TorchMaster guide for All the Mods 10 0.51
TorchMaster guide for All the Mods 10
Last verified for All the Mods 10 v0.51 on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mods 10: To the Sky 1.0 to 2.1.0All the Mons 0.3.0-beta to 1.3.0FTB Skies 2 1.0.1 to 1.24.0Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-2
- Sections
- 6
- Recipes shown
- 3
- Items named
- 3
4 sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 0.51's own files.
What is TorchMaster?
2 parts
TorchMaster is a small quality-of-life mod built around one idea: 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 in a different way.[1]
The concept comes from RWTema's Extra Utilities 1, and the mod is MIT licensed. Since Minecraft 1.21 the project has been rebuilt on a multiloader setup, so it ships for both NeoForge and Fabric.[1]
Who it's for
If you're tired of mobs popping up inside your base, in dark corners of your mining layer or around a sprawling machine room, this is the mod you want. One placed torch covers a radius instead of forcing you to light every block, which matters a lot once your builds get big.[1]
Where it fits in this pack
The pack ships TorchMaster 21.1.0-alpha on NeoForge for 1.21.1, and the mod has been part of the pack since at least version 0.43. There are no quests tied to it and it isn't on the ATM Star path, so treat it as an optional convenience mod you pick up whenever mob spawns start getting in your way.[2]
Unverified The exact spawn-blocking radius and any pack-specific config changes for the Mega Torch and Dread Lamp are not covered by the available sources, so check the mod's config in-game before relying on a specific coverage area.
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?
6 parts
TorchMaster doesn't use power, fluids or multiblocks. Everything it adds is a single placed block that quietly runs a spawn check or a light check around itself, which is exactly why it slots so neatly into a base without any cabling or automation work.[1]
Mega Torch: blocking hostile spawns
The Mega Torch prevents natural spawning of hostile monsters in a big radius around the torch. The area it covers is a cube, not a sphere: the torch sits at the centre and the effect reaches out the same distance in every direction.[3][5][6]
In this pack General.megaTorchRadius is set to 64, so one torch covers 64 blocks in each direction from itself, up and down included.[5]
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 torch is only meant to stop "natural" spawning from low light levels, so mob spawners keep working. That behaviour is controlled by General.blockOnlyNaturalSpawns, which this pack leaves at true; setting it to false would also block spawns from spawners.[1][3][5]
Extra spawn rules the pack enables
- General.blockVillageSieges is true here, so the Mega Torch will also stop zombie village sieges inside its radius.[3][5]
- General.lycanitesMobsBlockAll is true, meaning the Mega Torch blocks all natural spawn attempts from Lycanites Mobs within its radius.[5]
- General.aggressiveSpawnChecks is false. Turning it on makes the spawn check more aggressive and effectively overrides the spawn-check results of other mods.[5]
- General.logSpawnChecks is false, so spawn checks aren't printed to the debug log unless you enable it while troubleshooting.[5]
Tuning which mobs are blocked
If you want a specific mob handled differently, General.megaTorchEntityBlockListOverrides lets you override the internal entity lists. A + prefix adds an entity to the list so its spawns are denied, and a - prefix removes it so it can still spawn. Each entry goes in quotes and multiple entries are separated by commas, for example "+minecraft:zombie" to block zombies or "-minecraft:creeper" to allow creepers.[5]
This pack ships that list empty, so you're getting TorchMaster's internal defaults until you edit it yourself.[5]
Dread Lamp: blocking passive spawns
The Dread Lamp is the mirror image of the torch: it prevents natural spawning of passive animals such as squids, bats or ocelots in a big radius around the lamp. Like the torch, its area is a cube with the block at the centre.[3][5][6]
General.dreadLampRadius is 64 in this pack, matching the Mega Torch, and the lamp obeys the same General.blockOnlyNaturalSpawns setting, so with the pack's value of true it leaves spawner output alone.[3][5]
The lamp has its own override list, General.dreadLampEntityBlockListOverrides, which works exactly like the Mega Torch one: +minecraft:squid to block squid, -minecraft:pig to allow pigs. It's empty in this pack.[5]
Feral Flare Lantern: automatic lighting
The Feral Flare Lantern takes a different approach to spawn-proofing: instead of cancelling spawns it places invisible lights around itself, raising the light level of the area it covers.[3][5][6]
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
It works on a timer rather than on redstone or power. General.feralFlareTickRate is 5 in this pack, so the lantern attempts to place lights every 5th tick, spreading the work out instead of doing it all at once.[3][5]
- General.feralFlareRadius is 16, the circular radius in which the lantern tries to place its lights.[3][5]
- General.feralFlareMinLightLevel is 10, the target minimum light level it lights up to, so it only fills in spots darker than that.[3][5]
- General.feralFlareLanternLightCountHardcap is 255, the maximum number of invisible lights a single lantern may place. Setting it to 0 disables light placement entirely.[3][5]
Those invisible lights can be cleaned up again: General.frozenPearlDurability is 1,024 in this pack, and each light removed costs one charge of durability. Setting it to 0 disables durability altogether.[5]
Tooltips
General.beginnerTooltips is enabled here, so hovering the blocks in your inventory shows extra information about what each one does. If you'd rather keep tooltips short once you know the mod, that's the switch to flip.[3][5]
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 TorchMaster config options matter?
3 parts
Everything TorchMaster-related lives in one file, config/torchmaster.toml, and every option sits under the General section. Here are the ones you're most likely to touch, with the exact values this pack ships.[5]
Mega torch and dread lamp
- General.megaTorchRadius is 64. That's the radius in each direction, so the protected area is a cube with the torch at its center.[5]
- General.dreadLampRadius is also 64, using the same cube-around-the-block rule.[5]
- General.blockOnlyNaturalSpawns is true. Mega torches only block natural spawns from low light levels, so mob spawners keep working. Set it to false and spawner spawns get blocked too.[1][5]
- General.blockVillageSieges is true, so the mega torch stops zombie village sieges.[5]
- General.lycanitesMobsBlockAll is true, so the mega torch blocks all natural spawn attempts from Lycanites Mobs inside its radius.[5]
- General.megaTorchEntityBlockListOverrides and General.dreadLampEntityBlockListOverrides are both empty, so no custom overrides are set. To change that, put each entry in quotes. A + prefix blocks a mob's spawns, for example "+minecraft:zombie", and a - prefix allows them, for example "-minecraft:creeper".[5]
Feral flare and frozen pearl
- General.feralFlareRadius is 16. This is the radius in which the feral flare tries to place lights.[5]
- General.feralFlareMinLightLevel is 10, the target minimum light level to place lights for.[5]
- General.feralFlareTickRate is 5, so the flare tries to place lights every 5th tick. A value of 1 would mean every tick.[5]
- General.feralFlareLanternLightCountHardcap is 255. That's the maximum number of invisible lights a feral flare lantern can place, and 0 disables light placement.[5]
- General.frozenPearlDurability is 1024. Each removed light costs the pearl one charge, and 0 disables durability.[5]
Debug and quality-of-life
- General.aggressiveSpawnChecks is false. Turning it on makes the spawn check more aggressive, effectively overriding the spawn-check results of other mods.[5]
- General.logSpawnChecks is false. Enable it to print entity spawn checks to the debug log.[5]
- General.beginnerTooltips is true, which adds extra information to the tooltips of certain items and blocks.[5]
Unverified The sources only show the values this pack uses, not the mod's defaults, so I can't confirm which of these options the pack actually changed.
What changed in TorchMaster between versions?
3 parts
All the Mods 10 0.51 ships TorchMaster 21.1.0-alpha, the NeoForge build for Minecraft 1.21.1. It was already in the pack by 0.43 or earlier, so you may have been playing with it for a while. I have no pack changelog entries for this mod, so everything below comes from the mod's own changelogs.[2]
21.0.0: first NeoForge release
This was the first ever TorchMaster release for NeoForge. It was an alpha with only a rudimentary amount of testing. The features implemented were the Megatorch, the Dreadlamp, the Feral Flare Lantern (with no GUI) and the config.[7]
The changelog also notes that pillager raids are not blocked. Those raids are tied to a specific player action, entering a village with the bad omen effect, so they count as a non-natural scenario. The author says this is open for discussion.[7]
21.0.1
- Fixed invisible light blocks not being replaceable by other blocks.[8]
- Updated to Minecraft 1.21.1.[8]
21.1.0: current version in this pack
This version lists one known issue: mob spawning during chunk generation will not be blocked. The changelog marks it as Fabric only and says a fix will come in a later version.[9]
Sources
- TorchMaster project page (modrinth) · official mod data
- All the Mods 10 0.51 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 Mods 10 0.51 config: config/torchmaster.toml · pack file
- All the Mods 10 0.51 recipe dump: recipes making TorchMaster items · pack recipe dump
- TorchMaster 21.0.0 changelog · changelog
- TorchMaster 21.0.1-alpha changelog · changelog
- TorchMaster 21.1.0-alpha 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 16, 2026.
Guides for other versions: 2.13 to 8.3 · 2.12 · 0.52 to 2.11 · 0.43 to 0.50