TorchMaster guide for All the Mods 10 0.52 to 2.11
TorchMaster guide for All the Mods 10
Last verified for All the Mods 10 v2.11 on Oct 16, 2026 · text last changed Oct 15, 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 1.24.0
- 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 2.11's own files.
What is TorchMaster?
1 part
TorchMaster is a mob-spawning control mod: it adds simple placeable blocks, like the Mega Torch and the Dread Lamp, that stop mobs from spawning in a radius around them.[1]
The headline block is a special torch that prevents mob spawning in a configurable radius. The idea comes from RWTema's Extra Utilities 1, so if you ever ran a Cursed Earth-and-torch setup back then, you already know the vibe.[1]
It is worth knowing exactly what the torch blocks. It is only supposed to stop "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; if you find a mod that does not play nicely with the Mega Torch, the author asks that you open a ticket on the GitHub repo.[1]
That split is what makes TorchMaster so useful in a big kitchen-sink pack. You can shut down the constant creeper drip around your base, your quarry site or your sprawling machine room, while your deliberate mob farms built on spawners keep running.[1]
Version in this pack
This pack ships TorchMaster 21.1.5-beta on NeoForge for Minecraft 1.21.1. The mod has been part of the pack since version 0.53 or earlier, so it is available to you from the very start of a world.[1][2]
Unverified There are no quests in this pack covering TorchMaster, and it is not part of the ATM Star progression path, so treat it as a quality-of-life mod you reach for whenever mob spawns become a nuisance.
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
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 TorchMaster config options matter?
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 Mods 10 2.11 ships TorchMaster 21.1.5-beta, the NeoForge build for Minecraft 1.21.1. The mod was already in the pack by version 0.43 or earlier.[2]
The pack changelogs have no entries for this mod, so everything below comes from TorchMaster's own changelogs. Some fixes only apply to the Fabric loader, and I've marked those so you can skip them on NeoForge.[2]
Release timeline
- 21.0.0: the first release for NeoForge, an alpha with only a rudimentary amount of testing. It had the Megatorch, the Dreadlamp, the Feral Flare Lantern (no GUI yet) and the config. Pillager raids were deliberately not blocked, because they are tied to a player action (entering a village with the bad omen effect) and so count as non-natural.[5]
- 21.0.1: fixed invisible light blocks not being replaceable by other blocks, and updated to Minecraft 1.21.1.[6]
- 21.1.0: improved the blocking logic and fixed a crash when architectury is installed. Known issue at the time: mob spawning during chunk generation was not blocked (Fabric only).[7]
- 21.1.1: re-enabled mob spawn blocking during chunk generation inside blocking volumes, fixed spawner blocking not working when blockOnlyNaturalSpawns is set to false, and fixed the Feral Flare Lantern not rendering its stand. It also improved compatibility with other Fabric mods.[8]
- 21.1.2: fixed a crash when spawning a warden in an ancient city on Fabric.[8]
- 21.1.3: fixed spam related to config auto fixing on NeoForge.[9]
- 21.1.4: fixed a crash during setup of a village siege on Fabric, and added a torchmaster command that had gone missing from previous versions.[10]
- 21.1.5: spawn logging in the debug log is now removed by default, to reduce potential wear on storage drives. This applies to both Fabric and NeoForge.[10]
What it means for this pack
If you remember Megatorches not blocking spawns in spawners, or the Feral Flare Lantern looking broken, those were fixed in 21.1.1, long before the version this pack ships.[2][8]
Sources
- TorchMaster project page (modrinth) · official mod data
- All the Mods 10 2.11 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
- TorchMaster 21.0.0 changelog · changelog
- TorchMaster 21.0.1-alpha changelog · changelog
- TorchMaster 21.1.0-alpha changelog · changelog
- TorchMaster 21.1.2-beta changelog · changelog
- TorchMaster 21.1.3-beta changelog · changelog
- TorchMaster 21.1.5-beta 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 · 0.51 · 0.43 to 0.50