TorchMaster guide for All the Mods 10 0.43 to 0.50

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What is TorchMaster?

3 parts

TorchMaster is a small, focused mod: it gives you blocks that stop mobs from spawning around them. The headline item is the Mega Torch, a special torch that prevents mob spawning in a configurable radius, and the mod also includes the Dread Lamp for controlling spawns. The idea originally comes from RWTema's Extra Utilities 1.[1]

This pack ships TorchMaster 21.1.0-alpha on NeoForge for 1.21.1, and the mod has been part of the pack since version 0.43 or earlier. That means it is available to you from the start of a fresh world, no unlocking required.[2]

Who it's for

If you are building a big base, a sprawling mob farm perimeter, or a mining outpost and you are tired of creepers appearing in the dark corners, this is the mod you want. Instead of carpeting every surface in light sources, you place one block and cover an area.[1]

What it does not block

The torch is only meant to block "natural" spawning from low light levels. Mob spawners should still work, and the mod includes special handling for vanilla mob spawners, with spawners from other mods expected to work too. So your spawner-based farms keep running even inside the torch's area.[1]

Tip: Because spawners are unaffected, you can safely light up the walkways around a dungeon-based or spawner-powered farm without shutting the farm down.[1]

Where it fits in progression

TorchMaster is not on the ATM Star quest path, and no quests in this pack involve it. Treat it as a quality-of-life mod you pick up when your base outgrows manual lighting rather than a step you have to complete.[2]

Unverified The exact spawn-prevention radius and the other configurable values for this pack were not available in the sources provided, so check the mod's config file in your instance before planning coverage.

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]

Mega TorchMod recipe

Crafting Shaped

Crafting Shaped
TorchTorchTorch
any diamond gemany logany diamond gem
any gold storage blockany logany gold storage block

Recipe id: torchmaster:megatorch

Tip: The Mega Torch is only meant to block natural spawning from low light levels; mob spawners are still supposed to work, and vanilla spawners get special handling. That means your spawner-based mob farms keep running even inside the torch's radius.[1]

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

Crafting Shaped
Empty slotany gold ingotEmpty slot
any glass blocksany glowstone dustany glass blocks
Empty slotany gold ingotEmpty 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]

Dread LampMod recipe

Crafting Shaped

Crafting Shaped
ObsidianObsidianObsidian
any glass panesGlowstoneany glass panes
Obsidianany black dyeObsidian

Recipe id: torchmaster:dreadlamp

Picking the right block

Watch out: The lantern has a configurable hard cap on how many lights it may place in total, and the mod itself warns that setting it too high may corrupt your world, so leave that setting alone unless you know exactly what you're doing.[3]

How does TorchMaster work?

4 parts

TorchMaster isn't a machine mod: there's no power, no fluids and no item pipes to worry about. It gives you a handful of placeable blocks that change how mobs spawn around them, plus one that lights an area up for you. That makes it one of the simplest quality-of-life additions you can drop into a base, and it works the moment you place it.[1][3]

Mega Torch: stopping hostile spawns

The Mega Torch prevents natural spawning of hostile monsters in a big radius around the torch. Place one near the middle of your base and the surrounding area stops generating monsters from darkness, so you don't have to carpet every corner in torches or light-blocks.[3][5]

The important detail is the word "natural". The torch is only meant to block spawning that comes from low light levels, mob spawners should still work. The mod includes special handling for vanilla mob spawners, and spawners from other mods are expected to keep working too, so your mob farms and dungeon grinders won't be shut down by a torch sitting a few chunks away.[1]

Mega TorchMod recipe

Crafting Shaped

Crafting Shaped
TorchTorchTorch
any diamond gemany logany diamond gem
any gold storage blockany logany gold storage block

Recipe id: torchmaster:megatorch

Dread Lamp: stopping passive spawns

The Dread Lamp is the other half of the pair. Instead of monsters, it prevents natural spawning of passive animals like squids, bats or ocelots in a big radius around the lamp. That's the fix for bats squeaking in your mining base, squids clogging an ocean build, or animals wandering into a carefully built farm area.[3][5]

Dread LampMod recipe

Crafting Shaped

Crafting Shaped
ObsidianObsidianObsidian
any glass panesGlowstoneany glass panes
Obsidianany black dyeObsidian

Recipe id: torchmaster:dreadlamp

Feral Flare Lantern: automatic lighting

The Feral Flare Lantern works the other way around: rather than suppressing spawns, it places invisible lights. Hang one up and it fills the area with light sources you can't see, which is perfect for caves, big open builds and anywhere you don't want a forest of torches ruining the look.[3][5]

Under the hood the lantern runs on a simple loop. It works within a circular radius, it ticks at a set rate to decide when to attempt placing more lights, and it only places a light when the spot is below a minimum light level. There's also a hard cap on how many lights a single lantern is allowed to place in total, so it can't run away forever.[3]

Crafting Shaped

Crafting Shaped
Empty slotany gold ingotEmpty slot
any glass blocksany glowstone dustany glass blocks
Empty slotany gold ingotEmpty slot

Recipe id: torchmaster:feral_flare_lantern

Watch out: The lantern's total light cap exists for a reason: the mod itself warns that setting it too high may corrupt your world. If you ever go digging in the settings, leave that one alone unless you know exactly what you're doing.[3]

What's configurable

TorchMaster exposes a small set of options that change how the blocks behave. They're worth knowing about, because they explain the edge cases you might run into.[3]

  • An option controls whether only natural spawns are blocked. If it's disabled, the Mega Torch and Dread Lamp will also prevent spawns from Minecraft spawners, which would stop spawner-based farms in range.[3]
  • A separate option makes the Mega Torch prevent village sieges by zombies when it's enabled.[3]
  • Both the Mega Torch and the Dread Lamp have entity block list overrides, so the exact set of mobs each one affects can be adjusted rather than being fixed.[3]
  • The Feral Flare Lantern's radius, tick rate, minimum light level and total light hard cap are all separate options.[3]

Unverified The sources available for this guide don't include the actual numbers in use: the exact spawn-blocking radius of the Mega Torch and Dread Lamp, and the lantern's radius, tick rate, light level threshold and light cap. Check the mod's config in-game if you need the precise values for your setup.

Tip: Because the Mega Torch blocks hostile spawns and the Feral Flare Lantern lights the area, they solve different problems and stack nicely: the torch keeps monsters from appearing, the lantern makes sure nothing is dark enough to be creepy in the first place.[3]

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

Crafting Shaped
Empty slotany gold ingotEmpty slot
any glass blocksany glowstone dustany glass blocks
Empty slotany gold ingotEmpty 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]

Mega TorchMod recipe

Crafting Shaped

Crafting Shaped
TorchTorchTorch
any diamond gemany logany diamond gem
any gold storage blockany logany 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]

Dread LampMod recipe

Crafting Shaped

Crafting Shaped
ObsidianObsidianObsidian
any glass panesGlowstoneany glass panes
Obsidianany black dyeObsidian

Recipe id: torchmaster:dreadlamp

Tip: All three are plain crafting table recipes with no machines or intermediate parts in between, so you can jump straight to whichever one you can afford instead of crafting them in order.[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 TorchMaster config options matter?

The mod's project page says TorchMaster adds a special torch that prevents mob spawning in a configurable radius. That radius is the setting you're most likely to want to tweak.[1]

The page also says the torch is only meant to block natural spawning from low light levels. Mob spawners should keep working, and the mod has special handling for vanilla spawners. Spawners from other mods should work too, and the author asks for a ticket on their GitHub repo if one doesn't.[1]

Unverified No TorchMaster config files for this pack were provided, so the option names, defaults and any values the pack changed (including the spawn-blocking radius for each torch or lamp) are unconfirmed. Check the config in your own instance before relying on any number.

What changed in TorchMaster between versions?

1 part

All the Mods 10 0.50 ships TorchMaster 21.1.0-alpha, the NeoForge build for Minecraft 1.21.1. It was first included in All the Mods 10 0.43 or earlier. Here are the mod's own changelog notes, newest first.[2]

  • 21.1.0-alpha (the version in this pack): the blocking logic was improved, and a crash when architectury is installed was fixed.[2][6]
  • 21.1.0-alpha also lists a known issue: mob spawning during chunk generation will not be blocked. The changelog marks this as Fabric only, with a fix promised for a later version.[6]
  • 21.0.1-alpha: fixed invisible light blocks not being replaceable by other blocks, and updated the mod to MC 1.21.1.[7]
  • 21.0.0: the first ever TorchMaster release for NeoForge. It was an alpha with only a rudimentary amount of testing.[8]

What the first NeoForge release included

The 21.0.0 changelog lists these implemented features: the Megatorch, the Dreadlamp, the Feral Flare Lantern (with no GUI at that point) and the config.[8]

Tip: Pillager raids are not blocked, and the 21.0.0 changelog says this is not a bug. These raids are tied to a specific player action, entering a village with the bad omen effect. That makes them a non-natural scenario, though the changelog says it is open for discussion.[8]

Sources

  1. TorchMaster project page (modrinth) · official mod data
  2. All the Mods 10 0.50 mod list · pack file
  3. torchmaster tooltips and descriptions (English lang file) · official mod data
  4. All the Mods 10 2.12 recipe dump: recipes making TorchMaster items · pack recipe dump
  5. All the Mods 10 0.50 recipe dump: recipes making TorchMaster items · pack recipe dump
  6. TorchMaster 21.1.0-alpha changelog · changelog
  7. TorchMaster 21.0.1-alpha changelog · changelog
  8. TorchMaster 21.0.0 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 17, 2026.

Guides for other versions: 2.13 to 8.3 · 2.12 · 0.52 to 2.11 · 0.51

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