NeoOrigins Content Config Reference

Server-controlled content toggles live in the TOML file config/neoorigins/content.toml. Unlike client.toml (per-player), this is a SERVER config: NeoForge auto-syncs it to every connecting client, so whatever the server decides is what every player sees. Disabling an origin here genuinely hides it from remote clients’ selection screens: the server is the single source of truth.

The file is created with defaults on first launch. Edit it while the game/server is closed. Resolution follows standard NeoForge server-config rules:

  • config/neoorigins/content.toml: the global default for this install.
  • <world>/serverconfig/neoorigins/content.toml: a per-world copy, if present, overrides the global file for that world.

Minecraft 26.3. NeoForge 26.3 renamed the config types: SERVER is now SYNCED and COMMON is now LOCAL, with the same load and sync behaviour. The per-world copy moved with it, to <world>/syncedconfig/neoorigins/content.toml. The first time a world starts on 26.3, NeoOrigins copies its serverconfig/neoorigins/content.toml (or the pre-2.2.2 serverconfig/neoorigins-server.toml) into syncedconfig/ and applies it that same boot. An existing syncedconfig/ copy is never overwritten, and the 26.2 serverconfig/neoorigins/content.toml stays where it is, so the world still opens on an older build.

These values are read only after a world is active, so they do not participate in the boot-time datapack reload.

Config split (2.2.2). content.toml is one of four config files, and the only true SERVER config among them: its siblings gameplay.toml, admin.toml and power_overrides.toml are COMMON configs (loaded early, not synced to clients, no per-world copy). This doc covers content.toml only.

Global toggles

These four live at the top of the file, outside any section.

Option Type Default Description
disable_resource_bars bool false Hide all resource bars (mana, stamina, rage, etc.) from the HUD globally. Any active power that would normally cost a resource instead falls back to costing hunger: resource_cost_amount food points are deducted. Useful for packs that prefer vanilla hunger as the universal ability cost.
disable_night_vision bool false Suppress the minecraft:night_vision effect globally. Any power that would apply it (the neoorigins:night_vision / persistent_effect path) no longer brightens the screen. Only night vision is stripped; other effects on the same power still apply. For packs that want darkness to stay threatening.
disable_enhanced_vision bool false Withhold the neoorigins:enhanced_vision capability globally. The client-side low-light brightness boost (cat eyes, salamander, oculus drone, etc.) never turns on because the capability is never sent to clients. Independent of disable_night_vision: these are two separate mechanisms and can be toggled separately.
classic_mode bool false Offer only the original Origins mod’s origins and the original Origins: Classes classes, with their original power sets. See Classic mode below.

The two vision toggles are intentionally separate: disable_night_vision targets the vanilla potion-effect brightening, while disable_enhanced_vision targets NeoOrigins’ own brightness-curve capability. Turn off one, both, or neither.

Both outrank the player-facing Toggle Night Vision keybind. That key is a personal preference switch and only ever turns night vision off on top of what the server already permits: on a server with disable_night_vision = true, pressing it reports that night vision is disabled and changes nothing. See the player toggle section for the player-side half.

[origins]: per-origin enable toggles

The built-in origins each have a boolean here, defaulting to true. Set one to false to hide that origin from the selection screen.

Behaviour Detail
Key The origin’s path id (e.g. merling, automaton, stoneguard).
Keys generated human, merling, avian, blazeling, elytrian, enderian, arachnid, shulk, phantom, feline, golem, caveborn, sylvan, draconic, revenant, tiny, abyssal, voidwalker, stoneguard, verdant, umbral, inchling, sporeling, frostborn, strider, siren, piglin, hiveling, cinderborn, sculkborn, enderite, necromancer, gorgon, automaton, kraken, warden, dwarf, breeze, vampire, air_mage, darkness_mage, earth_mage, fire_mage, gravity_mage, water_mage, monster_tamer, skeleton, slime, wraith, asura, windwalker, qi_cultivator, golden_body, iron_monk, sword_immortal (55 keys). The Dragon Survival origins (cave_dragon, forest_dragon, sea_dragon) have no toggle here.
Default true (enabled).
When disabled Hidden from the selection screen, but still assignable via /neoorigins set <player> neoorigins:<id>. The origin stays registered.
Scope Matched by id: a toggle applies to neoorigins:<key> only. Origins in any other namespace, whether from datapacks or originpacks/, are not affected by these toggles.
[origins]
    human = true
    merling = true
    automaton = false   # hidden from the picker, still /set-able

[classes]: per-class enable toggles

The same mechanism for the built-in classes (class_warrior, class_archer, class_cleric, …), each defaulting to true.

Behaviour Detail
Key The class’s path id (e.g. class_warrior).
Keys generated class_warrior, class_archer, class_miner, class_beastmaster, class_explorer, class_sentinel, class_herbalist, class_scout, class_berserker, class_titan, class_rogue, class_lumberjack, class_blacksmith, class_cook, class_merchant, class_cleric, class_nitwit, class_fisher, class_mason, class_paladin (20 keys).
Default true (enabled).
When disabled Hidden from the class selection screen, the same way as a disabled origin: the class stays registered and is still assignable via /neoorigins set.
All disabled If every class is set to false, the class selection screen is skipped entirely.
[classes]
    class_warrior = true
    class_nitwit = false

Classic mode

classic_mode = true turns NeoOrigins into the original Origins experience:

Warning: turn it on before the world is created if you can. If you turn it on in a world that already has players, anyone who already holds an origin or class that classic mode hides keeps it, powers and all, until it is reset. They need to reset it with an Orb of Origin (for an origin) or an Orb of Class (for a class), or an admin can run /neoorigins reset <player>, or /neoorigins reset <player> neoorigins:class for the class alone. Each such player is told this in chat when they join, and when the mode is switched on while they are online, and the server logs a warning on every start of a world that already has player data while the mode is on, not only when the mode is switched on while the server runs.

  • Origins: only Human, Merling, Avian, Blazeborn (blazeling), Elytrian, Enderian, Arachnid, Shulk, Phantom and Feline are offered. Every other built-in origin is hidden, the Dragon Survival dragons included.
  • Classes: only the fourteen Origins: Classes classes are offered: Archer, Beastmaster, Blacksmith, Cleric, Cook, Explorer, Farmer, Lumberjack, Merchant, Miner, Nitwit, Rancher, Rogue and Warrior. Farmer and Rancher ship for classic mode: they stay registered either way, but outside the mode they are hidden from the picker, the way a class switched off by its own toggle is.
  • Powers: each of those origins and classes swaps its NeoOrigins power list for one modelled on the original mod. The classic definitions live in data/neoorigins/origins/classic_origins/<id>.json, one full origin body per id, and replace neoorigins:<id> while the mode is on: ten origins and twelve classes. Farmer and Rancher have no file there, because their only definition already is the classic one. They have no evolution tiers. A datapack can override a classic definition by shipping the same path.
  • Evolution: off while the mode is on, whatever [evolution] enabled in gameplay.toml says, for every origin, datapack and originpacks/ ones included: the original origins and classes have no tiers. Kills are not counted, no evolution prompt appears, and the info screen hides the Evolution Path. A player who already reached a tier keeps it, and it comes back into play if the mode is switched off.
Behaviour Detail
Toggles Classic mode hides every non-classic built-in whatever its [origins]/[classes] toggle says. The toggles still work on the classic ones: set a classic origin or class to false and it stays hidden, in classic mode as outside it.
Datapack origins Not affected. Origins and classes from datapacks or originpacks/ stay offered in classic mode.
Existing players A player who already holds an origin or class that classic mode hides keeps it, with its powers, until it is reset (see the warning above). This is the same as disabling it with its toggle. A player holding a classic origin gets its classic powers.
Switching mid-session Editing the file while the server runs applies at once: online players’ classic origins swap power sets (powers shared by both versions keep their state), and every client’s picker is resent. Restarting is not needed.
/neoorigins list Marks hidden entries [disabled] and says (classic mode) in the header while it is on.
classic_mode = true

Source of truth: config/ContentTogglesConfig.java.