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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