Variants&Ventures guide for All the Mods 10 1.7 to 2.11

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Variants&Ventures guide for All the Mods 10

Written for All the Mods 10 2.11 · also fits 1.7 to 2.10 · updated Oct 8, 2026

Last verified for All the Mods 10 v2.11 on Oct 8, 2026 · text last changed Oct 8, 2026

A newer release (8.3) is out Guide for the current version

Sections
5

3 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 Variants&Ventures?

2 parts

Same as in the All the Mods 10 8.1 guide

Variants&Ventures is a mob mod. It adds new variants of familiar undead mobs that spawn naturally in the biomes that suit them. You can also run into their spawners in dungeons and trial chamber structures, so exploring gets a bit more dangerous.[1]

The new variants

  • Gelid, a frozen zombie found in cold biomes. Its attacks inflict freezing, and it can come from spawners in dungeons under cold biomes and from trial spawners in Trial Chambers.[1]
  • Thicket, a jungle zombie found in jungle biomes. Its attacks inflict poison, and it can come from dungeon spawners under jungle biomes and from trial spawners.[1]
  • Verdant, a jungle skeleton found in jungle biomes. It fires poison-tipped arrows, and it can come from dungeon spawners under jungle biomes and from trial spawners.[1]
  • Murk, a sunken skeleton that lives underwater in warm ocean biomes. You can shear it for live and/or dead corals, and it can come from trial spawners in Trial Chambers.[1]

The mod also improves the spawning logic for Strays, Husks and Bogged, and adds a chance of monster spawners for each of them.[1]

Who it's for and how it fits the pack

This one is for you if you want more variety and challenge out in the world rather than a new machine or resource chain. It is built to work with other mods, so the variants will spawn in modded biomes too. Every feature can be switched on or off through the config file or the in-game config.[1]

The pack ships Variants&Ventures 1.0.26 for NeoForge on Minecraft 1.21.1. It has been in the pack since version 2.25 or earlier.[2]

Unverified The sources show no quests for this mod and no place for it on the ATM Star path. They also show no pack-specific changes to its config. Treat any pack-specific values as unconfirmed until you check the in-game config.

How do you get started with Variants&Ventures?

2 parts

Same as in the All the Mods 10 2.20 guide

There's nothing to craft to get started with this mod, and no quests to follow. It adds new mob variants that spawn naturally in the world, so your "first steps" are really about knowing what you'll run into and where.[1]

Each variant spawns naturally in the biomes it belongs to, and you can also run into their spawners in dungeons and trial chamber structures, which adds an extra layer of challenge while you explore.[1]

What to watch for early on

  • Gelid, a frozen zombie variant, inflicts freezing when it attacks and lives in cold biomes. Dungeons under cold biomes can hold Gelid monster spawners, and Gelid trial spawners can appear in Trial Chambers.[1]
  • Thicket, a jungle zombie variant, inflicts poison when it attacks and lives in jungle biomes. Jungle dungeons can hold Thicket monster spawners, and Thicket trial spawners can appear in Trial Chambers.[1]
  • Verdant, a jungle skeleton variant, fires poison-tipped arrows and also lives in jungle biomes. It has the same dungeon and Trial Chamber spawner treatment.[1]
  • Murk, a sunken skeleton variant, lives underwater in warm ocean biomes, and Murk trial spawners can appear in Trial Chambers.[1]
Tip: Murk can be sheared for live and/or dead corals, so a pair of shears is worth packing when you go diving in warm oceans.[1]

The vanilla variants get some attention too: Stray, Husk and Bogged all have improved spawning logic here, and each of them can get their own monster spawners.[1]

If you'd rather not deal with them

Every feature in the mod can be freely enabled or disabled, either through the config file or the in-game config screen, so you can turn off any variant you don't want in your world.[1]

It's also built to work alongside everything else in a big pack: variants will spawn in modded biomes, and they respond to Fresh Animations if you use it.[1]

How does Variants&Ventures work?

5 parts

Variants&Ventures has no machines, multiblocks or power and fluid networks to learn. Everything it adds runs through Minecraft's own mob spawning systems: new mob variants that appear naturally in matching biomes, plus a chance for their spawners to show up in dungeons and trial chambers, which adds an extra layer of challenge and exploration.[1]

Variants and where they spawn

Each variant is tied to a biome type, so the mob you meet tells you something about where you are standing. Their attacks carry effects too, which is the main thing to plan around when you go exploring.[1]

  • Gelid, a zombie variant, inflicts freezing when it attacks and is found in cold biomes.[1]
  • Thicket, a zombie variant, inflicts poison when it attacks and is found in jungle biomes.[1]
  • Verdant, a skeleton variant, fires poison-tipped arrows and is found in jungle biomes.[1]
  • Murk, a skeleton variant, lives underwater and is found in warm ocean biomes.[1]
Watch out: Three of the four variants apply a status effect through combat, freezing from the gelid and poison from the thicket and verdant, so milk or a cleansing effect is worth packing before a jungle or cold-biome trip.[1]

Spawners in dungeons and trial chambers

The second half of the mod's system is structure-based. Alongside natural spawning, the variants get a chance to appear as spawners inside generated structures, which is how you can end up fighting them in bulk rather than one at a time.[1]

  • Gelid monster spawners can generate in dungeons under cold biomes, and gelid trial spawners can appear in trial chambers.[1]
  • Thicket monster spawners can generate in dungeons under jungle biomes, and thicket trial spawners can appear in trial chambers.[1]
  • Verdant monster spawners can generate in dungeons under jungle biomes, and verdant trial spawners can appear in trial chambers.[1]
  • Murk trial spawners can appear in trial chambers.[1]

Notice the pattern: dungeon spawners follow the biome the dungeon generates under, matching the same biome rules the variants use for natural spawning. If you want a gelid spawner, go caving under a cold biome, not a jungle one.[1]

Shearing the Murk

The murk is the one variant with a renewable interaction attached. It can be sheared for live and/or dead corals, which gives you a mob-based source of coral without strip-mining a reef.[1]

Changes to vanilla mobs

The mod also touches three mobs you already know. Stray, husk and bogged all get improved spawning logic, and each of them gains a chance for its own monster spawners to generate.[1]

Compatibility and configuration

Variants&Ventures is designed to be fully compatible with all mods and should work out of the box with everything, which matters in a big pack. The variants will spawn in modded biomes as well as vanilla ones, and they respond to Fresh Animations.[1]

Every feature in the mod can be freely enabled or disabled, either through the config file or the in-game config screen. If a particular variant or its spawners are getting in the way of a build or a farm, you can switch that feature off rather than living with it.[1]

Unverified Exact spawn weights, spawner generation chances and the individual config option names are not documented in the sources available for this guide, so treat any specific numbers you see elsewhere as unconfirmed for this pack.

Which Variants&Ventures config options matter?

Unverified This mod does not ship a config file in the pack, so there are no options to tune for it here. Everything below is behaviour baked into the mod itself rather than a setting you can change.

That means spawning is left entirely to the mod's own logic: each mob variant spawns naturally in the biomes it belongs to, with no spawn-weight or biome toggles for you to adjust.[1]

  • Gelid, the freezing zombie variant, spawns in cold biomes, and its monster spawners can turn up in dungeons under cold biomes.[1]
  • Thicket (zombie) and Verdant (skeleton) both spawn in jungle biomes, with matching monster spawners in dungeons under jungle biomes.[1]
  • Murk, the underwater skeleton, spawns in warm ocean biomes.[1]
  • Trial spawners for Gelid, Thicket, Verdant and Murk can appear in trial chambers, so expect these variants as part of the trial chamber challenge.[1]
  • Vanilla Stray, Husk and Bogged spawning logic is improved by the mod, and each of them can get monster spawners too.[1]
Tip: Since you can't dial these variants back through a config, plan around them instead: pack a way to deal with freezing before you tackle cold-biome dungeons, and expect poison from the jungle variants.[1]

What changed in Variants&Ventures between versions?

1 part

All the Mods 10 2.11 ships Variants&Ventures 1.0.6, the NeoForge build for Minecraft 1.21.1. The mod has been in the pack since All the Mods 10 1.7 or earlier, so you've likely had it for a while.[3]

Changes in 1.0.6

This is the mod's own changelog for the version your pack includes. These are changes made by the mod itself, not pack-specific tweaks.[3][4]

  • Experimental animations are now disabled by default.[4]
  • Compatibility between minor Minecraft versions was improved.[4]
  • Spawn eggs were fixed.[4]
  • Russian (ru_ru) translations were added, and Vietnamese (vi_vn) translations were updated.[4]

Unverified No pack changelog entries for this mod were available, and the changelogs for versions before 1.0.6 were not provided, so changes between earlier pack releases are unconfirmed.

Sources

  1. Variants&Ventures project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. All the Mods 10 2.11 mod list · pack file
  4. Variants&Ventures 1.0.6 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 8, 2026.

Guides for other versions: 8.2 to 8.3 · 2.21 to 8.1 · 2.13 to 2.20 · 2.12

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