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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