MmmMmmMmmMmm guide for All the Mods 10 2.12
MmmMmmMmmMmm guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 16, 2026 · text last changed Oct 15, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mons 0.3.0-beta to 1.3.0FTB Skies 2 1.21.1 to 1.24.0FTB Skies 2: Aero 1.1.0 to 1.10.0FTB StoneBlock 4 1.17.1 to 1.23.0
- Sections
- 6
- Recipes shown
- 1
- Items named
- 1
3 sections are written for this pack; 3 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 2.12's own files.
What is MmmMmmMmmMmm?
3 parts
Same as in the All the Mods 10 8.1 guide
MmmMmmMmmMmm is a tiny mod that adds exactly one item: a Target Dummy. You place it in the world, hit it, and it wiggles and shows you big floating damage numbers. It's a handy way to test your weapons and your DPS without hunting for mobs.[1]
The pack includes version 1.21-2.1.0 of the mod, and it has been there since All the Mods 10 2.25 or earlier. This version is a rewrite of the original 1.12 mod by bonusboni.[1][2]
What it does
- Right click a block to place the dummy. It can face 16 different directions depending on which way you face, like an armor stand.[1]
- Right click it with armor or equipment to dress it up. Click the matching body part to take a piece off. Dressing it up makes the numbers smaller.[1]
- Damage numbers change color with the damage type. Critical hits show red and lightning shows yellow. Several numbers can be on screen at once, and they fade so you can tell which is newest.[1]
- Remove it with shift and left click using an empty hand. You can also break it by removing the block under its feet.[1]
- A dispenser can place the dummy for you, which helps with automated testing.[1]
Mob types and extras
Put an undead mob head on the dummy and it becomes an undead target, which is great for testing a smite weapon. A turtle helmet makes it a water mob, and a pillager banner makes it a pillager. Other mobs still won't attack it. It just takes extra damage from the matching enchantments.[1]
Equip a pumpkin or a jack o lantern and it acts as a scarecrow that scares nearby animals. You can also try shearing it to get a different skin.[1]
Who it's for
It's for anyone who wants to compare weapons, enchantments or armor setups safely. It's a utility, not a progression mod, so you can use it at any point.[1]
Unverified The sources I was given don't show whether the pack changes any of this mod's config values. They also don't show any quest or ATM Star path involvement for the mod, so I can't say where it fits in the pack's progression.
How do you get started with MmmMmmMmmMmm?
3 parts
Same as in the All the Mods 10 8.1 guide
Good news: getting started with this mod is quick, because it adds exactly one item, the Target Dummy. Once you've made one, you can see how much damage your weapons and builds actually deal.[1]
Craft your Target Dummy
The dummy has a single crafting recipe in the pack, and it's the first thing to make. The block below shows the exact in-pack recipe.[3]
Crafting Shaped
Recipe id: dummmmmmy:dummy_crafting
Place it and start hitting
- Right click on a block with the dummy to place it. It can face 16 different directions depending on which way you face when you place it, just like an armor stand.[1]
- Hit it. It wiggles and shows the damage you dealt as large numbers, so it's a handy way to test a new weapon.[1]
- Dress it up if you like: right click the dummy with the armor or equipment you want to put on it. To take a piece off, click the matching body part. The mod's page says dressing it up makes the numbers smaller.[1]
- When you're done testing, remove it by shift left clicking it with an empty hand.[1]
Handy tricks once you have one
- Testing something like a smite sword? Equip the dummy with an undead mob head and it changes its type to match. A turtle helmet makes it a water mob, and a pillager banner makes it a pillager.[1]
- Mimicking a mob type doesn't make other mobs attack the dummy. It just takes more damage from the matching enchantments and similar effects.[1]
- Put a pumpkin or jack o lantern on it and it works as a scarecrow, scaring nearby animals.[1]
- You can shear the dummy to get a different skin.[1]
- For automation, a dispenser can place the dummy. You can also break it by removing the block under its feet.[1]
How does MmmMmmMmmMmm work?
8 parts
This mod doesn't have machines, multiblocks or power networks. It adds exactly one item, the Target Dummy, and everything it does happens through placing it, hitting it, and changing what it wears. Once you know those interactions, you've got the whole mod.[1]
Crafting Shaped
Recipe id: dummmmmmy:dummy_crafting
The only recipe that makes a Target Dummy in this pack.
Placing and removing the dummy
- Right-click a block with the Target Dummy to place it. Like an armor stand, it can face 16 different directions depending on which way you're facing when you place it.[1]
- To pick it back up, shift-left-click it with an empty hand.[1]
- You can also break it by removing the block under its feet. It can be killed with the /kill command, by withers, and by void damage.[1]
Reading your damage
When you hit the dummy, it wobbles and shows how much damage you dealt. It reacts to all damage types. Several numbers can be on screen at once, and they fade out so you can tell which one is newest. Your DPS appears on the status bar.[1]
In this pack, general.DPS_mode is set to DYNAMIC, so the DPS message updates live while you attack. The other options are STATIC, which only shows the message after each parse, and OFF.[4]
Numbers are colored by damage type. Critical hits are red and lightning is yellow, for example. Each color is set in the client config under keys like visuals.damage_type_colors.dummmmmmy:critical and visuals.damage_type_colors.. The config notes that you have to edit the file by hand to change these colors.[1][5]
There are colors for fire, cold, explosion, thorns, wither, drowning, dragon breath, sonic boom, trident, wind charge, bleeding and true damage, among others. For example, visuals.damage_type_colors. and visuals.damage_type_colors.minecraft:sonic_boom each have their own entry.[5]
- Crits: visuals.crit_mode is set to COLOR_AND_MULTIPLIER in this pack. The alternatives are COLOR and OFF.[5]
- Damage vs hearts: visuals.show_hearths is false, so you see raw damage rather than hearts, where one heart equals two damage.[5]
- Visibility: visuals.damage_numbers and visuals.full_bright_damage_numbers are both on, so numbers display fullbright even in dark rooms.[5]
- Hay particles: visuals.hay_particles is on, so hay flies off when you deal damage.[5]
- Swing: visuals.animation_intensity is 0.75, matching the mod default. It controls how many degrees the dummy swings relative to the damage dealt.[5]
Equipment and mob types
You can dress the dummy in armor and equipment just like an armor stand. Right-click it with an item to equip it. To take a piece back off, click the matching body part. Custom armor models from other mods are meant to render on it too.[1]
What the dummy wears can also change what kind of mob it counts as. This is handy for testing enchantments that only work against certain mobs. It only affects how much damage the dummy takes from things like matching enchantments.[1]
- An undead mob head makes it count as undead, perfect for testing a Smite sword.[1]
- A turtle helmet makes it a water mob.[1]
- A pillager banner makes it a pillager mob.[1]
Boss mode
Giving the dummy a banner puts it into boss mode, which gives it a health bar. In this pack, general.boss_health is 200, the same as the mod default, and the allowed range is 1 to 1,000,000. The bar color, general.boss_health_bar_color, is YELLOW.[4]
Unverified The sources don't explain how boss mode interacts with the pillager-banner mob type described above, or which banners trigger boss mode.
Scarecrow
Equip the dummy with a pumpkin or jack o'lantern and it becomes a scarecrow that scares nearby animals. In this pack, scarecrow.scare_radius is 12, matching the mod default, with an allowed range of 0 to 100.[1][4]
All animal entities are scared by default. scarecrow.mobs_whitelist adds extra mobs to the list, and scarecrow.mobs_blacklist excludes animals from being scared. Both lists are empty in this pack.[4]
Automation
The dummy works with dispensers, so you can place it automatically. To remove it automatically, take away the block it stands on.[1]
Options that are off in this pack
- Decoy: general.dummy_decoy would make monsters target a dummy wearing a player head. It's set to false here, so monsters ignore it.[4]
- XP training: general.xp_per_damage_on_hit is 0, the mod default, so hitting the dummy drops no experience.[4]
- Damage numbers on other mobs: mobs_damage_numbers.damage_mode and mobs_damage_numbers.healing_mode are both NONE, so damage and healing numbers only show on the dummy, not on other entities.[4]
Skins
Shear a dummy to give it a different skin. The client option visuals.texture sets the skin and is DEFAULT in this pack. The other choices are ORIGINAL, ALTERNATIVE and DUNGEONS.[1][5]
How do you progress through MmmMmmMmmMmm?
Same as in the All the Mods 10 8.1 guide
The sources show only one recipe for this mod in the pack: the Target Dummy. It is a shaped crafting recipe, and no other recipe in the pack makes an item from this mod, so there are no tiers or upgrade steps to follow.[3]
Crafting Shaped
Recipe id: dummmmmmy:dummy_crafting
This is the only in-pack recipe that makes a Target Dummy.
Which MmmMmmMmmMmm config options matter?
2 parts
This mod splits its settings across two files: config/dummmmmmy-client.toml for everything visual on your side, and config/dummmmmmy-common.toml for how the dummy actually behaves. Most of the values here are the ones you'll want to poke at after your first DPS test.[4][5]
Behaviour (common)
The single most quality-of-life setting is general.disable_equipment_damage, which the pack has turned on. With it enabled your gear doesn't take durability damage while you're whaling on a dummy, so you can parse your damage all day without burning through a weapon.[4]
DPS readouts are controlled by general.DPS_mode, set to DYNAMIC in the pack. That means the DPS message updates live instead of only appearing after each parse; the other choices are STATIC and OFF.[4]
Give a dummy a banner and it flips into boss mode. The pack keeps general.boss_health at 200, the mod default, with a range of 1 to 1,000,000 if you want a much beefier punching bag, and general.boss_health_bar_color is YELLOW out of the options PINK, BLUE, RED, GREEN, YELLOW, PURPLE and WHITE.[4]
- general.xp_per_damage_on_hit is 0 in the pack, matching the mod default, so dummies drop no XP when hit. Raise it (up to 100.0) if you want training to pay out XP scaled to the damage you deal.[4]
- general.dummy_decoy is false, so monsters won't target a dummy wearing a player head. Flip it to true if you want a decoy.[4]
- Put a pumpkin on a dummy and it acts as a scarecrow. scarecrow.scare_radius is 12 in the pack, the mod default, and can go from 0 to 100.[4]
- scarecrow.mobs_whitelist and scarecrow.mobs_blacklist are both empty in the pack. All animal entities are scared by default; use the whitelist to add anything that isn't covered and the blacklist to exempt specific animals.[4]
- mobs_damage_numbers.damage_mode and mobs_damage_numbers.healing_mode are both NONE, so ordinary mobs don't show floating damage or healing numbers. Set either to ALL_ENTITIES, ALL_PLAYERS or LOCAL_PLAYER if you want numbers everywhere, not just on dummies.[4]
Visuals (client)
Damage numbers are on via visuals.damage_numbers, and the pack also leaves visuals.full_bright_damage_numbers on so the particles render fullbright and stay readable in a dark testing room. visuals.hay_particles is on too, giving you the little puff of hay on every hit.[5]
visuals.show_hearths is false, so you get raw damage values rather than hearts, where one heart would equal two damage. Crits use COLOR_AND_MULTIPLIER through visuals.crit_mode, which tints the number and shows the multiplier; COLOR and OFF are the alternatives.[5]
If the dummy's flailing bothers you, visuals.animation_intensity controls how far it swings in degrees relative to the damage dealt. The pack uses 0.75, the mod default, and it accepts anything from 0.0 to 2.0. The skin comes from visuals.texture, set to DEFAULT, with ORIGINAL, ALTERNATIVE and DUNGEONS also available.[1][5]
What changed in MmmMmmMmmMmm between versions?
3 parts
All the Mods 10 2.12 includes MmmMmmMmmMmm at version 1.21-2.0.6. It was first included in All the Mods 10 0.53 or earlier.[6]
The entries below come from the mod's own changelogs for its last few releases.[7][8][9]
1.21-2.0.6 (the version in this pack)
- Fixed some enchantment code that kept the server level loaded in memory when you were on the main screen.[7]
1.21-2.0.4
- The dummy boss bar is now removed when the dummy is killed.[8]
- The dummy no longer triggers pressure plates.[8]
- Added an es_mx translation.[8]
1.21-2.0.3
- Fixed an issue where very high damage values spawned way too many particles.[9]
Sources
- MmmMmmMmmMmm project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- All the Mods 10 8.1 recipe dump: recipes making MmmMmmMmmMmm items · pack recipe dump
- All the Mods 10 2.12 config: config/dummmmmmy-common.toml · pack file
- All the Mods 10 2.12 config: config/dummmmmmy-client.toml · pack file
- All the Mods 10 2.12 mod list · pack file
- MmmMmmMmmMmm 1.21-2.0.6 changelog · changelog
- MmmMmmMmmMmm 1.21-2.0.4 changelog · changelog
- MmmMmmMmmMmm 1.21-2.0.3 changelog · changelog
Where this guide comes from
Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 16, 2026.
Guides for other versions: 8.2 to 8.3 · 2.13 to 8.1 · 0.53 to 2.11