TorchMaster guide for All the Mods 10 2.12
TorchMaster guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 17, 2026 · text last changed Oct 17, 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 1.24.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.1.1 to 1.23.0
- Sections
- 6
- Recipes shown
- 3
- Items named
- 3
5 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 TorchMaster?
2 parts
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 Mods 10'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
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?
7 parts
TorchMaster is a spawn-control mod: instead of machines or power, you place a few special blocks and they change how mobs spawn around them. The whole mod runs off simple placed blocks and a shared config file, so once you know the radii and the rules you know exactly what each one covers.[1][5]
The Mega Torch
The Mega Torch prevents natural spawning of hostile monsters in a big radius around the torch. It is the core block of the mod, based on the original idea from Extra Utilities 1.[1][3]
In this pack the area it covers is set by General.megaTorchRadius, which is 64. That radius applies in each direction as a cube, with the torch sitting at the center, so a single torch covers a very large build without any chaining or multiblock setup.[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
What the torch actually blocks
By design the torch only blocks "natural" spawning from low light levels, and 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.[1]
That behaviour is controlled by General.blockOnlyNaturalSpawns, which this pack leaves at true. Setting it to false would also make the torch and lamp block spawns coming from spawners.[3][5]
Two extra rules are switched on in this pack. General.blockVillageSieges is true, so the Mega Torch blocks village sieges from zombies. General.lycanitesMobsBlockAll is also true, which makes the torch block all natural spawn attempts from Lycanites Mobs inside its radius.[3][5]
There is also General.aggressiveSpawnChecks, which is false here. Turning it on configures the spawn check to be more aggressive, effectively overriding the spawn-check results of other mods.[5]
Tuning the block list
If the default behaviour isn't quite what you want, General.megaTorchEntityBlockListOverrides lets you override the mod's internal entity lists. A + prefix adds an entity to the list, denying its spawns; a - prefix removes it, allowing its spawns again. Each entry goes in quotes, multiple entries are separated by commas, and the whole thing is wrapped in square brackets. In this pack the list is empty, so only the built-in behaviour applies.[5]
The Dread Lamp has its own equivalent, General.dreadLampEntityBlockListOverrides, which works the same way and is also empty in this pack.[3][5]
The Dread Lamp
The Dread Lamp is the passive-mob counterpart to the torch: it prevents natural spawning of passive animals like squids, bats or ocelots in a big radius around the lamp. That makes it handy for keeping squid out of a water build or stopping bats from cluttering a cave base.[3]
Its coverage comes from General.dreadLampRadius, set to 64 in this pack, again as a cube extending that far in each direction from the lamp. Like the torch, it respects the natural-spawns-only setting.[5]
The Feral Flare Lantern
The Feral Flare Lantern works completely differently: instead of suppressing spawns directly, it places invisible light blocks around itself, raising the light level so mobs can't spawn in the first place.[3]
It runs on a tick loop. General.feralFlareTickRate controls how often it tries to place lights, and this pack uses 5, meaning an attempt every fifth tick. A value of 1 would be every tick, 10 every tenth tick.[3][5]
Each attempt targets blocks inside General.feralFlareRadius, which this pack sets to 16. That is the circular radius in which the lantern tries to place its lights.[3][5]
The lantern only lights a spot if it is dark enough. General.feralFlareMinLightLevel is the target minimum light level it works toward, set to 10 in this pack.[3][5]
Finally, General.feralFlareLanternLightCountHardcap caps how many invisible lights a single lantern may place in total. This pack keeps it at 255. Setting it to 0 disables light placement entirely.[3][5]
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
Cleaning up lights
The mod also has a frozen pearl with a durability controlled by General.frozenPearlDurability, set to 1,024 in this pack. Each light it removes costs one charge from the pearl, and setting the value to 0 disables durability altogether.[5]
Unverified How the frozen pearl is obtained in this pack isn't covered by the available sources. Check the in-game recipe viewer. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.
Tooltips
How do you progress through TorchMaster?
3 parts
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?
4 parts
Same as in the FTB StoneBlock 4 1.21.0 guide
TorchMaster's settings all live in one file, and this pack doesn't touch the numeric ones. Every value that the config lists with a mod default is set to exactly that default, so what you read in the mod's own docs is what you get here.[6]
Mega torch and dread lamp
- General.megaTorchRadius is 64. It's measured in each direction as a cube, with the torch at the center. That matches the mod default.[6]
- General.dreadLampRadius is also 64, again a cube centered on the lamp and again the mod default.[6]
- General.blockOnlyNaturalSpawns is true. The mega torch only stops natural spawns, meaning the ones from low light levels. Setting it to false would also block spawns from spawners.[1][6]
- General.blockVillageSieges is true, so the mega torch also blocks zombie village sieges.[6]
- General.lycanitesMobsBlockAll is true, so the mega torch blocks all natural spawn attempts from Lycanites Mobs inside its radius.[6]
- General.aggressiveSpawnChecks is false. Turning it on makes the spawn check more aggressive and overrides the results of other mods' spawn checks.[6]
Block list overrides
General.megaTorchEntityBlockListOverrides and General.dreadLampEntityBlockListOverrides are both empty in this pack. That means neither the mega torch nor the dread lamp has a custom block list on top of the mod's internal ones.[6]
If you want to change that, a + prefix adds an entity to the block list and a - prefix removes it. Each entry goes in quotes inside square brackets, for example ["+minecraft:zombie"] to block zombies or ["-minecraft:creeper"] to allow creepers.[6]
Feral flare and frozen pearl
- General.feralFlareRadius is 16. This is the radius in which the feral flare tries to place lights, and it's the mod default.[6]
- General.feralFlareMinLightLevel is 10, which is the target minimum light level the flare places lights for. That's the mod default too.[6]
- General.feralFlareTickRate is 5, so the flare tries to place lights every 5th tick. Mod default.[6]
- General.feralFlareLanternLightCountHardcap is 255, the maximum number of invisible lights a feral flare lantern can place. Setting it to 0 disables light placement. This is the mod default.[6]
- General.frozenPearlDurability is 1,024. Each light the frozen pearl removes uses one charge, and setting it to 0 disables durability. Mod default again.[6]
Tooltips
General.beginnerTooltips is true, so certain items and blocks show extra information in their tooltips. Leave it on while you're learning the mod.[6]
What changed in TorchMaster between versions?
3 parts
All the Mods 10 2.12 ships TorchMaster 21.1.5-beta, the NeoForge build for Minecraft 1.21.1. It has been in the pack since 0.43 or earlier. I don't have pack changelog entries for this mod, so everything below comes from TorchMaster's own changelogs.[2]
What's new in the version you're running
- 21.1.5: spawn logging in the debug log is now off by default, to cut down on wear on storage drives. TorchMaster can be very chatty in debug.log, and these logs are rarely useful in normal play. If you do need them, launch the game with -Dtorchmaster.enableDebugLogging=1.[7]
- 21.1.4: added a TorchMaster command that was missing from previous versions. It also fixed a Fabric crash during village siege setup, which doesn't affect this NeoForge pack.[2][7]
- 21.1.3: fixed spam related to config auto fixing on NeoForge.[7][8]
Earlier releases in the same line
- 21.1.2: fixed a crash when spawning a warden in an ancient city, on Fabric only.[7][9]
- 21.1.1: re-enabled mob spawn blocking during chunk generation inside blocking volumes. It also fixed spawner blocking not working when blockOnlyNaturalSpawns was set to false, and fixed the Feral Flare Lantern not rendering its stand. Compatibility with other Fabric mods was improved too.[7][9]
- 21.1.0: improved the blocking logic and fixed a crash when architectury is installed. It listed one known issue: mob spawning during chunk generation was not blocked, on Fabric only. That is the gap 21.1.1 closed.[7][10]
Where it started
- 21.0.1: fixed invisible light blocks not being replaceable by other blocks, and updated to Minecraft 1.21.1.[7][11]
- 21.0.0: the first release for Minecraft 1.21 on Fabric and NeoForge. It was an alpha with only rudimentary testing, and its feature list was the Megatorch, the Dreadlamp, the Feral Flare Lantern (no GUI) and the config.[7][12]
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 Mods 10 2.12 config: config/torchmaster.toml · pack file
- FTB StoneBlock 4 1.21.0 config: config/torchmaster.toml · pack file
- TorchMaster 21.1.5-beta changelog · changelog
- TorchMaster 21.1.3-beta changelog · changelog
- TorchMaster 21.1.2-beta changelog · changelog
- TorchMaster 21.1.0-alpha changelog · changelog
- TorchMaster 21.0.1-alpha changelog · changelog
- 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 · 0.52 to 2.11 · 0.51 · 0.43 to 0.50