> ## 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.

# Entities Menu

> The Entities menu: a spawn egg for every registered mob, browsable and paginated.

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

```text theme={null}
/le gui
```

**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.

| Action | Result |
| :- | :- |
| **Left-click** an egg | Opens that mob's [editor](#the-editor). |
| **Right-click** an egg | Puts one of that egg in your inventory. |
| **New entity** | Asks for an id in an anvil, declares the mob in `Mobs/<id>/<id>.yml` with `base: pig`, and drops you straight into its editor. |
| **Search** | Opens an anvil; type to filter the list by mob id or display name. A barrier appears next to it while a filter is on, to clear it. |
| **Arrows** | Previous and next page, shown only when there is one. |

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.

| Action | Result |
| :- | :- |
| **Left-click** a stat | Type a new value in an anvil, prefilled with the current one. |
| **Left-click** a toggle | Flips it. Opening a text box to write `false` would be worse than pressing the item twice. |
| **Right-click** a stat | Puts it back to the default — that is, removes the key from the YAML. |
| **The mob** (model or egg) | Right-click to take one of this mob's eggs. |
| **Equipment** | Opens the gear screen: see [Equipment](https://entities.lodemc.net/mob-equipment.md#dressing-a-mob-in-game). |
| **Back** | Returns you to the list, on the page and filter you left it. |

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](https://entities.lodemc.net/overview.md). Everything else on [Mob Stats](https://entities.lodemc.net/mob-fields.md) 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](https://entities.lodemc.net/mob-fields.md#spawn-eggs).
* An egg of a mob that [grows](https://entities.lodemc.net/mob-aging.md) 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](https://entities.lodemc.net/menu-overlay.md) to replace them or turn them off.


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