> ## Documentation Index
> Fetch the complete documentation index at: https://entities.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Debug Report

> The config report: every load problem with the part that's wrong and how to fix it.

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

```text theme={null}
/le debug                  # every section, previewing the first few problems of each
/le debug Mobs             # everything wrong with mobs
/le debug Effects          # everything wrong with skills
/le debug Spawners         # spawners
/le debug "Spawn rules"    # natural spawn rules
```

**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

```text theme={null}
------ LodeEntities config report ------

Mobs: Loaded 7 mob(s) from Mobs/.
  3 error(s), 0 warning(s)
  boss.yml -> mob 'flame_lord' -> effects[0]
    unknown mechanic 'narrat' - line skipped
    line: narrat "you dare?" +onSpawn @self
    hint: did you mean 'narrate'?
  ...

Effects: Loaded 12 skill(s) from Mobs/.
  no problems.
```

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

| What you wrote | What you're told |
| - | - |
| `narrat "hi" @self` | unknown mechanic `'narrat'` - did you mean `'narrate'`? |
| `narrate "hi" +onHurted` | unknown trigger `'+onHurted'` - did you mean `'+onHurt'`? |
| `narrate "hi" @taget` | unknown targeter `'@taget'` - did you mean `'@target'`? |
| `narrate "hi" @playersRadius` | targeter needs a numeric radius - write it as `@playersRadius[20]` |
| `damage @self` | mechanic rejected its arguments - usage: `damage{amount=<number>}` |
| `damage{amount=5 @self` | mechanic has an unclosed `'{'` |

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**:

```text theme={null}
boss/boss.yml -> effect 'summon_wave'[0]
  mechanic 'summon' ignores 'oS' - that part of the line has no effect
  line: summon{type=minion;amount=2;oS=true} @self
```

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](https://entities.lodemc.net/conditions.md#gating-a-skill) that doesn't parse is reported and dropped, so the skill still runs.
* A [spawner](https://entities.lodemc.net/spawners.md) or [spawn rule](https://entities.lodemc.net/natural-spawns.md) 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](https://entities.lodemc.net/licensing.md).


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