All the Mods 7 packs 338 mods into Minecraft 1.18.2 on Forge, from Mekanism factories to Ars Nouveau spellcraft. Here is what it needs to run well with friends.
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All the Mods 7 is the ATM Team's 1.18.2 entry in the kitchen-sink series: 338 mods in one world, no single theme, no prescribed path. It has passed three million downloads on CurseForge and its final build, ATM7-1.0.4, landed in March 2024 — so the pack is settled rather than moving.
It suits a group that wants breadth. If your friends argue about whether to play a tech pack or a magic pack, ATM7 ends the argument by containing both, plus the exploration and building mods nobody remembers to ask for.
The first evening is close to vanilla survival. After that the pack opens sideways rather than forwards: you choose a mod that looks interesting, and its requirements drag you into three others. Power leads to ore processing, ore processing leads to automation, automation leads to storage — and somewhere in there someone in your group discovers a magic mod and disappears for a week.
The quest book is a catalogue rather than a campaign. It shows what is in the pack, hands out useful rewards for trying things, and gives a server full of people a shared list to work through without forcing anyone down one route.
ATM7 runs on Minecraft 1.18.2 with Forge. Earlier builds of the pack targeted 1.18.1, 1.18 and 1.17.1, which is worth knowing when someone joins with an old copy from an archived launcher install. Server and client must be on the same pack build; a mismatch is the most common reason a player cannot connect.
Because development has stopped, a 1.18.2 ATM7 world is stable ground. You will not wake up to a pack update that changes recipes underneath a base your group spent a month building.
Plan for 6 GB as a working minimum with two or three players, 8 GB for a normal group of four to six, and 10 GB or more once you have several bases with automation running at the same time. ATM7 is slightly lighter than ATM8, but it is still a 338-mod pack and it behaves like one.
Single-thread CPU speed decides how the server feels once machines are running. Memory stops crashes; a fast core stops the rubber-banding that makes a busy base unpleasant to stand in.
Mekanism's processing chain is the reason most ATM7 groups stop mining by hand. Each tier of machinery multiplies what an ore is worth, and the pull to build the next tier is what carries a server through its middle weeks. Keep an eye on what it costs in power, and on how many chunks it keeps awake.
Not everyone wants machines. Ars Nouveau lets a player build spells from parts and gives the magic side of the server real progression instead of a few novelty items, which keeps a mixed group together on one world rather than splitting into two servers.
No, but ignoring it wastes the pack. The quests exist to point you at mods you would not otherwise open, and the rewards remove a lot of early grinding. Treat it as the pack's index, not its plot.
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