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Opens Entities: a chest menu with one egg per registered mob, and behind each egg a full editor for that mob’s stats. It is the visual way to shape your server’s mobs without opening a config file.

Usage

Permission: lodeentities.gui Player-only: yes

The list

Six rows. Rows 1–5 hold the eggs, 45 per page, each glinting and labelled with its mob’s id or display name. The bottom row is the controls. Nothing in the menu spawns anything. Spawning is the egg’s job, so a click in a menu can never drop a mob on top of someone by accident. The filter belongs to the open window rather than to you, so it lasts exactly as long as that window does.

The editor

Left-clicking a mob opens its editor: a back button in the top-left corner, page arrows at the top right, the mob itself below them, and one item per stat across the rows beneath. A mob with a model is shown as its model, in its rest pose; a mob without one, or a server whose pack is built without modern models, shows its egg instead. Each stat shows what the mob is set to or, when it is unset, says so and names the default it falls back to. There are more stats than fit one window, so the editor pages. Every write goes through the same path a hand edit does: the value is written into the mob’s own YAML and the folder is re-read, so the file stays the source of truth and an edit made here is indistinguishable from one you typed. The menu then redraws from what the file now says, so a write the server refused leaves the old value on screen rather than a lie.

What is checked

Values are validated before they are written, and a bad one is refused with the reason:
  • a number outside the field’s range (Must be between 1 and 1024)
  • an entity that does not exist or cannot be spawned
  • a model with no matching .bbmodel
  • a duration that is not one (Not a duration: soon)
base is required and cannot be cleared — every mob needs one.

What it does not edit

effects aren’t in the editor: effect lines are written in the mob’s YAML; see Effects. Everything else on Mob Stats is editable here, including NPC settings (type, dialog, look), growth (grows into, grow time) and the faction. Edits land on the next spawn. Mobs already walking around keep what they were built with, exactly as with a hand-edited file and /le reload.

The eggs

An egg taken from the menu is tagged with its mob id. Throw it and the mob appears where it lands — nothing hatches, and it is not a vanilla spawn egg any more.
  • Outside creative the egg is consumed on use; in creative it is kept.
  • Model-less mobs get eggs too, marked “(no model)” in the tooltip.
  • Eggs look like vanilla spawn eggs in the mob’s own colours; see Spawn eggs.
  • An egg of a mob that grows hatches the first stage of its chain, so a warhog egg gives you a piglet.
This makes eggs useful beyond testing: hand one to a builder, or drop them as loot, and whoever uses it spawns the real configured mob.

Appearance

The menu can paint a custom image over the whole chest window, and every button has a bundled icon. Both ship and are applied automatically; see Menu Overlay to replace them or turn them off.