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Basic Options

These are the core options for defining an entity.

Model

Required - The model ID to use for this entity.

my_entity:
Model: example_model

The model ID corresponds to:

  • A .bbmodel file: models/example_model.bbmodel
  • Or a GeckoLib folder: models/example_model/

Model IDs are case-insensitive.

Display

Custom display name shown above the entity. Supports color codes.

my_entity:
Display: '&c&lFire Demon'

Color codes:

  • &0-&f - Colors (black to white)
  • &l - Bold
  • &o - Italic
  • &n - Underline
  • &m - Strikethrough
  • &k - Obfuscated
  • &r - Reset

See the color codes reference for all options.

Health

Maximum health points. Default: 20.0

my_entity:
Health: 100

The entity spawns with full health.

Damage

Base attack damage. Default: 2.0

my_entity:
Damage: 10

Only applies when the entity has an attack goal.

AnimationStyle

Applies procedural animation based on vanilla mob bone structures. Your model's bones must match the expected names.

my_entity:
Model: my_model
AnimationStyle: Zombie

Available styles:

StyleMobs
HumanoidPlayer, Zombie, Skeleton, Piglin, etc.
QuadrupedPig, Cow, Wolf, Horse, etc.
SpiderSpider, Cave_Spider
ChickenChicken, Parrot
CreeperCreeper
VillagerVillager, Witch, etc.
Iron_GolemIron_Golem
Snow_GolemSnow_Golem
SlimeSlime, Magma_Cube

See the styles reference for required bone names.

tip

When using Presets, you typically don't need to specify Style - the preset handles it automatically.

Behavior

Preset AI behavior. This is ignored if AIGoals is specified.

my_entity:
Behavior: HOSTILE

Available behaviors:

BehaviorDescription
PASSIVEWanders, doesn't attack
HOSTILEAttacks players on sight
NEUTRALAttacks when provoked
FLYINGPassive with flying movement
FLYING_HOSTILEHostile with flying movement

For custom AI, use AIGoals instead.

Complete Example

fire_zombie:
Model: fire_zombie
Display: '&c&lFire Zombie'
Health: 40
Damage: 8
AnimationStyle: Zombie
Behavior: HOSTILE
Skills:
- animation{name=idle, mode=loop} ~idle
- animation{name=walk, mode=loop} ~moving
- animation{name=attack} ~onHurt