Modules
Modules are configuration sections that define different aspects of your entity. Each module handles a specific feature like AI behavior, stats, or visual settings.
All Modules
Core
Essential configuration for every entity.
| Module | Description |
|---|---|
| Basic Options | Model, Display, Health, Damage, Behavior |
| Hitbox | Collision box dimensions |
| Presets | Pre-configured mob templates |
AI
Control entity behavior and decision-making.
| Module | Description |
|---|---|
| AI Goals | What the entity does (attack, wander, flee) |
| AI Targets | What the entity attacks |
Abilities
Special features and passive properties.
| Module | Description |
|---|---|
| Traits | Passive properties (sunburn, climbing, fireimmune) |
| Taming | Pet behavior and ownership |
| Skills | Reactive behaviors (animations, damage) |
Visual
Control entity appearance.
| Module | Description |
|---|---|
| Hidden Bones | Bones hidden at spawn |
| Equipment | Items in equipment slots |
Loot
Configure what drops on death.
| Module | Description |
|---|---|
| Drops | Custom loot drops |
Using Presets
Presets bundle common configurations together:
# Simple - just use a preset
my_skeleton:
Model: bone_knight
Preset: skeleton
# Override specific values
tank_zombie:
Model: armored_zombie
Preset: zombie
Health: 100
Damage: 8
See Presets for all available presets and customization options.
Module Order
Modules can be defined in any order. This example shows a recommended organization:
my_entity:
# Identity
Model: my_model
Display: '&eMy Entity'
Preset: zombie
# Stats
Health: 50
Damage: 10
# Hitbox (if not using preset)
Hitbox:
width: 0.6
height: 2.0
# AI
AIGoals:
- float
- meleeattack
- randomstroll
AITargets:
- nearestplayer
# Abilities
Traits:
- fireimmune
Taming:
item: minecraft:bone
# Visuals
HiddenBones:
- phase2_wings
Equipment:
mainhand: minecraft:iron_sword
# Skills
Skills:
- animation{name=idle, mode=loop} ~idle
# Loot
Drops:
- diamond 1 0.1