NPCs are not mobs
NMEntities keeps the two fully separate:
NPCs never appear in the Entities menu and can’t be spawned with
/nme spawn. Everything goes through the /npc commands.
They look like players by default
A freshly created NPC is a real player entity wearing the steve model with a skin, so it looks like a player from the start (this is the same approach the Citizens plugin uses). Swap the look any time: another skin with/npc skin, one of your own models or any entity type with /npc type. Switching to a model or entity type makes the NPC that kind of entity instead.
Because a player-type NPC is a genuine player entity, two things are worth knowing:
- It shows up in a world’s player list (
world.getPlayers()), so other plugins that count players in a world, like some mob-spawning or sleep-percentage logic, may count it. It never appears in the tab list, in the online-players list, or in the world save. - It faces and moves like a real player:
lookturns only the head, and a right-click to select or talk is an ordinary interaction.
/npc type <model>) keep working there.
How NPCs behave
- They stand still (AI off), make no sounds and can’t be hurt.
- They face the direction they were placed in, or track the nearest player within 8 blocks when their
lookoption is on. Turninglookoff freezes them facing wherever they were looking at that moment. - They can glow and float (per-NPC
glowingandgravityflags). - They can react to right-clicks by running any named effect: greetings, shop commands, quest hooks. See Creating an NPC.
- They can hold a branching conversation with clickable replies. See NPC Dialogs.
- They’re never saved with the world. NMEntities respawns each instance from config when its chunk loads, so a crash or restart can never duplicate or lose one.
/nme reloadre-reads theNPCs/folder and respawns everything.
Definitions and instances
One NPC can stand in many places at once. The NPC itself (its base, model, skin, name, flags) is the definition; each spot where it stands is an instance. Place your “Shopkeeper” at every market in every town: rename the definition once and all of them update, remove one instance and the rest stay. This split runs through the whole system, and the commands are divided along it: some act on the definition (all instances at once), others on the one instance you have selected.Where to go
- Creating an NPC: the five-minute walkthrough.
- NPC Files: the YAML format behind it all.
- NPC Commands: the full
/npcreference. - NPC Dialogs: branching conversations with clickable replies.

