TorchMaster guide for All the Mods 10 2.12

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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]

Tip: Because the torch leaves spawners alone, it pairs nicely with any spawner farm: light-level mobs stop appearing around your build while your farm keeps producing.[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]

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?

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]

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

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]

Dread LampMod recipe

Crafting Shaped

Crafting Shaped
ObsidianObsidianObsidian
any glass panesGlowstoneany glass panes
Obsidianany black dyeObsidian

Recipe id: torchmaster:dreadlamp

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

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: Don't crank the light cap up. Setting it too high, especially combined with a large radius and a high minimum light level, can lead to world corruption from badly compressed packets. The values shipped in this pack are safe defaults, so leave them alone unless you know what you're doing.[3][5]

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

Tip: General.beginnerTooltips is enabled in this pack, so certain TorchMaster items and blocks show additional information right in their tooltip. Hover over Mega Torch, Dread Lamp or Feral Flare Lantern in your inventory for a quick reminder of what each one does.[3][5]

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

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?

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

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

Watch out: If you raise the feral flare lantern's light cap, be careful. A high value combined with the minimum light level and radius settings can lead to world corruption (a badly compressed packet error).[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]
Tip: Pillager raids were not blocked as of the first 21.0.0 release. The author's reasoning was that raids are triggered by a player action (entering a village with the bad omen effect), so they count as non-natural. The changelog marked this as open for discussion.[12]

Sources

  1. TorchMaster project page (modrinth) · official mod data
  2. All the Mods 10 2.12 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 2.12 config: config/torchmaster.toml · pack file
  6. FTB StoneBlock 4 1.21.0 config: config/torchmaster.toml · pack file
  7. TorchMaster 21.1.5-beta changelog · changelog
  8. TorchMaster 21.1.3-beta changelog · changelog
  9. TorchMaster 21.1.2-beta changelog · changelog
  10. TorchMaster 21.1.0-alpha changelog · changelog
  11. TorchMaster 21.0.1-alpha changelog · changelog
  12. 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

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