All the Mons cover

All the Mons

A dream crossover of the All the Mods series and Cobblemon. Raise Pokémon through tech and magic automation, build a powerful team, and enjoy all the mods together.

MC 1.21.1 NeoForge 보통 ★ Featured
📘

Complete Guide for All the Mons

Early/mid/late progression with core mod strategies — read this first.

📖 What This Modpack Is About

All the Mons (ATMons) is a unique crossover pack that fuses the ATM series' kitchen-sink structure with Cobblemon's Pokémon system inside a single modpack. Not a plain Pokémon adventure, not a regular kitchen-sink — a modpack where you can be 'a Pokémon trainer *and* the owner of a massive automation factory' at the same time.

**Core synergy** — resources from Mekanism's 5x ore processing fuel automated Apricorn farms for infinite Poké Ball production, Botania magic auto-harvests evolution stones, Applied Energistics 2's ME system unifies Pokémon and item management, Create's conveyors automate Pokémon farms. The fun of combining two worlds that usually live apart is ATMons' identity.

**Progression goes parallel or sequential.** You pick the entry point freely — start with catching your first Cobblemon and gradually connect automation lines, or build the Tinkers/Create automation base first and enter Pokémon content afterward. For me, the split that worked: my kid got hooked on catching Pokémon, while I built Poké Ball and healing item automation lines next to her.

With an 11-year-old, ATMons' biggest strength is **'Pokémon' as a familiar starting point**. Pure kitchen-sinks like ATM10 can overwhelm kids initially, but ATMons gives kids a clear first goal — 'let's catch Pokémon!' — making adaptation natural. Great as a kid's first modpack, and also a smooth bridge for someone moving from Pokémon games into Minecraft modpacks.

If Cobbleverse is 'a complete Pokémon adventure using only Cobblemon,' ATMons is closer to 'Cobblemon layered onto ATM10 to get both joys.' Content variety in the pack is overwhelming, so it fits long-term 200–400 hour play sessions well.

Once you actually launch it, the natural starting point ends up being Make 'catch first Pokémon' your first-hour goal. There's a bit of fumbling at first, but after a death or two you start seeing the rhythm this pack is going for. If that sounds like your kind of thing, this is the sort of pack you'll end up sinking several days into the same save.

👉 Full progression, core mod analysis, and late-game builds are covered in the All the Mons Complete Guide.

🚀 Or — Other Helpful Guides

💡 Quick Start Tips

If you're just starting, keeping these three in mind makes the first hour or two much smoother. Read top to bottom — they're written as a flow, not a checklist.

1 Make 'catch first Pokémon' your first-hour goal — ATMons has two starting paths, which can be disorienting. Set **'catch your first Pokémon'** as your first concrete goal. Following Cobblemon's base mechanics: craft Poké Balls from Apricorns → encounter wild Pokémon → catch. With kids, 'today we both catch our first Pokémon' makes a great first-session mission.

2 Automate Apricorn farms early — Poké Balls are the foundational resource for all progression, and manual harvesting hits a wall fast. **Right after settling base, automate the Apricorn farm** — Botania's Solegnolia, Create auto-harvesters, Mekanism Logistical Sorter all in one go. The #1 'why didn't I do this earlier' automation in late game.

3 Unify Pokémon storage with AE2 ME system — Cobblemon's PC boxes alone don't scale into late game. Integrate **Pokémon-adjacent items (evolution stones, training items, healing potions)** into an AE2 ME system, accessible from any ME terminal anywhere. Kids' 'where are the healing potions?' moments disappear.

🧩 Included Mods (8)

📚 Related Guides

❓ FAQ

How is it different from ATM10 and Cobbleverse?

Their positions are clearly distinct. **ATM10** is a pure kitchen-sink (no Pokémon, focused on automation/tech/magic). **Cobbleverse** is a pure Cobblemon adventure (almost no tech automation, a 'Pokémon game' modpack). **ATMons** sits in the middle — ATM10's automation/tech/magic infrastructure with Cobblemon layered on top, letting the two systems connect freely. 'Want both' → ATMons. 'Focus on one' → ATM10 or Cobbleverse.

Can I enjoy it without caring about Pokémon?

Yes — tech/magic-focused play is fully viable (practically ATM10 minus the Cobblemon side). However, **Pokémon items like Poké Balls and evolution stones appear as resources**, so completely ignoring Cobblemon means missing some content. If playing with a kid, letting the kid handle Pokémon while parent focuses on automation works naturally.

Is it okay to play with an 11-year-old?

Very much so. I play with my own 11-year-old, and ATMons gives kids **a familiar entry point in 'Pokémon'**, lowering the barrier for first-time modpack players. Kid catches and trains Pokémon while parent designs automation lines — both sides satisfied. Almost no scary content, so visually and audibly kid-friendly.

Performance / RAM requirements?

More mods than ATM10, so **10–12GB RAM recommended** (8GB minimum). Stable at 16GB+ system RAM. CPU: 4+ cores recommended. Pokémon battles spike rendering load briefly, so capping chunk render distance at 8–12 chunks keeps things stable.

I don't know where to start.

Recommended order: **(1) Settle base + Tinkers' Construct basic tools** → **(2) Catch first Pokémon + manual Apricorn farm** → **(3) Create windmill for first automation + train 1–2 Pokémon** → **(4) Automate Apricorn farm + Mekanism ore processing** → **(5) Unify Pokémon and items via AE2**. Split with your kid: kid gets the Pokémon parts (2)+(3), parent gets the automation parts (1)+(4)+(5).