How to Make Mob Categories
A category is a config file that controls how a group of mobs spawns. Every mob belongs to one category, which decides whether mobs of that category appear naturally, how (by replacing vanilla mobs or through EcoMobs' own custom spawning), and whether they persist. This page covers building a category, naming it, and every part of its config.
Quick start
Open
plugins/EcoMobs/categories/and copy_example.yml, renaming it to your category's ID, e.g.common.yml. The file name (without.yml) is the category ID.Pick a spawning
type:replace,custom, ornone.Fill in the matching block (the
replacemobs and chance, or thecustomspawn types, conditions, and chance).Set
persistentto control whether these mobs despawn naturally.Set
category: <id>on a mob, run/ecomobs reload, and confirm the mob spawns the way the category defines.
Naming and IDs
The category's file name without .yml is its ID. This is the value you put under category: when creating a mob.
The structure of a category
A category config has two parts.
| Part | What it controls |
|---|---|
| Spawning | How mobs of this category enter the world |
| Despawning | Whether mobs of this category persist |
Here is a complete category:
# === Spawning: how mobs of this category appear ===
spawning:
type: custom # replace, custom, or none
replace: # Used when type is replace
replace: # Vanilla mobs to replace
- zombie
- skeleton
chance: 100 # Percent chance to replace the vanilla mob when it spawns
custom: # Used when type is custom
spawn-types: # Choose from land, water
- land
conditions: [ ] # Conditions the location must meet to spawn
chance: 1.5 # Percent chance to spawn when a valid point is found
# === Despawning: whether mobs persist ===
persistent: false # If true, mobs of this category never despawn naturally
Spawning
The type field picks one of three spawning methods, and you fill in the matching block.
replace uses the vanilla spawning system, swapping the listed vanilla mobs for your custom mob when they spawn:
spawning:
type: replace
replace:
replace: # Vanilla mobs to replace
- zombie
- skeleton
chance: 100 # Percent chance to replace the vanilla mob when it spawns
custom uses EcoMobs' own spawning system, spawning the mob wherever a valid point matches your conditions:
spawning:
type: custom
custom:
spawn-types: # Choose from land, water
- land
conditions: [ ] # Conditions the location must meet to spawn
chance: 1.5 # Percent chance to spawn when a valid point is found
none disables natural spawning entirely, for mobs you only summon via commands, eggs, or totems:
spawning:
type: none
Despawning
Set whether mobs of this category stay loaded or despawn like vanilla mobs.
persistent: false # If true, mobs of this category never despawn naturally
Where to go next
Make a mob: How to Make a Custom Mob and point its
categoryat this file.Conditions: Configuring a Condition for custom spawning rules.
Default configs: browse the shipped examples here, and community configs on lrcdb.