plugins/NMEntities/Mobs/, one top-level key per mob. Only base is required; model is optional, and every other field is optional too. Leaving a field out means “keep the vanilla default”, which is why most mobs are four lines long.
Identity
Stats
Stat fields only apply to living bases. An
armor_stand base ignores health, damage, armor and speed; the flags below still work on anything.Behaviour and presence
Blocks
Three fields are sections rather than single values, and have pages of their own:
A mob may also carry a
spawners: block; see Spawners.
Breeding
Feed two of a mob and what appears is the mob it declares as itschild, not a vanilla baby:
- Both parents must be the same mob. Crossing two different custom mobs has no answer anyone could predict, and neither does crossing one with a vanilla animal — those keep vanilla’s own behaviour.
- The experience the vanilla baby would have dropped is dropped anyway. The parents have already paid for it.
- A plugin that forbids breeding — region protection, a farm limiter — has its say first, and no mob is spawned into a “no”.
- Leave
childout and vanilla decides, which for a modelled mob means a plain baby of the base entity.
A full example
Editing without opening a file
Every field on this page exceptequipment and effects can be set in game from the Entities menu: left-click a mob to open its editor, left-click a stat to type a value, right-click a stat to clear it back to the default. Changes are written straight back into the YAML the mob came from, so the file stays the source of truth.
Notes
- Field names are read with
-and_interchangeably, and case-insensitively. - Values are checked when they load: a number out of range, an entity that can’t be spawned, and a
modelwith no matching file are all reported by/nme debugwith the file and the reason, rather than silently ignored. - Ids are global. Two mobs in different files — or different subfolders — still cannot share an id, and you get a duplicate warning if they do.

