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Troubleshooting

Why aren’t elites spawning?

  1. Check core.ymlglobalEnabled. If set to false, RPGMobs is disabled in ALL worlds regardless of overlay settings. Then check enabledByDefault - if set to false, each world needs a specific overlay file in worlds/ or instances/ with enabled: true.
  2. Check spawning.ymlspawnChancePerTier. If all weights are 0, no elites will spawn.
  3. If using ENVIRONMENT progression, make sure you are in a supported zone (Zone 1-4).
  4. Check mobrules.yml to confirm the NPC type has a matching mob rule with enabled: true.
  5. Check server logs for YAML parsing errors on startup.

Why are mobs one-shotting me?

Check stats.ymlmobDamageMultiplierPerTier. The default Tier 5 multiplier is 2.6. For vanilla Hytale without armor mods, you might want to lower it to 2.0 or less.

Why do some mobs have abilities and others don’t?

RPGMobs has 9 abilities, but not every mob gets all of them. Abilities are linked to specific mob rules with per-tier ON/OFF toggles and weapon category gates. T1 elites get basic abilities like Dodge Roll and Multi Slash Short. Higher tiers unlock more: T2 adds Multi Slash Medium and Enrage, T3 adds Multi Slash Long, Charge Leap, Heal Leap, and Volley, T4-T5 get Undead Summon. Some abilities are restricted by mob rule (Heal Leap and Enrage default to Outlanders, Goblins, and Trorks only). You can configure which mob rules are linked to each ability through the Admin UI or in abilities.yml.

How do I remove the mod safely?

  1. Run /npc clean --confirm to remove all existing Elite entities.
  2. Stop the server.
  3. Remove the JAR file from the mods folder.
  4. Restart the server.
If you skip step 1, you may have leftover entities with broken behavior until they are naturally killed or despawn.

Configuration

Is there an in-game configuration UI?

Yes. Use /rpgmobs config to open the Admin UI. It requires the rpgmobs.config permission. The Admin UI provides visual editors for every setting - base config, per-world overlays, per-instance overlays, weapon/armor categories, and more. See the Admin UI guide.

Can I make elites spawn everywhere?

Yes. Set progressionStyle: NONE in spawning.yml. This randomizes tiers regardless of location using the spawnChancePerTier weights.

How do I disable abilities entirely?

In abilities.yml, set isEnabled: false on each ability you want to disable. You can also remove specific mob rules from an ability’s linkedMobRuleKeys to disable it for certain mobs. The Admin UI Abilities tab makes this easy with per-entry ON/OFF toggles.

How do I disable entity effects?

Entity effects (like projectile resistance) are configured in effects.yml. Set isEnabled: false on any effect entry to disable it. You can also toggle individual tiers via isEnabledPerTier.

How do I add modded weapons to the loot pool?

Add the weapon’s item ID to the appropriate weapon category in gear.yml (or use the Admin UI under Global Config → Weapon Categories). Then add a keyword-to-rarity mapping in weaponRarityRulesContains. Run /rpgmobs reload to apply.

Can I prevent elites from spawning in specific zones?

Yes. In spawning.yml, find the environmentTierSpawns entry for that zone and set enabled: false.

Can I customize RPGMobs behavior per world or dungeon instance?

Yes. RPGMobs uses an overlay system with per-world files in worlds/ and per-instance-template files in instances/. Each overlay can override spawning, stats, loot, abilities, visuals, and elite behavior independently. Instance worlds (instance-{Template}-{UUID}) are automatically matched by template name (case-insensitive). Use the Admin UI or create YAML files manually. See Overlays for details.

How do I disable elites in a lobby or hub world?

Create an overlay file in worlds/ with the world name (e.g., worlds/Lobby.yml) containing enabled: false. Or use the Admin UI to select the world and toggle Enabled off.

What are weapon and armor categories?

Weapons and armor are organized into named categories in gear.yml (e.g., “Swords”, “Axes”, “Staves”). Mob rules reference these categories using category:CategoryName syntax to control what equipment each mob type can receive. This replaced the old substring-based weaponIdMustContain filtering. See Gear for details.

What happened to instances.yml?

The flat instances.yml file was replaced by the overlay system in v3. Per-world settings now live in individual YAML files under worlds/ and instances/ directories. See Overlays for the new format.

What happened to minTierInclusive/maxTierInclusive on drops?

These were replaced by enabledPerTier - a boolean array with one entry per tier (T1 through T5). This gives you finer control over which tiers can drop each item. For example, enabledPerTier: [false, false, true, true, false] means only Tier 3 and 4 elites can drop the item. See Loot for details.