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Muscle Memory

Five skill branches that level themselves. Fighting feeds Combat, mining feeds Mining - and each branch spends only its own points. Passive buffs, active abilities on a keybind, and uncapped mastery once a branch is done.
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musclememory-1.1.0.jar

File namemusclememory-1.1.0.jar
Uploader
yungspiderqyungspiderq
Uploaded
Aug 14, 2026
Downloads
8
Size
110.3 KB
Mod Loaders
NeoForge
File ID
8649920
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:muscle-memory-1652187:8649920"

Learn more about Curse Maven

What's new

1.1.0

A sixth branch: Craft. Points come from crafting and smelting. Steady Hands mends the tool in your hand as you carry it, Thrifty cuts anvil costs, Bulk Work and Smelter sometimes give you one more, Hot Touch smelts ore before it hits the ground, Apprentice pays experience for everything you make, and Master Smith makes anvils stop saying "too expensive". Its ability, Forge, repairs the held item outright.

Hovering a branch tab now tells you what feeds it — no more guessing where the points of a branch come from.

Vein mining and tree felling, earned instead of given. Two new nodes in the Mining branch. Lumberjack fells the rest of the tree when you break a log, 24 more logs per rank. Vein Miner takes the connected ore vein with the block you broke, 8 more blocks per rank. Both need the right tool, and both stop before your tool breaks. The chained blocks award no extra branch progress — one swing is worth one swing.

Advancements. Eleven of them: first point, first ability used, each branch bought out, all six branches, and mastery rank 10. They exist so quest mods can react to your progress — FTB Quests can require them through its Advancement task without any dependency between the mods. In the other direction, a quest can already hand out points with /musclememory points <branch> <n>.

Fixed: the advancement screen used the missing-texture background.

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