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
.bbmodelfile: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:
| Style | Mobs |
|---|---|
| Humanoid | Player, Zombie, Skeleton, Piglin, etc. |
| Quadruped | Pig, Cow, Wolf, Horse, etc. |
| Spider | Spider, Cave_Spider |
| Chicken | Chicken, Parrot |
| Creeper | Creeper |
| Villager | Villager, Witch, etc. |
| Iron_Golem | Iron_Golem |
| Snow_Golem | Snow_Golem |
| Slime | Slime, Magma_Cube |
See the styles reference for required bone names.
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:
| Behavior | Description |
|---|---|
PASSIVE | Wanders, doesn't attack |
HOSTILE | Attacks players on sight |
NEUTRAL | Attacks when provoked |
FLYING | Passive with flying movement |
FLYING_HOSTILE | Hostile 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