Hats in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 26.1-1.2.0 · First seen in 1.0.2

Checked Oct 17, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json

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Hats is a mod in FTB Evolution 2 1.4.0, where it is version 26.1-1.2.0. No verified summary yet. A full guide is planned.

Hats guide for FTB Evolution 2

Written for FTB Evolution 2 1.2.1 · also fits 1.2.0 to 1.4.0 · updated Oct 16, 2026

Last verified for FTB Evolution 2 v1.4.0 on Oct 16, 2026 · text last changed Oct 16, 2026

Sections
4

Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.

What is Hats?

Hats is part of this pack at version 26.1-1.2.0, shipped as the file hatsneoforge-26.1-1.2.0.jar. It has been in the pack since version 1.0.2 or earlier, so it is a long-standing part of the mod list rather than a recent addition.[1]

The sources I have for this pack only cover the mod's version and when it joined the pack. They don't describe its items, mechanics or recipes, so I'm not going to guess at those here.[1]

How do you get started with Hats?

3 parts

Hats adds a big collection of cosmetic head items, from crowns and beanies to cowboy hats and halos. The first thing to know about Hats in this pack is that you don't start with them: you earn them.[2]

Hunting mode: unlock hats by killing mobs

The pack runs hats in HUNTING mode. In that mode, hats must be unlocked by killing mobs. The other option, COSMETIC, would unlock every hat from the start, but this pack doesn't use it. Both hat config files agree on this setting, see hatMode and hatMode.[3][4]

Hats, mob hats and player hats are all switched on in enableHats, enableMobHats and enablePlayerHats.[4]

Your first steps

  1. Go out and fight. Mobs can spawn wearing hats, and killing mobs is how you unlock hats in this pack.[3]
  2. Don't skip the boss mobs. bossMobHats is on, so the ender dragon, wither, elder guardian and warden can spawn with hats too.[3]
  3. Watch for mobs that steal hats. With mobHatTakeover on, a hatless mob that kills a hatted mob inherits the hat.[3]

How often mobs spawn hatted is controlled by the spawn chance option, where 0.0 means never and 1.0 means always. mobHatSpawnChance lists 0.6, while mobHatSpawnChance lists 0.1. Each mob type also has its own toggle in the same file, for example mobHats.zombie and mobHats.creeper, and both of those are on.[3][4]

Tip: Undead mobs wearing a hat can still burn in sunlight, because preventUndeadFire is false in this pack. Keep that in mind if you are chasing a hat from a zombie or skeleton in daylight.[3]

Menus and messages

How does Hats work?

5 parts

In this pack, Hats is driven by its config files: a hat mode that decides how you get hats, mob hat spawning, and hat launching between players. This section walks through each one using the pack's settings.[3][4]

Master switches

The pack's hats.json turns on enableHats, enableMobHats and enablePlayerHats, so hats, hats on mobs and hats on players are all active.[4]

How you unlock hats

hatMode accepts COSMETIC or HUNTING. COSMETIC unlocks every hat. HUNTING means you have to unlock hats by killing mobs. The pack uses HUNTING in both hats-common.toml and hats.json (hatMode), so you earn your collection.[3][4]

hatUnlockChatAnnouncement is off in the pack. If you turn it on, a chat message goes out to everyone whenever a player unlocks a new hat for the first time. The hat name is colored by rarity and hovering shows its info.[3]

Mobs wearing hats

mobHatSpawnChance sets the chance for mobs to spawn wearing a hat, from 0.0 (never) to 1.0 (always). hats-common.toml sets it to 0.6, which is also the mod default. The pack's hats.json lists a different value, 0.1, under mobHatSpawnChance.[3][4]

Each mob type also has its own toggle, such as mobHats.zombie, mobHats.creeper and mobHats.villager. All of them are set to true in the pack, so every listed mob can spawn hatted.[3]

  • bossMobHats is true, so boss mobs (ender dragon, wither, elder guardian, warden) can spawn with hats. Their per-mob toggles still apply, for example mobHats.warden.[3]
  • mobHatTakeover is true: when a hatless mob kills a hatted mob, the killer inherits the hat.[3]
  • disableContributorHats is false, so contributor hats (marked (C)) are included in random mob hat spawn rolls. If you turn it on, hats that are already worn are left alone.[3]
  • preventUndeadFire is set to false, and the pack's file marks it as changed from the mod default. When true, undead mobs wearing a hat do not burn in sunlight, so that protection is off here.[3]

Launched hats

Hats can be launched as entities. A launched hat lives for the number of ticks in hatEntityLifespan before it disappears. The pack uses 6,000, which is the mod default, and the allowed range is 20 to 72,000.[3]

When a launched hat hits another player, hatLauncherReplacesPlayerHat (true in the pack) lets it knock off the hat they were wearing. hatLauncherDoesNotRemoveHatFromInventory is also true, so the hat you replace is kept in that player's inventory.[3]

Menus and messages

guiStyle picks the hat menu: LEGACY is the Hats 1.7.10 window and MODERN is the Hats 1.16.5 / Renewed grid. hatStandGuiStyle does the same for the hat stand menu. Both are LEGACY in the pack.[3]

showRarityColorsEverywhere is off, so Legacy GUI hat names are not colored by rarity outside the rarity categories. showWelcomeMessage is on, so you see the Hats welcome message in chat when you join a world.[3]

Which Hats config options matter?

6 parts

Hats is configured through config/hats-common.toml and a smaller config/hats.json that holds the master switches. Here are the options you are most likely to touch, and what this pack sets them to.[3][4]

Hat mode: hunting, not cosmetic

The pack runs in HUNTING mode, so you have to unlock hats by killing mobs. The other choice is COSMETIC, which unlocks every hat from the start. Both hatMode and hatMode are set to HUNTING.[3][4]

Spawn chance

mobHatSpawnChance controls how often mobs spawn wearing hats, from 0.0 (never) to 1.0 (always). In config/hats-common.toml the pack sets 0.6, which is also the mod default. The separate mobHatSpawnChance in config/hats.json is set to 0.1.[3][4]

Master switches

Which mobs can wear hats

Every mob has its own toggle under mobHats, for example mobHats.zombie and mobHats.creeper. In this pack all of them are true. bossMobHats is also true, so the ender dragon, wither, elder guardian and warden can spawn with hats too. When it is off, bosses never spawn hatted.[3]

  • mobHatTakeover is true: when a hatless mob kills a hatted mob, the killer inherits the hat.[3]
  • disableContributorHats is false, so contributor hats stay in the random mob hat rolls.[3]
  • preventUndeadFire is false, so undead mobs wearing a hat still burn in sunlight. The config file flags this option as changed by the pack, but the default it lists is also false.[3]

Hat launcher

Menus and chat messages

Sources

  1. FTB Evolution 2 1.2.1 mod list · pack file
  2. hats names, screen text and descriptions (English lang file) · official mod data
  3. FTB Evolution 2 1.2.1 config: config/hats-common.toml · pack file
  4. FTB Evolution 2 1.2.1 config: config/hats.json · pack file
Where this guide comes from

Written from what FTB Evolution 2 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: 1.0.2 to 1.1.0

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Version in each release

9 releases, first in 1.0.2
FTB Evolution 2VersionJarWhere it came from
1.4.0
Oct 17, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.3.2
Oct 16, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.3.1
Oct 15, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.3.0
Oct 14, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.2.2
Oct 13, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.2.1
Oct 12, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.2.0
Oct 12, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.1.0
Oct 10, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release
1.0.2
Oct 8, 2026
26.1-1.2.0hatsneoforge-26.1-1.2.0.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

333 items from the 1.4.0 recipe dump.

...and 273 more.

Config options (how FTB Evolution 2 sets them)

98 settings shipped in the pack's config files; 1 differ from the mod's documented default.

See all 98 settings →

Show settings
SettingFTB Evolution 2 valueMod default
preventUndeadFire changed by FTB Evolution 2
When true, undead mobs wearing a hat do not burn in sunlight.
config/hats-common.toml
falsefalse.
bossMobHats
When true, boss mobs (ender dragon, wither, elder guardian, warden) can spawn with hats. When false they never spawn hatted; per-mob toggles still apply when this is on.
config/hats-common.toml
truenot documented
disableContributorHats
When true, (C) contributor hats are excluded from random mob hat spawn rolls. Already worn hats are left alone. Default: false.
config/hats-common.toml
falsenot documented
guiStyle
Hat menu style LEGACY = Hats 1.7.10 window MODERN = Hats 1.16.5 / Renewed grid
config/hats-common.toml
LEGACYnot documented
hatLauncherDoesNotRemoveHatFromInventory
When a launched hat hits a player, keep their previous hat in inventory
config/hats-common.toml
truenot documented
hatLauncherReplacesPlayerHat
Launched hats can knock a hat off another player
config/hats-common.toml
truenot documented

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