# Client configuration

`automodpack/client.conf` in the game directory of the instance. The file is created on the first start with defaults.

The file uses a small subset of HOCON: comments (`#`), `key: value` options, inline lists, and braced nesting.

## Editing the file

| Setting | Default | Description |
|---|---|---|
| `update-selected-modpack-on-launch` | `true` | Fetches and applies the selected pack during launch, before the game loads it. When false, launch loads the current state and contacts the server only when you join. See [client updates](../how-it-works/client-updates). |
| `self-updater` | `false` | Checks Modrinth on its own for AutoModpack updates. Turning this off does not affect modpack installs. |
| `sync-automodpack-version` | `true` | Matches the AutoModpack version the server runs, updating or downgrading from Modrinth as needed. |
| `sync-versions` | `true` | Lets AutoModpack switch the launcher instance to the versions the server publishes (loader, loader version, and Minecraft version). Applies on Prism, MultiMC forks, and Pandora; see [launcher compatibility](../compatibility/launchers#version-sync-and-switching). |
| `play-music` | `true` | Plays music while a download runs in-game. |
| `show-modpack-settings-button` | `true` | Shows the "Modpacks" button on the multiplayer screen. It opens the installed-pack list, where players manage the pack and pick optional [groups](server-config#groups). |
| `pinned-mod-ids` | `[]` | Mod ids this instance always loads from its own `mods` folder. See below. |

## Pinned mods

A player who wants to run their own version of a mod adds its id to `pinned-mod-ids`. AutoModpack still syncs the pack's copy into the managed storage but does not load it, so the instance's own jar wins.

Matching covers `modId` and `provides`. A pin with no matching jar does nothing. The pack may genuinely need the version it ships, so a pin can break a pack; that is between the player and the pack. Restart to apply changes.
