EliteMobs FAQ
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Setup and Installation FAQ
How can I disable loot or coin drops from EliteMobs, and should I do it?
Info
Loot and coin drops have separate controls:
- Loot and Coin Drops:
Mob loot supplies gear for combat progression. Skills still gain experience when it is disabled, but players need another source of suitable equipment.
Coins pay for shops and item services. If you disable coin drops, provide another currency source for those services.
Set doEliteMobsLoot: false in ItemSettings.yml to disable the normal mob-death loot listener, including its generated loot, scroll rolls and normal coin shower. This is not a master switch for authored boss loot, class loot, quests, treasure chests or arenas. To disable only the normal coin shower, set enableCurrencyShower: false in EconomySettings.yml. Reload EliteMobs after changing these settings.
- Custom Boss Loot in Dungeons:
Custom bosses can define
uniqueLootListand class-loot rewards in files underplugins/EliteMobs/custombosses. Review those separately when changing dungeon rewards; turning off normal generated loot does not remove them.
How do I set up custom models?
Info
Disguises and authored models use different integrations:
-
LibsDisguises (including the free edition) lets you disguise mobs as other mobs or as custom player skins. If you see a Custom Boss with a player disguise on it, it is using LibsDisguises for the disguise. You will have to download LibsDisguises to get this specific feature to work.
-
FreeMinecraftModels handles authored custom models and is the supported setup path. The legacy ModelEngine integration only activates for an enabled ModelEngine whose version contains
R3, and only when FreeMinecraftModels is not enabled. See the custom models guide for model dependencies and import steps.
If models are missing after installing a dependency, check model-loading warnings, reimport the affected content, and confirm the player received the combined resource pack. Installing a model plugin alone does not deliver the pack to clients.
Console / EliteMobs says I'm using the wrong WorldGuard version
Info
This message does not prove a version mismatch. EliteMobs also disables integration when WorldGuard is absent or its flag registry cannot initialize. Check the earlier startup errors and whether WorldGuard enabled successfully.
Install compatible Bukkit builds of WorldGuard and its WorldEdit dependency for your server. See the official installation instructions and WorldGuard downloads.
Wormholes / Arenas / NPCs don't seem to be working correctly immediately after installation
Info
Wait for the import to finish, then use /em reload if the importer has not already reloaded EliteMobs. If the installer requests a restart, restart instead. Check that the package is installed, its world is loaded, and its configuration and required models loaded without errors.
How do regional or dungeon bosses respawn?
Info
Regional bosses with persistent spawn locations use respawn timers defined in each boss's .yml file. Instanced encounters follow their instance lifecycle instead.
For example, if you have a custom dungeon called Example Dungeon, and the main boss has a default respawn cooldown of 360 minutes, you can adjust this by:
- Open up the boss file located at:
plugins/EliteMobs/custombosses/example_dungeon/example_dungeon_boss.yml - Find the
spawnCooldown:setting and change the value to your preferred cooldown duration in minutes. - Save the file.
After making changes:
- Run
/em reloadto apply your changes. - To force registered regional bosses that are currently waiting to respawn, use
/em respawn allwithelitemobs.respawn.force. This affects all such bosses, not just the edited dungeon. Their worlds and chunks still need to be available.
Changing spawnCooldown does not rewrite an already-saved respawn deadline. These steps apply to regional bosses with saved locations, not completed instanced encounters.
Dungeon Bosses are not reappearing after killing them
Info
For a regional boss, inspect spawnCooldown, removeAfterDeath and its saved spawn locations under plugins/EliteMobs/custombosses. A negative cooldown disables respawning; removeAfterDeath: true removes the placement after death or timeout. Check warnings and whether its world and chunk are loaded. Instanced bosses follow the instance lifecycle, so start a new run rather than waiting for an open-world timer.
Dungeon Bosses never appeared after installation
Info
Check package installation, boss configuration errors, model loading and these possible spawn restrictions:
-
Is your world on Peaceful difficulty? Hostile mobs cannot remain normally on Peaceful; this is not a rule against every entity type.
-
Is your region protected against spawning? Since EliteMobs 9, dungeon worlds are protected by EliteMobs' own instance protector (driven by the
protect:setting in the content package config), not by WorldGuard. You do not need to protect EliteMobs dungeon worlds yourself, and adding WorldGuard regions on top of them may prevent spawning if the wrong flags are used. -
Is there another plugin preventing EliteMobs bosses from spawning or removing them? These conflicts will often show up in console, so check your console logs.
Players get an empty inventory when entering a dungeon / how do I make dungeons share inventory?
Info
EliteMobs does not split inventories by dungeon world, and has no per-world "shared inventory" setting. Its item services and quest turn-ins do change individual items, but normal dungeon entry does not replace the player's inventory.
If the whole inventory changes on a world transition, check per-world inventory groups first. Instanced dungeons create temporary worlds, which an inventory plugin may treat as separate inventories. That symptom alone does not identify the responsible plugin; compare its configuration and logs.
Examples of plugins with per-world inventory settings include:
- Multiverse-Inventories
- PerWorldInventory
- MyWorlds (with inventory separation enabled)
EliteMobs manages its own dungeon worlds and does not require Multiverse. If you use Multiverse-Inventories, configure the intended worlds to share inventory. Its group configuration supports world patterns, and its configuration reference describes default handling for ungrouped worlds. Include temporary dungeon worlds in your chosen policy. Preserve player inventory data before changing groups or removing an inventory plugin.
The plugin isn't autocompleting commands for content I just installed
Info
Current content commands such as /em spawn boss read filename suggestions from the loaded configuration map. After importing content, use /em reload if it has not already reloaded, then try completion again. If a filename is missing, check that its configuration loaded successfully and that you have the command permission. A server restart is not inherently required for these dynamic suggestions.
How do I use the EliteMobs translations?
Info
EliteMobs 10 uses a CSV-based translation system. Translations are stored as CSV files rather than the older YAML-based system.
There are three language modes:
english: Bypasses CSV files entirely and uses the plugin's built-in English defaults. This is the default mode.custom: Auto-generates an English-to-English CSV file that you can edit to customize any text without changing languages.- A language name such as
spanish,frenchorgerman: Loads that language's CSV file, downloading it if absent. Names of existing local CSV files are also offered.
Use /em language <language> with permission elitemobs.language, for example /em language spanish. The command saves the choice and reloads EliteMobs. Use its completion list: es is not a built-in alias for spanish, though an existing local es.csv can supply that name. Existing language files are reused rather than downloaded again.
Files live in plugins/EliteMobs/translations/ and use columns such as "key","en","es" in spanish.csv, with indexed keys for lists. Command names and CSV column codes are different. In custom mode, edit the custom column in custom.csv; the file starts with a header and gains entries as the plugin loads translatable text.
If a translated line uses a $placeholder that the current English text no longer has, usually because the translation was written for an older default, EliteMobs shows the English text for that line instead. The console reports this once per boot at info level, naming the first affected line; the CSV is not changed. Update those lines, or move the old CSV out of translations/ and run /em language <language> again to download the current file.
Community translations are available through the EliteMobs Crowdin project.
The console says EliteMobs archived outdated configuration files
Info
When an update changes a file EliteMobs ships, such as a premade Lua power, an enchantment script, the weapon menu, or a bundled NPC, quest or skill bonus, EliteMobs moves the old copy to plugins/MagmaCore/outdated files/EliteMobs/<archive batch>/ and generates the current default in its place. The console logs how many files moved and where.
Script rules match only the exact contents of an earlier bundled script, and most YAML rules match a specific earlier default value, so files you customized usually stay where they are. Files that use a retired format are archived even when edited. Nothing is deleted: to keep an old customization, copy the setting from the archived file into the regenerated one. See retired configuration files.
EliteMobs and BetterStructures compatibility FAQ
Can I get structures in BetterStructure with bosses from EliteMobs in them?
Info
Yes, the BetterStructures shrine packages are exactly this kind of content. You can download the shrine packs from itch.io.
Why are the shrines protected with WorldGuard and how do I prevent that
Info
The EliteMobs shrine structures are protected with WorldGuard by default to make sure that players don't build contraptions to abuse the Minecraft combat system inside the fighting area.
The matching region is removed when a regional boss dies with removeAfterDeath: true. It is not removed on every kind of boss disappearance.
Every shrine has entry points that players must dig around to find if they are underground.
Set protectEliteMobsRegions: false in BetterStructures config.yml to stop creating these regions for future placements. This does not delete existing WorldGuard regions.
Why are the shrines spawning without elites in them?
Info
Check that EliteMobs is enabled and that the referenced boss files exist and loaded successfully. If the pack was imported before EliteMobs was installed, reimport it after installing EliteMobs. Current BetterStructures imports schedule an EliteMobs reload when they copy EliteMobs content. Missing files or a failed spawn still require checking the console. Reimporting does not repopulate every previously generated shrine.
Can I use the shrines without using EliteMobs
Info
The shrines were made specifically for combating the bosses that are in them, but if you just want the combat arenas for the aesthetics, you can just run the shrine packages without having EliteMobs installed.
EliteMobs and FreeMinecraftModels compatibility FAQ
Is FreeMinecraftModels compatible with EliteMobs?
Info
Yes. FreeMinecraftModels supports EliteMobs and EternalTD models.
How do I install EliteMobs custom models?
Info
Install the content and model dependencies through the setup and content workflow. ResourcePackManager can collect the generated FreeMinecraftModels and EliteMobs packs, merge them, and deliver the result. If you distribute packs yourself, merge their assets and verify that clients receive the combined pack.
EliteMobs and ResurrectionChest compatibility FAQ
Does EliteMobs work with ResurrectionChest?
Info
Yes. ResurrectionChest supports recovering player items in EliteMobs content. Instance-world access and chest lifetime still matter; follow its setup guide.
Compatibility with other plugins FAQ
Can I use EliteMobs with a plugin similar to MCMMO or AureliumSkills
Info
Yes. That being said, EliteMobs has its own weapon skill system that levels through combat. If the other plugin also provides combat stat bonuses, you may want to review the balance to make sure they don't stack in unintended ways.
Can I use EliteMobs with another custom items plugin
Info
Use boss death commands to grant another plugin's items. Those items do not automatically gain EliteMobs scaling; Elite Scrolls can convert supported equipment, and authored EliteMobs items can use model identifiers. Balance depends on the other plugin's attributes and combat hooks, so verify the combination on your server.
Other FAQ
Run a command on Elite Mob death or give loot/rewards from other plugins on Elite Mob death?
Vault support?
PlaceholderAPI placeholders?
Use WorldGuard flags to allow EliteMobs in some places but not others?
Can I make 100% of mobs that spawn be Elite Mobs?
Set eliteMobsSpawnPercentage: 1.0 in MobCombatSettings.yml to select every otherwise eligible natural conversion; the default 0.05 means 5%. World, entity-type, spawn-reason, protection and other eligibility rules still apply. This does not turn every Minecraft entity into an elite or override another game's explicit spawn-provider ownership.
Can I create custom powers?
Can I create custom enchantments?
Yes. The shared custom enchantment system supports namespaced, Lua-backed enchantments. Use the documented provider format and item references.
Can I create custom potion effects?
Lua powers, EliteScript and custom enchantments can combine supported potion effects, particles, damage and timed behavior into a custom ability. They do not register a new native Minecraft potion-effect type. Start with the scripting guides for authored behavior.
How can I turn off wormhole particles?
Set noParticlesMode: true in plugins/EliteMobs/Wormholes.yml and reload. This disables the particle wireframe and dust, not custom models, labels, Bedrock markers or teleportation.
How can I edit the wormhole in AG spawn to teleport players where I want?

You can do so by opening up plugins\EliteMobs\wormholes\adventurers_guild_wormhole.yml.
Then find the following setting
location2: your_world_here,0.5,64,0.5,0,0
and change the values to your preferred location.
Remember to do /em reload for the changes to take effect.
How can I unbind items?
Players can use Unbind Scrolls. Administrators with elitemobs.unbind.force can run /em unbind force for the held item or /em unbind force all for every soulbound item in their own inventory. Both commands require an in-game player sender.
How can I merge resource packs?
Use ResourcePackManager to merge supported plugin outputs and deliver the result. For manual distribution, combine assets carefully and resolve files that use the same path.
What are the EliteMobs command placeholders?
These are the placeholders accepted by boss onDeathCommands and by commandsOnEliteMobDeath in MobCombatSettings.yml:
| Placeholder | Details |
|---|---|
$name | Name of the elite that died |
$level | Level of the elite that died |
$locationWorldName | World the elite died in |
$locationX / $locationY / $locationZ | Coordinates where the elite died |
$damager1name / $damager2name / $damager3name | Names of the top three damagers. If nobody occupies that slot, the whole command is skipped. |
$players | Runs the command once per player who damaged the elite, substituting that player's name each time |
$chance=X.Y$ | Rolls the command with the given probability ($chance=0.5$ = 50%). With $players, each player gets an independent roll. The token is stripped before dispatch. |
There is no $player, $bossName, or $bossLevel placeholder for these commands. Use $players, $name, and $level. The separate player-death-message setting does support $player.
What do I do to turn off force resource pack?
Change the setting in the component that sends the pack. For vanilla server delivery, use require-resource-pack=false in server.properties. For ResourcePackManager Java delivery, use forceResourcePack: false in plugins/ResourcePackManager/config.yml (the default). Geyser's Bedrock pack requirement is configured separately.
How can I turn off events?
Set actionEventsEnabled: false and timedEventsEnabled: false in plugins/EliteMobs/events.yml, then reload. These control action and timed events, such as event bosses; they are separate from natural elite conversion and placed regional bosses.
How can I edit a dungeon world or the Adventurer's Guild world?
EliteMobs uses its own world protection for its dungeon content. Players with elitemobs.protection.bypass can toggle their bypass with /em protection bypass; run it again when finished. This does not bypass another plugin's protection.
If you want to permanently disable protection for a specific dungeon, follow these steps:
- Navigate to plugins/EliteMobs/content_packages/.
- Find that package's configuration file;
dungeon_config.ymlis a placeholder name, not a universal filename. - Open the config file and locate the
protect:setting. - Set
protect: falseand reload so the world protection is rebuilt from the configuration.
What are Elite Scrolls and how can I use them
Elite Scrolls convert a non-EliteMobs item into EliteMobs gear at the scroll's level. See Elite Item Scrolls for eligibility and menu behavior.
- Other plugins' items: Supported non-EliteMobs equipment can be converted; this is not a guarantee that another plugin's attributes or scripts will behave identically after conversion.
- Upgrade Method: Apply them through Scotty, the Scroll Applier NPC, or the
/em scrollmenu. The hub world is optional; scroll drops are disabled by default. - Drop level: Each eligible player receives a separate scroll roll. The level uses that player's effective reward level and item-tier variation, so it need not equal the mob's displayed level.
- Custom Item Support: Allows custom or plugin-based items to function within EliteMobs' progression system.
Elite-only damage and defense apply to EliteMobs combat. Existing vanilla attributes, enchantments and other plugins' effects still need separate balance checks.
How to Enable Elite Scrolls
By default, Elite Scrolls are disabled. To enable them:
- Open the configuration file:
plugins/EliteMobs/ItemSettings.yml - Set the following option to
true:
useEliteItemScrolls - Then run the following command:
/em reload
You can also give yourself Elite Scrolls by using the following command:
/em scrollGet <level> <amount>
For ten level-5 scrolls, use /em scrollGet 5 10. This player-only command requires elitemobs.scroll.get, enabled scrolls and positive level and amount values. Scrolls that do not fit in your inventory drop at your feet.
How can I use the EliteMobs Resource Pack?
Use ResourcePackManager to merge supported plugin packs and deliver the combined result. Resolve conflicting assets before publishing a combined pack.
Can I use the EliteMobs Resource Pack without installing ResourcePackManager?
Yes. EliteMobs can use its pack model references when another system delivers the pack.
In plugins/EliteMobs/config.yml, set:
useResourcePackEvenIfResourcePackManagerIsNotInstalled: true
This enables model references; it does not send a resource pack. Deliver the required assets through your chosen pack system, or players may see missing textures in menus, coins and modeled items. Reload after changing the setting.
The exported pack is an unpacked directory:
plugins/EliteMobs/resource_pack/em_rsp_defaults
Use ResourcePackManager for managed merging and delivery. If distributing manually, package the exported assets together with required model-plugin assets and verify them on a client.
The NPCs at the Adventurer's Guild are only showing the vanilla trade menu, how can I fix this?
Current EliteMobs cancels normal interactions and merchant-inventory openings for tracked NPCs. Check that the NPC loaded and is tracked, that its configured interaction and permission are correct, and that startup logs show no errors. Another plugin can interfere, but the trade menu alone does not identify which one. Reproduce the issue on a separate server copy and isolate interaction-changing plugins there before altering the live server.
Does EliteMobs have custom models or textures for its items?
Yes. Supported items can use the Elite Item Skins system starting at level 20. The visual tiers are:
- Level 20: Bronze
- Level 40: Palladium
- Level 60: Corrupted
- Level 80: Living
- Level 100: Ultimatium
This "Elite Item Skins" system applies to procedurally generated items, giving them tiered appearances as they increase in level. By default, these custom model items also scale their attributes, higher-level items deal more damage or provide more protection. If you want to disable this scaling, you can do so by setting:
useAttributeScaling: to false in plugins\EliteMobs\CustomModels.yml
This option controls the vanilla attributes applied by the shared skin constructor, including supported class-loot generation. The bonuses depend on item type and level, and can affect combat outside EliteMobs too. They are separate from the Elite-only damage and defense calculation.
Not every EliteMobs item uses these skins. Automatic tier selection starts at level 20 for supported materials and requires the matching resource-pack assets. Authored custom items can use their own model identifiers independently of these tier thresholds.
How do I use Charms?
Hold a charm in your off-hand to keep your main hand free. Its authored potionEffects follow the normal equipped-item rules; main-hand and armor effects are also read, but merely carrying an item in another inventory slot does not activate it. Soulbind, equipment eligibility and broken-item checks still apply.
When you inspect a charm, you’ll see small icons indicating how its effects behave:
- ☠️ Skull – Affects enemies
- 🛡️ Shield – Affects the player
- ⚔️ Swords – Triggers on hit
- 🔄 Cycle – Applies continuously
Note: Charms with the INSTANT_DAMAGE effect will heal undead mobs due to vanilla Minecraft mechanics.
Continuous effects are checked once per second and removed when their equipped source is no longer valid. Effects from another source are preserved while present. On-hit effects follow their configured target and trigger; ABSORPTION and HEALTH_BOOST are not applied by this item-effect system. Targeted LEVITATION, SLOWNESS and BLINDNESS are skipped on elite bosses with a health multiplier above 1.