Variants&Ventures guide for All the Mods 10 2.13 to 2.20

Report a mistake on this page

Variants&Ventures guide for All the Mods 10

Written for All the Mods 10 2.20 · also fits 2.13 to 2.19 · updated Oct 8, 2026

Last verified for All the Mods 10 v2.20 on Oct 8, 2026 · text last changed Oct 8, 2026

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

Sections
4

3 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 2.20'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

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?

6 parts

This one has no machines, multiblocks or power systems to learn. Variants&Ventures is a mob mod: it adds new variants of vanilla mobs that slot straight into normal world generation, so the "mechanics" here are spawning rules, combat effects and the spawners you run into while exploring.[1]

Every variant spawns naturally in the biomes that suit it, and you can also run into their spawners inside dungeons and trial chambers, which adds extra pressure to those structures.[1]

How variants spawn

  • Gelid, the frozen zombie variant, spawns in cold biomes.[1]
  • Thicket, the jungle zombie variant, spawns in jungle biomes.[1]
  • Verdant, the jungle skeleton variant, also spawns in jungle biomes.[1]
  • Murk, the sunken skeleton variant, lives underwater in warm ocean biomes.[1]

Because the spawn rules key off biomes rather than a hardcoded list, the variants also show up in modded biomes, so you will meet them well outside the vanilla worldgen you are used to.[1]

Combat effects

The variants are not reskins. Gelid inflicts freezing when it attacks, and Thicket inflicts poison when it attacks, so both punish you for tanking hits in melee.[1]

Verdant is the ranged threat: it fires poison-tipped arrows, which means cover and distance matter more than armour when you are pushing through a jungle at night.[1]

Spawners in structures

Alongside natural spawns, the mod seeds structures with variant spawners. Gelid, Thicket and Verdant can appear as monster spawners in dungeons under their matching biomes, so a dungeon under a jungle can be guarded by poison zombies or poison archers instead of the usual mobs.[1]

Trial chambers get the same treatment. Gelid, Thicket, Verdant and Murk can all appear as trial spawners there, which makes chamber runs less predictable than in vanilla.[1]

Watch out: Clear a dungeon or trial chamber assuming the spawner is a vanilla one and you can get caught out by freezing or poison before you find the right approach. Check what is actually spawning before you commit.[1]

Farming and interactions

Murk is the one variant with a renewable interaction: you can shear it for live and/or dead corals. That gives you a mob-based coral source rather than diving for it, if you can handle fighting skeletons underwater.[1]

Vanilla mob changes

The mod also tidies up some vanilla spawning. Stray, Husk and Bogged all get improved spawning logic, and each of them can now appear as monster spawners too, so those three mobs turn up more consistently where they belong.[1]

Compatibility and configuration

The mod is designed to be fully compatible with other mods and to work out of the box, including resource pack behaviour: its mobs are affected by Fresh Animations.[1]

Every feature in the mod can be freely enabled or disabled, either through the config file or the in-game config, so you can switch off individual variants or spawner types if you would rather not meet them.[1]

Unverified This pack does not ship a config file for the mod, so the exact settings in use here could not be confirmed. Open the in-game config to see what is currently enabled on your install.

What changed in Variants&Ventures between versions?

1 part

All the Mods 10 2.20 ships Variants&Ventures 1.0.6, using 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 may have been playing with it for a while.[3]

Changes in 1.0.6

This is the version you get in 2.20. Here is what the mod's own changelog lists for it:[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 The pack changelogs have no entries for this mod, so it is unverified whether any All the Mods 10 release changed its recipes or values. Earlier versions of the mod are also not covered by the sources I had.

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 2.20 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 · 2.12 · 1.7 to 2.11

Was this helpful?

Report wrong info

A few words are enough, up to 500 characters. Please do not include personal details.