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Configuration

LlaGuiTo edited this page Oct 5, 2026 · 2 revisions

Configuration

Applies to Carry Mechanics across all supported versions.

config/carry_mechanics-common.toml

Also editable from the mod's config screen. Nothing needs changing.

Pickup

Option Default Range What it does
maxDistance 2.5 0.0 – 10.0 Maximum pickup range.
maxEntityHeight 2.5 0.0 – 10.0 Height limit for picking up an entity.
maxEntityWidth 1.5 0.0 – 10.0 Width limit for picking up an entity.
pickupAllBlocks false — Allow picking up blocks without tile entities.
pickupUnbreakableBlocks false — Allow picking up unbreakable blocks.
pickupHostileMobs false — Allow picking up hostile mobs.
allowBabies false — Allow picking up babies.

maxDistance at 2.5 blocks is deliberately short — you have to be close to what you are grabbing.

pickupAllBlocks is the one that changes the feel of the mod. Off, only blocks with tile entities are carryable, which keeps it sane. On, you can carry any block at all.

The three false-by-default options (pickupUnbreakableBlocks, pickupHostileMobs, allowBabies) exist because each of them is an obvious way to break a world or a build. Turn them on deliberately.

Slowness

Option Default Range
blockSlownessMultiplier 1.0 0.0 – 10.0
entitySlownessMultiplier 1.0 0.0 – 10.0
heavyEntities true —
heavyTiles true —
slownessInCreative true —

Blocks and entities have separate multipliers, so you can make chests heavy and sheep light if that suits your pack.

Setting a multiplier to 0.0 removes slowness entirely for that category.

heavyEntities and heavyTiles enable the weight system at all; turn them off and everything moves at normal speed.

slownessInCreative means creative-mode players are affected too — false exempts them.

Carrying and stacking

Option Default Range What it does
maxEntityStackLimit 10 1 – 100 How many entities can be stacked.
entitySizeMattersStacking true — Larger entities occupy more stack slots.
stackableEntities true — Enable stacking at all.
dropCarriedWhenHit false — Drop what you are carrying when you take damage.
hitWhileCarrying false — Allow hitting while carrying.

entitySizeMattersStacking is the interesting one: with it on, a stack of ten cows takes more room than a stack of ten chickens. It is what stops entity stacks from being a free way around mob caps.

dropCarriedWhenHit defaults to off, so you keep what you are carrying through a fight. Turn it on if you would rather not risk dropping a chest of diamonds.

Rendering

Option Default What it does
renderArms true Render the arms in the carry pose.
renderNameTag true Render the name tag of a carried entity.

Whitelists

Option Default What it does
useWhitelistBlocks false Treat the block tag as a whitelist rather than a blacklist.
useWhitelistEntities false Same, for entities.
useWhitelistStacking false Same, for stacking.

All three default to blacklist behaviour: the tag lists what is disallowed. Flip one to whitelist and the same tag becomes an allow list — usually much easier to reason about in a modpack.

See Tags.

Scripting

Option Default What it does
useScripts true Enable datapack-driven scripts.

With scripting on, datapacks can attach conditions and custom commands to carry behaviour — so a rule can depend on game state, not just on what the item is. That is the most powerful and least obvious feature of the mod.

Turning it off leaves the config and tag layers working, which is what you want if a pack's scripts misbehave.

Tuning

Symptom Change
Cannot reach the thing you want to grab Raise maxDistance
Grabbing things you did not mean to Leave pickupAllBlocks off
Carrying is too annoying Set both slowness multipliers to 0, or turn off heavyEntities / heavyTiles
Dropping things in fights dropCarriedWhenHit is already false
Want an allow list instead of a deny list Flip the relevant useWhitelist* to true
A pack's scripts misbehave useScripts = false

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