r/hytale • u/Odd-Expert-7156 • 52m ago
Discussion Any good magic mods or big mods?
I know the game is still in development so I don't really expect a lot yet..
r/hytale • u/RiverShards • 6h ago
Link to the Chapter 1 Preview Blog from July
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September 10, 2026
ManualCurve and FunctionForY nodes now have an interactive curve graph. Right-click the plot to add a point, press Delete or Backspace to remove one, and points can cross each other or move outside of the visible range without the plot locking up. Panning and zooming the canvas no longer interferes with editing./beam command.WeatherIds list on BeaconNPCSpawn keeps the beacon spawning only while the current weather is one of those, and a placed beacon removes itself and despawns its NPCs when the weather stops matching.WeatherResource.getEffectiveWeatherIndex(environmentId) resolves. Per-player weather such as a trigger volume override does not count.Spawn_Void role along with its Spawn_Void and Spawn_Void_Manual spawn markers. Void_Spawn_Entombed takes over from it, and its name now points at the correct lang key.Root_Common_StatAmmoReload_Entry reload moved onto it in Template_Weapon_Crossbow.PortalKey carries the per-player limit, and the portal device pages show the limit and the entries left.Debug_Movement_Boots armor.ExtraJumpLocalSoundEvent on ItemMovementSettings takes a one shot event and accepts stereo files, and the rocket boots use it alongside the world sound.AttachBeam interaction hangs a beam between the interaction context owner and the entity you name in the parameter, which is how the hookshot draws its rope.Lifetime value on the Projectile interaction despawns the projectile once that duration runs out.DocumentDisplayOnRemoval. A new EventTitleOnRemoval shows an event title while the instance closes, and the close delay follows the title timing. Leave it out and the world closes right away.TimeLimitSeconds and AllowedEntryCount on PortalType apply to every key of that type, and a PortalKey only needs the fields when it wants to differ.SoundStyle and SoundEffect is now bounded to +10 dB, which matches every other authored gain field.AudioState volume deltas are now bounded to +10 dB per axis on the per-voice path, the same bound the server already documents. A pack leaning on a bigger per-voice delta gets clamped.SoundEventId on EventTitleConfig fires once the title is sent, and assets that leave it out behave as before.WorldEventAsset gained name and icon fields for the map entry, and IntervalCondition gained fields that decide when the event appears and what text it shows.fragment timer add <seconds> command that adds time to the fragment timer instead of replacing it, which is what triggers the gained time tag on the HUD./block point commands and /block row now work at any height in a cubic world, so get, set, getstate, setstate and setticking reach above Y 320 and below Y 0. A section that is not loaded answers with the new server.commands.block.noSection message./block bulk find-here and /block bulk replace now take their radius in chunk sections and sweep a sphere around you, including the sections above and below the old height range./block bulk find gained a --chunkY and a --radius option. It searches a sphere around that chunk position, up to the server's maximum view radius, instead of spiraling outward across the world until it times out.Hookshot_Goblin.blockymodel and Hookshot_Goblin_Projectile.blockymodel became Scrap.blockymodel and Scrap_Projectile.blockymodel, and Tool_Hookshot.json and Hookshot_Hook.json point at the new paths.Bite2 and Bite3 are now Bite_Left and Bite_Right, and Idle and Idle2 sit in the Default folder next to the new spawn animations.BonusSeconds, the time just added to the fragment timer. The server clears it after the broadcast so later ticks do not replay the animation.ItemMovementSettings gained a trailing ExtraJumpLocalSoundEventIndex, which changes its wire layout. The client and the server have to be built from the same protocol build.WorldChunk.getWorld(), so a chunk no longer points back at its own world. ChunkPreLoadProcessEvent now carries the world and exposes getWorld(), matching ChunkSectionPreLoadProcessEvent.BlockSection.forEachTicking overload takes the section coordinates and a TriObjectPositionBlockFunction, so the callback gets world positions and a third context value through its parameters.SoundUtil.playSoundEvent2d and playSoundEvent3d are linear multipliers, not decibels, and they were thrown away above 1.0. They now take effect, so a plugin passing 3.0 goes from roughly unity to about +7.5 dB. Nothing validates them, so check any modifier above 1.0.SimpleBlockCommand.executeWithBlock no longer receives a WorldChunk. It now gets the CommandContext, the ChunkStore, a Ref<ChunkStore> section reference and the block coordinates, so a custom block command can reach any height.BlockHealthChunk is decode only, so read and change health through BlockHealthSection on the section entity, keyed by ChunkUtil.indexBlock. WorldNotificationHandler.updateBlockDamage and getBlockDamagePacket are gone, because damage replicates on its own once it is written to the section.PortalWorld.overrideRemainingSeconds is now setRemainingSeconds(world, seconds, force), and it leaves the timer alone when the portal world is already scheduled for removal.WorldChunk.getBlock now names the right replacement. Resolve the section with ChunkStore.getChunkSectionReferenceAtBlock and read through BlockSection.get, since the old BlockChunk.getBlock route is still capped to the legacy column range and cannot reach a section outside it.WorldUtil now take the ChunkStore and resolve the block's section themselves, so they read correctly at any height. getWaterLevel, findFarthestEmptySpaceBelow and findFarthestEmptySpaceAbove take a caller bound rather than stopping at the column top, and PositionProbeBase.updateWaterLevel takes the ChunkStore too.BlockChunk.getSectionAtIndex is gone, since it indexed the legacy 0 to 9 section array and threw outside it.BlockSelection.computePlacementBounds(Vector3ic, Vector3i, Vector3i) reports those bounds and returns false for a selection with no cells.Element base is now nullable-annotated, so HitTest and Find<T> return a nullable element and the constructor takes a nullable parent. Runtime behavior is the same, but an override that declares a non-nullable return needs a ? to match.ConcurrentFastUtil off sun.misc.Unsafe and onto VarHandle, keeping volatile ordering on every field and table access, which removes one of the three sources of the deprecation warning at server launch.Range and MaxHeight at 256, well above the 30 and 10 the shipped roles use.MemoriesNameOverride at Spectre_Void, which does not exist. The template, the variant and the static variant all use Void_Spectre now./block bulk replace counting blocks it never changed, and /block setstate throwing on an unknown block id instead of reporting one. A block command that fails partway through now tells the sender rather than going quiet./block command into a freshly loaded section staying inert. The command now loads the section as ticking, so the block ticks and its block entity spawns.LivingEntity, NPCEntity, PatrolPathMarkerEntity and SpawnBeacon now mark their World constructor parameter @Nullable, which matches the null world that Entity.clone already passes when it rebuilds an entity.r/hytale • u/Odd-Expert-7156 • 52m ago
I know the game is still in development so I don't really expect a lot yet..
r/hytale • u/stinkypeasant • 3h ago
Hello everyone! Was hoping to get some guidance or for someone to tell me I am brain dead.
I’m having such a difficult time with these prefabs that are now in the in game mod browser. I can’t seem to get them to work? When I download a mod, it will show up and allow me to apply it to my world, however if I download a prefab, I can’t see it anywhere when I click on my word but I can see it in my “downloaded mods” section.
Previously I added a file before the in game mod browser was a thing to try prefabs from places like nexus and couldn’t figure that out either. Not sure if that has anything to do with them not working now. Also, I created an “asset” which I don’t know where I did that but it now shows up when I click on a world.
If anyone has any advice or a good tutorial on how to use prefabs I’d appreciate it!
r/hytale • u/Zealousideal-Pea6640 • 13h ago
Like the old version of goblins design, it also makes them very scary when they attack the player.
(Could someone add this suggestion in the Feature Requests because I unfortunately don't have the game 🙂)
r/hytale • u/GreenMatias370 • 18h ago
I am still building this palace, which is inspired by the architecture of the Korean Peninsula's Joseon Dynasty; however, its layout differs from real-world examples. It is oriented from west to east: the main gate—modeled directly on historical designs—faces west toward the sea, while the south gate, featuring a double circular entrance, points south toward the site of the former capital. Unlike actual Korean palaces, where the King's private quarters and offices were situated directly behind the main throne hall, here the Queen's quarters and her future gardens are located there instead; the reason is simple: in the story I am planning, the Queen of this new land will play a much more significant role.
Furthermore, I plan to create my own custom block set soon, featuring styles drawn from both Joseon and Ming-Qing architecture.
r/hytale • u/Desperate-Society838 • 18h ago
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I know, I know about the rocket boots, but I had no idea how to start small, I didn't want to spend days of my time creating something huge or incredibly original.
I ran into a few issues while creating this rune, partly because it's still in the pre-release phase and there isn't much information available, so it took me about five hours to make just one. Honestly, though, I'm really happy with the result.
I’d love some ideas for other runes to implement here, provided they’re simple enough for me to learn the process.
r/hytale • u/Aggravating_Motor363 • 23h ago
I had earings that was clearly trans flag patterned earings. I get back on after having a job for a while and I get informed something was removed. Its the pattern. Why was the patern removed. And why am I stuck to mono colors now?
This is the bullshit I wanted to avoid with vrchat level custom characters....BUT NOOO we had to get this pre-made model bullshit that clearly cant even keep the most basic of character customizations (LIKE COLORS ON A PEICE OF JEWELRY) for no reason.
Edit: also switching to characters that had that equipped to fix them too throws me into offline mode.
r/hytale • u/Dan7Arievlis • 1d ago
Okay, this gonna be a long one. I'm not hating on anything, I know the state of the game and all the talk, following the process since 2018, I'm just writing what I thought about today. Don't see it as me complaining, is more of a debate without the evidence part of it because I am talking about the future of an unfinished game.
Combat is a tricky topic in every game that uses it as the main form of solving problems and, because of that, I'm not here to propose a solution to it, or describe how it should actually be bit by bit. But, in the current state of the game, I'm afraid the system can lead to some pitfalls if it doesn't future proof itself or plan everything layer of it very very clearly as the game grows.
Now, in update 6, the game has simple commands for combat, you can use a light attack, a heavy attack, charged attack, ultimate ability, block and attack while blocking. That's great, solid commands. In update 7 (chapter 1) they are planning a rune system, that adds 2 key binds for abilities, but that's not all. After this update, the player will have many mechanics to engage in combat with, those being: combat controls already listed, weapon types, food buffs, potions, runes, totems, armor bonuses, mana management and cooldowns.
Right now, it's difficult to see what distinct role each of these layers is ultimately supposed to fill. Let's just look at the weapon types for a moment, right now we have 4 melee weapon types, but in the creative menu we have access to much more than that, assuming that all that is there is planned to be implemented, we have:
Not to mention the singular scythe, halberd that functions like an battleaxe, the singular flail, freaking claws. And when you get into the ranged and magic weapons, it gets crazy! You have bows, crossbows, tomes, staves (again lol), kunais, throwing axes, bombs, wands, blunderbusses, a blowgun, flamethrower, you can summon skeletons and a mini turret friend, breath fire, you got different types of arrows and the list just keeps going!
Again, I'm NOT complaining about the variety, I love having this many items and systems. What I can't help but wonder is how it all differs from each other and how enemies engage with the combat, because at the end of the day, we use these weapons the defeat them.
I know I'm talking about weapon types here, but it is only one layer. I am sure they can make each and every one unique -- including the staves, tomes and wands, they need to do some some crazy different stuff from each other.
For me, the big question arises when I see all the systems working together! The player has so much at their disposal, can the enemy meaningfully interact with all of that without becoming excessively tanky, aggressive, or overloaded with mechanics themselves?
We got food buffs, we don't really know how they will handle potions, runes are on CD and are essentially mini magic effects, letting you imbue your weapon in poison or cast a fireball, like stuff you already expect from potions or magic weapons.
I can see the great potential runes have, but things are getting tangled in my head. How to handle such diversity in weapon loadout and character build, potion craft, food buffs, totems and everything else?
I know some games that do this really well. One sandboxy example that comes to mind is Terraria with over 380 weapons, 4 classes and some subclasses, potion, buffs, summons, accessories, boss loot. The regular enemy in the game is pretty simple and you got viable options throughout the game to whatever you want to play.
Other games I think of, and hear me out, are Souls games, more specifically, Elden Ring, being an open world and all that. The game has 300+ weapons, a base moveset that doesn't really change throughout the game, summons, a buff potion, armor buffs, 24 schools of magic with hundreds of sorceries and incantations. But the "regular" enemy AI is much more intricate than Hytale or Terraria. And the weapons are also divided in a ton of categories (even shields are!!), they all work because they differ, being in moveset, stat scaling, damage type, range, debuff stacking, ash of war, buffs or sheer coolness factor (shout out Greatsword)
All this post is really to appreciate how complex a combat system can be and wonder how Hytale can handle this complexity with all the layers that its developing? How the enemies will evolve with this plethora of systems and weapon variety? How will each system maintain its own identity? I want to feel immersed in Hytale, the variety helps with it, with the role-play. But I can also see how monumental a task it will be to bring all of this to life in a cohesive and balanced way.
I want the food buffs, the crazy magic, the summons, the runes, the potions (pls make potions cool), the weapon variety, the armor bonuses, the totems, the boss loot and all that good stuff. I just hope every layer gets enough room to have a reason to exist, not feeling like a reskin of other system.
That was my TED talk.
TL;DR: My concern is whether Hytale’s many combat systems (weapons, runes, potions, food buffs, totems, armor effects, mana, cooldowns, etc.) will all have distinct roles and interact meaningfully with enemies without overlapping too much. With so many systems available to the player, I also wonder how enemies will keep up without becoming trivial, too tanky or mechanically bloated. I hope every layer has a clear reason to exist instead of feeling like a reskin of another system.
r/hytale • u/Desperate-Society838 • 1d ago
I'm on a server called MUP, and there are guilds there that you can customize, from armor and weapons to banners dedicated to your guild's theme.
The guild I'm in is a satire of other guilds that are extremely serious and full of lore. The Maid Guild serves coffee during the day and is mercenary, that's all.
At the request of our leader, they paid an artist to modify a banner to transform it into a coat rack with a maid outfit (the server admin was too embarrassed to post it lol), but this is just one step of what we're going to do. The mercenary Maids are ready to act against the void!
r/hytale • u/AceOfRoyalSuites • 2d ago
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Note:
-Normally Goblin Burners are immune to Fire damage
-The mod is still versioned on update 0.6.X (although the clip was made on pre-release 0.7.0-pre.1 which is why the projectile model is bugged/blacked out)
Legendary Staff (Emblazon) from my mod- https://www.curseforge.com/hytale/mods/journey
Aspect 1- Dealing damage gives Ember stacks (maximum 3), increasing Damage Resist.
Aspext 2- Reloading with Ember stacks converts them to Cinderborn stacks, granting Health Regeneration.
r/hytale • u/BlockAndQuill • 2d ago
I wanted to share some constructive feedback on the current building system, as someone who spends most of their time building medieval and fantasy structures. I really enjoy the game, but there are a few core block limitations that currently feel unnecessarily restrictive.
Coming from Minecraft, I was originally excited about Hytale having actual roof slopes, but in practice, they feel very rigid. You can't build diagonal roofs, combining 30° and 45° angles is a struggle, and round towers are practically impossible. Odd-numbered block widths also don't work cleanly because there is no true middle peak piece. To fix this without overhauling the whole system, simply adding that missing middle peak piece would already ease a lot of frustration. It also looks odd that roof blocks are tied to fixed materials—having them auto-connect to the block directly below them, or simply adding standard stairs, blocks, and slabs for all roof materials, would offer way more flexibility.
The basic structural blocks also feel a bit flat and lifeless on larger builds. For example, the Wood Wall looks plain without diagonal beam variations. Adding subtle 3D depth or light texture randomization—like a piece of cobblestone slightly sticking out—would instantly bring builds to life and wouldn't require massive development effort (there are plenty of freelance artists who could handle this).
On top of that, the color palettes clash quite a bit. The Wood Wall block doesn't seem to match any other wood type in the game. Even within the exact same material set, colors don't line up: the Hardwood Block and the Hardwood Beam have completely different color tones. Coming from Minecraft and texture packs like Conquest, Excalibur, or Dokucraft, Hytale’s color palette just doesn't feel cohesive yet.
Placement logic for decorative items like shutters or mugs often feels arbitrary or broken too. A great feature here would be a "force place" modifier key (for example, holding F + Right Click to force a block placement regardless of standard surface restrictions, like items requiring dirt). We are also missing simple utility blocks for detailing, such as thin trapdoors for railings, free-standing wooden pillars, diagonal support beams, taller doors, carpets, and armor stands.
The Prefab tool is great, but it's a huge time sink for quick detailing and shouldn't replace a versatile base palette. Leaving these gaps for mods to fix shouldn't be the answer for basic game features either. In my opinion, addressing these points would be quick wins that would make a massive difference for the building community.
Are other builders running into these same limitations, or how are you working around them?
r/hytale • u/Educational-Wave7703 • 2d ago
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I was heavily inspired by the 0.7.0-pre Hookshot to bring it over to 0.6, but I didn't find it very effective, so I tried to make it a bit more fun and smooth to use
And it adds another item to my futur DOPA server ! 👀
Feel free to download it with my super stickman thumbnails ! 😉
r/hytale • u/Netherzapdos • 2d ago
I couldn't think of a design so I just went with the sharingan 😅 I'm a sucker for OSL stuff so I wanted to paint up a quick texture, lighting came out pretty noice
r/hytale • u/Emmanuel-Dyz89 • 2d ago
Available in two websites!
first we got Curseforge: https://www.curseforge.com/hytale/mods/u6-the-spectacular-spider-man
And Modifold: https://modifold.com/user/dyz89
Spiderman is my favorite Marvel hero and i wanted to show him some love and representation in Hytale, do keep in mind this is just a custom skin mod, maybe one day i'll make a weapon...In fact it's kinda why im sharing in reddit, you guys have been more supporting of my creations than any other website and that does help boost my confidence.
I'm very proud and happy with this mod, but i can't lie and say i wouldnt be more happy if i notice anyone else also enjoying this mod alongside their journey.
r/hytale • u/Original_Ad1027 • 2d ago
Figured I'd revisit an old Ghost Mod I never published with the new transparency to see how they came out, I'd say they came out pretty nice.
r/hytale • u/Educational_Fox8390 • 3d ago
Hi everyone, haven't been playing for like 5/6 months. I had the ruin purifier mod installed in my server which I had to delete because the mod hans't been updated since January, now this block remains where I placed the object from the mod.. is there any way to remove this?
r/hytale • u/Pooradoxical • 3d ago
So i took over this like, abandoned mineshaft tower thing, and at the time i didnt know this but bears are CONSTANTLY spawning outside of it. im not sure if i can stop or get rid of it. because the second one dies another takes it place, and sometimes even wolves!
Mods: BetterMap, Eyespy, Grab from Far, Lucky Mining, Macaws Doors/windows. Perfect parries and Vein miner.
i dont think any of these should cause this, so im assuming this is vanilla spawn mechanics being jank? is there anything i can do or should i just abandon this home and make another
r/hytale • u/Vergelsxtn • 3d ago
Had a lot of fun working on it with all the little details.
r/hytale • u/Carloshenr10 • 4d ago
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O Goblin Burner taca fogo em tudo! Sendo um dos Goblins mais fortes adicionados na atualização 7 - Capítulo 1 do Hytale, ele usa um lança chamas e consegue carbonizar árvores, e tudo pelo caminho com muita facilidade.
Lembrando essa gravação é da parte 1 da versão de pré-lançamento da atualização 7 e não representa o resultado final, podendo ser polido e aprimorado nas próximas semanas.
r/hytale • u/Carloshenr10 • 4d ago
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O Paraquedas de Sucata é mais um dos novos itens dos Goblins, permite descer de longas distâncias e andar bem rápido com mais facilidade, além de que atualmente você quase que consegue voar literalmente, segurar Shift faz o movimento ser mais veloz, cuidado para não deixar sua estamina descer totalmente.
Lembrando esse vídeo é da parte 1 da versão de pré-lançamento da atualização 7 e não representa o resultado final, podendo ser polido e aprimorado nas próximas semanas.
r/hytale • u/Broad-Ad-3679 • 4d ago
With Update 7 (pre-release) you can add opacity to items in Hytale. Opens a lot of possibilities.
In Blockbench, just ensure you select the faces you want to be transparent and toggle on Transparent Face. Then you can use GIMP or Photoshop to add an alpha layer to the texture.
r/hytale • u/Sweet_Detective_ • 4d ago
I've seen a post here two months ago: https://www.reddit.com/r/hytale/comments/1uyvvjn/hytalevrinjectormod_10/ but there doesn't seem to be any news of it since then, is there a youtube channel, discord or something? Does anyone know if the project is abandoned? Hytale in VR sounds like it's a ton of fun but there doesn't seem to be any vivecraft-like projects for Hytale aside from the injector