
Training Dummy in FTB Evolution 2
FTB Evolution 2 1.4.0 ships version 1.9.0+mc26.1.2 · First seen in 1.3.1
Training Dummy is a mod in FTB Evolution 2 1.4.0, where it is version 1.9.0+mc26.1.2. Adds a Training Dummy so you can test your weapons attack damage as see how many heart you would take from another player or entity. (Summary from the mod's Modrinth page.)
Training Dummy guide for FTB Evolution 2
Last verified for FTB Evolution 2 v1.4.0 on Oct 17, 2026 · text last changed Oct 17, 2026
- Sections
- 5
- Recipes shown
- 3
- Items named
- 3
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 Training Dummy?
4 parts
Training Dummy adds a configurable combat dummy for testing damage, gear and other mods. You drop it down, hit it, and read the numbers. This pack includes version 1.9.0+mc26.1.2.[1][2]
What you can do with it
- Place a Dummy Spawner on the ground to summon a dummy, then hit it with anything. Damage numbers show as chat or on-screen, and that is configurable.[2]
- Right-click the dummy with a Stick to open its inventory (armor, curios, health, display settings). Hit it with a Stick to remove it, and it drops a spawner you can place again.[2]
- Each dummy shows its incoming damage as Total, DPS or Per Hit. This is set per dummy, not globally. Per Hit also labels the damage type (Fire, Freezing, Explosive, Lightning, Magic) when it isn't plain physical damage.[2]
- Hold Lure Bait in a dummy's main hand and nearby hostile mobs will target the dummy instead of you.[2]
- Rename a dummy in an anvil with a Name Tag to give it a real Minecraft player's skin.[2]
Scoreboard Dummy
The Scoreboard Dummy is a variant that tracks the single biggest hit landed on it instead of a running total. You craft it with a Dummy Spawner and a Diamond. Hits that make the top 10 go on a local leaderboard, and you right-click with a Stick to see where you rank.[2][3]
There is also a global leaderboard that resets every week. It is off by default, and the server owner has to turn on globalLeaderboardEnabled in the server config.[3]
Easter eggs
A few dummy nicknames, plus one item trick, do something special. Some only play a custom hit sound. Others do more, like "Immortal", "Herobrine" and handing over a Jack o'Lantern. I won't spoil what they do, so try them yourself.[4]
Where it sits in the quest book
Unverified The sources here do not show any quest chapter, group or position for Training Dummy, nor whether the ATM Star path uses it. Check the pack's quest book for any placement.
How do you get started with Training Dummy?
3 parts
Training Dummy gives you a configurable combat dummy for testing damage, gear and other mods. You drop it down, hit it and read the numbers. In this pack there are three things to make, and this is the order I'd do them in.[2]
First: the Training Dummy
Crafting Shaped
| Armor Stand |
| Hay Block |
Recipe id: trainingdummy:dummy_spawner
This is the basic dummy, and the Scoreboard Dummy is made from it.
Place the Training Dummy on the ground to summon a dummy, then hit it with anything to see damage numbers. They show as chat or on-screen, and that is configurable.[2]
- Right-click the dummy with a Stick to open its inventory (armor, curios, health and display settings).[2]
- Hit it with a Stick to remove it. It drops a spawner you can place back down.[2]
- Rename it in an anvil with a Name Tag to give it a real Minecraft player's skin.[2]
- Put a single loaded spawner alone in any crafting grid to reset its health, name and display setting. It keeps whatever gear it remembers.[2]
Each dummy can show its incoming damage as Total, DPS or Per Hit. This is set per dummy, not globally. Per Hit also labels the damage type (Fire, Freezing, Explosive, Lightning, Magic) whenever it isn't plain physical damage.[2]
Second: Lure Bait
Hold it in a dummy's main hand to draw hostile mobs to it.
Hold Lure Bait in a dummy's main hand and nearby hostile mobs will target it instead of you. The pack leaves baitRadius at 128 blocks, which is the mod default, so mobs are pulled from a long way off.[2][6][7]
Third: the Scoreboard Dummy
Crafting Shapeless
Training Dummy
- Diamond
Recipe id: trainingdummy:scoreboard_dummy_spawner
Shapeless, so the layout in the grid doesn't matter.
The Scoreboard Dummy records the single biggest hit landed on it, not a running total. If a hit is big enough for the top 10, it goes on the leaderboard. Right-click it with a Stick to open the leaderboard and see where you rank.[2][3]
Every server keeps its own local top 10. The weekly global leaderboard is off in this pack, because globalLeaderboardEnabled is set to false. The server owner has to turn it on, and until then the Global tab just tells you it's disabled.[3][6][7]
How does Training Dummy work?
6 parts
Training Dummy has no machines, power or fluids to wire up. Everything revolves around a dummy you place in the world, so this section covers how a dummy behaves, how it reports damage, and how the Scoreboard variant and its leaderboard are set up in this pack.[2][3]
Placing and managing a dummy
Place a Training Dummy on the ground to summon a dummy, then hit it with anything to see your damage numbers. They show in chat or on screen, and you can configure which.[2]
Crafting Shaped
| Armor Stand |
| Hay Block |
Recipe id: trainingdummy:dummy_spawner
- Right-click the dummy with a Stick to open its inventory. That screen covers armor, curios, health and display settings.[2]
- Hit it with a Stick to remove it. It drops a spawner you can place back down.[2]
- Rename it in an anvil with a Name Tag to give it a real Minecraft player's skin.[2]
- Put a single loaded spawner alone in any crafting grid to reset its health, name and display setting. It keeps whatever gear it remembers.[2]
A loaded spawner remembers its name, health and gear, and holding Ctrl over it shows the customization details in the tooltip.[6]
The dummy's health is topped off every tick, so a hit never actually kills it. Hitting it with a Stick is the only way to remove one.[6]
Damage display
Each dummy shows incoming damage as Total, DPS or Per Hit. This is set per dummy, not globally. Per Hit also labels the damage type (Fire, Freezing, Explosive, Lightning or Magic) whenever the damage is not plain physical.[2]
In the running-total modes, every hit adds to the total. If enough time passes without a hit, the next hit starts a fresh total instead of adding to the old one.[6]
Lure Bait
Hold Lure Bait in a dummy's main hand and nearby hostile mobs target the dummy instead of you. That makes it handy for testing gear against real mobs.[2][6]
baitRadius sets how far away mobs are pulled from. This pack sets it to 128, the same as the mod default, and the allowed range is 1.0 to 128.0.[7]
Scoreboard Dummy
Crafting Shapeless
Training Dummy
- Diamond
Recipe id: trainingdummy:scoreboard_dummy_spawner
Crafted from a Dummy Spawner and a Diamond.
The Scoreboard Dummy places a variant that tracks the single biggest hit landed on it, not a running total. If a hit is big enough to make the top 10, it is added to the leaderboard. Right-click the dummy with a Stick to open the leaderboard and see your rank, and hit it with a Stick to remove it.[3]
Every server keeps its own local top 10, which never resets. The #1 player on the board you are viewing gets their skin rendered next to their name, and you can click and drag it to spin it around.[3]
Global leaderboard
There is also a global leaderboard shared across servers that resets every week. It is off by default, and this pack leaves globalLeaderboardEnabled set to false. Until the server owner turns it on in the server config, the Global tab just tells you it is disabled.[3][6][7]
When it is off, the mod makes no network requests at all, and the local leaderboard works either way. When it is on, the only data sent is the player's Minecraft nickname, the damage of a record-breaking hit and the modpack ID. No UUID, inventory, equipment, effects or other player data is sent.[7]
- recordDebounceSeconds is how long the mod waits after a qualifying hit before submitting it, in case the same player beats it with a bigger hit. This pack uses 20 seconds, the mod default, with a range of 5 to 3600.[7]
- leaderboardRefreshSeconds is the minimum time between re-fetches of the global board. A fetch only happens when a player opens the Scoreboard Dummy screen and the cached copy is older than this. This pack uses 600, the mod default, with a range of 10 to 86400.[7]
- modpackId identifies the server's modpack to the leaderboard worker. Servers that want to share a leaderboard must use the same value. This pack leaves it blank, which uses the mod's built-in shared leaderboard.[7]
- modpackDisplayName is a purely cosmetic name shown in the global board's title. It is blank in this pack.[7]
- workerBaseUrl and workerApiKey point at the leaderboard worker and the key sent with submissions. Both are blank in this pack, so the mod's built-in worker and default key are used.[7]
Weapon blacklist
Some weapons can never score on the leaderboard, on any server. If a hit with one of them does not show up on the board, that is why.[3]
- Morgan Sword (Mahou Tsukai)[3]
- Forbidden Butcher Knife (Occultism Extra Spirits)[3]
- Any item from Avaritia or Modern Industrialization[3]
- Any item with "Infinity" or "Quantum" in its name[3]
A hit dealt with a blacklisted item in the player's main hand is ignored entirely, both locally and globally. Server owners can add more entries with weaponBlacklist, which is empty in this pack. Extra entries are added on top of the built-in list, and you can't remove or override the built-in ones.[6][7]
An entry can be written in three ways: an exact item ID such as "minecraft:netherite_sword", a whole mod with "modid:*" such as "avaritia:*", or a name with no ":" at all. The last form is a case-insensitive substring match against every item ID, so "sword" blocks any item from any mod whose ID contains "sword".[7]
How do you progress through Training Dummy?
3 parts
Good news: there are no tiers to grind through here. Training Dummy comes down to a short list of craftable items: the Training Dummy, Lure Bait and the Scoreboard Dummy. All of them are mod recipes, so you can make any of them as soon as you have the materials.[5]
Start here: the Training Dummy
The Training Dummy is the starting point. Place it on the ground to summon a dummy, then hit it to see your damage numbers in chat or on screen. Right-click it with a Stick to open its inventory, and hit it with a Stick to pick it back up as a spawner.[2]
Crafting Shaped
| Armor Stand |
| Hay Block |
Recipe id: trainingdummy:dummy_spawner
This is the base spawner that the Scoreboard Dummy builds on.
Next: Lure Bait
Lure Bait is for testing against mobs. Hold it in a dummy's main hand and nearby hostile mobs will target the dummy instead of you.[2]
Then: the Scoreboard Dummy
The Scoreboard Dummy is built from a Dummy Spawner. Instead of a running total, it records the single biggest hit landed on it and ranks it on a local top 10 leaderboard. Right-click it with a Stick to open the leaderboard and see where you rank.[2][3]
Crafting Shapeless
Training Dummy
- Diamond
Recipe id: trainingdummy:scoreboard_dummy_spawner
There is also a weekly global leaderboard, but it is off by default. The server owner has to turn it on in the server config. The local board never resets, while the global one resets every week.[3]
Which Training Dummy config options matter?
3 parts
Training Dummy has two config files, and in this pack the values shown for the sources below match the mod default wherever a default is listed. Nothing here is a pack change, so you can treat these as the standard behaviour. Here are the ones you are most likely to touch.[7][8]
Damage readout (client file)
These options live in displayLocation and its neighbours, and they only affect your own game.[8]
- displayLocation is set to CHAT in this pack, so the damage readout shows as a local chat message. You can switch it to SCREEN for a HUD overlay.[8]
- displayDurationSeconds is 5, the mod default. It controls how long the readout stays on screen or in chat after your last hit.[8]
- hitResetSeconds is 2, the mod default. Every hit adds to a running total, and if this many seconds pass without a hit, the next hit starts a fresh total.[8]
- displayColor is FFCC2222. It only applies to the SCREEN readout and accepts a 6-digit RRGGBB or 8-digit AARRGGBB hex string with no # prefix.[8]
- displayOffsetX is 0 and displayOffsetY is 90, both the mod defaults. They only matter for the SCREEN readout. X is measured from the screen centre, and Y is measured up from the bottom, where 90 sits above the XP bar and hotbar. Change them if another mod's HUD element is in the way.[8]
Lure bait and leaderboard (common file)
baitRadius is 128 blocks, the mod default and also the top of its allowed range (1.0 to 128.0). It sets how far away mobs are pulled to attack a dummy holding the lure bait in its main hand.[7]
The global leaderboard is opt-in, and globalLeaderboardEnabled is false in this pack. While it is off, the mod never makes a network request, and the local leaderboard for the server still works.[7]
- If you turn it on, the only data sent is the player's Minecraft nickname, the damage of a record-breaking hit and the modpackId. No UUID, inventory, equipment or effects are sent.[7]
- recordDebounceSeconds is 20, the mod default. After a hit qualifies for the top 10, the mod waits this long for a bigger hit from the same player before submitting.[7]
- leaderboardRefreshSeconds is 600, the mod default. It is the minimum time between re-fetches of the global leaderboard, and it only applies while the global leaderboard is on.[7]
- modpackId, modpackDisplayName, workerBaseUrl and workerApiKey are all blank here, so the mod uses its built-in shared leaderboard and worker, with a generic title.[7]
Banning weapons from the leaderboard
weaponBlacklist is an empty list in this pack, so it adds nothing to the mod's built-in blacklist. That built-in list already covers every Avaritia and Modern Industrialization item, plus anything with infinity or quantum in its ID. A hit with a blacklisted item in the main hand is ignored completely, both locally and globally.[7]
Sources
- FTB Evolution 2 1.3.1 mod list · pack file
- In-game guide: Training Dummy (trainingdummy) · official docs
- In-game guide: Scoreboard Dummy (trainingdummy) · official docs
- In-game guide: Easter Eggs (trainingdummy) · official docs
- FTB Evolution 2 1.3.1 recipe dump: recipes making Training Dummy items · pack recipe dump
- trainingdummy names, screen text and descriptions (English lang file) · official mod data
- FTB Evolution 2 1.3.1 config: config/trainingdummy-common.toml · pack file
- FTB Evolution 2 1.3.1 config: config/trainingdummy-client.toml · 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 17, 2026.
Report wrong info
Version in each release
3 releases, first in 1.3.1
| FTB Evolution 2 | Version | Jar | Where it came from |
|---|---|---|---|
| 1.4.0 Oct 17, 2026 | 1.9.0+mc26.1.2 | trainingdummy-1.9.0+mc26.1.2.jar | From the published release |
| 1.3.2 Oct 16, 2026 | 1.9.0+mc26.1.2 | trainingdummy-1.9.0+mc26.1.2.jar | From the published release |
| 1.3.1 Oct 15, 2026 | 1.9.0+mc26.1.2 | trainingdummy-1.9.0+mc26.1.2.jar | From 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
3 items from the 1.4.0 recipe dump.
Config options (how FTB Evolution 2 sets them)
15 settings shipped in the pack's config files; 0 differ from the mod's documented default.
Show settings
| Setting | FTB Evolution 2 value | Mod default |
|---|---|---|
displayColor SCREEN readout only. Text color as a 6-digit RRGGBB or 8-digit AARRGGBB hex string (no # prefix). Default is a darker red. Falls back to the default on an invalid value. config/trainingdummy-client.toml | FFCC2222 | not documented |
displayLocation Where to show the damage readout: SCREEN (HUD overlay) or CHAT (local chat message). config/trainingdummy-client.toml | CHAT | not documented |
globalLeaderboardEnabled OFF by default (opt-in). Whether the scoreboard dummy uses the cross-server global leaderboard - fetching it, showing it in the screen, and submitting records to it. When on, the ONLY data this server sends to the leaderboard worker is the player's Minecraft nickname and the damage of a record-breaking hit (plus modpackId), sent to workerBaseUrl at most once per qualifying record after recordDebounceSeconds. No UUID, inventory, equipment, effects or any other player data is sent. The worker address is workerBaseUrl and the worker's source is open (the 'worker' folder of the mod's repository). When off, no network request is ever made; the local (this server only) leaderboard is unaffected either way. config/trainingdummy-common.toml | false | not documented |
modpackDisplayName Friendly name shown in the global leaderboard's title (e.g. "ATM 11"). Purely cosmetic - has no effect on which leaderboard is used, that's still modpackId. Leave blank to just show a generic title. config/trainingdummy-common.toml | not documented | |
modpackId Identifies this server's modpack to the scoreboard dummy's leaderboard worker. Every server meant to share the same leaderboard must use the same value here. Leave blank to use the mod's built-in default shared leaderboard instead of a dedicated one. config/trainingdummy-common.toml | not documented | |
weaponBlacklist Extra item IDs that can never score a leaderboard hit, ADDED ON TOP of the mod's own built-in blacklist (mahoutsukai:morgan, occultism_extra_spirits:forbidden_butcher_knife, every Avaritia and Modern Industrialization item, and anything with "infinity" or "quantum" in its ID). A hit dealt with a blacklisted item in the player's main hand is ignored entirely, both locally and globally, as if it never happened. Three formats: an exact item ID ("minecraft:netherite_sword"), a whole mod's namespace with "modid:*" ("avaritia:*" blocks every Avaritia item), or - for anything with no ":" at all, a case-insensitive substring match against every item's ID, so "sword" blocks any item from any mod whose ID contains "sword". Leave empty to add nothing beyond the built-in blacklist. config/trainingdummy-common.toml | [] | not documented |
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