Explorify guide for All the Mods 10 2.12

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Explorify guide for All the Mods 10

Written for All the Mods 10 2.12 · updated Oct 7, 2026

Last verified for All the Mods 10 v2.12 on Oct 7, 2026 · text last changed Oct 7, 2026

A newer release (8.3) is out Guide for the current version

Also applies to:FTB Evolution 2 1.0.2 to 1.4.0

Sections
5

4 sections are written for this pack; 1 is shared from another pack's guide.

Every recipe and number here was checked against All the Mods 10 2.12's own files.

What is Explorify?

1 part

Explorify is a simple, vanilla-friendly collection of new structures to find and explore in your world. It's built as a datapack, so it doesn't add a tech tree or new machines. It just gives you more interesting places to stumble across while you're out exploring.[1]

The builds are designed to fit the game both thematically and structurally. They aren't meant to be random houses dropped into the landscape. The aim is structures that feel new and interesting but still familiar, as if they could have been part of vanilla Minecraft.[1]

That makes it a great fit if you like wandering the world and want a bit more to discover between the big modded dimensions and resource grinds. This pack ships version 1.6.2 of the mod.[1][2]

Configuring it

You can configure the mod with a datapack. For a regular config file, the mod author says you need Cristel Lib installed alongside it.[1]

Unverified Whether this pack includes Cristel Lib, and so whether an Explorify config file is available, is not confirmed.

Watch out: The mod is still in development, and new versions can change or even remove structures. Updating won't corrupt your world, but it's still smart to back up your world before updating the pack.[1]

How do you get started with Explorify?

1 part

Same as in the All the Mods 10 8.1 guide

Explorify adds new structures to explore in your Minecraft world. They are meant to look good and to fit the game thematically and structurally, so they feel interesting yet familiar rather than like random houses.[1]

The sources I have describe Explorify as a structure mod, so your first step is exploring, not crafting. They don't show any first items to make, so I'm not going to invent a crafting order for you.[1]

Your first steps

  1. Back up your world before you play. The author says the mod is still in development, that new versions may differ, and that changes can include removing structures. Minecraft can handle that and updating the mod won't corrupt your world, but a backup is still the safe move.[1]
  2. Head out and explore. The structures are built to feel familiar yet new, so keep an eye out for builds that look a little different from vanilla.[1]
Tip: The mod page says that if you want a config for Explorify, you install Cristel Lib. Otherwise the mod is configurable using a datapack.[1]

Unverified The sources here show no quests in this pack that involve Explorify and no recipes that produce its items, so there is no confirmed first-items order to give.

How does Explorify work?

2 parts

Explorify works differently from most tech mods you'll run into. It's a vanilla-friendly collection of new structures to explore, so there are no machines, multiblocks, power or pipes to learn. The core mechanic is world generation: where these structures show up and how often.[1]

Under the hood, Explorify is built as a datapack that adds structures to your world. You can configure it with a datapack, and if Cristel Lib is installed you also get config files. This pack ships those config files, so you can see exactly how it has set things up.[1][3][4]

Which structures are enabled

The first config file is a set of on/off toggles, one for each structure or structure variant. In this pack every single toggle is set to true, so nothing has been removed and you can find every structure the mod offers.[4]

  • Supply caches come in several biome variants, each with its own toggle: birch, dark, desert, forest, jungle, mangrove and taiga (for example supply_caches.supply_cache.jungle). All are on.[4]
  • Watchtowers have plains, savanna and taiga variants (watchtowers.watchtower.plains and its siblings). All are on.[4]
  • Guide posts have separate cold and warm versions: guide_posts.guide_post_cold and guide_posts.guide_post_warm. Both are on.[4]
  • The rest each have a single toggle, and all of them are on: badlands pyramids, black spirals, campsites, dark forest settlements, desert shrines, End shipwrecks, farmsteads, mangrove huts, mausoleums, ruins and taverns.[4]

How often structures generate

The second config file controls placement. Each structure group has four settings: frequency, spacing, separation and salt. For example, badlands pyramids use badlands_pyramids.frequency, badlands_pyramids.spacing, badlands_pyramids.separation and badlands_pyramids.salt. Variants in the same group share one set of values, so all supply cache variants use the supply caches settings.[3][4]

Here's what this pack sets for each group, as frequency, then spacing, then separation.[3]

  • Badlands pyramids: frequency 0.75, spacing 32, separation 12.[3]
  • Black spirals: frequency 1, spacing 40, separation 18.[3]
  • Campsites: frequency 0.8, spacing 32, separation 16.[3]
  • Dark forest settlements: frequency 0.8, spacing 32, separation 16.[3]
  • Desert shrines: frequency 1, spacing 24, separation 8.[3]
  • End shipwrecks: frequency 0.5, spacing 24, separation 6.[3]
  • Farmsteads: frequency 0.8, spacing 38, separation 28.[3]
  • Guide posts: frequency 0.75, spacing 32, separation 10.[3]
  • Mangrove huts: frequency 1, spacing 28, separation 12.[3]
  • Mausoleums: frequency 0.8, spacing 48, separation 16.[3]
  • Ruins: frequency 0.8, spacing 48, separation 24.[3]
  • Supply caches: frequency 0.75, spacing 32, separation 20.[3]
  • Taverns: frequency 0.8, spacing 36, separation 18.[3]
  • Watchtowers: frequency 0.75, spacing 48, separation 24.[3]

A quick read of the table: End shipwrecks have the lowest frequency in this pack at 0.5. Black spirals, desert shrines and mangrove huts sit at the top with a frequency of 1. Mausoleums, ruins and watchtowers have the largest spacing at 48.[3]

Every group also has its own salt value, such as 63,294,721 for badlands pyramids and 2,063,493,658 for mangrove huts. Because each structure has a different salt, their placements don't line up with each other.[3]

Unverified The sources don't define the units or exact behaviour of these settings. In vanilla-style structure placement, spacing and separation are usually measured in chunks, and frequency is usually a spawn chance per placement attempt. That's likely how Explorify uses them too, but it hasn't been confirmed. The sources also don't give the mod's default values, so it's not confirmed whether this pack changed any of them.

Watch out: Explorify is still in development, and its author says new versions may change things, including removing structures. Updating won't corrupt your world, but making backups is still recommended, especially before a pack update.[1]

Which Explorify config options matter?

2 parts

This pack ships two config files for the mod: config/explorify/structure_toggles.json5, which decides which structures generate at all, and config/explorify/structure_settings.json5, which controls how common each one is.[3][4]

Worth knowing before you go editing: the mod's own page notes that it only exposes a config if Cristel Lib is installed, and that it is otherwise configured with a datapack.[1]

Everything is turned on

In this pack every single entry in the toggles file is set to true, so nothing from the mod is disabled out of the box. That covers badlands pyramids, black spirals, campsites, dark forest settlements, desert shrines, end shipwrecks, farmsteads, mangrove huts, mausoleums, ruins and taverns.[4]

Three of the groups have per-variant switches, and all of those are enabled too: guide posts have a cold and a warm variant, watchtowers have plains, savanna and taiga variants, and supply caches have seven variants (birch, dark, desert, forest, jungle, mangrove and taiga).[4]

Spacing, separation and frequency

The settings file gives each structure group four keys: spacing, separation, frequency and salt. For example, campsites use campsites.spacing, campsites.separation, campsites.frequency and campsites.salt.[3]

Unverified The sources here only give the values themselves, not an explanation of how the game interprets spacing, separation, frequency or salt, so treat any general worldgen reading of those keys as outside this guide.

Here is exactly what the pack sets, as spacing / separation / frequency:[3]

  • Badlands pyramids: 32 / 12 / 0.75[3]
  • Black spirals: 40 / 18 / 1[3]
  • Campsites: 32 / 16 / 0.8[3]
  • Dark forest settlements: 32 / 16 / 0.8[3]
  • Desert shrines: 24 / 8 / 1[3]
  • End shipwrecks: 24 / 6 / 0.5[3]
  • Farmsteads: 38 / 28 / 0.8[3]
  • Guide posts: 32 / 10 / 0.75[3]
  • Mangrove huts: 28 / 12 / 1[3]
  • Mausoleums: 48 / 16 / 0.8[3]
  • Ruins: 48 / 24 / 0.8[3]
  • Supply caches: 32 / 20 / 0.75[3]
  • Taverns: 36 / 18 / 0.8[3]
  • Watchtowers: 48 / 24 / 0.75[3]

Black spirals, desert shrines and mangrove huts are the only groups on a frequency of 1, while end shipwrecks sit lowest at 0.5. Farmsteads, mausoleums, ruins and watchtowers have the widest spacing values in the file, all 38 or above.[3]

Each group also gets its own salt value, from black_spirals.salt at 30,184,232 up to mangrove_huts.salt at 2,063,493,658. These are the placement seeds, and they differ for every structure group in the file.[3]

Watch out: The mod's page warns that it is still in development, that newer versions may differ, and that structures can even be removed, so back up your world before swapping mod versions.[1]

What changed in Explorify between versions?

2 parts

All the Mods 10 2.12 ships Explorify 1.6.2. The mod has been in the pack since All the Mods 10 0.32 or earlier, so it's a long-standing part of the modpack.[2]

Explorify 1.6.1

This release added support for Cristel Lib, which is an optional dependency. If Cristel Lib is installed, Explorify gets config files. If it isn't, the mod works without them.[5]

Explorify 1.6.2

This is the version the pack uses. Its changelog only points to the datapack changelog, so the individual changes aren't listed here.[2][6]

Unverified Whether Cristel Lib is installed in All the Mods 10 2.12, and so whether Explorify has config files in this pack, can't be confirmed from the available sources. The pack changelogs also have no entries for this mod.

Sources

  1. Explorify project page (modrinth) · official mod data
  2. All the Mods 10 2.12 mod list · pack file
  3. All the Mods 10 2.12 config: config/explorify/structure_settings.json5 · pack file
  4. All the Mods 10 2.12 config: config/explorify/structure_toggles.json5 · pack file
  5. Explorify 1.6.1 changelog · changelog
  6. Explorify 1.6.2 changelog · changelog
Where this guide comes from

Written from what All the Mods 10 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 7, 2026.

Guides for other versions: 8.2 to 8.3 · 2.13 to 8.1 · 0.32 to 2.11

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