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Shows everything that went wrong (or almost wrong) on the last load: broken mob entries, unparseable effect lines, duplicate ids. Console warnings scroll away; the debug report is kept and you can ask for it any time.

Usage

Permission: nmentities.debug

The report

Each problem names the file, the mob, the position in its effect list, the part that’s wrong, the line quoted back, and a fix. Typos are matched against the real names, so narrat suggests narrate, @taget suggests @target, and #onHurted suggests ~onHurt.

Errors vs warnings

  • Errors mean something was dropped: a mob skipped, an effect line thrown away.
  • Warnings mean it loaded anyway, like a duplicate id overriding an earlier one.
/nme reload finishes by telling you the totals and pointing you at /nme debug when either is non-zero, so a broken file can’t quietly go unnoticed.

The kinds of problems it catches

Mob entries get the same treatment: a missing base, an unknown or unspawnable base, a mob id with a space, a misspelled field (helth:), a duplicate id, or a mob disabled because its model is gone.
An unclosed { in a multi-line block is reported on the line that has it, and everything below still loads. One typo can’t swallow the rest of the file.