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    Home » Hytale Modding: Current State and Future Vision – What You Need to Know!
    Hytale

    Hytale Modding: Current State and Future Vision – What You Need to Know!

    20 November 2025Updated:24 November 2025No Comments13 Mins Read
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    After several months of silence, the Hytale team offers us a new update on the game!

    MISSION: MODDING AT THE HEART OF HITALE

    We will always strive to create an immersive adventure for Hytale and continually enrich it. Good news for modders: we designed the game with the provided tools. Our goal is for you to be able to replicate everything we do.

    As a modder, you will not only benefit from the tools we have used, but also from the content we create to offer you the block game we have always dreamed of.

    We designed Hytale with modding at its core. Most elements of the game can be modified, expanded, or removed. Blocks, objects, NPCs, world generation, interfaces, systems, and behaviors are all driven by data and code that you can influence.

    We are guided by a few key principles:

    • Server priority:  Hytale modding relies entirely on the server or game host. You can join any modded Hytale server without downloading external mods or juggling client packs. Use a combination of plugins and resource packs to customize your gameplay experience, or let the server suggest one. Create a single-player save and select the mods you want to use.
    • One community, one client:  we want to avoid a fragmented ecosystem where each server requires a different, modified client. That’s why we don’t plan to support client modifications. The client must remain stable, secure, and consistent, while the servers offer creativity and variety.
    • Modding for the long term:  We are committed to modding for the long haul. We believe that modders like us are looking for a project that not only tolerates them, but actively welcomes and supports them.
    • Empowering modders to succeed without exposing players:  we want modders to enjoy their work and build a future they can rely on, with as much freedom as possible, without exposing players to the security risks that exist on some other modding platforms.

    This is the standard we set for ourselves. We’re not there yet, but this is the direction we need to go.

    TECHNICAL VERIFICATION

    Let’s now face the harsh truth: we are behind schedule in relation to our objectives.

    • We have a development delay of several years that we now need to condense into a few months.
    • There are gaps in our tools, our documentation, and the way the systems are exposed.
    • Some features only exist because they were cobbled together during prototyping and were never refined.

    We made a deliberate decision:

    • We’re giving you access to the ships right now, without waiting for perfection.  We’ve chosen to fix what was reasonably possible in the short time we had for this project, and then make everything available so you can start experimenting while we work towards our long-term vision for modding.

    What this means for you right now:

    • You will encounter  limitations  due to the lack of editing features.
    • Some aspects of  the client’s behavior are not yet exposed  to the server.
    • Some tools and systems are  rudimentary, inconsistent, or difficult  to use.
    • The level of maturity required for modding  varies greatly  depending on what you want to build.

    We’ve decided not to hide important features simply because they don’t meet our current requirements. If a feature is useful to you, we’ll try to make it publicly available and improve it.

    We strongly encourage you to hold us accountable on this matter.

    • Hold us accountable for this progress. Mention us, contact us, demand answers. We are committed to transparency and telling you the truth, even if it means “it’s not enough yet” or “we don’t know yet.”
    • Don’t just take our word for it. Demand results. Share your feedback with us. Don’t hesitate to speak up.

    CURRENT STATE OF MODDING

    We are currently not satisfied with the state of modding in Hytale.

    However, we believe that waiting until everything is perfect before granting access to all information would be detrimental. By joining us now, you will participate in building the ecosystem and discover concepts as they evolve, allowing you to gain a deeper understanding over time.

    Four main content categories

    Currently, Hytale modding is mainly divided into four technical categories:

    • Server plugins – Java .jar files
    • Extend the server’s functionality programmatically.
    • Extremely powerful, it allows for profound modifications to the gaming experience and the main server system.
    • Use them to create mini-games, economies, commands, custom logic, a new type of asset, and much more.
    • Data resources – JSON files
    • To guide player behavior and define the main content:
    • Blocks, objects, NPCs
    • Global Generation
    • Loot tables, loot and more.
    • Artistic resources – Sounds, models, textures
    • Provide visual and audio representations of the game elements.
    • We use Blockbench for creating Hytale models, textures, and animations.
    • Save files – Worlds and prefabs
    • Share entire worlds or specific builds.
    • Prefabricated elements are used in creative tools and world generation to place pre-built structures such as trees, houses, or large monuments.

    WHY WE DON’T ADD TEXT SCRIPTURES

    A common question: “Where is Lua/the scripting?”

    Short answer:  We do not have a text scripting system and we have no intention of adding one.

    Here’s why:

    • Text scripts are generally introduced to “help non-programmers,” such as designers, to create custom behaviors.
    • In reality, scripting languages ​​like Lua remain programming languages:
    • Programmers now have to juggle two languages, one of which is generally perceived as “nerve-inducing”.
    • Designers are always expected to learn the fundamental concepts of programming.
    • Ultimately, it is less inclusive and complicates the situation for both parties.

    We consider this a false compromise.

    Our focus: visual programming

    Instead of text-based programming, we will add  visual programming  :

    • Our experience with Unreal Engine Blueprints has shown us that:
    • Designers truly feel empowered when they can build logic visually.
    • Programmers are more productive when they stay within one programming language (Java/C#) and expose high-level nodes.

    The objective:

    • Designers are encouraged by a visual language that corresponds to their way of understanding behaviors.
    • Programmers can extend and optimize this system by adding new visual nodes and performance-sensitive implementations.
    • We avoid fragmenting logic into several “half-languages”.

    We believe this is the most rewarding approach for modders, without compromising on functionality.

    TOOLS AVAILABLE TODAY

    We currently offer the following tools for creating Hytale assets:

    • Hytale Asset Publisher
    • Data resource publisher.
    • Compatible with most types of resources, however with notable limitations regarding NPCs, world generation and interactions.
    • This will develop over time.
    • Blockbench Plugin
    • Create Hytale-compatible models, textures, and animations directly in Blockbench.
    • Replaces our own modeling and animation tools used in the past in order to better support established creative workflows within the community.
    • Release planned as soon as possible
    • Asset graph editor
    • An unfinished internal editor that we used as a temporary solution for world generation, creative tool brushes, NPCs and, hopefully, much more soon.
    • It’s not the quality we want, but it’s useful enough that we prefer to showcase and improve it rather than hide it.
    • I am also currently working on its release.
    • Machinima Tools
    • The tool we used to create the trailer in 2018
    • They present some technical problems that we will have to solve, but they are usable and have given us excellent results.
    • Creative tools
    • A suite of interactive tools to change the world and express your creativity.
    • Expect to see videos/blogs dedicated to them.
    • We have also released images of their use in the past.
    • And much more…

    You will notice some imperfections. This is normal at this stage, and we intend to correct them based on your feedback.

    SHORT-TERM IMPROVEMENTS

    This is not an exhaustive roadmap, but it covers the main short-term issues we are seeing in terms of urgency and impact on modders.

    Shared source server

    • We know that the lack of documentation relating to assets and systems creates serious tensions. We ourselves experience this problem internally.
    • We are committed to releasing the  server’s source code  as soon as we are legally authorized to do so. Please allow 1 to 2 months after release.
    • In the meantime, the server is not obfuscated, so you can easily decompile it.
    • This will allow you to:
    • Examine the internal workings of the systems while the documentation is being updated.
    • Unblock yourself by reading the actual implementation, instead of guessing through trial and error.
    • Feel free to let us know about any improvements or bug fixes if something bothers you enough that you don’t want to wait.

    Resource pack / Mod distribution

    • Due to the game’s launch at this early stage, we haven’t had time to design a neat and top-quality distribution system.
    • For now, we should expect some friction when:
    • Group the creations into clear and shareable packages.
    • Managing dependencies between plugins, resource packs, and worlds.
    • This is one of our top priorities when it comes to modding. Expect rapid iterations depending on how you publish and share your work.

    Custom user interfaces

    Currently, our user interface is in a chaotic state:

    • We use  three user interface frameworks simultaneously.
    • We are in the process of abandoning two of them and replacing them with  NoesisGUI  .
    • Noesis Technologies has been of invaluable assistance to us, and we wish to highlight their role in the realization of Hytale.

    What this means for you:

    • We already have resource-driven user interfaces, but they are incomplete and limited.
    • You can start experimenting with them right now.
    • Tell us what you are trying to build and where you are encountering roadblocks, and we will prioritize getting you unblocked.

    Stability

    This one is simple and painful:

    • There are crashes.
    • Some are serious and can lead  to data loss  .

    Our position:

    • We fix crashes as they occur and you can expect rapid improvements.
    • But for now, we  cannot guarantee the integrity of the data  .
    • You must assume that you  will be  affected at some point.

    Practical advice:

    • Back up your games and important creations regularly. We are currently working on implementing automated solutions, but we cannot guarantee absolute security.
    • Consider this phase as a true early access: valuable, but not yet secure for irreplaceable work.

    We are sincerely sorry for any inconvenience this may cause you, and stability is our top priority.

    First-party server network

    We plan to launch after launch a proprietary server network, managed by an internal team, which will offer a selection of classic Hypixel Network-style mini-games, but this work has not yet begun.

    Why are we doing this?

    • Bring back familiar minigames:  offer experiences you already know from our previous work, redesigned for Hytale, as well as new original minigames unlocked by Hytale’s abilities.
    • Let’s test our own systems  in real-world conditions: let’s use the same tools and workflows as you to validate and improve minigame creation, live operations, and server management.
    • Collect real data:  observe the behavior of Hytale servers at scale in order to optimize performance, reduce hosting needs and lower costs for everyone.
    • Let’s share our knowledge:  we publish part or all of the code and resources of our mini-games so that you can study how we build them, reuse components and adopt best practices.
    • Securing Hytale’s launch:  ensuring a robust and reliable network of playable content, even if the community infrastructure takes time to develop. Our role is to prepare the ground before handing it over to you.

    What we are not trying to do

    • We are not looking to outdo you:  our goal is not to dominate the server market or to compete negatively with modders and server owners.
    • We are not diluting the development of adventure mode:  this work is carried out by a dedicated team and in no way reduces our attention or investment in this mode.
    • We do not use it to ignore feedback:  we will not base our roadmap on our own servers at the expense of the creator ecosystem as a whole or the needs of players.

    Our goal is to develop a vast ecosystem encompassing numerous high-performance servers and a wide variety of experiences. We have no interest in holding a monopoly within our own game.

    LONG-TERM VISION FOR MODDERS

    In the long term, our goal is to provide a comprehensive suite of tools and services that allow you to thrive in Hytale, regardless of your starting point.

    We want:

    • New modders can get started creating games without needing expensive software or years of experience.
    • Experienced modders to build complex systems, businesses and communities on the Hytale universe.
    • Hytale will blur the line between “playing games” and “creating games”.

    Shared source code server and bonuses

    Beyond simply publishing the server’s source code:

    • We plan to offer  development bonuses  for specific improvements and features.
    • Implementing this system will take time, but the goal is to reward contributions that strengthen the ecosystem.

    Node editor

    Some types of resources are currently difficult to configure in raw JSON, such as:

    • NPC
    • Interactions
    • Global Generation

    We used internal tools to make this manageable. Our plan:

    • Publish node graph-type editors for these types of resources.
    • Integrate these node editors directly into the Hytale asset editor, so you have a unified creation suite instead of a disparate set of tools.

    conceptual vision for the future of the node editor

    Visual programming

    Visual programming is a fundamental pillar of our long-term vision:

    • Java plugins will continue to exist and are extremely powerful, but they require programming skills and raise security concerns.
    • Visual programming will allow us to:
    • Provide an  isolated and secure environment for sharing logic.
    • Offers  great ease of learning and modification  for modders of all levels.
    • Allow programmers to extend it with performance-critical nodes.

    Ultimately, we want to:

    • Integrate visual programming directly into the  3D world  :
    • Connect the levers, doors, generators, triggers and other game elements.
    • Create complex adventure maps and encounters directly in Hytale.
    • Draw inspiration from systems like DOOM SnapMap while maintaining full integration with our asset and script stack.

    CONCLUDING WORDS

    We are, quite deliberately, in “early access” for modders.

    • The tools are unequal.
    • The documentation is incomplete.
    • Some workflows are enjoyable, others are frustrating.
    • Crashes are possible, and you will lose your work if you do not make a backup.

    We do not claim otherwise.

    At the same time:

    • Here are the tools we used to build Hytale.
    • In many cases, we developed tools and content in parallel, keeping modding in mind.
    • We know this approach works because it has already allowed us to produce the game you see.

    Our commitment to you:

    • We will continue to improve the modding experience, step by step.
    • We will emphasize ease of learning, integration, and the ability to progress quickly from beginner to expert level.
    • We will be transparent about what is ready, what is not, and what we prioritize next.
    • And we will listen to you when you tell us where you are experiencing pain.

    If you want to join us during this phase – bugs, imperfections, and all that goes with it – you won’t just be modifying Hytale. You’ll be helping to shape the future of Hytale modding.

    See you soon in your version of Orbis,

    Source: https://hytale.com/news/2025/11/hytale-modding-strategy-and-status

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