Usage
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
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:- 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.
dialogorlookon a mob that isn’ttype: npcis a warning: they are ignored.- On the free version, everything that didn’t fit the limits is listed. See Free Version & Licensing.
