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In this tutorial you’ll create your first custom mob and spawn it in your world. It takes about five minutes, and you don’t need to write any code.

Before you start

You need:
  • NMEntities installed: the jar in your server’s plugins/ folder, server started once.
  • Permission to run /nme commands (you’re OP, or you have nmentities.*).
A Blockbench model is optional. We’ll cover both paths.

Path A: A mob with a custom model

1. Drop in your model

Take any .bbmodel file exported from Blockbench and place it in:
For this tutorial we’ll assume it’s called toast.bbmodel.

2. Reload

Run:
Two things happen. NMEntities rebuilds the resource pack with your model in it, and it notices toast isn’t used by any mob yet, so it automatically creates one for you in plugins/NMEntities/Mobs/mobs.yml. The console confirms it: Loaded 1 mob(s).

3. Apply the resource pack

Your model lives in a resource pack that players need to see it. Apply the generated pack to your client (it’s in plugins/NMEntities/build, or set up your server to send it automatically).

4. Spawn it

There it is: a pig wearing your model. Every auto-generated mob starts as a pig. Let’s fix that.

5. Make it yours

Open plugins/NMEntities/Mobs/mobs.yml. You’ll find your mob waiting:
Every mob is just a model (how it looks) plus a base (the vanilla entity underneath, deciding how it behaves). Change the base and add some character:
  • base: zombie makes it walk around and attack players like a zombie would.
  • display is the name floating above it. &6 makes it gold.
  • health: 40 is 20 hearts (health is counted in points, 2 points per heart).
Save the file, then:
Sir Toast lives, and he’s not friendly anymore.

Path B: A mob without a model

No Blockbench model? No problem. A mob only needs a base. Create a file plugins/NMEntities/Mobs/guards.yml:
Then:
A beefed-up vindicator with a custom name. Everything in these tutorials works the same with or without a model.

What you’ve learned

  • Models go in models/, mobs are defined in Mobs/*.yml, and /nme reload applies changes.
  • A mob is a base entity, optionally wearing a model, with whatever stats you give it.
  • Auto-generated mobs start as pigs and are yours to edit. Your edits are never overwritten.
Right now your mob looks the part but doesn’t do anything special. That’s the next tutorial: My First Effect.