Attributes - MarkusBordihn/BOs-Easy-NPC GitHub Wiki
Unleash the potential of your NPC by tweaking their attributes and activating special abilities with the attributes screen.
Explore a range of special features that can be toggled on or off to enhance the NPC's capabilities. From floating and door opening to using a Nether portal, the possibilities are diverse.

- Float: Floats in water instead of sinking
- Underwater Breathing: Does not drown under water
- Can be leashed: Can be leashed with a lead
-
Open door: Opens closed (wooden) doors that are on its path and walks through them. The door
stays open unless
Close dooris also enabled. - Close door: Closes wooden doors the NPC walks through or passes by once it has moved away — including doors that were already open when the NPC reached them.
-
Pass door: Can walk through open doorways. Enabling
Open doororClose doorimplies this automatically — the checkbox is then locked on, since a door interaction always requires the NPC to be able to move through the door. - Pushable: Can be pushed by players and other entities
- Push Entities: Can push other entities
- Use Nether Portal: Can travel through Nether portals
- Silent: Will not make any sounds
- Health Regeneration: Slowly regenerates health
Whether the NPC can be damaged is not set here — that is handled by the Invulnerable and
Attackable by ... switches on the Combat tab.
Note: Some abilities, such as Pushable, may require the NPC to respawn for full functionality
after changes.
The Free fall toggle lives on the Position screen, since it belongs to placing the NPC
rather than to its permanent abilities.
The three door options combine into these common setups:
| Goal | Open door | Close door | Pass door |
|---|---|---|---|
| Walk through open doorways only | yes | ||
| Open doors and leave them open | yes | auto | |
| Open doors and close them behind (butler) | yes | yes | auto |
| Close doors behind, without opening closed ones | yes | auto |
Notes:
- Only wooden doors can be opened or closed — iron doors require redstone and are ignored, in line with vanilla behavior.
- Open door only opens closed doors that lie on the NPC's navigation path (the NPC needs to walk up to them). Close door works by proximity: it closes any open wooden door the NPC walks through or right past, shortly after the NPC has moved away from it — so it also handles doors that a player left open.
- The classic butler setup is Open door + Close door: the NPC opens a closed door on its path, walks through, and the door closes again once it has passed.
Control how the NPC reacts to damage and external forces in combat situations.
The Invulnerable protection covers everything that has no dedicated switch (environmental damage
like fire, cactus or falling, and uncategorized attackers). Each Attackable by ...
switch opens a targeted hole in that protection for its attacker group — independent of the
Invulnerable state:
- Invulnerable: Blocks all damage without a dedicated switch below
-
Attackable by Players: Players can damage the NPC, even while
Invulnerableis enabled -
Attackable by Monsters: Monsters can damage the NPC, even while
Invulnerableis enabled -
Attackable by Factions: NPCs — and players in a matching faction team — of hostile
factions can damage the NPC, even while
Invulnerableis enabled. Required on the receiving NPC for faction combat. - Projectile Collision: Can be hit by projectiles such as arrows and snowballs
-
Knockback Immunity: Will not be knocked back by melee or projectile attacks. This is a full
on/off toggle and works independently of the
Knockback Resistancebase attribute. - Explosion Immunity: Will not be damaged or pushed away by explosions (e.g. TNT, creepers, end crystals)
This allows fine-grained setups like "only players of a hostile faction can damage this NPC"
(Attackable by Players off + Attackable by Factions on) or "players can fight the NPC, but it
never takes environmental damage" (Invulnerable on + Attackable by Players on).
Delve into the fundamental attributes shaping your NPC, including health, speed, and attack damage.

NPC attribute variations may include:
- Max Health: The maximum health of the NPC
- Follow Range: The distance the NPC will follow the player or a target
- Knockback Resistance: Resistance against knockback
- Movement Speed: The NPC's movement speed
- Attack Damage: The NPC's attack damage
- Attack Knockback: Knockback caused by the NPC's attack
- Attack Speed: The speed of the NPC's attacks
- Armor: The armor of the NPC
- Armor Toughness: The armor toughness of the NPC
These attributes adhere to the vanilla Minecraft attribute system and are subject to their minimum and maximum values. If a mod alters these values, adjustments within the NPC's NBT data are necessary for compatibility.
Customize the appearance of your NPC by adjusting their display attributes, such as light level, visibility and more.

Display attributes:
- Light Level (0-15): The light level of the NPC. A value of 0 uses the surrounding light level.
- Visible: Is visible at all
- Visible in Standard Mode: Is visible for players in survival or adventure mode
- Visible in Creative Mode: Is visible for players in creative mode
- Visible in Spectator Mode: Is visible for players in spectator mode
- Visible to Team Members: Is visible to team members, if the NPC is part of a team and the team allows to see friendly entities
- Visible at Night: Is visible at night
- Visible at Day: Is visible at day
- Visible to Owner: Is visible to the owner of the NPC
- Allow interaction while invisible: The NPC can still be right-clicked and talked to while invisible. Useful for hidden dialog triggers and invisible quest givers.
All visibility settings are conditions that must all be true (AND), not overrides. The NPC is shown only if every enabled check passes:
-
Visibleoff hides the NPC for everyone, regardless of the other settings. -
Visible at Dayoff +Visible at Nighton makes a night-only NPC. -
Visible to OwnerandVisible to Team Membersrestrict who may see the NPC — they do not force it visible. An owner still does not see the NPC ifVisible at Dayis off and it is daytime. - Day and night are evaluated per dimension. In the Nether and the End there is no day cycle, so those NPCs are treated consistently instead of following Overworld time.
A day/night preview in the display configuration screen shows the result without waiting for the actual time of day.
How far away the NPC name tag is shown is not part of the display attributes — it belongs to the name and is set on the main configuration screen next to the name field, or with a command:
/easy_npc name visibility <NPC> <visibility>Available modes:
| Mode | Behavior |
|---|---|
NEVER |
Never show the name |
ALWAYS |
Always show the name, at any distance |
NEAR |
Show the name when the player is close |
MID |
Show the name at medium distance |
MOUSE_OVER |
Show the name only when looking at the NPC |
MOUSE_OVER is the cleanest option for busy areas with many NPCs.
General character settings that are not tied to a single attribute group.
-
Faction: Select the NPC's faction (
-= no faction). The pencil button opens the faction editor for the selected faction, and New opens the faction manager to create one. Factions are used for faction-based targeting and are planned for conditions and future character features like jobs and specializations.