Skip to main content
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: lodeentities.debug The section argument autocompletes to the sections that have loaded. If /le debug says nothing has loaded yet, run /le reload first.

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.
/le reload finishes by telling you the totals and pointing you at /le 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.

Options that do nothing

A line can be perfectly valid and still not mean what it says. If a mechanic is handed an option it doesn’t read, the line loads and runs, but that part of it is dropped. That is reported as a warning:
Two things land here:
  • A typo. damage{amount=6;amont=99} used to ignore the second number silently.
  • A MythicMobs option with no equivalent that survived an import. The importer also writes these into the converted file as # [mm-note] comments, so the file records what was dropped.

Reported elsewhere

  • A skill’s gate that doesn’t parse is reported and dropped, so the skill still runs.
  • A spawner or spawn rule condition that doesn’t parse switches that spawner or rule off, and is reported under its section.
  • dialog or look on a mob that isn’t type: npc is a warning: they are ignored.
  • On the free version, everything that didn’t fit the limits is listed. See Free Version & Licensing.