×

MiddleEarth-Tweaks Wiki
Press CTRL + F to search

General Config:

Troubleshooting: To enable Log-output: 0 = None, 1 = Minor, 2 = Middle, 3 = High Config: metweaks.cfg or Config GUI -> General -> DebugLVL Default: 0 (none) Disable/Enable core modifications in ASM config file modpack-folder/config/metweaks-ASM.properties Please contact me if there is any question or problem.
How to find Configurations: GUI: Main Menu -> Mods -> MiddleEarth-Tweaks -> Config modpack-folder/config/metweaks.cfg modpack-folder/config/metweaks-ASM.properties The modpack folder can be found in curseforge when you edit the modpack and click on the 3 dots
Working features on TOS (up to 1.6.8): Unit Overview (U key) Healthbar and Mountinfo (H key) Unit Tracker (F7 + U key) to avoid losing troops during travel /cfarview to view farer than the server distance New Tablist Deathscreen & Respawn Fix Mounts running away Fix Server Join Freeze Fix Always set respawn on bed interaction LOTR HUD Elements Customization and Fixes

Advised adjustments on TOS in /config/metweaks-ASM.properties:

set improveBlockBreakSpeeds, trapdoorPlacement, foodConsumeDurations, guardsEquipRanged, allyProjectilesPassAllies, halfTrollAdditions all to false. set draughtMaxStacksize, stewMaxStacksize all to 1. Or download adjusted metweaks-ASM.properties config file to place into config folder
Show Tips: Shows Tips like how to toggle the healthbar etc. Config: metweaks.cfg or Config GUI -> General -> Show Tips Default: true Clientside
Class Preloading: Preloads MiddleEarth-Tweaks and related Classes to avoid lag when first entering the game Config: metweaks-ASM.properties -> preloadClasses Default: true Optional for either side
Network Packet Handling: Originally, if minecraft receives an unknown packet of a known channel, it will close the connection and throw an error In order to allow compatibility between different mod versions and settings, I added a config to just ignore these packets instead 0 = disabled, 1 = output, 2 = no output Config: metweaks-ASM.properties -> passMissingDiscriminator Default: 1 (output) Optional for either side
Synced Config: Attempts to automatically sync some settings between server and client For example, instead of showing fatally missing blocks on the client, it will show what blocks have to be enabled on the client For most settings, the client can be restarted with compatible settings after user confirmation Early comunication during FML Handshake. The config payload is ignored without issues by non metweaks clients and shouldnt cause any negative effects Automatically Synces "mirror vertical slabs" and "kill potion id" too.
Config: metweaks-ASM.properties -> syncedconfig Default: true Optional for either side
Version Compatibility: Attempts to properly upgrade older world containing metweaks blocks Do not disable this if you ever used any metweaks blocks Config: metweaks-ASM.properties -> versionCompat Default: true Serverside
Optifine Check: Disabling will turn off all optifine bugfixes Config: metweaks-ASM.properties -> checkOptifine Default: true Clientside
Parameters NOT to touch: metweaks-ASM.properties/forceFCV=0 metweaks-ASM.properties/configversion=0 metweaks.cfg/general/ConfigVersion=4

Blocks:

Vertical Slabs: Press Keybind V to toggle while holding a Slab Sneak during block placement to align block with your facing Uses the default slab item therefore no additional crafting recipes required
Mirror vertical slab when placed on the side of another VerticalSlab: Config: metweaks.cfg or Config GUI -> Blocks -> Mirror VerticalSlabs Default: true
Placement Logic: Config: metweaks-ASM.properties -> verticalSlabPlacement Default: true
Adds 302 vertical slabs (133 ids), assumming lotr and default setup: vanilla: 14 (4) lotr-slab: 180 (56) wool-slab: 16 (4) beam-slab: 47 (56) bark-slab: 45 (13)
Config: metweaks.cfg or Config GUI -> Blocks -> VerticalSlabs Default: true Required both Client & Server
Wool Slabs: Adds wool slabs for all 16 colors (2 ids) Adds vertical variants too if vertical slabs enabled
Config: metweaks.cfg or Config GUI -> Blocks -> WoolSlabs Default: true Required both Client & Server
Wool Stairs: Adds 16 wool stairs (8 ids)
Config: metweaks.cfg or Config GUI -> Blocks -> WoolStairs Default: true Required both Client & Server
Beam Slabs: When placed, copies the beam rotation from the ascending beam block. Adds 47 beam slabs (28 ids) Adds vertical variants too if vertical slabs enabled
Config: metweaks.cfg or Config GUI -> Blocks -> BeamSlabs Default: true Required both Client & Server
Bark Slabs:
Adds 45 bark slabs (13 ids) vanilla: 6 (2) lotr: 39 (11)
Adds vertical variants too if vertical slabs enabled
Requires Config: metweaks.cfg or Config GUI -> Blocks -> BarkBlocks Config: metweaks.cfg or Config GUI -> Blocks -> BarkSlabs Default: true Required both Client & Server
Bark Walls (Branches): Requires Config: metweaks.cfg or Config GUI -> Blocks -> BarkBlocks
Adds 45 bark walls (13 ids) vanilla: 6 (2) lotr: 39 (11)
Config: metweaks.cfg or Config GUI -> Blocks -> BarkWalls Default: true Required both Client & Server
Bark Stairs: Requires Config: metweaks.cfg or Config GUI -> Blocks -> BarkBlocks
Adds 45 bark stairs (27 ids) vanilla: 6 (3) lotr: 39 (24)
Config: metweaks.cfg or Config GUI -> Blocks -> BarkStairs Default: true Required both Client & Server
Bark Blocks: Adds no new block ids, only crafting for bark (same as in modern mc) and some block placement code Turning this off will also turn off Bark Walls, Stairs and Slabs
Adds 45 bark blocks vanilla: 6 lotr: 39
Creative Inventory and Placement Logic: Config: metweaks-ASM.properties -> barkblocks Default: true
Config: metweaks.cfg or Config GUI -> Blocks -> BarkBlocks Default: true Required both Client & Server
General Block info: Total of 561 Blocks (224 block ids), assumming lotr and default setup
Stairs format: 8 meta states used for each stair, which makes 2 stairs per block id apart from that it uses the default state format.
Vertical Slab Format: 4 meta states used for each vertical slab which makes 4 vertical slabs per block id
World Edit Rotate: //rotate is not supported for modded stairs or vertical slabs Do this command for every variant you have used: //replace <first-block-id>:<first-meta> <first-block-id>:<secondary-meta> First block: Pick block you want to rotate Secondary block: Pick the block orientation you want to rotate to

Commands:

/entitykill to remove entities: Alias: /ekill Usage: /entitykill <selector> <force | drop>
Args: force - Bypass deathprogress drop  - Makes them drop Items if any players and mounts with chests will always drop their items
Examples: /entitykill @e[#npc limit=50 r=45] Kills 50 NPCs in range of 45 blocks /entitykill @e[#invasionnpc] Kills all troops spawned by invasions /entitykill @e[Arrow,lotr.CrossbowBolt,XpOrb,Item] removes all arrows, crossbow bolts, xp and items
See: 🔗Selector Permission: Operator LvL 2 Config: metweaks-ASM.properties -> entityKillCommand Default: true Serverside
/entityteleport to teleport entities: Alias: /etp Usage: /entitytp <selector> <selector teleportTo> or specific [x] [y] [z] or <cursor>
Args: first selector  - entities to teleport, or if no target specified then you teleport to them second selector - set target location to this entity cursor          - sets target locationto the block you are looking at (works over long range) [x] [y] [z]     - You can also use ~ ~5 ~ to set the target location above yourself
Examples: /entitytp @e[lotr.HobbitBartender sort=nearest] teleports you to the nearest hobbit bartender /entitytp @e[%mordor,%ologhai] ~ ~10 ~ teleports all entities with mordor or ologhai in their registry name 10 blocks above yourself /entitytp @e[Item] @p teleports all Items to yourself /entitytp @e cursor teleports all entities to the block you are looking at
See: 🔗Selector Permission: Operator LvL 2 Config: metweaks-ASM.properties -> entityTpCommand Default: true Serverside
/entityeffect to give entities effects: Better Effect command to use potion names and allow entities to be targeted Alias: /eeffect Usage: /entityeffect <selector> [effect] [duration] [strength] [ambient] or <clear>
Args: you can leave out the selector if you just want to give the effect to yourself effect   - effect name or id, use TAB duration - duration in seconds (ticks for instant potions) strength - potion level amplifier (0 is first level) ambient  - false or true, transparent particles
Examples: /entityeffect @e speed 120 1 true gives all living entities speed II with transparent particles /entityeffect @e clear removes all effects from all entities /entityeffect @e speed 0 removes speed from all entities
See: 🔗Selector Permission: Operator LvL 2 Config: metweaks-ASM.properties -> entityEffectCommand Default: true Serverside
/selector to list all entities in the world: Type /selector for all available arguments
Selector Examples: @e[limit=10 #tamed sort=nearest] All tamed entities, sort by nearest @e[*lotr.] All entities starting with "lotr." in their registry name @e[dim=all] All entities from all dimensions
Permission: Operator LvL 2 Config: Added if /entityteleport, /entitykill or /entityeffect is enabled. Serverside
/entitystack to attach or disattach entities (rider and mount): Usage: /entitystack <ride / disattach>
Args: ride      - Ride entities yourself disattach - Dismount rider or mount
Permission: Operator LvL 2 Config: metweaks-ASM.properties -> entityStackCommand Default: true Serverside
/give but supporting multiple players: Everything else is equal to the vanilla /give command Config: metweaks-ASM.properties -> giveManyCommand Default: true Serverside

LOTR Commands:

/conqclear to clear conquest for a specific faction: Usage: /conqclear <faction> <radial> [x] [z] Permission: Operator LvL 2 Config: metweaks-ASM.properties -> conquestClearCommand Default: true Serverside
/conquestdecay to customize the loss of conquest: You can specify how frequently conquest decays by one point (in minutes, decimal places supported) Disable conquest decay with /conquestdecay 0 Default rate is 60 minutes: /conquestdecay reset Permission: Operator LvL 2 Config: metweaks-ASM.properties -> conquestDecay Default: true Required both Client & Server
/guardmodehorn: Permission: Everyone See: 🔗Toggle-Guardmode-Horn
Customize the spawning of invasions, bandits and travellingtraders per world and biome: Press TAB to get a list of available arguments
Chances:   Chance         Average attempts per hour COMMON:        0.9 BANDIT_COMMON: 0.8 UNCOMMON:      0.3 RARE:          0.1 NEVER:         0.0
Permission: Operator LvL 2 Config: metweaks-ASM.properties -> lotrEventControl Default: true Serverside
/lotrinvasions: Usage: /lotrinvasions <add/remove/list> <biome> <invasion> <chance>
Examples: /lotrinvasions add shire GUNDABAD_wargs COMMON Makes gundabad warg invasions appear commonly in the shire
/banditchance: Usage: /banditchance <biome> <chance>
Examples: /banditchance gondor UNCOMMON Makes bandits uncommon in gondor /banditchance rohan Gets the current bandit chance of rohan
/travellingtrader: Usage: /travellingtrader <add/remove/list> <biome> <name>
Examples: /travellingtrader add trollshaws lotr.GaladhrimTrader Makes the Galadhrim Trader appear in the Troll Shaws

Client Commands:

/cfarview to view farther than the server distance: Type without arguments to turn on/off the feature Usage: /cfarview <distance in chunks>
Args:
keep keeps the previous world in memory after rejoining a server
<distance in chunks> sets the range at which to keep chunks in memory recommened to be 3-4 times your desired viewdistance (atleast for smaller values) Use -1 in order to set the distance to infinite, possibly usefull when commonly moving between locations that are very far away
keepTiles Controls whether Tile Entities like Beacons are kept in cache after rejoining the world Default disabled as it may not be compatible with other mods, yet to be tested
threshold <chunks> Unloads chunks that are out of range once their number exceeds the threshold. Uses the range specified by /cfarview <distance in chunks> Reduces this range until the number of chunks is below the threshold again, then returns to your specified range. Common values may be 1000 - 5000, 0 disables the feature (default disabled)
To load all areas just walk around This feature does not affect server or network performance Nothing saved to disk or copyable, fully clientside, just keeping chunks in memory. Its now possible to bypass the hard limit of 15 chunks view distance on servers
F3 Changes: Replaced Line MultiplayerChunkCache ChunkCache: <total chunks> <farview chunks> <server chunks>
Permission: Unrestricted Config: metweaks-ASM.properties -> farView Default: true Clientside only

Additions:

Unit Overview (U key) for mass assignment, Summary and Inventory management: Easy mass assignment Ability to see melee weapons of rangers / high elves all the time Summary with number of warriors, banner bearers, archers, riders and farmhands Shows full equipment stats including bonuses and penalties Inventory of warriors and farmers Rightclick an entry to highlight the npc in the world Click on their items to access their inventory directly See their armor rating
Whether Hides melee weapons of ranged only units in the GUI: An option to disable this in case someone makes a ranged only unit hybrid
For Modders: Add/Remove your entity class here: MeTweaksAPI.getRangedOnlyEntities() MeTweaksAPI.getRangedEntities()
Config: metweaks-ASM.properties -> unitOverviewHideMeleeForRangedOnly Default: true
You can disable / enable columns in the GUI Clicking on a column title will sort all entitries by that value (toggle ascending / descending aswell) Config: metweaks-ASM.properties -> unitOverview Default: true Optional for either side
Option to make Hireds conquer for their own Faction: Units may now conquest for their own Faction instead of the player's pledged one. Second config option to quickly turn it on/off while playing Config: metweaks-ASM.properties -> hiredsConquerForTheirFaction
        metweaks.cfg or Config GUI -> Misc -> Hireds Conquer For Their Faction
Default: true Serverside Only
Toggle-Guardmode-Horn: Additional Horn Type that can be selected to toggle the guardmode of all units Also lets you define guardrange etc. when doing SNEAK + RIGHTCLICK /guardmodehorn to access the horn without gui, to be able to use it without metweaks on the client
Config: metweaks.cfg or Config GUI -> Misc -> Toggle-Guardmode-Horn Default: true Optional for either side
Transfer Hired Units to other Players: The target player must have the required alginment and pledge The target player doesnt need to be online, yet its recommened, so that they can teleport to their new owner right away. You can trasnfer a single unit, multiple (by selection) or by company
Config: metweaks-ASM.properties -> hiredTransfer Default: true Optional for either side
Ranged NPC Weapons randomly enchant: Just like their armor used to randomly enchant Already enchanted weapons stay enchanted after disabling this feature It's recommended to use the unit overview (U) to help find and replace negative enchanted bows Requires aiRangedImprovements or guardsEquipRanged to be enabled Config: metweaks-ASM.properties -> randomEnchRangedNpcWeapons Default: true Serverside
Tauredain Blowgunners may now shoot poisened darts: Percent 0 to 100, 0 disables the patch This also controls the chance of poisened dart for hired units equipped with a blowgun Config: metweaks-ASM.properties -> tauredainPoisonDartChance Default: 10 (10%) Serverside
Upgradeable Ranged Weapons for Hireds: Adds a new slot to the hired inventory
Customization: (All Serverside)
Allow Termites: Config: metweaks-ASM.properties -> guardsEquipAllowTermites Default: true
Allowed Ranged Weapon Categories: See: 🔗Ranged Categories 0 = any, 1 = same category, 2 = same category or weaker Config: metweaks-ASM.properties -> guardsLockCategoryRanged Default: 0 (any)
Delay Multiplier for different weapon category than their default weapon category in percent: See: 🔗Ranged Categories Config: metweaks-ASM.properties -> guardsAttackDelayFactorRanged Default: 100 (100%, no difference)
Use Dynamic instead of weapons default delay, for different weapon types than their default: For example Gundabad Archers are 20% slower than the average archer So if this is enabled, the use of other weapon types like thrown axes are slowed down by 20% too. Config: metweaks-ASM.properties -> guardsAttackDelayDynamicRanged Default: true
Which weapons are affected by durability? (only if not default): 0 = none, 1 = any, 2 = any non default, 3 = spears, axes, plates, firepots and termites See: 🔗Ranged Categories Config: metweaks-ASM.properties -> guardsEquipDurabilityMode Default: 3 (spears, axes, plates, firepots and termites)
Durability multiplier in percent: See: 🔗Ranged Categories this durability factor * category durability factor * item durability = how many times they can use it Config: metweaks-ASM.properties -> guardsEquipDurabilityFactor Default: 200 (200%)
Whether equipment can be removed when broken: If durability has been fully consumed, whether to keep the weapon at 0 durability in the slot or to remove it Usefull when you gave valueable weapons The npc will change to their default weapon regardless Config: metweaks-ASM.properties -> guardsEquipRemoveBroken Default: true
Ranged Weapon Categories: These values are applied if not their default weapon, assuming default config Sorted from weakest to strongest
Category Attack Delay Slowdown Durability / Use Amount Durability by default
Sling - x8 no
Plate - x8 yes
Bow - x4 no
Blowgun 10% x4 no
Axe - x2 yes
Crossbow 20% x4 no
Spear - x0.5 yes
Firepot 170% x16 yes
Termite - x16 yes
Config: metweaks-ASM.properties -> guardsEquipRanged Default: true
Required both Client & Server: If turned off serverside, it must be turned off on the clientside too. If the client doesnt detect a supported metweaks version, it will be automatically turned off If Syncedconfig is enabled, the server will ask the client to turn off this config option
Log your current Location: On Death (The server only logs deaths, as it cannot miss deaths like the client could) When disconnected from server (for example idle or timeout and you died) If you die during a crash you can find your location in the crash report in
 - Affected level
    - All players
        - EntityClientPlayerMP with your username should contain the location
Config: metweaks-ASM.properties -> logPlayerDeathLocations Default: true Optional for either side
Hired Unit Count Overlay: Shows the number of hired units loaded (clientside) May be usefull to keep track of your numbers when hiring units (e.g. how many more until i have 50)
Customization:
Icon: use the same name as in /give format: itemName:meta set blank to disable
Text Color: rgba hex, like #f56042ff, (red green blue alpha), just use google colorpicker
Background color: rgba set to #00000000 to disable
Position: See: 🔗HUD Elements Unitcounts bottom: flips to the bottom of the screen, defined y will offset from here Unitcounts Right: flips to the right of the screen, defined x will offset from here XY can be setup as well
Scale: You can change the size to something between 0.5 to 5.0 Config: metweaks.cfg or Config GUI -> HUD Elements -> Enable Unitcounts Overlay Default: true Clientside
Stackable Mugs, Draughts and Stews:
Max Stack size for draughts is 4 now: 1 = disable Config: metweaks-ASM.properties -> draughtMaxStacksize Default: 4
Max Stack size for stews is 16: RabbitStew is 8 (0.5x) TorogStew is 4 (0.25x) 1 = disable Config: metweaks-ASM.properties -> stewMaxStacksize Default: 16
Config: metweaks-ASM.properties -> patchDraughtUse Default: true Required both Client & Server
Effect Stacking: If you drink 2 drinks with 2min of strength each, you will get 3min of strength 0 = off, percent by which the effects increase when above duration Config: metweaks-ASM.properties -> draughtStackEffectsIncrease Default: 50 (plus 50 percent) Serverside
Healthbar and Attribute Info (H key): Shows Healthbars, optionally only when looking at an entity Shows Speed and Jump stats for mounts Shows Armor for Living Entities Shows both mount an rider health Healthbar size scales with health Customize Colors, Icons, Info, Size and Position Fully LOTR Compatible
Customization:
Entities: Show All - Shows all entities within range, more constraints below Default: true
Entities: Show Mouse Over - Shows the entity in focus regardless of the entitiy being occupied, keeps the entity in focus for a few seconds to avoid too abrupt changes. Default: true
Entities: Blacklist - Add / remove entities by registry name (name shown when hovering over a spawnegg or /summon) Default: lotr.Butterfly, lotr.Bird, Bat, lotr.Midges
Entities: Only Hired Or Player - Option to only show on Hired Units and Players (for siege/pvp) Default: false
Max Distance - Max Distance in Blocks where healthbars are visible Default: 25
Offset Y - Controls how high the healthbar Element shows above the entities hitbox, adjust if you use other mods that occupy elements here Default: 0.5
Scale - Change the size of the bar, text and icons. Default: 1.0
Only Injured - Only shows Healthbars for entities below max health. Makes it easier to focus on what matters Default: true

Colors - rgba (red green blue alpha [transparency]), use Colorpicker, if you use 6 digit hex, default transparency will be used
Color Background - The Background of the healthbar Default: #00000040
Color Health - The remaining health part Default: #388520DD
Color Injured - The max health part Default: #9C1E13DD
Color Mount - The remaining health part for mounts Default: #1155ADDD
Color Player - The remaining health part for players Default: #B0951CDD

Fellowship Rule - Only show players of the specified fellowship, use ! to blacklist, only works on shared fellowships Default: (empty)
Hide On FellowshipMembers - Hide the bar for fellowships members as lotr usually show its own bar here Default: true
Hide on Hireds - LOTR usually shows his own bar here Default: true
Hide on Players - Hireds the bar for players Default: false
Hide on Speech - Hides the bar if an NPC is speaking. Moves the bar upwards instead if disabled Default: false

Icons - Use the same name as in /give, format: itemName:meta
Info On All - Shows stats like speed or jump for all entities if available Default: false
Info Only On Tamed - Shows Speed and jump on mounts only if tamed Default: true
Show Armor - Shows Armor on Entities if present Default: true
Show Description - Shows Description Text above Icons on the bar Default: true
Show Jump - Shows the Jump attribute of a mount Default: true
Show Modified Speed - Shows the speed after attribute modifiers like effects or mount speed cap has taken effect Default: true
Show Speed - Shows the initial speed Default: false
Show Speed & Jump as Meters - Use Meters instead of raw values. Raw values can be helpfull to setup the mount speed cap. Default: true
Config: metweaks.cfg or Config GUI -> Health Bar -> Enable Health Bar Default: true
Customizable LOTR HUD Elements:
Option to turn off the lotr alignment bar: Config: metweaks.cfg or Config GUI -> HUD Elements -> Enable Alignment Bar Default: true
Auto adjust values: Auto adjust values to be readable and stay on the screen Config: metweaks.cfg or Config GUI -> HUD Elements -> Auto Adjust Values Default: true
MiddleEarth-Tweaks Status Message Position: Config: metweaks.cfg or Config GUI -> HUD Elements -> ME-Tweaks Status Message Offset-Y Default: 0
Option to move Quest Tracker: there is also Flip Quest Tracker in lotr.cfg to move it to the right side.
Config: metweaks.cfg or Config GUI -> HUD Elements -> Quest Tracker X Default: 16
Config: metweaks.cfg or Config GUI -> HUD Elements -> Quest Tracker Y Default: 10
Change LOTR Compass Position:
Position: Compass Right: flips to the right of the screen, defined x will offset from here Compass bottom: flips to the bottom of the screen, defined y will offset from here Compass Center Horizontal: Centers horizontally, ignoring the Compass Right option Compass Center Vertical: Centers vertically, ignoring the Compass Bottom option XY can be setup as well
Scale: You can change the size to something between 0.5 to 5.0, default is 1.0
Option to prevent ring writing overflowing the edge
Half Troll Additions: Adds Half-troll Stone Thrower (requires pledge) + mounted variant, spawning, invasion etc. Adds Alignment Area in FarHarad Forest for Half-trolls
Config: metweaks-ASM.properties -> halfTrollAdditions Default: true Required both Client & Server
Advanced Guardmode:
New Slider to setup the range at which NPCs can wander:
Config: metweaks-ASM.properties -> guardsWanderRange Default: true Required both Client & Server, since the wanderrange cant be edited without metweaks client.
New Menu Advanced Settings:
Ammo range: Specificy at from what distance NPCs can use projectiles Config: metweaks.cfg or Config GUI -> Guards -> Allow Modify AmmoRange Default: true
AI range: Specificy the range at which Entities target and pathfind The specified option here will persist even after the module is disabled (its an attribute read by vanilla)
Limit: Entities with ai ranges above the limit cannot be increased Config: metweaks.cfg or Config GUI -> Guards -> Max AiRange Default: 48
Config: metweaks.cfg or Config GUI -> Guards -> Allow Modify AiRange Default: true
Check Sight: Specificy whether they are required to see their target Config: metweaks.cfg or Config GUI -> Guards -> Allow Modify CheckSight Default: true
The Unit Level required to modify: Config: metweaks.cfg or Config GUI -> Guards -> AiRange UnlockLvL Default: 5 ( 5 lvl )
The Rate at which optional ranges unlock: Config: metweaks.cfg or Config GUI -> Guards -> AiRange UnlockFactor Default: 0.5 ( unlocks +1 in range every second level )
Show / Set Home: Usefull to place guards precisely onto a tower/wall For Farmhands this will set the center of their farm area
Requires config guardsWanderRange to be enabled Config: metweaks-ASM.properties -> guardsAdvancedSettings Default: true Required both Client & Server
Guards Sync Settings With their Rider: Originally when for example turning off the guardmode for a warg rider, the warg would still have guardmode on To avoid this, guarding settings will be synced accross rider and mount. Config: metweaks-ASM.properties -> guardsSyncSettings Default: true Serverside

Improvements:

Better Player Tablist: Fixes Player Names Overflowing
Shows current/max players instead of empty slots Config: metweaks-ASM.properties -> tabListShowMaxPlayers Default: true
Slots are ordered by color and name (TOS Admins would show at the top etc.) Config: metweaks-ASM.properties -> tabListSort Default: true
Config: metweaks-ASM.properties -> tabListChanges Default: true Clientside
Ranged AI Imrovements: NPCs no longer shoot over the head of their target (elves vs orcs) NPCs now properly follow their target NPCs keep their weapon charged, which avoids exploitation through hiding behind a blocks and returning, aswell as reduces the disadvantage of axethrowers loosing their charge when receiving knockback due to their small range NPCs may now choose to chase their target instead of waiting for the target to get in sight again Better performance for mounted ranged NPCs Mounted NPCs with a ranged weapon now properly detect the ranged weapon instead of going melee regardless in some cases Config: metweaks-ASM.properties -> aiRangedImprovements Default: true Serverside
Modern Block Harvest Speeds:
Improved Harvest Speeds for: Axe: Melons Hoe: Thatch, Wattle&Daub, Reed and Hay
Turns Shears and Hoe into a Tool, making them repair & enchantable too. Config: metweaks-ASM.properties -> improveBlockBreakSpeeds Default: true Required both Client & Server
Foods like Berries can be consumed faster to balance their low saturation: Cookies, Melons, Berries, Bananas, Cherries, Dates, Roasted Chestnuts, Lemons, Limes, Leek, Almonds, Grapes, Raisins and Olives take only half the time to consume Config: metweaks-ASM.properties -> foodConsumeDurations Default: true Required both Client & Server
Riders dont suffocate in Blocks anymore: Riders avoid locations that may suffocat them.
Config: metweaks.cfg or Config GUI -> Misc -> Riders Avoid Suffocating in Blocks Default: enabled (true) Fully Serverside Only
Mounted Wargs & Spiders no more die quickly from Falldamage: The Fall Damage is now handled similar to other mounts However only if mounted (for balance) Config: metweaks.cfg or Config GUI -> Misc -> Reduce Warg/Spider Rider Falldamage Default: enabled (true) Fully Serverside Only
Customizable Kill-Potion-ID: Usefull For Compatibility with other mods Free Slots usually are: 0, 24, 25, 26, 27, 28, 29, 31 Default: disabled (30) Config: metweaks.cfg or Config GUI -> Misc -> KillPotionID Required both Client & Server
Unit Tracker to avoid loss of units during travel (F7 + U key): Attempts to force units to teleport to you whenever they are out of range Originally Units, especially when in combat wouldnt teleport to you and get unloaded with the chunk especially during travel You no longer have to spam the horn which makes it much less annoying and less dangerous as the horn can be heard far away from other players
Turn on with keybind Far: As far as possible Near: Closer (60 blocks) in order to keep the entity in entity tracker, avoiding entity recreations or entitytracker issues
Config: metweaks.cfg or Config GUI -> Misc -> Unit Tracking Default: true Optional for either side
AI Conquest (NPCs conquest on their own, default disabled): Every NPC will generate conquest by killing other NPCs This can make your singleplayer world feel way more alive but also works in multiplayer
Options:
Global: if true, ai conquest will happen around the player no matter if they have been pledged or their conquest on Aims to avoid revealing a player's location from conquest in an area. (Default: false)
Factor Ally: How much conquest NPC's will generate if they are allied to the local player in an area Default: 0.0 because some regions would continuously generate positive conquest due to allied spawn counts outweighting enemies As well as for fighting for conquest yourself still being worth. Max Recommened would be 0.1
Factor Enemy: Same, but for the enemied relation Default: 0.25 Higher values are not recommened as it may make it undefeatable
Config: metweaks.cfg or Config GUI -> AI Conquest -> Enable AI Conquest Default: false Serverside
Prevent Spawners causing Inventory lag: Avoids rendering the entities in spawners in the creative & nei search gui only To prevent extreme lag when trying to search an item Config: metweaks.cfg or Config GUI -> Misc -> Fix SpawnerInvenstoryLag Default: true Clientside
Fangorn Tree Penalty Threshold: Cutting wood will be tolerated by trees in moderation if you have sufficient alignment to fangorn In order to allow building in fangorn biome Second config option to quickly change it while playing
Config: metweaks-ASM.properties -> fangornTreePenaltyThreshold Default: true
Config: metweaks.cfg or Config GUI -> Misc -> Fangorn Tree Pentalty Threshold Default: enabled (100) Value in Alignment
Serverside
Always set Bedspawn on attempt: You do not have to sleep in your bed anymore in order to set your respawn location Config: metweaks.cfg or Config GUI -> Misc -> Always Set Bedspawn Default: true Serverside
Bed - Enemies nearby - in MiddleEarth: Dont let you sleep if there are enemied npc's nearby LOTR Version of "You cannot sleep now, there are monsters nearby" Config: metweaks.cfg or Config GUI -> Misc -> Check Enemies Near Bed Default: true Serverside
Improved Trapdoor placement: Trapdoors place in proper directions now Config: metweaks-ASM.properties -> trapdoorPlacement Default: true Required both Client & Server
Improved Fencegate placement: Fencegates no more require a block below them to be placed Config: metweaks-ASM.properties -> fencegatePlacement Default: true Recommended both Client & Server, may place the block without attachment only shortly if missing on the serverside
Mount Speed Cap: Supposed to prevent server lag and ensure fairplay between a group Speed values can be reverted and changes anytime, they dont affect the world itself. Global speed value can be set in Config > Mountspeed > Global Mountspeed Min/Max and Use Global Mountspeed needs to be enabled To use entity specific speeds, you can disable Use Global Mountspeed and take a look at Config > Individual Mountspeeds
Speed Reference:
Activity Speed
Boat 0.17
Minecart 0.20
Average Horse 0.20
SprintJump 0.17
Sprint 0.13
Walk 0.10
Swim 0.05
FlyCreative 0.25
Note that speed values shown by the HUD on other entities than mounts are handled differently
Individual Mounts Scan: Config: metweaks-ASM.properties -> initMountspeeds Default: true
Turn off Meter display to see raw values Config: metweaks.cfg or Config GUI -> Healthbar -> Show Speed & Jump as Meters Default: true
Show both initial and modified speed Config: metweaks.cfg or Config GUI -> Healthbar -> Show Speed Default: false
Config: metweaks.cfg or Config GUI -> Misc -> Modify Mountspeed Default: false Serverside
FastTravel Improvements: Added FastTravelEvent, See API Custom NPCs and Horse Carts can now fast travel with you Config: metweaks-ASM.properties -> moreEvents Default: true Serverside
Option to prevent ring writing overflowing the edge:
Config: metweaks.cfg or Config GUI -> HUD Elements -> Change Ring Writing Radius Default: true Clientside

Vanilla Bug Fixes:

Fixed Deathscreen Buttons unclickable: Usually happened when rescaling the window Config: metweaks-ASM.properties -> fixGuiGameOver Default: true Clientside
Fixed Entities unclickable after respawn: Config: metweaks-ASM.properties -> entityTrackerPatches Default: true Optional for either side
Fixed Adventure Mode Item Swing Animation: When breaking blocks like grass, the animation wouldnt properly reset Only applies to adventure mode Config: metweaks-ASM.properties -> adventureModePatches Default: true Unknown Side Compatibility

Optifine Bug Fixes:

Fixes Optifine's updateRenderers logic, increasing fps drastically if there are no chunk updates: Default and Smooth Chunkloading will no longer use up all cpu time during idle
Config: metweaks-ASM.properties -> renderPerformance Default: true Clientside

LOTR Bug Fixes:

Projectile Patches:
Patches that require the clientside: Projectiles now ignore the shooters mount, making it much less annoying to shot down from a hill LOTR Projectiles no longer float in the air, turn invisible or unpickable
Ally Projectiles now pass through allied NPCs: Improving archer troops heavely Projectiles shot by players dont pass through Projectiles can not bypass bigger entities such as mounts, trolls, wargs... to reduce the effect of not knowing where a projectile came from Config: metweaks-ASM.properties -> allyProjectilesPassAllies Default: true Required both Client & Server
Piercing Projectiles absorb correctly and end up at correct position
Option to always absorb Piercing Projectiles: Projectiles like spears and axes are piercing (may hit through multiple entities) Config: metweaks-ASM.properties -> alwaysAbsorbPiercingProjectiles Default: false Required both Client & Server
Requires projectilePatches to be true Config: metweaks-ASM.properties -> projectilePatchesReqClient Default: true Required both Client & Server
Patches that work without clientside: Fixes Projectile lifetime not saving (therefore not despawning if area commonly loaded and unloaded) Fixes Projectiles vanishing in the ground or even going through solid blocks (spear/axe)
Fixes entites or hired npcs set on fire by burning arrows even without friendly fire This also fixes bypassing some banner protection like killing rugs or banners with firedamage
Config: metweaks-ASM.properties -> projectilePatches Default: true Optional for either side
Players dont freeze for 10+ seconds anymore when joining a server: Usually happens when you are in a fellowship with many shared waypoints, as it causes many unnecessary synchronous network request to resolve the waypoint creator. Config: metweaks-ASM.properties -> fixServerJoinFreeze Default: true Clientside
Banner Protection - Explosion Block Damage: Prevent Evil NPC Explosion Damage within evil Banner Protection (if permNpcAllowDestroyNonLiving is also false) Fixed Large Fireballs ignoring banner protection Config: metweaks-ASM.properties -> npcExplosionProtection Default: true Serverside
Fixed Mounted NPCs getting lost: Riders no more ignore their guardrange, especially usefull when you have mounted units to guard your fortress. Config: metweaks.cfg or Config GUI -> Misc -> Fix Guardmode For Mounted NPCs Default: true Fully Serverside Only
Fixed Mounts running away or keep walking: Mounts no more run away after you dismounted them (serverside part) They also dont keep walking (clientside part) Config: metweaks.cfg or Config GUI -> Misc -> Fix Mounts Running Away Default: true Optional for either side
Fix Horse Chest Performance: Caches Reflection to access the horse chest inventory that is called for every horse on every server tick Might reduce cpu from usage by 2% if there are quite a few horses Config: metweaks-ASM.properties -> horseinv Default: true Optional for either side
Fix Ally Aid Conquest: Originally, if conquest in an area would only spawn allies of the conquest faction, killing these would not reduce the conquest. This is fixed by this patch. Second config for quick testing Default: all enabled (true)
Config for the patch: metweaks-ASM.properties -> allyKillReduceConquest metweaks.cfg or Config GUI -> Misc -> AllyKill Decrease Conquest
Config to prevent conquest from spawning allied NPCs (optional): metweaks-ASM.properties -> allyConquestSpawns // turns off the injection, in order to prevent the spawning, turn off the other config metweaks.cfg or Config GUI -> Misc -> AllyConquest Spawns
Serverside Only (But if AllyConquest Spawns is disabled, its recommened to have this on the client in order to show "No Effect" in gui)
Fix Turkish Language Issue: Fixes the mod not recognizing its files anymore due to the turkish "i" being different. This may help you If you were suffering from missing textures Makes java run in english if language was turkish, (has nothing todo with language in minecraft gui) Config: metweaks-ASM.properties -> fixTurkishLang Default: true Optional for either side
Fix Npc's offering a quest but not showing questoffer-mark:
Config: metweaks-ASM.properties -> fixQuestofferSync Default: true Serverside
Fix NPCs from the Harad Continent being sluggish: NPCs moved very slow as soon as they left their home area when attacked, which ruined guardmode and made them easy to kill The Melee Attack AI kept restarting during attacks, causing delayed attacks Config: metweaks-ASM.properties -> fixSluggishHaradAttack Default: true Serverside
Reduced Loss, Exceptions or Duping of units upon teleporting to their Owner: Ensures they are being added to the chunk they are teleported to. Because otherwise they might get unloaded with the old chunk and teleported in the same tick. Config: metweaks-ASM.properties -> fixTeleportToHiringPlayer Default: true Serverside
ET Futurum Ores now properly smelt in LOTR Forges: For copper, iron and gold
Config: metweaks-ASM.properties -> metweaks-ASM.properties -> etFuturumCompatibility Default: false Unknown Side Compatibility

Customization:

Option to disable LOTR Structure: Config: metweaks-ASM.properties -> disableStructures Default: false Serverside
Option to disable Copper, Tin and Silver Ore Generation in MiddleEarth: Config: metweaks-ASM.properties -> disableTinCopperSilverGen Default: false Serverside
Option to balance Camouflage Units like Rangers:
Enemies can now target them if: They are attacked by them already From an Invasion
Chance in percent ( 0 - 100 ) Config: metweaks-ASM.properties -> revengeCamouflageTargetChance Default: 0 (disabled) Serverside
Experimental projectile settings for npcs to play around with:
NPC Projectile Damagefactor: 100 = disable 200% would make damage equal to when player would shoot them for equality to melee reduction(75%) would be 150% damage is scaled depending on projectiles as difference between player vs npc varies alot Config: metweaks-ASM.properties -> npcDamageFactorProjectiles Default: 100 (disabled)
NPC Critical Projectile Chance: 0 = disable 90% would make damage equal to when player would shoot them for equality to melee reduction(75%) would be 65% Config: metweaks-ASM.properties -> npcCriticalProjectileChance Default: 0 (disabled)
Option to only apply these changes onto Hireds: Config: metweaks-ASM.properties -> projectileFlagsHiredsOnly Default: false
Serverside

© 2025