TorchMaster in All the Mons
All the Mons 1.3.0 ships version 21.1.9 · First seen in 0.3.0-beta
TorchMaster is a mod in All the Mons 1.3.0, where it is version 21.1.9. Control Mob Spawning with simple to use Blocks like the Mega Torch or the Dread Lamp (Summary from the mod's Modrinth page.)
TorchMaster guide for All the Mons
Last verified for All the Mons v1.3.0 on Oct 16, 2026 · text last changed Oct 15, 2026
Also applies to:All the Mods 10 0.43 to 2.12All the Mods 10: To the Sky 1.0 to 2.1.0FTB Skies 2 1.0.1 to 1.24.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.1.1 to 1.23.0
- Sections
- 7
- Recipes shown
- 3
- Items named
- 3
- Quests covered
- 8
2 sections are written for this pack; 5 are shared from another pack's guide.
Every recipe and number here was checked against All the Mons 1.3.0, read from the running game on Sep 18, 2026.
What is TorchMaster?
2 parts
Same as in the All the Mods 10 2.12 guide
TorchMaster is a small, focused mod that gives you blocks for controlling where mobs can spawn. The headline item is the Mega Torch, a special torch that stops mob spawning in a configurable radius around it, and the mod also includes other spawn-control blocks like the Dread Lamp.[1]
The idea comes from RWTema's Extra Utilities 1, and the modern version is built for multiple loaders. This pack ships the NeoForge build for Minecraft 1.21.1, version 21.1.5-beta, which has been part of the pack since a very early build.[1][2]
Who it's for
If you're tired of mobs creeping into the dark corners of your base, your mob farm's collection area, or a sprawling machine room you don't want to light up block by block, TorchMaster is the tidy answer. One torch covers an area instead of you spamming light sources everywhere.[1]
What it does not block
The Mega Torch is only meant to stop "natural" spawning from low light levels. Mob spawners keep working, and the mod includes special handling for vanilla spawners so they aren't affected. Spawners from other mods are expected to work too, so you can safely park a Mega Torch near a spawner-based farm without shutting it down.[1]
This mod sits outside the pack's main progression. It isn't on the ATM Star path and there are no quests covering it, so treat it as a quality-of-life convenience you pick up whenever your base gets big enough to need it.[2]
Unverified The exact radius values, recipes and config keys for the Mega Torch and Dread Lamp in this pack aren't covered by the available sources. Check the in-game recipe viewer and the mod's config file to confirm the values this pack uses. This site does hold All the Mons's own recipes, read from the pack itself: look the item up in the item browser.
How do you get started with TorchMaster?
4 parts
Same as in the All the Mods 10 2.12 guide
TorchMaster is all about controlling where mobs can spawn using a few simple blocks, so the order you build them in comes down to what's annoying you first: monsters in your base, dark corners you keep re-torching, or animals cluttering your builds.[1][3]
Step one: the Mega Torch
This is the block you want first. Place one and it prevents natural spawning of hostile monsters in a big radius around the torch, so you can stop spamming regular torches across your base floor and mob-proof the whole area with a single block.[3]
Crafting Shaped
| any diamond gem | any log | any diamond gem |
| any gold storage block | any log | any gold storage block |
Recipe id: torchmaster:megatorch
The Feral Flare Lantern
Next up, grab a Feral Flare Lantern. Instead of blocking spawns outright, it places invisible lights around itself, so you get a lit-up area without a single torch ruining your build. It's the one to use for mineshafts, big open rooms and anywhere you care about looks.[3][4]
Crafting Shaped
| Empty slot | any gold ingot | Empty slot |
| any glass blocks | any glowstone dust | any glass blocks |
| Empty slot | any gold ingot | Empty slot |
Recipe id: torchmaster:feral_flare_lantern
The Dread Lamp
The Dread Lamp is the passive-mob counterpart to the Mega Torch. It prevents natural spawning of passive animals like squids, bats and ocelots in a big radius around the lamp. Save this one for later, for when bats are clipping through your storage room or squid are filling up your ocean base.[3][4]
Picking the right block
- Mega Torch for hostile monsters: it stops their natural spawning in a big radius.[3][4]
- Dread Lamp for passive animals such as squids, bats and ocelots in a big radius.[3][4]
- Feral Flare Lantern when you just want light: it places invisible lights rather than blocking spawns.[3][4]
How does TorchMaster work?
4 parts
Same as in the All the Mods 10 2.11 guide
TorchMaster is all about spawn control. Instead of machines, multiblocks or power networks, you get a small set of placeable blocks that project an effect over a big radius around themselves: the Mega Torch shuts down hostile spawns, the Dread Lamp shuts down passive spawns, and the Feral Flare Lantern lights an area up without covering it in torches.[1][3]
The idea comes from RWTema's Extra Utilities 1, and on modern Minecraft versions the mod runs on both NeoForge and Fabric after a rewrite of its project setup.[1]
Mega Torch
The Mega Torch prevents natural spawning of hostile monsters in a big radius around the torch. Place one near your base or in a mob-heavy build area and the usual low-light spawns stop happening inside its area of effect.[3]
The important word is "natural". The torch is only supposed to block natural spawning from low light levels, so mob spawners should still work. The mod includes special handling for vanilla mob spawners, and spawners from other mods are expected to work as well, so a spawner that stops working near a Mega Torch is a bug worth reporting upstream rather than intended behaviour.[1]
Crafting Shaped
| any diamond gem | any log | any diamond gem |
| any gold storage block | any log | any gold storage block |
Recipe id: torchmaster:megatorch
Dread Lamp
The Dread Lamp is the passive-mob counterpart. It prevents natural spawning of passive animals like squids, bats or ocelots in a big radius around the lamp. That makes it the tool for keeping bats out of a mining base or squids out of an ocean build, without touching hostile spawns at all.[3]
Feral Flare Lantern
The Feral Flare Lantern works differently from the other two: it doesn't block spawns directly, it places invisible lights. You hang one up and it lights the surrounding area for you, raising light levels the normal way instead of applying a spawn-blocking aura, so the area stays lit without a carpet of visible torches.[3]
The lantern's behaviour is driven by a handful of settings the mod exposes: a circular radius in which it places lights, a minimum light level before it attempts to place one, a tick rate controlling how often it tries, and a hard cap on how many lights a single lantern may place in total.[3]
Crafting Shaped
| Empty slot | any gold ingot | Empty slot |
| any glass blocks | any glowstone dust | any glass blocks |
| Empty slot | any gold ingot | Empty slot |
Recipe id: torchmaster:feral_flare_lantern
What the spawn blockers can be tuned to do
A few of the mod's options change what the Mega Torch and Dread Lamp are allowed to stop, so it's worth knowing they exist before you assume a torch is misbehaving.[3]
- There is an option for blocking only natural spawns; with it disabled, the Mega Torch and Dread Lamp will also prevent spawns from Minecraft spawners instead of leaving them alone.[3]
- There is an option for village sieges: when enabled, the Mega Torch will prevent village sieges by zombies.[3]
- Both the Mega Torch and the Dread Lamp have entity block list overrides, which adjust which entities each block applies to.[3]
Unverified No TorchMaster config file was available for review, so the radii, tick rate, light hard cap and on/off states actually used here could not be confirmed. Check the mod's config screen in-game if you need the precise values.
How do you progress through TorchMaster?
3 parts
Same as in the All the Mods 10 2.12 guide
TorchMaster is a small mod in this pack, and there's no quest line pointing you toward it, so progression here is driven entirely by what each item costs to craft. The pack ships three craftable TorchMaster items, and all three use the mod's own recipes rather than pack-specific overrides, so nothing has been made cheaper or more expensive than the mod intends.[4]
Tier 1: Feral Flare Lantern
The Feral Flare Lantern is the cheapest of the three and the natural first craft. It only asks for early-game materials you'll have long before you touch diamonds, which makes it the entry point into the mod.[4]
Crafting Shaped
| Empty slot | any gold ingot | Empty slot |
| any glass blocks | any glowstone dust | any glass blocks |
| Empty slot | any gold ingot | Empty slot |
Recipe id: torchmaster:feral_flare_lantern
Tier 2: Mega Torch
The Mega Torch is the mid-tier step up. It's a bigger investment than the lantern, so plan on making it once you've got a diamond and some gold banked rather than on your first night out.[4]
Crafting Shaped
| any diamond gem | any log | any diamond gem |
| any gold storage block | any log | any gold storage block |
Recipe id: torchmaster:megatorch
Tier 3: Dread Lamp
The Dread Lamp is the last of the three. Its recipe leans on materials you gather from deeper mining trips, so it slots in after you've established a base and have obsidian on hand.[4]
Unverified The in-game effects of each item, including spawn-blocking ranges, light radius and any config options that tune them in this pack, aren't covered by the sources used for this page. Check the item tooltips and the pack's TorchMaster config in-game before you build around a specific radius.
Which All the Mons quests use TorchMaster?
2 parts
Torchmaster has a single quest in the pack, "Torchmaster" quest, and it sits in the "Building Tips" chapter. That chapter is chapter 3 of 70 in the quest book, so you'll meet it early.[5]
Where it sits in the chapter
The chain starts at "Building Tips!" quest, the chapter's opening quest. From there you go to "Decoration!" quest, which is about the many mods that add decoration. Next comes a quest in "Building Tips", the general lighting quest. It accepts a long list of light sources, including torches, lanterns, glowstone, redstone lamps, froglights, sea lanterns and copper bulbs.[5]
Torchmaster unlocks after that lighting quest. It shares that spot with four other lighting quests: "Chipped Lights" quest, "Ars Nouveau Lights" quest, "Wall Lamps" quest and "Simply Light" quest. You can do them in any order once the lighting quest is done.[5]
What the quest asks for
It's an item quest, so you hand in an item rather than completing a challenge. The quest text calls these blocks super helpful and tells you to check them out. It also introduces three lights, covered below.[5]
- Feral Flare Lantern: the actual light source. It places invisible light sources around 20 blocks or more around it.[5]
- Mega Torch: it doesn't emit light, but it blocks all hostile mob spawns within 64 blocks of it. The quest points out that it's handy if you use Night Vision.[5]
- Dread Lamp: the opposite of the Mega Torch. It blocks passive mob spawns in the same area.[5]
Which TorchMaster config options matter?
Same as in the All the Mods 10 2.11 guide
TorchMaster's headline setting is the spawn-blocking radius: the mod's torch prevents mob spawning in a configurable radius around itself, so that's the value you'd reach for if you want a bigger or smaller protected area.[1]
Worth knowing before you go hunting through configs: the torch is only meant to block "natural" spawning from low light levels. Mob spawners are expected to keep working, since the mod includes special handling for vanilla spawners and spawners from other mods are intended to work too. No config toggle changes that design.[1]
Unverified The exact config keys, their defaults, and whether this pack changes any of them could not be confirmed from the available material, so treat any specific radius number you see elsewhere as unverified for this pack and check in-game before building around it.
What changed in TorchMaster between versions?
2 parts
All the Mons 1.3.0 ships the NeoForge build of TorchMaster, version 21.1.9. The mod has been in the pack since 0.3.0-beta or earlier. The pack changelogs have no entries for this mod, so everything below comes from the mod's own changelog.[6][7]
Release highlights
- 21.0.0 was the first release for Minecraft 1.21, on Fabric and NeoForge.[6]
- 21.0.1 fixed invisible light blocks not being replaceable by other blocks, and updated the mod to Minecraft 1.21.1.[6]
- 21.1.0 improved the blocking logic and fixed a crash when architectury is installed. It also listed a known issue: mob spawning during chunk generation was not blocked, on Fabric only.[6]
- 21.1.1 re-enabled mob spawn blocking during chunk generation inside blocking volumes. It fixed spawner blocking not working when blockOnlyNaturalSpawns is set to false, and fixed the Feral Flare Lantern not rendering its stand.[6]
- 21.1.3 fixed spam related to config auto fixing on NeoForge.[6]
- 21.1.4 added a torchmaster command that had gone missing from previous versions.[6]
- 21.1.5 turned off spawn logging in the debug log by default.[6]
- 21.1.6 re-added the Frozen Pearl, which removes residual lights from the Feral Flare Lantern.[6]
- 21.1.7 added support for preventing phantoms from spawning through the player insomnia mechanics.[6]
- 21.1.8 fixed the Frozen Pearl recipe, with a pull request by SrNadien.[6]
Fabric-only fixes
Several releases fixed Fabric crashes: a village siege setup crash in 21.1.4, a warden spawn crash in an ancient city in 21.1.2, and a crash when joining a world in 21.1.9. Since the pack uses the NeoForge build, you don't need to worry about these.[6][7]
Sources
- TorchMaster project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- torchmaster tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 2.12 recipe dump: recipes making TorchMaster items · pack recipe dump
- All the Mons 1.3.0 quests: "Building Tips" · pack file
- TorchMaster 21.1.9 changelog · changelog
- All the Mons 1.3.0 mod list · pack file
Where this guide comes from
Written from what All the Mons itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 16, 2026.
Report wrong info
Version in each release
28 releases, first in 0.3.0-beta
| All the Mons | Version | Jar | Where it came from |
|---|---|---|---|
| 1.3.0 Sep 6, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.2.0 Aug 3, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.1.1 Jul 14, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.1.0 Jul 14, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.1 Jul 2, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0 Jul 2, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.7 Jun 14, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.6 May 20, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.5 May 14, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.4 Apr 21, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.2 Apr 19, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 1.0.0-rc.1 Apr 18, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.18.0-beta Apr 8, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.17.0-beta Apr 7, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.16.0-beta Apr 5, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.15.0-beta Apr 2, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.14.1-beta Mar 31, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.14.0-beta Mar 18, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.13.0-beta Mar 18, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.12.0-beta Mar 6, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.11.0-beta Feb 24, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.10.0-beta Feb 6, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.9.0-beta Jan 30, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.8.0-beta Jan 30, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.7.0-beta Jan 29, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.6.0-beta Jan 26, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.4.0-beta Jan 25, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
| 0.3.0-beta Jan 22, 2026 | 21.1.9 | torchmaster-neoforge-1.21.1-21.1.9.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
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