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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-1.21.1-1.3.0.jar

File namemusclememory-1.21.1-1.3.0.jar
Uploader
yungspiderqyungspiderq
Uploaded
Aug 20, 2026
Downloads
33
Size
130.5 KB
Mod Loaders
NeoForge
File ID
8693054
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:muscle-memory-1652187:8693054"

Learn more about Curse Maven

What's new

1.3.0

The tree can be reshaped from the config. A new [tree] section in config/musclememory-server.toml decides which branches and nodes exist and what they cost, so a modpack can fit the mod to its own progression without repackaging the jar.

  • disabledBranches — remove a whole branch by id. Its tab disappears, and it stops earning points.
  • disabledNodes — remove single nodes by id. Anything hanging off a removed node is removed with it, since it could never be reached otherwise.
  • nodeCosts, nodeRanks, nodeRequiredSpentnodeId=number entries overriding what a rank costs, how many ranks there are, and how many points must already be spent in the branch before the node opens. The last one is the pacing knob.

It is a server config, so it is set once for everyone and sent to players when they join — the tree a player sees is always the tree the server is running.

/musclememory nodes prints every node id with its current cost, rank cap and gate, so the ids for the config can be read out of the game instead of the source.

Nobody loses points to a config change. If a pack removes a node, makes one cheaper, or lowers a rank cap, players who already bought into it get the difference back in their pool the next time they log in, and ranks above a new cap are trimmed rather than left dangling.

This mod has no related projects