MmmMmmMmmMmm guide for FTB Skies 2: Aero 1.1.0 to 1.1.1
MmmMmmMmmMmm guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.1.1 on Oct 16, 2026 · text last changed Oct 15, 2026
A newer release (1.13.0) is out Guide for the current version
Also applies to:All the Mods 10 0.53 to 8.3All the Mons 0.3.0-beta to 1.3.0FTB Skies 2 1.0.1 to 1.24.0FTB StoneBlock 4 1.1.1 to 1.23.0
- Sections
- 6
- Recipes shown
- 1
- Items named
- 7
2 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2: Aero 1.1.1's own files.
What is MmmMmmMmmMmm?
3 parts
Same as in the All the Mons 1.3.0 guide
MmmMmmMmmMmm is a small mod that adds exactly one item: a Target Dummy. You place it in the world, hit it, and it wiggles and shows you big damage numbers. It's perfect for testing weapons and checking your DPS.[1]
This pack ships version 1.21-2.1.0 of the mod, the NeoForge build. It has been in the pack since 0.3.0-beta or earlier.[2]
What the dummy does
- Right click a block with the dummy to place it. It can face 16 different directions depending on which way you face, similar to 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 again. Dressing it up makes the damage numbers smaller.[1]
- To remove it, shift left click it with an empty hand. You can also break it by removing the block under its feet.[1]
- A dispenser can place the dummy, which helps with automation.[1]
- Damage numbers change colour with the damage type. Critical hits are red and lightning damage is yellow. Several numbers can show at once, and they fade so you can tell which is newest.[1]
Mob types and scarecrows
Equip the dummy with an undead mob head and it becomes an undead target, so you can test a smite sword without hunting skeletons. A turtle helmet makes it a water mob, and a pillager banner makes it a pillager. Other mobs still won't attack it, but it takes extra damage from the matching enchantments.[1]
Put a pumpkin or jack o lantern on it and it works as a scarecrow, scaring nearby animals. Shearing the dummy gives it a different skin.[1]
Config
The mod has a config file. You can use it to change how much the dummy swings, change its skin, and pick static or dynamic DPS messages. You can also make the numbers show hearts instead of damage.[1]
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?
6 parts
This mod is tiny: it adds exactly one item, the Target Dummy. There are no machines, multiblocks, power or fluid systems to set up. Everything below is about how the dummy behaves and what you can tweak.[1]
Placing, dressing and removing
- Right click a block with the dummy to place it. It can face 16 different directions depending on the way you face when you place it, similar to an armor stand.[1]
- To dress it, right click it with the armor or equipment you want. To take a piece off, click the matching body part.[1]
- To remove the dummy, shift left click it with an empty hand.[1]
- It also breaks if you remove the block under its feet.[1]
The dummy is crafted with a shaped recipe that the mod itself provides:[4]
Crafting Shaped
Recipe id: dummmmmmy:dummy_crafting
Automating it
You can dispense the dummy with a dispenser, and you can break it by removing the block under its feet. That is the whole automation story, which is handy for setting up and clearing a test area quickly.[1]
Mimicking mob types
What you put on the dummy's head changes its mob type. An undead mob head makes it undead, so you can test a smite weapon without skeletons around. A turtle helmet makes it a water mob, and a pillager banner turns it into a pillager. Other mobs still won't attack it. It just takes more damage from the appropriate enchantments and so on.[1]
The mod's item tags list which heads count for each type. Undead heads are the zombie head, skeleton skull and wither skeleton skull. The aquatic tag holds the turtle helmet. The nether tag includes the piglin head, and the arthropod tag includes the dragon head. Each tag also has optional entries from other head mods, which only apply if those mods are installed.[5][6][7][8]
Damage numbers and DPS
When you hit the dummy, it wiggles and shows damage numbers. Several numbers can show at once, and they fade so you can tell which is newest. Colors depend on the damage type, for example critical hits are red and lightning damage is yellow. The dummy reacts to all damage types, and it can be killed by the /kill command, withers and void damage.[1]
The mod also groups some damage types in its own tags: cold (freeze), explosion, fire, thorn (thorns, cactus, sweet berry bush and sting) and wither (wither and wither skull). Some of these tags also include optional entries from another mod.[9][10][11][12][13]
A DPS number appears on the status bar. In this pack general.DPS_mode is set to DYNAMIC, so the DPS message updates live instead of only appearing after each parse. The other options are STATIC and OFF.[1][14]
Pack settings that affect the dummy
- general.disable_equipment_damage is true in this pack, so your gear doesn't get damaged when you hit the dummy.[14]
- general.xp_per_damage_on_hit is 0, the mod default, so the dummy drops no XP. Raising it (range 0.0 to 100.0) makes the dummy drop XP based on the damage done.[14]
- general.boss_health is 200, the mod default, and applies when the dummy is in boss mode (given a banner). general.boss_health_bar_color is YELLOW.[14]
- general.dummy_decoy is false. If enabled, monsters would target a dummy wearing a player head.[14]
- mobs_damage_numbers.damage_mode and mobs_damage_numbers.healing_mode are both NONE in this pack. The other options are ALL_ENTITIES, ALL_PLAYERS and LOCAL_PLAYER.[14]
Scarecrow mode
Equip the dummy with a pumpkin or jack o lantern and it acts as a scarecrow, scaring nearby animals.[1]
scarecrow.scare_radius is 12 in this pack, the mod default (range 0 to 100). All animal entities are scared, and scarecrow.mobs_whitelist adds extra ones. scarecrow.mobs_blacklist lists animals that won't be scared. Both lists are empty in this pack.[14]
How do you progress through MmmMmmMmmMmm?
2 parts
Same as in the All the Mods 10 8.2 guide
There's no tier ladder to climb with this mod. In the pack's recipe dump, the only recipe that makes one of its items is the Target Dummy, so progression here is a single craft rather than a chain of upgrades.[15]
Crafting Shaped
Recipe id: dummmmmmy:dummy_crafting
This is the only recipe in the pack's dump that makes an item from this mod.
Unverified The sources here do not show any quest chapter that covers this mod, so where it sits in the pack's quest book is not confirmed. Check the in-game quest book for anything about it.
Damage categories the mod recognises
The mod's own data files sort damage types into groups: cold, explosion, fire, thorns and wither. Cold covers freezing damage. Explosion and fire build on the vanilla explosion and fire groups. Thorns covers thorns, cactus, sweet berry bush and sting damage, and wither covers wither and wither skull damage.[16][17][18][19][20]
The cold, explosion and fire groups also list damage types from the attributeslib namespace. Those entries are marked as not required, so the groups still load without them.[16][17][18]
Head groups
The mod also defines groups of head items. The aquatic group holds the Turtle Helmet, and the arthropod group holds the Dragon Head. The nether group holds the Piglin Head, and the undead group holds the Zombie Head, Skeleton Skull and Wither Skeleton Skull. Each of the arthropod, nether and undead groups also lists extra heads from other mods as optional entries.[21][22][23][24]
Which MmmMmmMmmMmm config options matter?
3 parts
Same as in the FTB Skies 2 1.20.1 guide
The target dummy has two config files in this pack: a common one that controls how the dummy behaves, and a client one that controls how it looks on your screen. The pack's values for the options below are listed as set. Wherever the pack file shows a mod default next to a value, it matches, so nothing I can confirm here was changed from the default.[25][26]
Behavior (common config)
- general.disable_equipment_damage is true, so attacking the dummy won't damage your gear. You can test weapons all day without wrecking them.[26]
- general.DPS_mode is DYNAMIC. The DPS message updates as you hit instead of only appearing after each parse. The other choices are STATIC and OFF.[1][26]
- general.boss_health is 200, the same as the mod default. This is the dummy's health in boss mode, which you trigger by giving it a banner. The allowed range is 1 to 1,000,000.[26]
- general.boss_health_bar_color is YELLOW. It can also be PINK, BLUE, RED, GREEN, PURPLE or WHITE.[26]
- general.xp_per_damage_on_hit is 0, matching the mod default, so the dummy drops no XP when hit. You can raise it up to 100.0 if you want a training setup.[26]
- general.dummy_decoy is false, so monsters won't target a dummy wearing a player head.[26]
- scarecrow.scare_radius is 12, matching the mod default. It sets the scaring radius when the dummy wears a pumpkin and acts as a scarecrow. The allowed range is 0 to 100.[26]
- mobs_damage_numbers.damage_mode and mobs_damage_numbers.healing_mode are both NONE, so damage and healing numbers don't show on ordinary mobs. The other choices are ALL_ENTITIES, ALL_PLAYERS and LOCAL_PLAYER.[26]
Looks (client config)
- visuals.damage_numbers is true, so you see damage numbers on the dummy.[25]
- visuals.show_hearths is false. Turn it on if you'd rather see hearts than numbers, where 1 heart equals two damage.[25]
- visuals.animation_intensity is 0.75, the mod default. It controls how much the dummy swings with the damage dealt, from 0.0 to 2.0.[25]
- visuals.crit_mode is COLOR_AND_MULTIPLIER. The other choices are OFF and COLOR. visuals.crit_bold is false, so crit numbers aren't bold.[25]
- visuals.texture is DEFAULT. You can switch to ORIGINAL, ALTERNATIVE or DUNGEONS for a different skin.[25]
- visuals.hay_particles and visuals.full_bright_damage_numbers are both true.[25]
Damage number colors
Each damage type has its own color entry, such as visuals.damage_type_colors.minecraft:generic for plain damage and visuals.damage_type_colors.dummmmmmy:critical for crits. The file notes that you have to edit these colors by hand in the config file.[25]
What changed in MmmMmmMmmMmm between versions?
There isn't much history to tell here. FTB Skies 2: Aero 1.1.1 ships MmmMmmMmmMmm at version 1.21-2.0.12, and it was already in the pack in 1.1.0 or earlier.[27]
The only change listed in the mod's own changelog for 1.21-2.0.12 is translations, so nothing there changes how the mod plays.[28]
Unverified No pack changelog entries for this mod were available to the sources here, so any pack-level changes to it across releases are unverified. Check the pack's own changelogs for those.
Sources
- MmmMmmMmmMmm project page (modrinth) · official mod data
- All the Mons 1.3.0 mod list · pack file
- All the Mods 10 8.1 recipe dump: recipes making MmmMmmMmmMmm items · pack recipe dump
- FTB Skies 2: Aero 1.1.1 recipe dump: recipes making MmmMmmMmmMmm items · pack recipe dump
- data/dummmmmmy/tags/item/aquatic_mob_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/arthropod_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/nether_mob_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/undead_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_cold.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_explosion.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_fire.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_thorn.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_wither.json (dummmmmmy's jar) · official mod data
- FTB Skies 2: Aero 1.1.1 config: config/dummmmmmy-common.toml · pack file
- All the Mods 10 8.2 recipe dump: recipes making MmmMmmMmmMmm items · pack recipe dump
- data/dummmmmmy/tags/damage_type/is_cold.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_explosion.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_fire.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_thorn.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/damage_type/is_wither.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/aquatic_mob_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/arthropod_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/nether_mob_heads.json (dummmmmmy's jar) · official mod data
- data/dummmmmmy/tags/item/undead_heads.json (dummmmmmy's jar) · official mod data
- FTB Skies 2 1.20.1 config: config/dummmmmmy-client.toml · pack file
- FTB Skies 2 1.20.1 config: config/dummmmmmy-common.toml · pack file
- FTB Skies 2: Aero 1.1.1 mod list · pack file
- MmmMmmMmmMmm 1.21-2.0.12 changelog · changelog
Where this guide comes from
Written from what FTB Skies 2: Aero 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: 1.2.0 to 1.10.0