Before you start your journey..
When I released the initial v0.1.1-alpha-r.dev, I got a bunch of feedback (hate) on various platforms, for many different things and I am writing this to clarify some things.
“AI SLOP”
- Art is made by me, in Gimp and Krita.
(I did ask an AI to “enhance” the first version of the splash art etc, by removing rough edges and blend it together a bit more, and make it more of a “poster”, hence the AI feel I guess..)
This was in a way some good feedback, it could’ve been said another way but, but I still appreciate the feedback.
It motivated me to remake the whole splashart and to not try “pushing” the modpack, art or anything else too quickly.
“Nah, by the looks of it, doesn’t seem like you put any effort into it. Can’t endorse it.”
- At the time writing this, I have poured 2+ weeks of my time into art, configuring and making it even run. All by myself.
Which might make you think “Oh but that’s not so hard, just throw them together and play”.
I’ll tell you right now, in most cases putting together something with 600+ mods (v0.1.0) and make it run flawlessly, it’s not easy. Even if something says it’s compatible or no listings of incompatible mods, it still might when you throw so many mods together.
Anyway, there were a lot more comments, but these two were repeated (in different ways).
And no, I have not yet done a ton of config or implemented much in the way of uniqueness, but let me remind you, this is in early alpha.
This is far from finished, but it will be finished.
There is still a lot left to do and so many things I want, and will implement - features, improvements and uniqueness.
I promise you all that.
(Though it mike take a sec because I am at the time of writing this the only one working on it).
(if you want to contribute to the project in anyway, please join our Discord and open a ticket)
(this message will be moved when closing in on a full release)

Anomalies are twisting the world and your only shot at survival is to master both advanced engineering and ancient sorcery.
Build your automated sanctuary, harness the ancient magic lingering in the world and fight back the darkness that hides in the shadows.
The clock is ticking.
Will you bring light to the shadows and survive?

The Last Circuit is an industrial tech-horror and dark magic progression modpack built for Minecraft 1.21.1 on the NeoForge loader.
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The main purpose of this project is to deliver a challenging and atmospheric survival experience where the world is actively corrupted by “a broken script” and stalking anomalies.
Players cannot rely on standard vanilla gear; instead, the core gameplay loop functions as a race against the dark, forcing players to advance technologically and master ancient sorcery to build a highly automated, fortified sanctuary capable of holding back the entities that lurk in the dark.
-
Inspired by many years of playing Minecraft, including heavily modded setups, I wanted to try something new.
I’ve played many different premade modpacks over the years, but always felt like something was missing—whether it was specific features like elevators or just a bit more ambience, sometimes something really “dumb” like Appleskin.
Basically I always ended up playing a modified version of a pack until I was satisfied.
So, I decided to build something from scratch this time.
After watching a lot of Minecraft Horror content on various platforms (shoutout @Claygamer2003 on TikTok).
I got really hooked on the idea of a modpack built around TBS (The Broken Script), so I gathered most of of my absolute favorite mods together and paired them with the majority of horror and magic mods I could possibly find that would fit the theme.
I decided to call the outcome “The Last Circuit” (Idk, just felt appropriate tbh)

Below are some “core” mods listed to give you a hint of what this modpack has to offer.
(if you wish to look through the full modlist *(for the latest version), look up the project on CurseForge or you will have to check each version specific link under changelogs)*

Players can construct complex, multi-block factories and digital storage networks to automate resources:
▶️Heavy Industry, Logistics & Automation
* **[Applied Energistics (AE2)](https://www.curseforge.com/minecraft/mc-mods/applied-energistics-2)** – *Offers full digital inventory control, auto-crafting capabilities, and gas/chemical integration via *[Applied Mekanistics](https://www.curseforge.com/minecraft/mc-mods/applied-mekanistics)*.*
* **[Refined Storage](https://www.curseforge.com/minecraft/mc-mods/refined-storage)** - *An alternative to AE2, or why not run both? (separately)*
* **[Mekanism](https://curseforge.com/minecraft/mc-mods/mekanism)** *+ Lots of add-on's* – *Used for advanced ore processing, chemical processing, and early-to-mid game power networks.*
* **[Ender IO](https://curseforge.com/minecraft/mc-mods/enderio)** – *Handles tight logistical management using compact, advanced item, fluid, and energy conduits.*
* **[Extreme Reactors](https://curseforge.com/minecraft/mc-mods/extreme-reactors)** – *Provides massive, customizable multi-block reactors to fuel high-tier late-game energy grids.*
* **[MagiTech: Arcane Engineering](https://www.curseforge.com/minecraft/mc-mods/magitech-arcane-engineering)** - *Combines magic and tech*
* **[Create](https://www.curseforge.com/minecraft/mc-mods/create)** *+ lots of add-on's* – *Integrates various steampunk-like machines, making industrialization possibilities limitless.*
* ***..and many more!***

To combat the stalking elements, the pack introduces high-tier automated defensive options and magical industrialization:
▶️Weapons & TechMagic Crossovers
* **[TacZ](https://www.curseforge.com/minecraft/mc-mods/timeless-and-classics-zero)** – Adds fully animated, modular firearms.
* **[Create: Big Cannons](https://curseforge.com/minecraft/mc-mods/create-big-cannons)** – Allows the construction of functional, large-scale defensive artillery for base perimeters.
* **[Ars Nouveau](https://curseforge.com/minecraft/mc-mods/ars-nouveau)** *+ [Ars Creo](https://curseforge.com/minecraft/mc-mods/ars-creo)* – Implements a flexible, customizable spellcasting system, and also bridges directly into *[Create](https://curseforge.com/minecraft/mc-mods/create)* contraptions, automated logistics, and moving train platforms.
* **[Neo Vitae](https://www.curseforge.com/minecraft/mc-mods/neovitae)** - *A magical mod where blood is the currency of power. Harvest it, refine it, weave it into rituals and runes, and bend the world to your will.*
* ***..and many more!***

The world generation and audio design are overhauled to maximize isolation and psychological terror:
▶️Horror & Enviromental Mods
* **[The Broken Script](https://modrinth.com/mod/the-broken-script)** *(with add-ons)* ***(+ more stalkers and dark entities)*** – Immersive, glitchy ARG-inspired elements affect the game, while AI-driven entities like *[The Knocker](https://curseforge.com/minecraft/mc-mods/the-knocker)* and *[The Obsessed](https://curseforge.com/minecraft/mc-mods/obsessed)* actively stalk and terrorize the player's position.
* **[Server-Side Horror](https://curseforge.com/minecraft/mc-mods/sever-side-horror)** & **[Sound Physics (remastered)](https://curseforge.com/minecraft/mc-mods/sound-physics-remastered)** – Adds dynamic echo localization and atmospheric scares that bounce realistically through factory pipes and walls.
* *Future plan is to make custom sounds so stay tuned for that*
* **[Regions Unexplored](https://curseforge.com/minecraft/mc-mods/regions-unexplored)** – Overhauls the landscape with dark, dense, and bleak overworld biomes that blend seamlessly with the building blocks provided by *[Chipped](https://curseforge.com/minecraft/mc-mods/chipped)* and *[Rechiseled](https://curseforge.com/minecraft/mc-mods/rechiseled)*.
* **[No_moon.jar](https://modrinth.com/mod/no_moon.jar)** - *Slowly corrupts your world and slowly turns everything chaotic.*
* **[Morrowless](https://www.curseforge.com/minecraft/mc-mods/morrowless)** - *A dark horror-adventure mod built to make Minecraft survival feel dangerous, unfamiliar, and worth exploring again.*
* ***..and many more!***

With performance in mind, I have gathered a lot of optimization mods, enough to handle over 600+ mods smoothly within a client-side environment
(unless you’re playing on a potato..):
▶️QoL & Optimization Mods
* **Rendering & Optimization** – Uses **[Sodium](https://curseforge.com/minecraft/mc-mods/sodium)** and **[Iris Shaders](https://curseforge.com/minecraft/mc-mods/irisshaders)** alongside **[Voxy](https://modrinth.com/mod/voxy)** for extended level-of-detail rendering over massive distances without sacrificing frame rates.
~~*(When using shaders, make sure you're using a shader that has support for DH, otherwise DH won't render when Iris Shaders is active)*~~ - ***(fixed in v0.2.0)***
* **Stability Libraries** – Utilizes tons of core dependencies such as *[Melody](https://curseforge.com/minecraft/mc-mods/melody), [Bookshelf](https://curseforge.com/minecraft/mc-mods/bookshelf), [GlitchCore](https://curseforge.com/minecraft/mc-mods/glitchcore), [TerraBlender](https://curseforge.com/minecraft/mc-mods/terrablender), [Indium](https://curseforge.com/minecraft/mc-mods/indium), [Patchouli](https://curseforge.com/minecraft/mc-mods/patchouli),* and *[GeckoLib](https://curseforge.com/minecraft/mc-mods/geckolib)*, and **many** more, to ensure *cross-*mod functionality and prevent crash loops.
* **Recipe & Material Unity** – Implements **[Just Enough Items](https://www.curseforge.com/minecraft/mc-mods/jei)** for comprehensive recipe viewing, and *[Almost Unified](https://curseforge.com/minecraft/mc-mods/almostunified)* to merge duplicate ores *(i.e. `Copper`, `Tin`, `Iron`)* from different tech mods into single, functional item IDs.
* ***..and many more!***
The mods listed above are just a tiny sneak peek of what this modpack has to offer.
There are so many mods…
Versions
No current “Full” modlist is available.
However there are, dependent on the latest version, changelogs, aswell as in the launcher itself, you will be able to see all the mods.
▶️Changelogs
*As the modpack updates, mods will be added, updated, removed and replaced. So, to make it easier **(for everyone)**, I have gathered all the changelogs*
### [HERE](https://github.com/ImFloofo7/thelastcircuit/tree/Latest/All%20Changelogs)

Disclaimer:
All bugs, crashes, and errors must be reported on my Discord first.
This is a huge modpack that I have mixed together, so most issues are just mod conflicts in one way or another.
If a problem turns out to be a genuine bug with a specific mod, I will direct you to report it to the mod author for the corresponding mod.
Some mods or versions might not be available on CurseForge and might have to be manually installed/updated
Mods that has to be updated/downloaded manually
Since switching to CurseForge for `v.0.2.0-Alpha`, there are a decent amount of mods available for "quick update" *(since most mods are available on CF)*.
However, I strongly recommend leaving the mods in the modpack as is, until **full** modpack updates are released.
* *(If you don't want to wait and still want to update the mods manually, you might have to look up newer versions that are not available on CurseForge yourself, on Modrinth or elsewhere, though I cannot guarantee compatibility and do I will also **NOT** assist in extensive troubleshooting).*
* *However, if you do decide to update mods and find bugs with newer versions of a mod, it is **highly appreciated** if you would share them with us in the [Discord](https://discord.gg/A3TFF6TqEU) or on GitHub under "[issues](https://github.com/ImFloofo7/thelastcircuit/issues)"*.
The modpack is configured as we want it to be experienced but you are of course allowed to make the changes you want for personal usage.
Any and all configurations are still configurable (for now), but it is recommended to play as we’ve configured it to not cause any unnecessary issues.
Instructions on how to edit (turn them on/off) configs can be found on each respective mod page.
For a decent amount of mods, settings can be changed in the “Mod Menu” and does NOT require you to go into configs for changes..
This modpack combines multiple advanced horror systems (The Broken Script, The Knocker, The Obsessed, ArPhEx, etc); into a single interconnected ecosystem.
By downloading this pack, you acknowledge that it is designed to induce extreme paranoia and psychological dread.
Proceed with caution if you are sensitive to:
- Depictions of graphic violence and blood.
- Themes of suicide and self-harm.
- Verbal and emotional abuse.
- Severe phobia-inducing entities (extreme arachnophobia).
All configuration options remain unlocked (at least for now).
“High-risk mechanics” *(like world corruption or file generation) can be manually adjusted or toggled ON/OFF within the respective mod config files.*
This pack also features ARG and meta-horror elements that mimic system “glitches”.
It is entirely safe and does NOT contain malware, but it can affect your game in the following ways:
- Intentional Crashes & Popups: Can trigger fake error windows and deliberate game crashes.
- File Interaction/Creation: Generates custom text files outside your instance directory as part of the lore.
- World Corruption: Can destroy chunks, corrupt terrain, or render specific worlds unplayable.
- Sensory Triggers: Features close to pitch-black environments *(enviromental configs), sudden loud noises, and flashing lights/patterns-
(Photosensitivity/Epilepsy warning)
- Several horror mods in this pack CAN (and WILL) intentionally
kick or “ban” you from your world as a “psychological scare mechanic”.
To be absolutely sure about how each mod operates and to secure your gameplay experience,
I highly recommend going into the “Mod Menu” (or config files) before playing to toggle ON/OFF any mechanics you do not want, that we already haven’t disabled.
(Most “game breaking” mechanics such as world corrupton and banning is disabled by default).
Please see each mods respective page for instructions on how to do so or create a ticket on my Discord or create an issue on GitHub if you can’t figure it out, and we will do our best to resolve the issue.
###Note: It will NOT turn off your PC, read personal files or brick your instance.
If you would encounter any bug like this, please contact us immediately.
Server Info
- If you are planning to install this on a server, please note that there are several mods (like unknown_file.jar) that need to be removed, and alot that need to be added/moved to the server-side mod directory
Most mods you do actually need to have client-side as well as on the server
More information regarding server setups will be provided in the future if there is enough interest in running this on servers
*(I recommend looking through the mods yourself or use “Env” filter in the CurseForge Launcher).
Credits:
- As of this version (V0.2.0), I do NOT own any of the individual mods or libraries included in this package.
All credit, intellectual property rights, and appreciation go entirely to their respective creators and developers in the open-source community who made these amazing projects possible.
Special thanks:
Special thanks to:
for giving me permission to use their mods!
*Permissions can be found on my GitHub.**
(You can find each respective creator on their individual mod page aswell).
This modpack is created solely for gameplay distribution purposes.