot of ways which include foodstuff (a good amount of new preparations are added by the mod), building , mob farms /killing specific mobs, growing a whole new crop and various other crafting recipes ranging from a simple salt lamp block to a custom salt firework equivalent which can cause rain to fall.

Things to improve upon ?
Salt isn't currently placeable (compared to bewitchment's salt which has uses against certain types of mobs for example; a lot of powders/dusts in mods are placeable, and I wished it was the case for this one too, there's a lot of possible uses to think of for something like trails of salt.)
This mod is also most likely not the best salt mod ever, it is a bit hard for me to compare since I do not know many other salt-focused mods.

In conclusion

I think this is the best salt 1.12 mod , while possible better alternatives could still be present in recent versions (though I don't know about them anyways).
It is compatible by default with a bunch of mods (twilight forest, biomes o' plenty... among others; mostly for salty food recipes)
It also has a fork in 1.7.10 called SaltyMod Expanded (by DarkBum), which even add extra content.

This mod is not abandoned, and may or may not even be officially ported to more recent versions of the game (after Misty Worlds anyways, which is the more famous dimension mod by this person; check out their discord server for more information anyways).

  • Screenshot 1: Salt, which isn't Just for Plates
    Lake of Salt
  • Screenshot 2: Salt, which isn't Just for Plates
    Salt Building Blocks
2
0
4.0
SaltyMod
Outra

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Total 100 hrs MC 1.12
2
0
3.0
Outra

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Total 100 hrs MC 1.12
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

This is a 1.12 mod which adds a couple of spooky creatures which are pretty simple in design and concept.

What does it offer ?

A couple of mobs , since there is not a whole lot I'll give more details down here (spoilers for the mobs added) :

Will-O'-Wisp :
An ambient defensive mob for Swamps (biome Type : SWAMP) which will burn you if you stand in its place; it is quite lazy in looks as its just a ball of colored light

Pumpkin Slime :
A weird slime which looks exactly like a pumpkin with various possible carved faces (it can be tamed). it sort of disappears during the day (if untamed), sometimes leaving behind an actual jack O' lantern with the same carved face as the original creature.
It spawns in biomes with the MAGICAL, FOREST or PLAINS biome Type

Nether Knight :
A what-if scenario on the Mob D from the first ever mob vote, this can be considered a miniboss for the Nether, which mainly attacks in melee. It can also randomly set its attacker on fire for a brief second after getting hit, or summon wither skeletons/blazes with higher hp stats (can be tweaked in configs tho)
Killing it gives you a shield which can set attackers on fire

Cursed Armor :
A possessed armor accompanied by its sword, this creature works well when paired with Primitive mobs's Haunted Tool mob; It has only 1 hp, but you'll have to 'break' its armor before (which is easier to do when spam-clicking as it doesn't take into account how much damage you're dealing per hit, which reminds of the Absorber's gimmick from the mod Illage and Spillage)
It spawns in biomes with the WASTELAND, SPOOKY, DEAD or MAGICAL biome Types including biomes such as the roofed forest

I have not noticed any major issue with this mod or any problems with performances for that matter, but I've mostly underused these creatures when having the mod in custom modpacks so I can't really be sure that nothing bad could happen.

In conclusion

This is a pretty nice mod, though the mobs' design is pretty basic overall and their AI doesn't go that far .

Eerie Entities also has its own config files as well, which allows to tweak a bunch of stuff such as mob spawning and base stats.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Primitive Mobs (this one is discontinued, use alternatives like Primitive mobs Wondersapped instead) , though more might be out there.

  • Screenshot 1: 'Bunch of creatures, that's about it (Decent mod)
    That's Cursed
0
0
3.0
Outra

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Total 100 hrs MC 1.12
Gameplay
3.0
Aesthetics
3.0
Performance
5.0

What is it ?

This is a 1.12 mod which adds a couple of spooky creatures which are pretty simple in design and concept.

What does it offer ?

A couple of mobs , since there is not a whole lot I'll give more details down here (spoilers for the mobs added) :

Will-O'-Wisp :
An ambient defensive mob for Swamps (biome Type : SWAMP) which will burn you if you stand in its place; it is quite lazy in looks as its just a ball of colored light

Pumpkin Slime :
A weird slime which looks exactly like a pumpkin with various possible carved faces (it can be tamed). it sort of disappears during the day (if untamed), sometimes leaving behind an actual jack O' lantern with the same carved face as the original creature.
It spawns in biomes with the MAGICAL, FOREST or PLAINS biome Type

Nether Knight :
A what-if scenario on the Mob D from the first ever mob vote, this can be considered a miniboss for the Nether, which mainly attacks in melee. It can also randomly set its attacker on fire for a brief second after getting hit, or summon wither skeletons/blazes with higher hp stats (can be tweaked in configs tho)
Killing it gives you a shield which can set attackers on fire

Cursed Armor :
A possessed armor accompanied by its sword, this creature works well when paired with Primitive mobs's Haunted Tool mob; It has only 1 hp, but you'll have to 'break' its armor before (which is easier to do when spam-clicking as it doesn't take into account how much damage you're dealing per hit, which reminds of the Absorber's gimmick from the mod Illage and Spillage)
It spawns in biomes with the WASTELAND, SPOOKY, DEAD or MAGICAL biome Types including biomes such as the roofed forest

I have not noticed any major issue with this mod or any problems with performances for that matter, but I've mostly underused these creatures when having the mod in custom modpacks so I can't really be sure that nothing bad could happen.

In conclusion

This is a pretty nice mod, though the mobs' design is pretty basic overall and their AI doesn't go that far .

Eerie Entities also has its own config files as well, which allows to tweak a bunch of stuff such as mob spawning and base stats.

If you are looking for more 1.12 mods adding useful entities such as these I recommend Fish's Undead Rising , Beast Slayer and Primitive Mobs (this one is discontinued, use alternatives like Primitive mobs Wondersapped instead) , though more might be out there.

  • Screenshot 1: 'Bunch of creatures, that's about it (Decent mod)
    That's Cursed
0
0
3.0
Eerie Entities
Outra

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Total 100 hrs MC 1.12
0
0
3.5
Outra

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.16
Gameplay
3.5
Aesthetics
4.0
Performance
5.0

I have played the 1.12 version the most, that said this review will also take into account newly-added improvements and 1.16 exclusive content

What is it ?

Atum II is a mod centered around an arid and dangerous war-torn desertic dimension;
It has a nice foggy desert vibe to it as if the sand itself was blurring your vision and has quite detailled nature/structures at times, making it probably one of the most detailled desert dimension mod out there. It contains some amount of lore too I guess.

What does it offer ?

Sandy lands with alternative ways for getting your hands on vanilla items and features (such as how brewing ingredients are still available within the dimension but are now different items, or how dyes can now only be obtained by using a quern , among other stuff etc.).
Challenge through swarms of enemies appearing both at night with undeads as well as during the day with warriors and bandits, with the one dungeon added by the mod which comes with mazes, traps and fights, and the need to look for food as it tends to be scarce .
It is also a quite decent-looking dimension for being desert one, as most of deserts even in plenty of video games tend to feel lacking in terms of aesthetics, while this one with its constant yellowish fog, dead trees, villages and building blocks has enough going for it to be more interesting than most.

In terms of flaws :
The enemies feel a bit generic in terms of AI, as they mostly come up to you and hit you, with little to no new mechanics with the exception of the dimension's boss giving you a status effect depending on its related deity , the assassin poisoning you on every hit or the mob infighting going in between the dead and the living. In fact I would go as far as to say the gameplay provided with the 1.12 version's boss is more interesting within the context of the structure it spawns in ( it not taking any knockback and attacking in melee forces you to sort of attack and run while avoiding the traps located in previous rooms, which is more interesting in my opinion than just having to block its projectiles with your shield ). I am not going to talk about the unused second boss as it is unused and not that interesting
The Dimension could have been more interesting in terms of looks (even though I know making a desert interesting is an hard task), and while it has several biomes they sometimes feel a bit repetitive .
I find it also a bit lacking in terms of sound design , as it mostly resorts to using vanilla sound effects, with also a lack of custom made music (regular overworld music plays inside the dimension), and there is not even something like a desert wind or ambience of some kind to follow you on your journey.

In conclusion

While not as good as other mods out there, it not having many issues in terms of performance in its 1.12 version makes it an interesting mod to be expanded on by modpacks (like adding custom structures with reccurent complex, or new mobs from other mods to spawn there using multimob or craftweaker's spawntabletweaker addon).
It ends up as a decent mod, which is good enough tutorial-wise as the original curseforge mod page gives you enough information about what the mod adds in its latest version (And the custom crafting related to the mod's new workstations are fully compatible with JEI), but some information might be missing from that. For example I don't recall the mod telling you in any way how to get the boss to spawn, you basically have to look up a tutorial for that
A shame it is now discontinued, due to this some better desert dimension mod or revamp of this one might be made one day, always be on the lookout for this kind of thing.

It is of note that dying in this dimension also respawns you inside the dimension itself in 1.12 even if you don't put a bed down, making it a good dimension to exile and banish people to (making an exit portal from within the dimension is also made harder by the fact that the surface of most biomes is too hot to keep water in its liquid state) ; take notes modded server dwellers !

1
0
3.5
Outra

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.16
Gameplay
3.5
Aesthetics
4.0
Performance
5.0

I have played the 1.12 version the most, that said this review will also take into account newly-added improvements and 1.16 exclusive content

What is it ?

Atum II is a mod centered around an arid and dangerous war-torn desertic dimension;
It has a nice foggy desert vibe to it as if the sand itself was blurring your vision and has quite detailled nature/structures at times, making it probably one of the most detailled desert dimension mod out there. It contains some amount of lore too I guess.

What does it offer ?

Sandy lands with alternative ways for getting your hands on vanilla items and features (such as how brewing ingredients are still available within the dimension but are now different items, or how dyes can now only be obtained by using a quern , among other stuff etc.).
Challenge through swarms of enemies appearing both at night with undeads as well as during the day with warriors and bandits, with the one dungeon added by the mod which comes with mazes, traps and fights, and the need to look for food as it tends to be scarce .
It is also a quite decent-looking dimension for being desert one, as most of deserts even in plenty of video games tend to feel lacking in terms of aesthetics, while this one with its constant yellowish fog, dead trees, villages and building blocks has enough going for it to be more interesting than most.

In terms of flaws :
The enemies feel a bit generic in terms of AI, as they mostly come up to you and hit you, with little to no new mechanics with the exception of the dimension's boss giving you a status effect depending on its related deity , the assassin poisoning you on every hit or the mob infighting going in between the dead and the living. In fact I would go as far as to say the gameplay provided with the 1.12 version's boss is more interesting within the context of the structure it spawns in ( it not taking any knockback and attacking in melee forces you to sort of attack and run while avoiding the traps located in previous rooms, which is more interesting in my opinion than just having to block its projectiles with your shield ). I am not going to talk about the unused second boss as it is unused and not that interesting
The Dimension could have been more interesting in terms of looks (even though I know making a desert interesting is an hard task), and while it has several biomes they sometimes feel a bit repetitive .
I find it also a bit lacking in terms of sound design , as it mostly resorts to using vanilla sound effects, with also a lack of custom made music (regular overworld music plays inside the dimension), and there is not even something like a desert wind or ambience of some kind to follow you on your journey.

In conclusion

While not as good as other mods out there, it not having many issues in terms of performance in its 1.12 version makes it an interesting mod to be expanded on by modpacks (like adding custom structures with reccurent complex, or new mobs from other mods to spawn there using multimob or craftweaker's spawntabletweaker addon).
It ends up as a decent mod, which is good enough tutorial-wise as the original curseforge mod page gives you enough information about what the mod adds in its latest version (And the custom crafting related to the mod's new workstations are fully compatible with JEI), but some information might be missing from that. For example I don't recall the mod telling you in any way how to get the boss to spawn, you basically have to look up a tutorial for that
A shame it is now discontinued, due to this some better desert dimension mod or revamp of this one might be made one day, always be on the lookout for this kind of thing.

It is of note that dying in this dimension also respawns you inside the dimension itself in 1.12 even if you don't put a bed down, making it a good dimension to exile and banish people to (making an exit portal from within the dimension is also made harder by the fact that the surface of most biomes is too hot to keep water in its liquid state) ; take notes modded server dwellers !

1
0
3.5
Atum 2: Return to the Sands
Outra

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Total 100 hrs MC 1.12, 1.1… MC 1.12, 1.16
1
0
2.0
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.

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

I have heard about this mod a while ago too through a video by "I am Naveed", its been some time now that I use it in Biblically Accurate MC as a mod to add somewhat-cursed illagers in 1.12

What is it ?

A mod adding new illagers ;
This mod was made in 1.12 some time ago, which is a time where most illager concepts revolved around the ones we had : the vindicator and evoker (illusioner too but its still unused as of writing this review), so do not expect concepts which are more original than summoners or fire aspect axe wielders, still some variants deserve the spotlight.

What does it offer ?

Vindicator and evoker variants which have custom abilities involving projectiles and new creatures to summon, all of the evokers are sub-bosses having more health than regular evokers and sometimes more than two attacks to use.

Here are the vindicator variants of this mod :

The Blazicator
A vindicator variant which wields two golden axes, his melee touch acting as if they were enchanted with fire aspect. He deals a decent amount of damage and can be seen as a Nether Vindicator, there's not much more to him expect the fact that he gets attacked by and actively chases all other vindicator types for some reason (its not Wither AI I've checked)
The Snowicator
A vindicator variant with less health than the two others which throw a snowball every time he attacks in melee for some reason (doesn't seem to do anything, sometimes he even throws them at himself by accident). He does a decent amount of damage similar to the previous one but inflict slowness instead. He wields an iron axe
The Endcator
The strongest vindicator of all, uses a diamond axe and holds a shield (which he doesn't actually use its just for decoration I guess, they should have removed it I think), he can teleport like endermen (basically an hostile enderman which also attack villagers)

Here are the evoker variants of this mod :

The Blazvoker
This evoker variant summons little blaze-like creatures with vex AI and attacks with lightning strikes (which are very noisy and will turn all of your villagers into witches, he is also a bit too resilient, I would recommend not using him for serious custom raids)
The Stonevoker
This fire-resistant evoker can summon sometimes stone golems or attack with fangs (which look like gray cubes instead and tend to throw their target high in the air), like the others he is too resilient to really do anything with him and attacks every creature it sees alive or undead
The Burn Voker
This evoker generates lava source blocks on enemies, shoots fireballs (both regular and explosives) and falls slowly just like chickens. He will lift himself above the ground when targeting and attacking other creatures
The Skelet Voker
This evoker variant will attack by shooting arrows or summoning skeletons, he is probably one of the easiest one to deal with especially during the day and probably one with the most potential for serious use (don't like his texture though)
The Nature Voker
This evoker summons hordes of fast and resilient trees which will rush you and will kill you. He can also instantly summon dirt on his enemies to kill them through suffocation. He's also fire resistant for some reason
The Wither Voker
This evoker variant will levitate, generate areas of wither effect like lingering potions and shoot wither skulls
The End Voker
Probably my favourite, this evoker looks good, can cause the target to receive a levitation effect and can summon an enderman to aid him. He still gives you the levitation effect without any chance to miss as it is not tied to a projectile or anything else, its just applied, and I would prefer if it had a way to avoid it
The Frostoker
Decent in looks and strenght, this evoker variant can shoot lumps of snow and ice balls, attack with fangs (retextured to be white snow-ish blobs). He can also summon snow and ice golems to aid him in battle

While some mob variants are could be used in interesting situations, most of them if not all feel redundant or poorly-executed . The same goes for the textures used which look a bit diluted and vanilla sound effects are being reused for every creature added, there's also a complete lack of config files anywhere, which means you'll have to rely on other mods to tweak the mobs's health and damage or spawning.
I also really don't like that some attacks by the various evoker sub-bosses involve unavoidable things like lightning strikes or lava suddently appearing where you stand, it feels a bit unfair, and I prefer when strong creatures are more than damage sponges with instant damage abilities. I did not notice any major performance issues while re-playing with the mod again today.

In conclusion

This mod is falls in the category of "elemental creatures" type mods like Elemental creepers or Elemental witches but for vindicators and evokers instead. It's name might give out the impression that it will extend the illager family to incorporate new concepts for enemies and portray crime through new creatures, but most of what it does is add direct variants of vindicators and evokers which are often times a bit unbalanced.

Its not all bad though and this mod might still have its place if only some of the illagers are used in a pack, or if it is used irronically as a joke mod with little to no regards for overlapping mob concepts or unfairness; it can also be among mods to use combined with Raids Backport, just be careful about which mobs appear and when to avoid raids become an impossible chore, and also take into account that they often fight each other.

  • Screenshot 1: Elemental Vindicators and Evokers, which could be done much better
    Vindicator infighting
  • Screenshot 2: Elemental Vindicators and Evokers, which could be done much better
    Evokers wreaking havoc
1
0
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

I have heard about this mod a while ago too through a video by "I am Naveed", its been some time now that I use it in Biblically Accurate MC as a mod to add somewhat-cursed illagers in 1.12

What is it ?

A mod adding new illagers ;
This mod was made in 1.12 some time ago, which is a time where most illager concepts revolved around the ones we had : the vindicator and evoker (illusioner too but its still unused as of writing this review), so do not expect concepts which are more original than summoners or fire aspect axe wielders, still some variants deserve the spotlight.

What does it offer ?

Vindicator and evoker variants which have custom abilities involving projectiles and new creatures to summon, all of the evokers are sub-bosses having more health than regular evokers and sometimes more than two attacks to use.

Here are the vindicator variants of this mod :

The Blazicator
A vindicator variant which wields two golden axes, his melee touch acting as if they were enchanted with fire aspect. He deals a decent amount of damage and can be seen as a Nether Vindicator, there's not much more to him expect the fact that he gets attacked by and actively chases all other vindicator types for some reason (its not Wither AI I've checked)
The Snowicator
A vindicator variant with less health than the two others which throw a snowball every time he attacks in melee for some reason (doesn't seem to do anything, sometimes he even throws them at himself by accident). He does a decent amount of damage similar to the previous one but inflict slowness instead. He wields an iron axe
The Endcator
The strongest vindicator of all, uses a diamond axe and holds a shield (which he doesn't actually use its just for decoration I guess, they should have removed it I think), he can teleport like endermen (basically an hostile enderman which also attack villagers)

Here are the evoker variants of this mod :

The Blazvoker
This evoker variant summons little blaze-like creatures with vex AI and attacks with lightning strikes (which are very noisy and will turn all of your villagers into witches, he is also a bit too resilient, I would recommend not using him for serious custom raids)
The Stonevoker
This fire-resistant evoker can summon sometimes stone golems or attack with fangs (which look like gray cubes instead and tend to throw their target high in the air), like the others he is too resilient to really do anything with him and attacks every creature it sees alive or undead
The Burn Voker
This evoker generates lava source blocks on enemies, shoots fireballs (both regular and explosives) and falls slowly just like chickens. He will lift himself above the ground when targeting and attacking other creatures
The Skelet Voker
This evoker variant will attack by shooting arrows or summoning skeletons, he is probably one of the easiest one to deal with especially during the day and probably one with the most potential for serious use (don't like his texture though)
The Nature Voker
This evoker summons hordes of fast and resilient trees which will rush you and will kill you. He can also instantly summon dirt on his enemies to kill them through suffocation. He's also fire resistant for some reason
The Wither Voker
This evoker variant will levitate, generate areas of wither effect like lingering potions and shoot wither skulls
The End Voker
Probably my favourite, this evoker looks good, can cause the target to receive a levitation effect and can summon an enderman to aid him. He still gives you the levitation effect without any chance to miss as it is not tied to a projectile or anything else, its just applied, and I would prefer if it had a way to avoid it
The Frostoker
Decent in looks and strenght, this evoker variant can shoot lumps of snow and ice balls, attack with fangs (retextured to be white snow-ish blobs). He can also summon snow and ice golems to aid him in battle

While some mob variants are could be used in interesting situations, most of them if not all feel redundant or poorly-executed . The same goes for the textures used which look a bit diluted and vanilla sound effects are being reused for every creature added, there's also a complete lack of config files anywhere, which means you'll have to rely on other mods to tweak the mobs's health and damage or spawning.
I also really don't like that some attacks by the various evoker sub-bosses involve unavoidable things like lightning strikes or lava suddently appearing where you stand, it feels a bit unfair, and I prefer when strong creatures are more than damage sponges with instant damage abilities. I did not notice any major performance issues while re-playing with the mod again today.

In conclusion

This mod is falls in the category of "elemental creatures" type mods like Elemental creepers or Elemental witches but for vindicators and evokers instead. It's name might give out the impression that it will extend the illager family to incorporate new concepts for enemies and portray crime through new creatures, but most of what it does is add direct variants of vindicators and evokers which are often times a bit unbalanced.

Its not all bad though and this mod might still have its place if only some of the illagers are used in a pack, or if it is used irronically as a joke mod with little to no regards for overlapping mob concepts or unfairness; it can also be among mods to use combined with Raids Backport, just be careful about which mobs appear and when to avoid raids become an impossible chore, and also take into account that they often fight each other.

  • Screenshot 1: Elemental Vindicators and Evokers, which could be done much better
    Vindicator infighting
  • Screenshot 2: Elemental Vindicators and Evokers, which could be done much better
    Evokers wreaking havoc
1
0
2.0
Extended Illagers Mod
Outra

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Contributor 100 pts
Guide 500 pts ←
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Luminary 4,000 pts

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ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 100 hrs MC 1.12
1
0
2.5
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.12
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

What is it ?

Zoesteria is a biome mod which adds a bunch of new biomes and related blocks to the world.

What does it offer ?

New biomes to explore which are added to the default worldgen, with a bunch of flowers to go with them. It doesn't seem to contain any notable issue in performances, and some of the biomes actually look pretty nice (I quite like the sort of woodland-ish biomes even if many would find them generic).

Where it falls short is in its global looks : a lot of biomes feel a bit generic and unoriginal, even if to me unoriginality isn't something which is enough to disqualify a mod as one always takes inspirations from the outside world and other people's work even subconsciously (just like matter you can only transform not create, choosing where transformation becomes creation is arbitrary), but a lot of the mod's ideas have been done and redone in much better ways .
A lot of these biomes could have passed as purposely trying to emulate a certain vanilla-friendliness if they didn't rely on a bunch of new trees with bland textures , and for a mod which adds custom contents outside of just biomes there's a surprising lack of ground decorations outside of a few new flowers here and there among the overly-bright bushes; That means in terms of gameplay that actually traversing the biomes doesn't really feel that interesting nor challenging if that's what your looking for.

In conclusion

I heard of this mod a looong time ago, I'm almost surprised it was left to rot away after all those years (technically, there's Zoesteria 2 but its just a similar situation in 1.15 instead). It only having about one version (excluding the alphas) with what to me seems like placeholder textures makes me feel it never was intended to be something more though, if you want similar features done in a much better way there's Terrestria , which even seems to be somewhat tied to Zoesteria but I could be mistaken.
It could still work in a modpack due to it having a whole separate config folder outside of the config files which allows to tweak and disable biomes among other stuff, even if it doesn't go too far in possibilities.

  • Screenshot 1: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    BoP-sponsored flowery trees
  • Screenshot 2: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    Nice Woodland, could be better
  • Screenshot 3: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    bland textures
  • Screenshot 4: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    Random ships everywhere I swear they're not from another mod
2
0
2.5
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.12
Gameplay
2.5
Aesthetics
2.0
Performance
5.0

What is it ?

Zoesteria is a biome mod which adds a bunch of new biomes and related blocks to the world.

What does it offer ?

New biomes to explore which are added to the default worldgen, with a bunch of flowers to go with them. It doesn't seem to contain any notable issue in performances, and some of the biomes actually look pretty nice (I quite like the sort of woodland-ish biomes even if many would find them generic).

Where it falls short is in its global looks : a lot of biomes feel a bit generic and unoriginal, even if to me unoriginality isn't something which is enough to disqualify a mod as one always takes inspirations from the outside world and other people's work even subconsciously (just like matter you can only transform not create, choosing where transformation becomes creation is arbitrary), but a lot of the mod's ideas have been done and redone in much better ways .
A lot of these biomes could have passed as purposely trying to emulate a certain vanilla-friendliness if they didn't rely on a bunch of new trees with bland textures , and for a mod which adds custom contents outside of just biomes there's a surprising lack of ground decorations outside of a few new flowers here and there among the overly-bright bushes; That means in terms of gameplay that actually traversing the biomes doesn't really feel that interesting nor challenging if that's what your looking for.

In conclusion

I heard of this mod a looong time ago, I'm almost surprised it was left to rot away after all those years (technically, there's Zoesteria 2 but its just a similar situation in 1.15 instead). It only having about one version (excluding the alphas) with what to me seems like placeholder textures makes me feel it never was intended to be something more though, if you want similar features done in a much better way there's Terrestria , which even seems to be somewhat tied to Zoesteria but I could be mistaken.
It could still work in a modpack due to it having a whole separate config folder outside of the config files which allows to tweak and disable biomes among other stuff, even if it doesn't go too far in possibilities.

  • Screenshot 1: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    BoP-sponsored flowery trees
  • Screenshot 2: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    Nice Woodland, could be better
  • Screenshot 3: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    bland textures
  • Screenshot 4: Underwhelming for a Biome mod with Custom Content, better alternatives are Easily found
    Random ships everywhere I swear they're not from another mod
2
0
2.5
Zoesteria
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
ModDex staff Tag Curator

Reviews community tag suggestions and keeps project genres, themes, and features accurate.

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

Total 20 hrs MC 1.12
2
0