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entity template.yml
Valor edited this page Nov 9, 2025
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1 revision
This document explains every top-level section in src/main/resources/entities/template.yml. Each section from the template file is split out and described with syntax notes and copy‑paste examples so you can create or edit rare entity definitions safely.
Click here to view the full template.yml file.
- Purpose: Define a RareEntity (a configurable "rare" mob) — spawn weight, conditions, appearance, abilities, drops, and behavior.
- Required: Only
typeis strictly required; other keys are optional.
- Controls how often this entity is chosen when the plugin decides to spawn a rare.
- Keys:
-
weight: numeric weight used to choose between rares (relative probability). -
spawn-group: the spawn-group name defined in config.yml (fallback is "default"). Example:
-
weight: 10
spawn-group: group1- Set when and where the entity may spawn.
- Keys:
-
select-new: boolean — if false, RareSpawns may try other rares when conditions fail. -
biomes: list of biome ids (namespace:biomeId) allowed to spawn. -
biome-blacklist: boolean — if true, treatbiomesas a blacklist instead. -
weather: CLEAR, RAIN, THUNDER -
time: SUNRISE, DAY, SUNSET, NIGHT or custom numeric range'0-24000'Example:
-
conditions:
select-new: true
biomes:
- 'minecraft:forest'
- 'terralith:highlands'
biome-blacklist: false
weather: CLEAR
time: DAY-
name: logical name for the rare (informational). -
name-visible: boolean — show the entity's vanilla name tag (not recommended with custom nameplate). -
nameplate: rich display settings (text array, shadow, line width, billboard, scale, background, view-distance, offset). Example:
name: 'Dragon Slayer'
name-visible: false
nameplate:
text:
- 'Dragon Slayer'
- 'line 2'
text-shadow: true
line-width: 0
billboard: CENTER
scale: 1.0
background: false
background-color: BLUE
see-through: false
view-distance: 60
offset: 0, 1.5, 0-
type: REQUIRED — living entity type (e.g.,ZOMBIE,SKELETON). -
health: total max health (numeric). -
effects: potion effects list (EFFECT:level). Example:
type: ZOMBIE
health: 2000
effects:
- SPEED:1
- FIRE_RESISTANCE:1- Provide equipment (can include custom items referenced by template names or
nexo:/itemadder:/oraxen:prefixes if integrations are used). - Keys:
itemswith slots:main-hand,off-hand,helmet,chestplate,leggings,bootsExample:
items:
main-hand: template
off-hand: ''
helmet: CARVED_PUMPKIN
chestplate: IRON_CHESTPLATE
leggings: ''
boots: ''-
can-despawn: boolean, whether this rare can naturally despawn. -
anti-stuck: boolean, auto-teleports to the target if stuck. -
ai: enable vanilla AI. -
hostile: treat passive creatures as hostile. Example:
can-despawn: false
anti-stuck: true
ai: true
hostile: true-
attributes: list of attribute changes (Bukkit Attribute enum). -
iframes: number of ticks for invulnerability frames (damage cooldown). Example:
attributes:
- SCALE:2
- MOVEMENT_SPEED:0.05
iframes: 20-
spawn-messageanddeath-messageallow broadcasting a multi-line message with optional radius and sound. -
message: array of text lines (supports color codes). -
radius: broadcast radius (blocks). -
sound:SOUND_KEY:volume:pitch. Example:
spawn-message:
message:
- '&8==========================================='
- '&6The Dragon Slayer has risen!'
- 'Slay him quickly for unfathomable treasure!'
- '&8==========================================='
radius: 100
sound: ITEM_GOAT_HORN_SOUND_5:1.0:0.75
death-message:
message:
- '&8==========================================='
- '&6The Dragon Slayer has fallen!'
- 'The lands remain safe once more.'
radius: 100
sound: ITEM_GOAT_HORN_SOUND_0:1.0:0.9-
drop-tabledefines what the rare drops when killed. -
real: boolean — whether to use the entity's real drop-table (true) or RareSpawns should drop items. -
items: list of entries, supporting:MATERIAL:amountMATERIAL:amount:chanceMATERIAL:min-max:chance-
template:1ornexo:id:amount,itemadder:id:amount,oraxen:id:amount(if integrated) Example:
drop-table:
real: true
items:
- template:1
- DIAMOND:1:20
- EMERALD:1-4:20-
abilities: list of ability names (optionallyabilityName:cooldownseconds). If no cooldown is given, ability defaults apply. Example:
abilities:
- template
- fireBreath:30- Display a boss bar for the rare:
-
name,color(BarColor),style(BarStyle),distance(visibility distance). Example:
bossbar:
name: '&6Dragon Slayer'
color: BLUE
style: SEGMENTED_20
distance: 50- A large set of common entity options. Key list and brief meaning:
-
aggro-range: detection radius -
arrows-in-body,arrows-despawn-ticks -
baby: boolean for baby variants -
pick-up-items: whether entity can pick up items -
collidable,gliding,invisible,leadable -
underwater_breath: ticks of air underwater (20 ticks = 1s) -
remove-when-far-away: boolean to despawn when far -
swimming,riptiding,passenger(entity carried),fall-distance,fire-ticks,on-fire -
glowing,gravity,use-portals,silent,visible-by-default - Slime-specific:
slime-size,slime-split - Wolf / cat specifics:
wolf-angry,wolf-type,cat-typeExample:
-
ai: true
aggro-range: 20
arrows-in-body: 10
baby: false
pick-up-items: false
underwater_breath: 200
remove-when-far-away: false
on-fire: true
glowing: false- Several entity types have extra nested settings. Use them only where applicable.
Horse:
horse:
color: WHITE
style: BLACK_DOTS
armor: DIAMOND_HORSE_ARMORParrot:
parrot-type: REDRabbit:
rabbit-type: GOLDAxolotl:
axolotl-type: CYANTropical fish:
tropical-fish:
color: GREEN
pattern: DASHER
pattern-color: BLACKPanda:
panda:
main-gene: LAZY
hidden-gene: AGGRESSIVESlime:
slime-size: 2
slime-split: falseWolf / Cat:
wolf-angry: true
wolf-type: BLACK
cat-type: JELLIE- Configure how players can tame this entity (if naturally tameable).
- Keys:
-
vanilla-tameable: boolean fallback -
tameable.item: item required (material or custom) -
tameable.chance: percent chance (integer) -
tameable.fail-sound,fail-particle,tame-sound,tame-particleand amounts Example:
-
vanilla-tameable: false
tameable:
item: NETHER_STAR
chance: 10
fail-sound: ENTITY_WOLF_GROWL:0.5:1.0
fail-particle: SMOKE
fail-particle-amount: 10
tame-sound: ENTITY_WOLF_HOWL:0.5:1.0
tame-particle: HEART
tame-particle-amount: 10- For Evoker / Illusioner-like entities.
-
spellcaster.spellsis a list of spell enums (e.g., FANGS, BLINDNESS). Example:
spellcaster:
spells:
- FANGS
- BLINDNESS-
immune-to— list of DamageCause enum values that the entity ignores. Example:
immune-to:
- LAVA
- DROWNING
- FREEZE
- HOT_FLOORweight: 10
spawn-group: group1
conditions:
biomes:
- 'minecraft:forest'
time: DAY
name: 'Forest Warden'
type: ZOMBIE
health: 500
items:
main-hand: IRON_SWORD
helmet: IRON_HELMET
can-despawn: false
abilities:
- template
drop-table:
real: true
items:
- DIAMOND:1:10weight: 10
spawn-group: group1
conditions:
select-new: true
biomes:
- 'minecraft:forest'
weather: CLEAR
time: DAY
name: 'Dragon Slayer'
type: ZOMBIE
health: 2000
effects:
- SPEED:1
items:
main-hand: template
helmet: CARVED_PUMPKIN
can-despawn: false
anti-stuck: true
attributes:
- SCALE:2
- MOVEMENT_SPEED:0.05
iframes: 20
spawn-message:
message:
- '&6The Dragon Slayer has risen!'
radius: 100
sound: ITEM_GOAT_HORN_SOUND_5:1.0:0.75
drop-table:
real: true
items:
- template:1
- DIAMOND:1:20
- EMERALD:1-4:20
abilities:
- template
bossbar:
name: '&6Dragon Slayer'
color: BLUE
style: SEGMENTED_20
distance: 50- Save the entity file and restart or reload the plugin.
- Use RareSpawns commands or spawn the entity via in-game command (if the plugin exposes one).
- Check the server console for parsing, validation, or integration messages.
- If the entity misbehaves:
- Verify the
typeis a valid living entity. - Check for typos in enum values (case-sensitive).
- Reduce features (e.g., remove custom attributes) to isolate the problem.
- Verify the
- Keep entity files focused and documented with comments.
- Use
can-despawn: falsefor bosses to avoid accidental disappearance. - Test in a staging environment before enabling complex mechanics (attributes, huge health, spawn messages, or custom drops).
- When referencing custom items (Nexo, ItemsAdder, Oraxen), use the proper prefix (e.g.,
nexo:,itemadder:,oraxen:) in equipment or drop tables and ensure those plugins are installed. - Back up your entity files before making major edits.