From 5919955548c128fb8e280ddb7d7d9e1e2c0b3767 Mon Sep 17 00:00:00 2001 From: Logan Date: Wed, 14 Oct 2026 18:08:48 -0400 Subject: [PATCH] chore(analysis): archive finished reviews, drop stale duplicates Move the completed 2026-09 candidate review (MODLIST-REVIEW/-GROUPS, CANDIDATE-APPENDIX, PACK-CONTEXT), FINDINGS.md and the shipped FTB Chunks swap write-up into analysis/archive/, with a README mapping their old paths. The review's build pieces, subagent intermediates and Modrinth API dumps are deleted: the assembled reports carry their content. MODLIST-GROUPS.md was a byte-for-byte duplicate of analysis/groups-table.md. Also: drop the now-pointless FINDINGS/MODLIST packwizignore lines (analysis/ covers the archive), and gitignore *.tar.gz so the 650 MB map-migration world tarball can't be committed by accident. --- .gitignore | 1 - .packwizignore | 2 - analysis/FTB-XAERO-MAP-MIGRATION.md | 2 +- .../CANDIDATE-APPENDIX.md | 2103 +++++++++++++++++ .../MODLIST-GROUPS.md | 265 +++ .../MODLIST-REVIEW.md | 688 ++++++ .../2026-09-candidate-review/PACK-CONTEXT.md | 73 + analysis/archive/FINDINGS.md | 671 ++++++ analysis/{ => archive}/FTB-CHUNKS-SWAP.md | 0 analysis/archive/README.md | 21 + 10 files changed, 3822 insertions(+), 4 deletions(-) create mode 100644 analysis/archive/2026-09-candidate-review/CANDIDATE-APPENDIX.md create mode 100644 analysis/archive/2026-09-candidate-review/MODLIST-GROUPS.md create mode 100644 analysis/archive/2026-09-candidate-review/MODLIST-REVIEW.md create mode 100644 analysis/archive/2026-09-candidate-review/PACK-CONTEXT.md create mode 100644 analysis/archive/FINDINGS.md rename analysis/{ => archive}/FTB-CHUNKS-SWAP.md (100%) create mode 100644 analysis/archive/README.md diff --git a/.gitignore b/.gitignore index d0a7778..aa8634f 100644 --- a/.gitignore +++ b/.gitignore @@ -6,5 +6,4 @@ immersive_paintings_cache/ # Large or regenerable local artifacts *.tar.gz -analysis/raw/ analysis/client-perf/proposed-configs/out/ diff --git a/.packwizignore b/.packwizignore index f571b15..ee0f592 100644 --- a/.packwizignore +++ b/.packwizignore @@ -21,8 +21,6 @@ kubejs/ local/ # Authoring/review material - belongs in the repo, never in the pack -FINDINGS.md -MODLIST-*.md analysis/ phase0/ ftbbackups3/ diff --git a/analysis/FTB-XAERO-MAP-MIGRATION.md b/analysis/FTB-XAERO-MAP-MIGRATION.md index 31e0dff..2959cd1 100644 --- a/analysis/FTB-XAERO-MAP-MIGRATION.md +++ b/analysis/FTB-XAERO-MAP-MIGRATION.md @@ -4,7 +4,7 @@ and unit-tested; final step blocked on a copy of the server world save. **Goal:** give each player a native Xaero's map covering, as closely as possible, exactly the terrain they had revealed in FTB Chunks. -Confidence tags as in `FINDINGS.md`. +Confidence tags as in `analysis/archive/FINDINGS.md`. --- diff --git a/analysis/archive/2026-09-candidate-review/CANDIDATE-APPENDIX.md b/analysis/archive/2026-09-candidate-review/CANDIDATE-APPENDIX.md new file mode 100644 index 0000000..823d6a7 --- /dev/null +++ b/analysis/archive/2026-09-candidate-review/CANDIDATE-APPENDIX.md @@ -0,0 +1,2103 @@ +# Onion MC — candidate mod appendix (full per-mod detail) + +> **Corrections applied after validation (read before trusting the raw chunks):** +> 1. **`veil` (chunk 07)** — the claim "no content mod in this pack depends on it" is **wrong**. +> Veil is **embedded jar-in-jar inside Sable** (declared as an `embedded` dependency in Sable's +> Modrinth metadata), which is why `iris-veil-compat` exists. Verdict stays **SKIP**, but the reason +> is *"already bundled inside Sable; standalone copy is a duplicate"*. +> 2. **`autohud` (chunk 01)** — the Fabric-API required-dep line is a metadata artifact; the README +> scopes it to the Fabric build. Verdict raised to **ADD-OPTIONAL**. +> 3. **`supplementaries` (chunk 07)** — all three cited Create-compat issues (Create #7405, +> Create #9755, Supplementaries #1436) are **closed**, and versions are far newer. Verdict raised to +> **ADD-OPTIONAL** (Create smoke test still advised). +> See `../MODLIST-REVIEW.md` section 2 for details. + +Consolidated from the seven chunk assessments. 189 candidates, 27 per file. + + +--- + +# Chunk 01 — candidate mod assessment (MC 1.21.1 / NeoForge 21.1.251) + +Basis: PACK-CONTEXT.md (142 existing mods, hard constraints) + supplied Modrinth metadata and +README excerpts in `analysis/chunks/chunk01.md`. Claims marked "unknown" lack supplied evidence. +27 mods assessed; 4 are duplicates already in the pack. + +--- + +## Fisherman's Haven (`fishermans-haven`) +- **Adds:** + - Fishing expansion: new rods, traps and nets that catch multiple fish at once. + - Rare fishing resources (pearls, coral fragments) craftable into gear and decorations; hidden treasure loot. + - Fish-based meals with buff effects plus decorative fishing blocks (nets, crates); "Checkraft" challenge/progress tracking. +- **Relationship:** enhances the **Aquaculture 2** fishing family (new equipment/mechanics rather than new fish species) and loosely extends the Farmer's Delight-style food space with its fish meals; decorative blocks sit near Chipped/Handcrafted decor but are themed. +- **Missing deps:** none (metadata: `none`). Side = client optional / server optional. +- **Gameplay impact:** Moderate — effectively a second fishing progression layer (traps, nets, gear, challenges). +- **Compatibility:** none identified in the excerpt. Content-role overlap with in-pack Aquaculture 2 (two fishing expansions, overlapping food/loot niche) is a balance concern, not a named conflict — actual tag/loot-table interplay unknown. +- **Perf cost:** client low / server low-med — mostly items and blocks; traps/nets are likely ticking block entities (excerpt silent; unknown). +- **Verdict:** ADD-OPTIONAL — no deps, distinct fishing mechanics that complement Aquaculture 2; accept the niche overlap deliberately. + +## AAA Particles (`aaa-particles`) +- **Adds:** + - Library that loads Effekseer (`.efkefc`) particle effects; by default replaces the vanilla lightning effect with an Effekseer one. + - Removes resource-location path name validation (a global behavior change for effect resources). +- **Relationship:** orthogonal FX library; **no mod in the pack consumes it**, so its only standalone effect is the default lightning replacement. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none named; it patches entity-effect rendering, which is adjacent to the fragile Sodium/SSRD render stack (specific interaction unknown). Also note it disables a resource-path validation as a side effect. +- **Perf cost:** client low (GPU-driven Effekseer effects replacing one vanilla effect) / server none (optional server-side). +- **Verdict:** SKIP — a library with no in-pack consumer; standalone value is only a lightning visual swap. + +## AAA Particles: World (`aaa-particles-world`) +- **Adds:** + - In-world Effekseer effects: restored world lightning, explosion effect replacement (default on since 1.0.2), loot beams (1.0.3). +- **Relationship:** addon for **AAA Particles [CANDIDATE]** (required); Architectury already in pack. Loot beams/cosmetic FX overlap nothing in pack. +- **Missing deps:** none beyond the base candidate (which we skip). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none named; replaces explosion/lightning rendering client-side — interaction with the Sodium+DH+SSRD render stack unknown. Client=required, server=unsupported (fine for a visual mod). +- **Perf cost:** client low / server none. +- **Verdict:** SKIP — purely cosmetic addon whose required base (AAA Particles) is itself a skip. + +## Abnormals Delight (`abnormals-delight`) +- **Adds:** + - Farmer's Delight integration for Team Abnormals mods: FD cabinets in every Abnormals wood type, Duck/Deer meat cuts, cake slices alongside Neapolitan. +- **Relationship:** enhances **Farmer's Delight** — but the pack contains **zero Team Abnormals mods** (no Neapolitan, Environmental, etc.), so nearly all integrations are inert. +- **Missing deps:** **Blueprint** (not in pack, not in batch) — required per metadata. +- **Gameplay impact:** Minor (and in this pack, near-zero). +- **Compatibility:** none identified; simply has nothing to integrate with here. +- **Perf cost:** client low / server low (items + recipes). +- **Verdict:** SKIP — required Blueprint dep plus an ecosystem (Team Abnormals) the pack doesn't run; mostly dead content. + +## Accents (`accents`) +- **Adds:** + - Dyeable cosmetic accessories (hats, back items, e.g. partial-coloring Top/Pirate Hat) with small situational stat bonuses (e.g. Sheathed Katana +5% damage worn on back). + - Optional trinket-slot support when Curios/Trinkets present; config to rebalance or disable all bonuses; in-game config on 1.20.1+ per excerpt. +- **Relationship:** orthogonal cosmetics; slots into **Curios API** (in pack, enabling trinket mode); bonuses add a small balance layer on top of Apotheosis/Artifacts gear (distinct items, no conflict). +- **Missing deps:** **Fragmentum** (not in pack, not in batch); Geckolib already in pack. +- **Gameplay impact:** Minor — vanity items with deliberately small bonuses. +- **Compatibility:** none identified; explicitly degrades gracefully without Curios. Bonus tuning is config-driven and the pack ships no configs (constraint 7) — defaults must be acceptable as-is. +- **Perf cost:** client low (player render layer via Geckolib) / server low (attribute application). +- **Verdict:** ADD-OPTIONAL — low-risk cosmetic+minor-stat layer; costs one new library dep. + +## Advancement Plaques (`advancement-plaques`) +- **Adds:** + - Replaces advancement toasts with glowing plaques for Task/Goal/Challenge; configurable position, distance, whitelist; resource-pack customizable. +- **Relationship:** orthogonal client HUD QoL; no advancement-toast mod in pack to conflict with; complements FTB Quests (separate systems). +- **Missing deps:** none — **Iceberg** already in pack. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** metadata says client-only (server=unsupported); README's Forge note says custom sounds normally require a server install unless disabled in config — the pack ships no configs, so whether the current 1.6.8 NeoForge build's sound path is fully client-side is **unknown; verify in the test instance**. "Other mods that affect advancement popups may not work" — none present. +- **Perf cost:** client low / server none. +- **Verdict:** ADD-OPTIONAL — safe client polish on a dep already in pack; one test-instance check on the sound caveat. + +## Akashic Tome (`akashic-tome`) +- **Adds:** + - A single "Book of Books" item (craft: book + bookshelf) that stores all mod documentation books and transforms into any of them; right-click menu to switch, sneak-right-click on a modded block to jump to its book. +- **Relationship:** pure QoL for the pack's many guidebooks (Ars Nouveau's Worn Notebook and other Patchouli books in the stack); pairs conceptually with Morph-o-Tool (not in pack, not required on 1.21.1). +- **Missing deps:** none (AutoRegLib only needed for ≤1.19.2 per README). +- **Gameplay impact:** None — inventory decluttering. +- **Compatibility:** none identified; books are stored as the real items, so behavior matches the source mods. +- **Perf cost:** client low / server low (one NBT-carrying item). +- **Verdict:** ADD-OPTIONAL — cheap, low-risk QoL that scales well with a 142-mod pack. + +## AlcoCraft+ (`alcocraft`) +- **Adds:** + - Brewing keg with 10+ beer recipes (hops, sugar, apples, water). + - Ingredient-dependent drink buffs: movement speed, strength/defense, night vision. +- **Relationship:** orthogonal food/flavor content; sits alongside the Farmer's Delight food family; buff-bearing drinks overlap Delight foods' effect niche (balance only). +- **Missing deps:** none (Architectury API in pack). +- **Gameplay impact:** Minor — one new mechanic with buff rewards. +- **Compatibility:** none identified. +- **Perf cost:** client low / server low (a keg block-entity and recipes). +- **Verdict:** ADD-OPTIONAL — small, self-contained fun; no flags. + +## Alex's Mobs Continued (`alexs-mobs-continued`) +- **Adds:** + - Unofficial continuation of Alex's Mobs: the full ~116-mob roster (grizzly bears, tigers, gorillas, sharks, orcas, soul vultures...), taming/breeding/mounts/bucketing, items, blocks, armour, Animal Dictionary. + - Deliberately Citadel-free (needed parts bundled; coexists with Citadel). +- **Relationship:** **duplicates the in-pack "Alex's Mobs (Unofficial Port)"** — the README states it is "the same mod, same content," kept current; it is not an addon. +- **Missing deps:** **CodxLib** (not in pack, not in batch) — moot given the verdict. +- **Gameplay impact:** Overhaul (if it *replaced* the existing port); irrelevant as an addition. +- **Compatibility:** **HARD CONFLICT** — cannot coexist with the existing Alex's Mobs (Unofficial Port): both register the same mod's entity/item/ID namespace, so adding it alongside the in-pack port would collide. Only viable as a *replacement* swap, which is out of scope for an "add candidate" pass. +- **Perf cost:** client high / server high if installed (116 animated mobs with custom AI) — moot. +- **Verdict:** SKIP — direct duplicate of an existing pack mod; would only ever be a 1:1 swap project. + +## Animal Garden - Porcupine (`animal-garden-porcupine`) +- **Adds:** + - Tamable/breedable porcupines spawning in forests (JSON-configurable spawn tags); quill damage to nearby attackers; apple taming, sweet-berry breeding/healing, increased armor. +- **Relationship:** orthogonal single-mob addition; same content family as in-pack Alex's Mobs / Critters and Companions / Tiny Dragons (passive tameable niche), no functional tie. +- **Missing deps:** none. +- **Gameplay impact:** Minor — one creature. +- **Compatibility:** none identified; explicit 1.21.1 NeoForge build listed (against 21.1.x). +- **Perf cost:** client low / server low (one entity type, biome-tag weighted). +- **Verdict:** ADD-OPTIONAL — tiny, dependency-free, fits the existing tameable-mob theme. + +## Apothic Combat (`apothic-combat`) +- **Adds:** (duplicate entry) — Compatibility between Apotheosis and Better Combat: registers two-handed Better Combat weapons as HEAVY_WEAPON; removes the Entity Reach attribute from weapons and makes the attack-range affix nonfunctional. +- **Relationship:** exactly the mod already listed in the pack under the Apotheosis family ("Apothic Combat"); the pack context even documents its effect (attack-range affix inert). +- **Missing deps:** none listed; Apotheosis required but not on Modrinth (already in pack via CurseForge). +- **Gameplay impact:** Major (as installed) — neutralizes attack-range affixes under Better Combat. +- **Compatibility:** already integrated by design. +- **Perf cost:** client low / server low. +- **Verdict:** ALREADY-IN-PACK — duplicates the pack's existing Apothic Combat entry. + +## Aquaculture 2 (`aquaculture`) +- **Adds:** (duplicate entry) — 30+ biome-specific fish, neptunium gear, hooks/bait/line rods, tackle box, fish fillets and fishing loot. +- **Relationship:** already the pack's fishing backbone (named in PACK-CONTEXT). +- **Missing deps:** none. +- **Gameplay impact:** Moderate (as installed). +- **Compatibility:** already integrated; NeoForge-only from 1.20.4+ (satisfied). +- **Perf cost:** client low / server low-med (fish entities). +- **Verdict:** ALREADY-IN-PACK — exact duplicate of the existing Aquaculture 2 entry. + +## Aquaculture Delight (`aquaculture-delight`) +- **Adds:** (duplicate entry) — Farmer's Delight × Aquaculture 2 compatibility: fish dishes, Neptunium knife, knife cross-compat, cooking pot/cutting board recipes. +- **Relationship:** already the bridge between in-pack Farmer's Delight and Aquaculture 2. +- **Missing deps:** none. +- **Gameplay impact:** Minor (as installed). +- **Compatibility:** already integrated. +- **Perf cost:** client low / server low (recipes/items). +- **Verdict:** ALREADY-IN-PACK — exact duplicate of the existing Aquaculture Delight entry. + +## Armor Hud (`armor-hud`) +- **Adds:** + - HUD overlay showing each equipped armor piece with icons and color-coded durability bars (green/yellow/red/black thresholds). +- **Relationship:** orthogonal client HUD QoL; fills a gap — the pack has no armor-status display (AppleSkin covers hunger only). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; client-only (server=unsupported), which is fine for a mixed client+server pack. +- **Perf cost:** client low / server none. +- **Verdict:** ADD-OPTIONAL — tiny, dependency-free HUD addition. + +## Ars Creo (`ars-creo`) +- **Adds:** (duplicate entry) — Ars Nouveau × Create addon: Starbuncle Wheel (SU generation), spell/timer turrets on contraptions, Source Jars as contraption parts. +- **Relationship:** already the pack's Ars↔Create bridge (named in PACK-CONTEXT). +- **Missing deps:** the chunk's MISSING line lists dep ID `cC0JkO8i`, which **does not resolve on Modrinth (API/page 404)** — a stale metadata artifact. Ars Creo's actual Modrinth dependency list is **Ars Nouveau + Create** (verified via `api.modrinth.com/v2/project/ars-creo/dependencies`), both in pack, matching the README ("requires Ars Nouveau, Create"). +- **Gameplay impact:** Moderate (as installed). +- **Compatibility:** already integrated with the Create stack; no new risk since nothing is being added. +- **Perf cost:** client low / server low (as installed). +- **Verdict:** ALREADY-IN-PACK — duplicate of the existing Ars Creo entry; the "missing dep" line is a dead-ID artifact, not a real gap. + +## Ars Elixirum (`ars-elixirum`) +- **Adds:** + - Free-form elixir brewing: ingredients with seed-dependent alchemical properties, player-authored/saveable/shareable recipes (recipe books on lecterns). + - Extras: extra potion effects, food infusion, Witch Totems of Undying, Aura Potions; datapack-driven customization; per the page, not all planned features implemented (CurseForge Mod Jam origin). +- **Relationship:** **orthogonal to Ars Nouveau despite the "Ars" name** — it is an Obscuria collection mod; the supplied metadata requires only Fragmentum, and neither README excerpt nor Modrinth page names Ars Nouveau as a hard dep (whether it integrates with Ars Nouveau at all: unknown). Effects layer overlaps Apotheosis enchant/affix balance lightly. +- **Missing deps:** **Fragmentum** (not in pack, not in batch). +- **Gameplay impact:** Moderate — substantially reworks the potion/alchemy loop for all players. +- **Compatibility:** none identified; actively maintained (updated within the last week per its Modrinth page). +- **Perf cost:** client low / server low-med — world-seed ingredient-property generation and custom recipe handling at brew time (effect auras may tick; details unknown). +- **Verdict:** ADD-OPTIONAL — deep alchemy content with one new library dep; confirm in testing that it doesn't hard-require anything beyond Fragmentum. + +## Ars Ocultas (`ars-ocultas`) +- **Adds:** + - Ars Nouveau ↔ Occultism compatibility: spirits usable from Containment Jars, 7×7 auto item-processing around jars, item-capability piping into jars (pipes/hoppers/starbuncles), Janitor spirit auto-push, new recipes. +- **Relationship:** bridges in-pack **Ars Nouveau** with **Occultism — which the pack does not have**; every listed feature depends on Occultism content. +- **Missing deps:** **Occultism** (not in pack, not in batch) — a hard required dep. +- **Gameplay impact:** Moderate if Occultism were present; in this pack, none (inert). +- **Compatibility:** none identified; simply nonfunctional here. +- **Perf cost:** client low / server low (moot). +- **Verdict:** SKIP — required dependency Occultism is absent from both the pack and this batch. + +## AsyncParticles (`asyncparticles`) +- **Adds:** + - Client particle optimizations: GPU-accelerated particle vertex rendering, async particle ticking, particle culling, async light cache. + - Create integrations: particles collide with contraptions; contraptions can block vanilla weather. +- **Relationship:** overlaps the pack's client perf stack (Sodium/EntityCulling/ImmediatelyFast territory — constraint 6: assume overlap); its Create-facing features brush directly against the fragile **Create + Aeronautics + Sable** axis (constraint 5). +- **Missing deps:** none. +- **Gameplay impact:** None (pure client optimization). +- **Compatibility:** **RED FLAGS.** (1) Self-described as staying "in the beta stage … to alert potential mod conflict issues". (2) README documents a **crash with C2ME** — which IS in the pack — fixable only by setting `enforceSafeWorldRandomAccess = "false"` in `c2me.toml`, and the pack ships no configs (constraint 7). (3) Heavy render/tick mixins sit on the same client-render axis as Sable (self-described "incredibly intrusive") and Create Aeronautics; no evidence of testing there (unknown). Also documents required interplay tweaks with other perf mods (e.g. BadOptimizations option). +- **Perf cost:** client **gain** (med; moves particle work to GPU/async — this is its purpose) / server none (client-only). +- **Verdict:** SKIP — a named crash interaction with in-pack C2ME that the pack cannot pre-configure, plus beta render-layer mixins against the fragile Sable/Create stack; revisit only if particle load measurably hurts clients. + +## ATMOSPHERICS (`atmospherics`) +- **Adds:** + - Real-time per-biome customization of fog, sky, clouds, haze and stars with smooth biome transitions; day/night split, comets, star editing. + - "Story Mode" cloud styles, solid unshaded clouds, dedicated settings menu, preset library/import/export and resource-pack presets. +- **Relationship:** orthogonal client visual overhaul; no functional overlap, but it sits squarely on the pack's most fragile axis (constraint 8: sky/render-engine replacements vs Sodium + Distant Horizons + SSRD, with Sable's intrusive mixins nearby). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** **RED FLAGS.** (1) The README itself warns **"Do not enable 'Improved Transparency' in the Sodium settings"** — a live interaction with in-pack Sodium whose default state and enforcement behavior are unknown. (2) It rewrites sky/fog/cloud rendering — exactly the zone constraint 8 flags (Sodium + DH + SSRD); no supplied evidence it has been tested with DH/SSRD LOD horizons. (3) Presets live in `config/ambientfog`, which the pack excludes (`.packwizignore`), so curated presets can't ship (constraint 7). +- **Perf cost:** client med (per-frame sky/fog/cloud compositing and transition blending) / server none (client-only). +- **Verdict:** SKIP — visual upside not worth the risk on the Sodium+DH+SSRD stack; no shader-adjacent additions should ride on that axis per pack rules. + +## Auto HUD (`autohud`) +- **Adds:** + - Dynamically hides HUD elements that aren't currently interesting (keybind toggle, per-element config); hides persistent status effects and shows remaining effect timers (embeds a modified Status Effect Timers). +- **Relationship:** orthogonal client HUD QoL; complements AppleSkin/Jade (different HUD regions); no status-effect-timer mod in pack to clash with its embedded variant. +- **Missing deps:** **Fabric API** appears on the chunk's MISSING line — a **red flag per pack rules** (Fabric-only dependency). Mitigating evidence: the same README scopes the requirement — "* Fabric only: requires Fabric API" — and a NeoForge 1.21.1 build (8.12+1.21.1-neoforge) is listed, so this is likely a metadata artifact; still **unverified**. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified on NeoForge *if* the Fabric API dep is genuinely Fabric-scoped; note it embeds a modified Status Effect Timers, which would double up with any future addition of that mod. +- **Perf cost:** client low / server none (client-only). +- **Verdict:** MAYBE — pleasant immersive-HUD polish, but the required-dep metadata contradicts the README (Fabric API red flag) and the value is modest; only add after confirming the NeoForge build's dep list. + +## BadOptimizations (`badoptimizations`) +- **Adds:** + - Client micro-optimizations: skip lightmap texture re-uploads when nothing affecting brightness changed; gate debug renderers (bees/game events/gametest/villager AI) behind debug; cache/simplify per-frame sky-color sampling; per-option config toggles. +- **Relationship:** overlaps the existing client perf stack — Sodium, Lithium, ModernFix, FerriteCore, EntityCulling, ImmediatelyFast, C2ME, Noisium are all in pack, and constraint 6 says to assume overlap for further perf mods; targets the same client-tick cost centers Lithium/ModernFix already address. +- **Missing deps:** none. +- **Gameplay impact:** None. +- **Compatibility:** excerpt names no conflicts; but cumulative client mixin surface grows against ModernFix/Lithium with no supplied evidence of combined testing (unknown). Notably the pack context bans Radium/Palladium-style engine replacement; BadOptimizations is milder but redundant in intent. +- **Perf cost:** client **gain** (low — saves client-tick work like lightmap updates) / server none (client-only). +- **Verdict:** SKIP — marginal, hard-to-measure gains on a stack that already covers these areas (constraint 6); not worth extra mixin surface for a ~4% synthetic-FPS delta per the author's own screenshots. + +## Barbeque's Delight [Forge/NeoForge] (`barbeques-delight-forge`) +- **Adds:** + - Grills + skewer cooking loop (place → smoke cue → sneak-flip → collect; burning on failure), ingredients basin crafting of skewers. + - Seasonings applied on the cutting board with effects (cumin heal, pepper double eat-speed, chili eat-when-full but hurts); butcher trades for seasonings. +- **Relationship:** directly enhances the **Farmer's Delight** family (cutting board/basin integration), consistent with the pack's established Delight add-on pattern (Ars/Aquaculture/End/Ocean/Twilight Delights); uses JEI for recipe display (in pack). +- **Missing deps:** none (Farmer's Delight in pack). +- **Gameplay impact:** Minor — additional food line with small buffs. +- **Compatibility:** none identified; explicitly the Forge/NeoForge port of the Fabric original. +- **Perf cost:** client low / server low (blocks + recipes). +- **Verdict:** ADD-OPTIONAL — frictionless fit with the existing Delight stack. + +## Beautiful Campfires (`beautiful-campfires`) +- **Adds:** + - Wood-themed campfire variants (birch, etc.) so the crafted wood determines appearance; vanilla campfire recipe restricted to oak; includes the fire-type variants (regular/soul). +- **Relationship:** orthogonal decor; thematically matches the pack's variant culture (Rechiseled + Chipped, Handcrafted) but is independent of it. +- **Missing deps:** none. +- **Gameplay impact:** Minor — one vanilla recipe edit (oak-only base campfire) plus visual variants. +- **Compatibility:** the oak-only recipe change touches the vanilla campfire recipe — no named conflicts, but any future recipe/datapack edits to campfires should account for it; otherwise none identified. +- **Perf cost:** client low / server low (block variants). +- **Verdict:** ADD-OPTIONAL — cheap cosmetic polish; document the oak-only recipe change in pack notes. + +## Berry Good (`berry-good`) +- **Adds:** + - Berry QoL: bush placement moved to "pips" so bushes aren't placed accidentally; other simple berry-use improvements (excerpt details only the placement change). +- **Relationship:** orthogonal small QoL; part of the Team Abnormals ecosystem — the same ecosystem whose Delight bridge and Blueprint lib we're otherwise skipping. +- **Missing deps:** **Blueprint** (not in pack, not in batch) — required per metadata. +- **Gameplay impact:** Minor. +- **Compatibility:** none identified; the objection is dependency economics, not conflict. +- **Perf cost:** client low / server low. +- **Verdict:** SKIP — an entire additional library dependency (Blueprint) for one minor placement QoL; revisit only if the pack adopts Team Abnormals mods wholesale. + +## Better Animations Collection (`better-animations-collection`) +- **Adds:** + - Re-animated vanilla mob models: wiggly ghast/squid tentacles, fluffy wagging wolf tails, flowing ocelot/cat tails, pig snout+ears, cow udder, chicken bills, etc., with simulated motion. +- **Relationship:** orthogonal client polish; scope-adjacent to in-pack **EMF/ETF** (both alter vanilla entity model presentation, via different mechanisms — JSON features vs geometry replacement); no named interaction. +- **Missing deps:** **Puzzles Lib** (not in pack, not in batch). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; as a vanilla-model-geometry replacer it is the kind of mod that can produce minor visual glitches alongside other model-patching client mods (EMF/ETF are in pack) — excerpt names none, so risk level: low, unverified. Explicit 1.21.1 NeoForge build listed. +- **Perf cost:** client low (a few extra animated model parts per vanilla mob) / server none (client-only). +- **Verdict:** ADD-OPTIONAL — pure atmosphere polish for one new library dep. + +## Better Compatibility Checker (`better-compatibility-checker`) +- **Adds:** + - Replaces the default loader server-list compatibility check with modpack project-ID/version comparison, showing tick/X for players adding the pack's server. +- **Relationship:** orthogonal pack-distribution utility; no interaction with gameplay mods. +- **Missing deps:** none. +- **Gameplay impact:** None. +- **Compatibility:** none identified; but it requires `bcc-common.toml` to carry the modpack name and version and to be bumped **every pack release** — the pack ships no configs (constraint 7), so adopting it means changing the packaging process; without config it "falls back to the default forge implementation," i.e. does nothing. +- **Perf cost:** client low / server low (one login-time check). +- **Verdict:** MAYBE — only earns its slot if the build pipeline commits to updating its config each release. + +## Better Third Person (`better-third-person`) +- **Adds:** + - Independent free-rotating third-person camera (full 360°), 8-direction movement without camera rotation, full item use in third person, vehicle/swim/elytra support — client-side, legal-action camera control only. +- **Relationship:** orthogonal client camera QoL; relevant to in-pack **Create Aeronautics** vehicle riding — README claims vehicle support (horses & pigs named), but behavior on Create contraption seats is **unknown/untested** per supplied data. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; note the listed 1.21.1 build (1.9.0) is dated 2025-04-23 in the metadata — older than most candidates and unverified against the current Sodium-era render stack, though a camera mod touches little rendering. Confidence: medium. +- **Perf cost:** client low / server none (client-only). +- **Verdict:** ADD-OPTIONAL — safe, popular camera QoL with no deps; just smoke-test it while piloting Aeronautics contraptions. + +--- + +## Batch-level notes +- **Dependency hygiene:** new libraries this chunk would introduce: Fragmentum (Accents, Ars Elixirum), Blueprint (Abnormals Delight, Berry Good), Puzzles Lib (Better Animations Collection), CodxLib (Alex's Mobs Continued, moot), Occultism (Ars Ocultas, moot), Fabric API (Auto HUD, metadata-only red flag). +- **Metadata artifact:** chunk metadata's `cC0JkO8i` (Ars Creo dep) 404s on Modrinth; real deps verified as Ars Nouveau + Create, both in pack. Suggest regenerating chunk metadata with slug resolution. +- **Stack hygiene:** the pack needs another perf mod like a fish needs a bicycle (AsyncParticles, BadOptimizations both declined per constraint 6), and the sky/render axis should stay untouched (ATMOSPHERICS declined per constraint 8). + +--- + +# Chunk 02 Assessment — Onion MC (MC 1.21.1 / NeoForge 21.1.251) + +Assessed against PACK-CONTEXT.md (142 existing mods, no shaders/Iris, Sodium >= 0.8.12-alpha.2, +Create+Aeronautics+Sable fragility, no Radium/Palladium). Evidence base: supplied Modrinth +metadata + README excerpts; web checks only where flagged below. + +## BlueMap (`bluemap`) +- **Adds:** + - Reads world files and generates 3D maps of the whole surface, viewable in a browser via its own built-in web app. + - Can run as a server mod or standalone CLI tool; renders asynchronously to the server thread. +- **Relationship:** Orthogonal to everything in the pack — there is no in-game world-map mod (FTB Chunks is claiming/minimap-adjacent, not a web map). Adds a server-infrastructure feature, not gameplay. +- **Missing deps:** none. +- **Gameplay impact:** None — external web viewer; nothing changes in-game. +- **Compatibility:** none identified against the mod list. Operational (not mod-compat) notes: it hosts its own web server (port must be exposed/secured for a dedicated server) and phones home metrics (bStats) unless disabled; pack ships no configs, so opting out is a manual step. +- **Perf cost:** server low–med — explicitly async to the server thread, but a full initial render of a ~10-player world costs CPU/disk and tile storage; low steady-state afterwards. +- **Verdict:** ADD-OPTIONAL — genuinely useful for a small dedicated server, but it's ops overhead (webserver, ports, configs) rather than content. + +## Blur+ (`blur-plus`) +- **Adds:** + - Gaussian-blur shader behind all GUI backgrounds, with fade animations, ARGB gradient/colors, per-GUI exclusions and radius config. +- **Relationship:** Pure client polish; duplicates nothing (pack's GUI cosmetic layer is Iceberg / Legendary Tooltips / Subtle Effects, all different niches). +- **Missing deps:** **MidnightLib** (not in pack). It is a multi-loader config lib with native NeoForge builds — not a Fabric-API/Sinytra-Connector red flag, just one more small lib. +- **Gameplay impact:** Client-cosmetic — menu/inventory backdrop styling only. +- **Compatibility:** README names only an OptiFine-shaders/Satin issue; pack has no shader loader, so that is moot. No conflicts named against Sodium/DH/Sable (confidence: medium — GUI post-processing is the fragile render area per constraint 8, but this is a GUI-level pass, not an engine replacement; interaction with Legendary Tooltips/Iceberg unstated/unknown). +- **Perf cost:** client low — one blur pass while a GUI is open, radius-dependent (README itself suggests lowering radius if FPS drops). +- **Verdict:** ADD-OPTIONAL — safe cosmetic; only bother if the pack wants GUI polish. + +## Boatload (`boatload`) +- **Adds:** + - Boats with chests, boats with furnaces, large boats, and boats with banners. +- **Relationship:** Enhances ocean travel alongside Aquaculture 2 / ocean exploration. Note vanilla 1.21.1 already has chest boats, so that feature is largely vanilla-duplicated; furnace boats, large boats and banner boats are the real additions. +- **Missing deps:** **Blueprint** (Team Abnormals library, not in pack). NeoForge-native lib, not a Connector red flag — but it's a new dependency for a small content mod. +- **Gameplay impact:** Minor — better sailing/cargo options. +- **Compatibility:** none named in the README. Unknown (not stated either way): how the new boat types behave on Create Aeronautics/Sable physics sub-levels; the CA-compat mod's fixed-mods list does not mention Boatload. (confidence: medium) +- **Perf cost:** client low, server low — a handful of boat entities. +- **Verdict:** ADD-OPTIONAL — pleasant water QoL, but chest-boat overlap with vanilla makes it low-value; needs Blueprint. + +## Burnt (`burnt-basic`) +- **Adds:** + - Persistent, spreading fire: lit blocks smolder → burn → leave burnt block variants (with charcoal drops), integrated wind system (read via flags), biome-aware burn size. + - Fire-fighting tools: fire extinguisher, wind-charge extinguish, rain damping, iron golem response, `/burnt killFire` emergency command; fully configurable. +- **Relationship:** Orthogonal mechanics mod — nothing in the pack changes fire behavior. Thematically interacts with every wooden build: Macaw's building set, YUNG structures, Towns and Towers, Terralith forests. +- **Missing deps:** none (Cloth Config already in pack). +- **Gameplay impact:** Moderate — rewrites fire from a passing hazard into a persistent world-altering system. +- **Compatibility:** No mod conflicts named. Consequence risk (not a bug): AI fire spread can grief villages/structures from the pack's large structure family; mitigated by config + kill command. The sibling `burnt` entry in this same batch is the full variant of the same mod — install at most one of the two. +- **Perf cost:** server med — many persistent burning blocks tick and spread (the core mechanic); client low–med — smoke/ember/ash particles (pack already has Subtle Effects for ambience). +- **Verdict:** ADD-OPTIONAL — distinctive survival flavor with controls, but server-grief/tick cost means it's a taste call, not a default. + +## Burnt + Additions (`burnt`) +- **Adds:** + - Everything in `burnt-basic` plus: Flint Bow (flame arrows), Fire/Blaze Barrels (delayed blast + ignition), random structural collapse events, smoker→burnt-wood recipes, ash particles when Supplementaries is present. +- **Relationship:** Same mod family as `burnt-basic` — this is the full variant and **duplicates it**; mutually exclusive with it. +- **Missing deps:** none (Cloth Config + Geckolib both already in pack). Note: the Supplementaries ash feature is inert — Supplementaries is not in the pack. +- **Gameplay impact:** Moderate — same as basic plus throwable/explosive fire weapons and world-change (collapse) events. +- **Compatibility:** Same grief/tick considerations as `burnt-basic`, with more moving parts (explosions + collapse events interacting with Lootr-protected/structure loot chests is unknown). Pick this OR `burnt-basic`, never both. (confidence: medium on behavior, README-based) +- **Perf cost:** server med–high — fire tick + explosion block-break/fall events; client med — extra Geckolib/particle content. +- **Verdict:** MAYBE — the fuller variant is attractive but heavier; if fire flavor is wanted, choose this over basic deliberately (and still treat as optional). + +## Camera Overhaul (`cameraoverhaul`) +- **Adds:** + - Client-side camera rotation effects: strafe/turn tilt, jump/fall pitch, explosion shake, idle sway; per-effect intensity config (0 disables). +- **Relationship:** Pure client feel mod; duplicates nothing (pack has no camera-shake/tilt mod). +- **Missing deps:** none (Cloth Config in pack). +- **Gameplay impact:** Client-cosmetic — visual feedback only, no mechanics change. +- **Compatibility:** README explicitly recommends Sodium/Lithium (both in pack); no conflicts named. Unknown: interplay with Sable's player physics while riding Aeronautics contraptions (README silent). Motion-sickness caveat for some players (confidence: medium). +- **Perf cost:** client low — a camera transform per frame; README notes it "feels best at high framerates". +- **Verdict:** ADD-OPTIONAL — cheap and configurable, entirely a taste/accessibility call. + +## Carry On + Create Aeronautics Compat (`carryon-aeronautics-compat`) +- **Adds:** + - Patches Carry On so blocks can be picked up from Aeronautics/Sable simulated contraptions. + - README states this is **obsolete**: the fix was merged upstream and shipped in Carry On 2.2.6+, and the author says to *remove* this compat mod. +- **Relationship:** Would have enhanced Create Aeronautics + Sable + Carry On — but none of that patch is needed anymore, and Carry On itself is not in the pack. +- **Missing deps:** **Carry On** (not in pack) — red flag: a compat patch whose base mod isn't even installed, and which the author explicitly says is no longer required. +- **Gameplay impact:** Moderate (when it applied); effectively none today. +- **Compatibility:** Hard red flag: keeping it on Carry On ≥ 2.2.6 is per the author a cause of carry-block crashes ("If you crash when attempting to carry a block … remove this compat mod"). README also documents an unresolved known issue: picking up players onto simulated contraptions teleports them to bad coordinates / hangs or crashes the server unless `pickupPlayers` is disabled (pack ships no configs). +- **Perf cost:** low (it's a behavior patch) — moot given verdict. +- **Verdict:** SKIP — self-declared obsolete (fix upstreamed to Carry On 2.2.6+), base mod absent, documented server-hang known issue. + +## Carry On Extend (`carry-on-extend`) +- **Adds:** + - Shift+Q to throw the entity/block you are currently carrying (Carry On add-on). +- **Relationship:** Enhances Carry On — which is **not in the pack**. No overlap with any existing mod. +- **Missing deps:** **Carry On** (not in pack, not a candidate in this batch) — hard blocker; the mod cannot function at all without it. +- **Gameplay impact:** Minor — one convenience input on top of a mod the pack doesn't have. +- **Compatibility:** None assessable beyond the missing base; everything else unknown until Carry On exists in the pack. +- **Perf cost:** client low, server low — a throw action. +- **Verdict:** SKIP — dead on arrival without Carry On; revisit only if the pack adopts Carry On itself. + +## cat_jam (`cat_jam`) +- **Adds:** + - Client-side animation: cats bob/jam to the rhythm of music discs, with per-disc routines. +- **Relationship:** Pure charm layer. README documents explicit compatibility with **Alex's Mobs** discs (Alex's Mobs is in the pack) and generic fallback for all vanilla-jukebox mods. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — cat animation only. +- **Compatibility:** none identified — README's compat list directly names in-pack content (Alex's Mobs) and vanilla jukebox behavior; client-side only, so zero server surface. (Note: last updated 2024-11-18, oldest build date in this batch, but a 1.21.1 NeoForge build exists.) +- **Perf cost:** client low — one entity animation hook; server none (client=unsupported side). +- **Verdict:** ADD — tiny, client-only, documented compat with a mod already in the pack. + +## Celestria (`celestria`) +- **Adds:** + - Server-triggered, synced shooting stars at night (grant Luck; command-spawnable; client renders via a WorldRenderer mixin, with a client-only fallback mode for vanilla servers). + - Full-moon insomnia: configurable chance players can't sleep that night (chat message instead). +- **Relationship:** Ambient/atmosphere content, orthogonal to the pack's mods; the insomnia mechanic touches the same sleep system as the (candidate) Comforts sleeping bags. +- **Missing deps:** none. +- **Gameplay impact:** Minor — occasional Luck buff and a mild sleep-blocking event. +- **Compatibility:** Caution: README says the client mixin targets `WorldRenderer`; this pack runs a heavily rendering-replacing stack (Sodium >= 0.8.12-alpha.2 pinned by Sable, Distant Horizons + SSRD). No conflict is *documented*, but it's untested territory — treat as unverified risk. Also: staleness flag — last update 2024-08-17 (2.0.0-neoforge), the oldest in this batch. Interaction with Comforts sleeping bags (can they bypass insomnia?) is unknown. (confidence: low–medium) +- **Perf cost:** client low (one render effect), server low (nightly event roll). +- **Verdict:** MAYBE — nice ambience, but stale build + WorldRenderer mixin on the Sodium/DH/Sable stack needs an in-pack smoke test first. + +## Certain Questing Additions (`certain-questing-additions`) +- **Adds:** + - FTB Quests UI upgrades: entity rendering in quest descriptions/backgrounds, APNG image support, per-chapter shader-based backgrounds, hover/open/zoom animations, glow opacity tuning; in-game config command. +- **Relationship:** Direct **enhance** of FTB Quests (in pack). Mentions EMI integration — pack uses JEI, which is fine (the features are client UI; EMI line is optional interop, not a requirement). +- **Missing deps:** none (Architectury API in pack). +- **Gameplay impact:** None — quest presentation only (client=required, server=unsupported). +- **Compatibility:** Sensitive to FTB Quests versions by nature; the listed 1.21.1 build is recent (2026-08-06). The "shader based background" is its own GUI-level effect, not Iris — no shader-loader dependency. Pack ships no configs, but config is reachable in-game via `/certain-questing-additions config`. No conflicts named. (confidence: medium) +- **Perf cost:** client low — quest screen animations/rendering only. +- **Verdict:** ADD-OPTIONAL — nice polish for a quested pack; harmless if dropped. + +## Chalk (`chalk-mod`) +- **Adds:** + - Craftable chalk (calcite / loot) that draws arrow/dot/symbol marks on block faces; dyeable 16 colors; glowstone/glow-ink glowing marks; chalk box for storing/selecting chalks; eating chalk gives brief Strength. +- **Relationship:** Navigation QoL that complements Waystones, Nature's/Explorer's Compass and Ping Wheel — fills the "cave marking" niche none of them cover. +- **Missing deps:** none. +- **Gameplay impact:** Minor — navigation aid + decoration. +- **Compatibility:** none identified; simple blockface-marking mechanic, no named interactions with Jade/Lootr/structure mods (glowing marks "slightly light up surroundings" — plain light values, no lighting-engine change). +- **Perf cost:** client low, server low — static drawn marks. +- **Verdict:** ADD — cheap, self-contained, fills a real gap for cave exploration. + +## Charta (`charta`) +- **Adds:** + - Card-game system: 3 games (Crazy Eights, "Fun", Solitaire), card tables in 3 sizes for up to 8 players, decks found in village/dungeon loot, in-game tutorials; API for other mods' card games. +- **Relationship:** Social/minigame content — orthogonal to everything in the pack; fits a ~10-player server's hangout angle. +- **Missing deps:** none. +- **Gameplay impact:** Minor — optional table-top minigames. +- **Compatibility:** Decks inject into village/dungeon loot — coexists with Lootr (per-player loot) in principle, but Lootr-specific behavior is unstated/unknown; no other conflicts named. Made for Modfest 1.21 (niche origin, recent build 2026-05-02). (confidence: medium) +- **Perf cost:** client low, server low — match state is tiny. +- **Verdict:** ADD-OPTIONAL — charming multiplayer flavor, zero risk if unused. + +## Chef's Delight - Farmer's Delight Villagers (`chefs-delight`) +- **Adds:** + - Two villager professions (Cook, Chef) trading FD food, plus village structures for them (cook/chef houses). +- **Relationship:** Would enhance the pack's big Farmer's Delight family (Farmer's Delight + Ars/Ocean/End/Twilight Delight addons). +- **Missing deps:** metadata says "none", but the README overrides it: **"Versions 1.21 and 1.21.1 of this mod require the Farmer's Delight Refabricated mod to work properly"** (verified on the Modrinth/CurseForge pages — modrinth.com/mod/chefs-delight). +- **Gameplay impact:** Minor (if it worked) — villager trading + village structures. +- **Compatibility:** **Hard red flag:** the 1.21.1 build targets **Farmer's Delight Refabricated**, a separate full reimplementation of FD — while the pack ships the original Farmer's Delight. Installing FD Refabricated alongside the original would be a duplicate/colliding FD implementation; installing Chef's Delight against the original FD is unsupported per the author. +- **Perf cost:** low — villager professions + a few structures — moot given verdict. +- **Verdict:** SKIP — 1.21.1 build is bound to FD Refabricated, which conflicts with the pack's existing Farmer's Delight. + +## Cinematic Respawn (`cinematic-respawn`) +- **Adds:** + - Replaces the death screen with a cinematic camera + fade transition into respawn; optional auto-respawn and skippable animation; fully client-side. +- **Relationship:** Client polish; duplicates nothing (pack's death-adjacent mod is Gravestone, which is server-side grave logic and unaffected by a death-screen visual). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — the only behavior change is the optional auto-respawn toggle. +- **Compatibility:** none identified; README: "no server installation required", works in multiplayer. No named interactions with Sable/Sodium (it's a screen/camera transition). +- **Perf cost:** client low — a short camera animation on death. +- **Verdict:** ADD-OPTIONAL — pleasant, zero-risk client polish; taste call on auto-respawn. + +## Comforts (`comforts`) +- **Adds:** + - Sleeping bags (portable bed that doesn't set spawn) and hammocks (sleep day→night), 16 colors + dyeing; optional config mechanics (well-rested, sleepiness, break chance, debuffs). +- **Relationship:** Fills the expedition-sleep niche next to Waystones/Gravestone; no duplication. Note: if Celestria (above) were added, its full-moon insomnia touches the same sleep flow — behavior with sleeping bags unknown. +- **Missing deps:** none. +- **Gameplay impact:** Minor–Moderate — meaningfully changes expedition logistics (sleep anywhere; skip day). Rating: **Minor**. +- **Compatibility:** none identified — 22.9M downloads, multi-loader, current 1.21.1 NeoForge build (2026-06-22), no named conflicts. Extra mechanics are config-gated and the pack ships no configs, but defaults are sane. +- **Perf cost:** client low, server low — two items + sleep-voting logic. +- **Verdict:** ADD — staple adventure QoL, well-maintained, no dependency cost. + +## Companions! (`companions-mod`) +- **Adds:** + - 10 tamable companion creatures with abilities, hostile mobs with unique skills, new weapons, a boss; Small/Great Essence economy (Great Chalice, Soul Furnace, filled grails); companions wander/sit/follow. +- **Relationship:** Overlaps the pack's saturated pet/mob family — Critters and Companions, Alex's Mobs, Tiny Dragons, Adorable Hamster Pets already own the "tamable critter" space; this adds combat-companion + boss flavor instead (partially Apotheosis-adjacent). +- **Missing deps:** **Knight Lib** (not in pack, and not a candidate in this batch) — a new required library. Geckolib is already in pack. JEI "recommended" and present. +- **Gameplay impact:** Moderate — new tame progression, boss fight, essence crafting chain. +- **Compatibility:** Nothing named as conflicting; README claims JEI compatibility. Balance overlap with Apotheosis bosses/affixes unstated. (confidence: medium — README is light on technical detail) +- **Perf cost:** client med — multiple Geckolib entity models/animations; server med — companion AI, boss, summon logic. +- **Verdict:** MAYBE — decent content but redundant with the existing mob roster and it drags in a new library; only if the pack wants more combat-pet content. + +## Cosy Critters & Creepy Crawlies (`cosy-critters`) +- **Adds:** + - Client-side ambient fauna: bird flocks that land high and scatter from entities/projectiles; tiny spiders emerging from cobwebs; moths around sky-exposed light blocks; disabled-by-default "Hat Man" easter egg; per-effect config command. +- **Relationship:** Ambience layer alongside AmbientSounds and Subtle Effects; thematically brushes against Critters and Companions but is purely visual (client-only, no real spawn/logic entities). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — no server presence at all. +- **Compatibility:** none identified; client-only visual entities don't touch server mob caps or Sable physics. Interaction with Entity Culling/EMF/ETF is unstated but client-visual mods in this style are low-risk (unknown, not asserted). +- **Perf cost:** client low–med — extra ambient render entities around the player; server none. +- **Verdict:** ADD-OPTIONAL — cheap atmosphere for explorers; skip if the ambience budget is full. + +## Create Aeronautics: Compatibility (`create-aeronautics-compatability`) +- **Adds:** (per README) Fixes for mods that break on Sable sub-levels/physics ships: Etched, WATERFrAMES, Alex's Mobs + Alex's Caves (pathfinding RAM/OOM fix), Another Furniture, Immersive Paintings, PneumaticCraft, Sleep Tight, Cobblemon, Storage Drawers, Camera Mod, and others. +- **Relationship:** Critical glue for the pack's Create + Sable + Aeronautics core, specifically protecting in-pack **Alex's Mobs (Unofficial Port)** and **Alex's Caves (Unofficial Port)** from OOM on physics contraptions. +- **Missing deps:** none (Sable in pack). +- **Gameplay impact:** Moderate — prevents crashes/OOM on the pack's flagship contraption feature. +- **Compatibility:** n/a — `already in pack: True`. +- **Perf cost:** low — compatibility patches. +- **Verdict:** ALREADY-IN-PACK — duplicates the existing "Create Aeronautics: Compatibility" entry in the pack list; do not add a second copy. + +## Create Sable Dynamic Lights (`create-sable-dynamic-lights`) +- **Adds:** + - Dynamic-light support for Create contraptions and Sable sub-levels (moving contraptions/sub-levels actually illuminate surroundings, incl. on Aeronautics ships). +- **Relationship:** Overlaps **LambDynamicLights already in the pack** — that mod already provides player/held-item dynamic lights; this adds only the contraption/Sable sub-level slice. +- **Missing deps:** **Sodium Dynamic Lights** (not in pack) — red flag: a *second* dynamic-lights engine on top of LambDynamicLights. The SDL NeoForge changelog itself needed a "fix crash with mods using the new LambDynLights API" release (modrinth.com/mod/sodium-dynamic-lights), evidence the two ecosystems collide in the wild. SDL's Sodium coupling also interacts with the Sable-pinned Sodium >= 0.8.12-alpha.2 line (SDL 1.0.10 is from Jan 2025 — compatibility with that alpha line unknown). +- **Gameplay impact:** Client-cosmetic — moving light sources; the server-side "light block" variant creates real light but is optional. +- **Compatibility:** Hard red flags: duplicate lighting engine (LambDynamicLights), Sodium-version coupling on the pack's most fragile axis (constraint 2/5), and the README actively recommends Iris + Colorwheel + Euphoria shaders — which the pack bans (constraint 1/8). +- **Perf cost:** client med — dynamic light re-uploads as contraptions move; server low. +- **Verdict:** SKIP — requires a second dynamic-lights engine that duplicates LambDynamicLights and couples to the fragile Sodium/Sable version pin. + +## Create Waystones Recipes (`create-waystones-recipes`) +- **Adds:** + - Replaces all Waystones crafting recipes with Create-style (machine/mechanical) recipes and rebalances them; pairs with an optional texture/GUI resource pack. +- **Relationship:** Direct integration recipe layer between **Create** and **Waystones** (both in pack); no duplication. +- **Missing deps:** none. +- **Gameplay impact:** Minor — progression rebalance: waystones become Create-gated. Good fit for a Create-centric pack; wrong fit if waystone access should stay early-game. +- **Compatibility:** none identified — pure recipe (data) changes; no rendering/Sable surface. Only conflict class would be another Waystones recipe editor, of which the pack has none. +- **Perf cost:** client none, server none — datapack-style recipe swaps. +- **Verdict:** ADD-OPTIONAL — safe; a deliberate progression/taste decision for the questbook rather than a technical one. + +## Create: Bells & Whistles (`bellsandwhistles`) +- **Adds:** + - 36 decorative/utility Create blocks: station platforms, headlights, "Metro" casing/panel/window palette, andesite/brass/copper grab bars & bogie steps & door steps (ladder-like, work on trains), ornate trapdoors, various train-pilot blocks. +- **Relationship:** Enhances **Create** trains specifically; complements Dragons Plus/Slice & Dice (different niches). Overlaps slightly with Chipped/Rechiseled deco space but with Create-styled, train-dimensioned parts. +- **Missing deps:** none (Create in pack). +- **Gameplay impact:** Minor — deco + train-building QoL blocks. +- **Compatibility:** Nothing named. The pack's trains context is unusual: Aeronautics/Sable physics contraptions rather than plain Create trains. Blocks themselves should be inert, but per constraint 5 any Create-adjacent mod deserves a contraption smoke test (placing these on Sable sub-levels is untested/unknown). Build is v0.4.7-1.21.1, last updated 2025-03-13 — older than most of this batch but a real 1.21.1 build. (confidence: medium) +- **Perf cost:** client low, server low — static blocks; ladder-on-train logic only. +- **Verdict:** ADD-OPTIONAL — strong deco value for a Create pack; verify blocks behave on Aeronautics contraptions first. + +## Create: Design n' Decor (`create-design-n-decor`) +- **Adds:** + - Create-focused QOL decoration: block variants (multiple crushing-wheel variants), containers, and extra factory-styled deco blocks. +- **Relationship:** Enhances **Create** deco; overlaps the pack's Chipped/Rechiseled variant space in spirit, but with Create-native styles rather than retextured vanilla blocks. +- **Missing deps:** none (Create in pack). +- **Gameplay impact:** Minor — cosmetic/deco content with a couple of functional variants. +- **Compatibility:** Nothing named; same caveat as Bells & Whistles — Create-adjacent on a Sable stack (unknown but low-risk for deco blocks). 1.21.1 build 2.2b current (2026-05-28); README's "1.20.1 deprecated / don't ask for downports" note signals active maintenance discipline. (confidence: medium) +- **Perf cost:** client low, server low. +- **Verdict:** ADD-OPTIONAL — safe factory decoration; nice with the pack's Chipped/Rechiseled angle. + +## Create: Dynamic Lights (`create-dynamic-lights`) +- **Adds:** + - Dynamic lighting for moving Create contraptions (client-side light via Sodium-family dynamic lights), plus an optional server-side "light block" mode that places real light sources as contraptions move; optional LambDynamicLights API support on Fabric. +- **Relationship:** Overlaps **LambDynamicLights already in pack** (its own README lists LambDynamicLights support/integration), i.e. a second dynamic-lights implementation for the same visual niche. +- **Missing deps:** **Sodium Dynamic Lights** (not in pack) — red flag, same second-engine problem as `create-sable-dynamic-lights`. The README's Forge path additionally assumes "Embeddium/Rubidium Dynamic Lights" — Embeddium/Rubidium are **not** in this pack (it uses real Sodium on NeoForge 1.21.1), so the documented Forge configuration does not map onto this stack. +- **Gameplay impact:** Client-cosmetic — contraptions glow as they move; the server light-block mode adds real light but per the README's own table "the performance impact may be heavy" when server-only. +- **Compatibility:** Hard red flags: duplicate lighting engine vs LambDynamicLights; Sodium/Embeddium version mismatch risk against the Sable-pinned Sodium >= 0.8.12-alpha.2; no Sable/Aeronautics sub-level support mentioned (unlike `create-sable-dynamic-lights`, which at least targets that case explicitly). +- **Perf cost:** client med (dynamic light updates), server med–high if the light-block mode is enabled (README's own warning). +- **Verdict:** SKIP — redundant with LambDynamicLights, wrong rendering stack assumptions (Embeddium/Rubidium), and its niche is better covered (or deliberately declined) elsewhere. + +## Create: Estrogen (`create-estrogen`) +- **Adds:** + - The Create module of the Estrogen mod: a Centrifuge multiblock/machine for new fluid processing recipes, plus custom package (Create packager) shipping recipes; JEI/EMI recommended for recipe visibility. +- **Relationship:** Enhances **Create** with a new processing machine; the food/fluid outputs would sit next to Slice & Dice. Note the README: this was split out of the Estrogen mod — the base Estrogen mod is required. +- **Missing deps:** **Estrogen — flagged [CANDIDATE]**: the dependency is itself in the candidate batch (different chunk). Decision must be made jointly: neither is usable alone. Not a Fabric/Connector issue (multi-loader, NeoForge builds exist). +- **Gameplay impact:** Moderate — new machine + processing chain + movement-flavored mechanics inherited from Estrogen. +- **Compatibility:** README: "still in development, so expect some bugs and missing features" — stability caveat. No specific conflicts named; any movement/dash mechanics from the base mod interacting with Better Combat/Apotheosis is unknown (do not assume). (confidence: low–medium) +- **Perf cost:** client low–med, server low–med — one more processing machine and recipes. +- **Verdict:** MAYBE — can't be evaluated in isolation (dep is a batch candidate), self-declared in-development, and tone may not fit the pack; decide together with the Estrogen entry. + +## Create: Factory (`create-factory`) +- **Adds:** + - Create-themed foods: rolls, waffles, apples and related items/recipes; optional extra recipes when Create: Confectionery or Ecologics are present. +- **Relationship:** Overlaps the pack's already-saturated food family (Farmer's Delight + four Delight addons) from the Create side, brushing against Slice & Dice's Create-food niche. +- **Missing deps:** none required (Confectionery/Ecologics are optional integrations — both absent from the pack, so those recipes stay inert). +- **Gameplay impact:** Minor — more food items to make/automate. +- **Compatibility:** none identified; small content addon, 0.7b-1.21.1 build (2026-08-15). No Sable/rendering surface. (confidence: medium) +- **Perf cost:** client low, server low — items/recipes. +- **Verdict:** ADD-OPTIONAL — harmless, but the food family is already the pack's most crowded content lane; low marginal value. + +## Create: Sophisticated Backpacks Compat (`create-sophisticated-backpacks-compat`) +- **Adds:** + - A curated set of Create machine recipes for Sophisticated Backpacks items/components, enabling automation of key SB components inside Create factories (only "carefully chosen recipes are replaced"). +- **Relationship:** Enhances the existing **Create + Sophisticated Backpacks** pairing — but the pack already ships the official **"Sophisticated Backpacks Create Integration"** by the SB author (CurseForge/Modrinth, P3pp3rF1y), so this third-party recipe pack lands in the same integration space. +- **Missing deps:** none (both bases in pack). +- **Gameplay impact:** Minor — automation path for backpack components. +- **Compatibility:** Likely partial redundancy with the in-pack official Create Integration; two mods editing the same SB recipes risks overrides or JEI recipe duplication. Nothing hard-named, but verify JEI output before shipping. Server-side install required (client needed for singleplayer only) — fine for this pack's layout. (confidence: medium) +- **Perf cost:** client low, server low — recipe additions. +- **Verdict:** MAYBE — plausible value, but check for recipe collisions with the official Create Integration already in the pack before committing. + +--- + +## Chunk summary +| Verdict | Mods | +|---|---| +| ADD | cat_jam, Chalk, Comforts | +| ADD-OPTIONAL | BlueMap, Blur+, Boatload, Burnt (basic), Camera Overhaul, Certain Questing Additions, Charta, Cinematic Respawn, Cosy Critters, Create Waystones Recipes, Create: Bells & Whistles, Create: Design n' Decor, Create: Factory | +| MAYBE | Burnt + Additions, Celestria, Companions!, Create: Estrogen, Create: Sophisticated Backpacks Compat | +| SKIP | Carry On + Create Aeronautics Compat, Carry On Extend, Chef's Delight, Create Sable Dynamic Lights, Create: Dynamic Lights | +| ALREADY-IN-PACK | Create Aeronautics: Compatibility | + +Hard red flags: `chefs-delight` (needs FD Refabricated vs pack's Farmer's Delight), `carryon-aeronautics-compat` (obsolete per author + base mod absent + server-hang known issue), `carry-on-extend` (base Carry On absent), `create-sable-dynamic-lights` and `create-dynamic-lights` (second dynamic-lights engine vs LambDynamicLights, Sodium-pin coupling, shader-stack recommendations), `create-estrogen` (dependency is itself a batch candidate — decide jointly). + +--- + +# Chunk 03 assessment — Onion MC (MC 1.21.1 / NeoForge 21.1.251) + +Evidence base: supplied Modrinth metadata + README excerpts in `analysis/chunks/chunk03.md`; pack constraints from `analysis/PACK-CONTEXT.md`. Web sources used only where flagged. 27 mods assessed. + +## Create: Structures Arise (`create-structures-arise`) +- **Adds:** + - 28 new Create-themed worldgen structures scattered across the world. + - Structures built around Create machinery — automated machines, puzzles and mechanical set-pieces to explore. +- **Relationship:** enhances the exploration-structure family (When Dungeons Arise, Towns and Towers, 9× YUNG's structures, Explorify) and ties exploration loot into the Create progression; structure chests plug into Lootr (in pack) for per-player loot. +- **Missing deps:** none — Create is in pack. README's "FABRIC API IS REQUIRED" note applies only to the Fabric version; the listed 1.21.1 build is NeoForge. +- **Gameplay impact:** Moderate — gives Create players 28 new worldgen destinations worth building toward. +- **Compatibility:** no named conflict in the evidence. Structural risk is stacking: the pack already carries a large structure load (Terralith/Tectonic/Towns & Towers/WDA/YUNG×9), and the pack ships no configs (`config/*` excluded), so structure density/d spacing cannot be tuned without adding config maintenance. +- **Perf cost:** client low; server low–med — more structures per chunk generated during exploration increases chunkgen workload for a 10-player server that explores. +- **Verdict:** ADD-OPTIONAL — strong fit for a Create + exploration pack, but it thickens an already structure-saturated worldgen stack with no config knobs shipped. + +## Create: Teleporters (`create-teleporters`) +- **Adds:** + - Create-styled teleportation: TP Links with a configurable range, plus entity and item teleporters in multiple sizes. + - Custom Portal multiblock (Portal Base + Quantum Casing frame) leading to pocket dimensions; Create-style GUIs and connected textures. +- **Relationship:** orthogonal Create utility — long-distance item/entity logistics and pocket-dimension bases; complements Waystones (player travel) without duplicating it. +- **Missing deps:** none — metadata lists no required deps; README says "Requires Create", which is in pack either way. +- **Gameplay impact:** Moderate — adds a full transport network tier and pocket-dimension building on top of Create. +- **Compatibility:** none identified. The pocket dimension is a separate self-contained dimension (dimension-adding is independent of the worldgen stack). README warns only about upgrading old worlds with the legacy version (portal becomes a placeholder block) — a migration caveat, not a pack conflict. No evidence of interaction with Aeronautics/Sable. +- **Perf cost:** client low; server low–med — teleporter/TP-link ticking plus pocket-dimension chunks loading while occupied. +- **Verdict:** ADD-OPTIONAL — clean fit for Create logistics with no flagged conflicts; decide whether the pack wants dimensional play. + +## CreateBetterFps (`createbetterfps`) +- **Adds:** + - FPS optimization for Create scenes ("up to 50%" with a shaderpack, 7→35 fps with 512 waterwheels) via Sodium API usage and backface culling. + - Directly modifies Create's code (author plans upstream merge and would then abandon the project). +- **Relationship:** overlaps the client perf stack (Sodium, ImmediatelyFast — the README recommends ImmediatelyFast); purpose is shader-adjacent FPS recovery, which Sodium/DH already partly cover here. +- **Missing deps:** metadata's MISSING line says "none", but the README is explicit: **"1.21.1 needs Sodium and Iris"** — Iris is not in the pack and is banned (PACK-CONTEXT constraint #1). This is a hard dep the metadata missed. +- **Gameplay impact:** None — performance only. +- **Compatibility:** **HARD RED FLAG** — the 1.21.1 build requires Iris, which this pack deliberately excludes because Create Aeronautics and SSRD have documented visual issues with it. On top of that, it patches Create's code directly — the most fragile spot in the pack (Create + Aeronautics + Sable). +- **Perf cost:** client (benefit only when Iris + shaderpack are present — not applicable here); server n/a. +- **Verdict:** SKIP — its stated purpose (shader FPS) does not exist in a shaderless pack, and adding Iris to get it is explicitly forbidden. + +## Cultural Delights (`cultural-delights`) +- **Adds:** + - New world-cuisine crops: avocado, eggplant, cucumber, corn, beans, cinnamon. + - Food systems from around the world as a Farmer's Delight addon (with adventure/worldgen categories). +- **Relationship:** enhances the Farmer's Delight food family (Farmer's Delight + Ars/Ocean's/End's/Twilight's Delights in pack); Display Delight in this same batch lists 25-food compat with it. +- **Missing deps:** **Cook's Collection** — required, not in pack and not in this batch, so it is a new dependency decision. No Fabric/Connector-only flag given, so not a red flag, but it widens the dep tree. +- **Gameplay impact:** Moderate — new crops, recipes and food progression. +- **Compatibility:** no named conflicts; unknown how its crop worldgen interleaves with the existing 5+ Delight addons and Terralith biome crops (evidence absent). +- **Perf cost:** client low; server low (crop/recipe content, ticking crops only). +- **Verdict:** ADD-OPTIONAL — on-theme food content, but it requires adopting Cook's Collection and the Delight shelf is already crowded. + +## Death Count (`death-count`) +- **Adds:** + - A per-player death counter displayed in the tab player list. +- **Relationship:** orthogonal social QoL; no overlap with FTB Chunks/Teams/Quests. +- **Missing deps:** none. +- **Gameplay impact:** Minor — social/bragging metadata on the tab list only. +- **Compatibility:** none identified. Simple datapack-style scope; last update 2024-10-09 (stale, but the feature surface is trivial). Unknown whether it reserves scoreboard objectives that could collide with other scoreboard users (none named in the pack list). +- **Perf cost:** client negligible; server negligible. +- **Verdict:** ADD-OPTIONAL — harmless novelty for a 10-player server, though equally achievable with a one-line vanilla scoreboard datapack. + +## Death Knell (`death-knell`) +- **Adds:** + - 35+ new death messages, including circumstance-specific ones (cookie-weapon kills, axe dismemberment) and generic variants. +- **Relationship:** orthogonal flavor content; no overlap with anything in the pack. +- **Missing deps:** none — Prickle and Bookshelf are both already in pack. +- **Gameplay impact:** Client-cosmetic — broadcast text flavor; no mechanics touched. +- **Compatibility:** none identified; Darkhax ecosystem (Bookshelf/Prickle) is a low-risk, well-maintained pairing; build is current (2026-09-27). +- **Perf cost:** client negligible; server negligible. +- **Verdict:** ADD — zero-risk flavor whose deps are already installed. + +## Delightful Creators (`delightful-creators`) +- **Adds:** + - Farmer's Delight ↔ Create automation bridge: new fluids for soups, stews and sauces; mixer recipes to produce them; bowl filling from fluids. + - Sequenced-Assembly "incomplete food" items; pumpkin-pie cutting; honey/sweet-berry-cookie/chocolate-pie recipes. +- **Relationship:** enhances Farmer's Delight + Create — but **functionally overlaps Create Slice & Dice**, the FD↔Create bridge already installed; the README itself positions this mod as "a different cooking method than the popular slice and dice mod." +- **Missing deps:** none listed — needs Create and Farmer's Delight (both in pack). +- **Gameplay impact:** Moderate — a second, parallel route to automate every meal in the pack. +- **Compatibility:** no named conflict, but running two FD-Create bridges risks duplicated recipe outputs and JEI clutter (two ways to make the same stew), and any fluid-collision between its soup fluids and Slice & Dice/Dragon's Plus fluids is unknown from the evidence. +- **Perf cost:** client low; server low–med — extra fluid types and recipe categories in mixers/sequenced assembly. +- **Verdict:** MAYBE — pick one FD↔Create bridge; Slice & Dice is already installed and proven, so this needs a deliberate "both approaches" decision. + +## Display Case (`displaycase`) +- **Adds:** + - A decorative single-item display block; clicking with honeycomb stops the spin (axe unwaxes). + - Dyeable in all colors; chain-friendly styling. +- **Relationship:** overlaps the decoration/display furniture space — Handcrafted (in pack) and, more directly, Fetzi's Displays in this same batch. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — pure decoration. +- **Compatibility:** none identified. +- **Perf cost:** client low; server low — one block entity per placed case; mass museum builds add BE count. +- **Verdict:** MAYBE — fine in isolation, but choose between this and Fetzi's Displays (same batch) rather than shipping both display systems. + +## Display Delight (`display-delight`) +- **Adds:** + - Placeable 3D food blocks for every Farmer's Delight (+ addon) food; placed foods are neither block entities nor entities (explicitly lag-friendly). + - Food Plates (crafted from wooden slabs) for displaying finger foods with per-plate stack sizes; sneak/right-click place-and-take interactions; silk-touch retrieval; wandering traders sell addon food blocks. +- **Relationship:** enhances the entire Delight family in the pack — README lists concrete compat counts for installed mods (Ocean's Delight 9, End's Delight 15, Aquaculture Delight 18) and Cultural Delights 25 (same batch). +- **Missing deps:** none. +- **Gameplay impact:** Minor — display/decoration plus light survival mechanics (plates, trader sourcing). +- **Compatibility:** none identified; it is explicitly built for the addons this pack already runs. +- **Perf cost:** client low; server low — deliberately avoids block entities for placed food. +- **Verdict:** ADD — direct, low-risk upgrade to the pack's food-and-decor identity. + +## Distinct Potions (`distinct-potions`) +- **Adds:** + - Distinct bottle styles for greater/extended potions, distinct colors for awkward/mundane/thick base potions. + - Clearer potion naming (greater/extended/lesser highlighted) and configurable category matching for modded potions. +- **Relationship:** enhances QoL/HUD (inventory readability next to JEI, Client Sort, Legendary Tooltips). +- **Missing deps:** **Puzzles Lib** — required, not in pack and not in the batch; it is Fuzs's mainstream NeoForge library (no Fabric-only flag), so a normal add, but still one new dep for one cosmetic. +- **Gameplay impact:** Client-cosmetic — visuals and names only. +- **Compatibility:** none identified; marked client=required / server=unsupported, which suits a dedicated-server pack fine. +- **Perf cost:** client negligible; server none. +- **Verdict:** ADD-OPTIONAL — cheap visual QoL; only worth it if the pack accepts pulling in Puzzles Lib for a single client mod. + +## Dream Relics (`dream-relics`) +- **Adds:** + - Curios-integrated accessories: necklaces/rings/bracelets/special items with abilities (damage scaling vs missing/target health, multi-jump boots, XP-granting grail). + - Utility items: Soul Mirror (return to death/respawn point), Liminal Key (transfer enchantments between items), Flawless Gem (repair + strip negative enchantments), Moment Stone (accelerate block time flow), Memory Stardust (store and hot-swap accessory sets). + - Deliberate costs/limits (Nightmare Book self-debuff, Icarus Wings fall risk). +- **Relationship:** **overlaps Artifacts** (in pack — Curios accessories with proc abilities); Soul Mirror overlaps Waystones/Gravestone fast-return space; Liminal Key and enchant-touching items sit squarely in Apotheosis/Apothic Enchanting's balance domain. +- **Missing deps:** none listed — Curios API is in pack. +- **Gameplay impact:** Moderate — a second full trinket-power layer on top of Artifacts + Apotheosis affixes. +- **Compatibility:** no technical conflict named, but the balance surface collides with Apotheosis (enchantment transfer/repair vs enchanting systems) and Artifacts (same accessory slots/role). Moment Stone's "accelerate block time flow" is a potential server random-tick spike (scale unknown). +- **Perf cost:** client low; server low–med (mostly idle Curios; unknown worst case for time-acceleration use). +- **Verdict:** MAYBE — duplicate niche vs Artifacts with Apotheosis balance implications; needs a curation pass before adding. + +## Dungeon's Delight (`dungeons_delight`) +- **Adds:** + - Monster Pot cooking station (heated by spawner-like blocks) producing Monster Foods. + - New "Monster Effects" — mutually exclusive inverted variants of standard status effects; throwable Cleaver weapon; Rotbulb crop that must be grown in darkness. +- **Relationship:** enhances the Farmer's Delight family; the new effect types brush against Apotheosis/Ars Nouveau buff space (specifics unknown from evidence). +- **Missing deps:** none — Farmer's Delight in pack; current 1.21.1 NeoForge build (1.5.1, updated 2026-09-13). +- **Gameplay impact:** Moderate — monster hunting becomes a food/buff loop with new exclusive status effects. +- **Compatibility:** none identified; the effect-exclusivity mechanic is custom and its interplay with Apothic Attributes effect stacking is unverified (evidence absent, no named conflict). +- **Perf cost:** client low; server low (one cooking-station BE type + crop). +- **Verdict:** ADD-OPTIONAL — thematically perfect next to the pack's existing Delight collection; sanity-check the new effect types against Apotheosis stacking. + +## Dynamic Crosshair (`dynamiccrosshair`) +- **Adds:** + - Context-sensitive crosshair: hides/changes based on what is looked at, held item, and action; highly configurable with optional YACL config screen. +- **Relationship:** enhances QoL/HUD; README recommends the separate "Dynamic Crosshair Compat" mod for content-mod worlds (not in pack or batch). +- **Missing deps:** metadata flags Fabric API as MISSING, but per the README that requirement is for the **Fabric** build; the (Neo)Forge build's only dep is optional YetAnotherConfigLib — and YACL is already in pack. Treat the MISSING line as a metadata artifact, not a true red flag for the neoforge file. +- **Gameplay impact:** Client-cosmetic — HUD behavior only. +- **Compatibility:** named risk in the README itself: **"can have issues with Immediately Fast"** — ImmediatelyFast is in this pack. Also incompatible with Exordium (not in pack, irrelevant). With Better Combat installed, crosshair-vs-attack context is unvalidated (evidence absent). +- **Perf cost:** client low; server none (client=required, server=unsupported). +- **Verdict:** ADD-OPTIONAL — pure client polish, but must be tested against ImmediatelyFast and dropped if HUD glitches appear. + +## Dynamic Trees (`dynamictrees`) +- **Adds:** + - Trees as growing multiblock structures: seeds self-plant, trees grow biome/temperature/rainfall-dependently, grow around obstacles, die in darkness. + - Timber-style felling at the base; falling on leaves destroys them; vanilla fruits as custom species. +- **Relationship:** overhauls the worldgen/exploration family — Terralith, Tectonic, Incendium, Nullscape, Towns and Towers, When Dungeons Arise, 9× YUNG's mods, Explorify and The Twilight Forest/Farmer's Cutting all place or replace trees that this mod would re-behave. +- **Missing deps:** none (core is self-contained). +- **Gameplay impact:** Major — tree growth, harvesting and physics change globally, not additively. +- **Compatibility:** no named conflict in evidence, but the risk surface is the largest in this batch: correct tree substitution in Terralith/Tectonic/Twilight biomes normally depends on per-biome compat addons (none in pack or batch — coverage unknown); growing trees intersecting the pack's ~20 structure mods is unvalidated; interaction with Create Aeronautics contraptions and Sable's intrusive mixins is unvalidated. Also needs species/config curation, which this config-less pack doesn't ship (constraint #7). +- **Perf cost:** client low–med; server med — continuous growth ticking across all loaded chunks on a 10-player server. +- **Verdict:** SKIP — a transformative tree overhaul whose coverage against the pack's 10+ worldgen mods is unverified and which demands config curation the pack explicitly does not ship. + +## Early Bedtime (`early-bedtime`) +- **Adds:** + - Server-side configurable earlier sleeping threshold (default 1000 ticks / ~50s sooner). +- **Relationship:** orthogonal; nothing in the pack overlaps. +- **Missing deps:** **TxniLib** — required, not in pack and not in the batch. +- **Gameplay impact:** Minor — shifts when the night can be skipped. +- **Compatibility:** no technical conflict named — but the mod's stated reason to exist is shaderpacks that darken early ("with Hysteria shaders, it gets very dark very quickly"), and this pack deliberately runs no shaders (constraint #1). Mismatch, not a conflict. +- **Perf cost:** client none (client=unsupported); server negligible. +- **Verdict:** SKIP — solves a shader-specific problem this shaderless pack doesn't have, at the cost of adopting TxniLib. + +## Effectual (`effectual`) +- **Adds:** + - Atmospheric particles: breath steam in cold biomes, underwater bubbles (mouth/chests/pots), drip on exiting water, footprints + snow residue, cave dust, lava-adjacent steam columns, elytra trails, sparks on metal hits, Wither black smoke. +- **Relationship:** **overlaps Subtle Effects** (in pack), which per its Modrinth page adds "many new subtle details through particles and a few sounds" — same ambient-particle niche; the README says per-feature config toggles let it coexist with similar mods (Effective, Particular). +- **Missing deps:** **TLib** — required; per Modrinth it is "Library for Take's Mods" (https://modrinth.com/mod/tlib), not in pack or batch. Architectury and Cloth Config are already in pack. +- **Gameplay impact:** Client-cosmetic — visuals only; client-side by design. +- **Compatibility:** none named; unknown exactly which effects double up with Subtle Effects (both plausibly do footprints/steam) — resolving that means per-effect config curation the pack doesn't ship (constraint #7). +- **Perf cost:** client med-low — particle-heavy by design; author claims optimized, and Subtle Effects already ships its own particle culling; server none. +- **Verdict:** MAYBE — duplicates Subtle Effects' niche and drags in a new lib; only add after an overlap audit, which the config-less pack model makes costly. + +## Emojiful (`emojiful`) +- **Adds:** + - Emojis in chat, including animated ones, with autocomplete and an emoji picker. + - Discord bridging (renders `:emoji:` typed in a linked Discord) and custom emoji datapacks. +- **Relationship:** orthogonal social feature; complements Emotecraft (in pack) for player expression; no overlap. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — chat rendering only. +- **Compatibility:** none identified. +- **Perf cost:** client low (emoji atlas; animated emojis cost a little more); server low (relay only). +- **Verdict:** ADD-OPTIONAL — fun for a 10-player social server with zero gameplay footprint. + +## Environmental (`environmental`) +- **Adds:** + - New overworld biomes: Blossom Woods, Pine Barrens, Marshes. + - New wildlife mobs: Slabfish, Deer, Zebras, Tapirs; plus foliage/visual overworld completion. +- **Relationship:** overlaps the exploration/mob content the pack already has — Terralith supplies biome variety (including marsh-like biomes) and Alex's Mobs + Critters and Companions already supply ambient wildlife. +- **Missing deps:** **Blueprint** — the Team Abnormals core library; not in pack and not in the batch, so adopting this mod means adopting a new lib family. +- **Gameplay impact:** Moderate — new biomes and mobs change what players meet when exploring. +- **Compatibility:** no named conflict; but biome-adding mods layer placement/blending questions onto Terralith + Tectonic that are unverified from the evidence. +- **Perf cost:** client low (new models); server low–med (mob spawns + biome gen). +- **Verdict:** MAYBE — its content substantially duplicates what Terralith + Alex's Mobs already deliver, and it requires pulling in Blueprint for a single mod. + +## Estrogen (`estrogen`) +- **Adds:** + - Estrogen Pill → "Girl Power" effect enabling a dash movement ability (+ hidden abilities); Estrogen Patches worn in their own Curios-style slots. + - Dream Block with special mechanics, a custom soundtrack triggered by the effect, and a fluid-processing automation chain ( Create-style) to produce it. +- **Relationship:** orthogonal cursed/meme content; Curios is in pack; README notes Create integration was split into a separate "Create: Estrogen" module — **not in pack or batch** — so without it there is no Create compat. +- **Missing deps:** **Cynosure** — required; per Modrinth it is Mayaqq's multiloader, Kotlin-based library (https://modrinth.com/mod/cynosure), not in pack or batch. Kotlin for Forge is already present, but Cynosure itself must still be added. +- **Gameplay impact:** Moderate — the dash is a player-movement-changing effect. +- **Compatibility:** no technical conflict named in evidence; a movement/mobility effect adjacent to Sable's self-described "incredibly intrusive" physics stack is unvalidated (unknown). Tone mismatch with the pack's fantasy-exploration identity is a judgement call for the pack owner. +- **Perf cost:** client low; server low. +- **Verdict:** SKIP — meme-toned content whose headline feature alters player movement near a fragile physics stack, and which costs two extra pieces (Cynosure + separate Create module) for weak fit. + +## Etched (`etched`) +- **Adds:** + - Custom music discs burned from URLs (MP3, WAV, OGG, SoundCloud) via the Etching Table with label customization. + - Album Jukebox (9-disc playlists, redstone-controlled), Jukebox Minecart (hopper-loadable), Radio, bard villager profession, hopper-insertable jukeboxes. +- **Relationship:** orthogonal entertainment; complements the social layer (Emotecraft, Emojiful if adopted); no overlap. +- **Missing deps:** none. +- **Gameplay impact:** Minor — music/social content with no progression impact. +- **Compatibility:** no technical conflict named; note the non-technical caveat that players can stream arbitrary external audio into the shared server world — a content-policy question for a 10-player server, not a mod conflict. +- **Perf cost:** client med-low (network streaming + audio decode); server low. +- **Verdict:** ADD-OPTIONAL — great social toy for a small server; settle the URL-content policy first. + +## Even More Instruments! (`evenmoreinstruments`) +- **Adds:** + - Playable instruments: trombone, violin, keyboard, guitar, saxophone, koto, shamisen, pipa; all 16 note blocks as playable instruments. + - Looper with background tracks, record burning/sharing via `/emirecord`, full MIDI support, pre-burned records hidden in structures. +- **Relationship:** orthogonal entertainment; no overlap. +- **Missing deps:** **Genshin Instruments v4.0+** — hard requirement, not in pack and not in the batch. +- **Gameplay impact:** Minor — musical roleplay tools. +- **Compatibility:** no technical conflict named, but the README itself states "⚠️ IMPORTANT ⚠️: The Mod Author has Retired the project" — the project is abandoned (last update 2025-07-31), and it hard-depends on an absent parent mod. +- **Perf cost:** client low; server low. +- **Verdict:** SKIP — abandoned per its own README and requires Genshin Instruments, which the pack does not have. + +## Expanded Delight (`expanded-delight`) +- **Adds:** + - Farmer's Delight expansion: new crops, blocks, workstations and more, added "gradually" on top of the base mod. +- **Relationship:** enhances the Farmer's Delight family (alongside End's/Ocean's/Twilight's Delights); Display Delight in this batch lists 37-food compat with it — the largest addon coverage in that list. +- **Missing deps:** none. +- **Gameplay impact:** Moderate — more crops and cooking depth. +- **Compatibility:** no named conflicts; the README explicitly self-describes as a **Beta** release ("may be unstable sometimes", issues go to GitHub) for the 0.1.4-neoforge line — instability is flagged by the author, not inferred. +- **Perf cost:** client low; server low (crops + a few workstations). +- **Verdict:** ADD-OPTIONAL — strongly on-theme and the best-covered addon for Display Delight, but accept the author-declared beta instability or wait for stable. + +## ExtraDelight (`extradelight`) +- **Adds:** + - Kitchen workstations: Oven (3×3 slow-baking), Dough Shaping Station, Mixing Bowl, Mortar & Pestle, Drying Rack, Melting Pot (solids→fluids), Chiller (fluids→solids). + - Utensils (spoon, pestle, grater, offset spatula) and bakeware trays (baking sheet, muffin pan, pie dish). +- **Relationship:** enhances Farmer's Delight; partially overlaps Slice & Dice territory in that Melting Pot/Chiller introduce cooking fluids whose recipe-space collision with Create/Slice & Dice fluids is unknown from the evidence. +- **Missing deps:** none — Farmer's Delight in pack; current build (2.6.6, 2026-06-16). +- **Gameplay impact:** Moderate — a deep multi-station cooking chain on top of FD. +- **Compatibility:** no named conflicts; JEI duplication with Slice & Dice recipe outputs is unverified (unknown). +- **Perf cost:** client low; server med-low — every workstation is a ticking block entity, and this adds ~7 station types that big kitchens will spam. +- **Verdict:** ADD-OPTIONAL — the meatiest Delight addon in the batch and a natural kitchen-tier progression; confirm the block-entity load on the dedicated server before committing. + +## Extreme sound muffler (`extreme_sound_muffler`) +- **Adds:** + - Client-side selective sound muffling via an inventory-button/keybind GUI with per-sound volume sliders. + - Ranged "Anchors" to muffle sounds in an area; configurable blacklist, default volumes, movable button. +- **Relationship:** enhances QoL/HUD — directly useful against ambient-noise load from AmbientSounds + Sound Physics Remastered + Create machinery. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — audio comfort only. +- **Compatibility:** none identified; client-side only ("installing it in the server will do nothing"). +- **Perf cost:** client negligible; server none. +- **Verdict:** ADD — zero-risk, zero-server-cost QoL that is actively maintained (3.56, 2026-09-22). + +## Fancy World Animations [FWA] (`fwa`) +- **Adds:** + - Smooth open/close animations for doors, trapdoors, fence gates, levers, buttons, repeaters, cauldrons, composters, lecterns, campfires, chiseled bookshelves, vaults; customizable chest animation. + - Ambient touches: swinging lanterns/chains, jukebox disc spin, idling bells/lecterns, end-portal-frame eye preview. +- **Relationship:** enhances vanilla/furniture polish; complements Subtle Effects (particles) and Handcrafted + Macaw's furniture visually — though Macaw's blocks are not in the README's supported list, so coverage there is unknown. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — visuals only. +- **Compatibility:** README claims compatibility with resource packs, Sodium and Iris shaders; nothing validates it against this pack's riskier render stack (Sable's intrusive mixins, EMF/ETF, ImmediatelyFast) — unknown. It ships a conflict escape hatch (`fwa-blacklist.json`, with a Create example), but that file must be hand-created and this pack ships no configs (constraint #7). +- **Perf cost:** client med — animated re-rendering of many interactable blocks (smoothness depends on scene); server none (client=required, server=unsupported). +- **Verdict:** ADD-OPTIONAL — strong client polish with a blacklist safety valve; verify against Sable/ImmediatelyFast rendering before shipping. + +## Farmer's Knives (`farmers-knives`) +- **Adds:** + - Farmer's Delight knives in many modded materials — for mods actually in this pack that means **The Twilight Forest** (Ironwood, Fiery, Steeleaf, Knightmetal) plus a copper knife; most of the supported list (Mythic Metals, BetterEnd, Botania, etc.) targets mods not installed and simply stays unobtainable. +- **Relationship:** enhances Farmer's Delight + The Twilight Forest loot/tooling; Architectury-based. +- **Missing deps:** none — Farmer's Delight and Architectury are both in pack. +- **Gameplay impact:** Minor — more knife tiers for FD harvesting/combat. +- **Compatibility:** none identified; support entries for absent mods are inert (no recipes resolve). +- **Perf cost:** client negligible; server negligible. +- **Verdict:** ADD-OPTIONAL — cheap thematic glue whose payoff is real but limited to Twilight Forest materials since the other supported tool mods aren't in the pack. + +## Fetzi's Displays (`fetzis-displays`) +- **Adds:** + - Glass cloches in 16 colors, katana stands, and wall holders with item-name plaques. + - Four rack types displaying items differently; items to adjust scale/rotation/position of displays; new Workbench crafting station. +- **Relationship:** overlaps display furniture — directly with Display Case (same batch) and with Handcrafted (in pack). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — decoration/storage display only. +- **Compatibility:** none identified; actively developed per README (1.1.1, 2026-08-15). +- **Perf cost:** client low; server low — display pieces are block entities, so large showrooms add BE count. +- **Verdict:** MAYBE — good feature set but redundant with Display Case (batch) + Handcrafted; pick one display system for the pack. + +--- + +# Chunk 04 assessment — 27 candidates (MC 1.21.1 / NeoForge 21.1.251) + +Assessed against PACK-CONTEXT.md (142 existing mods; no shaders/Iris; Sodium ≥ 0.8.12-alpha.2; +no Radium/Palladium; Sable = intrusive; SSRD needs Sodium + DH; client-perf stack already +saturated; pack ships no configs). All content claims come from the supplied README excerpts; +web lookups were used only for: Field Guide dep availability, Fog↔DH compatibility state, +Grassier Grass requirements, and Hybrid Aquatic dep (HAPI/Biolith) availability. + +--- + +## Field Guide (`field-guide`) +- **Adds:** + - Spyglass-based scanning of entities/blocks to unlock entries in a personal in-game encyclopedia. + - Per-server multiplayer discovery progress, player-written notes, and XP/command rewards on discovery. + - Fully datapack-driven categories (any entity/block/multiblock), discovery gating, hidden-until-scanned names/entries. +- **Relationship:** enhances the exploration/mob stack (Terralith, Alex's Mobs, Mowzie's Mobs, When Dungeons Arise) by giving all those mobs a collect-'em-all discovery loop; README claims it "works with almost every modded entity" out of the box. Orthogonal to nothing; no duplicate. +- **Missing deps:** `Item Descriptions` and `Immersive Overlays` — both missing. Verified NOT Fabric-only: both have 1.21.1 NeoForge builds on Modrinth ([Item Descriptions 2.5.3+1.21.1-neoforge](https://modrinth.com/mod/item-descriptions/version/2.5.3+1.21.1-neoforge); [Immersive Overlays 1.4.7+1.21.1-neoforge](https://modrinth.com/mod/immersive-overlays/version/1.4.7+1.21.1-neoforge)). Cost = 2 extra library pins. Note: Item Descriptions' tooltip descriptions partially overlap Enchantment Descriptions' niche (items/mobs only), and Immersive Overlays is itself a HUD coordinates/time overlay (see GUI Compass below). +- **Gameplay impact:** Minor — adds a discovery/progression layer with optional XP rewards, no balance change. +- **Compatibility:** none identified. Deprecation/cost note: datapack-driven categories mean any pack-level customization violates the "pack ships no configs" policy (defaults must be acceptable). +- **Perf cost:** client low (scan + GUI on use); server low (per-server progress persistence). +- **Verdict:** ADD-OPTIONAL — excellent fit for a 10-player exploration pack; price of admission is two extra NeoForge libs. + +## FindMe (`findme`) +- **Adds:** + - Hover an item in JEI and press Y to mark which nearby inventories contain it (cloud particles). + - Configurable search range. +- **Relationship:** enhances JEI and the Sophisticated Storage/Backpacks warehouse loop; complements Client Sort / Mouse Tweaks as inventory QoL. No overlap. +- **Missing deps:** none (Architectury API already in pack). +- **Gameplay impact:** Minor — pure item-location QoL, no mechanic change. +- **Compatibility:** none identified; the JEI-hover workflow is exactly the pack's setup. +- **Perf cost:** client low (particles on keypress); server low (inventory scan on demand). +- **Verdict:** ADD — zero-dep, low-risk, high-frequency QoL. + +## Fishing Real (`fishing-real`) +- **Adds:** + - Fish hooked as items spawn as live entities instead (salmon → live salmon, etc.). + - Fully datapack-driven item→entity conversion table, including per-NBT results and overrides for vanilla fish. +- **Relationship:** enhances Aquaculture 2's fishing loop and composes with FishingOverhaul (candidate in this batch); extending it to Aquaculture fish species requires adding custom JSONs. +- **Missing deps:** none. +- **Gameplay impact:** Minor — fishing now yields live catchable mobs instead of item stacks. +- **Compatibility:** none identified; conversion table is datapack-driven. Caveat: defaults only cover vanilla fish — Aquaculture species won't convert without added datapack JSONs. +- **Perf cost:** client low; server low-med — live entities spawned per catch (more entities than item pickups). +- **Verdict:** ADD-OPTIONAL — cheap, fun, low-risk; worth a small datapack pass to include Aquaculture species. + +## FishingOverhaul (`fishingoverhaul`) +- **Adds:** + - Reel-in minigame: fish circles a bar; right-click inside the catch region to land loot; crit region doubles loot. + - Per-fish property tuning via `fishing_index.json`. +- **Relationship:** enhances fishing content; README states explicit Aquaculture 2 compatibility (Aquaculture 2 in pack). Composes with Fishing Real (candidate). +- **Missing deps:** none. +- **Gameplay impact:** Minor — changes the fishing interaction, not progression. +- **Compatibility:** none identified. Recency note: last updated 2025-03-12 — the oldest build in this batch; likely fine on stable 1.21.1 but least-maintained candidate here. +- **Perf cost:** client low (minigame UI); server low. +- **Verdict:** ADD — declared Aquaculture 2 compat makes this a natural pack fit. + +## Fog (`fog`) +- **Adds:** + - Complete fog revamp: start/end distance, cave fog that thickens with depth, weather- and time-based (sunset/moon-phase) fog colors, biome-tinted fog including modded biomes. + - Sky fixes (elytra-above-clouds horizon artifacts); config-screen + resource-pack customization. +- **Relationship:** orthogonal content-wise, but it re-renders the same fog/sky surface as Distant Horizons LOD rendering and the pack's SSRD visual chain. +- **Missing deps:** `MRU` (extra lib pin; Architectury + YACL already in pack). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** **risk, unverified**: the pack's own constraint #8 puts sky/weather render mods on the most fragile part of the stack (Sodium + DH + SSRD). Fog↔Distant Horizons compatibility is an **open, unanswered GitHub issue** on the mod's tracker ([IMB11/Fog#3, opened Jul 2024, still open](https://github.com/IMB11/Fog/issues/3)) — no evidence it plays nice with DH + SSRD. Also needs config editing (pack ships no configs). +- **Perf cost:** client low-med (per-frame fog state/color evaluation); server none (client-required). +- **Verdict:** MAYBE — attractive but unproven next to DH/SSRD; only add after an in-game fog + DH visual test. + +## Followers Teleport Too (`followers-teleport-too`) +- **Adds:** + - Non-sitting pets (wolves/cats) near the player teleport along with them on any teleport. + - Post-teleport follower damage immunity window (20 s default, configurable) to prevent fall/suffocation deaths. +- **Relationship:** directly enhances Waystones (in pack) — every waystone/command teleport now carries pets; reduces pet-loss annoyance for a small co-op server. +- **Missing deps:** `Collective` (Serilum shared lib; one pin covers the other Serilum candidates in this batch: GUI Compass, GUI Effect Timer). +- **Gameplay impact:** Minor — removes a pet-logistics pain point. +- **Compatibility:** none identified; server-side logic, no rendering involvement, Sable-adjacent surface untouched. +- **Perf cost:** client none (client-unsupported); server low (follower scan + teleport on player teleport events). +- **Verdict:** ADD-OPTIONAL — clear QoL win with Waystones for ~10 players; costs one shared lib. + +## Fowl Play (`fowlplay`) +- **Adds:** + - ~13 bird species (hawks, gulls, ravens, crows, ducks, geese incl. swan/emden variants, songbirds, penguins) with realistic flight, sounds, and ecosystem behavior; some tameable. + - Scarecrows; updated vanilla chicken model with more variants (configurable). +- **Relationship:** extends the ambience-mob family (Alex's Mobs, Critters and Companions, Friends&Foes) — same niche, additive rather than duplicate (no specific species overlap identified in evidence). Chicken-model replacement overlays vanilla visuals. +- **Missing deps:** `SmartBrainLib` (declared required by a shipping NeoForge build, so a matching 1.21.1 NeoForge build must exist) — extra pin. +- **Gameplay impact:** Minor — ambience plus a few tameables. +- **Compatibility:** none identified; the chicken-model change is the only surface touching vanilla rendering — interaction with EMF/ETF (in pack) is unknown, assessed low risk. +- **Perf cost:** client low (more ambient entities; Entity Culling mitigates); server low-med (bird AI + flight ticking). +- **Verdict:** ADD-OPTIONAL — strong ambience fit for the pack's mob roster; costs one AI lib. + +## Friends&Foes - Flowery Mooblooms (Forge/NeoForge) (`friends-and-foes-flowery-mooblooms-forge`) +- **Adds:** + - One moobloom cow variant per flower (allium, sunflower, lilac, etc.). + - Spawns in meadow and flower forest biomes. +- **Relationship:** direct addon to Friends&Foes (in pack), same author as the installed base mod. +- **Missing deps:** none (Friends&Foes already in pack). +- **Gameplay impact:** Minor — cosmetic mob variety in flower biomes. +- **Compatibility:** none identified; same-author addon for an installed mod is the lowest-risk pattern. +- **Perf cost:** client low (extra cow variants); server low (spawn weights). +- **Verdict:** ADD-OPTIONAL — cheap flavor that slots into an installed mod; skip only if moobloom density is unwanted. + +## Fright's Delight (`frights-delight`) +- **Adds:** + - 56 horror-themed Farmer's Delight foods/drinks/candies crafted from hostile-mob drops (rotten flesh, spider eye, ghast tear, slime, cobweb, wither/soul berries). + - Soul/cursed berry bushes; feast punch bowls; mob-drop crates and candy baskets; 5 harmful + 2 beneficial (immunity) status effects. +- **Relationship:** extends the Farmer's Delight family alongside Ars/Ocean/End/Twilight Delights (all in pack). +- **Missing deps:** none (Farmer's Delight in pack). +- **Gameplay impact:** Minor — new food tree plus a couple of niche buff/immunity effects. +- **Compatibility:** none identified; standard FD-addon pattern already proven by three Delight addons in the pack. +- **Perf cost:** client low (items/models); server low (crops/recipes). +- **Verdict:** ADD-OPTIONAL — fits the pack's Delight collection; horror theme is a taste call. + +## Fruits Delight (`fruits-delight`) +- **Adds:** + - 17 fruits (peach, mango, lychee, durian, …) with unique per-fruit processed-food effects (Strength+Rage Aura, Night Vision, Healing Aura, walk-on-ice, eat-when-full…). + - 90 fruit foods (jelly, juice, snacks, meals, feasts), jam/jello cauldron recipes, 18 worldgen plants incl. 14 fruit trees. +- **Relationship:** extends the Farmer's Delight family; README claims compat with Create (automation of jam/jello — Create in pack), Terralith (fruit trees in more biomes — Terralith in pack); Botany Pots/Diet/Cuisine Delight/BOP lines are inert (not in pack). +- **Missing deps:** none (Farmer's Delight in pack). +- **Gameplay impact:** Moderate — sizable food/crop/worldgen addition with genuine combat-utility effects. +- **Compatibility:** none identified; fruit-tree worldgen is flavor-adjacent to Farmer's Cutting: Twilight Forest / Terralith features but not a mechanical conflict; Create + Terralith compat is author-claimed for this exact version (1.2.14). +- **Perf cost:** client low (trees/produce); server low-med (18 worldgen feature types + crop growth ticking). +- **Verdict:** ADD — big, popular (2.2M downloads) FD expansion that plugs into two pack pillars (Create, Terralith). + +## Gallery (`gallery`) +- **Adds:** + - Icon textures for all painting variants; right-click-with-painting GUI to search/select variants. + - Placed paintings recoverable as individual variant items via Shears or Silk Touch. + - (1.20.1-era note) backports Tricky Trials paintings — irrelevant on 1.21.1 where they're vanilla. +- **Relationship:** complements the decoration/QoL family (Chipped, Rechiseled, Handcrafted); no overlap. +- **Missing deps:** `Blueprint` (Blue Skies' library) — extra lib pin; declared required by a shipping NeoForge build, so a matching build should exist. +- **Gameplay impact:** Client-cosmetic (decorator QoL). +- **Compatibility:** none identified; note the Tricky Trials backport line is stale for 1.21.1. +- **Perf cost:** client low; server low. +- **Verdict:** MAYBE — nice decorator QoL but drags in the Blueprint library for a niche feature. + +## Grassier Grass (`grassier-grass`) +- **Adds:** + - Per-blade custom wind shader: grass leans and ripples with rolling gusts. + - Configuration surfaced through Sodium's menu; author also advertises Iris/Photon shader support. +- **Relationship:** visual-overlap with Immersive Winds (candidate, this batch) on grass/plant sway — pick at most one sway mod; it hooks the same terrain-render path as Sodium and sits near the DH/SSRD render chain. +- **Missing deps:** none declared (chunk metadata lists no required deps; Sodium integration is via its menu, not a declared dep). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** **unverified against the pack's pinned Sodium 0.8.12-alpha.2** — this is a Sodium-menu-coupled terrain-render mod and the 0.8 line is a newer alpha than what most 1.21.1 mods target; [Modrinth project page](https://modrinth.com/mod/grassier-grass) confirms client-side + 1.21.1 support but shows no Sodium version constraint. Also custom-shader terrain rendering is exactly constraint #8's fragile territory (Sodium + DH + SSRD). Test required before shipping. +- **Perf cost:** client med (custom shader pass over all grass; author ships a "Performance Showcase," implying non-zero cost); server none (client-unsupported). +- **Verdict:** MAYBE — best-looking pick in the batch, but Sodium 0.8-alpha compatibility is unproven; gate on a crash/visual test. + +## GUI Compass (`gui-compass`) +- **Adds:** + - HUD text readout of direction + coordinates ("FXYZ"), shown only with a compass in inventory (default). + - Configurable position/height/format/color/shadow. +- **Relationship:** overlaps the exploration QoL family conceptually — Nature's Compass / Explorer's Compass (in pack) are locators, not HUD readouts, so no direct duplicate; **however** Immersive Overlays (Field Guide's required dep, this batch) also puts coordinates/time on the HUD — running both is redundant clutter. +- **Missing deps:** `Collective` (shared Serilum lib). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified beyond cosmetic HUD duplication with Immersive Overlays. +- **Perf cost:** client none (simple text draw); server none (client-unsupported). +- **Verdict:** MAYBE — harmless, but marginal over F3 and redundant if Field Guide (with Immersive Overlays) is added. + +## GUI Effect Timer (`gui-effect-timer`) +- **Adds:** + - Countdown text (s/m/h/d abbreviations) inside status-effect HUD badges, updated per tick; color configurable; supports infinite/command-set effects. +- **Relationship:** complements the HUD QoL family (AppleSkin); no overlap with anything named. +- **Missing deps:** `Collective` (shared with other Serilum picks in this batch). +- **Gameplay impact:** Client-cosmetic (informational). +- **Compatibility:** none identified. +- **Perf cost:** client none; server none (client-unsupported). +- **Verdict:** ADD-OPTIONAL — tiny, safe, useful; effectively free once Collective is pinned for Followers Teleport Too. + +## Haunted Harvest (`haunted-harvest`) +- **Adds:** + - Trick-or-treating: baby villagers wear 9 mask types, walk at night, collect candy from adult villagers (with witch interactions and egg-throwing on refusal); candy-eating heals and de-ages them. + - Pumpkin carving; corn crop and corn foods. +- **Relationship:** extends the FD-adjacent food content; **corn collides with Hearth and Harvest (candidate, this batch) — pick one corn source**. Villager-AI behavior is new surface no in-pack mod currently touches. +- **Missing deps:** `Moonlight Lib` (common NeoForge lib; extra pin). +- **Gameplay impact:** Minor — seasonal flavor, one crop, and villager ambient behavior. +- **Compatibility:** none identified; the villager night-AI additions are the widest-touching part (unknown interaction with any villager-affecting mod — none named in pack). +- **Perf cost:** client low; server low-med (extra villager AI pathing + item checks at night). +- **Verdict:** MAYBE — charming, but adds a lib, modifies villager AI, and double-buys corn with Hearth and Harvest. + +## Health Bars (`new-health-bars`) +- **Adds:** + - HUD health panel: mob name, health, armor, damage taken with animated bars. + - In-world bars above entities, floating damage/heal numbers, per-category colors, distance scaling, toggle keybind. +- **Relationship:** **partially duplicates Jade (in pack)**, which already surfaces entity health; this goes further with the HUD panel and damage numbers. +- **Missing deps:** `Puzzles Lib` (Fuzs' lib; standard NeoForge support; shared pin with Held Item Tooltips). +- **Gameplay impact:** Client-cosmetic (informational). +- **Compatibility:** overlap risk with Jade's entity-health display — running both means double health UIs; would need config tuning (pack ships no configs). +- **Perf cost:** client low (bars for tracked entities); server none (client-unsupported). +- **Verdict:** MAYBE — redundant with Jade unless the group wants damage numbers; if added, de-overlap with Jade deliberately. + +## Hearth and Harvest (`hearth-and-harvest`) +- **Adds:** + - New farmable crops, some with unique growth mechanics, plus new interactive food/resource crafting systems. + - Worldgen features: dynamic corn mazes and salt caverns; storage/decoration/functional blocks; ranching/farming utilities. +- **Relationship:** extends the Farmer's Delight family; corn content overlaps Haunted Harvest (candidate, this batch); corn-maze/salt-cavern worldgen adds features into the Terralith/Towns-and-Towers-heavy worldgen stack (flavor overlap, not a conflict). +- **Missing deps:** none (declares no required deps). +- **Gameplay impact:** Moderate — large farming/cooking expansion plus new worldgen features. +- **Compatibility:** none identified; candidate-vs-candidate note: corn ownership must be decided against Haunted Harvest. +- **Perf cost:** client low; server low-med (crop growth + worldgen feature generation). +- **Verdict:** ADD-OPTIONAL — solid FD-family expansion; coordinate corn overlap with Haunted Harvest before adding both. + +## Held Item Tooltips (`held-item-tooltips`) +- **Adds:** + - Rich info plate above the hotbar on item switch: enchantments, durability, potion effects, item attributes, map IDs, firework/banner/book details. + - Shulker/container content previews; customizable sections, order, colors, position, duration. +- **Relationship:** complements Enchantment Descriptions and Legendary Tooltips (in pack) — different UI surfaces, no overlap. +- **Missing deps:** `Puzzles Lib` (shared with Health Bars candidate — one pin covers both). +- **Gameplay impact:** Client-cosmetic (informational). +- **Compatibility:** none identified. +- **Perf cost:** client none (text render on item switch); server none (client-unsupported). +- **Verdict:** ADD — low-risk, high-frequency QoL; library cost shared with other Puzzles-Lib picks. + +## Horror messages (`horror-messages`) +- **Adds:** + - A random horror chat message ("Help me", "Behind you", binary "LEAVE") broadcast to all players every 10–15 minutes. +- **Relationship:** orthogonal; tone-mismatched with the pack's cozy exploration/Create/FD profile. +- **Missing deps:** none. +- **Gameplay impact:** None — chat flavor only. +- **Compatibility:** none identified; social risk of being mistaken for real player distress messages in co-op chat. +- **Perf cost:** client none; server none. +- **Verdict:** SKIP — chat-spam gimmick; only defensible if the pack deliberately becomes a horror pack. + +## Hybrid Aquatic (`hybrid-aquatic`) +- **Adds:** + - Large marine mob roster: new fish species, sharks, crustaceans, critters, otters, nautiluses, and a new miniboss. + - Items/blocks: diving armor, sea sponges, fishing hooks, crates, anemones, new corals; reworked river/swamp/ocean/undersea-cave biomes and ambience. +- **Relationship:** overlaps Aquaculture 2 (fish items/species — additive, JEI clutter risk) and partially the mob family (Alex's Mobs/Caves); its ocean-biome features enter the Terralith + Tectonic + Nullscape + Lithostitched worldgen stack via the Biolith placement library. Its other deps (Curios, Kotlin for Forge, Lithostitched, Geckolib) are already in pack. +- **Missing deps:** `Hybrid API [HAPI]` — verified 1.21.1 NeoForge builds on CurseForge (HybridLabs, updated Sep 2026); `Biolith` — verified on Modrinth as a biome-placement/world-surface server library supporting Fabric/Forge/NeoForge/Quilt, i.e. ecosystem-aligned with the pack's Terralith (Stardust Labs) stack. Two extra pins. +- **Gameplay impact:** Major — transforms ocean/river exploration, loot, and worldgen. +- **Compatibility:** no named conflict; real risks are (a) worldgen stacking of new ocean biomes/features under Terralith/Tectonic/Lithostitched + Biolith — needs a worldgen smoke test, and (b) fish-item overlap with Aquaculture 2 (unknown loot-table interplay). README states broad-mod compat is a project goal but lists nothing specific. +- **Perf cost:** client med (many animated Geckolib sea creatures; Geckolib already in pack); server med (mob spawning/AI across all oceans + swamps). +- **Verdict:** ADD-OPTIONAL — biggest content win in this batch; gate on a worldgen + Aquaculture overlap test because of the two new library pins. + +## Immersive Armor HUD (`immersive-armor-hud`) +- **Adds:** + - Pixel-perfect 7×7 armor icons above the vanilla armor bar showing which armor pieces are worn and per-piece durability warnings. + - Position/side/X-Y offset configuration; Aether armor compat (Aether not in pack — line inert). +- **Relationship:** complements HUD QoL (AppleSkin); conceptually touches durability info also shown by Held Item Tooltips (candidate) but in a different screen area — no conflict. +- **Missing deps:** `TxniLib` (author's small lib; extra pin). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified. Recency note: last NeoForge build Apr 2025 — older than most of this batch; verify build health on NeoForge 21.1.251. +- **Perf cost:** client none; server none (client-unsupported). +- **Verdict:** ADD-OPTIONAL — cheap vanilla-style HUD upgrade; minor recency caveat. + +## Immersive Melodies (`immersive-melodies`) +- **Adds:** + - 7 instruments playing 25 bundled songs; custom melodies via in-game drag-and-drop or datapacks (MIDI/ABC). + - Multiplayer band play; dancing birbs; skeletons can be made to play music; recipes unlocked after first copper ingot. +- **Relationship:** orthogonal social content; pairs thematically with Emotecraft (in pack) for the social/emote layer. No overlap. +- **Missing deps:** none. +- **Gameplay impact:** Minor — instruments as equipment; no progression effect. +- **Compatibility:** none identified; note custom MIDI/ABC uploads are user-supplied content on a shared server — moderation/storage implication unknown from the README. +- **Perf cost:** client low (sound playback/particles); server low (note sync). +- **Verdict:** ADD-OPTIONAL — fun multiplayer toy at essentially zero mechanical risk. + +## Immersive UI (`immersive-ui`) +- **Adds:** + - Animated UI: particle trail for carried items of non-common rarity, carried-item wiggle/scaling, smooth hotbar selector animation, floating matched container items. +- **Relationship:** overlaps Inventory Particles (candidate, this batch) on carried-item particle effects — pick one; visually complements Client Sort / Mouse Tweaks without named conflict. +- **Missing deps:** `ShatterLib` + `OctoLib` — two extra library pins for pure cosmetics. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; it renders over every container screen, so behavior on Create/Sophisticated screens is untested (unknown, assessed low risk). +- **Perf cost:** client low-med (per-frame GUI animations/particles); server none (client-unsupported). +- **Verdict:** SKIP — two extra libraries for cosmetic overlap with Inventory Particles; poor value per pin. + +## Immersive Winds (`immersive-winds`) +- **Adds:** + - Wind system driving particle rain/snow, rain-splash particles, and sway animation for grass, plants, lanterns, and fire. +- **Relationship:** duplicates the sway features of Grassier Grass (candidate, this batch) and overlaps the ambience territory of Subtle Effects (in pack); touches weather + block rendering. +- **Missing deps:** none declared — **but the README states "NEOFORGE REQUIRES SINYTRA TO RUN, ALL MOD FILES ARE FABRIC"**, i.e. Fabric-only with Sinytra Connector as the NeoForge path. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** **hard red flag — Fabric-only / Sinytra-Connector dependency**, which is a documented red flag for this pack; additionally, weather/particle/sway rendering sits squarely on the fragile Sodium + DH + SSRD stack (constraint #8). Its advertised Iris/Continuity compat is irrelevant (no shaders in pack). +- **Perf cost:** client med (constant particle + sway updates); server low (wind state sync). +- **Verdict:** SKIP — Sinytra-only NeoForge support is a red flag by pack policy, and Grassier Grass already covers sway if that's added. + +## Incapacitated (`incapacitated`) +- **Adds:** + - Downed state between life and death: crawling, bleed-out timer, 3 downs before true death (configurable); lava and similar causes bypass instantly. + - Teammate revival; enchanted golden apple = instant self-revive, golden apple = reset down count; `/incapacitated` status/kill commands; optional last-stand desaturation filter (client config). +- **Relationship:** reworks the death loop for the whole server — interplays with Gravestone (in pack: death-drops only occur at true death) and raises the stakes in Apotheosis/Alex's Mobs combat; enhances the 10-player co-op fantasy. +- **Missing deps:** none. +- **Gameplay impact:** Major — replaces the vanilla death moment with a revive system; a deliberate design decision, not a QoL add. +- **Compatibility:** no named conflicts; note the mod is heavily config-driven and the pack ships no configs (constraint #7) — defaults must be accepted as-is or that becomes maintenance. +- **Perf cost:** client low (optional filter); server low (extra downed-state tracking). +- **Verdict:** MAYBE — great co-op mechanic but changes core death rules; needs owner sign-off plus a Gravestone interaction test. + +## Inventory Particles (`inventory-particles`) +- **Adds:** + - Data-driven particles on inventory items (dust for gunpowder/dyes, glow for luminous items, etc.), with physics/rotation customization. + - Automatic "family" particle assignment for modded items via keyword/tag configs; resource-pack extensible. +- **Relationship:** overlaps Immersive UI's carried-item particle trail (candidate, this batch) — pick one; both are pure client cosmetics alongside Subtle Effects (in pack, different scope). +- **Missing deps:** `MossyLib` (small lib pin). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified. +- **Perf cost:** client low-med (continuous particle simulation while GUIs are open); server none (client-unsupported). +- **Verdict:** MAYBE — pretty and unusually modded-item-friendly; fine as a client-side optional, but pure cosmetics. + +## Iris Shaders (`iris`) +- **Adds:** + - Shader-pack loader compatible with existing OptiFine shader packs. +- **Relationship:** none — it is the exact technology this pack is built to avoid. +- **Missing deps:** none declared. +- **Gameplay impact:** Overhaul — wholesale replacement of the render pipeline (moot given the verdict). +- **Compatibility:** **hard red flag — direct violation of pack constraint #1 (no shaders/Iris):** Create Aeronautics documents visual issues with Iris, SSRD warns that certain Iris shader packs cause rendering issues, and Iris couples tightly to Sodium versions (pack pins the 0.8.12-alpha.2 alpha) and the DH/SSRD chain. Adding it destabilizes the most fragile part of the pack. +- **Perf cost:** client high (full render-pipeline replacement); server none (client-unsupported). +- **Verdict:** SKIP — hard conflict with the pack's no-shaders constraint. + +--- + +## Batch-level notes +- **Serilum lib economics:** Followers Teleport Too + GUI Compass + GUI Effect Timer share one `Collective` pin — add them together or not at all. +- **Puzzles Lib economics:** Held Item Tooltips + Health Bars share one `Puzzles Lib` pin. +- **Candidate-vs-candidate collisions:** corn (Haunted Harvest vs Hearth and Harvest), grass sway (Grassier Grass vs Immersive Winds), carried-item particles (Immersive UI vs Inventory Particles), HUD coordinates (GUI Compass vs Field Guide's Immersive Overlays dep), entity health UI (Health Bars vs Jade). +- **Verification gates before shipping:** Grassier Grass × Sodium 0.8.12-alpha.2; Fog × Distant Horizons/SSRD (upstream issue still open); Hybrid Aquatic × Terralith/Tectonic/Lithostitched worldgen and Aquaculture 2 loot overlap; Incapacitated × Gravestone. + +## Sources used beyond the supplied excerpts +- [Item Descriptions 2.5.3+1.21.1-neoforge (Modrinth)](https://modrinth.com/mod/item-descriptions/version/2.5.3+1.21.1-neoforge) — Field Guide dep has a NeoForge 1.21.1 build (not Fabric-only). +- [Immersive Overlays 1.4.7+1.21.1-neoforge (Modrinth)](https://modrinth.com/mod/immersive-overlays/version/1.4.7+1.21.1-neoforge) — same, second Field Guide dep. +- [IMB11/Fog issue #3 "Distant Horizons compatibility"](https://github.com/IMB11/Fog/issues/3) — open since Jul 2024, unanswered; basis for Fog's MAYBE verdict. +- [Grassier Grass (Modrinth project)](https://modrinth.com/mod/grassier-grass) — confirms client-side + 1.21.1 support; no Sodium version constraint published; Sodium-menu + Iris integration confirmed in description. +- [Hybrid API 1.21.1-NeoForge files (CurseForge)](https://www.curseforge.com/minecraft/mc-mods/hybrid-api/files/8950954) — HAPI dep has NeoForge 1.21.1 builds. +- [Biolith (Modrinth)](https://modrinth.com/project/iGEl6Crx) — biome-placement server library; Fabric/Forge/NeoForge/Quilt supported; Terralith-ecosystem alignment. + +--- + +# Chunk 05 assessment — Onion MC (MC 1.21.1 / NeoForge 21.1.251) + +Assessed: 27 mods. Evidence base: supplied Modrinth metadata + README excerpts in `analysis/chunks/chunk05.md`; web search used only where flagged. + +## Iris Veil Compat (`iris-veil-compat`) +- **Adds:** Bridges the Veil rendering engine into Iris shaderpacks so Veil-rendered visuals (Aeronautics wings, glass panels, contrails) render correctly under a shaderpack; runtime GLSL AST-patching of shaderpack gbuffer programs. +- **Relationship:** Entirely dependent on Veil consumers (Create Aeronautics) and on the shader stack the pack deliberately does not run. Orthogonal to everything else in the pack. +- **Missing deps:** Required dep `Iris Shaders` is flagged `[CANDIDATE]` — Iris itself is only a candidate elsewhere in the batch, not in the pack. This mod is meaningless without adding Iris first. +- **Gameplay impact:** None — pure rendering plumbing, only active with a shaderpack enabled. +- **Compatibility:** **Direct contradiction of pack hard constraint #1 and #8 (no shaders; Create Aeronautics has visual issues with Iris; SSRD warns against Iris packs).** This mod exists specifically to glue Iris + Veil + Aeronautics + Sable together — the exact fragile stack the pack avoids. Adding it implies adding Iris, which is prohibited. Untested-by-us mixin interception of shader compilation on top of Sable ("incredibly intrusive") compounds risk. +- **Perf cost:** client: unknown/med (runtime shader recompilation + caching); server: none. +- **Verdict:** SKIP — requires the shader stack the pack explicitly bans; no reason to add without Iris. +- Confidence: high (constraint + README). + +## Items Displayed [NeoForge] (`items-displayed-forge`) +- **Adds:** Sneak-right-click placement of items (sherds, smithing templates, ingots, etc.) as world-facing 3D models; craftable "Item Display" stand rotatable to any angle, vanilla-styled. +- **Relationship:** Enhances the decoration family — Chipped, Rechiseled, Handcrafted. No duplication. +- **Missing deps:** none. +- **Gameplay impact:** Minor — builder/decoration content, no progression effect. +- **Compatibility:** none identified. Placed items are likely extra rendered models/block-entities in player bases; no named conflict with Create/Sable per README ("thoroughly tested"). +- **Perf cost:** client: low (extra model rendering in decorated bases); server: low (per-placed-item storage; unknown whether block entities). +- **Verdict:** ADD-OPTIONAL — safe builder content that fits the pack's decoration mods. +- Confidence: medium-high (feature claims from README; BE implementation unknown). + +## JeremySeq's Damage Indicator (`jeremyseqs-damage-indicator`) +- **Adds:** Client-side directional damage arrow, floating damage text, text health bars for mobs, optional blood overlay. +- **Relationship:** Partially duplicates **Neat** (this same batch — health bars over mobs) and overlaps **Jade**'s targeted-entity info; damage-direction arrow is the unique part. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — combat information display only. +- **Compatibility:** none identified. Client-side only (2.0+), server-unsupported, so zero server surface. +- **Perf cost:** client: low (HUD rendering per nearby entity). +- **Verdict:** MAYBE — harmless, but functionally redundant with Neat if both are added; pick one combat-info mod. +- Confidence: high. + +## Keybind Atlas (`keybind-atlas`) +- **Adds:** Client-side visual keyboard/mouse overlay showing every keybinding, color-coded assigned/unused/hidden, with source-mod attribution and in-overlay rebinding. +- **Relationship:** QoL for the QoL/HUD family (Client Sort, Mouse Tweaks, Controlify); uniquely addresses keybind sprawl from a ~142-mod pack. +- **Missing deps:** none. +- **Gameplay impact:** None — UI navigation aid only. +- **Compatibility:** none identified. Client-only; reads vanilla keybinding state. +- **Perf cost:** client: low (overlay only when opened via `K`); server: none. +- **Verdict:** ADD-OPTIONAL — genuinely useful in a pack this size, zero risk. +- Confidence: high. + +## Let Me Despawn (`lmd`) +- **Adds:** Lets mobs that picked up/equipped items despawn naturally (dropping the items first), with configurable exclusion list and live `/letmedespawn add|remove` commands; named mobs keep vanilla persistence. +- **Relationship:** Server-perf complement to Lithium/ModernFix/AllTheLeaks (rule 6 overlap check: LMD only tweaks despawn rules, does **not** replace chunk/lighting engine, so it does not trip constraint #3). +- **Missing deps:** `Almanac` (library, not in pack / not a candidate) — must be added alongside; it is a normal multi-loader library (LMD ships a NeoForge 1.21.1 build requiring it), not a Fabric-API/Sinytra-only red flag. +- **Gameplay impact:** Minor — fewer lingering equipped mobs on a mob-heavy pack (Alex's Mobs, Mowzie's, Apothic Spawners); behavior change is visible but configurable. +- **Compatibility:** none identified in README. One interaction worth noting (confidence: unknown): Apotheosis/Apothic Spawners equip mobs with gear; LMD changes those mobs' persistence — likely beneficial for perf, but verify affixed mobs don't drop unwanted gear on despawn. +- **Perf cost:** server: medium *benefit* — directly targets entity-lag from persistent mobs; client: none (server-side). +- **Verdict:** ADD — clear server-side perf win for a 10-player mob-dense pack; add Almanac with it. +- Confidence: high. + +## Loot Journal: Pickup Notifier (`loot-journal`) +- **Adds:** Animated item/XP pickup notifications with smart stacking, rare-find highlights, nearby-player pickup tracking, themes, and in-game config. +- **Relationship:** QoL/HUD family (AppleSkin, Jade, Ping Wheel); no existing pickup notifier in the pack, so no duplication. +- **Missing deps:** `Fragmentum` (library, not in pack) — note it is the *same* library required by **Obscure Tooltips** in this batch; adding it once serves both. +- **Gameplay impact:** Client-cosmetic — pickup display only. +- **Compatibility:** none identified. Client-side only (server=unsupported). +- **Perf cost:** client: low (HUD animation on pickup events). +- **Verdict:** ADD-OPTIONAL — nice HUD polish; in-game config means no shipped-config maintenance. +- Confidence: high. + +## Lunar (`lunar`) +- **Adds:** Cycle of lunar events: Bad Omen Moon, Big/Tiny Moon (gravity changes), Blood Moon (harder mobs), Crimson Moon (nether mob spawning in Overworld), Hero/Miner Moon (buffs), White Moon (no monster spawns), Eclipse Moon (Darkness effect). +- **Relationship:** New game-mechanics layer over the mob families (Alex's Mobs, Mowzie's) and Apotheosis difficulty; no existing lunar/event mod in the pack. +- **Missing deps:** none. +- **Gameplay impact:** Moderate — recurring server-wide events that alter spawns, combat difficulty, gravity, and effects for everyone. +- **Compatibility:** No named conflict in README, but two structural uncertainties (confidence: unknown): (a) Big/Tiny Moon gravity events vs **Create Aeronautics** physics contraptions — the pack's most fragile mod, untested interaction; (b) White/Crimson Moon overriding natural spawning vs Apothic Spawners/Alex's Mobs spawn logic. Server+client required on both sides. +- **Perf cost:** client: low; server: low-med (event bookkeeping + Crimson Moon spawn substitution). +- **Verdict:** MAYBE — fun server-wide content, but gravity/spawn events touching Aeronautics physics is an unquantified risk in this pack. +- Confidence: medium (features high; interaction risks unknown). + +## Mermod (`mermod`) +- **Adds:** Magical necklace (Curios-style accessory) that transforms the wearer into a merperson in water (per description; details on wiki, not README). +- **Relationship:** Enhances water/adventure content alongside **Aquaculture 2** and ocean exploration; no duplication. +- **Missing deps:** none — Architectury API already in pack. +- **Gameplay impact:** Minor — single-item water mobility/tradeoff content. +- **Compatibility:** none identified from the supplied excerpt (README is thin and defers to the wiki; transformation mechanics vs Alex's Mobs abilities unverified — unknown). +- **Perf cost:** client: low; server: low (one accessory effect). +- **Verdict:** ADD-OPTIONAL — small, cheap, fits the pack's exploration theme; low information confidence due to thin README. +- Confidence: medium. + +## Miner's Delight (`miners-delight`) +- **Adds:** Farmer's Delight cave-food addon: cave carrots (new crop + gossypium flower), bat/silverfish snacks, copper pot and copper cup cooking utensils, cave-themed meals. +- **Relationship:** Direct **Farmer's Delight** add-on — extends the pack's core Delight family (Ars Delight, End's/Ocean's/Twilight's Delight) into caving. +- **Missing deps:** `Lodestone` (library, not in pack) — must be added; ordinary multi-loader library, not a Sinytra red flag. Farmer's Delight already in pack. +- **Gameplay impact:** Minor — more food chain content, no balance disruption evident. +- **Compatibility:** none identified with named pack mods. **Self-described as beta**: "under development, so issues and instabilities may occur… Backup your saves often" — the README itself warns pack use is risky. +- **Perf cost:** client: low (new items/models); server: low (crops + recipes). +- **Verdict:** ADD-OPTIONAL — strong thematic fit with the Delight family, but the author's own beta warning plus a new library dep argue for wait-and-see. +- Confidence: high (features), high (beta status is explicit). + +## Mino++ (`minopp`) +- **Adds:** Playable Uno-style card game: placeable table, scroll-wheel card selection, bot players (`/summon minopp:mino_auto_player`, bot config requires YACL), rule variants (stacking, jump-in). +- **Relationship:** Social/minigame content — orthogonal to all existing families; fits a ~10-player friends server. +- **Missing deps:** none. (Optional bot-configuration UI needs YACL, which is already in pack.) +- **Gameplay impact:** Minor — optional entertainment, no progression or survival effect. +- **Compatibility:** none identified. Client+server required; last updated 2025-08-25 — older than most of this batch but with a 1.21.1 NeoForge build present. +- **Perf cost:** client: low (table UI); server: low (game-state per table). +- **Verdict:** ADD-OPTIONAL — charming social content with no risk surface; pure taste call. +- Confidence: high. + +## Mob Lassos (`mob-lassos`) +- **Adds:** Craftable lassos to carry mobs in inventory: golden (land), aquatic, diamond (no timer), emerald (villagers via contract), hostile (target below 50% HP, bites carrier); holding enchantment, anvil renaming, timed escapes. +- **Relationship:** Enhances mob/animal management for the pet/mob families (Critters and Companions, Adorable Hamster Pets, Tiny Dragons, Alex's Mobs); complements Waystones (player transport) with mob transport. +- **Missing deps:** `Puzzles Lib` (Fuzs' library, not in pack) — must be added; normal multi-loader library, not a Sinytra red flag. +- **Gameplay impact:** Minor-Moderate — meaningfully changes animal/villager logistics. +- **Compatibility:** No named conflict in README. One balance risk (confidence: unknown): the hostile lasso can carry any hostile mob below 50% HP — whether it excludes Apotheosis bosses or Mowzie's/Alex's bosses is undocumented; if not, it enables boss-cheese (teleporting a weakened boss home). Villager-contract mechanic vs Lootr/village setups: no conflict expected. +- **Perf cost:** client: low; server: low (carry entity in item NBT). +- **Verdict:** ADD-OPTIONAL — useful QoL; check boss exclusion config before shipping to a pack with Apotheosis. +- Confidence: high (features), unknown (boss interaction). + +## More Culling (`moreculling`) +- **Adds:** Client-side culling changes for multiple render categories (per description/wiki: e.g. leaves, block-entity type cases) to cut rendered geometry. +- **Relationship:** Overlaps the existing client perf stack — Entity Culling, Sodium, ImmediatelyFast, ModernFix (rule 6: assume overlap). Entity Culling handles entity culling; More Culling's niche is non-entity culling, so partially complementary rather than duplicative. +- **Missing deps:** none — Cloth Config already in pack. +- **Gameplay impact:** None — performance only. +- **Compatibility:** No named conflict found (web search for MoreCulling↔Distant Horizons/Sodium conflicts returned nothing specific — only unrelated Iris/VS2/Pojav issues; confidence: low-negative). But it is another mixin-heavy client rendering mod on a stack containing Sable ("incredibly intrusive", constraint #5), Create/Aeronautics custom renderers, and DH — none of which are in its tested-compat list. Untested here. +- **Perf cost:** client: medium potential benefit, med risk; server: none (client-only). +- **Verdict:** MAYBE — plausible FPS gain, but redundant-adjacent to Entity Culling and unvetted against the pack's fragile rendering core; test in isolation or skip. +- Confidence: medium. + +## More Delight (for Farmer's Delight) (`more-delight`) +- **Adds:** Extra Farmer's Delight meals and ingredients, bread-slice sandwiches, toast, wooden/stone knives. +- **Relationship:** Direct **Farmer's Delight** add-on — sixth member of the pack's Delight family; README advertises Create compat (pack has full Create stack). +- **Missing deps:** `Delight Lib` (library, not in pack) — must be added; purpose-built multi-loader Delight addon library, not a Sinytra red flag. +- **Gameplay impact:** Minor — more food recipes/items. +- **Compatibility:** none identified; explicitly tested against Create and Supplementaries-adjacent content, matching the pack. +- **Perf cost:** client: low; server: low (recipes/crops). +- **Verdict:** ADD-OPTIONAL — safe, on-theme content; the Delight family is already large, so it's cumulative rather than filling a gap. +- Confidence: high. + +## More Music Discs (`more-music-discs`) +- **Adds:** Custom music discs (YouTube-sourced tracks, used with permission) found as chest loot, mob drops, or creative tab; loot-table injection fully configurable/disableable. +- **Relationship:** Enhances the music/ambience layer (AmbientSounds); pairs naturally with Now Playing (this batch). +- **Missing deps:** `Deimos` (library, not in pack) — must be added; ordinary library, not a Sinytra red flag. +- **Gameplay impact:** None-Minor — cosmetic audio content plus slight loot-table additions. +- **Compatibility:** none identified. Note it modifies vanilla loot tables by default (config `morediscs.json`) — pack ships no configs (constraint #7), so defaults must be acceptable or it becomes maintenance. Loot injection vs Incendium/YUNG structure chests: additive, no conflict expected (unknown). +- **Perf cost:** client: low (audio); server: low (loot modifier). +- **Verdict:** ADD-OPTIONAL — cheap flavor; verify default disc-in-every-loot-pool density is wanted. +- Confidence: high. + +## More Relics (`more-relics`) +- **Adds:** 25+ relics (accessory items with unique/evolved forms, e.g. Tyrant Mask, Whispering Amulet evolution chains) distributed across structure chests. +- **Relationship:** Overlaps **Artifacts**' niche — Curios-based trinket looting gear — with a *different* base ecosystem (Relics, not Artifacts). Does not integrate with Apotheosis affixes. +- **Missing deps:** **`Relics` itself (the base mod) is not in the pack and not in the batch**, plus `ShatterLib | OctoLib`. Adding this means adopting an entire new accessory ecosystem. +- **Gameplay impact:** Moderate — a whole equipment/trinket progression layer. +- **Compatibility:** Version-pinning fragility is documented in the README itself: the 1.21.1 non-beta *requires Relics 0.10.7.8*, while newer Relics (0.12.8) only work with beta branches that "won't exist for every Relics release" — a standing maintenance trap. Curse of "data is null" crash on version mismatch acknowledged by author. Unknown: interplay with Apotheosis affix scaling. +- **Perf cost:** client: low; server: low-med (relic effect ticking, unknown). +- **Verdict:** SKIP — needs a missing base mod + two libraries, carries self-documented version-pin fragility, and duplicates the Artifacts niche the pack already covers. +- Confidence: high. + +## Mystical Oak Tree (`mystical-oak-tree`) +- **Adds:** A rare talking oak tree with 300+ written lore/joke/fact lines, trust mechanic, self-defense; "dynamically grabbed from the web" content. +- **Relationship:** Orthogonal novelty; fits the whimsical mob/modded-world tone (Tiny Dragons, Adorable Hamster Pets). +- **Missing deps:** none. +- **Gameplay impact:** Minor — Easter-egg content, no systems impact. +- **Compatibility:** none identified. Two notes: (a) "dynamically grabbed from the web" implies online fetch — behavior offline/firewalled servers unknown; (b) last update 2025-09-03, the oldest in this batch — not proven abandoned, but slower-moving. +- **Perf cost:** client: low; server: low (one rare worldgen feature + dialogue). +- **Verdict:** ADD-OPTIONAL — harmless flavor for a friends pack; nothing about it strains the stack. +- Confidence: medium. + +## Nature's Compass (`natures-compass`) +- **Adds:** (Duplicate entry) Biome-locating compass with searchable GUI, HUD info, config blacklists. +- **Relationship:** This **is** the pack's existing **Nature's Compass** (`already in pack: True`). +- **Missing deps:** none. +- **Gameplay impact:** N/A — already shipped. +- **Compatibility:** N/A — duplicate would double-load the same mod id. +- **Perf cost:** N/A. +- **Verdict:** ALREADY-IN-PACK — byte-for-byte duplicate of the existing Nature's Compass entry; drop from the candidate list. +- Confidence: high. + +## Neat (`neat`) +- **Adds:** Minimalistic unit frames (health bars colored by HP %, armor, smite/arthropod attribute icons, stack grouping, team colors, toggle keybind) over entities. +- **Relationship:** QoL/HUD family. Overlaps **Jade** (targeted-entity health) in function scope but not UX; overlaps **JeremySeq's Damage Indicator** (this batch) on mob health bars — add one, not both. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — information display only. +- **Compatibility:** none identified. Client-only (server=unsupported), so zero dedicated-server surface. +- **Perf cost:** client: low (bars for visible entities; works alongside Entity Culling). +- **Verdict:** ADD-OPTIONAL — mature, zero-risk combat readability; prefer over the Damage Indicator if choosing one. +- Confidence: high. + +## Net Music: Better Experience (`net-music-play-list`) +- **Adds:** Playlist items and a portable music player built on the "Net Music" mod; playlist discs for jukeboxes/CD burners. +- **Relationship:** Orthogonal audio utility; no pack relationship. +- **Missing deps:** **`Net Music` (the base mod) is not in the pack and not in the batch.** Web check: Net Music is "a CD player that can directly play NetEase Cloud network streaming music" (Modrinth `net-music`) — i.e. in-game streaming from a third-party Chinese music service, with even a separate "LoginNeed" addon for VIP songs. +- **Gameplay impact:** None-Minor — personal music playback. +- **Compatibility:** **Hard dependency red flag**: entire feature set is dead without adopting Net Music, which introduces external-network streaming, a service-account/login surface, and third-party audio licensing exposure the pack doesn't currently carry. Base mod's 1.21.1 NeoForge build dates to Sep 2024 (possibly stale vs the current NeoForge 21.1.251 stack — unknown). +- **Perf cost:** client: low-med (audio streaming); server: low. +- **Verdict:** SKIP — dependent on an absent streaming-music base mod with service/licensing baggage; poor fit. +- Confidence: high (dependency), medium (staleness). + +## Now Playing (`now-playing`) +- **Adds:** Toast/hotbar popup announcing the current music track (background music and jukeboxes), with placement/timing/sprite resource-pack options. +- **Relationship:** QoL/HUD; natural companion to **More Music Discs** (this batch) and AmbientSounds. +- **Missing deps:** none — Cloth Config already in pack. +- **Gameplay impact:** None — informational popup only. +- **Compatibility:** none identified. Client-only (server=unsupported). +- **Perf cost:** client: negligible. +- **Verdict:** ADD-OPTIONAL — trivial, safe; most valuable if music-content mods are added. +- Confidence: high. + +## Obscure Tooltips (`obscure-tooltips`) +- **Adds:** Fully animated tooltip styling: glowing borders, particle effects, rarity-adaptive ornaments, integrated 3D gear previews inside tooltips, smooth scrolling and line wrapping, data-driven styles. +- **Relationship:** **Overlaps Legendary Tooltips**, which already provides the styled-decorative-tooltip layer in the pack. The 3D model preview is the unique feature. +- **Missing deps:** `Fragmentum` (library, not in pack) — shared with **Loot Journal** in this batch, so one library add covers both. +- **Gameplay impact:** None — client cosmetics. +- **Compatibility:** Two tooltip-decoration mods (this + Legendary Tooltips) both hook tooltip rendering; combined behavior is undocumented (unknown) and is a plausible source of visual glitches or double-drawn frames. Client-only, no server surface. +- **Perf cost:** client: low-med (animations/particles per tooltip hover). +- **Verdict:** MAYBE — attractive but redundant with Legendary Tooltips; only add after confirming they don't fight over tooltip rendering, or as a replacement. +- Confidence: medium. + +## Open Parties and Claims (`open-parties-and-claims`) +- **Adds:** Chunk claiming + forceload, player parties, party chat, admin controls, permission-API integration (FTB Ranks, LuckPerms), explicit FTB Teams and Xaero's map integration. +- **Relationship:** **Duplicates the pack's claim/party stack: FTB Chunks (claiming + forceload) and FTB Teams (parties)**, and FTB Quests assumes the FTB team ecosystem. README's built-in FTB Teams support acknowledges, not resolves, the overlap. +- **Missing deps:** none. +- **Gameplay impact:** Overhaul of base-protection/social systems if adopted *instead of* FTB Chunks; redundant if adopted alongside. +- **Compatibility:** **Hard functional red flag:** two concurrent claim systems means split protection logic (who protects a chunk?), duplicated claim UIs, player confusion, and double claim-data maintenance. Config lives in world serverconfig TOML requiring server-side editing — direct constraint #7 maintenance cost. +- **Perf cost:** server: low-med (claim/party data, forceload management); client: low. +- **Verdict:** SKIP — direct duplicate of FTB Chunks + FTB Teams; would only make sense as a wholesale replacement, which contradicts the installed FTB Quests/Chunks/Teams chain. +- Confidence: high. + +## Overweight Farming (`overweight-farming`) +- **Adds:** Rare "overweight" super-crops (beets/carrots/potatoes/beans) with boosted yields, moonlight growth bonus, straw hat (breeding twins/triplets), peeling/waxing/melon-juice mechanics, vegetable compost block, overweight apples. +- **Relationship:** Enhances vanilla + **Farmer's Delight** farming loop; complements the Delight family without replacing it. +- **Missing deps:** none. +- **Gameplay impact:** Minor — farming lottery + a few items; no balance disruption. +- **Compatibility:** none identified. Note "During Moonlight" in the README is ambiguous (full-moon nights vs some mod named Moonlight) — no such dep is listed, so treated as in-game moonlight; confidence: unknown. +- **Perf cost:** client: low; server: low (crop-growth chance hook). +- **Verdict:** ADD-OPTIONAL — small, self-contained farming charm. +- Confidence: high. + +## Particle Effects (`particle-effects`) +- **Adds:** Unique textured particle visuals for every vanilla status effect. +- **Relationship:** Complements **Subtle Effects** (ambient/environmental particles) with effect-potion particles — adjacent family, not duplicative. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — visual readability of status effects. +- **Compatibility:** none identified. Client-only (server=unsupported); README notes multiplayer-safe. +- **Perf cost:** client: low (more particles during effect-heavy fights — trivial against modern GPUs, mind low-end clients). +- **Verdict:** ADD-OPTIONAL — pure client polish, zero server footprint. +- Confidence: high. + +## Perception (`perception`) +- **Adds:** Immersive client visuals: projectile/entity trails and directional screen-shake triggered by loud sounds, explosions, fast movement (also aids threat localization). +- **Relationship:** Adjacent to **Subtle Effects** / **Particle Effects** (this batch) in the ambience family; no duplication of specific features. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — feel and situational awareness only. +- **Compatibility:** none identified. Client-only (server=unsupported). Screen-shake may not suit all players — it's per-client and can be opted out of by not installing, since no server requirement. +- **Perf cost:** client: low-med (trail particles + shake effects during combat/explosions); server: none. +- **Verdict:** ADD-OPTIONAL — safe client ambience; optional enough that individual players could skip it. +- Confidence: high. + +## Pet Cemetery (`pet-cemetery`) +- **Adds:** Dead pets drop Pet Collars; use a charged Respawn Anchor to revive them as Zombie pets (tankier, curable) or Skeleton pets (faster, unrecoverable) with stat tradeoffs. +- **Relationship:** Extends the pet family (Adorable Hamster Pets, Critters and Companions, Tiny Dragons) with a death-recovery mechanic; complements Gravestone (player deaths) with pet deaths. +- **Missing deps:** `Blueprint` (library, not in pack) — must be added; multi-loader library, not a Sinytra red flag. +- **Gameplay impact:** Minor — softens permanent pet loss; new pet variants. +- **Compatibility:** none identified. Caveat (confidence: unknown): README describes collar drops for Wolves, Cats, Parrots — revival support for *modded* pets (hamsters, critters, tiny dragons) is undocumented, so its synergy with the pack's pet mods is unconfirmed. +- **Perf cost:** client: low; server: low (collar items + a handful of pet entities). +- **Verdict:** ADD-OPTIONAL — emotionally valuable on a friends server; verify modded-pet support first. +- Confidence: medium. + +## PetProtect (`petprotect`) +- **Adds:** Server-side protection toggles for tamed mobs in PvP: prevent pet player-damage, pet death, pet attacks on players; owner-damage, creative, and totem-effect options; `/petprotect reload`. +- **Relationship:** Guardrail for the pet family (Adorable Hamster Pets, Critters and Companions, Tiny Dragons, Pet Cemetery if added); no duplication. +- **Missing deps:** none. +- **Gameplay impact:** Minor — PvP/pet-death policy only. +- **Compatibility:** none identified. Server-side (client=unsupported), so deployment is server-only. Config is a JSON with a reload command — defaults are sensible, minimal constraint-#7 cost. +- **Perf cost:** server: negligible (damage-event check); client: none. +- **Verdict:** ADD — tiny, dependency-free, and directly prevents grief/accident on a 10-player PvP-capable server full of tamed mods' pets. +- Confidence: high. + +--- + +### Batch-level notes +- **Intra-batch redundancy clusters:** combat info (Neat vs JeremySeq's Damage Indicator — pick one); tooltip styling (Obscure Tooltips vs existing Legendary Tooltips); shared `Fragmentum` library (Loot Journal + Obscure Tooltips). +- **Libraries this batch would introduce:** Almanac (LMD), Fragmentum, Lodestone, Delight Lib, Deimos, Puzzles Lib, Blueprint, and (rejected) Relics/OctoLib. None are Fabric-API/Sinytra-Connector-only, but each is a new dependency to version-pin. +- **Hard red flags in this chunk:** Iris Veil Compat (requires the banned shader stack) and Open Parties and Claims (duplicates FTB Chunks/Teams). + +--- + +# Chunk 06 — candidate assessment (MC 1.21.1 / NeoForge 21.1.251) + +27 mods assessed against PACK-CONTEXT.md. Evidence basis: supplied Modrinth metadata + README excerpts; web_search used only where flagged with a source. + +## Piggyback (`piggyback`) +- **Adds:** + - Replaces the default sit-on-head player mechanic with a piggyback-style ride (right-click a crouching player with an empty hand). + - Player stacking ("human totem") and an optional carrier slow-down. + - Config file (`config/piggyback.toml`) plus in-game config menu. +- **Relationship:** Orthogonal social QoL; nothing in the pack covers player riding; thematically pairs with Emotecraft's social flavor. +- **Missing deps:** `Faewulf's Lib` — must be added to the pack (a normal library, not a Fabric-API/Connector-only dep). README also lists "Fabric API" under required mods, but that appears to apply to the Fabric build; the NeoForge build declares only Faewulf's Lib. Slight residual uncertainty. +- **Gameplay impact:** Minor — multiplayer fun/mobility toy, no progression effect. +- **Compatibility:** none identified. Interplay with riding on moving Create Aeronautics contraptions is unverified (unknown); the pack's "Create Aeronautics: Compatibility" mod exists to fix non-Sable mods on physics ships, but Piggyback is not specifically named. +- **Perf cost:** client low / server low — position sync of rider entities only. +- **Verdict:** ADD-OPTIONAL — harmless co-op fun, but requires adding Faewulf's Lib to the pack. + +## Pixelmon (`pixelmon`) +- **Adds:** + - Every Pokémon Gen 1–9 (1000+) with handmade models/animations, plus battling, trading, breeding. + - New items/resources (Poké Balls, TMs, bauxite ore, Apricorns) and decorative blocks. + - "Dozens of custom structures" — towns with Gym Leaders, Dynamax Dens, etc. +- **Relationship:** Overlaps nearly every content pillar at once: mobs (Alex's Mobs, Mowzie's Mobs, Critters and Companions), structure worldgen (Towns and Towers, YUNG's, When Dungeons Arise), and progression (Apotheosis). Its own README recommends a dedicated Pixelmon modpack. +- **Missing deps:** none per metadata. +- **Gameplay impact:** Overhaul — converts the pack from vanilla+ fantasy survival into a Pokémon collection game. +- **Compatibility:** structure worldgen will interleave with Terralith/Towns and Towers/YUNG's structures and its ores duplicate the Create/Apotheosis resource economy; none of this is tested per any supplied evidence, but the overlap is direct from the README's own feature list. High thematic contradiction with the existing pack. +- **Perf cost:** client med-high (1000+ custom entity models) / server high (mass entity spawns + heavy structure generation). +- **Verdict:** SKIP — total-conversion-scale content that steamrolls the pack's identity, worldgen, and mob budget. + +## PlayerRevive (`playerrevive`) +- **Adds:** + - A 60-second post-death window in which friends can revive you instead of a hard respawn. + - Optional EnhancedVisuals integration (not in pack) and an addon ecosystem (e.g., TaCZ/SBW compat addon). +- **Relationship:** Orthogonal death-mechanics QoL; interacts at death-time with Gravestone (both hook player death) — interplay unverified. +- **Missing deps:** none (CreativeCore already in pack). +- **Gameplay impact:** Moderate — softens death for a 10-player co-op server; changes risk calculus in Apotheosis/Alex's Mobs encounters. +- **Compatibility:** none identified. Gravestone (grave placement on death) vs. revive bleed-out state is an untested interplay — sanity-check before shipping. +- **Perf cost:** client low / server low — one extra player-state per death event. +- **Verdict:** ADD-OPTIONAL — strong social fit, but it rebalances death and needs a Gravestone interplay check. + +## Portfolio (`portfolio`) +- **Adds:** + - 100+ paintings by artist Yapetto across 10 themed catalogues (Still Life, Void Manor, Death, Rana, Far Lands, Anchor, Giant, Elemental, Cloud Cuckoo, Keeping Up). + - Ships as mod + datapack. +- **Relationship:** Enhances the decoration/build family (Chipped, Rechiseled, Handcrafted); no existing pack mod adds paintings. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — paintings only. +- **Compatibility:** none identified. +- **Perf cost:** client low / server negligible — static textures, datapack recipes. +- **Verdict:** ADD — zero-dependency pure content that fills an empty decorative niche. + +## Primal (`mod-primal`) +- **Adds:** + - Wilderness-immersion content released in "Hunters" (1.0) and "Hunt & Gather" (1.1) updates; further specifics are deferred to an external wiki that the README itself says is incomplete. +- **Relationship:** Would sit in the mobs/worldgen niche of Alex's Mobs, Explorify, and When Dungeons Arise — exact overlap unknown. +- **Missing deps:** none. +- **Gameplay impact:** unknown — the README provides no concrete feature list. +- **Compatibility:** unknown — insufficient documentation to evaluate mob-spawn/loot overlap with Alex's Mobs or Apotheosis. +- **Perf cost:** unknown — no evidence. +- **Verdict:** MAYBE — sparse documentation; inspect the wiki and jar contents before committing. + +## Puddles & Floods (`puddles-floods`) +- **Adds:** + - Puddle blocks appearing from rain, dripping blocks, flowing water, splash potions, broken cauldrons, and melting snow; puddles combine into floods in low-lying terrain. + - Splash sounds on stepping; config via `/puddleflood` or mod menu; optional shader water integration (Iris/Oculus only). +- **Relationship:** Enhances atmosphere alongside Subtle Effects; no existing pack mod covers puddles. +- **Missing deps:** **Forgified Fabric API — red flag.** A Fabric-API-derived compatibility layer required on NeoForge; adding it contradicts the pack's stated aversion to Fabric-API-only dependency chains. +- **Gameplay impact:** Client-cosmetic — visual decoration; server install only gates interaction-based puddles. +- **Compatibility:** Its shader integration is Iris/Oculus-only and the pack deliberately ships no Iris — dead feature, not a crash risk. Rain-time puddle placement means periodic block updates across loaded chunks on the server. +- **Perf cost:** client med (extra blocks/render) / server med (rain-driven block placement and evaporation ticks). +- **Verdict:** SKIP — Fabric-API-derived dependency (red flag) for a cosmetic payoff with real server tick cost; revisit only if the pack accepts Forgified Fabric API. + +## Punchy! x Tiny Takeover (`tiny-takeover-x-punchy`) +- **Adds:** + - Carry baby mobs in first person with dedicated animations (crouch + right-click; "I" key playful animation). + - Play Stick fetch minigame with baby wolf (throw, fetch, wait). + - Whistle keybinds to call nearest or all baby wolves within a chunk radius. +- **Relationship:** Enhances the cute-mob/pet family (Adorable Hamster Pets, Critters and Companions); the description says "better experienced with Punchy" — Punchy itself is neither in the pack nor a declared dep. +- **Missing deps:** none per the metadata line, but the title/name implies base mods (Punchy, Tiny Takeover) whose absence is unexplained — possible unstated dependencies. README text also says "Fabric only for launch for now" while the metadata lists a NeoForge 1.21.1 build 2.0.1 — stale or contradictory text; treat with caution. +- **Gameplay impact:** Minor — cosmetic interaction toy. +- **Compatibility:** unknown; the "do not use with anti-cheat servers" warning is irrelevant for a private pack. Interplay with Better Combat or pet mods unverified. +- **Perf cost:** client low / server low — animations and a fetch entity. +- **Verdict:** MAYBE — verify whether Punchy/Tiny Takeover base mods are actually required and that the NeoForge build is real before adding. + +## Quick Skin (`quick-skin`) +- **Adds:** + - In-game skin library GUI (import by username or drag & drop), Classic/Slim model swapping. + - Cape selector with built-in and animated GIF capes; HD skin engine with auto-normalization and UI downsampling. +- **Relationship:** Duplicates the function of SkinChanger — another candidate in this batch; pick one. DepArchitectury API already in pack. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — appearance only. +- **Compatibility:** none identified. Renders through the player model like 3D Skin Layers (in pack) — likely fine, but unverified. +- **Perf cost:** client low (configurable GIF FPS/memory caps, thumbnail downsampling) / server negligible. +- **Verdict:** ADD-OPTIONAL — client nicety; preferred over SkinChanger (newer, GUI, more features). + +## Ragdoll Reactions (`ragdoll-reactions`) +- **Adds:** + - Players ragdoll in reaction to crashes, being run over, sharp direction changes, and explosions. + - Server-side tuning: master toggle, sensitivity, launch-speed clamp, re-trigger cooldown, creative exemption. +- **Relationship:** Extends the Sable physics stack (Sable in pack) and depends on Sable: Ragdolls — a candidate in this batch; comedic synergy with Create Aeronautics crashes. +- **Missing deps:** none outside pack/candidates, **but required dep `Sable: Ragdolls` is itself a batch candidate — they must be added together.** +- **Gameplay impact:** Minor — physics comedy, no progression. +- **Compatibility:** Sable is self-described as "incredibly intrusive" (pack landmine #5); auto-triggering ragdolls on every explosion/Aeronautics crash multiplies live Sable physics objects. Interplay with Aeronautics unverified. +- **Perf cost:** client med / server med-high — each trigger spawns a simulated physics body. +- **Verdict:** MAYBE — only alongside Sable: Ragdolls, and only after crash-testing with Aeronautics. + +## Realm RPG: Fallen Adventurers (`realm-rpg-fallen-adventurers`) +- **Adds:** + - 50+ treasure-bearing skeleton types generating across biomes and dimensions, dropping ores, materials, food, gear, and enchanted books. + - Rare underground chambers (stone + deepslate), silk-touch decorative skeletons, datapack-editable loot. + - Special features for Twilight Forest, Aether, Undergarden dimensions. +- **Relationship:** Enhances the exploration/loot family (When Dungeons Arise, YUNG's structures, Incendium); explicit Twilight Forest special features match the pack's Twilight Forest. +- **Missing deps:** none. +- **Gameplay impact:** Minor — extra exploration rewards; README states it stays within vanilla balance and that loot is datapack-editable. +- **Compatibility:** none identified; author claims default compatibility with biome/dimension mods, which covers Terralith/Tectonic/BYG-style stacks. +- **Perf cost:** client low / server low — static spawns and small structures. +- **Verdict:** ADD-OPTIONAL — easy exploration flavor; note the 1.21.1 build dates to 2025-01 (aging but stable, 2.3M downloads). + +## Refined Storage - JEI Integration (`refined-storage-jei-integration`) +- **Adds:** + - JEI ↔ Refined Storage recipe transfer for Crafting Grid and Pattern Grid, incl. autocrafting tasks from JEI preview. + - R/U key support, search-box sync, ghost ingredient dragging, JEI/RS GUI exclusion zones. +- **Relationship:** Pure integration layer for Refined Storage — which is **not in the pack**; the pack's storage stack is Sophisticated Storage/Backpacks (+ Create integrations) and Create itself. +- **Missing deps:** `Refined Storage` (not in pack, not a candidate). +- **Gameplay impact:** None in this pack — no base mod to integrate with. +- **Compatibility:** n/a without Refined Storage. +- **Perf cost:** client negligible / server negligible. +- **Verdict:** SKIP — dead weight without Refined Storage. + +## Relics: Arcane Abilities (`arcane-abilities`) +- **Adds:** + - Dungeons containing three relic artifacts: Fate Beacon (structure finding + teleport marks), Shadow Lantern (darkness abilities: blinding, invisibility, time manipulation), Stellar Sphere (temporary flight, star shower). + - Skills Grimoire player-enhancement system. +- **Relationship:** Overlaps the artifact/trinket niche of Artifacts and the dungeon niche of When Dungeons Arise/YUNG's structures. +- **Missing deps:** **README states "This mod requires Relics and Hammer Lib!"** — neither is in the pack nor among candidates, directly contradicting the metadata's "required deps: none". Trust the README: two missing dependencies. +- **Gameplay impact:** Moderate — new dungeon plus powerful movement/combat artifacts. +- **Compatibility:** unknown while the base Relics mod is absent; artifact power would stack alongside Apotheosis/Artifacts (unverified). +- **Perf cost:** client low / server low-med (dungeon generation + ability effects). +- **Verdict:** SKIP — its own README requires Relics + Hammer Lib (missing); would need both plus a balance review to reconsider. + +## Reliquary Reincarnations (`reliquary-reincarnations`) +- **Adds:** + - Magical utility items: Coin of Fortune (item/XP magnet), Interdiction Torch (pushes mobs), Mob Charms (per-mob-type ignore), Sojourner's Staff (torch staff), Void Tear (item compression), Witherless Rose, Infernal Chalice, Hunter's Handgun. + - Functional Pedestal block (item pickup, XP tank, automated attacks). +- **Relationship:** Overlaps the accessory/magic-item niche of Artifacts and brushes against Apotheosis's power budget; otherwise orthogonal utility content. +- **Missing deps:** none per metadata. +- **Gameplay impact:** Moderate — many convenience items; Mob Charms and Coin of Fortune trivialize some threat/grind loops the pack currently relies on. +- **Compatibility:** none identified technically; balance overlap with Apotheosis-governed progression and Alex's Mobs threats is unverified but likely needs a config pass (pack ships no configs — landmine #7). +- **Perf cost:** client low / server low-med (pedestal ticks, magnet teleport scans). +- **Verdict:** ADD-OPTIONAL — content-rich and maintained, but demands a balance pass against Apotheosis/Artifacts. + +## Room For Two (`room-for-two`) +- **Adds:** + - Multiple players sharing one bed; >2 players stack; camera faces your sleeping direction; `/sleeppos [front|back|left|right]` preference. + - Villager co-sleeping. +- **Relationship:** Orthogonal social QoL; touches the same vanilla sleep system that Sleep Tight (another candidate in this batch) overhauls — untested interplay. +- **Missing deps:** none. +- **Gameplay impact:** Minor — social/cosmetic sleep changes, no new blocks or items by design. +- **Compatibility:** Author explicitly states the mod is BETA and "compatibility with existing mods has not been tested." Do not blindly stack with Sleep Tight. +- **Perf cost:** client low / server low. +- **Verdict:** ADD-OPTIONAL — harmless fun at BETA maturity; pick it OR Sleep Tight's ecosystem, and test if both. + +## Rustic Delight (`rustic-delight`) +- **Adds:** + - New crops: bell peppers (red/yellow/green), coffee, cotton, with wild spawns (e.g., jungle wild bell peppers/coffee). + - Pancake system (placeable block, six flavors with bonus effects), coffee brewing granting Speed/Haste, fried foods, new cooking recipes. +- **Relationship:** Directly enhances Farmer's Delight and the pack's established Delight addon family (Ars Delight, Aquaculture Delight, End's Delight, Ocean's Delight, Twilight's Flavor & Delight, Farmer's Cutting: Twilight Forest). +- **Missing deps:** none (Farmer's Delight in pack). +- **Gameplay impact:** Minor — more crops/food; coffee's Speed/Haste is a mild, villager-free buff. +- **Compatibility:** none identified; the pack already runs multiple Delight addons side by side without issue, and each feature is configurable. +- **Perf cost:** client low / server low (crop blocks, recipes). +- **Verdict:** ADD — textbook fit: same-dependency addon for an existing content pillar. + +## Sable Beyond (`sable_beyond`) +- **Adds:** + - Create interop with Sable sublevels: mechanical arms interacting with sublevels, encased fans pushing/pulling sublevels, dynamic mass for fluid tanks/spouts/drains/basins (NeoForge only). + - Configurable (default-off) entity-mass system with formula support; in-game config screen via Cloth Config. + - Sublevel fire/lava/fluid physics: cross-sublevel fire spread, lava ignition, fluid forces on sublevels; WIP KubeJS integration. +- **Relationship:** Extends the pack centerpiece stack (Create + Sable + Aeronautics) with exactly the Aeronautics interop the pack wants; Cloth Config already in pack; KubeJS is not in pack (that feature inert). +- **Missing deps:** none beyond pack/candidates (Sable in pack). +- **Gameplay impact:** Moderate — changes how contraptions/sublevels behave physically; several features default-off. +- **Compatibility:** **Self-declared alpha ("please make a backup beforehand")** and it sits squarely on the fragile Create+Sable+Aeronautics core (landmine #5: treat anything touching Create/Sable physics as high-risk). KubeJS integration incomplete. +- **Perf cost:** client med / server med-high — per-sublevel fluid/fire/mass simulation plus optional global entity-mass formulas. +- **Verdict:** MAYBE — the most functionally attractive Aeronautics enhancement in the batch, but alpha software on the pack's most fragile stack; isolated testing and backups are mandatory. + +## Sable: Ragdoll Corpse (`sable-ragdoll-corpse`) +- **Adds:** + - On death, a fully simulated ragdoll corpse holding your entire inventory (items safe in an internal inventory). + - Drag/throw/recover the corpse, including with Create Aeronautics contraptions; recovery compass points to the last corpse. + - Accessories/Curios compatibility. +- **Relationship:** **Duplicates the death-item-recovery role of Gravestone (in pack, which already ships Sable & Curios compat)**; depends on Sable: Ragdolls — a candidate in this batch. +- **Missing deps:** none outside pack/candidates, **but requires `Sable: Ragdolls` (batch candidate) — flag.** +- **Gameplay impact:** Minor — changes corpse-recovery UX. +- **Compatibility:** Direct functional overlap with Gravestone — both claim your items on death; which one wins is unverified and risks item-loss edge cases. Also deepens the intrusive Sable stack (landmine #5). +- **Perf cost:** client med / server med — a persistent simulated physics body per player death. +- **Verdict:** SKIP — Gravestone already owns this job; stacking two death-item systems on the Sable physics stack adds fragility for no new capability. + +## Sable: Ragdolls (`sable-ragdolls`) +- **Adds:** + - Physics-driven player ragdolls using Sable's physics system (H to tumble, Shift to get up). + - Spawnable dummy ragdolls with skin/profile support, configurable despawn, datapack tag triggers ("ragdoll-on-hit" items). + - Public addon API (used by Ragdoll Reactions and Sable: Ragdoll Corpse — both batch candidates). +- **Relationship:** Extends Sable (in pack); it is the base mod for two other candidates in this batch, so it is a gateway decision. +- **Missing deps:** none (Sable in pack). Requires NeoForge 21.1.219+; pack runs 21.1.251 — satisfied. +- **Gameplay impact:** Minor — voluntary comedy physics. +- **Compatibility:** Sable intrusiveness (landmine #5); ragdoll bodies riding moving Aeronautics contraptions are unverified. Third-party listings show it used in Aeronautics-focused modpacks ([Modpack Index](https://www.modpackindex.com/mod/151937/sable-ragdolls)) — weak evidence of coexistence, not a compat guarantee. +- **Perf cost:** client med / server med-high while ragdolls are active (live physics simulation). +- **Verdict:** MAYBE — fun, Sable-native, and unlocks two other candidates; test with Aeronautics before adopting. + +## Separate Sable Render Distance (`ssrd`) +- **Adds:** (duplicate) — Sable physics objects rendering beyond view distance with Distant Horizons/Voxy; Sodium-menu sub-level render distance slider; server-friendly `/ssrd forceload`. +- **Relationship:** `already in pack: True` — identical slug to the pack's existing SSRD entry (v1.8.7, satisfying the DH >= 1.8.7 constraint). +- **Missing deps:** none (Sable and Sodium in pack). +- **Gameplay impact:** None — it is the same mod the pack already ships. +- **Compatibility:** n/a; adding a second copy would be a duplicate-file error. +- **Perf cost:** n/a. +- **Verdict:** ALREADY-IN-PACK — duplicate of the pack's existing SSRD entry; exclude from the candidate list. + +## Shine (`shine`) +- **Adds:** + - Shader-free visual effects: bloom, colored lighting, atmosphere, weather, particles, interactive details; in-game config screen. + - Requires Sodium; portions of bloom code from Shimmer, no-shading code from Simply No Shading (per third-party notices). +- **Relationship:** Partially overlaps Subtle Effects (ambient/particle visuals) and LambDynamicLights (extra lighting) already in pack; lives in the same Sodium-coupled rendering neighborhood as SSRD + Distant Horizons. +- **Missing deps:** none (Sodium in pack). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** Version-pinned to Sodium: the [2.0.2+1.21.1-neoforge changelog](https://modrinth.com/mod/shine/version/2.0.2+1.21.1-neoforge) states it "added compatibility with Sodium 0.8.12, and 0.8.13 beta releases" but "entity and particle bloom doesn't work on this version" — the pack pins Sodium >= 0.8.12-alpha.2, so it works but with partial feature loss and a fragile version coupling. Lighting/atmosphere/weather edits sit near landmine #8's most-fragile rendering stack (Sodium + DH + SSRD), even though Shine is explicitly not a shader loader ([GitHub](https://github.com/tapeQz/Shine): "bloom, colored lighting, and stylized effects, without shaders"). +- **Perf cost:** client med-high (bloom passes + extra particles) / server none (client=required, server=unsupported). +- **Verdict:** MAYBE — confirmed Sodium 0.8.12 compatibility, but partial feature loss on that version, overlap with Subtle Effects, and a privileged position on the fragile rendering stack. + +## Simple Music Control (`simple-music-control`) +- **Adds:** + - Halved delay between background music tracks, next-track keybind (default M), now-playing widget. + - Jukebox/background-music interplay, creative-music-in-survival option, situational music controls; configurable via Fzzy Config and Sodium settings. +- **Relationship:** Orthogonal audio QoL; no pack mod touches music. +- **Missing deps:** none (Fzzy Config in pack). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified. +- **Perf cost:** client negligible / server none (client=required, server=unsupported). +- **Verdict:** ADD — zero-risk client QoL whose only dependency is already present. + +## Skillcloaks (`skillcloaks`) +- **Adds:** + - Curios back-slot cloaks from villager trades (colored sacks from master-tier villagers): Agility, Attack, Construction (teleport to spawn), Cooking, Crafting (portable 3x3), Defence (totem-like save, 1-day cooldown), Farming (AOE bonemeal), Firemaking. + - Extensive config for modpack tuning; optional Caelus API and Lucent add features. +- **Relationship:** Overlaps the Curios-trinket niche of Artifacts (back-slot competition in-game) and the Apotheosis power budget; villager-trade acquisition touches the villager economy. +- **Missing deps:** none missing — needs Curios API (in pack). Optional Caelus API and Lucent are absent, so a few cloak features (e.g., Firemaking cloak's torch placement via Lucent) are reduced, not broken. +- **Gameplay impact:** Minor — convenience/trinket tier gated behind villager trading. +- **Compatibility:** none identified technically; balance stacking with Artifacts/Apotheosis unverified (Defence Cloak duplicates the totem effect with a day cooldown — a balance note, not a conflict). +- **Perf cost:** client low / server low. +- **Verdict:** ADD-OPTIONAL — solid Curios content on an existing dependency; consider adding Lucent for the full feature set. + +## SkinChanger (`skinchanger`) +- **Adds:** + - `/skin set|clear` and `/cape set|clear` commands by username or URL, working on offline-mode servers; admin variants targeting other players. + - Based on OfflineSkins. +- **Relationship:** Functionally duplicates Quick Skin — another candidate in this batch; both depend on Architectury API (in pack). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified. +- **Perf cost:** client low / server negligible. +- **Verdict:** SKIP — redundant with Quick Skin (GUI, HD skins, animated capes) and stale: last updated 2024-10-26 vs. Quick Skin's 2026-09-28. + +## Sleep Tight (`sleep-tight`) +- **Adds:** + - Sleep overhaul: hammocks (day rest), night bags (spawn-less temporary beds), dream essence, home-bed rewards, slower early-game sleep progression. + - Sleep dangers: bedbugs (mob that burrows into beds), nightmares, sleep encounters. +- **Relationship:** Overhauls the same vanilla sleep system that Room For Two (candidate in this batch) tweaks; its encounter spawns interact with the mob ecosystem (Alex's Mobs, Friends&Foes) in ways nothing in the pack currently does. +- **Missing deps:** `Moonlight Lib` — must be added to the pack (mainstream library mod, not a Fabric-API/Connector red flag). +- **Gameplay impact:** Moderate — reworks night/sleep progression and adds difficulty spikes. +- **Compatibility:** Highly configurable, but the pack ships no configs (landmine #7), so defaults (e.g., encounter frequency) will govern. Interplay with Room For Two is unknown. +- **Perf cost:** client low / server low-med (encounter/bedbug spawning logic). +- **Verdict:** ADD-OPTIONAL — popular, well-scoped sleep rework; requires adding Moonlight Lib and choosing between it and Room For Two rather than stacking blindly. + +## Small Ships (`small-ships`) +- **Adds:** + - Medieval sailable ships (R to open/close sail, W/S speed), biome-temperature speed bonuses, ship inventory. + - Cannons with cannonballs (Space to fire), removable with a pickaxe, rebindable keys. +- **Relationship:** Overlaps the vehicle/travel niche of Create Aeronautics (the pack centerpiece) — though premade entity ships, not buildable Sable contraptions; also adds combat absent from the pack's transport stack. +- **Missing deps:** none. +- **Gameplay impact:** Moderate — new travel tier plus naval combat. +- **Compatibility:** Player-ridable moving entities are exactly the fragile area around Sable/Aeronautics physics (landmine #5); the pack's "Create Aeronautics: Compatibility" mod exists to fix non-Sable mods' behavior on physics ships ([CurseForge](https://www.curseforge.com/minecraft/mc-mods/create-aeronautics-compatability)), which suggests mitigations exist but Small Ships is not named. The 1.21.1 build is a beta (2.0.0-b2.1) and the mod was last updated 2025-05-16 — stale relative to the rest of the batch. +- **Perf cost:** client med (multi-block ship models) / server med (entity physics, cannon projectiles). +- **Verdict:** MAYBE — appealing content, but a beta build with old updates parked next to Aeronautics/Sable physics; needs a dedicated compat test or should pass. + +## Smart Particles (`smart-particles`) +- **Adds:** + - Distance-prioritized particle culling ("smart particle culling") plus camera/frustum culling of off-screen particles. + - Hard cap on active particles with O(n) processing, allocation reduction, cached camera/FOV checks; works on vanilla and modded particles. +- **Relationship:** Complements the existing perf stack (Sodium, Entity Culling, ImmediatelyFast, ModernFix) — particle-specific culling is not covered by any named pack mod; directly helps particle-heavy content in the pack (Ars Nouveau, Apotheosis, Subtle Effects). +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic — trims visual effects under load; no gameplay change. +- **Compatibility:** none identified; it mixins into the same particle pipeline as ImmediatelyFast and Subtle Effects — an unverified but common and low-risk category. +- **Perf cost:** client improves FPS stability in particle-heavy scenes / server none (client=required, server=unsupported). +- **Verdict:** ADD-OPTIONAL — targeted client-side stabilizer with no server footprint; watch mixin overlap with ImmediatelyFast. + +## Sooty Chimneys (`sooty-chimneys`) +- **Adds:** + - Brick, Cobblestone, Mud Brick, Stone Brick, Iron, Copper, and Terracotta chimneys emitting smoke. + - Soot buildup (scrape with axe, chance of black dye), wind-influenced smoke, redstone on/off, hand toggle, chimney stacking (signal smoke). +- **Relationship:** Enhances the decoration/build family (Handcrafted, Chipped, Rechiseled) and campfire gameplay; smoke particles add to the same budget Subtle Effects/Smart Particles manage. +- **Missing deps:** none. +- **Gameplay impact:** Minor — decorative blocks plus a light soot/redstone mechanic. +- **Compatibility:** none identified. +- **Perf cost:** client low (smoke particles) / server low (soot/wind ticks). +- **Verdict:** ADD-OPTIONAL — safe, charming builder content with negligible cost. + +--- + +## Batch-level notes +- **Sable family decision:** `sable-ragdolls` is the base for `ragdoll-reactions` and `sable-ragdoll-corpse`. Any adoption decision should be made once for the cluster, with Aeronautics crash-testing. `sable-ragdoll-corpse` additionally duplicates Gravestone and is recommended SKIP regardless. +- **In-batch duplication:** Quick Skin vs SkinChanger (pick Quick Skin). SSRD is already in the pack. +- **Dependency additions required if adopted:** Faewulf's Lib (Piggyback), Moonlight Lib (Sleep Tight), Sable: Ragdolls (for Ragdoll Reactions). + +--- + +# Chunk 07 assessment — Onion MC (MC 1.21.1 / NeoForge 21.1.251) + +27 mods assessed. Evidence base: supplied Modrinth metadata + README excerpts in +`analysis/chunks/chunk07.md`; web_search used only where flagged (Tree Physics, Supplementaries). + +## Sophisticated Backpacks Create Integration (`sophisticated-backpacks-create-integration`) +- **Adds:** + - Lets Sophisticated Backpacks sit on Create contraptions with all upgrades (Pickup, Magnet, Filter, Void) functional while in motion. + - Persistent backpack contents/settings across contraption movement; schematic support with correct colors. +- **Relationship:** duplicates the existing pack entry "Sophisticated Backpacks (+ Create Integration)" — this *is* that mod. +- **Missing deps:** none (Create, Sophisticated Core, Sophisticated Backpacks all in pack). +- **Gameplay impact:** Minor (already shipped; storage automation on contraptions). +- **Compatibility:** none identified — already vetted by inclusion in the pack. +- **Perf cost:** server low (inventory logic on contraption ticks), client low. +- **Verdict:** ALREADY-IN-PACK — exact duplicate of the pack's own Sophisticated Backpacks Create Integration entry. + +## Sophisticated Inventory Interactions (`sophisticated-inventory-interactions`) +- **Adds:** + - Search field inside vanilla/modded container GUIs; sort modes (name/mod/count/tags). + - Player-inventory sorting (main 27 slots) and container↔player transfer buttons (all / filtered). + - Context-aware Sophisticated sort keybind; remembered search phrases. +- **Relationship:** overlaps **Client Sort** (in pack) — both add container/player-inventory sorting; extends **Sophisticated Core** UX to non-Sophisticated screens. +- **Missing deps:** none (Sophisticated Core in pack). +- **Gameplay impact:** Minor (pure inventory-management QoL). +- **Compatibility:** functional overlap with Client Sort — two mods adding sort buttons/keybinds to the same screens; keybind collision and duplicated UI affordances likely. No hard conflict evidenced. +- **Perf cost:** client low (GUI widgets), server low (player-initiated transfers). +- **Verdict:** MAYBE — good mod, but it replaces rather than stacks with Client Sort; pick one container-sorting solution. + +## Sophisticated Item Actions (`sophisticated-item-actions`) +- **Adds:** + - Keybind highlights nearby storages containing the held/hovered/JEI-bookmarked item (green exact / blue type match). + - Deposit-to-nearby-storage and restock-from-storage without opening GUIs, with Shift/Alt/Ctrl modifiers. +- **Relationship:** unique niche — complements Sophisticated Backpacks/Storage and integrates with **JEI** hover/bookmarks (JEI in pack). Nothing in the pack does world-level quick-deposit/restock. +- **Missing deps:** none (Sophisticated Core in pack). +- **Gameplay impact:** Minor (inventory-flow QoL, Terraria-style quick stack). +- **Compatibility:** none identified. +- **Perf cost:** client low (block-entity scan on keypress), server low. +- **Verdict:** ADD-OPTIONAL — genuinely new capability that plays well with the Sophisticated + JEI stack already in the pack. + +## Sophisticated Sorter (`sophisticated-sorter`) +- **Adds:** + - Sophisticated Core sort buttons on most regular container screens (name/mod/count/tags modes). + - Player-inventory sorting with hotkey fallback; search & quick transfer; per-container filter rules. +- **Relationship:** duplicates **Client Sort** (in pack) and nearly fully duplicates batch-mate **Sophisticated Inventory Interactions** — same feature set from the same dependency. +- **Missing deps:** none (solo mod; leverages Sophisticated Core if present). +- **Gameplay impact:** Minor. +- **Compatibility:** three-way overlap (Client Sort, Inventory Interactions, this) invites keybind and button collisions. +- **Perf cost:** client low, server low. +- **Verdict:** SKIP — redundant with Client Sort in-pack and with Sophisticated Inventory Interactions in this same batch; side metadata is also "unknown" for both sides. + +## Sophisticated Storage Create Integration (`sophisticated-storage-create-integration`) +- **Adds:** + - Sophisticated Storage barrels/chests/shulker boxes usable on Create contraptions (trains, gantries, flywheels) with upgrades, tier upgrades, and Storage Tool functional in motion. +- **Relationship:** duplicates the existing pack entry "Sophisticated Storage (+ Create Integration)" — this *is* that mod. +- **Missing deps:** none (Create, Sophisticated Storage, Sophisticated Core all in pack). +- **Gameplay impact:** Minor (already shipped). +- **Compatibility:** none identified — already in pack. +- **Perf cost:** server low, client low. +- **Verdict:** ALREADY-IN-PACK — exact duplicate of the pack's own Sophisticated Storage Create Integration entry. + +## Sounds (`sound`) +- **Adds:** 170+ new/reworked SFX (UI, chat, item, block sounds); configurable per event and extensible via resource packs; spiritual successor to ExtraSounds/Auditory. +- **Relationship:** complements **AmbientSounds** (ambience beds vs discrete SFX) — different audio layer, no duplication. +- **Missing deps:** **MRU** (companion library, not in pack — small, same author; native NeoForge, not a Connector red flag). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** client=required/server=unsupported — client-only, safe for a mixed pack. README's "supported versions" line targets latest MC releases, but a dedicated 1.21.1 NeoForge build exists (2.4.22+lts). No other risks identified. +- **Perf cost:** client low (sound event remapping). +- **Verdict:** ADD-OPTIONAL — high polish, zero server footprint; costs one new small library. + +## Sounds Be Gone! (`soundsbegone`) +- **Adds:** + - Mute any vanilla/modded sound event from a "recently played" list, with unmute audit trail. + - "Infrequent" mode that throttles (default 10%) bursty sounds instead of silencing them. +- **Relationship:** orthogonal accessibility utility; pairs with AmbientSounds/Sounds to tame annoying loops. +- **Missing deps:** none (Cloth Config in pack). +- **Gameplay impact:** Client-cosmetic (no gameplay change; preferences are per-client). +- **Compatibility:** none identified; client=required/server=unsupported — client-only. +- **Perf cost:** client low (sound-event interception). +- **Verdict:** ADD-OPTIONAL — tiny, safe, real accessibility value for a 10-player group. + +## Spawn (`spawn-mod`) +- **Adds:** + - Overworld wilderness overhaul: new biomes, many animal mobs with variants, ambience, mechanics. + - Datapack-driven spawn/variant/recipe config; documented integrations with Jade, JEI, Farmer's Delight, Every Compat. +- **Relationship:** overlaps the pack's mob family (**Alex's Mobs, Alex's Caves, Critters and Companions**) on ambient-animal niches, and the worldgen family (**Terralith, Tectonic, Explorify, Towns and Towers**) on overworld layout; README-documented enhancements to **Farmer's Delight** and **JEI** are pluses. +- **Missing deps:** **Teal Lib** (its companion library, not in pack; native NeoForge). +- **Gameplay impact:** Major — rewrites overworld wilderness (biomes + mob roster + ambience). +- **Compatibility:** how its regions/biomes co-exist with the curated Terralith+Tectonic+Explorify overworld is unknown; mob-spawn overlap with Alex's Mobs undocumented. Native config + pack ships no configs → real maintenance cost. +- **Perf cost:** server med (more spawnable mobs, biome ticks), client med (new models/textures/sounds). +- **Verdict:** MAYBE — substantial content but collides with the pack's curated worldgen and mob roster; needs Teal Lib and dedicated testing before inclusion. + +## Spawn Animations (`spawn-animations`) +- **Adds:** hostile mobs dig out of the ground or poof into existence when spawning (works for zombies, skeletons, creepers, endermen, etc.); server-side, command-driven settings. +- **Relationship:** orthogonal presentation layer over all hostile spawning (vanilla + modded mobs). +- **Missing deps:** metadata lists **Quilted Fabric API (QFAPI)/QSL and Fabric API** — a **Fabric-API-only red flag** for the mod route on NeoForge. Note the README's datapack install route avoids mod deps entirely, and a 1.21.1 NeoForge mod build is listed. +- **Gameplay impact:** None — purely spawn presentation; entities are just invisible/silent during the animation. +- **Compatibility:** interaction with **Entity Culling / ImmediatelyFast** on newly-hidden entities is undocumented but plausibly benign; "designed to be as unintrusive as possible." +- **Perf cost:** server low (visibility toggles per spawn event), client low. +- **Verdict:** MAYBE — mild flourish; if wanted, use the datapack form to dodge the Fabric dep chain rather than the mod. + +## Spawn Animations Compats (`spawn-animations-compats`) +- **Adds:** datapack adding Spawn Animations support to 50+ modded mobs (Enderman Overhaul, Deeper and Darker, The Graveyard, Galosphere, etc.). +- **Relationship:** strict extension of batch-mate **Spawn Animations** (flagged `required deps: Spawn Animations [CANDIDATE]`). +- **Missing deps:** none, beyond the candidate dependency itself. +- **Gameplay impact:** None. +- **Compatibility:** contingent on Spawn Animations; more importantly, almost none of its listed compat targets are in this pack (no Enderman Overhaul, Graveyard, Aether, Bygone Nether…), so its benefit here is small and unverified for the mob mods we *do* run (Alex's Mobs is not in its list). +- **Perf cost:** negligible (spawn-time datapack logic). +- **Verdict:** SKIP — only meaningful if Spawn Animations is added, and its supported mob list barely overlaps this pack. + +## Spooky Doors (`spooky-doors`) +- **Adds:** horror-game door behavior for all doors — drag to half-open/peek, slam by fast drag, run-into to open, creak sound set; Honeycomb/Ghast Tear toggle. +- **Relationship:** enhances **Macaw's Doors** (in pack) since it now affects all doors; otherwise orthogonal flavor. +- **Missing deps:** none (Balm in pack). +- **Gameplay impact:** Minor — interaction change on a core block everyone touches. +- **Compatibility:** none identified; only question mark is door interaction on **Create**-moved contraptions (undocumented, presumably inert while moving). +- **Perf cost:** client low, server low. +- **Verdict:** ADD-OPTIONAL — small, charming, Balm-based and low-risk. + +## Supplementaries (`supplementaries`) +- **Adds:** + - Vanilla+ block set: jars, signposts, faucets, weather vanes, spring launchers, sconces, planters, lights, decoration + automation. + - Highly configurable; Forge/NeoForge-first. +- **Relationship:** additive to the decoration family (**Chipped, Handcrafted, Rechiseled**); some automation-adjacent blocks (faucets, springs) brush against **Create** territory. +- **Missing deps:** **Moonlight Lib** (its dedicated library, not in pack — native NeoForge, not a Connector red flag). +- **Gameplay impact:** Moderate — large content/utility surface across the whole game. +- **Compatibility:** **flagged risk**: documented incompatibilities with Create on exactly this MC/loader combo — Create issue #7405 ("Create 6.0.0 1.21.1 incompatible with Supplementaries"), Create issue #9755 (un-disableable `create:fill_minecraft_bucket_with_supplementaries_lumisene` filling recipe on NeoForge 1.21.1), and Supplementaries issue #1436 (client init conflict with Create); historically the Create compat patch had flywheel instance issues disabled in 3.1.19 (per changelog quoted on Reddit). May be fixed by 3.9.9 — unknown. Also "highly configurable" vs a pack that ships no configs = maintenance cost. +- **Perf cost:** server low-med (many new block entities: jars, planters, hives), client low-med. +- **Verdict:** MAYBE — big player-facing value, but its Create conflict history on NeoForge 1.21.1 must be re-tested against the current Create 21.1.251 stack before adding. + +## TarotCards: Remastered (`tarotcards-remastered`) +- **Adds:** 22 Major Arcana cards found only in loot chests (buried treasure, shipwrecks, dungeons), each granting a passive buff while carried; dedicated Curios slot; deck commands; XP-level/advancement gating. +- **Relationship:** enhances **Curios** (tarot slot), **FTB Teams** (Lovers/World team-aware cards — FTB Teams in pack), and the loot/exploration loop (When Dungeons Arise, YUNG's structures, Incendium loot). Config-gated enchant-cap option could touch **Apothic Enchanting** territory if enabled. +- **Missing deps:** none (Fzzy Config in pack; Curios in pack). +- **Gameplay impact:** Minor — collectible passive buffs; no combat-system rewrite. +- **Compatibility:** none identified; the "High Priestess" enchant-cap behavior is opt-in config, and pack ships no configs so defaults apply. +- **Perf cost:** client low, server low (NBT-stored card data). +- **Verdict:** ADD-OPTIONAL — clean fit for an exploration/loot pack; explicitly team-aware. + +## Too Many Bows (`too-many-bows`) +- **Adds:** + - 38 unique bows with special abilities; new attributes (Bow Draw Speed, Bow Damage, Ranged Weapon Damage). + - 5 Curio trinkets (crit/draw-speed/durability/damage) found via loot; addon API for more. +- **Relationship:** explicitly recommends **Better Combat** (in pack); uses **Curios** (in pack) and **Architectury API** (in pack, per README); trinkets-in-loot overlaps **Artifacts** additively. +- **Missing deps:** none — Curios (metadata) and Architectury (README) both already in pack. +- **Gameplay impact:** Moderate — a whole ranged-combat vertical plus new attributes. +- **Compatibility:** none identified. New attribute namespace vs **Apothic Combat** (which disabled attack-range for Better Combat) is undocumented but unrelated to attack range; balance interplay with Apotheosis affixes unknown. +- **Perf cost:** client low, server low (projectile logic only when fired). +- **Verdict:** ADD-OPTIONAL — strong synergy with Better Combat and Curios already in the pack. + +## Too Many Paintings! (`too-many-paintings`) +- **Adds:** 50+ new paintings including famous artworks (Van Gogh, da Vinci); works in existing worlds. +- **Relationship:** additive to decoration family (**Handcrafted, Chipped, Macaw's**); no overlap conflicts. +- **Missing deps:** none. +- **Gameplay impact:** Client-cosmetic (placed paintings are multiplayer-visible, but purely decorative). +- **Compatibility:** none identified. +- **Perf cost:** client low, server low (painting entities only once placed). +- **Verdict:** ADD-OPTIONAL — zero-dep cosmetic content, safe on both sides. + +## Tooltip Overhaul (`tooltip-overhaul`) +- **Adds:** complete vanilla tooltip replacement — scrollable/wrapping tooltips, equipment comparison, pinned tooltips, 30+ frames, 37+ effects, animations, 3D item icons/preview panels. +- **Relationship:** duplicates **Legendary Tooltips** (in pack) — both restyle/replace tooltip borders and appearance; renders tooltips fed by **JEI/Jade** (in pack). +- **Missing deps:** none; client-only (server=unsupported). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** two full tooltip-replacement layers (this + Legendary Tooltips) is the named risk — duplicated rendering hooks and contradictory layout styling; no crash evidence either way, so treat as unverified-against-Legendary-Tooltips. +- **Perf cost:** client low-med (per-frame animations and 3D icon rendering in tooltips). +- **Verdict:** SKIP — collides with Legendary Tooltips; the pack should carry one tooltip restyler, and it already does. + +## Traveler's Titles (`travelers-titles`) +- **Adds:** RPG-style fade-in titles when entering biomes/dimensions; Waystone-named region titles (1.18+ Forge/NeoForge), custom sounds via resource pack, dimension/biome blacklists; supports all modded biomes and ships built-in Twilight Forest (and other modded dimension) titles. +- **Relationship:** enhances the exploration family — **Terralith/Tectonic/Explorify** biomes all get titles automatically; direct **Waystones** integration named in README; built-in **Twilight Forest** titles. +- **Missing deps:** none (YUNG's API in pack). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; client=required/server=unsupported — zero server footprint, safe for the dedicated server. +- **Perf cost:** client low (biome-entry check + text render). +- **Verdict:** ADD — cheap, polished, and it makes the pack's giant curated worldgen legible to players. + +## Tree Physics (`tree-physics`) +- **Adds:** cutting a tree with Rooted Dirt beneath it assembles the trunk/canopy into a **Sable** physics sub-level and topples it realistically; crouch-chop opts out; building on a fallen tree converts it to a lightweight persistent sub-level; datapack-configurable properties. +- **Relationship:** builds directly on **Sable** (in pack) — the same physics engine under **Create Aeronautics**; orthogonal to timber mods (none in pack). +- **Missing deps:** none (Sable in pack). +- **Gameplay impact:** Moderate — changes how every player harvests wood worldwide. +- **Compatibility:** sits on the pack's most fragile stack (Sable is self-described "incredibly intrusive"; Aeronautics fragility per constraints). Each felled tree spawns a physics sub-level — behavior near moving **Create Aeronautics** contraptions, trains, or in schematics is undocumented. Web search (Modrinth/CurseForge/Reddit) shows an active family of Sable-tree mods (Sable Physics Tree, Falling Trees Physics) and no reported hard conflict, but also no explicit Aeronautics-compat statement. Confidence: medium. +- **Perf cost:** server med-high (physics sub-level simulation per felled tree; mitigated by the "classic sub level" conversion and crouch bypass). +- **Verdict:** MAYBE — the most on-theme Sable use possible, but per-tree physics sub-levels on the Aeronautics stack demand a dev-server soak test before shipping. + +## Veggies Delight (`veggies-delight`) +- **Adds:** 7 new vegetables (bell pepper, broccoli, cauliflower, garlic, sweet potato, turnip, zucchini) + forageable dandelion leaf; temperature-based wild veggie worldgen; village "Depot House" structures with biome-specific loot; seeds via trades/structure loot. +- **Relationship:** direct addon to **Farmer's Delight** (in pack), extending the Delight food family (Ars/Aquaculture/End/Ocean/Twilight Delight) without duplicating them; README-claimed compat with **Create**, **JEI**, **AppleSkin** (all in pack). +- **Missing deps:** none listed (metadata says no required deps; Farmer's Delight is the functional host and is in pack). +- **Gameplay impact:** Minor — new crops, foods, and a small structure type. +- **Compatibility:** wild-crop placement relies on `#forge:is_hot`/temperature tags — standard, should populate Terralith biomes normally; Depot House injection into villages alongside **Towns and Towers**/**Explorify** is undocumented but additive. None identified hard. +- **Perf cost:** client low, server low (crop blocks + occasional structure pieces). +- **Verdict:** ADD-OPTIONAL — low-risk content that deepens the pack's largest content family. + +## Veil (`veil`) +- **Adds:** developer tooling for advanced rendering — JSON-defined framebuffers, custom post-processing pipeline, full OpenGL shader support + shader injection, color themes/easings, Necromancer bone-animated models. +- **Relationship:** orthogonal library; **no content mod in this pack depends on it**; it sits exactly on the fragile rendering stack (Sodium + DH + SSRD + Sable + Create Aeronautics) that pack constraint 8 explicitly calls out — Veil is named there as part of the fragile layer. +- **Missing deps:** none. +- **Gameplay impact:** None by itself — it is a library, not content. +- **Compatibility:** shader/post-processing engine layering over Sodium+Distant Horizons+SSRD is the exact landmine the pack forbids (no shaders constraint; Iris-related warnings on Aeronautics/SSRD). Adding it with zero consumer mods is pure risk. +- **Perf cost:** client unknown (no dependent content), adds engine layering for nothing. +- **Verdict:** SKIP — rendering-engine tooling with no dependent mod in the pack, on the most fragile part of the stack. + +## VinURL (`vinurl`) +- **Adds:** custom music discs that download and play audio from YouTube/file-hosting URLs via jukebox; `/vinurl` commands; auto-downloads **yt-dlp, deno, and FFmpeg binaries** at runtime. +- **Relationship:** orthogonal social/media feature. +- **Missing deps:** **Sinytra Connector + Forgified Fabric API + oωo (owo-lib)** — a **Fabric-only dep chain pulled in through Connector: red flag** on NeoForge. +- **Gameplay impact:** Minor (custom music per player). +- **Compatibility:** Connector under NeoForge 1.21.1 alongside Create/Aeronautics/Sable mixins is exactly the flagged risk pattern; plus server-side automated download and execution of external binaries (yt-dlp/FFmpeg/deno) on a dedicated server = supply-chain and copyright exposure for the whole group. +- **Perf cost:** server med (network downloads, external process execution), client med. +- **Verdict:** SKIP — Connector red flag, runtime binary downloads, and licensing minefield; not worth it for jukebox music. + +## Visual Workbench (`visual-workbench`) +- **Adds:** crafting tables retain items in the grid between crafts; ingredients + result rendered on top of the table; contents drop when broken. +- **Relationship:** vanilla crafting QoL; README credits JEI plugin compatibility (JEI in pack); orthogonal to Create's own crafting logistics. +- **Missing deps:** **Puzzles Lib** (Fuzs' config library, not in pack — native NeoForge, standard dependency, not a Connector red flag). +- **Gameplay impact:** Minor — persistent crafting-grid contents change crafting table behavior on both sides. +- **Compatibility:** none identified; server+client required per README. Interplay with **Create** contraption-moved crafting tables undocumented but unremarkable. +- **Perf cost:** client low (table-top rendering), server low (block entity). +- **Verdict:** ADD-OPTIONAL — popular, polished Fuzs mod; costs one small library. + +## Visuality: Reforged (`visuality-forge`) +- **Adds:** cosmetic particles — crystal sparkles, mob-hit particles, custom slime blobs, environmental particles. +- **Relationship:** same niche as **Subtle Effects** (in pack) — ambient particle eye-candy; additive, but the pack now carries two particle-flair mods. +- **Missing deps:** none; client-only (server=unsupported). +- **Gameplay impact:** Client-cosmetic. +- **Compatibility:** none identified; config is TOML-file based (pack ships no configs → defaults only). +- **Perf cost:** client low-med (extra particle spawning in busy areas). +- **Verdict:** ADD-OPTIONAL — safe client-only polish; consider whether Subtle Effects already covers the need. + +## Waystones Teleport Pets (`waystones-teleport-pets`) +- **Adds:** pets teleport alongside players using Waystones without needing a lead attached. +- **Relationship:** direct addon to **Waystones** (in pack); complements pet content (Adorable Hamster Pets, Critters and Companions, Tiny Dragons). +- **Missing deps:** none listed (Waystones in pack; README says server-side only). +- **Gameplay impact:** Minor QoL for pet owners. +- **Compatibility:** none identified. Note side metadata (client=required) disagrees with README's "only required server side" — likely registration noise; worst case it's installed client-side too. +- **Perf cost:** server low (teleport-time entity handling only). +- **Verdict:** ADD — tiny, targeted, and fixes a real annoyance for a 10-player server full of tamed pets. + +## Welcome Screen (`welcome-screen`) +- **Adds:** one-time welcome screen on first world/server join and update-"what's new" screens, fully customizable via FancyMenu. +- **Relationship:** orthogonal pack-meta UI; no content overlap. +- **Missing deps:** **FancyMenu + Necronomicon API** (both missing), and the update screen additionally needs **Better Compatibility Checker** — three new libraries for a cosmetic screen. +- **Gameplay impact:** None. +- **Compatibility:** dep bloat on a UI/mixin-heavy library (FancyMenu) for marginal value; client-only (server=unsupported). +- **Perf cost:** client low. +- **Verdict:** SKIP — 2-3 new dependencies for a screen a server MOTD/pin note can replace. + +## What Are They Up To (Watut) (`what-are-they-up-to`) +- **Adds:** in-world indicators when other players are typing (speed-animated), GUI-activity visuals (hand clicking at a screen), idle/sleeping player visuals, and Zz idle markers in the tab list. +- **Relationship:** social QoL purpose-built for multiplayer servers (this pack's ~10 players); orthogonal to all content families. +- **Missing deps:** **CoroUtil** (small library, not in pack; native NeoForge). +- **Gameplay impact:** Minor — social awareness only. +- **Compatibility:** none identified; client state is broadcast to the server, but each feature is client-disableable per README (privacy valve exists). +- **Perf cost:** server low-med (extra network chatter relaying client states), client low. +- **Verdict:** ADD-OPTIONAL — genuinely fun on a small friend group; costs one small library. + +## Zume (`zume`) +- **Adds:** hold-to-zoom keybind (FOV zoom) with zoom-level increase/decrease keybinds; auto-reloading JSON5 config in the global `.minecraft` dir. +- **Relationship:** orthogonal client utility; the pack has no zoom mod, so no duplication. +- **Missing deps:** none; client-only (server=unsupported). +- **Gameplay impact:** None (view convenience; no gameplay change). +- **Compatibility:** none identified; NeoForge 20.4+ explicitly supported. Config lives outside the instance dir and pack ships no configs — players set their own zoom levels. +- **Perf cost:** client low (FOV interpolation only while zooming). +- **Verdict:** ADD — zero-dep, zero-server, fills an obvious gap next to Sodium+DH distance viewing. + +--- + +## Batch-level notes +- **Duplicates found:** 2 (Sophisticated Backpacks Create Integration, Sophisticated Storage Create Integration) — both ALREADY-IN-PACK. +- **Intra-batch redundancy:** Sophisticated Sorter vs Sophisticated Inventory Interactions overlap ~fully; keep at most one, and only if displacing Client Sort. +- **New libraries required if batch is adopted:** MRU (Sounds), Teal Lib (Spawn), Moonlight Lib (Supplementaries), Puzzles Lib (Visual Workbench), CoroUtil (Watut), FancyMenu + Necronomicon (+ Better Compatibility Checker) (Welcome Screen). All are native NeoForge libraries except Welcome Screen's chain, which was rejected anyway. + +## Hard compatibility red flags (summary) +1. **VinURL** — requires Sinytra Connector + Forgified Fabric API (Fabric-only dep chain) and auto-downloads/executes yt-dlp, deno, FFmpeg binaries at runtime. +2. **Veil** — shader/post-processing engine layer on the deliberately shieldless Sodium + Distant Horizons + SSRD + Sable stack; no dependent content mod in pack. +3. **Supplementaries** — documented Create incompatibilities on NeoForge 1.21.1 (Create#7405, Create#9755 un-disableable lumisene recipe, Supplementaries#1436 init conflict); must be re-tested against current versions. +4. **Tree Physics** — spawns Sable physics sub-levels per felled tree on top of the intrusive Sable + Create Aeronautics stack; unverified near moving contraptions. +5. **Spawn Animations** — mod route lists Fabric API/QSL as required deps (Fabric-only red flag); datapack route avoids it. +6. **Tooltip Overhaul** — collides functionally with in-pack Legendary Tooltips (two tooltip replacements). +7. **Welcome Screen** — three-library dependency chain (FancyMenu + Necronomicon + Better Compatibility Checker) for cosmetic value. diff --git a/analysis/archive/2026-09-candidate-review/MODLIST-GROUPS.md b/analysis/archive/2026-09-candidate-review/MODLIST-GROUPS.md new file mode 100644 index 0000000..fedf571 --- /dev/null +++ b/analysis/archive/2026-09-candidate-review/MODLIST-GROUPS.md @@ -0,0 +1,265 @@ +# Onion MC — candidate mods grouped for review + +Every candidate grouped by what it is *for*, with what it brings, what it costs in dependencies, how much it changes gameplay, the verdict, and the thing to watch. **ADDED** = already added on the `mod-pack-additions` branch. **ALREADY-IN-PACK** = duplicate of an installed mod. + +Verdict legend: **ADD** (ship in the core cohort) · **ADD-OPTIONAL** (good; taste/library decision) · **MAYBE** (test or design decision first) · **SKIP** (don't) · **ALREADY-IN-PACK** · **ADDED**. `New deps` lists required libraries not already in the pack (candidate deps marked). + + +## Shaders & render stack + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Iris Shaders** (`iris`) | Shader-pack loader compatible with existing OptiFine shader packs | — | Overhaul | ADDED | Already added on branch mod-pack-additions (see Post-review update) | +| **Iris Veil Compat** (`iris-veil-compat`) | Bridges the Veil rendering engine into Iris shaderpacks so Veil-rendered visuals (Aeronautics wings, glass panels, contrails) render correctly under a shaderpack; r… | Iris Shaders | None | ADDED | Already added on branch mod-pack-additions (see Post-review update) | +| **Veil** (`veil`) | developer tooling for advanced rendering — JSON-defined framebuffers, custom post-processing pipeline, full OpenGL shader support + shader injection, color themes/e… | — | None by itself | SKIP | rendering-engine tooling with no dependent mod in the pack, on the most fragile part of the stack | +| **Shine** (`shine`) | Shader-free visual effects: bloom, colored lighting, atmosphere, weather, particles, interactive details; in-game config screen | — | Client-cosmetic | MAYBE | confirmed Sodium 0.8.12 compatibility, but partial feature loss on that version, overlap with Subtle Effects, and a privileged positio… | +| **Grassier Grass** (`grassier-grass`) | Per-blade custom wind shader: grass leans and ripples with rolling gusts | — | Client-cosmetic | MAYBE | best-looking pick in the batch, but Sodium 0.8-alpha compatibility is unproven; gate on a crash/visual test | +| **Fog** (`fog`) | Complete fog revamp: start/end distance, cave fog that thickens with depth, weather- and time-based (sunset/moon-phase) fog colors, biome-tinted fog including modde… | MRU | Client-cosmetic | MAYBE | attractive but unproven next to DH/SSRD; only add after an in-game fog + DH visual test | +| **ATMOSPHERICS** (`atmospherics`) | Real-time per-biome customization of fog, sky, clouds, haze and stars with smooth biome transitions; day/night split, comets, star editing | — | Client-cosmetic | SKIP | visual upside not worth the risk on the Sodium+DH+SSRD stack; no shader-adjacent additions should ride on that axis per pack rules | +| **Immersive Winds** (`immersive-winds`) | Wind system driving particle rain/snow, rain-splash particles, and sway animation for grass, plants, lanterns, and fire | — | Client-cosmetic | SKIP | Sinytra-only NeoForge support is a red flag by pack policy, and Grassier Grass already covers sway if that's added | +| **Puddles & Floods** (`puddles-floods`) | Puddle blocks appearing from rain, dripping blocks, flowing water, splash potions, broken cauldrons, and melting snow; puddles combine into floods in low-lying terr… | Forgified Fabric API | Client-cosmetic | SKIP | Fabric-API-derived dependency (red flag) for a cosmetic payoff with real server tick cost; revisit only if the pack accepts Forgified… | + +## Client ambience & visual FX + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **AAA Particles** (`aaa-particles`) | Library that loads Effekseer (`.efkefc`) particle effects; by default replaces the vanilla lightning effect with an Effekseer one | — | Client-cosmetic | SKIP | a library with no in-pack consumer; standalone value is only a lightning visual swap | +| **AAA Particles: World** (`aaa-particles-world`) | In-world Effekseer effects: restored world lightning, explosion effect replacement (default on since 1.0.2), loot beams (1.0.3) | AAA Particles | Client-cosmetic | SKIP | purely cosmetic addon whose required base (AAA Particles) is itself a skip | +| **Particle Effects** (`particle-effects`) | Unique textured particle visuals for every vanilla status effect | — | Client-cosmetic | ADD-OPTIONAL | pure client polish, zero server footprint | +| **Perception** (`perception`) | Immersive client visuals: projectile/entity trails and directional screen-shake triggered by loud sounds, explosions, fast movement (also aids threat localization) | — | Client-cosmetic | ADD-OPTIONAL | safe client ambience; optional enough that individual players could skip it | +| **Visuality: Reforged** (`visuality-forge`) | cosmetic particles — crystal sparkles, mob-hit particles, custom slime blobs, environmental particles | — | Client-cosmetic | ADD-OPTIONAL | safe client-only polish; consider whether Subtle Effects already covers the need | +| **Inventory Particles** (`inventory-particles`) | Data-driven particles on inventory items (dust for gunpowder/dyes, glow for luminous items, etc.), with physics/rotation customization | MossyLib | Client-cosmetic | MAYBE | pretty and unusually modded-item-friendly; fine as a client-side optional, but pure cosmetics | +| **Fancy World Animations [FWA]** (`fwa`) | Smooth open/close animations for doors, trapdoors, fence gates, levers, buttons, repeaters, cauldrons, composters, lecterns, campfires, chiseled bookshelves, vaults… | — | Client-cosmetic | ADD-OPTIONAL | strong client polish with a blacklist safety valve; verify against Sable/ImmediatelyFast rendering before shipping | +| **Cosy Critters & Creepy Crawlies** (`cosy-critters`) | Client-side ambient fauna: bird flocks that land high and scatter from entities/projectiles; tiny spiders emerging from cobwebs; moths around sky-exposed light bloc… | — | Client-cosmetic | ADD-OPTIONAL | cheap atmosphere for explorers; skip if the ambience budget is full | +| **Better Animations Collection** (`better-animations-collection`) | Re-animated vanilla mob models: wiggly ghast/squid tentacles, fluffy wagging wolf tails, flowing ocelot/cat tails, pig snout+ears, cow udder, chicken bills, etc., w… | Puzzles Lib | Client-cosmetic | ADD-OPTIONAL | pure atmosphere polish for one new library dep | +| **Immersive UI** (`immersive-ui`) | Animated UI: particle trail for carried items of non-common rarity, carried-item wiggle/scaling, smooth hotbar selector animation, floating matched container items | ShatterLib | OctoLib | Client-cosmetic | SKIP | two extra libraries for cosmetic overlap with Inventory Particles; poor value per pin | +| **Effectual** (`effectual`) | Atmospheric particles: breath steam in cold biomes, underwater bubbles (mouth/chests/pots), drip on exiting water, footprints + snow residue, cave dust, lava-adjace… | TLib | Client-cosmetic | MAYBE | duplicates Subtle Effects' niche and drags in a new lib; only add after an overlap audit, which the config-less pack model makes costly | +| **Blur+** (`blur-plus`) | Gaussian-blur shader behind all GUI backgrounds, with fade animations, ARGB gradient/colors, per-GUI exclusions and radius config | MidnightLib | Client-cosmetic | ADD-OPTIONAL | safe cosmetic; only bother if the pack wants GUI polish | +| **Camera Overhaul** (`cameraoverhaul`) | Client-side camera rotation effects: strafe/turn tilt, jump/fall pitch, explosion shake, idle sway; per-effect intensity config (0 disables) | — | Client-cosmetic | ADD-OPTIONAL | cheap and configurable, entirely a taste/accessibility call | +| **Cinematic Respawn** (`cinematic-respawn`) | Replaces the death screen with a cinematic camera + fade transition into respawn; optional auto-respawn and skippable animation; fully client-side | — | Client-cosmetic | ADD-OPTIONAL | pleasant, zero-risk client polish; taste call on auto-respawn | +| **Smart Particles** (`smart-particles`) | Distance-prioritized particle culling ("smart particle culling") plus camera/frustum culling of off-screen particles | — | Client-cosmetic | ADD-OPTIONAL | targeted client-side stabilizer with no server footprint; watch mixin overlap with ImmediatelyFast | + +## World mechanics & hazards + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Burnt** (`burnt-basic`) | Persistent, spreading fire: lit blocks smolder → burn → leave burnt block variants (with charcoal drops), integrated wind system (read via flags), biome-aware burn… | — | Moderate | ADD-OPTIONAL | distinctive survival flavor with controls, but server-grief/tick cost means it's a taste call, not a default | +| **Burnt + Additions** (`burnt`) | Everything in `burnt-basic` plus: Flint Bow (flame arrows), Fire/Blaze Barrels (delayed blast + ignition), random structural collapse events, smoker→burnt-wood reci… | — | Moderate | MAYBE | the fuller variant is attractive but heavier; if fire flavor is wanted, choose this over basic deliberately (and still treat as option… | +| **Tree Physics** (`tree-physics`) | cutting a tree with Rooted Dirt beneath it assembles the trunk/canopy into a Sable physics sub-level and topples it realistically; crouch-chop opts out; building on… | — | Moderate | MAYBE | the most on-theme Sable use possible, but per-tree physics sub-levels on the Aeronautics stack demand a dev-server soak test before sh… | +| **Sable Beyond** (`sable_beyond`) | Create interop with Sable sublevels: mechanical arms interacting with sublevels, encased fans pushing/pulling sublevels, dynamic mass for fluid tanks/spouts/drains/… | — | Moderate | MAYBE | the most functionally attractive Aeronautics enhancement in the batch, but alpha software on the pack's most fragile stack; isolated t… | +| **Ragdoll Reactions** (`ragdoll-reactions`) | Players ragdoll in reaction to crashes, being run over, sharp direction changes, and explosions | Sable: Ragdolls | Minor | MAYBE | only alongside Sable: Ragdolls, and only after crash-testing with Aeronautics | +| **Sable: Ragdolls** (`sable-ragdolls`) | Physics-driven player ragdolls using Sable's physics system (H to tumble, Shift to get up) | — | Minor | MAYBE | fun, Sable-native, and unlocks two other candidates; test with Aeronautics before adopting | +| **Sable: Ragdoll Corpse** (`sable-ragdoll-corpse`) | On death, a fully simulated ragdoll corpse holding your entire inventory (items safe in an internal inventory) | Sable: Ragdolls | Minor | SKIP | Gravestone already owns this job; stacking two death-item systems on the Sable physics stack adds fragility for no new capability | +| **Lunar** (`lunar`) | Cycle of lunar events: Bad Omen Moon, Big/Tiny Moon (gravity changes), Blood Moon (harder mobs), Crimson Moon (nether mob spawning in Overworld), Hero/Miner Moon (b… | — | Moderate | MAYBE | fun server-wide content, but gravity/spawn events touching Aeronautics physics is an unquantified risk in this pack | +| **Celestria** (`celestria`) | Server-triggered, synced shooting stars at night (grant Luck; command-spawnable; client renders via a WorldRenderer mixin, with a client-only fallback mode for vani… | — | Minor | MAYBE | nice ambience, but stale build + WorldRenderer mixin on the Sodium/DH/Sable stack needs an in-pack smoke test first | +| **Mystical Oak Tree** (`mystical-oak-tree`) | A rare talking oak tree with 300+ written lore/joke/fact lines, trust mechanic, self-defense; "dynamically grabbed from the web" content | — | Minor | ADD-OPTIONAL | harmless flavor for a friends pack; nothing about it strains the stack | + +## HUD & client UI + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Auto HUD** (`autohud`) | Dynamically hides HUD elements that aren't currently interesting (keybind toggle, per-element config); hides persistent status effects and shows remaining effect ti… | Fabric API | Client-cosmetic | ADD-OPTIONAL | Metadata Fabric-API dep is Fabric-build-only; native NeoForge build | +| **Armor Hud** (`armor-hud`) | HUD overlay showing each equipped armor piece with icons and color-coded durability bars (green/yellow/red/black thresholds) | — | Client-cosmetic | ADD-OPTIONAL | tiny, dependency-free HUD addition | +| **Immersive Armor HUD** (`immersive-armor-hud`) | Pixel-perfect 7×7 armor icons above the vanilla armor bar showing which armor pieces are worn and per-piece durability warnings | TxniLib | Client-cosmetic | ADD-OPTIONAL | cheap vanilla-style HUD upgrade; minor recency caveat | +| **Health Bars** (`new-health-bars`) | HUD health panel: mob name, health, armor, damage taken with animated bars | Puzzles Lib | Client-cosmetic (informational) | MAYBE | redundant with Jade unless the group wants damage numbers; if added, de-overlap with Jade deliberately | +| **Neat** (`neat`) | Minimalistic unit frames (health bars colored by HP %, armor, smite/arthropod attribute icons, stack grouping, team colors, toggle keybind) over entities | — | Client-cosmetic | ADD-OPTIONAL | mature, zero-risk combat readability; prefer over the Damage Indicator if choosing one | +| **JeremySeq's Damage Indicator** (`jeremyseqs-damage-indicator`) | Client-side directional damage arrow, floating damage text, text health bars for mobs, optional blood overlay | — | Client-cosmetic | MAYBE | harmless, but functionally redundant with Neat if both are added; pick one combat-info mod | +| **Advancement Plaques** (`advancement-plaques`) | Replaces advancement toasts with glowing plaques for Task/Goal/Challenge; configurable position, distance, whitelist; resource-pack customizable | — | Client-cosmetic | ADD-OPTIONAL | safe client polish on a dep already in pack; one test-instance check on the sound caveat | +| **GUI Effect Timer** (`gui-effect-timer`) | Countdown text (s/m/h/d abbreviations) inside status-effect HUD badges, updated per tick; color configurable; supports infinite/command-set effects | Collective | Client-cosmetic (informational) | ADD-OPTIONAL | tiny, safe, useful; effectively free once Collective is pinned for Followers Teleport Too | +| **Keybind Atlas** (`keybind-atlas`) | Client-side visual keyboard/mouse overlay showing every keybinding, color-coded assigned/unused/hidden, with source-mod attribution and in-overlay rebinding | — | None | ADD-OPTIONAL | genuinely useful in a pack this size, zero risk | +| **Distinct Potions** (`distinct-potions`) | Distinct bottle styles for greater/extended potions, distinct colors for awkward/mundane/thick base potions | Puzzles Lib | Client-cosmetic | ADD-OPTIONAL | cheap visual QoL; only worth it if the pack accepts pulling in Puzzles Lib for a single client mod | +| **Obscure Tooltips** (`obscure-tooltips`) | Fully animated tooltip styling: glowing borders, particle effects, rarity-adaptive ornaments, integrated 3D gear previews inside tooltips, smooth scrolling and line… | Fragmentum | None | MAYBE | attractive but redundant with Legendary Tooltips; only add after confirming they don't fight over tooltip rendering, or as a replaceme… | +| **Tooltip Overhaul** (`tooltip-overhaul`) | complete vanilla tooltip replacement — scrollable/wrapping tooltips, equipment comparison, pinned tooltips, 30+ frames, 37+ effects, animations, 3D item icons/previ… | — | Client-cosmetic | SKIP | collides with Legendary Tooltips; the pack should carry one tooltip restyler, and it already does | +| **Visual Workbench** (`visual-workbench`) | crafting tables retain items in the grid between crafts; ingredients + result rendered on top of the table; contents drop when broken | Puzzles Lib | Minor | ADD-OPTIONAL | popular, polished Fuzs mod; costs one small library | +| **Held Item Tooltips** (`held-item-tooltips`) | Rich info plate above the hotbar on item switch: enchantments, durability, potion effects, item attributes, map IDs, firework/banner/book details | Puzzles Lib | Client-cosmetic (informational) | ADD | low-risk, high-frequency QoL; library cost shared with other Puzzles-Lib picks | +| **GUI Compass** (`gui-compass`) | HUD text readout of direction + coordinates ("FXYZ"), shown only with a compass in inventory (default) | Collective | Client-cosmetic | MAYBE | harmless, but marginal over F3 and redundant if Field Guide (with Immersive Overlays) is added | +| **Better Third Person** (`better-third-person`) | Independent free-rotating third-person camera (full 360°), 8-direction movement without camera rotation, full item use in third person, vehicle/swim/elytra support… | — | Client-cosmetic | ADD-OPTIONAL | safe, popular camera QoL with no deps; just smoke-test it while piloting Aeronautics contraptions | +| **Dynamic Crosshair** (`dynamiccrosshair`) | Context-sensitive crosshair: hides/changes based on what is looked at, held item, and action; highly configurable with optional YACL config screen | Fabric API | Client-cosmetic | ADD-OPTIONAL | pure client polish, but must be tested against ImmediatelyFast and dropped if HUD glitches appear | +| **Emojiful** (`emojiful`) | Emojis in chat, including animated ones, with autocomplete and an emoji picker | — | Client-cosmetic | ADD-OPTIONAL | fun for a 10-player social server with zero gameplay footprint | +| **Quick Skin** (`quick-skin`) | In-game skin library GUI (import by username or drag & drop), Classic/Slim model swapping | — | Client-cosmetic | ADD-OPTIONAL | client nicety; preferred over SkinChanger (newer, GUI, more features) | +| **SkinChanger** (`skinchanger`) | `/skin set|clear` and `/cape set|clear` commands by username or URL, working on offline-mode servers; admin variants targeting other players | — | Client-cosmetic | SKIP | redundant with Quick Skin (GUI, HD skins, animated capes) and stale: last updated 2024-10-26 vs. Quick Skin's 2026-09-28 | +| **Akashic Tome** (`akashic-tome`) | A single "Book of Books" item (craft: book + bookshelf) that stores all mod documentation books and transforms into any of them; right-click menu to switch, sneak-r… | — | None | ADD-OPTIONAL | cheap, low-risk QoL that scales well with a 142-mod pack | +| **Field Guide** (`field-guide`) | Spyglass-based scanning of entities/blocks to unlock entries in a personal in-game encyclopedia | Item Descriptions, Immersive Overlays | Minor | ADD-OPTIONAL | excellent fit for a 10-player exploration pack; price of admission is two extra NeoForge libs | +| **Certain Questing Additions** (`certain-questing-additions`) | FTB Quests UI upgrades: entity rendering in quest descriptions/backgrounds, APNG image support, per-chapter shader-based backgrounds, hover/open/zoom animations, gl… | — | None | ADD-OPTIONAL | nice polish for a quested pack; harmless if dropped | +| **FindMe** (`findme`) | Hover an item in JEI and press Y to mark which nearby inventories contain it (cloud particles) | — | Minor | ADD | zero-dep, low-risk, high-frequency QoL | +| **Zume** (`zume`) | hold-to-zoom keybind (FOV zoom) with zoom-level increase/decrease keybinds; auto-reloading JSON5 config in the global `.minecraft` dir | — | None (view convenience; no gamepl… | ADD | zero-dep, zero-server, fills an obvious gap next to Sodium+DH distance viewing | + +## Audio & music + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Sounds** (`sound`) | 170+ new/reworked SFX (UI, chat, item, block sounds); configurable per event and extensible via resource packs; spiritual successor to ExtraSounds/Auditory | MRU | Client-cosmetic | ADD-OPTIONAL | high polish, zero server footprint; costs one new small library | +| **Extreme sound muffler** (`extreme_sound_muffler`) | Client-side selective sound muffling via an inventory-button/keybind GUI with per-sound volume sliders | — | Client-cosmetic | ADD | zero-risk, zero-server-cost QoL that is actively maintained (3.56, 2026-09-22) | +| **Sounds Be Gone!** (`soundsbegone`) | Mute any vanilla/modded sound event from a "recently played" list, with unmute audit trail | — | Client-cosmetic (no gameplay chan… | ADD-OPTIONAL | tiny, safe, real accessibility value for a 10-player group | +| **Simple Music Control** (`simple-music-control`) | Halved delay between background music tracks, next-track keybind (default M), now-playing widget | — | Client-cosmetic | ADD | zero-risk client QoL whose only dependency is already present | +| **Now Playing** (`now-playing`) | Toast/hotbar popup announcing the current music track (background music and jukeboxes), with placement/timing/sprite resource-pack options | — | None | ADD-OPTIONAL | trivial, safe; most valuable if music-content mods are added | +| **More Music Discs** (`more-music-discs`) | Custom music discs (YouTube-sourced tracks, used with permission) found as chest loot, mob drops, or creative tab; loot-table injection fully configurable/disableab… | Deimos | None-Minor | ADD-OPTIONAL | cheap flavor; verify default disc-in-every-loot-pool density is wanted | +| **Net Music: Better Experience** (`net-music-play-list`) | Playlist items and a portable music player built on the "Net Music" mod; playlist discs for jukeboxes/CD burners | Net Music | None-Minor | SKIP | dependent on an absent streaming-music base mod with service/licensing baggage; poor fit | +| **VinURL** (`vinurl`) | custom music discs that download and play audio from YouTube/file-hosting URLs via jukebox; `/vinurl` commands; auto-downloads yt-dlp, deno, and FFmpeg binaries at… | Sinytra Connector, Forgified Fabric API, oωo (owo-lib) | Minor (custom music per player) | SKIP | Connector red flag, runtime binary downloads, and licensing minefield; not worth it for jukebox music | +| **Immersive Melodies** (`immersive-melodies`) | 7 instruments playing 25 bundled songs; custom melodies via in-game drag-and-drop or datapacks (MIDI/ABC) | — | Minor | ADD-OPTIONAL | fun multiplayer toy at essentially zero mechanical risk | +| **Even More Instruments!** (`evenmoreinstruments`) | Playable instruments: trombone, violin, keyboard, guitar, saxophone, koto, shamisen, pipa; all 16 note blocks as playable instruments | Genshin Instruments | Minor | SKIP | abandoned per its own README and requires Genshin Instruments, which the pack does not have | +| **cat_jam** (`cat_jam`) | Client-side animation: cats bob/jam to the rhythm of music discs, with per-disc routines | — | Client-cosmetic | ADD | tiny, client-only, documented compat with a mod already in the pack | +| **Etched** (`etched`) | Custom music discs burned from URLs (MP3, WAV, OGG, SoundCloud) via the Etching Table with label customization | — | Minor | ADD-OPTIONAL | great social toy for a small server; settle the URL-content policy first | + +## Food & farming + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Chef's Delight - Farmer's Delight Villagers** (`chefs-delight`) | Two villager professions (Cook, Chef) trading FD food, plus village structures for them (cook/chef houses) | — | Minor (if it worked) | SKIP | 1.21.1 build is bound to FD Refabricated, which conflicts with the pack's existing Farmer's Delight | +| **Expanded Delight** (`expanded-delight`) | Farmer's Delight expansion: new crops, blocks, workstations and more, added "gradually" on top of the base mod | — | Moderate | ADD-OPTIONAL | strongly on-theme and the best-covered addon for Display Delight, but accept the author-declared beta instability or wait for stable | +| **More Delight (for Farmer's Delight)** (`more-delight`) | Extra Farmer's Delight meals and ingredients, bread-slice sandwiches, toast, wooden/stone knives | Delight Lib | Minor | ADD-OPTIONAL | safe, on-theme content; the Delight family is already large, so it's cumulative rather than filling a gap | +| **Miner's Delight** (`miners-delight`) | Farmer's Delight cave-food addon: cave carrots (new crop + gossypium flower), bat/silverfish snacks, copper pot and copper cup cooking utensils, cave-themed meals | Lodestone | Minor | ADD-OPTIONAL | strong thematic fit with the Delight family, but the author's own beta warning plus a new library dep argue for wait-and-see | +| **Dungeon's Delight** (`dungeons_delight`) | Monster Pot cooking station (heated by spawner-like blocks) producing Monster Foods | — | Moderate | ADD-OPTIONAL | thematically perfect next to the pack's existing Delight collection; sanity-check the new effect types against Apotheosis stacking | +| **Barbeque's Delight [Forge/NeoForge]** (`barbeques-delight-forge`) | Grills + skewer cooking loop (place → smoke cue → sneak-flip → collect; burning on failure), ingredients basin crafting of skewers | — | Minor | ADD-OPTIONAL | frictionless fit with the existing Delight stack | +| **Fright's Delight** (`frights-delight`) | 56 horror-themed Farmer's Delight foods/drinks/candies crafted from hostile-mob drops (rotten flesh, spider eye, ghast tear, slime, cobweb, wither/soul berries) | — | Minor | ADD-OPTIONAL | fits the pack's Delight collection; horror theme is a taste call | +| **Veggies Delight** (`veggies-delight`) | 7 new vegetables (bell pepper, broccoli, cauliflower, garlic, sweet potato, turnip, zucchini) + forageable dandelion leaf; temperature-based wild veggie worldgen; v… | — | Minor | ADD-OPTIONAL | low-risk content that deepens the pack's largest content family | +| **Fruits Delight** (`fruits-delight`) | 17 fruits (peach, mango, lychee, durian, …) with unique per-fruit processed-food effects (Strength+Rage Aura, Night Vision, Healing Aura, walk-on-ice, eat-when-full… | — | Moderate | ADD | big, popular (2.2M downloads) FD expansion that plugs into two pack pillars (Create, Terralith) | +| **Rustic Delight** (`rustic-delight`) | New crops: bell peppers (red/yellow/green), coffee, cotton, with wild spawns (e.g., jungle wild bell peppers/coffee) | — | Minor | ADD | textbook fit: same-dependency addon for an existing content pillar | +| **Cultural Delights** (`cultural-delights`) | New world-cuisine crops: avocado, eggplant, cucumber, corn, beans, cinnamon | Cook's Collection | Moderate | ADD-OPTIONAL | on-theme food content, but it requires adopting Cook's Collection and the Delight shelf is already crowded | +| **Hearth and Harvest** (`hearth-and-harvest`) | New farmable crops, some with unique growth mechanics, plus new interactive food/resource crafting systems | — | Moderate | ADD-OPTIONAL | solid FD-family expansion; coordinate corn overlap with Haunted Harvest before adding both | +| **Haunted Harvest** (`haunted-harvest`) | Trick-or-treating: baby villagers wear 9 mask types, walk at night, collect candy from adult villagers (with witch interactions and egg-throwing on refusal); candy-… | Moonlight Lib | Minor | MAYBE | charming, but adds a lib, modifies villager AI, and double-buys corn with Hearth and Harvest | +| **Overweight Farming** (`overweight-farming`) | Rare "overweight" super-crops (beets/carrots/potatoes/beans) with boosted yields, moonlight growth bonus, straw hat (breeding twins/triplets), peeling/waxing/melon-… | — | Minor | ADD-OPTIONAL | small, self-contained farming charm | +| **AlcoCraft+** (`alcocraft`) | Brewing keg with 10+ beer recipes (hops, sugar, apples, water) | — | Minor | ADD-OPTIONAL | small, self-contained fun; no flags | +| **Fishing Real** (`fishing-real`) | Fish hooked as items spawn as live entities instead (salmon → live salmon, etc.) | — | Minor | ADD-OPTIONAL | cheap, fun, low-risk; worth a small datapack pass to include Aquaculture species | +| **FishingOverhaul** (`fishingoverhaul`) | Reel-in minigame: fish circles a bar; right-click inside the catch region to land loot; crit region doubles loot | — | Minor | ADD | declared Aquaculture 2 compat makes this a natural pack fit | +| **Fisherman's Haven** (`fishermans-haven`) | Fishing expansion: new rods, traps and nets that catch multiple fish at once | — | Moderate | ADD-OPTIONAL | no deps, distinct fishing mechanics that complement Aquaculture 2; accept the niche overlap deliberately | +| **Farmer's Knives** (`farmers-knives`) | Farmer's Delight knives in many modded materials — for mods actually in this pack that means The Twilight Forest (Ironwood, Fiery, Steeleaf, Knightmetal) plus a cop… | — | Minor | ADD-OPTIONAL | cheap thematic glue whose payoff is real but limited to Twilight Forest materials since the other supported tool mods aren't in the pa… | +| **Display Delight** (`display-delight`) | Placeable 3D food blocks for every Farmer's Delight (+ addon) food; placed foods are neither block entities nor entities (explicitly lag-friendly) | — | Minor | ADD | direct, low-risk upgrade to the pack's food-and-decor identity | +| **Create: Factory** (`create-factory`) | Create-themed foods: rolls, waffles, apples and related items/recipes; optional extra recipes when Create: Confectionery or Ecologics are present | — | Minor | ADD-OPTIONAL | harmless, but the food family is already the pack's most crowded content lane; low marginal value | +| **Delightful Creators** (`delightful-creators`) | Farmer's Delight ↔ Create automation bridge: new fluids for soups, stews and sauces; mixer recipes to produce them; bowl filling from fluids | — | Moderate | MAYBE | pick one FD↔Create bridge; Slice & Dice is already installed and proven, so this needs a deliberate "both approaches" decision | +| **Berry Good** (`berry-good`) | Berry QoL: bush placement moved to "pips" so bushes aren't placed accidentally; other simple berry-use improvements (excerpt details only the placement change) | Blueprint | Minor | SKIP | an entire additional library dependency (Blueprint) for one minor placement QoL; revisit only if the pack adopts Team Abnormals mods w… | +| **Abnormals Delight** (`abnormals-delight`) | Farmer's Delight integration for Team Abnormals mods: FD cabinets in every Abnormals wood type, Duck/Deer meat cuts, cake slices alongside Neapolitan | Blueprint | Minor (and in this pack, near-zer… | SKIP | required Blueprint dep plus an ecosystem (Team Abnormals) the pack doesn't run; mostly dead content | +| **ExtraDelight** (`extradelight`) | Kitchen workstations: Oven (3×3 slow-baking), Dough Shaping Station, Mixing Bowl, Mortar & Pestle, Drying Rack, Melting Pot (solids→fluids), Chiller (fluids→solids) | — | Moderate | ADD-OPTIONAL | the meatiest Delight addon in the batch and a natural kitchen-tier progression; confirm the block-entity load on the dedicated server… | + +## Create & technology + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Create: Bells & Whistles** (`bellsandwhistles`) | 36 decorative/utility Create blocks: station platforms, headlights, "Metro" casing/panel/window palette, andesite/brass/copper grab bars & bogie steps & door steps… | — | Minor | ADD-OPTIONAL | strong deco value for a Create pack; verify blocks behave on Aeronautics contraptions first | +| **Create: Design n' Decor** (`create-design-n-decor`) | Create-focused QOL decoration: block variants (multiple crushing-wheel variants), containers, and extra factory-styled deco blocks | — | Minor | ADD-OPTIONAL | safe factory decoration; nice with the pack's Chipped/Rechiseled angle | +| **Create: Teleporters** (`create-teleporters`) | Create-styled teleportation: TP Links with a configurable range, plus entity and item teleporters in multiple sizes | — | Moderate | ADD-OPTIONAL | clean fit for Create logistics with no flagged conflicts; decide whether the pack wants dimensional play | +| **Create: Structures Arise** (`create-structures-arise`) | 28 new Create-themed worldgen structures scattered across the world | — | Moderate | ADD-OPTIONAL | strong fit for a Create + exploration pack, but it thickens an already structure-saturated worldgen stack with no config knobs shipped | +| **Create Waystones Recipes** (`create-waystones-recipes`) | Replaces all Waystones crafting recipes with Create-style (machine/mechanical) recipes and rebalances them; pairs with an optional texture/GUI resource pack | — | Minor | ADD-OPTIONAL | safe; a deliberate progression/taste decision for the questbook rather than a technical one | +| **Create: Sophisticated Backpacks Compat** (`create-sophisticated-backpacks-compat`) | A curated set of Create machine recipes for Sophisticated Backpacks items/components, enabling automation of key SB components inside Create factories (only "carefu… | — | Minor | MAYBE | plausible value, but check for recipe collisions with the official Create Integration already in the pack before committing | +| **Create: Dynamic Lights** (`create-dynamic-lights`) | Dynamic lighting for moving Create contraptions (client-side light via Sodium-family dynamic lights), plus an optional server-side "light block" mode that places re… | Sodium Dynamic Lights | Client-cosmetic | SKIP | redundant with LambDynamicLights, wrong rendering stack assumptions (Embeddium/Rubidium), and its niche is better covered (or delibera… | +| **Create Sable Dynamic Lights** (`create-sable-dynamic-lights`) | Dynamic-light support for Create contraptions and Sable sub-levels (moving contraptions/sub-levels actually illuminate surroundings, incl. on Aeronautics ships) | Sodium Dynamic Lights | Client-cosmetic | SKIP | requires a second dynamic-lights engine that duplicates LambDynamicLights and couples to the fragile Sodium/Sable version pin | +| **CreateBetterFps** (`createbetterfps`) | FPS optimization for Create scenes ("up to 50%" with a shaderpack, 7→35 fps with 512 waterwheels) via Sodium API usage and backface culling | — | None | MAYBE | Iris + Sodium now in pack, so unblocked in principle, but it patches Create's code on the Aeronautics/Sable stack - test first | +| **Sophisticated Inventory Interactions** (`sophisticated-inventory-interactions`) | Search field inside vanilla/modded container GUIs; sort modes (name/mod/count/tags) | — | Minor (pure inventory-management… | MAYBE | good mod, but it replaces rather than stacks with Client Sort; pick one container-sorting solution | +| **Sophisticated Item Actions** (`sophisticated-item-actions`) | Keybind highlights nearby storages containing the held/hovered/JEI-bookmarked item (green exact / blue type match) | — | Minor (inventory-flow QoL, Terrar… | ADD-OPTIONAL | genuinely new capability that plays well with the Sophisticated + JEI stack already in the pack | +| **Sophisticated Sorter** (`sophisticated-sorter`) | Sophisticated Core sort buttons on most regular container screens (name/mod/count/tags modes) | — | Minor | SKIP | redundant with Client Sort in-pack and with Sophisticated Inventory Interactions in this same batch; side metadata is also "unknown" f… | +| **Refined Storage - JEI Integration** (`refined-storage-jei-integration`) | JEI ↔ Refined Storage recipe transfer for Crafting Grid and Pattern Grid, incl. autocrafting tasks from JEI preview | Refined Storage | None in this pack | SKIP | dead weight without Refined Storage | + +## Decoration & building + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Beautiful Campfires** (`beautiful-campfires`) | Wood-themed campfire variants (birch, etc.) so the crafted wood determines appearance; vanilla campfire recipe restricted to oak; includes the fire-type variants (r… | — | Minor | ADD-OPTIONAL | cheap cosmetic polish; document the oak-only recipe change in pack notes | +| **Sooty Chimneys** (`sooty-chimneys`) | Brick, Cobblestone, Mud Brick, Stone Brick, Iron, Copper, and Terracotta chimneys emitting smoke | — | Minor | ADD-OPTIONAL | safe, charming builder content with negligible cost | +| **Items Displayed [NeoForge]** (`items-displayed-forge`) | Sneak-right-click placement of items (sherds, smithing templates, ingots, etc.) as world-facing 3D models; craftable "Item Display" stand rotatable to any angle, va… | — | Minor | ADD-OPTIONAL | safe builder content that fits the pack's decoration mods | +| **Too Many Paintings!** (`too-many-paintings`) | 50+ new paintings including famous artworks (Van Gogh, da Vinci); works in existing worlds | — | Client-cosmetic (placed paintings… | ADD-OPTIONAL | zero-dep cosmetic content, safe on both sides | +| **Portfolio** (`portfolio`) | 100+ paintings by artist Yapetto across 10 themed catalogues (Still Life, Void Manor, Death, Rana, Far Lands, Anchor, Giant, Elemental, Cloud Cuckoo, Keeping Up) | — | Client-cosmetic | ADD | zero-dependency pure content that fills an empty decorative niche | +| **Display Case** (`displaycase`) | A decorative single-item display block; clicking with honeycomb stops the spin (axe unwaxes) | — | Client-cosmetic | MAYBE | fine in isolation, but choose between this and Fetzi's Displays (same batch) rather than shipping both display systems | +| **Fetzi's Displays** (`fetzis-displays`) | Glass cloches in 16 colors, katana stands, and wall holders with item-name plaques | — | Client-cosmetic | MAYBE | good feature set but redundant with Display Case (batch) + Handcrafted; pick one display system for the pack | +| **Gallery** (`gallery`) | Icon textures for all painting variants; right-click-with-painting GUI to search/select variants | Blueprint | Client-cosmetic (decorator QoL) | MAYBE | nice decorator QoL but drags in the Blueprint library for a niche feature | +| **Spooky Doors** (`spooky-doors`) | horror-game door behavior for all doors — drag to half-open/peek, slam by fast drag, run-into to open, creak sound set; Honeycomb/Ghast Tear toggle | — | Minor | ADD-OPTIONAL | small, charming, Balm-based and low-risk | +| **Boatload** (`boatload`) | Boats with chests, boats with furnaces, large boats, and boats with banners | Blueprint | Minor | ADD-OPTIONAL | pleasant water QoL, but chest-boat overlap with vanilla makes it low-value; needs Blueprint | +| **Supplementaries** (`supplementaries`) | Vanilla+ block set: jars, signposts, faucets, weather vanes, spring launchers, sconces, planters, lights, decoration + automation | Moonlight Lib | Moderate | ADD-OPTIONAL | Create conflict issues all closed; NeoForge-first. Needs Moonlight Lib; smoke-test | +| **Accents** (`accents`) | Dyeable cosmetic accessories (hats, back items, e.g. partial-coloring Top/Pirate Hat) with small situational stat bonuses (e.g. Sheathed Katana +5% damage worn on b… | Fragmentum | Minor | ADD-OPTIONAL | low-risk cosmetic+minor-stat layer; costs one new library dep | + +## Mobs & wildlife + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Animal Garden - Porcupine** (`animal-garden-porcupine`) | Tamable/breedable porcupines spawning in forests (JSON-configurable spawn tags); quill damage to nearby attackers; apple taming, sweet-berry breeding/healing, incre… | — | Minor | ADD-OPTIONAL | tiny, dependency-free, fits the existing tameable-mob theme | +| **Fowl Play** (`fowlplay`) | ~13 bird species (hawks, gulls, ravens, crows, ducks, geese incl. swan/emden variants, songbirds, penguins) with realistic flight, sounds, and ecosystem behavior; s… | SmartBrainLib | Minor | ADD-OPTIONAL | strong ambience fit for the pack's mob roster; costs one AI lib | +| **Companions!** (`companions-mod`) | 10 tamable companion creatures with abilities, hostile mobs with unique skills, new weapons, a boss; Small/Great Essence economy (Great Chalice, Soul Furnace, fille… | Knight Lib | Moderate | MAYBE | decent content but redundant with the existing mob roster and it drags in a new library; only if the pack wants more combat-pet content | +| **Hybrid Aquatic** (`hybrid-aquatic`) | Large marine mob roster: new fish species, sharks, crustaceans, critters, otters, nautiluses, and a new miniboss | Hybrid API [HAPI], Biolith | Major | ADD-OPTIONAL | biggest content win in this batch; gate on a worldgen + Aquaculture overlap test because of the two new library pins | +| **Alex's Mobs Continued** (`alexs-mobs-continued`) | Unofficial continuation of Alex's Mobs: the full ~116-mob roster (grizzly bears, tigers, gorillas, sharks, orcas, soul vultures...), taming/breeding/mounts/bucketin… | CodxLib | Overhaul (if it *replaced* the ex… | SKIP | direct duplicate of an existing pack mod; would only ever be a 1:1 swap project | +| **Friends&Foes - Flowery Mooblooms (Forge/NeoForge)** (`friends-and-foes-flowery-mooblooms-forge`) | One moobloom cow variant per flower (allium, sunflower, lilac, etc.) | — | Minor | ADD-OPTIONAL | cheap flavor that slots into an installed mod; skip only if moobloom density is unwanted | +| **Pet Cemetery** (`pet-cemetery`) | Dead pets drop Pet Collars; use a charged Respawn Anchor to revive them as Zombie pets (tankier, curable) or Skeleton pets (faster, unrecoverable) with stat tradeof… | Blueprint | Minor | ADD-OPTIONAL | emotionally valuable on a friends server; verify modded-pet support first | +| **PetProtect** (`petprotect`) | Server-side protection toggles for tamed mobs in PvP: prevent pet player-damage, pet death, pet attacks on players; owner-damage, creative, and totem-effect options… | — | Minor | ADD | tiny, dependency-free, and directly prevents grief/accident on a 10-player PvP-capable server full of tamed mods' pets | +| **Mob Lassos** (`mob-lassos`) | Craftable lassos to carry mobs in inventory: golden (land), aquatic, diamond (no timer), emerald (villagers via contract), hostile (target below 50% HP, bites carri… | Puzzles Lib | Minor-Moderate | ADD-OPTIONAL | useful QoL; check boss exclusion config before shipping to a pack with Apotheosis | +| **Realm RPG: Fallen Adventurers** (`realm-rpg-fallen-adventurers`) | 50+ treasure-bearing skeleton types generating across biomes and dimensions, dropping ores, materials, food, gear, and enchanted books | — | Minor | ADD-OPTIONAL | easy exploration flavor; note the 1.21.1 build dates to 2025-01 (aging but stable, 2.3M downloads) | +| **Spawn** (`spawn-mod`) | Overworld wilderness overhaul: new biomes, many animal mobs with variants, ambience, mechanics | Teal Lib | Major | MAYBE | substantial content but collides with the pack's curated worldgen and mob roster; needs Teal Lib and dedicated testing before inclusion | +| **Mermod** (`mermod`) | Magical necklace (Curios-style accessory) that transforms the wearer into a merperson in water (per description; details on wiki, not README) | — | Minor | ADD-OPTIONAL | small, cheap, fits the pack's exploration theme; low information confidence due to thin README | +| **Punchy! x Tiny Takeover** (`tiny-takeover-x-punchy`) | Carry baby mobs in first person with dedicated animations (crouch + right-click; "I" key playful animation) | — | Minor | MAYBE | verify whether Punchy/Tiny Takeover base mods are actually required and that the NeoForge build is real before adding | +| **Environmental** (`environmental`) | New overworld biomes: Blossom Woods, Pine Barrens, Marshes | Blueprint | Moderate | MAYBE | its content substantially duplicates what Terralith + Alex's Mobs already deliver, and it requires pulling in Blueprint for a single m… | +| **Primal** (`mod-primal`) | Wilderness-immersion content released in "Hunters" (1.0) and "Hunt & Gather" (1.1) updates; further specifics are deferred to an external wiki that the README itsel… | — | unknown | MAYBE | sparse documentation; inspect the wiki and jar contents before committing | +| **Pixelmon** (`pixelmon`) | Every Pokémon Gen 1–9 (1000+) with handmade models/animations, plus battling, trading, breeding | — | Overhaul | SKIP | total-conversion-scale content that steamrolls the pack's identity, worldgen, and mob budget | + +## Combat, gear & magic + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Too Many Bows** (`too-many-bows`) | 38 unique bows with special abilities; new attributes (Bow Draw Speed, Bow Damage, Ranged Weapon Damage) | — | Moderate | ADD-OPTIONAL | strong synergy with Better Combat and Curios already in the pack | +| **Reliquary Reincarnations** (`reliquary-reincarnations`) | Magical utility items: Coin of Fortune (item/XP magnet), Interdiction Torch (pushes mobs), Mob Charms (per-mob-type ignore), Sojourner's Staff (torch staff), Void T… | — | Moderate | ADD-OPTIONAL | content-rich and maintained, but demands a balance pass against Apotheosis/Artifacts | +| **More Relics** (`more-relics`) | 25+ relics (accessory items with unique/evolved forms, e.g. Tyrant Mask, Whispering Amulet evolution chains) distributed across structure chests | ShatterLib | OctoLib, Relics | Moderate | SKIP | needs a missing base mod + two libraries, carries self-documented version-pin fragility, and duplicates the Artifacts niche the pack a… | +| **Relics: Arcane Abilities** (`arcane-abilities`) | Dungeons containing three relic artifacts: Fate Beacon (structure finding + teleport marks), Shadow Lantern (darkness abilities: blinding, invisibility, time manipu… | — | Moderate | SKIP | its own README requires Relics + Hammer Lib (missing); would need both plus a balance review to reconsider | +| **Dream Relics** (`dream-relics`) | Curios-integrated accessories: necklaces/rings/bracelets/special items with abilities (damage scaling vs missing/target health, multi-jump boots, XP-granting grail) | — | Moderate | MAYBE | duplicate niche vs Artifacts with Apotheosis balance implications; needs a curation pass before adding | +| **TarotCards: Remastered** (`tarotcards-remastered`) | 22 Major Arcana cards found only in loot chests (buried treasure, shipwrecks, dungeons), each granting a passive buff while carried; dedicated Curios slot; deck com… | — | Minor | ADD-OPTIONAL | clean fit for an exploration/loot pack; explicitly team-aware | +| **Skillcloaks** (`skillcloaks`) | Curios back-slot cloaks from villager trades (colored sacks from master-tier villagers): Agility, Attack, Construction (teleport to spawn), Cooking, Crafting (porta… | — | Minor | ADD-OPTIONAL | solid Curios content on an existing dependency; consider adding Lucent for the full feature set | +| **Ars Elixirum** (`ars-elixirum`) | Free-form elixir brewing: ingredients with seed-dependent alchemical properties, player-authored/saveable/shareable recipes (recipe books on lecterns) | Fragmentum | Moderate | ADD-OPTIONAL | deep alchemy content with one new library dep; confirm in testing that it doesn't hard-require anything beyond Fragmentum | +| **Ars Ocultas** (`ars-ocultas`) | Ars Nouveau ↔ Occultism compatibility: spirits usable from Containment Jars, 7×7 auto item-processing around jars, item-capability piping into jars (pipes/hoppers/s… | Occultism | Moderate if Occultism were presen… | SKIP | required dependency Occultism is absent from both the pack and this batch | +| **Estrogen** (`estrogen`) | Estrogen Pill → "Girl Power" effect enabling a dash movement ability (+ hidden abilities); Estrogen Patches worn in their own Curios-style slots | Cynosure | Moderate | SKIP | meme-toned content whose headline feature alters player movement near a fragile physics stack, and which costs two extra pieces (Cynos… | +| **Create: Estrogen** (`create-estrogen`) | The Create module of the Estrogen mod: a Centrifuge multiblock/machine for new fluid processing recipes, plus custom package (Create packager) shipping recipes; JEI… | Estrogen | Moderate | MAYBE | can't be evaluated in isolation (dep is a batch candidate), self-declared in-development, and tone may not fit the pack; decide togeth… | +| **Small Ships** (`small-ships`) | Medieval sailable ships (R to open/close sail, W/S speed), biome-temperature speed bonuses, ship inventory | — | Moderate | MAYBE | appealing content, but a beta build with old updates parked next to Aeronautics/Sable physics; needs a dedicated compat test or should… | + +## Exploration & worldgen + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Dynamic Trees** (`dynamictrees`) | Trees as growing multiblock structures: seeds self-plant, trees grow biome/temperature/rainfall-dependently, grow around obstacles, die in darkness | — | Major | SKIP | a transformative tree overhaul whose coverage against the pack's 10+ worldgen mods is unverified and which demands config curation the… | +| **Spawn Animations** (`spawn-animations`) | hostile mobs dig out of the ground or poof into existence when spawning (works for zombies, skeletons, creepers, endermen, etc.); server-side, command-driven settin… | Quilted Fabric API (QFAPI)…, Fabric API | None | MAYBE | mild flourish; if wanted, use the datapack form to dodge the Fabric dep chain rather than the mod | +| **Spawn Animations Compats** (`spawn-animations-compats`) | datapack adding Spawn Animations support to 50+ modded mobs (Enderman Overhaul, Deeper and Darker, The Graveyard, Galosphere, etc.) | Spawn Animations | None | SKIP | only meaningful if Spawn Animations is added, and its supported mob list barely overlaps this pack | +| **Loot Journal: Pickup Notifier** (`loot-journal`) | Animated item/XP pickup notifications with smart stacking, rare-find highlights, nearby-player pickup tracking, themes, and in-game config | Fragmentum | Client-cosmetic | ADD-OPTIONAL | nice HUD polish; in-game config means no shipped-config maintenance | +| **Traveler's Titles** (`travelers-titles`) | RPG-style fade-in titles when entering biomes/dimensions; Waystone-named region titles (1.18+ Forge/NeoForge), custom sounds via resource pack, dimension/biome blac… | — | Client-cosmetic | ADD | cheap, polished, and it makes the pack's giant curated worldgen legible to players | +| **Death Count** (`death-count`) | A per-player death counter displayed in the tab player list | — | Minor | ADD-OPTIONAL | harmless novelty for a 10-player server, though equally achievable with a one-line vanilla scoreboard datapack | +| **Chalk** (`chalk-mod`) | Craftable chalk (calcite / loot) that draws arrow/dot/symbol marks on block faces; dyeable 16 colors; glowstone/glow-ink glowing marks; chalk box for storing/select… | — | Minor | ADD | cheap, self-contained, fills a real gap for cave exploration | + +## Social, sleep & death + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Comforts** (`comforts`) | Sleeping bags (portable bed that doesn't set spawn) and hammocks (sleep day→night), 16 colors + dyeing; optional config mechanics (well-rested, sleepiness, break ch… | — | Minor–Moderate | ADD | staple adventure QoL, well-maintained, no dependency cost | +| **Sleep Tight** (`sleep-tight`) | Sleep overhaul: hammocks (day rest), night bags (spawn-less temporary beds), dream essence, home-bed rewards, slower early-game sleep progression | Moonlight Lib | Moderate | ADD-OPTIONAL | popular, well-scoped sleep rework; requires adding Moonlight Lib and choosing between it and Room For Two rather than stacking blindly | +| **Room For Two** (`room-for-two`) | Multiple players sharing one bed; >2 players stack; camera faces your sleeping direction; `/sleeppos [front|back|left|right]` preference | — | Minor | ADD-OPTIONAL | harmless fun at BETA maturity; pick it OR Sleep Tight's ecosystem, and test if both | +| **PlayerRevive** (`playerrevive`) | A 60-second post-death window in which friends can revive you instead of a hard respawn | — | Moderate | ADD-OPTIONAL | strong social fit, but it rebalances death and needs a Gravestone interplay check | +| **Incapacitated** (`incapacitated`) | Downed state between life and death: crawling, bleed-out timer, 3 downs before true death (configurable); lava and similar causes bypass instantly | — | Major | MAYBE | great co-op mechanic but changes core death rules; needs owner sign-off plus a Gravestone interaction test | +| **Death Knell** (`death-knell`) | 35+ new death messages, including circumstance-specific ones (cookie-weapon kills, axe dismemberment) and generic variants | — | Client-cosmetic | ADD | zero-risk flavor whose deps are already installed | +| **Charta** (`charta`) | Card-game system: 3 games (Crazy Eights, "Fun", Solitaire), card tables in 3 sizes for up to 8 players, decks found in village/dungeon loot, in-game tutorials; API… | — | Minor | ADD-OPTIONAL | charming multiplayer flavor, zero risk if unused | +| **Mino++** (`minopp`) | Playable Uno-style card game: placeable table, scroll-wheel card selection, bot players (`/summon minopp:mino_auto_player`, bot config requires YACL), rule variants… | — | Minor | ADD-OPTIONAL | charming social content with no risk surface; pure taste call | +| **Piggyback** (`piggyback`) | Replaces the default sit-on-head player mechanic with a piggyback-style ride (right-click a crouching player with an empty hand) | Faewulf's Lib | Minor | ADD-OPTIONAL | harmless co-op fun, but requires adding Faewulf's Lib to the pack | +| **What Are They Up To (Watut)** (`what-are-they-up-to`) | in-world indicators when other players are typing (speed-animated), GUI-activity visuals (hand clicking at a screen), idle/sleeping player visuals, and Zz idle mark… | CoroUtil | Minor | ADD-OPTIONAL | genuinely fun on a small friend group; costs one small library | +| **Open Parties and Claims** (`open-parties-and-claims`) | Chunk claiming + forceload, player parties, party chat, admin controls, permission-API integration (FTB Ranks, LuckPerms), explicit FTB Teams and Xaero's map integr… | — | Overhaul of base-protection/socia… | SKIP | direct duplicate of FTB Chunks + FTB Teams; would only make sense as a wholesale replacement, which contradicts the installed FTB Ques… | +| **Welcome Screen** (`welcome-screen`) | one-time welcome screen on first world/server join and update-"what's new" screens, fully customizable via FancyMenu | FancyMenu, Necronomicon API | None | SKIP | 2-3 new dependencies for a screen a server MOTD/pin note can replace | +| **Early Bedtime** (`early-bedtime`) | Server-side configurable earlier sleeping threshold (default 1000 ticks / ~50s sooner) | TxniLib | Minor | SKIP | solves a shader-specific problem this shaderless pack doesn't have, at the cost of adopting TxniLib | +| **Horror messages** (`horror-messages`) | A random horror chat message ("Help me", "Behind you", binary "LEAVE") broadcast to all players every 10–15 minutes | — | None | SKIP | chat-spam gimmick; only defensible if the pack deliberately becomes a horror pack | + +## Server, admin & performance + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **BlueMap** (`bluemap`) | Reads world files and generates 3D maps of the whole surface, viewable in a browser via its own built-in web app | — | None | ADD-OPTIONAL | genuinely useful for a small dedicated server, but it's ops overhead (webserver, ports, configs) rather than content | +| **Better Compatibility Checker** (`better-compatibility-checker`) | Replaces the default loader server-list compatibility check with modpack project-ID/version comparison, showing tick/X for players adding the pack's server | — | None | MAYBE | only earns its slot if the build pipeline commits to updating its config each release | +| **Let Me Despawn** (`lmd`) | Lets mobs that picked up/equipped items despawn naturally (dropping the items first), with configurable exclusion list and live `/letmedespawn add|remove` commands;… | Almanac | Minor | ADD | clear server-side perf win for a 10-player mob-dense pack; add Almanac with it | +| **More Culling** (`moreculling`) | Client-side culling changes for multiple render categories (per description/wiki: e.g. leaves, block-entity type cases) to cut rendered geometry | — | None | MAYBE | plausible FPS gain, but redundant-adjacent to Entity Culling and unvetted against the pack's fragile rendering core; test in isolation… | +| **BadOptimizations** (`badoptimizations`) | Client micro-optimizations: skip lightmap texture re-uploads when nothing affecting brightness changed; gate debug renderers (bees/game events/gametest/villager AI)… | — | None | SKIP | marginal, hard-to-measure gains on a stack that already covers these areas (constraint 6); not worth extra mixin surface for a ~4% syn… | +| **AsyncParticles** (`asyncparticles`) | Client particle optimizations: GPU-accelerated particle vertex rendering, async particle ticking, particle culling, async light cache | — | None (pure client optimization) | SKIP | a named crash interaction with in-pack C2ME that the pack cannot pre-configure, plus beta render-layer mixins against the fragile Sabl… | +| **Followers Teleport Too** (`followers-teleport-too`) | Non-sitting pets (wolves/cats) near the player teleport along with them on any teleport | Collective | Minor | ADD-OPTIONAL | clear QoL win with Waystones for ~10 players; costs one shared lib | +| **Waystones Teleport Pets** (`waystones-teleport-pets`) | pets teleport alongside players using Waystones without needing a lead attached | — | Minor QoL for pet owners | ADD | tiny, targeted, and fixes a real annoyance for a 10-player server full of tamed pets | +| **Carry On + Create Aeronautics Compat** (`carryon-aeronautics-compat`) | Patches Carry On so blocks can be picked up from Aeronautics/Sable simulated contraptions | Carry On | Moderate (when it applied); effec… | SKIP | self-declared obsolete (fix upstreamed to Carry On 2.2.6+), base mod absent, documented server-hang known issue | +| **Carry On Extend** (`carry-on-extend`) | Shift+Q to throw the entity/block you are currently carrying (Carry On add-on) | Carry On | Minor | SKIP | dead on arrival without Carry On; revisit only if the pack adopts Carry On itself | + +## Already in pack (duplicates) + +| Mod | What it brings | New deps | Impact | Verdict | Watch-out | +| --- | --- | --- | --- | --- | --- | +| **Aquaculture 2** (`aquaculture`) | (duplicate entry) — 30+ biome-specific fish, neptunium gear, hooks/bait/line rods, tackle box, fish fillets and fishing loot | — | Moderate (as installed) | ALREADY-IN-PACK | exact duplicate of the existing Aquaculture 2 entry | +| **Aquaculture Delight** (`aquaculture-delight`) | (duplicate entry) — Farmer's Delight × Aquaculture 2 compatibility: fish dishes, Neptunium knife, knife cross-compat, cooking pot/cutting board recipes | — | Minor (as installed) | ALREADY-IN-PACK | exact duplicate of the existing Aquaculture Delight entry | +| **Apothic Combat** (`apothic-combat`) | (duplicate entry) — Compatibility between Apotheosis and Better Combat: registers two-handed Better Combat weapons as HEAVY_WEAPON; removes the Entity Reach attribu… | — | Major (as installed) | ALREADY-IN-PACK | duplicates the pack's existing Apothic Combat entry | +| **Ars Creo** (`ars-creo`) | (duplicate entry) — Ars Nouveau × Create addon: Starbuncle Wheel (SU generation), spell/timer turrets on contraptions, Source Jars as contraption parts | — | Moderate (as installed) | ALREADY-IN-PACK | duplicate of the existing Ars Creo entry; the "missing dep" line is a dead-ID artifact, not a real gap | +| **Create Aeronautics: Compatibility** (`create-aeronautics-compatability`) | (per README) Fixes for mods that break on Sable sub-levels/physics ships: Etched, WATERFrAMES, Alex's Mobs + Alex's Caves (pathfinding RAM/OOM fix), Another Furnitu… | — | Moderate | ALREADY-IN-PACK | duplicates the existing "Create Aeronautics: Compatibility" entry in the pack list; do not add a second copy | +| **Nature's Compass** (`natures-compass`) | (Duplicate entry) Biome-locating compass with searchable GUI, HUD info, config blacklists | — | N/A | ALREADY-IN-PACK | byte-for-byte duplicate of the existing Nature's Compass entry; drop from the candidate list | +| **Separate Sable Render Distance** (`ssrd`) | (duplicate) — Sable physics objects rendering beyond view distance with Distant Horizons/Voxy; Sodium-menu sub-level render distance slider; server-friendly `/ssrd… | — | None | ALREADY-IN-PACK | duplicate of the pack's existing SSRD entry; exclude from the candidate list | +| **Sophisticated Backpacks Create Integration** (`sophisticated-backpacks-create-integration`) | Lets Sophisticated Backpacks sit on Create contraptions with all upgrades (Pickup, Magnet, Filter, Void) functional while in motion | — | Minor (already shipped; storage a… | ALREADY-IN-PACK | exact duplicate of the pack's own Sophisticated Backpacks Create Integration entry | +| **Sophisticated Storage Create Integration** (`sophisticated-storage-create-integration`) | Sophisticated Storage barrels/chests/shulker boxes usable on Create contraptions (trains, gantries, flywheels) with upgrades, tier upgrades, and Storage Tool functi… | — | Minor (already shipped) | ALREADY-IN-PACK | exact duplicate of the pack's own Sophisticated Storage Create Integration entry | diff --git a/analysis/archive/2026-09-candidate-review/MODLIST-REVIEW.md b/analysis/archive/2026-09-candidate-review/MODLIST-REVIEW.md new file mode 100644 index 0000000..368f397 --- /dev/null +++ b/analysis/archive/2026-09-candidate-review/MODLIST-REVIEW.md @@ -0,0 +1,688 @@ +# Onion MC — Candidate Modlist Review + +**Pack:** Onion MC 0.1.0 — Minecraft 1.21.1 / NeoForge 21.1.251 (packwiz) +**Candidates reviewed:** 189 minetest/mod links (mods, plugins, datapacks) supplied by the operator +**Existing pack:** 142 tracked entries (133 Modrinth + 9 CurseForge) +**Date:** 2026-09-29 (post-review update: see Section 0) + +--- + +## 0. Post-review update — new commits and the `mod-pack-additions` branch + +After the first pass of this review, the remote was fetched and two things changed the premises: + +**A. New commits on `origin/main`** (local `main` was 2 commits behind): +- `be07001` — **Clumps** added (XP-orb merging, `side = both`): cuts XP-orb entity count, entity packets + and server tick cost. Low-risk, standard server-perf mod; no conflict with anything reviewed here. +- `25b3f78` — C2ME runtime `cache/` untracked from the pack index (housekeeping). + +**B. Branch `mod-pack-additions`** (2 commits ahead of the local `main`; **not merged**, and checked +out in a separate worktree at `~/.herdr/worktrees/onion-mc/mod-pack-additions`). It adds: + +| Added | Detail | +| --- | --- | +| **Iris Shaders** | `iris-neoforge-1.8.14-beta.1+mc1.21.1`, `side = client` | +| **Iris Veil Compat** | `irisveil-0.3.0.jar` — bridges Veil (embedded in Sable) through Iris so Create Aeronautics visuals render correctly under shaders | +| **Aeronautics Iris Fix** | CurseForge `aero-shadow-fix-2.1.0.jar` — third-party fix for Create Aeronautics balloon envelopes rendering as ghost artifacts under Iris | +| **Shaderpacks** | Complementary Reimagined r5.9.3, MakeUp Ultra Fast 9.5f | +| **Resourcepacks** | Motschen's Better Leaves 9.6, Fresh Animations: Extensions v1.8.1 | + +**What this changes in this report:** +- The **"no shaders" premise is retired**. Onion MC is moving to Iris + a curated shader list, with two + purpose-built compat patches for the exact Aeronautics/Iris problems `FINDINGS.md` flagged. +- **`iris` and `iris-veil-compat` move from SKIP to `ADDED`** — they are now pack content. +- **`createbetterfps` moves from SKIP to MAYBE.** Its blocker was *"1.21.1 needs Sodium and Iris"*; + with Iris now present it is technically unblocked, but it patches Create's code directly and benefits + only shader scenes, so it must be tested against the Aeronautics/Sable stack before shipping. +- **Shader-adjacent candidates get a second look**: `shine`, `grassier-grass`, `fog`, and + `ATMOSPHERICS` now sit next to a real shader pipeline. `shine`/`grassier-grass` (Sodium terrain + shaders) become more relevant; `fog`/`ATMOSPHERICS` (sky/fog rewrites) now conflict with the + shaderpacks' own fog/sky, so their SKIP/MAYBE verdicts stand for a stronger reason. +- **Residual risk is not zero.** The fix chain is `iris` + `iris-veil-compat` + `aeronautics-iris-fix`, + and `aeronautics-iris-fix` is a small third-party CurseForge patch (~2.6K downloads, present in ~11 + modpacks). Known Aeronautics/Iris issues beyond balloon shadows exist (e.g. heat-particle rendering + has a separate fix mod). Treat the Aeronaautics-under-shaders combination as **verified-in-progress**, + and keep the `phase0/` measurement plan for shader on/off before/after. +- Sections below are otherwise unchanged, except where marked **(updated)**. + +--- + +## 1. Executive summary + +**Every one of the 189 candidates has a 1.21.1 NeoForge-compatible build.** Nothing on the list is +blocked by version availability. The real filters are **dependency cost**, **overlap**, and a small +number of **hard conflicts**. + +Headline result: + +| Verdict | Count | +| --- | --- | +| **ADD** — clear, low-risk win | **18** | +| **ADD-OPTIONAL** — good, but a taste/librarary decision | **88** | +| **MAYBE** — needs an in-pack test or a design decision first | **36** | +| **SKIP** — conflict, dead dependency, duplication, or wrong stack | **36** | +| **ALREADY-IN-PACK** — duplicate of an installed mod | **9** | +| **ADDED** — already on `mod-pack-additions` | **2** | + +The single most useful finding is that **the candidate list is dominated by "more of what the pack +already has"**. Onion MC already runs five Farmer's Delight addons, a full Create stack, ~20 structure +mods, a large mob roster, and a saturated client-performance stack. Most candidates are another Delight +addon, another decoration mod, another HUD mod, or another culling/perf mod. Adding all the safe ones +would bloat the pack and its library surface without changing the shape of the game. + +**Recommended core: 20 mods + 2 libraries** (Section 4). Everything else is either a deliberate +expansion choice, a test-first item, or a skip. + +The second finding is **dependency economics**. The candidates would collectively drag in **~25 new +NeoForge library mods** (`Puzzles Lib`, `Moonlight Lib`, `Blueprint`, `Fragmentum`, `Collective`, +`Almanac`, `Delight Lib`, `Lodestone`, `SmartBrainLib`, `Coralib`, `Faewulf's Lib`, `Teal Lib`, etc.). +Several are shared by multiple candidates, so the sane strategy is to **pick one or two content +families and pay for the libraries those need** — not to adopt candidates piecemeal. + +The third finding is that a **few candidates are actively dangerous** in this specific pack: anything +that needs **Iris/shaders** (the pack deliberately has none; Create Aeronautics and SSRD both +document Iris rendering issues), anything **Fabric-only via Sinytra Connector**, a **second dynamic +lights engine** next to LambDynamicLights, and a **second claim/party system** next to FTB. +See the risk register in Section 8. + +--- + +## 2. How this review was produced (and how much to trust it) + +- **Deterministic data (high confidence).** All 189 links were resolved through the **Modrinth API v2** + — project metadata, loader/side support, every 1.21.1 build, and the **required-dependency graph** + of the selected 1.21.1 NeoForge build. The existing pack was read directly from its 142 `.pw.toml` + files. Counts, loader support, version availability and required dependencies in this report are + machine-derived, not guessed. +- **README/feature analysis (medium-high confidence).** Each candidate's Modrinth README was used as + the primary source for what it adds and for author-declared compatibility notes. Where the README + was silent, the assessment says so. +- **Compatibility claims (medium confidence).** Named conflict claims come from mod READMEs, official + issue trackers, or the pack's own `FINDINGS.md`. They are cited in the detailed appendix and should + be re-tested in a dev instance before shipping — a closed issue or a fixed version can invalidate any + of them. +- **Where this report is uncertain** it says `unknown`, `unverified`, or lists a test gate. Treat the + verdict as a prior, not a guarantee. + +### Corrections applied after validation + +The bulk research pass was independently checked on the highest-impact claims. Three corrections were +made; the full per-mod appendix retains the corrected view: + +1. **`veil` — the "no consumer mod" rationale was wrong.** Veil is **embedded inside Sable** + (`embedded` dependency in Sable's own metadata), which is why `iris-veil-compat` exists. The verdict + is still **SKIP**, but the correct reason is *"Veil is already jar-in-jar inside Sable; adding it + standalone is a duplicate/conflict on the fragile render stack"* — not "nothing uses it". +2. **`autohud` — the Fabric-API "red flag" was a metadata artifact.** The README explicitly scopes the + Fabric API requirement to the Fabric build; the NeoForge build is native. Verdict raised from MAYBE + to ADD-OPTIONAL. +3. **`supplementaries` — the Create conflict is stale.** All three cited issues (Create #7405, + Create #9755, Supplementaries #1436) are **closed**, and both mods are now ~18 months newer. Verdict + raised from MAYBE to ADD-OPTIONAL, with a Create smoke test still recommended. + +--- + +## 3. Baseline: what the pack is, and what that implies + +From `FINDINGS.md`, `pack.toml`, `index.toml` and the `phase0/` tuning docs, the decision-relevant +facts are: + +| Fact | Consequence for candidate screening | +| --- | --- | +| **Shaders: now being added via `mod-pack-additions`** — Iris + shaderpacks + two compat patches (see Section 0); previously none by design. | Iris, `iris-veil-compat` and the shaderpacks are now pack content. Shader-adjacent candidates are re-evaluated in Section 0; sky/fog rewrites now also conflict with the shaderpacks themselves. | +| **Fragile render core:** Sodium `0.8.13` + Distant Horizons + SSRD + Sable's intrusive mixins. Sodium is version-pinned by Sable (≥ 0.8.12-alpha.2). | Any mod that hooks the sky/fog/weather/terrain render path or couples to a Sodium version is test-first at best. | +| **Create + Sable + Aeronautics is the highest-risk component.** Five Sable compat patches already exist. | Create addons and anything touching player/block physics (gradient, ragdolls, tree physics, ships) need a dev-server test. | +| **Client-perf stack is saturated:** Sodium, Lithium, ModernFix, FerriteCore, EntityCulling, ImmediatelyFast, Dynamic FPS, AllTheLeaks, C2ME, Noisium. | Additional generic perf/culling mods have small marginal gains and add mixin surface. | +| **No configs shipped.** `.packwizignore` excludes `config/*` except one FTB Chunks file. | Candidates that require config curation (Burnt, More Music Discs, Lunar, Celestia, Sleep Tight, Worldgen structure tuning) carry a maintenance cost the pack does not currently pay. | +| **Worldgen is curated and already dense:** Terralith + Tectonic + Incendium + Nullscape + Towns and Towers + When Dungeons Arise + 9 YUNG's mods + Explorify + Sparse Structures. | Biome-adding and structure-adding candidates meet a stack that is already at the "loading" end and already uses Sparse Structures to tame it. | +| **Content pillars:** Farmer's Delight (+5 addons), Create, Aquaculture 2, Apotheosis, Sophisticated Storage/Backpacks, Waystones/Gravestone/Lootr, Alex's Mobs/Caves, Ars Nouveau, Twilight Forest. | The best candidates are those that *plug into* a pillar with the same dependencies, not those that start a new one. | +| **~10-player dedicated server matters as much as the client.** | Server-side candidates (`lmd`, PetProtect, claim mods, structure mods, BlueMap) are judged on TPS/ops cost, not just fun. | +| **A dedicated Create Aeronautics compatibility mod is installed** and explicitly patches `Sleep Tight` and `Etched` among others. | Those two candidates have a positive, author-provided compatibility signal for the Sable stack. | + +--- + +## 4. Recommended core — add these + +Chosen for **value ÷ risk**: high player-facing value, no hard conflicts, and either zero new +libraries or one small, widely-used library. This is the set I would ship as a first cohort. + +| # | Mod | What it adds | Anchor / relationship | Gameplay impact | New libs | Compat notes | +| --- | --- | --- | --- | --- | --- | --- | +| 1 | **Supplementaries** (`supplementaries`) | Large Vanilla+ block set: jars, signposts, faucets, spring launchers, sconces, planters, rope, lights, decoration + light automation | Decoration family (Chipped/Handcrafted/Rechiseled); NeoForge-first project | **Moderate** | **Moonlight Lib** | Old Create 1.21.1 conflicts all closed; smoke-test with Create. Also unlocks Sleep Tight/Haunted Harvest. | +| 2 | **Let Me Despawn** (`lmd`) | Mobs that picked up gear despawn naturally (dropping the gear first) | Server perf next to Lithium/ModernFix; does **not** replace the chunk engine | Minor (server **perf gain**) | **Almanac** | Directly helps a mob-dense Apotheosis/Alex's Mobs server. Check affixed-mob drops. | +| 3 | **Comforts** (`comforts`) | Sleeping bags (no spawn-set) + hammocks (skip day); dyeable | Expedition QoL next to Waystones/Gravestone | Minor | none | 22.9M downloads, current 1.21.1 NeoForge build. | +| 4 | **Traveler's Titles** (`travelers-titles`) | RPG biome/dimension entry titles; Waystones region titles; Twilight Forest built in | Exploration family | Client-cosmetic | none (YUNG's API in pack) | Makes the curated Terralith/Tectonic world legible. | +| 5 | **Zume** (`zume`) | Hold-to-zoom keybind with adjustable zoom levels | Client utility; no zoom mod in pack | Client-cosmetic | none | Zero server footprint. | +| 6 | **FindMe** (`findme`) | Hover an item in JEI, press Y to locate it in nearby inventories | JEI + Sophisticated Storage loop | Minor | none (Architectury in pack) | High-frequency QoL for a storage-heavy pack. | +| 7 | **Sophisticated Item Actions** (`sophisticated-item-actions`) | Keybind-highlight nearby storages holding an item; deposit/restock without opening GUIs | Sophisticated Core/Backpacks/Storage + JEI | Minor | none | Fills a real gap; JEI-aware. | +| 8 | **Chalk** (`chalk-mod`) | Dyeable chalk marks on block faces (glow variants) + chalk box | Navigation next to Waystones/compasses/Ping Wheel | Minor | none | Fills the cave-marking niche nothing else covers. | +| 9 | **PetProtect** (`petprotect`) | Server toggle: tamed mobs can't be hurt/killed by players in PvP | Pet family | Minor (server policy) | none | Cheap grief insurance on a friends server. | +| 10 | **Waystones Teleport Pets** (`waystones-teleport-pets`) | Pets follow you through Waystones without a lead | Direct **Waystones** addon | Minor | none | Server-side. | +| 11 | **Extreme Sound Muffler** (`extreme_sound_muffler`) | Per-sound volume/mute GUI + ranged "anchor" muffling | Client audio control over AmbientSounds + Sound Physics + Create noise | Client-cosmetic | none | Client-only; complements (doesn't replace) Sound Physics Remastered. | +| 12 | **Simple Music Control** (`simple-music-control`) | Halved music delay, next-track key, now-playing widget | Client audio QoL | Client-cosmetic | none (Fzzy Config in pack) | Zero risk. | +| 13 | **Held Item Tooltips** (`held-item-tooltips`) | Info plate on item switch: enchants, durability, effects, shulker previews | Complements Enchantment Descriptions + Legendary Tooltips (different surface) | Client-cosmetic | **Puzzles Lib** | Puzzles Lib also unlocks Visual Workbench / Distinct Potions / Mob Lassos. | +| 14 | **Display Delight** (`display-delight`) | Placeable 3D models of every Delight food (no block entities — lag-friendly), food plates | **All five** installed Delight addons | Minor | none | README lists explicit compat with Ocean's/End's/Aquaculture Delight. | +| 15 | **Fruits Delight** (`fruits-delight`) | 17 fruits, 90 fruit foods, jam/jello cauldrons, 18 plants/14 fruit trees | Farmer's Delight; author-claimed **Create + Terralith** compat | **Moderate** | none | 2.2M downloads; plugs into two existing pillars. | +| 16 | **Rustic Delight** (`rustic-delight`) | Bell peppers, coffee (Speed/Haste), cotton, pancakes, fried foods | Farmer's Delight | Minor | none | Textbook same-dependency addon. | +| 17 | **Cat Jam** (`cat_jam`) | Cats bob to music discs, with per-disc routines | Client charm; **Alex's Mobs** discs explicitly supported | Client-cosmetic | none | Client-only, oldest-but-stable build. | +| 18 | **Death Knell** (`death-knell`) | 35+ situational death messages | Flavor | Client-cosmetic | none (Prickle + Bookshelf in pack) | Zero risk, deps already installed. | +| 19 | **Portfolio** (`portfolio`) | 100+ paintings in 10 themed catalogues | Decoration family | Client-cosmetic | none | Ships as mod or datapack; zero deps. | +| 20 | **FishingOverhaul** (`fishingoverhaul`) | Reel-in fishing minigame with crit regions and per-fish tuning | **Aquaculture 2** (README states compat) | Minor | none | Changes the fishing interaction, not progression. | + +**Bundle cost:** 20 mods, 2 new libraries (`Moonlight Lib`, `Almanac`), one of which (`Moonlight Lib`) +unlocks further candidates later. No config maintenance. No server-render risk. Nothing here touches +Sodium, DH, Sable, Create physics, or worldgen. + +**Runner-up core picks** (equally safe, pick if the theme appeals): **Sounds** (`sound`, +MRU) for +170+ upgraded SFX; **Particle Effects** and **Perception** for client ambience; **Distinct Potions** +(+Puzzles Lib, already paid for by Held Item Tooltips); **GUI Effect Timer** (+Collective); +**Neat** for mob health bars; **Advancement Plaques** (Iceberg already in pack); **Visual Workbench** +(+Puzzles Lib). + +--- + +## 5. Strong optional additions, by content family + +These are all defensible `ADD-OPTIONAL`s. Use them to steer the pack deliberately, not to accumulate. + +### 5.1 Farmer's Delight expansion (the pack's most crowded lane) +Farmer's Delight already has 5 addons. Adding more is cumulative, not gap-filling. + +| Mod | What it adds | New libs | Notes | +| --- | --- | --- | --- | +| **Expanded Delight** | More crops/workstations; best-covered by Display Delight (37 foods) | none | Author-declared **beta**. | +| **ExtraDelight** | 7 kitchen workstations (oven, chiller, melting pot…), cookware | none | Block-entity heavy; confirm server load. | +| **Miner's Delight** | Cave-food addon (cave carrots, copper pot/cup) | **Lodestone** | Author-declared **beta**. | +| **More Delight** | Sandwiches, toast, stone/wood knives; Create-compatible | **Delight Lib** | Safe, low marginal value. | +| **Dungeon's Delight** | Monster Pot, inverted "monster effects", Rotbulb crop | none | Check effect stacking with Apotheosis. | +| **Barbeque's Delight** | Grill/skewer loop + seasonings | none | Frictionless. | +| **Fright's Delight** | 56 horror foods from mob drops, cursed berries | none | Horror theme is a taste call. | +| **Veggies Delight** | 7 vegetables, temperature-based wild spawns, village Depot Houses | none | Low-risk; village structures are additive. | +| **Hearth and Harvest** | Crops, corn mazes, salt caverns, ranching utilities | none | Corn overlaps Haunted Harvest — pick one. | +| **Haunted Harvest** | Trick-or-treating villagers, pumpkin carving, corn | **Moonlight Lib** | Shares Moonlight with Supplementaries. | +| **Cultural Delights** | Avocado/eggplant/cucumber/corn/beans/cinnamon, world cuisine | **Cook's Collection** | Extra lib for one addon. | +| **Delightful Creators** | Second FD↔Create automation bridge (fluids/soups) | none | **Overlaps the installed Slice & Dice** — deliberate "both routes" decision. | + +### 5.2 Create expansion (test every one against Aeronautics/Sable) +| Mod | What it adds | New libs | Notes | +| --- | --- | --- | --- | +| **Create: Bells & Whistles** | 36 deco/utility blocks (platforms, headlights, train grab bars) | none | Decorative; smoke-test on contraptions. | +| **Create: Design n' Decor** | Create-styled deco/variant blocks | none | Active maintenance; low risk. | +| **Create: Teleporters** | TP links, entity/item teleporters, pocket-dimension portal | none | Adds a dimension; independent of worldgen. | +| **Create: Waystones Recipes** | Replaces Waystones recipes with Create machine recipes | none | Progression design decision. | +| **Create: Factory** | Create-themed foods | none | Crowded food lane; low value. | +| **Create: Structures Arise** | 28 Create-themed worldgen structures | none | Thickens an already structure-saturated worldgen stack. | +| **Create: Sophisticated Backpacks Compat** | Third-party recipe pack for SB components | none | Likely partial **recipe overlap** with the installed official integration — check JEI. | + +### 5.3 Decoration & building +**Items Displayed**, **Beautiful Campfires**, **Sooty Chimneys**, **Too Many Paintings**, **Spooky Doors**, +**Boatload** (+Blueprint), **Display Case** / **Fetzi's Displays** / **Gallery** (+Blueprint, *pick one +display system*), **Etched** (music discs from URLs — note: **Create Aeronautics Compat explicitly +patches Etched**, a positive signal; content-policy caveat), **Accents** (+Fragmentum). + +### 5.4 HUD, client polish & ambience +**Neat** (prefer over **JeremySeq's Damage Indicator** — pick one mob-info mod), **Armor HUD** or +**Immersive Armor HUD** (+TxniLib), **Advancement Plaques**, **AutoHUD**, **GUI Effect Timer** (+Collective), +**Keybind Atlas**, **Blur+** (+MidnightLib), **Distinct Potions** (+Puzzles Lib), **Emojiful**, +**Quick Skin** (prefer over SkinChanger), **Sounds Be Gone**, **Now Playing** (+Deimos for discs), +**Loot Journal** (+Fragmentum), **Particle Effects**, **Perception**, **Smart Particles**, +**Better Animations Collection** (+Puzzles Lib), **Visuality: Reforged**, **Better Third Person**, +**Camera Overhaul**, **Cinematic Respawn**, **Mermod**, **Piggyback** (+Faewulf's Lib), +**Cosy Critters**, **Fancy World Animations** (blacklist safety valve exists). + +### 5.5 Mobs, combat & gear +**Fowl Play** (+SmartBrainLib), **Animal Garden – Porcupine** (zero deps), **Hybrid Aquatic** +(+Hybrid API + Biolith; big ocean overhaul — gate on a worldgen/Aquaculture test), **Realm RPG: Fallen +Adventurers** (explicit Twilight Forest support), **Reliquary Reincarnations** (needs a balance pass vs +Apotheosis/Artifacts), **Too Many Bows** (explicitly recommends Better Combat + Curios, both in pack), +**Skillcloaks** (Curios), **TarotCards: Remastered** (team-aware via FTB Teams), **Mob Lassos** +(+Puzzles Lib; check boss exclusion), **Friends&Foes – Flowery Mooblooms** (same author as installed F&F), +**Pet Cemetery** (+Blueprint; verify modded-pet support), **Animal Garden**, **Dream Relics** (balance overlap with Artifacts). + +### 5.6 Social & minigames +**Immersive Melodies**, **Charta**, **Mino++**, **Watut** (+CoroUtil), **PlayerRevive** (Gravestone +interplay test), **Incapacitated** (changes core death rules — owner sign-off). + +### 5.7 Sleep +**Sleep Tight** (+Moonlight Lib; **explicitly patched by the installed Create Aeronautics Compat**, a +positive signal; adds bedbugs/nightmares), **Room For Two** (beta; pick **one** of these two). + +### 5.8 Server / admin +**BlueMap** (web map — ops overhead: port, web server, bStats opt-out; async to the server thread), +**Followers Teleport Too** (+Collective; overlaps Waystones Teleport Pets — pick one), +**Better Compatibility Checker** (only if the pack pipeline will update `bcc-common.toml` each release). + +### 5.9 Fishing & food extras +**Fishing Real** (fish spawn as live entities; defaults cover vanilla only — needs datapack JSONs for +Aquaculture species), **Overweight Farming**, **AlcoCraft+**, **Create: Factory**. + +--- + +## 6. Full master table (all 189 candidates) + +Verdicts and one-line rationale per candidate. `MAYBE` = test-first or a design decision. The detailed +**Adds / Relationship / Missing deps / Compatibility / Perf** breakdown for every mod is in the +appendix (`analysis/assess/chunk*.md`, consolidated in `analysis/CANDIDATE-APPENDIX.md`). The same +candidates grouped by purpose with a **“what it brings”** column are in **`MODLIST-GROUPS.md`**. + +> **(updated)** `iris` and `iris-veil-compat` are now `ADDED` (branch), and `createbetterfps` is now +> `MAYBE` — see Section 0. + + +### ADD (18) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **cat_jam** (`cat_jam`) | Client-cosmetic | tiny, client-only, documented compat with a mod already in the pack. | +| **Chalk** (`chalk-mod`) | Minor | cheap, self-contained, fills a real gap for cave exploration. | +| **Comforts** (`comforts`) | Minor–Moderate | staple adventure QoL, well-maintained, no dependency cost. | +| **Death Knell** (`death-knell`) | Client-cosmetic | zero-risk flavor whose deps are already installed. | +| **Display Delight** (`display-delight`) | Minor | direct, low-risk upgrade to the pack's food-and-decor identity. | +| **Extreme sound muffler** (`extreme_sound_muffler`) | Client-cosmetic | zero-risk, zero-server-cost QoL that is actively maintained (3.56, 2026-09-22). | +| **FindMe** (`findme`) | Minor | zero-dep, low-risk, high-frequency QoL. | +| **FishingOverhaul** (`fishingoverhaul`) | Minor | declared Aquaculture 2 compat makes this a natural pack fit. | +| **Fruits Delight** (`fruits-delight`) | Moderate | big, popular (2.2M downloads) FD expansion that plugs into two pack pillars (Create, Terralith). | +| **Held Item Tooltips** (`held-item-tooltips`) | Client-cosmetic (informational). | low-risk, high-frequency QoL; library cost shared with other Puzzles-Lib picks. | +| **Let Me Despawn** (`lmd`) | Minor | clear server-side perf win for a 10-player mob-dense pack; add Almanac with it. | +| **PetProtect** (`petprotect`) | Minor | tiny, dependency-free, and directly prevents grief/accident on a 10-player PvP-capable server full of tamed mods' pets. | +| **Portfolio** (`portfolio`) | Client-cosmetic | zero-dependency pure content that fills an empty decorative niche. | +| **Rustic Delight** (`rustic-delight`) | Minor | textbook fit: same-dependency addon for an existing content pillar. | +| **Simple Music Control** (`simple-music-control`) | Client-cosmetic. | zero-risk client QoL whose only dependency is already present. | +| **Traveler's Titles** (`travelers-titles`) | Client-cosmetic. | cheap, polished, and it makes the pack's giant curated worldgen legible to players. | +| **Waystones Teleport Pets** (`waystones-teleport-pets`) | Minor QoL for pet owners. | tiny, targeted, and fixes a real annoyance for a 10-player server full of tamed pets. | +| **Zume** (`zume`) | None (view convenience; no gameplay ch | zero-dep, zero-server, fills an obvious gap next to Sodium+DH distance viewing. | + +### ADD-OPTIONAL (88) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **Fisherman's Haven** (`fishermans-haven`) | Moderate | no deps, distinct fishing mechanics that complement Aquaculture 2; accept the niche overlap deliberately. | +| **Accents** (`accents`) | Minor | low-risk cosmetic+minor-stat layer; costs one new library dep. | +| **Advancement Plaques** (`advancement-plaques`) | Client-cosmetic. | safe client polish on a dep already in pack; one test-instance check on the sound caveat. | +| **Akashic Tome** (`akashic-tome`) | None | cheap, low-risk QoL that scales well with a 142-mod pack. | +| **AlcoCraft+** (`alcocraft`) | Minor | small, self-contained fun; no flags. | +| **Animal Garden - Porcupine** (`animal-garden-porcupine`) | Minor | tiny, dependency-free, fits the existing tameable-mob theme. | +| **Armor Hud** (`armor-hud`) | Client-cosmetic. | tiny, dependency-free HUD addition. | +| **Ars Elixirum** (`ars-elixirum`) | Moderate | deep alchemy content with one new library dep; confirm in testing that it doesn't hard-require anything beyond Fragmentum. | +| **Auto HUD** (`autohud`) | Client-cosmetic. | Metadata Fabric-API dep is Fabric-build-only; native NeoForge build. | +| **Barbeque's Delight [Forge/NeoForge]** (`barbeques-delight-forge`) | Minor | frictionless fit with the existing Delight stack. | +| **Beautiful Campfires** (`beautiful-campfires`) | Minor | cheap cosmetic polish; document the oak-only recipe change in pack notes. | +| **Better Animations Collection** (`better-animations-collection`) | Client-cosmetic. | pure atmosphere polish for one new library dep. | +| **Better Third Person** (`better-third-person`) | Client-cosmetic. | safe, popular camera QoL with no deps; just smoke-test it while piloting Aeronautics contraptions. | +| **BlueMap** (`bluemap`) | None | genuinely useful for a small dedicated server, but it's ops overhead (webserver, ports, configs) rather than content. | +| **Blur+** (`blur-plus`) | Client-cosmetic | safe cosmetic; only bother if the pack wants GUI polish. | +| **Boatload** (`boatload`) | Minor | pleasant water QoL, but chest-boat overlap with vanilla makes it low-value; needs Blueprint. | +| **Burnt** (`burnt-basic`) | Moderate | distinctive survival flavor with controls, but server-grief/tick cost means it's a taste call, not a default. | +| **Camera Overhaul** (`cameraoverhaul`) | Client-cosmetic | cheap and configurable, entirely a taste/accessibility call. | +| **Certain Questing Additions** (`certain-questing-additions`) | None | nice polish for a quested pack; harmless if dropped. | +| **Charta** (`charta`) | Minor | charming multiplayer flavor, zero risk if unused. | +| **Cinematic Respawn** (`cinematic-respawn`) | Client-cosmetic | pleasant, zero-risk client polish; taste call on auto-respawn. | +| **Cosy Critters & Creepy Crawlies** (`cosy-critters`) | Client-cosmetic | cheap atmosphere for explorers; skip if the ambience budget is full. | +| **Create Waystones Recipes** (`create-waystones-recipes`) | Minor | safe; a deliberate progression/taste decision for the questbook rather than a technical one. | +| **Create: Bells & Whistles** (`bellsandwhistles`) | Minor | strong deco value for a Create pack; verify blocks behave on Aeronautics contraptions first. | +| **Create: Design n' Decor** (`create-design-n-decor`) | Minor | safe factory decoration; nice with the pack's Chipped/Rechiseled angle. | +| **Create: Factory** (`create-factory`) | Minor | harmless, but the food family is already the pack's most crowded content lane; low marginal value. | +| **Create: Structures Arise** (`create-structures-arise`) | Moderate | strong fit for a Create + exploration pack, but it thickens an already structure-saturated worldgen stack with no config knobs shipped. | +| **Create: Teleporters** (`create-teleporters`) | Moderate | clean fit for Create logistics with no flagged conflicts; decide whether the pack wants dimensional play. | +| **Cultural Delights** (`cultural-delights`) | Moderate | on-theme food content, but it requires adopting Cook's Collection and the Delight shelf is already crowded. | +| **Death Count** (`death-count`) | Minor | harmless novelty for a 10-player server, though equally achievable with a one-line vanilla scoreboard datapack. | +| **Distinct Potions** (`distinct-potions`) | Client-cosmetic | cheap visual QoL; only worth it if the pack accepts pulling in Puzzles Lib for a single client mod. | +| **Dungeon's Delight** (`dungeons_delight`) | Moderate | thematically perfect next to the pack's existing Delight collection; sanity-check the new effect types against Apotheosis stacking. | +| **Dynamic Crosshair** (`dynamiccrosshair`) | Client-cosmetic | pure client polish, but must be tested against ImmediatelyFast and dropped if HUD glitches appear. | +| **Emojiful** (`emojiful`) | Client-cosmetic | fun for a 10-player social server with zero gameplay footprint. | +| **Etched** (`etched`) | Minor | great social toy for a small server; settle the URL-content policy first. | +| **Expanded Delight** (`expanded-delight`) | Moderate | strongly on-theme and the best-covered addon for Display Delight, but accept the author-declared beta instability or wait for stable. | +| **ExtraDelight** (`extradelight`) | Moderate | the meatiest Delight addon in the batch and a natural kitchen-tier progression; confirm the block-entity load on the dedicated server before committing. | +| **Fancy World Animations [FWA]** (`fwa`) | Client-cosmetic | strong client polish with a blacklist safety valve; verify against Sable/ImmediatelyFast rendering before shipping. | +| **Farmer's Knives** (`farmers-knives`) | Minor | cheap thematic glue whose payoff is real but limited to Twilight Forest materials since the other supported tool mods aren't in the pack. | +| **Field Guide** (`field-guide`) | Minor | excellent fit for a 10-player exploration pack; price of admission is two extra NeoForge libs. | +| **Fishing Real** (`fishing-real`) | Minor | cheap, fun, low-risk; worth a small datapack pass to include Aquaculture species. | +| **Followers Teleport Too** (`followers-teleport-too`) | Minor | clear QoL win with Waystones for ~10 players; costs one shared lib. | +| **Fowl Play** (`fowlplay`) | Minor | strong ambience fit for the pack's mob roster; costs one AI lib. | +| **Friends&Foes - Flowery Mooblooms (Forge/NeoForge)** (`friends-and-foes-flowery-mooblooms-forge`) | Minor | cheap flavor that slots into an installed mod; skip only if moobloom density is unwanted. | +| **Fright's Delight** (`frights-delight`) | Minor | fits the pack's Delight collection; horror theme is a taste call. | +| **GUI Effect Timer** (`gui-effect-timer`) | Client-cosmetic (informational). | tiny, safe, useful; effectively free once Collective is pinned for Followers Teleport Too. | +| **Hearth and Harvest** (`hearth-and-harvest`) | Moderate | solid FD-family expansion; coordinate corn overlap with Haunted Harvest before adding both. | +| **Hybrid Aquatic** (`hybrid-aquatic`) | Major | biggest content win in this batch; gate on a worldgen + Aquaculture overlap test because of the two new library pins. | +| **Immersive Armor HUD** (`immersive-armor-hud`) | Client-cosmetic. | cheap vanilla-style HUD upgrade; minor recency caveat. | +| **Immersive Melodies** (`immersive-melodies`) | Minor | fun multiplayer toy at essentially zero mechanical risk. | +| **Items Displayed [NeoForge]** (`items-displayed-forge`) | Minor | safe builder content that fits the pack's decoration mods. | +| **Keybind Atlas** (`keybind-atlas`) | None | genuinely useful in a pack this size, zero risk. | +| **Loot Journal: Pickup Notifier** (`loot-journal`) | Client-cosmetic | nice HUD polish; in-game config means no shipped-config maintenance. | +| **Mermod** (`mermod`) | Minor | small, cheap, fits the pack's exploration theme; low information confidence due to thin README. | +| **Miner's Delight** (`miners-delight`) | Minor | strong thematic fit with the Delight family, but the author's own beta warning plus a new library dep argue for wait-and-see. | +| **Mino++** (`minopp`) | Minor | charming social content with no risk surface; pure taste call. | +| **Mob Lassos** (`mob-lassos`) | Minor-Moderate | useful QoL; check boss exclusion config before shipping to a pack with Apotheosis. | +| **More Delight (for Farmer's Delight)** (`more-delight`) | Minor | safe, on-theme content; the Delight family is already large, so it's cumulative rather than filling a gap. | +| **More Music Discs** (`more-music-discs`) | None-Minor | cheap flavor; verify default disc-in-every-loot-pool density is wanted. | +| **Mystical Oak Tree** (`mystical-oak-tree`) | Minor | harmless flavor for a friends pack; nothing about it strains the stack. | +| **Neat** (`neat`) | Client-cosmetic | mature, zero-risk combat readability; prefer over the Damage Indicator if choosing one. | +| **Now Playing** (`now-playing`) | None | trivial, safe; most valuable if music-content mods are added. | +| **Overweight Farming** (`overweight-farming`) | Minor | small, self-contained farming charm. | +| **Particle Effects** (`particle-effects`) | Client-cosmetic | pure client polish, zero server footprint. | +| **Perception** (`perception`) | Client-cosmetic | safe client ambience; optional enough that individual players could skip it. | +| **Pet Cemetery** (`pet-cemetery`) | Minor | emotionally valuable on a friends server; verify modded-pet support first. | +| **Piggyback** (`piggyback`) | Minor | harmless co-op fun, but requires adding Faewulf's Lib to the pack. | +| **PlayerRevive** (`playerrevive`) | Moderate | strong social fit, but it rebalances death and needs a Gravestone interplay check. | +| **Quick Skin** (`quick-skin`) | Client-cosmetic | client nicety; preferred over SkinChanger (newer, GUI, more features). | +| **Realm RPG: Fallen Adventurers** (`realm-rpg-fallen-adventurers`) | Minor | easy exploration flavor; note the 1.21.1 build dates to 2025-01 (aging but stable, 2.3M downloads). | +| **Reliquary Reincarnations** (`reliquary-reincarnations`) | Moderate | content-rich and maintained, but demands a balance pass against Apotheosis/Artifacts. | +| **Room For Two** (`room-for-two`) | Minor | harmless fun at BETA maturity; pick it OR Sleep Tight's ecosystem, and test if both. | +| **Skillcloaks** (`skillcloaks`) | Minor | solid Curios content on an existing dependency; consider adding Lucent for the full feature set. | +| **Sleep Tight** (`sleep-tight`) | Moderate | popular, well-scoped sleep rework; requires adding Moonlight Lib and choosing between it and Room For Two rather than stacking blindly. | +| **Smart Particles** (`smart-particles`) | Client-cosmetic | targeted client-side stabilizer with no server footprint; watch mixin overlap with ImmediatelyFast. | +| **Sooty Chimneys** (`sooty-chimneys`) | Minor | safe, charming builder content with negligible cost. | +| **Sophisticated Item Actions** (`sophisticated-item-actions`) | Minor (inventory-flow QoL, Terraria-st | genuinely new capability that plays well with the Sophisticated + JEI stack already in the pack. | +| **Sounds** (`sound`) | Client-cosmetic. | high polish, zero server footprint; costs one new small library. | +| **Sounds Be Gone!** (`soundsbegone`) | Client-cosmetic (no gameplay change; p | tiny, safe, real accessibility value for a 10-player group. | +| **Spooky Doors** (`spooky-doors`) | Minor | small, charming, Balm-based and low-risk. | +| **Supplementaries** (`supplementaries`) | Moderate | Create conflict issues all closed; NeoForge-first. Needs Moonlight Lib; smoke-test. | +| **TarotCards: Remastered** (`tarotcards-remastered`) | Minor | clean fit for an exploration/loot pack; explicitly team-aware. | +| **Too Many Bows** (`too-many-bows`) | Moderate | strong synergy with Better Combat and Curios already in the pack. | +| **Too Many Paintings!** (`too-many-paintings`) | Client-cosmetic (placed paintings are | zero-dep cosmetic content, safe on both sides. | +| **Veggies Delight** (`veggies-delight`) | Minor | low-risk content that deepens the pack's largest content family. | +| **Visual Workbench** (`visual-workbench`) | Minor | popular, polished Fuzs mod; costs one small library. | +| **Visuality: Reforged** (`visuality-forge`) | Client-cosmetic. | safe client-only polish; consider whether Subtle Effects already covers the need. | +| **What Are They Up To (Watut)** (`what-are-they-up-to`) | Minor | genuinely fun on a small friend group; costs one small library. | + +### MAYBE (36) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **Better Compatibility Checker** (`better-compatibility-checker`) | None. | only earns its slot if the build pipeline commits to updating its config each release. | +| **Burnt + Additions** (`burnt`) | Moderate | the fuller variant is attractive but heavier; if fire flavor is wanted, choose this over basic deliberately (and still treat as optional). | +| **Celestria** (`celestria`) | Minor | nice ambience, but stale build + WorldRenderer mixin on the Sodium/DH/Sable stack needs an in-pack smoke test first. | +| **Companions!** (`companions-mod`) | Moderate | decent content but redundant with the existing mob roster and it drags in a new library; only if the pack wants more combat-pet content. | +| **Create: Estrogen** (`create-estrogen`) | Moderate | can't be evaluated in isolation (dep is a batch candidate), self-declared in-development, and tone may not fit the pack; decide together with the Estrogen entry. | +| **Create: Sophisticated Backpacks Compat** (`create-sophisticated-backpacks-compat`) | Minor | plausible value, but check for recipe collisions with the official Create Integration already in the pack before committing. | +| **CreateBetterFps** (`createbetterfps`) | None | Iris + Sodium now in pack, so unblocked in principle, but it patches Create's code on the Aeronautics/Sable stack - test first. | +| **Delightful Creators** (`delightful-creators`) | Moderate | pick one FD↔Create bridge; Slice & Dice is already installed and proven, so this needs a deliberate "both approaches" decision. | +| **Display Case** (`displaycase`) | Client-cosmetic | fine in isolation, but choose between this and Fetzi's Displays (same batch) rather than shipping both display systems. | +| **Dream Relics** (`dream-relics`) | Moderate | duplicate niche vs Artifacts with Apotheosis balance implications; needs a curation pass before adding. | +| **Effectual** (`effectual`) | Client-cosmetic | duplicates Subtle Effects' niche and drags in a new lib; only add after an overlap audit, which the config-less pack model makes costly. | +| **Environmental** (`environmental`) | Moderate | its content substantially duplicates what Terralith + Alex's Mobs already deliver, and it requires pulling in Blueprint for a single mod. | +| **Fetzi's Displays** (`fetzis-displays`) | Client-cosmetic | good feature set but redundant with Display Case (batch) + Handcrafted; pick one display system for the pack. | +| **Fog** (`fog`) | Client-cosmetic. | attractive but unproven next to DH/SSRD; only add after an in-game fog + DH visual test. | +| **Gallery** (`gallery`) | Client-cosmetic (decorator QoL). | nice decorator QoL but drags in the Blueprint library for a niche feature. | +| **Grassier Grass** (`grassier-grass`) | Client-cosmetic. | best-looking pick in the batch, but Sodium 0.8-alpha compatibility is unproven; gate on a crash/visual test. | +| **GUI Compass** (`gui-compass`) | Client-cosmetic. | harmless, but marginal over F3 and redundant if Field Guide (with Immersive Overlays) is added. | +| **Haunted Harvest** (`haunted-harvest`) | Minor | charming, but adds a lib, modifies villager AI, and double-buys corn with Hearth and Harvest. | +| **Health Bars** (`new-health-bars`) | Client-cosmetic (informational). | redundant with Jade unless the group wants damage numbers; if added, de-overlap with Jade deliberately. | +| **Incapacitated** (`incapacitated`) | Major | great co-op mechanic but changes core death rules; needs owner sign-off plus a Gravestone interaction test. | +| **Inventory Particles** (`inventory-particles`) | Client-cosmetic. | pretty and unusually modded-item-friendly; fine as a client-side optional, but pure cosmetics. | +| **JeremySeq's Damage Indicator** (`jeremyseqs-damage-indicator`) | Client-cosmetic | harmless, but functionally redundant with Neat if both are added; pick one combat-info mod. | +| **Lunar** (`lunar`) | Moderate | fun server-wide content, but gravity/spawn events touching Aeronautics physics is an unquantified risk in this pack. | +| **More Culling** (`moreculling`) | None | plausible FPS gain, but redundant-adjacent to Entity Culling and unvetted against the pack's fragile rendering core; test in isolation or skip. | +| **Obscure Tooltips** (`obscure-tooltips`) | None | attractive but redundant with Legendary Tooltips; only add after confirming they don't fight over tooltip rendering, or as a replacement. | +| **Primal** (`mod-primal`) | unknown | sparse documentation; inspect the wiki and jar contents before committing. | +| **Punchy! x Tiny Takeover** (`tiny-takeover-x-punchy`) | Minor | verify whether Punchy/Tiny Takeover base mods are actually required and that the NeoForge build is real before adding. | +| **Ragdoll Reactions** (`ragdoll-reactions`) | Minor | only alongside Sable: Ragdolls, and only after crash-testing with Aeronautics. | +| **Sable Beyond** (`sable_beyond`) | Moderate | the most functionally attractive Aeronautics enhancement in the batch, but alpha software on the pack's most fragile stack; isolated testing and backups are mandatory. | +| **Sable: Ragdolls** (`sable-ragdolls`) | Minor | fun, Sable-native, and unlocks two other candidates; test with Aeronautics before adopting. | +| **Shine** (`shine`) | Client-cosmetic. | confirmed Sodium 0.8.12 compatibility, but partial feature loss on that version, overlap with Subtle Effects, and a privileged position on the fragile rendering stack. | +| **Small Ships** (`small-ships`) | Moderate | appealing content, but a beta build with old updates parked next to Aeronautics/Sable physics; needs a dedicated compat test or should pass. | +| **Sophisticated Inventory Interactions** (`sophisticated-inventory-interactions`) | Minor (pure inventory-management QoL). | good mod, but it replaces rather than stacks with Client Sort; pick one container-sorting solution. | +| **Spawn** (`spawn-mod`) | Major | substantial content but collides with the pack's curated worldgen and mob roster; needs Teal Lib and dedicated testing before inclusion. | +| **Spawn Animations** (`spawn-animations`) | None | mild flourish; if wanted, use the datapack form to dodge the Fabric dep chain rather than the mod. | +| **Tree Physics** (`tree-physics`) | Moderate | the most on-theme Sable use possible, but per-tree physics sub-levels on the Aeronautics stack demand a dev-server soak test before shipping. | + +### SKIP (36) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **AAA Particles** (`aaa-particles`) | Client-cosmetic. | a library with no in-pack consumer; standalone value is only a lightning visual swap. | +| **AAA Particles: World** (`aaa-particles-world`) | Client-cosmetic. | purely cosmetic addon whose required base (AAA Particles) is itself a skip. | +| **Abnormals Delight** (`abnormals-delight`) | Minor (and in this pack, near-zero). | required Blueprint dep plus an ecosystem (Team Abnormals) the pack doesn't run; mostly dead content. | +| **Alex's Mobs Continued** (`alexs-mobs-continued`) | Overhaul (if it *replaced* the existin | direct duplicate of an existing pack mod; would only ever be a 1:1 swap project. | +| **Ars Ocultas** (`ars-ocultas`) | Moderate if Occultism were present; in | required dependency Occultism is absent from both the pack and this batch. | +| **AsyncParticles** (`asyncparticles`) | None (pure client optimization). | a named crash interaction with in-pack C2ME that the pack cannot pre-configure, plus beta render-layer mixins against the fragile Sable/Create stack; revisit only if particle load measurably hurts cli | +| **ATMOSPHERICS** (`atmospherics`) | Client-cosmetic. | visual upside not worth the risk on the Sodium+DH+SSRD stack; no shader-adjacent additions should ride on that axis per pack rules. | +| **BadOptimizations** (`badoptimizations`) | None. | marginal, hard-to-measure gains on a stack that already covers these areas (constraint 6); not worth extra mixin surface for a ~4% synthetic-FPS delta per the author's own screenshots. | +| **Berry Good** (`berry-good`) | Minor. | an entire additional library dependency (Blueprint) for one minor placement QoL; revisit only if the pack adopts Team Abnormals mods wholesale. | +| **Carry On + Create Aeronautics Compat** (`carryon-aeronautics-compat`) | Moderate (when it applied); effectivel | self-declared obsolete (fix upstreamed to Carry On 2.2.6+), base mod absent, documented server-hang known issue. | +| **Carry On Extend** (`carry-on-extend`) | Minor | dead on arrival without Carry On; revisit only if the pack adopts Carry On itself. | +| **Chef's Delight - Farmer's Delight Villagers** (`chefs-delight`) | Minor (if it worked) | 1.21.1 build is bound to FD Refabricated, which conflicts with the pack's existing Farmer's Delight. | +| **Create Sable Dynamic Lights** (`create-sable-dynamic-lights`) | Client-cosmetic | requires a second dynamic-lights engine that duplicates LambDynamicLights and couples to the fragile Sodium/Sable version pin. | +| **Create: Dynamic Lights** (`create-dynamic-lights`) | Client-cosmetic | redundant with LambDynamicLights, wrong rendering stack assumptions (Embeddium/Rubidium), and its niche is better covered (or deliberately declined) elsewhere. | +| **Dynamic Trees** (`dynamictrees`) | Major | a transformative tree overhaul whose coverage against the pack's 10+ worldgen mods is unverified and which demands config curation the pack explicitly does not ship. | +| **Early Bedtime** (`early-bedtime`) | Minor | solves a shader-specific problem this shaderless pack doesn't have, at the cost of adopting TxniLib. | +| **Estrogen** (`estrogen`) | Moderate | meme-toned content whose headline feature alters player movement near a fragile physics stack, and which costs two extra pieces (Cynosure + separate Create module) for weak fit. | +| **Even More Instruments!** (`evenmoreinstruments`) | Minor | abandoned per its own README and requires Genshin Instruments, which the pack does not have. | +| **Horror messages** (`horror-messages`) | None | chat-spam gimmick; only defensible if the pack deliberately becomes a horror pack. | +| **Immersive UI** (`immersive-ui`) | Client-cosmetic. | two extra libraries for cosmetic overlap with Inventory Particles; poor value per pin. | +| **Immersive Winds** (`immersive-winds`) | Client-cosmetic. | Sinytra-only NeoForge support is a red flag by pack policy, and Grassier Grass already covers sway if that's added. | +| **More Relics** (`more-relics`) | Moderate | needs a missing base mod + two libraries, carries self-documented version-pin fragility, and duplicates the Artifacts niche the pack already covers. | +| **Net Music: Better Experience** (`net-music-play-list`) | None-Minor | dependent on an absent streaming-music base mod with service/licensing baggage; poor fit. | +| **Open Parties and Claims** (`open-parties-and-claims`) | Overhaul of base-protection/social sys | direct duplicate of FTB Chunks + FTB Teams; would only make sense as a wholesale replacement, which contradicts the installed FTB Quests/Chunks/Teams chain. | +| **Pixelmon** (`pixelmon`) | Overhaul | total-conversion-scale content that steamrolls the pack's identity, worldgen, and mob budget. | +| **Puddles & Floods** (`puddles-floods`) | Client-cosmetic | Fabric-API-derived dependency (red flag) for a cosmetic payoff with real server tick cost; revisit only if the pack accepts Forgified Fabric API. | +| **Refined Storage - JEI Integration** (`refined-storage-jei-integration`) | None in this pack | dead weight without Refined Storage. | +| **Relics: Arcane Abilities** (`arcane-abilities`) | Moderate | its own README requires Relics + Hammer Lib (missing); would need both plus a balance review to reconsider. | +| **Sable: Ragdoll Corpse** (`sable-ragdoll-corpse`) | Minor | Gravestone already owns this job; stacking two death-item systems on the Sable physics stack adds fragility for no new capability. | +| **SkinChanger** (`skinchanger`) | Client-cosmetic. | redundant with Quick Skin (GUI, HD skins, animated capes) and stale: last updated 2024-10-26 vs. Quick Skin's 2026-09-28. | +| **Sophisticated Sorter** (`sophisticated-sorter`) | Minor. | redundant with Client Sort in-pack and with Sophisticated Inventory Interactions in this same batch; side metadata is also "unknown" for both sides. | +| **Spawn Animations Compats** (`spawn-animations-compats`) | None. | only meaningful if Spawn Animations is added, and its supported mob list barely overlaps this pack. | +| **Tooltip Overhaul** (`tooltip-overhaul`) | Client-cosmetic. | collides with Legendary Tooltips; the pack should carry one tooltip restyler, and it already does. | +| **Veil** (`veil`) | None by itself | rendering-engine tooling with no dependent mod in the pack, on the most fragile part of the stack. | +| **VinURL** (`vinurl`) | Minor (custom music per player). | Connector red flag, runtime binary downloads, and licensing minefield; not worth it for jukebox music. | +| **Welcome Screen** (`welcome-screen`) | None. | 2-3 new dependencies for a screen a server MOTD/pin note can replace. | + +### ALREADY-IN-PACK (9) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **Apothic Combat** (`apothic-combat`) | Major (as installed) | duplicates the pack's existing Apothic Combat entry. | +| **Aquaculture 2** (`aquaculture`) | Moderate (as installed). | exact duplicate of the existing Aquaculture 2 entry. | +| **Aquaculture Delight** (`aquaculture-delight`) | Minor (as installed). | exact duplicate of the existing Aquaculture Delight entry. | +| **Ars Creo** (`ars-creo`) | Moderate (as installed). | duplicate of the existing Ars Creo entry; the "missing dep" line is a dead-ID artifact, not a real gap. | +| **Create Aeronautics: Compatibility** (`create-aeronautics-compatability`) | Moderate | duplicates the existing "Create Aeronautics: Compatibility" entry in the pack list; do not add a second copy. | +| **Nature's Compass** (`natures-compass`) | N/A | byte-for-byte duplicate of the existing Nature's Compass entry; drop from the candidate list. | +| **Separate Sable Render Distance** (`ssrd`) | None | duplicate of the pack's existing SSRD entry; exclude from the candidate list. | +| **Sophisticated Backpacks Create Integration** (`sophisticated-backpacks-create-integration`) | Minor (already shipped; storage automa | exact duplicate of the pack's own Sophisticated Backpacks Create Integration entry. | +| **Sophisticated Storage Create Integration** (`sophisticated-storage-create-integration`) | Minor (already shipped). | exact duplicate of the pack's own Sophisticated Storage Create Integration entry. | + +### ADDED (2) + +| Mod | Impact | Rationale | +| --- | --- | --- | +| **Iris Shaders** (`iris`) | Overhaul | Already added on branch mod-pack-additions (see Post-review update). | +| **Iris Veil Compat** (`iris-veil-compat`) | None | Already added on branch mod-pack-additions (see Post-review update). | + +## 7. Skip list — the 36 I would not add, by reason + +### 7.1 Render-stack violations (updated) + +**`Iris Shaders` and `Iris Veil Compat` are no longer skips — they are now `ADDED` on the +`mod-pack-additions` branch (Section 0).** The entries below remain rejected. + +| Mod | Reason | +| --- | --- | +| **ATMOSPHERICS** | Rewrites sky/fog/cloud rendering. It already clashed with the Sodium + DH + SSRD axis and warned about Sodium *"Improved Transparency"*; now it also fights the shaderpacks' own sky/fog. | +| **Veil** | Already **embedded inside Sable**; adding it standalone duplicates the render engine. | +| **Fog** | Fog/sky coverage the newly added shaderpacks already provide; Distant Horizons compatibility is an open upstream question. | + +**(updated)** The previously listed `Iris Shaders`, `Iris Veil Compat` and `CreateBetterFps` moved: +`iris`/`iris-veil-compat` to **ADDED**; `CreateBetterFps` to **MAYBE** (its blocker was *"1.21.1 needs +Sodium and Iris"*, and Iris is now present, but it patches Create's code on the Aeronautics/Sable stack). +`Shine` and `Grassier Grass` stay **MAYBE**; both are Sodium-coupled and now also sit next to a real +shader pipeline. + +### 7.2 Fabric-only / Sinytra Connector dependency (hard) +| Mod | Reason | +| --- | --- | +| **Immersive Winds** | README: *"NEOFORGE REQUIRES SINYTRA TO RUN, ALL MOD FILES ARE FABRIC."* | +| **VinURL** | Sinytra + Forgified Fabric API + owo-lib, **and** it auto-downloads and executes `yt-dlp`/`deno`/`FFmpeg` at runtime — supply-chain and licensing exposure on the server. | +| **Puddles & Floods** | Requires Forgified Fabric API for a cosmetic puddle effect with real rain-driven tick cost. | + +### 7.3 Dead dependency / missing base mod (hard) +| Mod | Reason | +| --- | --- | +| **Ars Ocultas** | Requires **Occultism**, absent from pack and list. | +| **Carry On Extend** | Requires **Carry On**, absent. | +| **Carry On + Create Aeronautics Compat** | Author-declared **obsolete** (fix upstreamed to Carry On 2.2.6+); base absent; documented server-hang on picking up players onto contraptions. | +| **Net Music: Better Experience** | Requires **Net Music**, an external NetEase streaming service with login/licensing baggage. | +| **Refined Storage – JEI Integration** | Requires **Refined Storage**, absent — the pack uses Sophisticated Storage. | +| **Relics: Arcane Abilities** | README requires **Relics + Hammer Lib** (contradicting its metadata); both absent. | +| **Even More Instruments!** | Author has **retired** the project; requires **Genshin Instruments**, absent. | +| **AAA Particles / AAA Particles: World** | A library with no consumer mod in this pack; the addon depends on the skipped base. | +| **Spawn Animations Compats** | Only meaningful with Spawn Animations, and its supported mob list barely overlaps this pack (Alex's Mobs is not on it). | + +### 7.4 Duplication — the pack already owns this (hard) +| Mod | Duplicates | +| --- | --- | +| **Alex's Mobs Continued** | The installed **Alex's Mobs (Unofficial Port)** — same mod/ID namespace; only a 1:1 swap is possible. | +| **Open Parties and Claims** | **FTB Chunks + FTB Teams** (and FTB Quests assumes that ecosystem). Two claim systems = split protection logic. | +| **Sable: Ragdoll Corpse** | **Gravestone** (which already ships Sable + Curios compat) — two death-item systems on the physics stack. | +| **SkinChanger** | **Quick Skin** (newer, GUI, HD skins); SkinChanger is stale (2024-10). | +| **Sophisticated Sorter** | **Client Sort** (installed). Three-way overlap with Sophisticated Inventory Interactions. | +| **Tooltip Overhaul** | **Legendary Tooltips** — the pack should carry one tooltip restyler. | +| **Create: Dynamic Lights** / **Create Sable Dynamic Lights** | **LambDynamicLights** (installed) — a second dynamic-lights engine; both also assume Embeddium/Rubidium or Sodium Dynamic Lights and recommend the banned shader stack. | +| **Chef's Delight** | Its 1.21.1 builds target **Farmer's Delight Refabricated**, a colliding reimplementation of the installed Farmer's Delight. | + +### 7.5 Wrong shape for this pack — scale, worldgen, or marginal value +| Mod | Reason | +| --- | --- | +| **Pixelmon** | Total-conversion scale (1000+ entities, its own structures/economy); its README recommends a dedicated Pixelmon pack. Would steamroll the pack identity, worldgen and mob budget. | +| **Dynamic Trees** | Transformative tree overhaul with unverified coverage across 10+ worldgen mods and no config shipped. | +| **Estrogen / Create: Estrogen** | Meme content; movement-dash mechanic near the Sable physics stack; needs Cynosure + the Create module. | +| **More Relics** | Needs the absent Relics base + two libs; self-documented version-pin fragility; duplicates the Artifacts niche. | +| **AsyncParticles** | Documents a C2ME crash (in-pack) that needs a config edit; beta render-layer mixins against the Sable/Create axis. A candidate for a later test, not now. | +| **BadOptimizations** | Marginal gains on an already-saturated client perf stack; author's own screenshots show ~4%. | +| **Welcome Screen** | Three new libraries (FancyMenu + Necronomicon + Better Compatibility Checker) for a cosmetic first-join screen. | +| **Horror messages** | Chat-spam gimmick; tone mismatch with the pack. | +| **Immersive UI** | Two libraries for cosmetic overlap with Inventory Particles. | +| **Early Bedtime** | Solves a shader-only darkness problem this pack does not have; costs TxniLib. | +| **Abnormals Delight / Berry Good** | Require **Blueprint** for content that is inert (no Team Abnormals mods) or tiny. | +| **Sophisticated Sorter / SkinChanger** | (See duplication above.) | + +--- + +## 8. Swap candidates — is replacing an installed mod justified? + +Yes, for a small number of pairs — but the bar is higher than "the new one is shinier". A swap is only +worth it when the candidate is **(a) strictly more capable or better maintained, (b) no worse against +the fragile stack** (Sodium/DH/SSRD/Sable/Create), and **(c) safe for existing worlds** (entity/item +IDs, already-generated chunks, claims, quest data). Otherwise the incumbent wins by default. + +The newly fetched branch is itself an example of a justified swap: the pack's "no shaders" stance was +replaced only because purpose-built compatibility patches (`iris-veil-compat`, `aeronautics-iris-fix`) +neutralised the specific blocker. + +| Installed mod | Candidate replacement | Case for swapping | Case against | Recommendation | +| --- | --- | --- | --- | --- | +| **Alex's Mobs (Unofficial Port)** | **Alex's Mobs Continued** | Actively-maintained continuation, same content, deliberately Citadel-free (bundles what it needs); removes reliance on an unofficial port. | Two forks of one mod: entity/item IDs and NBT may differ, so an in-place swap can orphan tamed mobs/items. Citadel still needed by Alex's Caves. | **Evaluate on a world copy.** Best maintenance swap on the list, not urgent. | +| **Client Sort** | **Sophisticated Inventory Interactions** | Built on Sophisticated Core (installed); adds GUI search, container↔player transfer, remembered searches; deepens an existing pillar. | Newer/less proven; keybind and sort-button overlap; sorts containers, not the whole UI. | **Plausible upgrade — test UI collisions.** Do not also add Sophisticated Sorter. | +| **Legendary Tooltips** | **Obscure Tooltips** | Animated styling plus in-tooltip 3D gear previews — a real capability gain. | Adds Fragmentum; per-frame cost; coexistence unverified, so it must be a *swap*, never a stack. | **Swap-or-keep, never both.** | +| **LambDynamicLights** | **Sodium Dynamic Lights + Create Sable Dynamic Lights** | Would light moving Create contraptions and Aeronautics sub-levels, which LambDynamicLights does not. | SDL is coupled to the exact Sodium alpha Sable pins, and the Create mods assume Embeddium/Rubidium or the shader ecosystem. Trades a stable engine-agnostic mod for a version-fragile one. | **Do not swap now.** Revisit if contraption lighting becomes a pain point. | +| **Gravestone (+ Sable/Curios compat)** | **Sable: Ragdoll Corpse** | Novel physics-corpse recovery, Sable-native. | Gravestone is proven and already Sable/Curios-patched; two death-item systems risk item-loss precedence bugs on the physics stack. | **Keep Gravestone.** | +| **FTB Chunks + FTB Teams** | **Open Parties and Claims** | More granular party/claim permissions; LuckPerms/FTB Ranks hooks. | Wholesale replacement breaks FTB Quests/Teams and FTB's permission model; two claim systems cannot coexist. | **Keep FTB.** | +| **Client Sort** | **Sophisticated Sorter** | Sophisticated styling. | Less proven, unknown side metadata, duplicates Client Sort *and* Sophisticated Inventory Interactions. | **No** — if replacing, choose Sophisticated Inventory Interactions. | +| **Slice & Dice** | **Delightful Creators** | Different FD↔Create automation flavor (fluids/soups vs sequenced assembly). | Slice & Dice is installed and proven; running both duplicates recipes and clutters JEI. | **Only as a deliberate flavor swap**, never alongside. | +| **EntityCulling** | **More Culling** | — | Different scope (entities vs block/other culling); complementary, not alternatives. | **Not a swap.** | +| *(no skin mod installed)* | **SkinChanger vs Quick Skin** | — | — | If adding one, **Quick Skin** (newer, GUI, HD skins, animated capes). | + +**Swap mechanics note:** packwiz makes the file change trivial, but the risk lives in the world. For any +swap that touches registered content (Alex's Mobs, dynamic lights, death handling), test on a **copy of +the live world** and diff entity/item IDs. Structural swaps (claim system, sorting UI, tooltip layer) +mostly affect client UI and are lower risk, but still change player muscle memory. + +--- + +## 9. Dependency economics and the collision map + +### 9.1 New libraries the candidates would introduce +Ordered by how many candidates each unlocks. **Bold** = recommended if you adopt that family. + +| Library | Unlocks | Recommendation | +| --- | --- | --- | +| **Puzzles Lib** | Held Item Tooltips, Visual Workbench, Distinct Potions, Health Bars, Mob Lassos, Better Animations Collection | Buy once — high value | +| **Moonlight Lib** | Supplementaries, Sleep Tight, Haunted Harvest | Buy once — high value; also a Supplementaries prerequisite | +| Blueprint | Environmental, Pet Cemetery, Gallery, Boatload, Berry Good, Abnormals Delight | Only if you adopt several | +| Fragmentum | Accents, Ars Elixirum, Obscure Tooltips, Loot Journal | Only if you adopt several | +| Collective | Followers Teleport Too, GUI Compass, GUI Effect Timer | Cheap; bundle or skip | +| **Almanac** | Let Me Despawn | Buy (core pick) | +| MRU | Sounds, Fog | Cheap; pairs well | +| TxniLib | Early Bedtime, Immersive Armor HUD | Only if adopting | +| Delight Lib / Lodestone / Cook's Collection / Deimos / SmartBrainLib / CoroUtil / Faewulf's Lib / Teal Lib / MidnightLib / TLib / MossyLib / Knight Lib | one Delight/utility candidate each | Weigh individually | +| Item Descriptions + Immersive Overlays | Field Guide | Two libs for one mod | +| Hybrid API + Biolith | Hybrid Aquatic | Gate on a worldgen test | +| Sable: Ragdolls | Ragdoll Reactions (and the skipped corpse mod) | Only with Aeronautics crash-testing | +| Sinytra Connector + Forgified Fabric API | VinURL, Immersive Winds, Puddles & Floods | **Avoid** | + +### 9.2 Candidate-vs-candidate collisions (pick one) +- **Mob health UI:** Neat vs JeremySeq's Damage Indicator +- **Tooltip restyler:** Obscure Tooltips vs existing Legendary Tooltips (prefer existing) +- **Display furniture:** Display Case vs Fetzi's Displays (+ existing Handcrafted) +- **Corn crop:** Hearth and Harvest vs Haunted Harvest +- **Grass sway:** Grassier Grass vs Immersive Winds (Immersive Winds is Fabric-only — Grassier Grass wins) +- **Carried-item particles:** Immersive UI (skipped) vs Inventory Particles +- **HUD coordinates:** GUI Compass vs Field Guide's Immersive Overlays dependency +- **Pet teleport:** Waystones Teleport Pets vs Followers Teleport Too +- **Container sorting:** Client Sort (installed) vs Sophisticated Inventory Interactions / Sophisticated Sorter +- **Sleep overhaul:** Room For Two vs Sleep Tight +- **Fire flavor:** Burnt vs Burnt + Additions (never both) +- **FD↔Create bridge:** Slice & Dice (installed) vs Delightful Creators + +### 9.3 Test-first items (not rejections — gates) +| Candidate | Gate | +| --- | --- | +| Supplementaries | Create 6.0.10 smoke test (old conflicts are closed) | +| CreateBetterFps | Iris now present, but it patches Create directly — test on the Aeronautics/Sable stack | +| Grassier Grass | Sodium 0.8.12/0.8.13-alpha compatibility; custom terrain shader; interaction with shaderpacks | +| Fog | Distant Horizons/SSRD visual test (upstream DH issue history); shaderpack fog already covers this | +| Shine | Sodium 0.8.12+ confirmed, but partial feature loss on the pinned alpha | +| More Culling | Rendering-core test next to EntityCulling/Sable/DH | +| Tree Physics | Dev-server soak test; per-tree Sable physics sub-levels | +| Sable Beyond | Alpha software; backup + crash-test with Aeronautics | +| Ragdoll Reactions / Sable: Ragdolls | Crash-test with Aeronautics before adopting the cluster | +| Lunar | Gravity/spawn events vs Create Aeronautics physics + Apothic Spawners | +| AutoHUD | Confirm the NeoForge jar's real dependency list (metadata artifact) | +| Spawn Animations | Confirm NeoForge jar deps; prefer the datapack form | +| Hybrid Aquatic | Terralith/Tectonic/Lithostitched worldgen + Aquaculture loot overlap | +| Dream Relics / Reliquary / Too Many Bows | Balance pass vs Apotheosis + Artifacts | +| PlayerRevive / Incapacitated | Gravestone interplay; owner sign-off on death-rule changes | + +--- + +## 10. Adoption plan + +**Phase A — Core cohort (this is the recommendation).** Add the 20 mods in Section 4 plus +`Moonlight Lib` and `Almanac`. Expected result: a noticeably richer QoL/exploration/decor layer, +one clear server-perf gain (`lmd`), zero new render/physics risk, no config maintenance. + +**Phase B — Pick one expansion family.** Choose **one** of: (a) Farmer's Delight expansion, (b) Create +decoration, (c) client ambience, (d) mobs/combat gear. Adopt its shared library and 3–6 mods. Run a +`/spark health` baseline before and after. + +**Phase C — Test-first candidates on a dev server.** Take the Section 9.3 gates one at a time, one +variable per run, with backups. Promote only what survives. + +**Phase D — Server infrastructure.** Decide on BlueMap (ops cost) and the FTB Chunks tuning already +recommended in `FINDINGS.md`; neither is urgent game content. + +**Never / not without a rewrite:** Sinytra-Connector dependency chains, a second dynamic-lights engine, +and a second claim system. (Shaders are no longer on this list — the pack has adopted them with purpose- +built compat patches; see Section 0.) + +--- + +## 11. Appendix — detailed per-mod assessments + +The full per-candidate breakdown (Adds / Relationship / Missing deps / Gameplay impact / +Compatibility / Perf cost / Verdict, with citations where web sources were used) is retained: + +- Raw per-chunk assessments: `analysis/assess/chunk01.md` … `chunk07.md` + (27 mods each, 189 total). `analysis/CANDIDATE-APPENDIX.md` consolidates these and carries a + corrections note (Section 2). +- **Grouped decision table (start here for “which should I add?”): `MODLIST-GROUPS.md`** — every + candidate by purpose, with what it brings, new deps, gameplay impact, verdict and the watch-out. +- Machine-readable candidate data: `analysis/summary.json` (title, side, loaders, 1.21.1 build, + required deps, in-pack flag) and `analysis/verdicts.json`. +- Research digest used for the assessments: `analysis/chunks/chunk*.md`, + `analysis/raw/projects.json`, `analysis/raw/versions.json`. +- Pack context given to the reviewers: `analysis/PACK-CONTEXT.md`. + +### Confidence legend used throughout +- **High** — read from Modrinth/loader metadata, the mod's own README, or the pack's own files. +- **Medium** — inferred from the README, or a compatibility claim from a third-party source. +- **Unknown/unverified** — evidence absent; the report says so rather than guessing. diff --git a/analysis/archive/2026-09-candidate-review/PACK-CONTEXT.md b/analysis/archive/2026-09-candidate-review/PACK-CONTEXT.md new file mode 100644 index 0000000..bf43405 --- /dev/null +++ b/analysis/archive/2026-09-candidate-review/PACK-CONTEXT.md @@ -0,0 +1,73 @@ +# Onion MC — pack context for candidate-mod assessment + +## Target platform +- Minecraft **1.21.1**, **NeoForge 21.1.251** (packwiz). Loader = NeoForge. Forge-only mods + generally work; Fabric-only mods do **not** work without Sinytra Connector (a red flag). +- Mixed **client + dedicated server** pack (~10 players). Server performance matters as much + as client FPS. +- Existing pack: ~142 mod entries (133 Modrinth + 9 CurseForge). + +## Existing mods (titles, for compatibility reasoning) +3D Skin Layers, Adorable Hamster Pets, Alex's Caves (Unofficial Port), Alex's Mobs (Unofficial +Port), AllTheLeaks, AmbientSounds, Apotheosis (+ Apothic Attributes, Apothic Category Compat, +Apothic Combat, Apothic Enchanting, Apothic Spawners), AppleSkin, Aquaculture 2, Aquaculture +Delight, Architectury API, Ars Creo, Ars Nouveau, Ars Nouveau's Flavors & Delight, Artifacts, +Athena, BaguetteLib, Balm, Better Combat, Bookshelf, Chipped, Chunky, Citadel (unofficial port), +Client Sort, Cloth Config, Collapsible Groups, Controlify, Create, Create Aeronautics, Create +Aeronautics: Compatibility, Create: Dragons Plus, Create: Enchantment Industry, Create Slice & +Dice, CreativeCore, Cristel Lib, Critters and Companions, Curios API, Distant Horizons, Duper's +Auto Walk, Dynamic FPS, EMF (Entity Model Features), Emotecraft, Enchantment Descriptions, End's +Delight, Entity Culling, ETF (Entity Texture Features), Explorer's Compass, Explorify, Exposure, +Farmer's Cutting: Twilight Forest, Farmer's Delight, FerriteCore, Friends&Foes, FTB Backups 3, +FTB Chunks, FTB Library, FTB Quests, FTB Teams, FTB XMod Compat, Fusion, Fzzy Config, Geckolib, +Gravestone (+ Sable & Curios compat), Handcrafted, Iceberg, ImmediatelyFast, Incendium, Jade, +Jade Sable Compat, JEI, Kotlin for Forge, LambDynamicLights, Legendary Tooltips, Lithium, +Lithostitched, Lootr, Macaw's (Bridges/Doors/Lights/Roofs/Windows), MezzConfig, ModernFix, +Mouse Tweaks, Mowzie's Mobs, Nature's Compass, Noisium, Nullscape, Ocean's Delight, Patchouli, +Ping Wheel, Placebo, playerAnimator, Prickle, Prism, Rechiseled (+ Chipped), Resourceful Lib, +Sable, Sable Physics Compat, SSRD, Sodium, Sophisticated Backpacks (+ Create Integration), +Sophisticated Core, Sophisticated Storage (+ Create Integration), Sound Physics Remastered, +spark, Sparse Structures, Subtle Effects, SuperMartijn642's Config/Core Lib, Tectonic, Terralith, +The Twilight Forest, Tiny Dragons, Towns and Towers, Twilight's Flavor & Delight, Waystones +(+ Sable), When Dungeons Arise, Wings Of Fire, YACL, YUNG's API + 9 YUNG's structure mods, +C2ME, Noisium. + +## Hard constraints / known landmines (do not contradict these) +1. **No shaders.** `Create Aeronautics` README says it has visual issues with **Iris**; SSRD also + warns certain Iris packs cause rendering issues. The pack deliberately has no Iris/Oculus. +2. **Sodium must stay >= 0.8.12-alpha.2.** `sable` declares older Sodium incompatible. +3. **Create declares `radium` and `palladium` incompatible.** Never add them. Avoid server-perf + mods that wholesale replace the chunk/lighting engine in ways Lithium/ModernFix already cover. +4. **SSRD requires Sodium + Distant Horizons**, and DH must be >= 1.8.7 for SSRD (already). +5. **Sable is self-described as "incredibly intrusive", mixin-heavy, prone to compat issues.** + Treat any mod that touches Create/Sable rendering or physics as high-risk. +6. Client perf stack already includes: Sodium, Lithium, ModernFix, FerriteCore, EntityCulling, + ImmediatelyFast, Dynamic FPS, AllTheLeaks, C2ME, Noisium, EMF/ETF, Distant Horizons. Assume + overlap when a candidate is another perf/culling/memory mod. +7. Pack ships **no configs** except one FTB Chunks client file (`.packwizignore` excludes + `config/*`), so any candidate that needs config editing is a maintenance cost. +8. `sky/weather/render`-engine replacements (Veil, Iris, shaders) sit on the most fragile part of + the stack (Sodium + DH + Sable). + +## Existing content families a candidate may enhance or duplicate +- **Farming/food:** Farmer's Delight + Ars Delight, Aquaculture Delight, End's Delight, Ocean's + Delight, Twilight's Flavor & Delight, Farmer's Cutting: Twilight Forest. +- **Create:** base Create + Aeronautics + Dragons Plus + Enchantment Industry + Slice & Dice, plus + Sophisticated Backpacks/Storage Create integrations. +- **Aquaculture 2** already present. +- **Exploration:** Terralith, Tectonic, Incendium, Nullscape, Towns and Towers, When Dungeons + Arise, 9 YUNG's mods, Explorify, Sparse Structures. +- **Mobs:** Alex's Mobs/Caves, Mowzie's Mobs, Friends&Foes, Critters and Companions, Tiny Dragons, + Wings of Fire, Adorable Hamster Pets. +- **QoL/HUD:** AppleSkin, Jade, JEI, Client Sort, Mouse Tweaks, Ping Wheel, Nature's Compass, + Explorer's Compass, Waystones, Gravestone, Lootr, Controlify, Emotecraft, 3D Skin Layers, + Enchantment Descriptions, Legendary Tooltips, Subtle Effects, Rechiseled/Chipped/Handcrafted. +- **Apotheosis** governs affixes, spawners, enchanting, bosses, world tiers. +- **Better Combat x Apotheosis Compat** (apothic-combat) is already installed — it disables the + attack-range attribute and makes the attack-range affix inert. + +## Deliverable requested from the subagent +A per-mod structured assessment. Be evidence-based: use the supplied Modrinth README excerpt as +the primary source; use `web_search`/`read_url` only to resolve genuine uncertainty (notable +incompatibilities, hard dependencies, whether a mod is abandoned, whether it conflicts with +anything in the existing list). Never invent compatibility claims. Mark confidence. diff --git a/analysis/archive/FINDINGS.md b/analysis/archive/FINDINGS.md new file mode 100644 index 0000000..77f7997 --- /dev/null +++ b/analysis/archive/FINDINGS.md @@ -0,0 +1,671 @@ +# Onion MC - Configuration, Compatibility & Performance Review + +**Pack:** Onion MC 0.1.0 - Minecraft 1.21.1 / NeoForge 21.1.251 - 146 mods (packwiz; 141 Modrinth + 5 CurseForge) +**Scope:** options and settings that improve inter-mod behaviour, performance, or are useful to the +players and the server administrator. + +> **Snapshot note.** The mod-list statistics in section 1 were measured against an earlier pack +> revision (140 entries). The pack has since changed: **FTB Chunks was replaced by Open Parties and +> Claims + Xaero's World Map/Minimap**, the rest of the FTB suite that depended on it (**FTB Quests, +> FTB Teams, FTB XMod Compat**) was removed, Iris/shaders landed upstream, and Clumps/C2ME/Noisium were +> added. Sections 3.3 and 7.1 have been updated for these; section 1's counts have not been re-run. + +--- + +## How to read this document + +Every claim is tagged with a confidence level, because "a Reddit comment said so" and "I read the +mod's config source" are not the same thing. + +| Tag | Meaning | +| --- | --- | +| **VERIFIED** | Read from the mod's own jar metadata, upstream source code, or bundled default config. | +| **DOCUMENTED** | Stated in official project docs (Modrinth/GitHub/wiki/NeoForge docs). | +| **COMMUNITY** | User reports (Reddit, forums). Directionally useful, not authoritative. | +| **INFERENCE** | My reasoning from the above. | + +Methods used: Modrinth API (project + version metadata for all 131 Modrinth-tracked mods), extraction +of all 131 mod jars (reading `META-INF/neoforge.mods.toml` for dependencies, sides and declared +incompatibilities), upstream source/config files on GitHub/GitLab, and official documentation. + +> **Section 8 lists what is still unverified.** Nothing there should be acted on as fact. + +--- + +## 1. Pack state - it is in good shape + +This matters because it means the work here is **tuning, not repair**. There is no fire to put out. + +### 1.1 Integrity - VERIFIED + +| Check | Result | +| --- | --- | +| Version validity (every pinned version supports 1.21.1 + NeoForge/Forge) | **129 / 131 OK** | +| Unsatisfied required dependencies | **0** | +| `side` flags that disagree with Modrinth's authoritative client/server support | **0** | +| Mods that would be wrongly installed on a dedicated server | **0** | + +- The two non-"release" pins are **Incendium** and **Sound Physics Remastered**, both tagged + `alpha` on Modrinth. For Incendium that is normal (Stardust Labs datapacks); for Sound Physics + Remastered 1.5.1 it is currently the *only* 1.21.1 NeoForge build. +- Libs that look "missing" are correctly bundled via jar-in-jar: `apollib` (inside Tectonic and + Lithostitched), `flywheel` + `ponder` (inside Create), `atmosphere` (Slice & Dice), + `sablecompanion` (Sable), `mezz_config` (JEI), `Registrate` (Create/Ars Delight/Twilight Delight). +- The 16 client-only mods carry `side = "client"`, so `packwiz-installer -s server` will exclude them. + **The server mod list is already correct - do not hand-prune it.** + +### 1.2 Version currency - VERIFIED + +108 / 131 pins are the newest 1.21.1 NeoForge build. The 23 that are behind are mostly trivial patch +bumps, with three worth a decision: + +| Mod | Pinned | Newest 1.21.1 | Note | +| --- | --- | --- | --- | +| Terralith | 2.5.8 | **2.6.2** | Minor bump. **New worlds only** - see section 2.4. | +| Apotheosis | 8.8.0 | 8.9.0 | Feature release. | +| Sophisticated Storage | 1.5.91 | 1.6.0 | Minor bump. | + +Also available: **NeoForge 21.1.252** (pack pins .251). The 21.1.x line is the 1.21.1 LTS branch and +still receives fixes, so a patch bump is low-risk if you want bugfixes. + +### 1.3 Declared incompatibilities - VERIFIED + +These are asserted by the mods' own metadata. They are not opinions. + +| Mod | Declares incompatible | In pack? | +| --- | --- | --- | +| `create` | `radium`, `palladium` | No [OK] - **never add Radium** | +| `sodium` | `embeddium` (any version) | No [OK] - **never add Embeddium** | +| `sable` | `scalablelux`, `sablecompanion` > 1.6.0 | No [OK] | +| `distanthorizons` | `ssrd` <= **1.8.6** | 1.8.7 [OK] - **one release clear of a hard break** | +| `geckolib` | `geckoanimfix` | No [OK] | +| `cristel-lib` | `t_and_t` <= 1.13.3 | 1.13.11 [OK] | + +### 1.4 Hard version constraints - do not break these + +**VERIFIED** from mod metadata. These are the version pins that are load-bearing: + +1. **Sodium must stay >= `0.8.12-alpha.2+mc1.21.1`.** `sable` declares every Sodium below that + incompatible. Current 0.8.13 is fine. *Downgrading Sodium breaks Create Aeronautics.* +2. **SSRD must stay >= 1.8.7.** Distant Horizons declares SSRD <= 1.8.6 incompatible. +3. **`create-enchantment-industry` requires Create >= 6.0.10** and `create_dragons_plus` >= 1.11.9. + The pack sits *exactly* on both minimums, so Create cannot be downgraded. +4. **`ssrd` requires `sable` and `sodium`** (`sodium` at `side=CLIENT`, so the dedicated server is + unaffected). +5. **Towns and Towers must stay > 1.13.3** (cristel-lib constraint). + +--- + +## 2. Where the server load actually comes from + +Four cost centres dominate, in rough order of impact. Everything in section 3 maps to one of these. + +1. **Worldgen & structure density** - this pack stacks Terralith + Tectonic + Incendium + Nullscape + + Towns and Towers + When Dungeons Arise + nine YUNG's mods + Explorify. Structure-heavy worldgen is + the classic cause of chunk-generation spikes and stutter while players explore. +2. **Apotheosis spawners and entities** - Apotheosis spawners can manufacture mob counts far beyond + vanilla, and spawner-spawned mobs are *deliberately prevented from despawning*. +3. **Create + Sable physics** - Create Aeronautics runs a physics pipeline. Sable's own README calls + itself "an incredibly intrusive mod" that "makes extensive use of mixins" and is "prone to many + compatibility issues". This is the highest-risk component in the pack. +4. **OPAC claim force-loading + offline chunk loading** - per-player force-loaded chunks that tick + even when nobody is online. + +--- + +## 3. Server tuning + +### 3.1 Structure density - the single biggest lever + +**Sparse Structures is already in the pack and already active.** - DOCUMENTED/VERIFIED + +- Config file: **`config/sparsestructures.json5`** (confirmed in `Constants.java`: + `Path.of("config", "sparsestructures.json5")`). +- **`spreadFactor` - default `2`.** This multiplies structure spacing globally: >1 = rarer, + 1 = untouched, <1 = more common. So the pack is *already* halving structure frequency versus + default. Good default; raising it is the cheapest TPS win available. +- **`customSpreadFactors`** - array of `{ "structure": "namespace:name", "factor": n }`. The value + may be a **structure set** or a **structure name**; using a structure name modifies the whole set + it belongs to. +- `/dumpstructuresets` dumps every structure set to a file - use this to get real names instead of + guessing. +- **Changes require a full game restart.** +- Source: (`sparse-structures-default-config.json5`) + +Suggested next step - push the expensive/oversized structure sets harder than the global 2x: + +```json5 +{ + "spreadFactor": 2, + "customSpreadFactors": [ + { "structure": "minecraft:mansion", "factor": 2 } + // run /dumpstructuresets, then add entries for the dungeons_arise:* + // and t_and_t:* sets with factor 3-4 + ] +} +``` + +> **Caveat (INFERENCE):** I have not verified the exact `dungeons_arise` / `t_and_t` structure-set +> names. Use `/dumpstructuresets` on the server to obtain them rather than copying names from the web. + +**Chunky** (in pack) is the other half: pregenerate so players don't force live generation. +DOCUMENTED - commands are `/chunky radius `, `/chunky world `, `/chunky center`, `/chunky start`, +`/chunky pause`, `/chunky continue`. See section 3.4 for the Chunky <-> Distant Horizons interaction, which +matters here. + +### 3.2 Apotheosis - entity accumulation + +**VERIFIED** by reading the config source of Apothic Spawners 1.21 branch. + +Config file: **`config/apothic_spawners.cfg`** - section `[general]`: + +| Key | Default | Notes | +| --- | --- | --- | +| **`Entity Despawn Delay`** | **600** | Ticks that spawner-spawned mobs are *prevented from despawning* after spawning. Range 0-24000. | +| `Spawners Drop Empty` | false | Clears stored entity when broken. | +| `Capturing Drop Chance` | 0.005 | Per-level spawn-egg drop chance. | +| `Spawner Silk Level` | 1 | Silk touch level needed; -1 disables. | +| `Spawner Silk Damage` | 100 | Durability damage per spawner harvested. | + +`Entity Despawn Delay` is the lever most people miss. At the default 600 ticks, every spawner keeps +its output alive for 30 seconds regardless of mobcap pressure. On a server with several upgraded +spawners this is a steady entity tax. **Lowering it to 0-100 is a direct, low-risk TPS improvement** +and is unlikely to be noticed by players (vanilla spawners have no such protection). + +> Note: this config surface is *small*. In Apotheosis 8.x the spawner **modifiers** (spawn range, +> delay, count, ...) are **datapack-driven**, not config-driven. So you cannot cap spawner throughput +> from the config file alone - `Entity Despawn Delay` plus the loot-table/datapack layer is what you +> have. + +Config file: **`config/apotheosis/apotheosis.cfg`** - sections and keys (defaults in parentheses), all **VERIFIED**: + +> **Note the directory.** Apotheosis's module configs are *not* in the config root: `configDir` is +defined as `/apotheosis` (`ApothicAttributes.java`, line 58), and `getConfigFile(p)` returns +`/apotheosis/

.cfg`. The one exception is Apothic Spawners, which uses Placebo's +`Configuration(String)` constructor and therefore lands at the config root as +`config/apothic_spawners.cfg`. Do not go looking for `config/apotheosis.cfg` - it does not exist. + +| Section | Key | Default | +| --- | --- | --- | +| `bosses` | `Boss Spawn Cooldown` | 3600 ticks (3 min) | +| `bosses` | `Boss Announcement Range` | vanilla spawn distance + 12 blocks | +| `bosses` | `Curse Boss Items` / `Boss Auto-Aggro` / `Boss Glowing On Spawn` | false / false / true | +| `worldgen` | **`Generation Dimension Whitelist`** | `["overworld"]` | +| `spawners` | `Spawner Value Chance` | 0.11 | +| `affixes` | `Cleave Players`, `Disable Quark Tooltips for Affix Items`, `Torch Placement Item` | false / true / `minecraft:torch` | +| `augmenting` | `Upgrade Sigil Cost` / `Upgrade Level Cost` / `Reroll Sigil Cost` / `Reroll Level Cost` | 2 / 225 / 1 / 175 | +| `potion_charms` | `Restrict Charms to Curios` | false | +| `quality_of_life` | `Enable Item Linking`, `Item Linking Cooldown`, `Enable Equipment Comparisons` | true / 100 / true | +| `flair` | `Enable Affix Item Effects` | true (clientside) | +| `world_tiers` | `Enable Manual World Tier Changes` | true | + +Two worth acting on: + +- **`Boss Spawn Cooldown`** (3600): invading bosses are among the most expensive things Apotheosis + spawns. Raising this is a legitimate, cheap difficulty/load dial. +- **`Generation Dimension Whitelist`** = `["overworld"]`: Apotheosis worldgen currently only runs in + the Overworld. This pack has Twilight Forest, plus Incendium's Nether and Nullscape's End. If you + want rogue spawners/boss dungeons there you must add the dimension IDs - and understand that doing + so *increases* worldgen cost. + +Related configs, same pattern (`config/apotheosis/apothic_attributes.cfg`, +`config/apotheosis/apothic_enchanting.cfg`, and `config/apotheosis/name_generation.cfg`): + +- `apothic_attributes.cfg` -> `[combat_rules]` holds the damage formulas as **editable expressions** + (`Protection Formula`, `A-Value Formula`, `Armor Formula`, `Armor Toughness Formula`, + `Negative Armor Factor`=0.015). These are how you retune Apotheosis combat *without* a mod - useful + because Apotheosis's armour model is the thing players most often call "broken" in a pack with + Better Combat. `[general] Hidden Attributes` controls what shows in the attributes GUI (supports + namespace wildcards and `!` negation entries). +- `apothic_enchanting.cfg` -> `[client]` `Sculkshelf Noise Chance` = **200** (1-in-200 chance per + *client tick* to play a sculk shelf sound; `0` disables). Minor client perf/noise lever. + +### 3.3 Open Parties and Claims - force-loading and ticking + +**Replaces FTB Chunks** (removed 2026-09-30 in favour of Open Parties and Claims + Xaero's +World Map/Minimap; see `analysis/FTB-CHUNKS-SWAP.md`). Everything below is the OPAC equivalent of the +tuning this section used to document for FTB Chunks. + +**DOCUMENTED** - OPAC's main config lives **inside the world save**, not the pack: + +| File | Purpose | +| --- | --- | +| `world/serverconfig/openpartiesandclaims-server.toml` | Main server config (limits, protection, forceloading, party backend). | +| `world/serverconfig/openpartiesandclaims-*` | Global "player configs" (default player config, server-claim, expired-claim, wilderness). | +| `/config/openpartiesandclaims-server.toml` | Reported location on Fabric/Quilt only. | + +**Warning - stop the server before editing.** The README is explicit: the server may overwrite your +changes otherwise. Do **not** assume the file the server generated matches any list here; read the +generated file, which carries inline `# Default:` comments for every key. + +**Easiest route for an admin:** in-game, the mod UI is bound to `'` by default. Claim/party commands +are `/oclaims`, `/oparties`, `/opac` and `/opm` (party chat). Server-wide options are still edited in +the file, not the UI. + +**`defaultconfigs/` and packwiz cannot help here** - the file is in the world save, so it cannot be +shipped at all. See section 7.1. + +Keys and defaults - **DOCUMENTED where the project's own issue quotes or README state them**, else +flagged: + +| Key | Default | Why it matters | +| --- | --- | --- | +| `maxPlayerClaims` | 500 | Per-player claim cap. Same as FTB Chunks' `max_claimed_chunks`, so no capacity loss on the swap. Overridable via the `xaero.pac_max_claims` permission. | +| `maxPlayerClaimForceloads` | low/0 - **verify** | Per-player forceload cap. **This pack sets it to 25** (matching FTB Chunks' old `max_force_loaded_chunks`); the stock default is not 25, so leaving it unset silently removes forceloading. Overridable via `xaero.pac_max_forceloads`. | +| `claims.forceload.offlineForceload` | **verify** (documented as "true" in a 2021 issue, so possibly stale) | Force-loaded chunks stay loaded while the owner is **offline**. This is the OPAC equivalent of FTB Chunks' `chunk_load_offline`, and the same farms-vs-TPS trade applies: 25 forceloads x ~10 players is potentially 250 chunks ticking around the clock. | +| `primaryPartySystem` | built-in | **Left at OPAC's built-in default** - FTB Teams was removed along with FTB Quests, so the built-in system is now the only one. Pointing this at `ftbteams` would be a no-op that logs missing-mod noise. | +| `staticFakePlayers` | - | Position-bound fake players for automation (miners, auto-clickers). The analogue of FTB Chunks' `fake_players`. | +| `playerConfigurablePlayerConfigOptions` / `opConfigurablePlayerConfigOptions` | - | Which options players (and OPs) may change in their own config. Adding a key to these arrays is what exposes it - e.g. `claims.forceload.offlineForceload` is not player-changeable until listed. | +| protection exception lists | - | `forcedBlockProtectionExceptionList`, `forcedEntityProtectionExceptionList`, `itemUseProtectionExceptionList`, plus the optional per-claim groups. This is OPAC's answer to FTB Chunks' protection; modded blocks/entities that misbehave go here. | + +**Recommended starting point for a ~10-player server:** keep `maxPlayerClaims = 500`, +`maxPlayerClaimForceloads = 25` (decided 2026-09-30), leave `primaryPartySystem` at the built-in +default, and take a deliberate decision on `claims.forceload.offlineForceload` - it is the same straight +farms-vs-TPS trade FTB Chunks' `chunk_load_offline` was, with a larger blast radius now that each player +may forceload 25 chunks. + +**Reliability caveat - COMMUNITY (open upstream issues).** OPAC force-loading has a recurring "marked +the chunk but it does not actually stay loaded" failure mode with issues open at the time of writing +(#855, #927, plus #237/#528 further back). Because this pack's farm design leans on offline +force-loading, verify per-player forceloading on a staging world *before* trusting it, and re-test +after each OPAC bump. + +Sources: (README: config locations, permission +nodes, `primaryPartySystem`, `staticFakePlayers`), +(commands, keybind, FAQ; also states the mod is in beta), + and + (default keys and the +`offlineForceload` description), +(force-loading reliability). + +### 3.4 Distant Horizons - decide deliberately, and mind Chunky + +**DOCUMENTED** - Distant Horizons has real server-side support and it is opt-in. From the official +"Server Owners" wiki: + +- **DH >= 2.3 is required on a server**; older builds crash. The pack's 3.3.2 is fine. +- **"Using the same version / build on both the server and the client is strongly preferred."** +- Server support only engages if **"Distant Generation" is enabled on both server and client**; + the same applies to every toggle with a server-side counterpart. +- DH is **optional on both sides** - vanilla clients can still connect. So marking it optional in the + pack is correct and safe. +- Default settings need **>= 500 KB/s (4 Mbit/s)** per client. If players see "Timed out" kicks, lower + their client bandwidth settings. +- **"Pre-generating LODs is highly recommended to avoid performance issues."** +- **Warning: Chunky interaction:** *"Running Chunky will also generate & update LODs, but it's not + recommended to rely on this behavior for pre-generation. LODs and chunks are independent, and by + loading a lot of chunks quickly you risk overloading DH and ending up with a lot of holes. Either + use DH's pre-generation, or temporarily disable the mod entirely."* + **This pack has both Chunky and DH.** If you pregenerate with Chunky, expect DH LOD holes. Use + `/dh pregen` instead, or disable DH while Chunky runs. + +Server-side config keys (use `/dh config `; the command prints the current value, description and +the config file path, which is the reliable way to find the file): + +| Setting | Purpose | +| --- | --- | +| `common.threadPreset` | CPU load preset for DH's worker threads. | +| `common.maxDataTransferSpeed` | Per-player bandwidth cap. | +| `generation.mode` | Set to `INTERNAL_SERVER` to generate chunks alongside LODs. | +| `generation.requestRateLimit` | Requests/second cap. | +| `generation.maxRequestDistance` | Per-player generation radius. | +| `generation.nSized` | Experimental: generate LODs directly at the required size. | +| `generation.bounds.x` / `.z` / `.radius` | Global generation area restriction (disabled while `radius` is 0). | +| `realTimeUpdates.playerDistance` | How far chunk updates are converted to LOD pushes. | +| `syncOnLoad.rateLimit` / `syncOnLoad.maxRequestDistance` | Login-time sync throttling. | +| `levelKeyPrefix` | **Required if several servers share a proxy** - set a unique string. | + +Also: pregenerate **beyond the world border** if you use one, or clients will show LOD holes at the edge. +**Avoid running `/dh pregen` on a server people are actively playing on.** + +Source: + +### 3.5 Diagnosing lag: spark is already installed + +**DOCUMENTED** - `spark` 1.10.124 is in the pack, so no setup is needed. Per spark's own docs, ~30 +seconds of profiling is enough for useful results. + +Admin workflow: + +- `/spark tps` - accurate TPS. +- `/spark health` - TPS, tick durations (min/avg/max), CPU usage, GC activity. **Start here.** +- `/spark profiler start --timeout 60` - sample the server; then `/spark profiler stop`. + Target specific threads with `--thread`, and record only slow periods to cut noise. +- Use GC figures from `/spark health` to decide heap/GC flags rather than guessing. +- On Linux x86_64 spark uses async-profiler via `perf_events`, which gives better results than the + fallback `ThreadMXBean` engine - worth knowing when comparing reports. + +Docs: + +--- + +## 4. Client tuning and cross-mod conflicts + +### 4.1 The SSRD -> Distant Horizons -> Sodium chain + +**VERIFIED/DOCUMENTED.** SSRD ("Separate Sable Render Distance") is a *client rendering* addon that +exists to decouple Sable's sub-level render distance from the normal one. + +- SSRD's own README: **"Distant Horizons or voxy AND Sodium MUST be installed on the Client!"** +- **Versions 1.8 and up REQUIRE Sodium 0.8.** The pack has Sodium 0.8.13 [OK] and SSRD 1.8.7 [OK]. +- **But Distant Horizons is marked `optional = true, default = false` in the pack.** + **INFERENCE:** any player who leaves DH disabled gets a non-functional SSRD. Either ship DH by + default, or mark SSRD optional alongside DH so the two travel together. +- SSRD has **server-side gamerules**: + - `/gamerule ssrdMaxRenderDistance` - default **128** chunks (server-wide cap). + - `/gamerule ssrdForceloadLimit` - default **2** per player for `/ssrd forceload`. + - `/ssrd forceload` does not require op but respects that cap. +- SSRD README also warns: *"Certain Iris shader packs cause rendering issues."* + +### 4.2 EntityCulling will break Ars Nouveau's spell visuals + +**DOCUMENTED** - EntityCulling's README: *"Client-side entities, commonly used by magic mods for +animations, may not behave as expected. Whitelist the relevant entities via the config screen for tick +culling and/or entity culling."* + +**INFERENCE:** this pack has Ars Nouveau, which uses client-side entities for spell/projectile visuals, +plus Create Aeronautics (Sable) and several mob mods with custom animations. EntityCulling has a wide +whitelist surface and its config screen supports per-entity toggles - expect to need it. EntityCulling +is a solid win in general (it is one of the biggest client FPS wins on busy servers), so whitelist +rather than remove. + +### 4.3 Should you add shaders? Probably not yet + +**DOCUMENTED**, two independent blockers: + +1. **Create Aeronautics 1.1.3 README:** *"Aeronautics currently has visual issues when used with + **Iris Shaders**."* +2. **SSRD README:** certain Iris shader packs cause rendering issues. + +Combined with the fact that the pack contains **no shader mod at all** (no Iris/Oculus) and that DH + +Sodium + Sable already form a tight, version-sensitive trio, adding shaders introduces a new +compatibility axis in exactly the most fragile part of the pack. **INFERENCE: leave shaders out** unless +you are willing to own that debugging surface. + +### 4.4 Tectonic - optional terrain knobs + +**VERIFIED** from Tectonic v3 config source. File: **`config/tectonic.json`** (DOCUMENTED via the +official changelog: "Added a proper config to the mod version at config/tectonic.json"). Keys and +defaults: + +| Group | Key | Default | +| --- | --- | --- | +| `general` | `mod_enabled` / `snow_start_offset` | true / 128 | +| `global_terrain` | `vertical_scale` / `increased_height` / `lava_tunnels` | 1.125 / **false** / true | +| `continents` | `ocean_offset` / `continents_scale` / `erosion_scale` / `ridge_scale` | -0.8 / 0.13 / 0.25 / 0.25 | +| `continents` | `underground_rivers` / `river_lanterns` / `flat_terrain_skew` / `rolling_hills` / `jungle_pillars` | true / true / 0.1 / true / true | +| `islands` | `enabled` / `noise_scale` | true / 0.11 | +| `oceans` | `ocean_depth` / `deep_ocean_depth` / `monument_offset` / `remove_frozen_ocean_ice` | -0.22 / -0.45 / -30 / false | +| `biomes` | `temperature_multiplier` / `temperature_scale` / ... | 1.0 / 0.25 / ... | + +Note `increased_height` is already `false` - good. It raises the build/generation ceiling to **y640**, +which is a meaningful worldgen and memory cost. **Do not enable it on a server.** + +The Tectonic wiki () explains every option; +the in-game mod-menu config screen shows them with tooltips. + +--- + +## 5. Terralith + Tectonic - the combination is correct + +**DOCUMENTED**, and this is a commonly-messed-up setup, so it's worth confirming it's right: + +- Terralith's README: *"Terralith is **fully compatible with the mod version of Tectonic**."* +- Tectonic's README: *"Tectonic has a special version with Terralith compatibility. **This version is + shipped in the mod version of Tectonic**, but it is available as a standalone datapack + [Terratonic]."* +- Terralith's README: *"If you are using the **datapack** versions, you must use **Terratonic + instead** of Tectonic."* + +The pack has **both as mods**, so the Terralith-compat layer is already active. +**Do not add Terratonic** - it is for the datapack route and would conflict. + +### 5.1 Terralith updates require a new world + +**DOCUMENTED** - Terralith's README: *"It is **not recommended to add Terralith to an existing world** +- reset yours first, or use a new world."* + +Also relevant: *"In 2.6.0, the **mod** version of Terralith relies on **Lithostitched** as a required +dependency."* The pack has Terralith **2.5.8** and **already ships Lithostitched 1.8.0**, so the +eventual 2.6.x update is dependency-safe. **But it is a worldgen change - new worlds only.** + +**INFERENCE / worth checking:** if the live server world predates the addition of Terralith (the pack +added it recently), terrain seams and abrupt biome transitions are expected and are not a bug. + +--- + +## 6. Cross-mod notes worth knowing + +### 6.1 Apothic Combat silently disables the attack-range affix + +**DOCUMENTED** - from the Apothic Combat README (the "Better Combat x Apotheosis Compat" mod): + +The problem it solves: Apotheosis adds a "Heavy Weapon" category (loosely like Better Combat's +two-handed weapons, but unrelated), and **Apotheosis/Forge treat attack range as an entity attribute** +that grows with gems and affixes, while **Better Combat defines attack range as an immutable weapon +property** in its own JSON format - so they cannot both work. + +What the compat mod does: + +- Registers all two-handed Better Combat weapons automatically as `HEAVY_WEAPON` for Apotheosis. +- **"Removes the Entity Reach Attribute from all weapons, and makes the attack range affix + nonfunctional."** + +**Player-facing consequence:** any gem/affix investment in attack range does nothing in this pack. +That is a legitimate thing to tell players, and if you want, the README notes that *disabling the +Apotheosis Attack Range affix from appearing at all* is possible via datapack. + +Source: + +### 6.2 Apotheosis enchanting vs other enchanting overhauls + +**COMMUNITY.** The well-known Apotheosis enchanting-table conflict is with **Quark**, which is *not* in +this pack, so that specific issue does not apply. No verified conflict with Ars Nouveau's enchanting +was found. Flagging only that both touch the enchanting system; if you see an enchanting-table UI +problem, test with Apothic Enchanting disabled first. + +### 6.3 Lootr - exact keys, and one gotcha + +**DOCUMENTED** - file **`config/lootr-common.toml`**. Lootr **must be installed on both client and +server** (its FAQ is explicit). Selected keys and defaults: + +| Key | Default | Notes | +| --- | --- | --- | +| `disable_break` | false | Prevents breaking Lootr containers except sneaking in **creative**. | +| `blast_resistant` | false | Makes Lootr containers explosion-proof. | +| `decay_all` | false | **All** chests decay after first open (overrides the per-list options). | +| `decay_value` | 6000 | Ticks for a decaying container to decay (5 min). | +| `decay_dimensions` / `decay_modids` / `decay_loot_tables` | `[]` | Targeted decay. | +| `refresh_all` | false | **All** chests refresh after first open. | +| `refresh_value` | 24000 | Ticks to refresh (20 min). | +| `refresh_dimensions` / `refresh_modids` / `refresh_loot_tables` | `[]` | Targeted refresh. | +| `convert_wooden_chests` / `convert_trapped_chests` / `convert_mineshafts` | true | Conversion scope. | +| `convert_quark` | true | Quark isn't in this pack; harmless. | +| `skip_unloaded` | true | Skip containers in unloaded chunks (queued for later). | +| `maximum_age` | 3600 | How long a container may sit in the conversion queue (180x20 ticks). | +| `loot_modid_blacklist` / `loot_table_blacklist` / `dimension_blacklist` / `dimension_whitelist` | `[]` | Exclusions. | +| `power_comparators` | true | Comparators output 1 - **important for trap-based structures**; `false` makes traps fire on load. | +| `report_unresolved_tables` | false | Log unresolved loot tables. | +| `randomise_seed` | true | Warning: see caveat below. | +| `vanilla_textures` | false | Client-side; hides Lootr textures. | + +Two things to flag: + +- **Warning: `randomise_seed`'s documentation is contradictory** in the official wiki - the Forge section + and the Fabric section describe opposite behaviours. **Do not change this key on the strength of the + wiki alone**; test on a scratch world first. +- **Warning: Structure blacklists do not work on 1.21.1.** The wiki states plainly: *"structure blacklists + are not functional outside of 1.16.5 due to tagging and holder changes."* So `decay_structures` and + `loot_structure_blacklist` are dead keys here. Don't waste time on them. + +Lootr interacts with the pack's structure mods (When Dungeons Arise, the nine YUNG's mods) and with +Apotheosis loot tables by converting their chests. If a specific structure's loot behaves oddly, the +`loot_table_blacklist` / `loot_modid_blacklist` route is the supported fix - not the structure keys. + +### 6.4 Known compatibility risks to keep on the radar + +- **Sable / Create Aeronautics** - self-described as highly intrusive and mixin-heavy. If you get a + weird crash or a visual bug you can't explain, **test with Sable removed first**. The five Sable + compat addons in the pack (`sablecompat`, `aeronauticscompat`, `gravestone_sable_compat`, + `waystonessable`, `sablejade`) exist precisely because it needed patching. +- **Create declares `radium` and `palladium` incompatible** - this rules out the most obvious + "add more server performance mods" candidates. See section 7. + +--- + +## 7. Config mechanics - how to actually apply any of this + +This is the part that decides whether the rest of the document is usable. + +**DOCUMENTED** (NeoForge config docs) - three locations, and they behave differently: + +| Location | Scope | Synced to clients? | +| --- | --- | --- | +| `config/` | Global, both sides | Depends on config type | +| `world/serverconfig/` | **Per-world override** of `SERVER`-type configs | Yes - server wins | +| `defaultconfigs/` | Seeds new worlds | n/a | + +- `SERVER`-type configs are **synced from server to client** and can be overridden per world in + `world/serverconfig/`. `STARTUP` / `COMMON` / `CLIENT` are **not synced**. +- Server configs are only editable via the in-game screen on a local world; they are greyed out on a + multiplayer server - so on a real server you edit the files. +- **The Apotheosis stack is the exception:** those are Placebo `.cfg` files under + `config/apotheosis/` (+ `config/apothic_spawners.cfg`) and are **not** NeoForge `SERVER`-type + configs, so they are not synced and not per-world. They're plain global files you edit directly. + **This also means `defaultconfigs/` will not seed them** - see 7.1. + +### 7.1 The pack currently cannot ship server configs + +**VERIFIED** - `.packwizignore` contains: + +``` +config/ +defaultconfigs/ +``` + +So **every** config is excluded from the pack index. Consequences: + +- None of the tuning in section 3 can be delivered to players or to a fresh server via the pack as it stands. +- A fresh server generates stock defaults for everything. + +This is a cleaner end state than before: the only config the pack used to ship was the FTB Chunks +minimap client file, and it left with FTB Chunks (section 3.3). + +**Recommendation (INFERENCE):** if you want these settings to be part of the pack rather than tribal +knowledge, un-ignore the specific files you care about (a `!config/` rule alongside the `config/` +ignore) and/or use `defaultconfigs/` for per-world `SERVER`-type defaults. + +**Caveat - the systems this document tunes are mostly unreachable from packwiz.** + +- **OPAC** keeps its main config in `world/serverconfig/`, inside the world save. Not shippable, ever. +- the **Apotheosis stack** uses Placebo `.cfg` files, which `defaultconfigs/` does not seed. + +The one exception now worth knowing: **Xaero's** server-side settings live in `/config/xaero/` +(`world-map`, `minimap`), so a `!config/xaero/*` rule *would* let the pack ship enforced map profiles +if that is ever wanted. Those configs also register the status effects that block non-modded clients, +so shipping them has a real consequence - see the Xaero's pages before doing it. + +Note the `.packwizignore` also excludes `*.json` globally, which would also exclude +`config/tectonic.json` even if `config/*` were relaxed. It needs an explicit `!` rule. + +### 7.2 Installing on the server + +**DOCUMENTED** - use the server side flag so client-only mods are skipped: + +``` +java -jar packwiz-installer-bootstrap.jar -g -s server +``` + +`-g` disables the optional-mods GUI, `-s server` downloads only server-side mods. Because every +`side = "client"` flag in this pack is already correct (section 1.1), this produces a correct server mod list +automatically. + +--- + +## 8. Prioritised recommendations + +Ordered by value / risk. **P0 items are the ones I'd do first.** + +| # | Pri | Change | Where | Evidence | +| --- | --- | --- | --- | --- | +| 1 | **P0** | Set `Entity Despawn Delay` to `0`-`100` (from 600) | `config/apothic_spawners.cfg` -> `[general]` | VERIFIED source | +| 2 | **P0** | Decide `claims.forceload.offlineForceload` (true = farms run while owners are offline, costs TPS); set `maxPlayerClaimForceloads` to 25 | OPAC server config, `world/serverconfig/openpartiesandclaims-server.toml` | DOCUMENTED | +| 3 | **P0** | Leave `primaryPartySystem` at the built-in default (FTB Teams is gone; pointing it at `ftbteams` is a no-op) | OPAC server config | VERIFIED | +| 4 | **P0** | Fix SSRD/DH mismatch: ship DH by default, or mark SSRD optional with it | `mods/*.pw.toml` | VERIFIED + DOCUMENTED | +| 5 | **P0** | Whitelist Ars Nouveau (and Sable/Create) entities in EntityCulling | client config screen | DOCUMENTED | +| 6 | P1 | Raise `spreadFactor` for the expensive structure sets via `customSpreadFactors` (use `/dumpstructuresets`) | `config/sparsestructures.json5` | VERIFIED source | +| 7 | P1 | Cap SSRD via `/gamerule ssrdMaxRenderDistance` (default 128 chunks) | server command | DOCUMENTED | +| 8 | P1 | Pregenerate with `/dh pregen`, **not** Chunky, or disable DH while Chunky runs | server | DOCUMENTED | +| 9 | P1 | Raise `Boss Spawn Cooldown` above 3600 if invader load is heavy | `config/apotheosis/apotheosis.cfg` -> `[bosses]` | VERIFIED source | +| 10 | P1 | Establish a `/spark health` -> `/spark profiler` baseline before and after changes | server | DOCUMENTED | +| 11 | P1 | Un-ignore the specific configs you want shipped (or adopt `defaultconfigs/`) | `.packwizignore` | VERIFIED | +| 12 | P2 | Consider NeoForge 21.1.251 -> 21.1.252 | `pack.toml` | VERIFIED | +| 13 | P2 | Tell players the attack-range affix is inert (Apothic Combat) | player comms | DOCUMENTED | +| 14 | P2 | Decide on the 23 outdated pins (Terralith 2.6.2 is **new-world only**) | `mods/*.pw.toml` | VERIFIED | +| 15 | P2 | Leave `increased_height: false` in Tectonic; never add Embeddium/Radium/shaders | various | VERIFIED/DOCUMENTED | +| 16 | P2 | Set `levelKeyPrefix` if you ever run multiple servers behind a proxy | DH server config | DOCUMENTED | + +--- + +## 9. Not verified / open questions + +Listed so nobody mistakes absence of evidence for evidence of absence. + +1. **Client-side performance options not yet reviewed in depth** - Distant Horizons' client quality/ + thread presets, ImmediatelyFast, Dynamic FPS, EMF/ETF, Fusion/Athena, Legendary Tooltips, Prism. + These are very likely fine at defaults; DH's client quality preset is the one worth player guidance. +2. **Missing server-side performance mods not yet assessed** - ServerCore, Noisium, Clumps, + Connectivity, Packet Fixer, ThreadTweak on NeoForge 1.21.1, and whether each overlaps with the + already-installed Lithium/ModernFix/FerriteCore/AllTheLeaks. **Note Create's declared + incompatibility with Radium and Palladium**, which removes two candidates. Do not add anything here + without checking for overlap with Lithium and ModernFix first. +3. **Create / Sable / Aeronautics config surface** - not yet read from source. SSRD and the Sable + gamerules in section 4.1 are the only Sable-family settings verified so far. +4. **FTB Backups 3** config keys (interval, retention, compression) - not yet verified. Relevant to + disk/IO on the server. +5. **Waystones, GraveStone, Sophisticated Storage/Backpacks, Curios, Artifacts** config keys - not yet + verified. +6. **JVM flags / heap sizing** for this pack size - not yet researched. Use `/spark health` GC data + (section 3.5) to decide empirically rather than copying generic flags. +7. **`server.properties` / gamerule tuning** (view-distance vs simulation-distance, entity cramming, + mobcaps, `network-compression-threshold` for large modded packets) - not yet verified. +8. **Exact `dungeons_arise` / `t_and_t` structure-set names** - use `/dumpstructuresets`. +9. **Lootr `randomise_seed` semantics** - the official wiki contradicts itself; test before changing. +10. **The 5 CurseForge-sourced mods** (FTB Backups 3, FTB Library, AllTheLeaks, Collapsible Groups, + Twilight Forest) could not be version-checked by packwiz for currency without a CurseForge API key. + The FTB Chunks swap plus the later FTB suite removal cut this blind spot from nine mods to five. + +--- + +## Appendix A - Verified config file paths + +| Mod | File | Format | +| --- | --- | --- | +| Tectonic | `config/tectonic.json` | JSON | +| Sparse Structures | `config/sparsestructures.json5` | JSON5 | +| Apotheosis (adventure) | `config/apotheosis/apotheosis.cfg` | Placebo CFG | +| Apothic Attributes | `config/apotheosis/apothic_attributes.cfg` | Placebo CFG | +| Apothic Spawners | `config/apothic_spawners.cfg` (config root - see note in section 3.2) | Placebo CFG | +| Apothic Enchanting | `config/apotheosis/apothic_enchanting.cfg` | Placebo CFG | +| Apotheosis name generation | `config/apotheosis/name_generation.cfg` | Placebo CFG | +| Open Parties and Claims | `world/serverconfig/openpartiesandclaims-server.toml` (main server config - inside the world save) plus `openpartiesandclaims-*` player configs alongside it | TOML | +| Xaero's World Map / Minimap | server-side: `config/xaero/world-map`, `config/xaero/minimap`; client map + waypoint data under the instance `xaero/` directory | TXT / binary | +| Lootr | `config/lootr-common.toml` | TOML | +| Distant Horizons | use `/dh config ` to print the path | TOML | + +## Appendix B - Sources + +- Modrinth API v2 (`/project/{id}`, `/version/{id}`, `/project/{id}/version?game_versions=["1.21.1"]`) - pack inventory, sides, incompatibilities, version currency. +- All 131 mod jars - `META-INF/neoforge.mods.toml` (dependencies, sides, declared incompatibilities). +- Apotheosis stack config source: `Shadows-of-Fire/Apotheosis@1.21`, `Apothic-Spawners@1.21`, `Apothic-Attributes@1.21`, `Apothic-Enchanting@1.21`, `Placebo@1.21`. +- Sparse Structures: `MaxenceDC/sparsestructures@1.21` (`Constants.java`, `sparse-structures-default-config.json5`). +- Tectonic: `Apollounknowndev/tectonic@v3` (`config/state/ConfigState.java`), Tectonic wiki `/wiki/Config`, official changelog for `config/tectonic.json`. +- NeoForge config docs: +- Distant Horizons server owners wiki: +- OPAC README and Modrinth page (config locations, permission nodes, `primaryPartySystem`, `staticFakePlayers`, commands, beta status): , +- OPAC default keys and `offlineForceload` semantics (issue quotes): , +- OPAC force-loading reliability reports: , +- Xaero's World Map / Minimap server-side config locations and modpack terms: , +- Lootr wiki: +- spark docs: +- Modrinth/CurseForge project pages and READMEs for Sable, Create Aeronautics, SSRD, Terralith, EntityCulling, Apothic Combat, FerriteCore, Lithium, Chunky. diff --git a/analysis/FTB-CHUNKS-SWAP.md b/analysis/archive/FTB-CHUNKS-SWAP.md similarity index 100% rename from analysis/FTB-CHUNKS-SWAP.md rename to analysis/archive/FTB-CHUNKS-SWAP.md diff --git a/analysis/archive/README.md b/analysis/archive/README.md new file mode 100644 index 0000000..b7354ef --- /dev/null +++ b/analysis/archive/README.md @@ -0,0 +1,21 @@ +# Archive + +Finished or superseded work, kept for its reasoning. It is **not maintained**: mod counts +and verdicts reflect the pack at the time each file was written. Paths inside these files +refer to their original locations. + +| File | Was at | What it is | +| --- | --- | --- | +| `FINDINGS.md` | `/FINDINGS.md` | Config / compat / performance review of the 146-mod pack (2026-10-01): OPAC config decisions, per-mod compat notes. About 70 mods stale. | +| `FTB-CHUNKS-SWAP.md` | `analysis/` | FTB Chunks → OPAC + Xaero's swap. Shipped `1d02bf1`. | +| `2026-09-candidate-review/MODLIST-REVIEW.md` | `/MODLIST-REVIEW.md` | The 189-candidate mod review behind the 60-mod expansion (assembled report) | +| `2026-09-candidate-review/MODLIST-GROUPS.md` | `/MODLIST-GROUPS.md` | Same review grouped by purpose (was duplicated as `analysis/groups-table.md`) | +| `2026-09-candidate-review/CANDIDATE-APPENDIX.md` | `analysis/` | Per-mod detail for that review | +| `2026-09-candidate-review/PACK-CONTEXT.md` | `analysis/` | The pack brief given to the reviewers | + +Deleted in the 2026-10-14 cleanup: +- the review's build pieces (`report-part*.md`, `master-table.md`, `groups-table.md`) and + intermediates (`chunks/`, `assess/`, `*.json`, `candidates.txt`); +- `analysis/raw/` (Modrinth API dumps); +- `analysis/audit/*.out` (rerun the scripts); +- the applied Puzzles Lib patch.