> ## 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.

# File Layout

> Where everything lives under plugins/LodeEntities, and how the Mobs/ folder is read.

Everything you write lives in **one folder, `plugins/LodeEntities/Mobs/`**: mobs, their models, their skills, spawn rules and spawners. Organise it however you like. A folder per mob keeps things easy to find:

```text theme={null}
plugins/LodeEntities/
├── config.yml                 # plugin settings - see the Config Reference
├── factions.yml               # optional: faction relations
├── mclicense.txt              # your license key, if you have one
├── Mobs/                      # all your content
│   ├── lodecreeper/
│   │   ├── lodecreeper.yml          # the mob, with its skills inside it
│   │   └── lodecreeper.bbmodel      # its model
│   ├── bosses/
│   │   └── lich/
│   │       ├── lich.yml
│   │       ├── lich.bbmodel
│   │       └── lich_spawn.yml       # a spawn rule, beside the mob it spawns
│   └── shared/
│       └── greetings.yml            # skills several mobs use
├── Dialogs/                   # NPC conversations
├── gui/                       # optional, create it yourself: your own menu art
└── build.zip                  # the generated resource pack
```

## How `Mobs/` is read

* **Any file, any folder.** Every `.yml` under `Mobs/` is read, as deep as you like, and every `.bbmodel` and `.ajmodel` is loaded wherever it sits. File and folder names mean nothing to the plugin; only the ids inside do.
* **One file can hold anything.** Each top-level key is read for what it is: a mob (it has `base:`), a skill (a list of effect lines), a spawn rule (`type: spawn`) or a `spawners:` block. Put a mob's skills inside the mob, in a file beside it, or in `shared/`: it works the same.
* **Ids are global.** Two mobs can't share an id, wherever they are, and you get a duplicate warning if they do. Every skill can be called by name from any mob.
* **Model names** are the file name without the extension (`toast.bbmodel` is `toast`), and may only use lowercase `a`–`z`, digits, `_` and `.`. A file that breaks the rule is skipped, and the reload says what to rename it to.
* MythicMobs conversion, its `.mm-bak` backups and the `+trigger` rewrite all follow into subfolders, and console messages name a file by its path (`bosses/lich/lich.yml`).

`Dialogs/` uses its subfolders differently: a folder there groups one conversation's nodes. See [Dialog Files](https://entities.lodemc.net/dialog-files.md).

## What goes where

| Path | Holds | Reference |
| :- | :- | :- |
| `Mobs/` | Mobs, models, skills, spawn rules and spawners. | [Mob Stats](https://entities.lodemc.net/mob-fields.md), [Skills](https://entities.lodemc.net/named-effects.md), [Spawners](https://entities.lodemc.net/spawners.md), [Natural Spawns](https://entities.lodemc.net/natural-spawns.md) |
| `Dialogs/` | Conversation nodes. | [Dialog Files](https://entities.lodemc.net/dialog-files.md) |
| `gui/` | Your own `category.png` and other menu overlays; `gui/items/` holds button textures. Not created for you. | [Menu Overlay](https://entities.lodemc.net/menu-overlay.md) |
| `factions.yml` | Faction relations. Optional. | [Factions & Threat](https://entities.lodemc.net/factions-threat.md) |
| `config.yml` | Plugin settings. | [Config Reference](https://entities.lodemc.net/config-reference.md) |
| `mclicense.txt` | Your license key. | [Licensing](https://entities.lodemc.net/licensing.md) |
| `build.zip` | Generated. Rewritten on every reload; don't edit it. `build/` instead with `pack-type: folder`. | [Importing a Model](https://entities.lodemc.net/importing-a-model.md) |

## Files the plugin writes itself

These are state, not settings. They are safe to delete; you lose the remembered decision, nothing else.

| File | Remembers |
| :- | :- |
| `spawner-state.yml` | Which [spawners](https://entities.lodemc.net/spawners.md) an admin switched off. |
| `spawnrule-state.yml` | Which [spawn rules](https://entities.lodemc.net/natural-spawns.md) an admin switched off. |
| `*.mm-bak` | The original of a MythicMobs file that was converted. |
| `*.le-bak` | A converted file that [`/le reconvert`](reconvert) replaced. |
| `backups/` | Copies made before a one-time layout move (see below). |

## Coming from the old layout

Older versions kept models in `models/`, skills in `Effects/` and NPCs in `NPCs/`. The first start of this version moves them into `Mobs/` by itself:

* Every mob gets a folder of its own, beside the folder its file was in: `Mobs/mobs.yml`'s `dragon` becomes `Mobs/dragon/dragon.yml`. A file holding several mobs is split, each mob's text and comments kept exactly as written.
* A model moves in beside the mob that uses it. A model several mobs use goes to `Mobs/shared/models/`, and one no mob uses gets a folder of its own.
* A skill file moves in beside the mob that runs its skills; a file whose skills several mobs run goes to `Mobs/shared/`. Spawn rules go beside the mob they spawn.
* Each NPC in `NPCs/` becomes a `type: npc` mob in `Mobs/npcs/`; see [NPCs](https://entities.lodemc.net/npcs.md#upgrading-from-the-old-npcs-folder).
* The old `Mobs/`, `models/` and `Effects/` are copied to `backups/before-mobs-layout/` first, and the console sums up what moved.

It runs once, while `models/` or `Effects/` still has files in it. After that, nothing is moved.

## When something does not load

A file that fails to parse does not take the rest down with it. Problems are collected as the folder is read, summarised in the console, and browsable afterwards with [`/le debug`](debug), each one naming the file, the entry, what is wrong and a hint.


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