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Configuration

wulfic edited this page Jul 28, 2026 · 1 revision

Configuration

Configs are plain YAML, written on first world load to:

.minecraft/config/mcmmo/

You can edit them by hand, or install Mod Menu + Cloth Config for an in-game editor.


⚠️ The one thing to know first

Editing defaults in the jar does not update an existing config.

On load, mcMMO back-fills keys that are absent from your file. Keys already present on disk are left exactly as they are — including ones you never touched. So if a new release changes a default value, your existing config silently keeps the old one.

To pick up a changed default, delete the key (or the whole file) and let it regenerate.

This catches people out constantly. If a documented default doesn't match what you're seeing in game, check your on-disk file first.


The files

File Controls
config.yml Master switches: RetroMode, milestone advancements, ability cooldowns and durations, bonus-drop lists, anti-exploit toggles, per-command enables, per-skill level caps.
advanced.yml The numbers behind every sub-skill — activation chances, damage bonuses, max levels, caps.
experience.yml XP curve, per-skill XP tables, XP bars, diminishing returns, exploit fixes.
skillranks.yml The level at which each sub-skill rank unlocks (Standard and RetroMode ladders).
coreskills.yml Enable/disable whole skills and individual sub-skills.
treasures.yml Excavation loot tables, Hylian Luck treasure.
fishing_treasures.yml Fishing loot, enchantment tables, shake drops.
repair.vanilla.yml Repairable items and their materials.
salvage.vanilla.yml Salvageable items and their yields.
potions.yml Alchemy brewing tree and custom concoctions.
sounds.yml Per-event sound enable + volume/pitch tuning.
hidden.yml Rarely-touched internals.

Common tasks

Turn a whole skill off

coreskills.yml. It also switches off individual sub-skills, which is the cleanest way to remove a mechanic you dislike without touching its numbers.

Make levelling faster or slower

experience.yml:

Experience_Formula:
    Multiplier:
        Global: 1.0     # 2.0 = twice as fast

Per-skill XP tables live under Experience_Values. See XP and Levelling.

Switch from 1–1000 back to 1–100

General:
    RetroMode:
        Enabled: false

Both ladders ship in every config, so nothing else needs changing.

Stop super abilities firing while you build

Use /mcability in game — instant, per-player, no restart. Or require sneaking to arm them:

Abilities:
    Activation:
        Only_Activate_When_Sneaking: true

Change the ability trigger items

Skills:
    Agility:
        Second_Wind_Item: FEATHER
    Stealth:
        Smoke_Bomb_Item: GUNPOWDER

Neither item is consumed. They must differ from each other — both listen on the same use-item event.

Change the repair/salvage anvils

Skills:
    Repair:
        Anvil_Material: IRON_BLOCK
    Salvage:
        Anvil_Material: GOLD_BLOCK
        Confirm_Required: true

Cap a skill

Skills:
    Mining:
        Level_Cap: 0     # 0 = no limit

Quieten it down

sounds.yml has a per-event enable plus volume and pitch. config.yml has Abilities.Messages and per-skill Anvil_Messages / Anvil_*_Sounds.


When to expect a change to take effect

Most values are read once at load time, so:

  • Hand-edited YAML — takes effect on the next world load.
  • Mod Menu / Cloth Config edits — written straight back to the YAML on disk, and likewise take effect on the next world load, not instantly.

A few things (/mcability, /mcrefresh) are runtime toggles and apply immediately.


Renamed sections

If mcMMO renames a skill between releases, your config section is not silently rewritten — you get a log warning naming the old and new spelling instead. Your config file is yours, and a rewriter that quietly moves your tuning around is a worse failure mode than a line in the log.

Currently: Acrobatics:Agility:.


Validation

Invalid values are handled rather than crashing where possible — an invalid Experience_Formula.Curve resets to LINEAR, for instance. But invalid values in Linear_Values / Exponential_Values will stop mcMMO from starting and print an error in the console. Check the log first if the mod seems to have done nothing at all.

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