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XP and Levelling
RetroMode is on by default.
| Standard | RetroMode (default) | |
|---|---|---|
| Level range | 1–100 | 1–1000 |
Unlock levels in skillranks.yml
|
as written | ×10 |
Turn it off in config.yml:
General:
RetroMode:
Enabled: trueEvery config file ships both ladders — a Standard: and a RetroMode: block under each sub-skill — so switching modes doesn't require re-tuning anything.
⚠️ This is the single most common source of "my ability won't unlock". With RetroMode on, rank 1 of most super abilities is skill level 50, not 5. If you granted yourself 10 levels to test something and nothing happened, that's why.
experience.yml → Experience_Formula:
Experience_Formula:
Curve: LINEAR
Linear_Values:
base: 1020
multiplier: 20
Exponential_Values:
multiplier: 0.1
exponent: 1.80
base: 2000
Cumulative_Curve: false
Multiplier:
Global: 1.0
PVP: 1.0| Curve | Formula |
|---|---|
LINEAR (default)
|
base + (level × multiplier) |
EXPONENTIAL |
multiplier × level ^ exponent + base |
An invalid value resets to LINEAR.
At the shipped linear defaults, levelling from N to N+1 costs 1020 + 20N, and reaching level 1000 costs 11,010,000 XP in total.
Multiplier.Global is the blunt instrument for pacing the whole mod — set it to 2.0 to level twice as fast, 0.5 for half.
Cumulative_Curve: true makes every curve use your power level instead of the individual skill level, so a high-power-level player needs much more XP for the next level in every skill. Off by default.
Eggs:
Multiplier: 0 # mobs from spawn eggs
Mobspawners:
Multiplier: 0 # mobs from spawnersBoth are 0 by default — mobs that weren't naturally spawned pay no combat XP at all. Raise them if you want spawner farms to count.
Combat XP is paid per hit, not per kill. This is a deliberate change from upstream mcMMO and it shifts the whole combat XP rate — a tanky mob you hit fifteen times pays fifteen times.
Per-mob multipliers live in experience.yml → Experience_Values.Combat.Multiplier, e.g. Creeper 4.0, Skeleton 3.0, Spider 2.0, Zombie 2.0, animals 1.0.
Parkour, Swimming, Flying and Stealth are paid per second of travel, not per block, with each tick's distance clamped at a reference speed. Travelling faster than the reference pays nothing extra.
This is the most unusual XP model in the mod, and it exists so speed buffs aren't XP multipliers and so the movement skills can't accelerate their own levelling. Full explanation on Movement Skills.
experience.yml → ExploitFix. These are all on by default and each closes a specific farm:
| Gate | What it stops |
|---|---|
| Placed-block tracking | Placing a block and re-breaking it for XP. Tracked across restarts — placed_blocks.dat in your world folder. |
Fishing |
Repeatedly fishing the same small patch of water. |
TreeFellerReducedXP |
Tree Feller paying full XP for a whole tree. |
LavaStoneAndCobbleFarming |
Cobble/stone generator farms. |
PistonCheating |
Moving tracked blocks with pistons to launder them. |
SnowGolemExcavation |
Snow golem snow farms. |
EndermanEndermiteFarms |
Endermite-based enderman farms. |
LimitTallPlantFarming |
Bone-mealed unnaturally tall plants. |
Agility |
Various movement XP abuses. |
Stealth.Require_Movement_Input |
Earning sneak XP while being carried. Details. |
Unarmored.Require_Living_Attacker |
Cactus/fire/drowning damage farms. Details. |
Unarmored.Max_Awards_Per_Attacker |
One zombie hitting you through a slab forever. |
There is also a diminishing-returns system, and Skills.Herbalism.Prevent_AFK_Leveling (shipped on), which stops crops harvested from horseback paying XP.
A fading, per-skill XP boss bar appears above the hotbar as you train.
experience.yml → Experience_Bars:
Experience_Bars:
Enable: true
Hide_Delay_Seconds: 10
Max_Visible: 3
Update:
Passive: true # smelting, brewing, etc.| Knob | Effect |
|---|---|
Enable |
Turn all XP bars off. |
Hide_Delay_Seconds |
How long a bar stays after you stop gaining XP in that skill. |
Max_Visible |
How many bars may show at once. Default 3, 0 = unlimited. |
Boss bars stack downward over the hotbar, so an unbounded number eventually covers the screen — sprinting through a forest while mining can easily have five skills live at once. When a new bar appears and Max_Visible are already showing, the least recently trained one is hidden to make room.
Per-skill colour and style are configurable too:
Agility:
Enable: true
Color: PINK
BarStyle: SEGMENTED_6Child skills show bars too. Agility's bar appears while you're moving, even though Agility itself earns no XP — its progress is the average of its parents'.
⚠️ Changing a default in a new release won't reach your existing config.Enable,Max_Visibleand friends are only written when absent. Delete the key to pick up a new default.
Hidden vanilla advancements are granted at each milestone. With Advancement Plaques installed they render as large animated plaques; without it you get an ordinary advancement toast. Either way the advancement is granted identically — zero dependency in either direction.
| Milestone | Trigger |
|---|---|
| Round level | A skill crosses a multiple of Level_Interval (default 100). |
| Rank unlock | Any sub-skill reaches a new rank. |
| Skill maxed | A skill hits its level cap. |
| Power tier | Total power level crosses 500 / 1 000 / 2 000 / 3 500 / 5 000 / 10 000. |
General:
Milestone_Advancements:
Enabled: true
Level_Interval: 100Because the advancements are hidden, they never clutter the vanilla advancement tree.
Every skill has a Level_Cap in config.yml, 0 meaning no limit:
Skills:
Mining:
Level_Cap: 0Capping a child skill (Agility, Salvage, Smelting) caps what its sub-skills can reach, since they gate on the derived level.
mcMMO-SP — a single-player Fabric port of mcMMO by nossr50 and the mcMMO team. Licensed GPL-3.0-only.
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