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Entities & mobs · Step

Name an entity

Give an entity a name over its head, shown all the time or only when looked at.

Basic plan m.entity.set_name

In a flow

“When a player uses a command → Spawn an entity → Name an entity: <red>Boss”

When a player uses a command → Spawn an entity → Name an entity: <red>Boss

What it does

Give an entity a name over its head, shown all the time or only when looked at. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. Find it under Entities & mobs in the palette.

When to use it

Use it when the flow needs to: give an entity a name over its head, shown all the time or only when looked at.

When not to

If nothing should change in Discord, a value node or a check is lighter.

Typical wiring

Sockets: settings you can wire

Entity Entity

The entity it's about: wire one in, like Entity from Spawn an entity.

What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie

If it's empty: Optional. Left empty and unwired, the step runs without it.

Name Text

The name over its head. Empty takes it off. Variables allowed; MiniMessage tags like <gold> work.

What goes there: Type it in the side panel, or wire in text. e.g. Hello there

If it's empty: Optional. Left empty and unwired, it uses Bob.

Connects fromA member's variablesAccept applicationAdd a Notion pageAdd a Trello cardAdd an emojiAdd to number in objectAdd up timesAdd working daysand 845 more

Always shown Yes / no

Show the name all the time, not only when looked at.

What goes there: Type it in the side panel, or wire in true or false. e.g. true

If it's empty: Optional. Left alone, it's on.

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Often next

Related in Entities & mobs

Wires and sockets · Data values · Plans