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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.

ModuleDescription
Basic OptionsModel, Display, Health, Damage, Behavior
HitboxCollision box dimensions
PresetsPre-configured mob templates

AI​

Control entity behavior and decision-making.

ModuleDescription
AI GoalsWhat the entity does (attack, wander, flee)
AI TargetsWhat the entity attacks

Abilities​

Special features and passive properties.

ModuleDescription
TraitsPassive properties (sunburn, climbing, fireimmune)
TamingPet behavior and ownership
SkillsReactive behaviors (animations, damage)

Visual​

Control entity appearance.

ModuleDescription
Hidden BonesBones hidden at spawn
EquipmentItems in equipment slots

Loot​

Configure what drops on death.

ModuleDescription
DropsCustom 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