/npc reference. Every command also works as /nme npc ..., both roots share the single permission nmentities.npc (included in nmentities.*).
Commands act on either the definition (every instance of the NPC at once) or your selected instance. Selection happens automatically on create and spawn, or manually with select. Pass an explicit [npc] id on any command to override the selection.
Creating and placing
Selecting
Editing the definition
These apply to every instance of the NPC, unless you have a single placed copy selected: thenrename, skin and nametag set an override on that copy alone, while the rest still change the whole definition.
Movement and behaviour
follow applies to the whole definition. positioning and behaviour are per placed copy — they describe how one NPC standing in one spot acts, so they take a placed id or your selected copy. Passing a draft id is rejected with a pointer to /npc select.
The behaviour modes:
Every moving mode is driven by the same hidden pathfinding mob that backs
follow, so they all get Minecraft’s real ground navigation: gravity, step-up, jumps and obstacle avoidance. See Performance for the tuning knobs if you run a lot of them.Moving and removing
Inspecting
Console usage
create, spawn, editor, select, deselect, id, tp and tphere are player-only. remove <id>, rename, type, skin, display, look, follow, positioning, behaviour, glowing, gravity, nametag, addeffect, removeeffect, dialog and list also work from console, always with an explicit id, since console has no selection.
Naming rules
NPC names must be file-safe: letters, numbers,_ and -. Duplicate names are rejected.
