A plugin that lets you inject your own prefab structures into newly generated chunks, while reusing the game's vanilla prefab placement rules
Warning: Early Access
The game Hytale is in early access, and so is this project! Features may be incomplete, unstable, or change frequently. Please be patient and understanding as development continues.
This project contains a Gradle project that can be imported into IDEA and used as the foundation for custom Hytale plugins. The template will add the Hytale server to your classpath and create a run configuration that can be used to run your plugin on the server. It can also be used to build a sharable JAR file that contains your plugin.
Please ensure all the requirements are met before getting started.
- Download Hytale using the official launcher.
- Have Intellij IDEA installed. Community edition is fine.
- Download Java 25 and set it as the SDK in IDEA.
It is important to configure the project before using it as a template. Doing this before importing the project will help avoid running into caching issues later on.
Set the name of the project in settings.gradle. This should be the name of
your plugin. We recommend capitalizing your project name and avoiding
whitespace and most special characters. This will be used as the base name for
any files produced by Gradle, like the sharable JAR file.
Review the properties defined in gradle.properties. You should change the
maven_group to match your project. You should also change the version
property before making a new release, or set up CI/CD to automate it.
The manifest file provides important information about your plugin to Hytale.
You should update every property in this file to reflect your project. The
most important property to set is Main which tells the game which class
file to load as the entry point for your plugin. The file can be found at
src/main/resources/manifest.json.
This template has configured Gradle to automatically update the Version and
IncludesAssetPack property to reflect your Gradle properties every time you
run the game in development, or build the plugin. This is a workaround to allow
the in-game asset editor to be used when working on your project.
When opening the project in IDEA it should automatically create the
HytaleServer run configuration and a ./run folder. When you run the game it
will generate all the relevant files in there. It will also load the default
assets from the games.
If you do not see the HytaleServer run configuration, you may need to open
the dropdown or click Edit Configurations... once to unhide it.
Once the server is running in IDEA you should be able to connect to
Local Server using your standard Hytale client. If the server does not show
up automatically, add the IP as 127.0.0.1 manually.
SharedStructures scans all loaded asset packs for JSON files under:
Server/WorldGen/SharedStructures/Prefabs/*.json
Each JSON file can contain:
- A single object
- An array of objects
- An object with
Entries: [ ... ]
Id: Optional string identifier (used for logging + deterministic seeding).ZoneMask: Optional array of strings (supports*wildcard). Empty means “all zones”.BiomeMask: Optional array of strings (supports*wildcard). Empty means “all biomes”.Prefab: String or array of strings. These resolve like vanilla prefab keys (they are looked up across all loaded packs).Weight: Optional number or array of numbers matchingPrefablength.Pattern: A JSON object that is passed to the vanillaPrefabPatternGeneratorJsonLoader.
See src/main/resources/Server/WorldGen/SharedStructures/Prefabs/Example.SharedStructures.json.