Override entity xp and level
You can override level and XP for specific NPCs (e.g. a mod’s boss or custom mob) so they don’t use the default zone/instance range. Use this when a mod adds entities that should be harder, give more XP, or ignore level scaling.Two places to override
- ZoneLevelConfig overrides apply everywhere in the open world for that entity.
- InstanceLevelConfig overrides apply only inside that instance and take precedence over ZoneLevelConfig for mobs in that instance.
1. Find the entity id
You need the entity type id (e.g.Bear_Grizzly, MyMod_Boss_Phase2). Options:
- Mod documentation - Many mods list their NPC/entity ids.
- Plugin logs - With
Debug: trueinRPGLevelingConfig.json, the plugin may log entity ids when mobs spawn or when XP is awarded; check the server log for the id. - In-game - Some mods or dev tools show entity type on hover or in a debug panel.
- Trial - If the mod follows Hytale naming, ids are often
ModName_EntityName(e.g.Yungs_Skeleton_King). You can add an override with your guess and see if level/XP change for that mob.
2. Override in the open world (ZoneLevelConfig)
File:mods/Zuxaw_RPGLeveling/ZoneLevelConfig.json
Add or extend the top-level EntityOverrides array:
Example: a mod adds a world boss
CoolMod_Ancient_Golem. You want it always level 90 and to give 3000 XP per kill:
3. Override inside a dungeon (InstanceLevelConfig)
File:mods/Zuxaw_RPGLeveling/InstanceLevelConfig.json
For mobs that only appear inside an instance (e.g. a dungeon boss), add overrides in that instance’s EntityOverrides:
EntityId, Level, DisableLevelScaling, XP. These apply only when the player/mob is in that instance; they override ZoneLevelConfig for that instance.
See Dungeon mod setup for a full Skeleton Dungeon example.
4. Summary
After editing, save the JSON file. To apply changes without restarting, use
/lvl reload (rpgleveling.command.reload). Otherwise restart the server.
For full field reference, see Configuration → Zone Level Config and Instance Level Config.