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Kingdomcome Combat — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
acquire_angleAcquire Angle
modeActivation ModeControls when vanilla arms are hidden and the headless third-person body is rendered.
vanilla_attack_weapon_pickerAdd Vanilla Attack ItemSearch by item name or registry ID; saving adds it to the list above.
aim_left_offsetAim Left Offset
armor_physics_compatArmor Physics Compatibility
auto_on_hitAuto Lock On Hit
bind_head_frontBind Camera to Head Front Eye Position
blade_trailsBlade Trails
blocking_movement_slowdownBlocking Movement SlowdownWhen enabled, holding a KCC weapon or shield block slows movement; disabling it removes KCC's additional blocking slowdown without changing vanilla item-use slowdown.
blood_mist_opacityBlood Mist Opacity
render_player_bloodBlood on Players
blood_particle_percentBlood Spot/Drop Count
blood_stain_percentBlood Stain Intensity
blood_trace_particle_percentBlood Trace Particle Amount
screen_blue_effect_strengthBlue Screen Effect Strength
body_forward_offsetBody Forward/Backward Offset
camera_forward_offsetCamera Eye Forward/Backward Offset
height_offsetCamera Height
pull_inCamera Pull-In
shoulder_offsetCamera Right Offset
cauldron_face_washCauldron Face Washing
client_projectile_hurtboxClient Projectile Hurtbox HitsControlled by the server. When enabled, clients may report arrows that miss vanilla boxes but intersect mod hurtboxes; the server still verifies every report.
collision_cache_radiusCollision Cache RadiusMaximum client radius for loading animated model and weapon collision boxes. Defaults to 8 metres; boxes load on demand, or continuously while F3+B is enabled.
debugDebug
disable_left_handed_mobsDisable Left-Handed Mobs
dodge_animationDodge Animation Overlay
enable_renderingEnable All Special First-Person Rendering
ender_dragon_overhaulEnable Ender Dragon Overhaul
hurt_camera_movementEnable Hurt Camera Movement
lightweight_blocking_modeEnable Lightweight Blocking ModeReduces enemy block and perfect-block chances by (100% - current chance), and slightly lowers enemy attack desire.
lightweight_damage_modeEnable Lightweight Damage ModeMajor server-wide switch. Removes bleeding and injuries, custom armor, weapon panels, localized damage, and toughness. Melee damage becomes vanilla weapon damage times the highest of the move's three panel modifiers; only head hits deal 1.5x damage. Vanilla da
mob_toughnessEnable Mob ToughnessWhen disabled, player attacks interrupt mob attacks whenever final mitigated impact exceeds the mob AI toughness value.
equipment_generationEnable Mod Equipment Generation
screen_effectsEnable Screen Effects
empty_entity_idEntity ID cannot be empty
zombie_leader_health_fixFix Zombie Leader Initial Health
hit_reaction_animation_strengthHit Reaction Animation Strength
hit_reaction_return_ticksHit Reaction Return Time
hit_stop_ticksHit Stop Duration
reach_attribute_hitbox_scale_per_blockHitbox Scale per Block of ReachPercentage that hitbox length changes for each block of entity attack range added or removed by the weapon; defaults to 20%.
yaw_speedHorizontal Follow Speed
experimental_illager_undead_hostilityIllager–Undead Hostility (Experimental)Makes illagers and undead mobs hostile to each other. Disabled by default.
invalid_item_idInvalid item ID, for example minecraft:spyglass.
invalid_entity_idInvalid or unregistered entity ID
empty_item_idItem ID cannot be empty.
disabled_itemsItems That Disable Special First PersonUse vanilla first person while either hand holds a listed item. Enter full registry IDs.
lock_onLock-On
crosshair_scaleLock-On Crosshair Size
first_person_forward_offsetLocked First-Person Forward Offset
master_counter_window_ticksMaster Counter Window
combat_min_distanceMinimum Combat DistancePlayers and targets use this distance; active mod AI mobs keep this value minus 0.2 metres from each other.
unperfect_block_window_ticksNormal Block Window
permission_tooltipOnly players with cheat permission can change global server settings.
effectsParticles and Blood
block_window_ticksPerfect Block Window
always_player_interruptPlayer Attacks Always Interrupt MobsWhen enabled, any unblocked player attack interrupts mob attacks and ignores mob toughness, even if armor is not penetrated.
player_blood_overlay_compatPlayer Blood Alpha-Shell Compatibility
screen_red_effect_strengthRed Screen Effect Strength
release_distanceRelease Distance
render_armor_holesRender Armor Holes
render_bloodRender Blood
weapon_onlyRender Only Weapons in First Person
renderingRendering
reach_attribute_hitbox_scalingScale Hitboxes with ReachScale hitboxes from entity reach, attack range, and compatible entity-attack range modifiers supplied by the main-hand weapon itself.
serverServer
server_read_onlyServer (Read Only)
messagesShow Debug Messages
show_crosshairShow Lock-On Crosshair
show_target_stamina_ringShow Target Stamina Ring
simple_eye_simulationSimple Eye Simulation
spark_percentSpark Particles
first_personSpecial First Person
stance_gesture_sensitivityStance Gesture Sensitivity
switch_angleSwitch Angle
switch_thresholdSwitch Threshold
target_stamina_ring_scaleTarget Stamina Ring Size
mob_renderer_compatibility_modeThird-Party Mob Renderer CompatibilityApply whole-body mob animation from the shared transform hook so armor and attachment passes in rewritten renderers follow the creature. Enable this if a third-party mob's equipment separates from its body.
third_party_right_click_outside_lockThird-Party Weapon Right Click Outside Lock-OnAllows special right-click abilities from third-party weapons only while not locked on. While locked on, right click continues to use KCC blocking.
transition_speedTransition Speed
mounted_kcc_combatUse KCC Combat While MountedWhen enabled, attacks made while riding a horse or camel use the KCC combat system instead of vanilla attacks.
legacy_collision_calculationUse Legacy Collision CalculationControlled by the server for every player. Uses animation-formula estimates when enabled; otherwise rendered bone hitboxes take priority.
disable_custom_unarmed_attacksUse Vanilla Unarmed AttacksWhen enabled, attacking with an empty main hand uses Minecraft's vanilla attack instead of KCC's custom unarmed attack.
vanilla_attack_weapon_idsVanilla Attack WeaponsItem IDs listed here use Minecraft's vanilla entity attack and are not intercepted by custom combat.
vanilla_hurt_sound_volume_multiplierVanilla Hurt Sound Volume
vanilla_attack_entity_idsVanilla-Attack EntitiesEntity registry IDs listed here are attacked through Minecraft's vanilla attack flow.
pitch_speedVertical Follow Speed

First Person

OptionWhat it does
alwaysAlways Active
when_neededOnly When Needed
locked_onlyOnly While Locked On

Server

OptionWhat it does
noneSelect an item…