> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rpgmobs.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# FAQ

> Frequently asked questions and troubleshooting.

## Troubleshooting

### Why aren't elites spawning?

1. Check `core.yml` → `globalEnabled`. 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.yml` → `spawnChancePerTier`. 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.yml` → `mobDamageMultiplierPerTier`. 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](/config/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](/config/admin-ui).

### 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](/config/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](/config/admin-ui) or create YAML files manually. See [Overlays](/config/instances) 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](/config/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](/config/instances) 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](/config/loot) for details.
