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Traits

Traits are passive properties that are always active on your entity. Unlike AI goals (which involve decision-making), traits define what your entity is.

Syntax​

Traits:
- sunburn
- climbing
- fireimmune

Available Traits​

sunburn​

Makes the entity burn in direct sunlight (like zombies and skeletons).

Traits:
- sunburn

Behavior:

  • Entity catches fire when exposed to direct sunlight
  • Wearing a helmet protects from burning (helmet takes durability damage)
  • Works during daytime when the sky is visible
tip

Combine with restrictsun and fleesun AI goals for complete undead behavior:

Traits:
- sunburn
AIGoals:
- restrictsun
- fleesun{speed=1.2}

climbing​

Allows the entity to climb walls (like spiders).

Traits:
- climbing

Behavior:

  • Entity can walk up vertical surfaces when touching them
  • Works on any solid block
  • No special animation required (entity walks up walls)

fireimmune​

Makes the entity immune to all fire damage.

Traits:
- fireimmune

Behavior:

  • Immune to fire damage
  • Immune to lava damage
  • Cannot be set on fire
  • Useful for nether mobs or fire elementals

waterbreathing​

Allows the entity to breathe underwater indefinitely.

Traits:
- waterbreathing

Behavior:

  • No drowning damage
  • Can stay underwater forever
  • Useful for aquatic or amphibious mobs

freezeimmune​

Makes the entity immune to freezing in powder snow.

Traits:
- freezeimmune

Behavior:

  • No freeze damage from powder snow
  • Freeze meter doesn't accumulate
  • Useful for ice/snow themed mobs

amphibious​

Gives the entity amphibious pathfinding (can walk on land and swim in water).

Traits:
- amphibious
- waterbreathing

Behavior:

  • Uses AmphibiousPathNavigation (like turtles and frogs)
  • Can pathfind both on land and through water
  • Required for tryfindwater goal to work properly
  • Usually combined with waterbreathing
tip

This is essential for mobs that need to move between land and water:

Traits:
- amphibious
- waterbreathing
AIGoals:
- float
- tryfindwater
- randomswim
- wateravoidingrandomstroll

aquatic​

Gives the entity water-only pathfinding (stays in water like fish).

Traits:
- aquatic
- waterbreathing

Behavior:

  • Uses WaterBoundPathNavigation (like dolphins and fish)
  • Can only pathfind through water
  • Entity will struggle on land
  • Usually combined with waterbreathing

Examples​

Undead Mob​

my_zombie:
Model: zombie_model
AnimationStyle: Zombie
Traits:
- sunburn
AIGoals:
- float
- restrictsun
- fleesun{speed=1.2}
- meleeattack
- wateravoidingrandomstroll
AITargets:
- nearestplayer

Spider-like Mob​

wall_crawler:
Model: spider_model
AnimationStyle: Spider
Traits:
- climbing
AIGoals:
- float
- leapattarget{leapheight=0.4}
- meleeattack
- wateravoidingrandomstroll
AITargets:
- nearestplayer

Nether Mob​

fire_demon:
Model: demon_model
AnimationStyle: Humanoid
Traits:
- fireimmune
AIGoals:
- float
- meleeattack{speed=1.2}
- randomstroll
AITargets:
- nearestplayer

Aquatic Mob​

sea_creature:
Model: fish_model
AnimationStyle: Humanoid
Traits:
- waterbreathing
AIGoals:
- randomswim{speed=1.2}
- tryfindwater
AITargets: []

Multi-Trait Mob​

frost_spider:
Model: ice_spider
AnimationStyle: Spider
Traits:
- climbing
- freezeimmune
- waterbreathing
AIGoals:
- float
- leapattarget
- meleeattack
- wateravoidingrandomstroll
AITargets:
- nearestplayer

Traits vs AI Goals​

ConceptPurposeExamples
TraitsWhat the entity IS (passive properties)sunburn, climbing, fireimmune
AI GoalsWhat the entity DOES (active decisions)meleeattack, randomstroll, fleesun

Traits are always active and don't require AI decision-making. For example, the climbing trait allows wall climbing whenever the entity touches a wall - no goal needed.


Combining with Presets​

If you use a Preset, the preset's traits apply unless you override them:

# Uses skeleton preset's sunburn trait
my_skeleton:
Model: bone_knight
Preset: skeleton

# Override with custom traits (replaces preset's traits)
my_skeleton:
Model: bone_knight
Preset: skeleton
Traits:
- climbing
- fireimmune