> ## 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.

# My First Mob

> Install LodeEntities, then create and spawn your first custom mob in five minutes.

In this tutorial you'll create your first custom mob and spawn it in your world. It takes about five minutes, and you don't need to write any code.

## Before you start

1. Drop `LodeEntities-<version>.jar` into your server's `plugins/` folder.
2. Start the server once (Paper or Folia, Minecraft 1.21.4 or newer). LodeEntities creates `plugins/LodeEntities/` and generates its resource pack.
3. Make sure you can run `/le` commands: you're OP, or you have `lodeentities.*`.

A fresh install already has two mobs to look at, `lodecreeper` and `lodefer`, in `plugins/LodeEntities/Mobs/`. Try `/le spawn lodecreeper` (and then run).

A Blockbench model of your own is optional. We'll cover both paths.

## Path A: A mob with a custom model

### 1. Drop in your model

Everything you write lives in `plugins/LodeEntities/Mobs/`. Give your mob a folder and put the `.bbmodel` exported from [Blockbench](https://www.blockbench.net/) inside it:

```text theme={null}
plugins/LodeEntities/Mobs/toast/toast.bbmodel
```

The file name is the model's name, so keep it to lowercase letters, digits, `_` and `.`.

### 2. Reload

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

Two things happen. LodeEntities rebuilds the resource pack with your model in it, and it notices `toast` isn't used by any mob yet, so it **creates one** for you right beside the model, in `Mobs/toast/toast.yml`. The console confirms it: `Loaded 1 mob(s)`.

### 3. Apply the resource pack

Players need the generated pack to see your model. It is written to `plugins/LodeEntities/build.zip`. Apply it to your own client for testing, or send it as your server resource pack. Already running **Nexo** or **ItemsAdder**? LodeEntities merges into their pack instead; see [Nexo & ItemsAdder](https://entities.lodemc.net/resource-pack-compat.md).

### 4. Spawn it

```text theme={null}
/le spawn toast
```

There it is: a pig wearing your model. Every auto-generated mob starts as a pig. Let's fix that.

### 5. Make it yours

Open `Mobs/toast/toast.yml`. Your mob is waiting:

```yaml theme={null}
toast:
  model: toast
  base: pig
```

Every mob is a **model** (how it looks) plus a **base** (the vanilla entity underneath, which decides how it moves and fights). Change the base and add some character:

```yaml theme={null}
toast:
  model: toast
  base: zombie
  display: "&6Sir Toast"
  health: 40
```

* `base: zombie` makes it walk around and attack players like a zombie.
* `display` is the name floating above it. `&6` makes it gold.
* `health: 40` is 20 hearts: health is counted in points, 2 per heart.

Save, then:

```text theme={null}
/le reload
/le spawn toast
```

Sir Toast lives, and he's not friendly anymore.

## Path B: A mob without a model

No Blockbench model? A mob only needs a `base`. Create `plugins/LodeEntities/Mobs/guards.yml`:

```yaml theme={null}
angry_guard:
  base: vindicator
  display: "&cAngry Guard"
  health: 50
```

Then:

```text theme={null}
/le reload
/le spawn angry_guard
```

A beefed-up vindicator with a custom name. Everything in these tutorials works the same with or without a model.

## Or do it in game

`/le gui` opens the **Entities** menu. **New entity** asks for an id and drops you into an editor where you set the base, health, name and everything else by clicking. The changes are written into the same YAML file. See [Entities Menu](https://entities.lodemc.net/gui.md).

## What you've learned

* Everything goes in `Mobs/`: a folder per mob keeps its model and its config together.
* A mob is a **base** entity, optionally wearing a **model**, with whatever stats you give it.
* `/le reload` applies changes. Auto-generated mobs start as pigs and are yours to edit; your edits are never overwritten.
* Changes reach mobs spawned **after** the reload. Ones already in the world keep what they had.

`health` and `display` are two of about thirty settings a mob can carry; [Mob Stats](https://entities.lodemc.net/mob-fields.md) lists them all.

Right now your mob looks the part but doesn't *do* anything special. That's the next tutorial: [My First Effect](https://entities.lodemc.net/my-first-effect.md).


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