Variants&Ventures guide for All the Mods 10 2.21 to 8.1
Variants&Ventures guide for All the Mods 10
Last verified for All the Mods 10 v8.1 on Oct 8, 2026 · text last changed Oct 8, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 4
Every recipe and number here was checked against All the Mods 10 8.1's own files.
What is Variants&Ventures?
2 parts
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
Good news: there's nothing to craft to get going with this mod. Variants&Ventures adds new mob variants that spawn naturally in the biomes they belong to, so your first steps are about knowing what you'll run into and where.[1]
You can also find their spawners in dungeons and trial chambers, which adds an extra layer of challenge when you go exploring.[1]
What you'll meet first
- Gelid, a frozen zombie that inflicts freezing when it attacks. Look for it in cold biomes.[1]
- Thicket, a jungle zombie that inflicts poison when it attacks. You'll find it in jungle biomes.[1]
- Verdant, a jungle skeleton that fires poison-tipped arrows. It also lives in jungle biomes.[1]
- Murk, a sunken skeleton that lives underwater in warm ocean biomes. It can be sheared for live and/or dead corals.[1]
The mod also changes how some vanilla variants spawn. Stray, husk and bogged get improved spawning logic, and each can also show up as a monster spawner.[1]
How the variants replace vanilla mobs
Most variants spawn in place of a vanilla mob. Husks can replace zombies in desert biomes, parched can replace skeletons in desert biomes, and bogged can replace skeletons in swamp biomes. Gelid can replace zombies in cold biomes, while strays can replace skeletons there. In the jungle, thicket replaces zombies and verdant replaces skeletons.[3]
Dungeon spawners work the same way. Spawners in dungeons can be swapped for the matching variant in the matching biome, and several variants can also appear on spawners in trial chambers.[1][3]
Unverified The sources I have don't show any crafting recipes or quests for this mod in this pack, and they don't show the pack's actual spawn chance or minimum Y level values. Check the in-game config to see what is set.
How does Variants&Ventures work?
4 parts
Heads up: Variants&Ventures doesn't have machines, multiblocks, power, fluids or automation. It's a mob variant mod. Its core mechanics are all about which mobs replace vanilla ones, where they spawn, and how their spawners show up in structures.[1]
Replacement spawns
Each variant spawns naturally in relevant biomes. For most of them, the variant takes the place of a vanilla mob in a given biome type. Here's the full breakdown:[1][3]
- Gelid (frozen zombie) can spawn instead of a zombie in cold biomes, and its attacks inflict freezing.[1][3]
- Thicket (jungle zombie) can spawn instead of a zombie in jungle biomes, and its attacks inflict poison.[1][3]
- Verdant (jungle skeleton) can spawn instead of a skeleton in jungle biomes, and it fires poison-tipped arrows.[1][3]
- Murk (sunken skeleton) lives underwater and spawns in warm ocean biomes. It can also be sheared for live and/or dead corals.[1][3]
- Stray can spawn instead of a skeleton in cold biomes.[3]
- Husk can spawn instead of a zombie in desert biomes.[3]
- Parched can spawn instead of a skeleton in desert biomes.[3]
- Bogged can spawn instead of a skeleton in swamp biomes.[3]
The mod also describes itself as improving the spawning logic for stray, husk and bogged. It says it works with modded biomes too.[1]
Spawn chance and minimum height
The config tooltips show that most variants have a spawn chance and a minimum Y level. The chance is the share of the matching vanilla mob spawns that get replaced. The tooltips use 80% as an example, meaning the variant takes the place of 80% of those spawns. The minimum Y level works the same way for every variant. The tooltips use 62 as an example, meaning the variant only spawns above ocean level.[3]
Murk is the exception. The tooltips list a simple on/off toggle for its natural spawns in warm oceans, but no spawn chance or minimum Y level option for it.[3]
Spawners in dungeons and trial chambers
The same replacement idea applies to spawners. In dungeons, a variant spawner can take the place of a vanilla zombie or skeleton spawner in the matching biome. Each of these also has its own chance setting, for example 80% of the matching vanilla spawners. Here's which spawner replaces which:[3]
- Gelid spawners replace zombie spawners in cold-biome dungeons.[3]
- Thicket spawners replace zombie spawners in jungle-biome dungeons.[3]
- Verdant spawners replace skeleton spawners in jungle-biome dungeons.[3]
- Husk spawners replace zombie spawners in desert-biome dungeons.[3]
- Parched spawners replace skeleton spawners in desert-biome dungeons.[3]
- Stray spawners replace skeleton spawners in cold-biome dungeons.[3]
- Bogged spawners replace skeleton spawners in swamp-biome dungeons.[3]
Trial chambers can also get variant spawners. Gelid, thicket, verdant and murk have a trial chamber toggle in the config. Murk has no dungeon spawner option in the tooltips, so trial chambers are its only spawner location.[1][3]
Configuration
Every feature can be enabled or disabled through the config file or the in-game config. The tooltips show separate toggles for each variant's natural spawns, dungeon spawners and trial chamber spawners.[1][3]
Unverified The pack's actual config values (spawn chances, minimum Y levels and which toggles are on) can't be confirmed. No config files for this mod were available, so the 80% and 62 figures above are only the tooltip examples, not the pack's settings.
What changed in Variants&Ventures between versions?
1 part
All the Mods 10 8.1 ships Variants&Ventures 1.0.26, and the mod has been in the pack since All the Mods 10 2.25 or earlier. The pack changelogs only record version bumps for this mod, so here is how it moved through the releases.[2]
Pack releases that updated the mod
- 2.30: 1.0.8 to 1.0.9.[4]
- 2.31: 1.0.9 to 1.0.10.[5]
- 2.42: 1.0.10 to 1.0.11.[6]
- 2.47: 1.0.11 to 1.0.13.[7]
- 4.1: 1.0.13 to 1.0.14.[8]
- 4.6: 1.0.14 to 1.0.17.[9]
- 4.11: 1.0.17 to 1.0.18.[10]
- 4.15: 1.0.18 to 1.0.19.[11]
- 5.5: 1.0.19 to 1.0.22.[12]
- 6.0: 1.0.22 to 1.0.23.[13]
- 7.0: 1.0.23 to 1.0.24.[14]
- 7.1: 1.0.24 to 1.0.26, the version still in 8.1.[2][15]
Unverified What actually changed inside each Variants&Ventures version (new blocks, fixes, balance tweaks) is unverified. No changelogs are stored for the shipped jars, so check the mod's own release notes if you need those details.
Sources
- Variants&Ventures project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- variantsandventures tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 changelog (All the Mods 10 2.30) · changelog
- All the Mods 10 changelog (All the Mods 10 2.31) · changelog
- All the Mods 10 changelog (All the Mods 10 2.42) · changelog
- All the Mods 10 changelog (All the Mods 10 2.47) · changelog
- All the Mods 10 changelog (All the Mods 10 4.1) · changelog
- All the Mods 10 changelog (All the Mods 10 4.6) · changelog
- All the Mods 10 changelog (All the Mods 10 4.11) · changelog
- All the Mods 10 changelog (All the Mods 10 4.15) · changelog
- All the Mods 10 changelog (All the Mods 10 5.5) · changelog
- All the Mods 10 changelog (All the Mods 10 6.0) · changelog
- All the Mods 10 changelog (All the Mods 10 7.0) · changelog
- All the Mods 10 changelog (All the Mods 10 7.1) · 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 · 2.13 to 2.20 · 2.12 · 1.7 to 2.11