#server-plugins-read-only
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Correct!
There is just "Early Access launches January 13, 2026" But not like 2pm UTC or sth
Ok looks like it's only on the store page lol. In the nav bar
ah yeah thanks
I had no idea Andre was a French name
You know how people have these deep meanings to their names? "Andrรฉ" comes from Greek "Andros" and stands for...
"Man"
๐ well you're a man for sure, my man
Mushroom
Simon tweeted that they're still deciding on what time the release will be on the 13th. 10 am is a placeholder time
Ah ty!
Hey all โ quick share for modders here.
I just launched Picanik.gg, a new Hytale mod listing platform focused on clean mod pages, early visibility, and optional donations.
Weโre starting creator traffic pushes this week (YouTubers + hosting partners), so early listings get first-mover exposure.
If youโre already planning to publish mods somewhere, feel free to list โ totally optional.
Happy to answer questions or take feedback.
Do you have an API for uploading/creating versions?
The disc invite link on your site is expired, could you send me an invite link in DMs please!
hmm im skeptical about that one
so.... Nitrado Man
is there any virus scanning or some such
also what about global cdns for bigger mods
It will most likely link mods to their curse release I would assume
ngl if thats the case i dont get why it exists
i wont post on curse
like if i publish to curse, nexusmods or such why would i go to another new other platform just to backlink to the actual mod page
Why not CF?
cursedforge sucks man
im not gonna be supportung them, especially after all the stuff they done over the years
it's probs where I have my most downloads so hence why I use it tbh, I have CPT ready and waiting
my personal favorite is monetary incentive to make user experience worse
explain
"forbid users from using good mod managers if you want to get paid"
I mean, as long as they are inclusive and dont use AI, I dont see an issue
aka inability to download some mods via non-cursedforge mod managers
also something else i dont get is people "making mods" before there even is anything to make mods for released
have you looked at GDLauncher which can download all mods from Cf.
I plan to have basic virus scanning implemented before Hytale is out, if not straight away, then very close to release. Yes on Global CDN. And we plan to have an API also close to Hytale's release.
We have built in donation for mods
Prism is my goto
There are a lot of mods that can get very fleshed out without needing the game itself
like yeah i can go get an API key from cursedforge and put it into prism but still screw them man
APIs in particular, but I've done most of the work on a discord chatbridge already
Stuff like that
i mean thats sort of like game concept art vs released game
i shouldnt be doing that and they shouldnt encourage mod makers to make my experience worse
if you catch what i mean
and also their political activities, not big fan
ok that i could see since you can just have some abstraction/wrapper that your mod uses to then just add hytale api stuff in there so its connected
those things shouldnt be political, much less encourage gen*cide
The problem is that some 3rd party mod launchers don't know how to properly pull the ad page for the download and so end up putting a bad experience on their end user. gdlauncher, ftblauncher, prism, and atlauncher don't have issues downloading content from cf that requires ads (ie when the mod author chose, no third party distribution). which simply means, the mod must be downloaded via the webpage, a literal scrape but with the ad shown.
but some people already plan to do like redstone-esque stuff and such
Yeah
Those are mostly just models I think. To be fair, working on the models is a lot of the work
imma just say we prob wont see most of the mods ever come out people talk about rn
thats very twisting what the actual problem is
the easy solution, don't use the 3rd party luanchers, use the cf app.
I think some of the notable ones like Hynergy will come out. I know some of the devs on these mods and they're pretty dedicated and crazy talented
thats not a solution
yeah i dont doubt some of them will actually come
it is for me and works really well, and I'm on linux.
Not really a solution if you don't want to use CurseForge lol
linux has nothing to do with it ๐คฆโโ๏ธ
if you don't eat bread because it has gluten, can't help you. that's how i see it.
Personally I haven't touched CurseForge since Modrinth came out
honestly even as the #1 forge fan thats valid
Not even really anything against CurseForge personally, Modrinth is just awesome
sure linux has nothing to do with it, i put that out there to indicate i should have more problems because I'm on linux. you're making me type a novel, when you are not typing a novel and you definitely should type a novel so we don't spend 30 minutes of watching you say "not a solution"
they literally said they dont wanna use curseforge
ill just host my mods on github until either modrinth adds hytale or a good alternative comes out
i can't remove the pickle from your hamburger if you don't mention the pickle
ill prob just make a new sub forum for it on my own site
i already said above what i dont like about cursedforge, you disagreeing with me or proposing "solutions" to problems i dont have doesnt really help anyone
you said some 3rd party launchers have issues, but you didn't say which ones, and I pointed out the ones that don't.
i said them encouraging mod makers to forbid third party downloads is bad
most modders also cross host on modrinth, so you can get said mods for free that way.
and yes, that is defeatist
(cough cough)
your website looks ai generated bro
i just dont use mods which are only available on cursedforge, and im no longer distributing my own stuff there either
as shrimple as that
I wonder how long it will take for someone to create a blazingly fast rust hytale server implementation
blazingly fast? a long time ๐คญ
I spent 2 months working on it and you say AI generated...thank I guess haha.
it is an unfair assumption to say the least ๐
thata just how it is these days.
if it isnt, take it as praise and move on
thank you then
it's clean and elegant, i can see why someone might think it's AI. maybe if you add a typo or something that is off-centered.
We live in crazy times hahah
I am a perfectionist, I had it working a week ago, but I had to make sure everything is pixel perfect. Thank you though ๐
same, I just use CF as a store for my works
ah perfectionism, the thing that leads to chaos. someone tried to make a perfect world a long long time ago. look at it now.
Modrinth will NOT support hytale iirc
they've already said iirc
there a lot of stores already tho
ive seen many vibe coded ones thats for sure, will see what stands the test of time
mhm
so far CPT will support Orbis (one I like the most ngl), UnifiedHytale (tho the UI could do with cleaning a lil), CF, Modtale and Picanik, but we'll find one that everyone likes in time
Have they released the documentation for creating plugins yet?
VibeCode and work, but I can only see it working to get something started. Enough to get money. Then hire people to take it from there. Then they can use AI as a tool. ๐ that is my only thought at least. But hey! VibeCoding a working system is inherently bad. ๐
they have example projects out there
But it doesn't give the full picture in a clear way. Just be there on day 1.
There isn't really a point in supporting someone who says they are going to have an in-game version of you
Rinth actually pays their mod authors generously I have heard
so it makes sense why not to bother making something that'll end up being outdated
๐ฑ
Hey what's up?
Iโm a bit impatient. Iโm really eager to start making mods in Hytale
docs wont be a thing until like a few weeks after EA iirc
As I understand it, I need a UDP/QUIC proxy that will allow me to proxy the player to one of the closed servers via SNI. I can track it in my network of hubs/survivals via connectionId, right? If I don't have access to connId/I have a network of proxies, I will need some kind of separate service with a heartbeat mechanism.
Am I correct?
And one more thing. Will it be possible to specify a fallback server for the client? For example, if the server is hosting 100 players and suddenly goes down, bungeecord/velocity can transfer/distribute them to other servers.
We don't have local scripts right now
as they need to figure out how to sandbox them like roblox does
What scripts are we talking about? Just specify the fallback server address, essentially a transfer packet but in case of error
Think of if you wanted all the blocks around a player in only their vision to be a bunch of random colors
And every single tick... They change. That's a lot of data. If you had a localscript change the colors of the blocks around them to random colors every tick you save on bandwidth and latency
Got it. But I was talking about something else in my message anyway
We don't know about defining fallback servers/payloads or anything yet
Only community discussion about it so far
we dont really know much of anything on the programming side of things
i have accepted not to expect much for the first week of release, i just plan on playing with my friends like everyone else
This is my route, my guess is I will play it explore for at least 4 hours and put it down till 1.0 ๐
the actual connection logic is wrapped by netty so the server doesn't necessarily have to handle QUIC/TLS decryption
you could in theory handle QUIC protocol operation on the proxy, and modify the server code to work with the raw data
but I assume that would require modifying unsupported, non-API parts of the server code which could lead to higher maintenance cost
did they say we'll be able to mod servers from day one?
TLS ensures end-to-end encryption, but as long as you have full control of both the server and the proxy you can change where the other end is ๐
It still has something to do with it, if a local script could transfer you or get you to connect to a new server, it means if a server timed out for too long, the client would be given directions beforehand on where to go
Hytale will be utilizing the QUIC (udp) protocol for bi-directional server/client communication (tell me if I'm wrong) but I am curiousโ will servers have the ability to use TLS certificates so that clients, and maybe even servers, can verify the server and/or players? Is this something that, now, or in the future, Hytale plans to implement?-- I would be curious to know what the discussion around authority has been like at Hytale.
Assuming there will be some very competitive servers, will Hytale servers be able to have competitive-level tick rates, such as 64tps, and maybe even up to 256tps?
How will player authentication be done?
Are there any plans and talk of implementing any sort of federation or p2p, such as player authentication or server / player-player communication (not necessarily asking about any voice or text chat,-- Iโm mostly talking about things like player movements and player authentication/authorization etc.)?
Finally, does Hytale plan on implementing its own mini-anti-dos/ddos or anti-bot into servers, and does Hytale think that will actually be necessary enough to provide official implementations?
For most of these questions, Iโm wondering how Hytale sees the implementations, as an official mod/plugin, whether or not developers will be able to do this themselves, or whether or not Hytale plans to manage this themselves, but also allow developers to implement some or all of the things above in their own way.
Let me know if you want me to clarify anything, and I apologize if some of the info relating to my questions is available publicly, but I figured Iโd ask my questions in a single message so that the bigger picture Iโm curious about was easier to see. Thank you!
P.S. can you verify what language the server software is written in, whether or not it will be open source or the protocol will be publicly documented, and if servers will use 'mods' to add new features, or if there are mods / plugins? I think a graphic for this would be extremely useful, even relating to the protocol and other relevant things! --one more thing, are there any plans or talks about implementing scripting for server plugins/mods, or the ability to use multiple languages? And will there be official containers (docker/podman) for servers?
OH, and is there a reason Java (from what I've read) was used for the server software, over something like Golang, C, Rust, Zig, C++ etc.? --other than the likely existing familiarity with Java and Minecraft by the team? And if the server is actually written in Java, does it embed anything written in other languages, or is it pure Java?
I'm wondering if there is LUA support or something like that. Its been used from so many games that support mods, and is much easier to learn than Java for example. Would be glad if this will happen.
The server doesnโt need to be in Java?
I was wondering the same thing, and now that serverless scripting / webassembly is popular, and hypixel has close ties with cloudflare, it would make a lot of sense to have something like that.
I think he/she means native support
That's sort of why I also asked above if the protocol will be fully documented, which I imagine it will.
I had an pretty sick idea for an mod last night, atleast for single player, but idk if I wanna give it away ngl
their target audience aligns a lot with minecraft and having a server API that is similar to the minecrafts(bukkit) server api will make the adoption process a lot faster. i am guessing they want the community to be able to drive itself through mods(similar to minecraft) and making it easy to adapt helps that a lot especially in the early stages. there is a revealed code of a server plugin in which you can see the similarities to the bukkit api. so its more about the community rather than the team would be my take.
idk where i have heard but i remember seeing that you will be able to adjust the tps through plugins. the default is 30 tps.
it is in java. there will be plugin support and slikey is working on a doc for the api. no client-side modding.
There is no LUA support. It's directly mentioned in the blog about modding
It's not similar to bukkit api? It's data driven and has more of an entity component system? It looks similar because it's coded in java
Sure in a broad sense its similar but in practise and design its a lot different. Did you see the screenshots from Slikey and the code he posted?
i didnt really take a deep look at the code. i remember seeing the static codec thing, the permission stuff, the command and the basic lifecycle. it is bound to have differences due to the ECS stuff tho you are totally right.
i glanced at the BlockSpawnerPlugin
let me take another look actually.
I am seeing a lot of plugins coded for hytale that are based on spigot/bukkit api. It's going to hit them in the face when they realise that they have to recode everything lol
yeah if they dont abstract it well enough its gonna be a very hard time for them.
yeah you are right, i guess i only cared about whats in common rather than whats the difference when first looking at it.
Good practise would be to download Unity and use their ECS to get a feel of how data driven design works. Try to spawn 1000 entities with random movements and different colours
It's also in C# which we all know is microsoft java
bevy's ecs might be a good playground too though its in rust. DOTS api was slightly weird iirc
Yeah that is true! DOTS was kind of weird ngl, was a long time since I used it lol
Burst compiler was cool to work on though
Kind of painful but still cool
i didnt get to play around with it yet just heard about it.
Do you guys have access to the API's and server files already?
Nope. Will only be published when the game releases on the 13th
Only some specific individuals or specific companies already got access to it
V cool. I'm looking to a little bit of modding and building myself as well as private hosting for a community I'm involved in. I was hoping there would be more documentation out by now, but in true dev fashion -- I'm going to figure it out myself ๐
Hi there, Hopefully this is a good spot to ask, I'm the Founder of TekkNodes and i had a client of mine ask me if i would be supporting Hytale hosting, Is there a way i can get in contact with someone to hopefully get this running?
You likely won't be able to get access to the server .jar before launch, but the set up will be similar to Minecraft servers. Hytale server runs on Java 25 and uses UDP/QUIC for networking on port 5520 by default
Fair enough! I em a small company. (Like under 10 clients) so hopefully I can provide good services for the game ๐ that and play it myself too.
Is there btw something known if a client will get a mod as a .jar file when they join a server? Just curious if people can steal mods by just joining a server and copy pasting them ๐ Or if mods will be delivered somehow else so you can't just steal them
Nah, definitely not, that would be dangerous. Probably just the assets are downloaded, and all the logic is handled on the server side
yes it will be like this
Yep only asset packs are downloaded, not java code. That said, some mods might only consist of asset packs (Cosmetics, custom mobs that only use a combination of vanilla behaviors, new blocks, etc.)
Those would be downloaded to the clients in their entirety
You can easily use all JVM languages to start.
Also with GraalVM you can use Polyglot to easily pass most LLVM languages, pythong, weblanguages (with WASM), and community supported languages and share objects very easily accross different languages.
BUT the host will need to ship GraalVM instead of the standard java distribution.
@vernal niche could you answer a question for me?
How many players can be handled with a given amount of hardware?
On your website, you offer 72-slot servers with 72 GB of RAM.
How stable is that setup?
Are more than 72 slots currently not possible in a stable way?
Can you roughly say that 1 slot requires about ยฑ1 GB of RAM?
you can always verify servers as they always need a cert. quic always is encrypted and by default (the reference implementation hytale uses with netty) its selfsigned so all you need is the fingerprint of the cert so anyone connecting could verify they are actually connecting to you
Where are you reading 72 slot servers for Hytale? ๐ Can you send me a screenshot?
id assume its extrapolated from the preconfigured offerings being 4gb=4slots and 6gb=6slots and so on
Well, my brain wasnโt braining ๐
I interpreted the 72 GB as roughly 72 slots, based on the recommendation of 8 GB RAM for around 10 players. Therfore i update my question what is possible with the 72gb ram, i mean it has to be a reason its 72 gb and not 64 or whatever
You can't extrapolate that. It depends massively on what type of gameplay you're going for (exploration on smp has more ram requirements than minigame server with fixed map)
explanation from andre themselves on ram stuff with hytale
even gives an example of 2 ram configs one with roughly 60people and one with 4 where the 4 people one crashed just by exploring
No there is not a real reason for that, it has more to do with pricing ranges.
tbqh we don't necessarily believe that anyone really needs to run a server on 72GB but we don't stop you.
i mean more money for you guys right if someone really wants 72gb ram
You can definitely make a rough estimate. Of course, you can't always map players to resources, but Nitrado and all game server providers do so anyway because they have gained a certain amount of experience in terms of how much resources are needed.
id also hope that once hytale development picks up and isnt just make it EA release ready server crashing and ram needs get managed somehow
but i could be putting hope in wrong places
Expect it to be a hot mess at launch. They've already set our expectations. They are releasing it in its current buggy state, so that we can play the game, and in turn they get funding (god knows they need it after the Riot debacle lol)
im aware
The process here reminds me of Cubeworld lmao
hence i have some hope stuff like ram use improves over time with continued development
Hytale already has more communication and community engagement than Cubeworld ever had, lol
10000% lmao, lets pray it stays that way. Good way to keep them responsible is getting the community involved early. Truly believe they made a right choice here
The longer hytale waits to release the more impatient the community is going to become
Simon getting ownership again and posting that a release will come soon is a good boost but that boost wonโt last long so itโs good they are releasing this month. I would rather it release this month in an unstable state then not release for the next two years.
I feel like the amount of vanilla (exploration mode specifically) contents of Hytale at day one will be more or less similar to the late beta versions of Minecraft but the emphasis on mod support will probably allow many custom contents to be created quickly
I am honestly more excited about modding than playing the game
Since there is no need for asking individual players to install the required mods my server will not hesitate on trying out many mods (although based on the community votes)
No. The server handles the logic, you only download asset files
Maybe release mods open source so the community can develop and get better in the long run? Leaving your server as a showcase server?
Unless you're planning on selling them in the future of course ๐
I donโt own the server but they did say I could make it open source but that means players could possibly exploit/hack
Or they could help you fix bugs before they're exploited
Security through obscurity doesn't pay off in the long run
Yeah but does hypixel have an open source for their plugins and network code?
They're releasing the server.lua unobfuscated so we can decompile it and figure out how things work
You talking about hytale or hypixel?
No, they hire external pentesting
Even if hypixel open sourced t heir server code, nobody would use it
If you know how to use it then you don't need to copy hypixel
Then why would I need to make my code open source?
Thank you my point has been made
That's why Linux is most unsecure OS or what? ๐
No offence to the guys who say "people will fix it". Nobody will because nobody care about you but IF you happen to blow up people will use it against you
Saying keep your code closed source to prevent exploits is also wrong
Open Source it, when you got a community behind it and support you. If you are a one-man-army, that literally makes no sense
Tons of hypotheticals going on
Open sourcing your code helps the Hytale community as a whole because others can learn from it and you can learn from others
You know what they say, security through obscurity is not a proper measure ๐
I am a one man army at the moment, yay
So, don't open source it. You literally open the gate to hell, if your community is more into harming you rather then helping you
That's very true but sometimes you want to keep things to yourself. No spoon feeding
All our hypotheticals are correct, it depends on the circumstance
It's a prisoner's dilemma. If nobody shares their code, the community will become toxic to beginners and everyone will think others are "stealing". I would love for the Hytale community to be open and sharing and helping each other and when someone goes "Wow that's cool how did you do that?", it would be a shame if the answer is "I won't tell you because I'm scared of exploits"
I am pro posting guides that help people grow. Not present them with a working code
You are taking this way out of context tbh. Literally no need for this.
We went from talking to about source code to now a toxic hytale community. Thatโs literally not what we are trying to do by keeping it closed source
I am done with this convo, have a good night
Good night!
Can't you like, use AGPL license or something
Doesn't make a difference if your main concern is that the code you write could be insecure/exploitable while it's running on your server
You can't trademark hytale's code
if your plugin only uses the public API it depends on the license restriction of it
You can't do anything in the same way you can't copyright someone for "stealing" your builds
You are both using Hytale's API. Good luck proving they "stole" your code
You can license your code most definitely
You're not licensing Hytale's API, you are licensing your code. Those are separate
I consider AGPL (or any open source license in that regards) to be ethically enforced things
The EULA just states that you grant a license to Hypixel Studios Canada if the mod is used with or shown in the Game or the Service
Just imagine we are in court, how do YOU win?
Other than that, for other users, you can license and even monetize any way you wantr
By usual copyright law? Those things happen on the regular and if their code is redistributed or derived from yours without permission, they are liable
But you can't copyright someone else for using hytale's api exactly like you
Bro
if you're wise enough to open source your creation you wouldn't chase after every single attempt at trying to be similar to what you made
Something to do with intellectual property afaik. If you take somebody's code 1/1 then you can be sued if it's licensed properly. However, lets be honest. 99% of people won't bother to go to court over this.
I am going to get educated on this matter
Code is intellectual property. The assets distributed with your mod are intellectual property. Copyright laws apply.
That's not a discussion, this has been the case for oh so many centuries in so so many court lawsuits already
You are right
I should rephrase, you can't copyright someone for using the exact same api usage BUT you can copyright someone if they cloned your code and did stuff with it
The code needs to have "substantial changes" I believe. So, you could take somebody elses code, but then make it work substantially differently and then the license doesn't apply
It's a big grey area lmao
Yep
Depends, you can't derive without permission at all, with a big enough difference you can just pretend to never have derived.
Huge gray area, ASSUMING you can even get your hands on the other code
But if those dear police officers collect your PC for investigation and find a happy dear discord message to your friend saying "yooooo I stole the code from XYZ mod and am going to just change it up a bit" nahh thats tuff
I am about to sue an anonymous guy in a different continent. 100 dollars are enough... right?
I would presume (hypothetically) that the models and model animations etc will be streamed to the client, similar to how resource packs work. Meaning you could take those models.
However any sort of logic will be server sided, so shouldn't be streamed to the client
I am strictly talking about code. IF the assets look simular to yours then you can copyright them
If they use your assets thats an instant takedown
open source your mods. if someone modifies your code just enough to get away with licensing then that's unethical and they will eventually get caught and lose reputation in the community
Yep. Realistically we just report the server and be done with it
Hey hytale, this server stole my idea + builds and is now monetizing. Could you do something?
But open sourcing means people see my crap code ๐ฅบ
TRUE
GOOD LORD THE HORROR
people can copy and steal your code but copying the community is difficult
so focus on building a good community for your server
Quality over quantity
I am planning to do something but copyright law hinders me from doing it public :( so sad I can't make a server out of it
and no way I am getting a permission from that studio lmao
Maybe do a spin off of the assets?
Unless its nintendo. Steer clear of them lmaooo
Nahhh I specifically want to create smth in that exact universe
And I will, I just have to do it privately, distribution is a no no
Depends what Hytale's policy is on this tbh; Have they announced anything in this regard?
For instance, Gmod allowed pretty much everything, but then all of a sudden got slapped with a DMCA takedown to remove all nintendo assets from the workshop
Yes the EULA states "Mods must respect third-party intellectual property. If you include third-party content in your Mods, you are solely responsible for obtaining permissions or complying with applicable open-source or proprietary licenses regarding such third-party content." but even if it didn't, I am not scared about Hytale taking down my mod, I am scared about that studio sueing me lmao
Thanks for this! Good to know! ๐
I will eventually email them asking for permission, but chances for that succeeding are way below 0.1% lmao
since I am a pRiVaTe InDiViDuAl
Judging from your profile, I'm going to presume it's Nintendo, of which, good luck lmao
Unfortunately you can't use other people's trademarks
The chances of you getting caught is super low though
Is it? just needs one tattletale in the community emailing the trademark owner and ig thats it
You need permission yeah
I've done my research thoroughly on this matter but I will get back to you
I am curious if there are work arounds
Say you CAN use a trademark but can't monetize it, I need to research this
I find it rather difficult to think that a studio would come after you in a legal way, if you are an independent developer. The obvious thing would be for them to reach you and ask you to take down the copyrighted content, and only if you don't, then they could proceed with a lawsuit.. What money can they hope to get from a lone dev? Come on.
From what I know for a lawsuit you often need to file a cease and desist order first before they can bring you to court. But they can make you go bankrupt, or pay part of your future income
there are ofcourse edge cases
How about the second option? What do you mean ๐คฃ
Basically all income you earn until a certain point gets partially forwarded to the trademark owner
like 10% of all your income
Oh ok, didn't know that could be an option.
Idk it's the same as when you ahem "download games ignoring the cost", studios do indeed reach out to individuals and send them settlement agreements and cease and desists with money claims
or rather they commission other companies and lawyers to do the legal step for them
We've got to remember, it also costs the studios money in legal fees to action things. As Reborn stated, the potential of this happening on independent developers is very low
Yeah, usually it's just a notice
true but the loser needs to pay those as well atleast in my country
so better not risk it to much
In almost all countries, AFAIK
Same here. They need to pay the "court fees".
At this point, it's more of an ethical thing. If you straight up rip pokemon as an example, people are just going to give you flack if you try claim it as your own / monetize it
I just received a cease and desist for 500โฌ and settlement agreement a few months ago for a copyright incident I don't want to further disclose, those things are daily business for studios imo
And those 500โฌ are a dream in comparison to what I was liable for if I planned to go to court with it
Really? Damn. And for 500 euros, legal fees would cost much more than that.
Ah yes. "500 euros for potential damages" scenario lmao
Well if you already receive such a notice (especially if it also names what content exactly it is about) you can almost definitely be sure they also have definitive proof about it, so no way I am going to court in an attempt to battle it
Well you can always ask for permission. Asking doesn't cost ๐คท๐ผโโ๏ธ even if you get a no
Do what people in FiveM do.
Just create "lore friendly" assets
Yeah you can just rename things, the vibe stays the same.
Warner Bros for sure will give me permission
Yeah it would actually be interesting to know which countries' laws apply to Hytale content. Is it the country of the mod author or always Canada? 'Cuz I would want to make use of the fair dealing laws, Germany doesn't have those
Better ask than guess idk xD
I guess I will. You never know
I will too. I mean it did happen before that individuals got permission from studios, even if just on a limited scope
At the end of the day, you have nothing to worry about if it's a small fan project
But if you have a 10000+ user server with monetization, thats more than just a fan project
A harry potter server got a noticed and they changed everything. I think it was racking 300k a year
with monetization in general, companies gain a bigger interest to enforce their copyright
I wouldn't want people making money off of literally my own work without permission too
Ofc...
There are always workarounds
Like it makes sense to get copyrighted immediately if you sell trademarked assets. But hosting an rp server with a closed community has little to no risk
Selling trade marked assets on the web*
True, maybe I will make my server invite only or so, atleast to show to friends and so on
Because search engines can pick up your site and imagine seeing a "Hytale Pokemon Server". A simple "we are not affiliated" doesn't help at all
How make Plugins for this
It's similar to Minecraft plugins. You load the server .jar into your project, extend the JavaPlugin class, and register/override event handlers ^^
Check the message after this one for an example
Is there already a server binary released somewhere?
No, not yet. The primary server.jar is releasing on game release
Sad
Any server-side modding docs being released beforehand or? Or just any technical information or specifications
No, unfortunately not. If they release documentation before the game, that would invite a lot of additional technical questions that they're just not equipped to deal with when they need to be focused on getting the game ready for release. So everything will come out together
Yeah that make sense, was worth a try ๐
Are there already server files?
No, the server.jar is being released on release of the game
Maybe an admin can pin a message that the server.jar + doc will be public on / after the release? ๐
Not worth the effort for 5 days
does booster get perms to change nickname on the discord server?
I have server specific username ye
K, thanks, wanted to know since I plan on using my ingame nickname here
but I lack the perms
Hm are there any info's if there will be a wikki or some documentation for the modders on release?
iirc it's been mentioned that documentation will be available, but extremely limited. Hence them leaving the server.jar unobfuscated, so you can decompile and figure out how things work (arguably better than docs lol)
Will be curious to see what sort of bigger mods people will work on first (outside of basic assets and minor tweaks)
The community will do some guides and examples. hytalemodding.dev is the main hub for this I know of
Ah thanks, yeah that works too i guess
W Resource, didn't know this existed. Do we know who maintains this?
๐, its a community effort but I lead the project
Great work!
thank you! if you wanna ask questions you can join our discord
Hopped on in now! Thanks!
Someone said there will be mac support from day 1, where was this announced?
Dunno if there is newer info, but the last one I know says this (3rd Dec 2025 blog post):
Is there a console version of Hytale?
No, the early access of Hytale will only be on PC (MAC and Linux still TBD).
(MAC and Linux still TBD)
Scratch that
It was announced on twitter /DevSlashNulled/status/2007857668963074382
thanks
Been looking but don't see it mentioned, is the ea release going to support private servers? is there a server module?
Yes, the dedicated server is a .jar file like in Minecraft. and it will be available for self-hosting when the game releases on Jan 13th
thank you Dani!!!
is there a thread on this channel or somewhere else where i can find more information about modding or making server plugins for hytale?
is it known how close the plugin dev. will be compared to for example spigot or bungee
Easier
Technically ;p
in what way "easier" i mean i don't like fabric/forge dev but i love spigot dev
One guy here had experience with these plugins and said that it looks easier than with bukkit
we will see next week
He said that he donโt have too much experience with plugins but looks easier to understand some things
Hi! there is any discord / forum to support / help with servers creation and administration?
At this moment server creation dont exist so no
i actually hope we will have some kind of IDE extensions like the "MInecraft Development" for Jetbrains IDEs that would be awesome and if there will be no offical ones there will be probaly community ones
At this moment we have to let community grow calmly
i'm actually kinda sad that Hytale has only Blueprints for Client mods if my understanding is right
i mean sure Lua for example would not be an good as simon already said but idk C# (bc. the game is in C#) or event Java mods would be awesome for devs.
C# is very similar to java so if you know java you'll be theoretically fine using C#
I think I misread your message, I agree client mods in C# would be cool
No, everything is a server mod. The Blueprint-style scripting may support some stuff that's evaluated locally on the client, but in the end, the server is always the source of truth and responsible for everything.
ik i'm a C# and Java dev xD
C#, Java, TS & Go to be more specific
does the server have some java api for modifying the client?
how will client mods work if everything is on the server
There are no client mods.
Depends on what you mean by "modifying the client".
Everything is data-driven, so adding new blocks, mobs, and animations are simply assets that the server sends to the client on connection.
They also confirmed that the same will work with movement mechanics (client prediction) and shaders in the future
This has been long established in almost all of their blog posts. Mods will be server side, it just so happens to be that in singleplayer mode, it uses a server for that too, so it will FEEL like client mods in singleplayer.
yeah i meant how would you modify client features
oh i see alr
You modify the server code, and it sends it to the client, as Dani has said.
yes, which is what i asked originally
Yeah they're really going all-in on the apis that allow you to do everything you might want to do from the server side. If you notice you want to do something that's not possible, they are looking for feedback on those use-cases to see if they can implement something to support it in the future! ๐ช
Finally, minecraft pain resolved
do we have access to any sort of documentation?
For sure, that's what I'm most exited about as well!
Being able to show custom interfaces without having to abuse chest guis
Being able to listen to keybinds without having to abuse the drop and offhand key
Being able to add new blocks without having to abuse noteblock states
๐ฅ ๐ฅ ๐ฅ ๐ฅ
No, the most we have is the modding strategy blog post and a sprinkle of tweets and discord messages.
ty
Also what can be inferred, no need for your community to struggle downloading a bunch of jars to setup for joining the server (eg. MC modded servers). Simpler process -> bigger audience
no more skript for easy to add features ๐ฅน
Yeah that's their main goal with not offering users the option to play an old build of the game. Everyone will use the same version to connect to servers
It is also a protective mechanism for hacking etc, since the client source code is always guaranteed, when joining the server you can check the hash data and detect any additional data and block access
A bigger Audience is not always a better audience
A smaller committed community usually has more value than a large uncommitted one
Nobody said anything opposite of that ^^
Guys coming from an MC background (heavy one), I am wondering regarding the effort migrating my (massive) mod into Hytale.
I split it into 3 main categories:
- Coding (I don't give a damn even if it is something completely new. I adapt easily)
- Modeling (thanks to the blockbench plugin they added perhaps it is gonna save a lot of time to adjust)
- Building (still exploring)
Regarding 3. Building does anyone here know if it is possible to migrate Minecraft schematics to Hytale? In fact I am not sure if it always worthy, just had a look at the building tools they support and they are awesome comparing to worldedit. But many times that legacy to the minecraft schematics seems tough to be left behind. So I am really wondering if schematics from Minecraft can be migrated to Hytale
rewrite the mod
also converting schematics should be pretty easy
I am certain that converting minecraft schematics to hytale prefabs will be a very common use caset that will have a community-built solution relatively quickly. Just be aware that the result will be very "minecraft-looking" since hytale builds will use much more details like roofs and stuff
Hello, friends! I would like to ask if there are already posts or documentation available on creating plugins/mods. I would like to start working on that as soon as possible and would like to find out more!
Rewritting was always a thing even inside minecraft itself (forge vs fabric etc). So I believe many of us are already a bit familiarized with such effort. Of course it is not the same and will require more time but it is the least I worry comparing to assets
It's ok, it is planned to be upgrated after a few iteration. The goal initially is to not loose the existing work
as long as you can read the data of the schematic in minecraft, and convert it ot he format that hytale or a hytale tool wants, there should not much issue. consdering that nbt and now snbt are rather extremely easy to read, if we know the schematic layout of a hytale structure ...
Nope, the best we have is the modding strategy blog post and a few sporadic twitter and discord messages for now. They don't want to release the documentation early because that would invite a bunch of technical questions that they don't have the capacity to answer right now since they need to focus on getting the game ready for launch.
yeah I was considering the same, it is just a transformation (which maybe even Hytale itself could support if requested a lot)
i'm thinking it's going to be easy to do, both game types are based on the voxel
oh assets, my fault, you should be able to convert assets quite easily using a tool either by making a converter, waiting for a community project, or something from the team
yall seen the plugins and mods people making
Got a suite of plugins I'm going to be porting over ๐ช๐ป
Do you design your mods with clean architecture? If so you have the least effort to migrate to other platforms
imagine using spaghetti code in java.
how does one get started writing mods for Hytale right now? except owning a time machine?
that's what I'm waiting on, it's being said for the last 3 days, no documentation on it is released yet, because they have better things to do than answer our questions about why our misunderstanding of the api isn't working.
Owning a time machine to the past, becoming a well known creator in the minecraft modding scene and getting reached out to for pre-launch feedback :(
it's going to be nice not having code for multiple loaders.
@silver lynx Well ๐ most Minecraft mods are spaghetti code
Hopefuly on day one someone releases a standardized energy API for mods to use. I see a few post here and there about people creating tech mods.
(reposted due to unrelated reply lol)
I am the one working on it, actually ๐
Many of the mod creators are working together on it
yeah, fully clean and portable. I isolate forge/fabric specific logic (infra) and the domain etc
And I can assure you, I am trying hard to get the modders to use it as much as possible, but as anticipated, everyone began writing their own internal system for energy
We dont need RF, EU, etc, etc situation again lol. dont want to install three seperate mods to convert all the energy sources.
me sitting and creating core foundations for private mods yeah guys a standardized api for mods to use is great. I will also totally be using those with you
That's exactly what I am pumping all my effort in, trying to get everyone to agree on a common basis
Uhm, didn't quite understand, care to elaborate? Sorry ๐คฃ
Its a joke line. Cause Im not making/using public mods for the most part haha
It won't be a plugin, actually (or at least, that's the plan) ๐ just pure java API that you can use by implementing it via maven
What is the naming you are thinking of? I think UE (Unified Energy) would be dope.
Where is the xkcd for unified standards? "There are now 15 standards"
The name predates even my arrival on the scene. I actually received the baton from MaeMachineBroke, who started working on the energy API. The unit of measure will be Hy/t (aka Hyperion)
If I understood correctly, then servers will make you download the necessary addons to play on join?
from my perspective in order to a make an api the goto standard you're going to have also release the mod that uses it that also becomes standard for the goto mod that server owners install above all simply because it contains the tech everyone wants. If all you do is release an api hoping others will glom on to, you've got a steep uphill battle to wage war with.
basically you're going to have release something mimics all the industrial craft machines
I do have a question that might've been mentioned before but how will hytale prevent desync of assets and mods since they are techically server sided? does the client download them like FiveM and GMOD then run them locally or will there be a big issue?
or thermal series machines
Often what happens that an api isn't sufficient enough because it's missing a lot of features. The only way to find what features are missing is to build a mod that uses that api
The only way I would see a pre-created energy system would be if Hytale built one that modders would attach too. Otherwise, its an uphill battle for any mod to use a "unified" energy system
from the tech mod perspective tho, if you can make a hytle version of Create Mod that uses your API. I think you will win.
Or if the API that the modder creates is super duper easy and would make more sense to use.
I totally understand Kree, but honestly, a non-plugin API could be the kind of common ground that everyone agrees on. You mentioned a war, I would like to counter saying that, it has to be a community effort. The community does not want to come together for a unified system? I step aside. I can't force them, even if I make a plugin out of it
I think porting mods from minecraft is an unhealthy plan.
Yes, when you join a server, you automatically download all necessary assets (models, textures, sounds, etc). Like Gmod
That's my entire point, I don't care about winning. I am super partes, I never intended, nor will ever intend to partake in these wars ๐ I am an observer, striving for a better future of energy plugins
That is going to happen, I just hope people make flavor adjustments to make it make sense in the hytale universe and not just copy and paste
I think porting mods from minecraft and polishing them later is a healthy plan
the war isn't you pushing it to the devs, the war is you fighting the common consensus. So making a killer mod that uses that api, and naturally making tutorials explaining how you did it, that's how you fight that war. Also, do shoot for perfection on that mod, just get out there and make adjustments as you go. if go for perfection, someone will beat you to the finish line on both counts.
You go ahead and do it then, the API is LGPL v3 ๐
I'll just be happy to have contributed
NGL a heavily create inspried mod (wouldnt say direct port) would go extremely well with the Hytale assets and play style.
Using client mods will also be possible over it a.k.a like minecraft has ui mods/shaders/textures?
To a degree yes!
Nope, no client mods will be supported
i'm waiting for the official docs. and I don't intend to do any tech mods. but I'm very familiar with minecraft mods and modding. i know what I look for when building packs. I'm speaking from the point of view. Everything I say is a suggestion. for me it's all six seven anyway.
You can install sever mods in single player though
until the 13th which six and seven summed, hmmm.
Thats the big thing. A lot of people are talking about 1:1 ports. If the OG mod creator ports it 1:1 that is one thing. But a lot are just wanting to have it in hytale. But like go play minecraft for the minecraft mods. Hytale should have its own flavor.
I'm curious if certain hostiles burn in the sun
I dont know what it is but the magic/spiritual lore of hytale and a "basic" rotational energy mod just seems like a perfect match! Not to much automation but just enough.
So custom UI is not supported?
Hmmm, kinda sucks then, can't use QoL mods that I personally like in servers that doesn't already download them on join
just provide the basics with easy interchangeability, and the player will amaze you.
i Love that simplicity about Create Mod.
I dont disagree. I plan to create my own version of modded skyblock that I want to have with factories in mind. But more like satisfactory/factorio. So create would be a ideal way of handling it. But more fitting into hytales style is gonna be a goal.
oh hey kree!
Create has sooo many possabilities just with the basic blocks, i've created WAYYY to many things.
I saw that latest video about v2 world gen and some of it was about things in a void. and all i could think was "skyblock" and I did the Napolean Dynamite fist pump with the knew pump!
Ouuu, that is interesting could be called cough cough skyfactories ๐
Sup friendo! ๐
I know the first thing I am going to implement into Hytale is a NPC system that uses a local OLLAMA server with a text model to create dynmatic storyline just for shiz and giggles.
Always wanted to do it in minecraft but hytale has more of that RPG feel and wouldnt stray too far from the base game.
Haha funny funny. Most likely going to be something related to void in the name but havent fully decided. Waiting for hytale to be playable so I can learn how I want to concept it.
Yeah. 6/7yrs ago my instant thought was skyblock and a few other "server" modes that I want to have a full network with. Just a lot of work for 1 person to do.
GL on that. Hope to see it works well in the future
For UI I suggest HTML templates sent from server to client 
Or wait until Noesis is fully implamented down the road lol
This is what i've been messing with, the quest log is what will generate the quest and the objective. Need to figure out the actual system but cant do that till the game is released ๐
User:
NPC Name: Kaelen | Race: Human | Location: Valleyside Village, Zone 1 | Current Town Status: Scared (Trork patrols nearby) | Player Reputation: Neutral
AI:
[Dialogue]:
(Kaelen pulls you behind a stack of freshly hewn timber, his eyes darting toward the dense treeline of the Emerald Grove. He speaks in a harsh, hurried whisper, his hands trembling slightly as they grip a rusted iron hatchet.)
"Keep your head down, stranger! Unless you want a Trork javelin through your gullet, youโll stop standing out in the open like a prize Moa. Theyโve been prowling the ridge since sundown yesterday. I can smell their foul campfiresโburnt meat and wet furโdrifting right over the village walls.
The Elder says weโre safe behind the palisade, but Iโve seen what those brutes do to timber. If they bring one of those armored Rams, Valleyside is as good as kindling. You look like youโve traveled the Wilds... tell me, did you see their banners on your way in? Are they just a raiding party, or is this a full war-band?"
[Quest Log]:
- Title: Shadows in the Undergrowth
- Objective: Scout the Trork encampment to the north of Valleyside. Thwart their advance by defeating 5 Trork Sentries and recovering a Trork Command Map from their leader's hut.
- Reward: 20 Silver Coins, 1x Polished Malachite (Crafting Material), and a Valleyside Scoutโs Cloak (Slightly increases stealth in forest biomes).
- The Secret: While scouting, look for a discarded Kweebec seed-pouch near the camp. It seems some of our leafy neighbors were taken prisoner rather than being chased off.
[Internal Monologue]:
(This one looks capable enough, but are they brave or just foolish? If they get themselves killed, the Trorks will only be more emboldened. I hate sending a neutral party to do our dirty work, but our own guards are too terrified to leave the gate. If this traveler finds that map, maybe I can convince the others to evacuate to the Great Tree before the first torch is thrown. I just hope Gaia is watching over the grove today... we're going to need more than luck.)
Someone will probably make some client modification to make the client load mods on servers that aren't on that server mod list anyways
Basically the client listens to the "backend" server and translates. You want to change the ui? It's a plugin so go ahead and modify it
Ooh interesting. Do you plan on having strict restrictions on it? Or just like let it rip and have it modeled with the story plan?
Alright. I'm locked in. Just give me the server.jar and I can start making my mod. ๐
I dont plan on having many restrictions the only thing that will restrict is possibly using prefabs but the quests will be "A specific task (Fetch, Kill, Scout, Build, or Deliver)."
- Fetch can be getting an item from a town, dungeon, campment or etc
- Kill (same as above)
- Scout (using maps, spotting a boss or spotting X amount of enemies in an area)
- Building something in the town, expanding their business or etc
- Deliver moving things from town to town or specific areas
I mean the possibilities are endless, the NPC could see where you've been and force you to go to a new zone or biome.
A POI tracker would be interesting. Could also do other tracking that the AI can infer from to give harder/different quests too.
event based changes. Like a POI was destoryed by the player/village was killed off...etc. and then use it to give a more darker quest
Yep and a rep system could be created, if the player kills passive NPCs such as Kweebecs could force NPCs to not want to do business with the player and would make them more hostile towards that player and they could be friendly with enemy encampments.
assassin/stealth mechanics to hide kill stats to be percieved as good natured haha
Hoods or masks.
Like assassin creed type robes
Whatever I create will be open sourced, I believe in complete open source.
you don't have restrictions now, but wait for Henry from MxrPlays gets a hold of it ...
The prompt itself puts in restrictions.
7. Constraints
- Do not break character.
- Do not mention real-world technology or other games (Minecraft, etc.).
- If the user asks for something "out of world," respond as if they are speaking gibberish or are "Void-touched."
is the user Henry, if so, ignore his skyrim madness.
If user mentions arrows then say โI was once a traveler, till I took an arrow to the kneeโ
Hi everyone, i am interested in your opinions, which hytale server listing website could be the most viable? i have seen a bunch of them, but most of it seems like vibecoded partially functioning half work
I don't think any of them look that interesting honestly lol
I would just shotgun whichever ones are highest on Google
probably should not use an instruct finetune for this lol
Long term probably but short term will be system instructions. The mod will allow the modal to be interchanged and even use APi from any providers that allow OpenAI api standard
yeah okay fair enough
Would be sweet to fine tune a system with the Lore of Hytale directly
that'll be pretty cool
i might work on something similar, though more focused on 3b models or something like that
Macaw's day 1 mod is nice to see
oh? was there something said on twitter
@sketch_macaw
I found at some devs were invited to a early version prior to release, they are lmited in what they can share under a heavy nda and have to get their videos approved from hytale before posting. so looks like we're going to start out mods available. also, they are not working from any documentation, they're winging it, my guy says. which means ... jar decompilation.
we already know we'll have to do jar decompilation to start
it's just completely unobfuscated so it's fine
Wanna know what I had to do to decompile the JAR?
Ctrl+Left click? ^^

I love this.
Looks like it flows VERY well
All the placing and interacting looks almost completely native.
how do you guys start making plugins already when we have no information at all about apis etc
thereโs only so much abstraction one can do without clutter
I am not sure if many people are already making plugins. Some people have early access and are making mods, sure, but the vast majority either is just preparing infrastructure, cooking up ideas, or making generic non-Hytale-tied stuff in preparation.
Guys im just seeing mods where can we get server plugins
You cannot get server plugins yet, the game has not yet released
I see
Decompiling the jar
From prayers and hopes
Does anyone already have a "server network" plan?
One HUB, multiple small servers with server-plugins (gamemodes)
Yes, people have discussed the way to do it
And send players between them using transfer packets
Going to be interesting to see it
We need like a website just for server plugins
CurseForge will probably be the place

HyCrates
Andre we are cooking up ideas for you ๐
There's a lot of pixels in this game, so I am thinking of HyPixel
HyCraft (make minecraft playable in hytale)
Cursed
Tebex plugin
HyWay
Have you ever watched the guy run steamos in minecraft on his steamdeck?
MineTale, to add Hytale to Minecraft. Now there's an interesting one.
HyLifesteal
Give it a matter of time and someone will make Hytale work on minecraft LMAO
HyPrison
Imagine how cursed it will be to play a minecraft server on hytale LOL
It would be impossible because Minecraft does not support vertical slabs
Watch minecraft bedrock edition will allow vertical slabs as a DLC
Java will get it for free
Vertical slabs on the Marketplace
Honestly if datapack werent datapacks the way that minecraft wants you to mod would be amazing.
I think that Minecraft's approach to Behaviour Packs / Data Packs for Bedrock is a good example of why Hytale doesn't have its own scripting language: in the end you are learning a new language that only works in Minecraft Bedrock and isn't very practical outside of it. So why bother, if you can have the full power of a proper language instead. And well, everything is JSON in Behaviour Packs and JSON isn't a programming language. It's a way to structure data.
I mean people complain that LUA isnt the best language but IMO it is perfect for game scripting needs and fits it perfectly.
It is a VERY easy language to learn and works very well when you fully understand it.
I started creating LUA scripts on FiveM in like 2016.
The things that people are creating in FiveM today using the LuA language is amazing.
Well, Lua is a language I guess. I was very afraid when Hytale ditched the "legacy" engine that they were going in a Bedrock route with JSON everything
wait what language will it be then?
Correct me if wrong, recommended way is visual scripting but java can be done if you decompile the server jar
For plugins, it will be Java
are there leaked images/videos on the visual part?
"leaked"? They got blog posts on their own website showing it.
let me see
Under the modding showcase blog post
There is also the recent blogpost of world generation where they show some videos with the node editor
V2 looks fire
i saw the world generation but i thought it is it's own thing
Basically the same thing.
i see thanks
Like unity (drop and drag)
no. no it is not xD sorry
i mean you can do pretty neat stuff with a tool like that
Must be a bedrock dev
almost anything no?
It's comparing apples and oranges. Lua is a programming language, JSON is a data format.
nope cause bedrock is terrible lol
Java, Lua or C# finally?
and we will be able to use Java plugins to create custom visual nodes ๐ฅ
exactly. but lua is terrible
Java
LuA is not terrible, really good language. VERY easy to learn and has real use cases other then a game.
maybe just havent seen a place where its good idk
Yeah not at launch, but it's something they have on their roadmap for visual scripting
is there a doc available that outlines how to do a dedicated server?
A blog post on that will be released soon. But it's basically just java -jar HytaleServer.jar
Fits perfectly in games that expose APIs and a good language that isolates from the main languages (C#, Java, ETC)
Wheres all the args? we need GC and MEM args
yeah maybe but tbh id rather just see a json api or any other language
Heck no, JSON is super limited
Aikar my beloved
how so?
I love having to remember like 100 args just to optimize GC
Because it's a data format, not a programming language. Try defining a variable in JSON
oh you mean for like programming API sorry. I meant more like RESt api, 100% agree there
visual nodes?? Like blueprints in unreal or I'm tripping?
{"a": 1} easy XD
I've never seen a REST API return executable Lua
Correct, yes! There is a sneak peak in the world gen videos from the latest blog!
I really wonder how they AI system will be in such mode
Yeah this is what I'm excited for too. Visual node editor is the perfect ui for AI/behavior editing
There is ways, fivem uses it all the time.
Is there currently no ready-made server core available for download?
Correct. Will be available with the rest of the game on the 13th
The game hasn't released yet people :p
can't get more abstraction after that, this is cool
We need the sticky bot in this specific channel.
"Server no release till game release, no more questions"
Honestly would be based if they released the jar a couple hours eariler to get the server owners ready.
Cant wait for the day one SMP videos on youtube lol
Back to the UI what is said about Noesis? I heard it will support custom UIs
They currently have a mixpot of 3 different UI systems in the game and are in the process of moving everything over to Noesis
Did they say anything about how much it will take to transfer?
Noesis looks great, looks like alot of game studios use it.
Only that it's a work in progress that will carry on well after Jan 13th. Game-breaking bugs and crashes are currently prioritized over UI refactoring ^^
makes sense
Ok I don't think there's much left about migrating my 200k lines of code MC mod to Hytale
I wonder if Hytale will pull a minecraft and hire mod devs and possibly incorperate their mods if it fits the game well.
depends on the game future after launch
I believe modders themselves may do it even without hire. Minecraft itself unfortunately has many issues, for me personally poor performance, hard debugging, EULA issues etc
-# Lua is fine for shorter scripts, but over a hundred lines and it's a death sentence for readability. Genuinely makes my eyes glaze over.
wtb server.jar
We will be able to contribute to the GitHub once they put the server source code on there
Going open source
My body is ready.
-# Looks at my 1000+ line lua script for elite dangerous
head -c 100K /dev/urandom > HytaleServer.jar
I'd rather go back into the embedded C mines than touch that with a ten foot pole
I've worked in codebases with 10000+ lines and really doesnt bother me. Were the scripts written by you or downloaded from the internet?
only works because it is used in another app and is basically a list of functions, so there is no connection between stuff
Honestly, both. I don't work in lua unless necessary, but the professional/semi-proffessional stuff I've seen didn't fare much better. Might be because I'm so used to C family languages that it just doesn't work well with my brain
The language is super different to C so I see the point.
The way that lua is laid out kinda reminds me of rust. (Event:Trigger)
-# I need my syntax to have ; and {} or I will cry
Ill write a wrapper just for you ๐
I think I'll just stick to the worse C# java if I can
I would say Java or C would be perfect for server plugins as that typically requires low level languages and for something like mods or simple things LuA would be perfect, I think there is a nice split and areas for both languages. Using LuA for years in FiveM and GMOD I think it fits perfectly (I did try C# in FiveM and completely hated it as it required constant recompile of the code for testing)
LuA worked great for the live testing and constant tweaking.
But this is just my opinion, coming from game modding that exposes LuA as the main stream scripting language it works great for a isolated language to allow modding.
But do you really want "just modding"? What if you want to use Hytale as a game engine almost to build your entire lore and story and sub-game behind it?
That is where C or Java would come in perfectly as I meant to say simple mods or simple plugins then LuA would work great.
So a hybrid solution yes, would be great but that doubles the effort to hypixel team
Correct which is why they want to support visual scripting offically.
I've also worked with lua. Even on complex game dev (eg. Roblox)
It's still decent if not performance issues
Requires optimization and proper wait and call triggers.
That is why C is better, kinda fixes those oopies
But LuA for a general scripting language that is embedded into a game is better just due to the high level nature and isolalation. (IE roblox, fivem and gmod)
But with C you have to mess up with manual memory allocation which can become a headache fast
C# and C++ to a degree handle that for you
Using pure C in 2026 for gamedev is crazy work
Actually did you see there is a guy in minecraft creating the minecraft server from scratch in rust and has made crazy progress and has a series on youtube about it?
C++ not really, you still need to free space
I did the same in Go though
Send project
Yeah, but compared to base C, it's night and day.
We could just use javascript only ๐
Why not php while we're at it?
gw basic!
Hex editor only, final offer!
assembly maybe
You have went alittle to far....
fun fact I can't share because inside with my massive mod (which is closed source till now). I have no idea why I decided to do it in the same repo
atleast you didn't choose brainf--k or whitespace
I just want a scripting language that requires you to code in excel functions.
But I am hiring modders if you are interested to see xd
I am the best vibe coder you will ever meet
It's not bad, I do vibe code occationally. But with minecraft specifically it didn't go that well
Use context7 when have it scan and rerip Wikis and documents for the framework you use. (IE Spigot, Forge, Fabric)
Make sure to use chatgpt or gemini to refacture your prompt to include more detail or better structure
I vibe coded my discord bot, 20000+ lines of code. Kinda a mess but works great and ran for months without issue.
I need the entire vanilla codebase as context. Forge is not enough, I mostly work with mixins
but you need to care also about maintenance
Not hard, use cursor as it will index your entire codebase.
But vanilla minecraft is not there. I used cursor, github copilot and others. The solution was to add the minecraft source code seperately in the repo (git ignored of course)
I've had it index an entire codebase before without git, let me find it.
Without the help of AI it would be painful to manipulate minecraft physics combined with networking. What I did basically is that you can be in the same world in the same room/schematic with many players and each player sees and experiences different things (entities, players, looting chests etc)
You can use roocode or something similar and setup a OLLAMA server or use openrouter to do codebase index using a embedding model.
Cursor already does it and github copilot too
I think github copilot requires git to be setup though.
https://github(dot)com/zilliztech/claude-context
Funny enough works for other models and not just claude.
Nah, works fine for me, but still the problem is not always the context. For example say that you want to create your next big boss entity, which can be large and you might want animated attacks and custom hitboxes or animations to be applied to the player model. This can be very complex thing for the AI to handle. The AI struggles with visual understanding (placing hitboxes properly, advanced trigonometry etc)
Which models have you tried to use? Stupid question but have you tried Gemini 3 on high reasoning? Gemini 3 is extremely smart with math in my testing.
does anyone know if we'll be able to access light levels through the API?
The thing is, you didn't describe what you wanted very well. Honestly, nowadays, if you explain things clearly in detail, precisely and thoroughly, it can do absolutely anything
yes, I've tried Gemini 3 Pro , High, Flash, Claude 4.5 Sonnet, Opus, GPT-5.2 medium, high, Grok Code fast and others. But these are the top I use on daily basis
The thing is that you can't easily decribe the problem (eg. animation glitching when entity hits wall. Many times this is not enough)
well just describe what you saw?
LOL, you dont know AI that well
I did and it didn't fix it
How about testing pipelines? Have you been able to have AI do verfication checks on if hitboxes might not be correct?
i ran into issues with my game engine and had to create testing pipelines and verification.
What I ended up doing is setting up MCP which connects with Minecraft RCON protocol. The AI was able to execute commands and monitor things through custom admin commands also
What were the results?
This helped a lot basically
But it was a pain to set it up. Also extending built-in debubbing and profiling system for minecraft helped a lot
I did something kinda similar but exposed a debug API that the AI can connect to monitor ent positions and hitboxes.
The hardest thing to manipulate basically is the built in blaze3d graphics that mojang created. You can easily get lost there inside
I cant wait for someone to completely rewrite the entire rendering and graphics engine in vulkan for java
for hitboxes bsasically it is better to add debuging lines with F3 + B. I extended that functionallity for my custom hitboxes
I used the MCP solution for complex brain system for the AI
MCP is what AI usable.
Vulkan and DirectX are already planned
Thalor I do recommend that you get Context7 if you dont already have it as it will help for any specific libraries you are using.
I call LLM what you call AI basically and I call AI the Minecraft or Hytale AI logic
So when I say AI I mean Minecraft's brain system in this case
radiance is working on direct vulkan replacement for ray tracing
I call LLM's my Bit.. anyways that seems like a interesting project. Will be excitied to see what you release on hytale.
It's an MMORPG fantasy server
Like wynncraft or completely differenet?
Like 10x Wynncraft. It was intended to be modded on Minecraft (custom entities, bosses, UI, effects, abilities, morphing) and there's huge lore behind the scenes
The plan is for it to be a required mod via a custom launcher since it isnt fabric or forge?
It is/was forge
I hope I port it to Hytale soon
You probably will have more success on hytale since it wont require any specific launchers or etc
i wonder how hard the porting will be tho.
It will, also I expect better performance and faster bug fixing
What I don't know is about Hytale terms for monetization
I also need to remove some existing mods I use as dependencies along with my mod
For example I have to migrate schematics that might include modded blocks
I would say the best terms are no P2W or gambling.
That's expected for a game to succeed. But many times it gets confusing. For example P2W vs P4C
Might be good to ask on twitter on simons page? Maybe specify ideas?
Like what ideas?
Like idea of what you would sell lets say you would want to sell an XP booster that boosts your XP for a day or more inventory storage, or something similar.
Generally curious when I hear this question come up what do you think is a fair thing for both players AND server owners cause servers arenโt free and need monthly revenue. So generally curious when people argue about this, what should the sell or not sell that pays the bills?
Cause I do agree pay to win or having rare cosmetics are likely the ideal choice
with cosmetics honestly being the better of the two
I think P4C and Cosmetics are the best, but P4C shouldn't be abused. Like farming if it takes 12 hours shouldn't be reduced to 1 hour by a P4C item.
can you define P4C?
Pay for convenience
Pay for convience
ah gotcha
I think P4C would be fine if not abused and gives a HUGE advantage to the player.
which jar
thats fair gotta balance it
The server jar when it is available for download.
Well I meant already lol
Many times if the server is cool, even pure cosmetics can make the server profitable. Many players just buy cosmetics "for the hall of fame"
But in early stage P4C gives some boost to pay the bills
yeah plenty of games run off a cosmetic model
Espcically items that are limited or rare.
Unless you're lucky to have donations
Donations work great if you get a cool rank and it stays fair.
Or pets and mounts
Cosmetic pets or mounts work the best
And there are also global boosters
Like a streamer pays for global rewards to all players for that moment
I made enough money to run a minecraft server for a couple years just off morphing plugin.
Am I only one here that has never played the origin mods or plugins for minecraft?
Origins?
The mod that add different classes (origins)
Would be also interested to join, im a senior engineer. Dme
Alright I added you
Accept and I'll send you more details
do you all think a city-builder (Like kingdoms and castles) mod would be a fun idea to make?
maybe
ive been meaning to play some minecraft mods like that
How are people on YT already posting mod showcases
early access
the hytale team invited some established minecraft modders to test and provide feedback on the modding experience before launch so everything goes smooth for us when the game comes out
Could you please tell me where I can download a file for my server? Is it possible to create servers in the game?
It will be possible to self-host dedicated servers once the game comes out. You will be able to download the HytaleServer.jar from the Hytale launcher, or from the hytale-downloader cli tool. We only have to wait for Jan 13th :)
thank you very much for your answer
Are there already any websites where there will be plugins and servers?
Hopefully someone creates a TrueNAS Hytale plugin
Will be very easy
I have a feeling server hostings out the door for hytale will be stupid expensive so I'm just gonna host off of an AWS instance if we have the server jar lol
will the hytale modding tool be available before or at launch?
Your feelings betray you, lol
No, i been told that it's gonna be as easy as hosting a Minecraft server. So it should be fairly easy to do
at launch
yep exactly why ima do it on aws servers >:)
I don't know MC servers running on AWS x'). People tend to go to specialized hosts or to take VPS/dedi from hosts kike OVH/Hertzner (from my knowledge)
No need! I'll be hosting it as soon as i can for it ๐
Do you have a ton of free credits or something? ^^
Nope but its like $3 a day and you can shut it down to prevent overcharging when youre not playing hytale whenever unlike server hostings
OVH is an option too. Been using them for a bit
[visible confusion]
You'd still pay for the storage even while the compute is shut down
do you plan on playing for like 4 days a month?
I'm just hoping that i can get customers with hytale, looks like a great game to play anyways. ๐
I'm running a full healthcare application development environment thats up everyday for 30 days. It's like $100 a month. I can't imagine a hytale game server being more costly than that ๐ฅฒ unless i am entirely wrong and storage will run up the cost lmao
Question for you (if you don't mind) how did you get the Server provider role ๐
Through Nitrado being a launch and development partner of Hytale! 
It's the other way around. a $20/mo vps is just much cheaper than a $90/mo EC2 instance with the same specs
Fair enough!
Yea. I'll probably start with AWS and then switch to OVH if I find that I'm spending more than like $20
"I'm afraid of being overcharged for going to a vegan restaurant, so I'm going to buy a $15 vegan sandwich from the supermarket to eat at home instead"
bruh just use OVH, look at the VPS and grab a $4.20/month 8GB of RAM VPS before they're out of stock
^^This, just found a random site thats already marketing hytale hosting. Compare that to OVH, and its insane people still use them.
(random site pricing: 8gb ram, 6vcpu's, $16/m)
(ovh: 8gb ram, 4vcpu's $4,20/m - 12gb ram, 6vcpu's $6,75/m)
Seems like a waste of money but that my opinion
If hytale is anything like Minecraft then you will want high clock speed CPUs, not sure if that will be as big of an impact since it is multithreaded unlike Minecraft.
OVH is pretty good price-quality wise. And some of their servers have unlimited bandwidth, which is perfect for games. Just keep an eye on the server temperature and you're all good.
Thing is though, it's crammed with MULTIPLE other instances on the machine so it's probably clustered and degraded
I mean, when you buy from a host like Nitrado I assume you are also clustered with more on one machine (but correct me if I am wrong on that)
If you have a bit more budget to burn, OVH's Rise-Game servers are also really powerful, powerful enough to run multiple Hytale instances and still have space for other things. They are dedicated boxes.
Not sure about Nitrado, haven't heard of them, I run Tekknodes (founder) and i know that my utilization is LOW on a dedicated no vm machine.
ovh is server hosting of linux means know what are you doing , normaly the 16$ is for instant server with some button and be online
True, if you like doing Linux tinkering then for sure go for your own VPS or dedi, but if you're a casual Hytale player not interested in the whole setting up and such, then host providers that allow you to get a server by pressing a few buttons can be worth the extra money.
Oh totally, Linux and Ptero makes it so easy to host stuff ๐
haven't heard of them
Ouch, low blow
They can say the same thing about my hosting too ๐
Legit 
They should get a $4/month OVH VPS anyways... If they manage to burn out that VPS with whatever limits there are, because they have OVH they can just get the budget server line, or the game server line. Not many people are going to start off with DOZENS of players... Many will start off with none or barely any. Everyone who wants to pay for a server should throw the $4/month, they can always upgrade and use that OVH server for testing, for web hosting, and other stuff
Is hytale Multithreaded or Single Thread majority?
you can throw Claude Code, Gitea (if they don't wanna use Github), self hosted version of Trello/Jira, NocoDB (airtable alternatgive) on a VPS and do tons of other things...
Managed hosting is actually very good and cost effective if you go with the right host and you don't have much time
even a 512MB of RAM server can be OVERKILL to host some static site
I mean you could with multiple VPS or a powerful one. I think the point is dedicated vs non and most including the prices it looked like for OVH your sharing resources with everyone else on the node. Probably fine for most projects not ideal for production stuff
Well standard game threading. Likely 4-6 threads.
That's good.
Will I need two accounts to test plugins that affect players?
For example, when one player kills another player, the killed player drops iron.
How can I test this if I only have one account and no friends available at the moment to help me test and develop it?
You will probably be able to simulate that on a mob
From what I have seen their creation tools are very powerful so that will most likely not be a problem for you
Will hosting a server on dedicated hardware be possible day one of launch? Will it be similar to hosting a Minecraft server?
you mean your own dedicated hardware?
It will be a jar file you can run as a dedi server
Ya like on an old spare computer i have lying around
Only need java 25
Your pc is already going to be a local host server but only for few people... Like 2-4 maybe.
Right, but if I wanted to host a server so friends can play when i'm offline I could just have the spare running 24/7 for them
Yes
Yeah
And I have it sitting around so I want to make use of it lol
Do you already know the JDK version, and some API function ?
Yes
No API documents yet that will be on release
3rd parties are already working on modding documentation for release
I'm just hearing about the game and waiting to know what's gonna be needed :]
Thanks, is they're any limitation like custom lib that we can't use ?
What 3rd parties, do you know?
Not known yet. THe main limitation is no client side modding. All server side with API access.
hytalemodding(.)dev
i usually have a utility lib with some function i use often like math stuff
The blog post from November mentioned docs being available 1 to 2 months after release. Have they released any updates on that?
but could be SQL lib or other stuff
Official documentations will be released down the road. That is why 3rd parties will be working on it early
You can use most libs or create your own. The only limit is API based or your own skill.
Thanks for the info
I have 5 core foundation mods made that all work with a core library. The only thing I haven't done is hook it into hytale as we don't have access yet. So you can prebuild a lot if you know what you are doing.
Yeah and i guess they will be some event overide function like OnPlayerConnected,OnPlayerDisconnected, .....
OVH is bad quality though
there's a reason why its cheap
i tried hosting a minecraft server on it, and it was extremely laggy, then i switched to digital ocean with the same specs and it was so much better
I switched from OVH to IONOS and it was so much better for price
used ovh for years with no issue on their hardware. Performed as expected.
Also forgot to mention:
The server will be released as shared source - we will have the source code with no obfuscation and all their comments. So you can read through the comments at least until documentation is made. Or have AI go through it and make a short hand document
Damn that nice !!! would be easier to debug it
Okay but for real tho when Advanced Custom Enchants plugin for Hytale
first week 
I mean someone has already added fishing to hytale via a mod.
When Pyro Axe plugin iykyk
How ppl are already codding mods if theres no game yet?
they have access before
some modders have been given access for testing and creation.
How can i get early access to the this kind of tooling?
Get a time machine and make good mc mods
U need to be known modder in MC or atleast your MODS are known
And make Hytale people know you for modding
i see
Or wait 5 days... ๐
And just prepare some stuff on the side that will be 95% edited because it will not be like you expected but atleast you have copilot to help you made stuff faster
But seriously we need HyRanks & HyCrates plugin so server owners can start being rich
The first few months are going to be dev hell for how much iteration we will see with hytale
And big chance modding API will change a lot during the next few month
the first mod that will be release may not work in a few weeks or even a few day
Expect utility plugin for the few weeks that will add like admin stuff and freeroam stuff, and in a month some gamemode that are broken 50% of the time. We don't know if the game will be dead in a week , we don't know how hard it will be to make mods, we don't know how the tool are so might take some time and i am guessing they will not be a lot of full time people working on mods
Do we really think that they would make that many breaking changes to their modding API which sounds like the core of their game? Like they have been planning and developing around moddability I would be suprised if they just started releasing breaking changes all over the board.
Big chance yeah because it's an old version of the engine if i understand the story correct
Well, old engine vs modding API, I could see some backwards compatibility and pending depreciation but if I were in their shoes I would at least create a stable eco systems for a little while to gain footing and allow building of mods otherwise you just chase everyone out as there is no point and a year later to be stable is to late.
change can be small but impactfull, like just the need to recompile with a new JDK or a new build tool , but people that did they're mod in day one could just stop after a month, or focus on other mod and don't do it
Yeah, its totally a thing that could happen. I certainly would not look back once I start having to fix things. ๐ their choice to release early, not like mods have to be made. Would suck to have to wait till full release to have a stable API.
I dont think we will see a lot breaking changes to the API right away. Depreciation will be active later.
This is my hope. Let the eco system grow, those breaking changes should hopefully have already been dog fed, and the triage tolerance should hopefully be higher.
Do we know how monetisation will work ? will it be like roblox or more regulated ?
Uhh, like Minecraft? ๐ I think. Not much on it yet
Slikey said this in December:
Updates in the first few months won't follow our deprecation policy as we expect a lot of problems we need to fix fast.
They arent going to follow the policy. But they also aren't going to make major breaking changes
Mostly fix what is missing or give access to what is missing
If they have to make many breaking changes. It just tells me that didnt use their system and dog food it prior. That would be a fantastic sign of it.
This is an oxymoron
Your mom is an oxymoron = Oh goteem.
But no for reals. It isn't smart to make major systems in the first few months. Mainly spend the time learning the tools while testing systems
I think the biggest thing is the foundations that will be made to follow in the next few months. What standards we will start to follow.
I mean if they used their own modding api like Factorio or Vintage Story I am sure this wouldn't be a worry. They would know its full capabilities. "Alpha" is really a shield against content and imbalance not really good when talking about architecture. It usually would indicate their modding API is seperate from their development.
The thing is how many merges they are doing to get the EA where it is now.
Itโs super fast and complicated. It wonโt be fully implemented how they want. Which is why we may see some big changes at first. But I doubt we will see major breakdowns in their mod first design
What would HyCrates be?
Gambling for kids. What else?
No idea, thats why I asked
If u play cs2 its like cases
Ah ok cool. So similar UI/Style in opening them?
Uhhh maybe?
But the real mod/plugin will be Anti Dupe
๐
We need Anti Dupe mods ๐
Yes
I should be more clear: technically not gambling as most jurisdictions define gambling with the caveat in which you may cash out to the operator, in which is why CS2, MC, etc are not technically gambling.
We all know its the same system though. ๐
Will you have a github page or curseforge page with the mods you are going to create?
Watch out for my Force OP mod, jk.
Xray mod for 3$
๐
force op lmao
Quick question is there any way to get Hytale APIs so I can start coding my server plugins
Yeah, wait 5 days
You can build the foundation for your mods and the main logic. That is what I have done. Kind of comment how I expect my systems to interact with Hytale
Well I have started Iโm just curious if it was out or not
Nope. unfortunately
I am planning to build a custom skyblock like server and a standard SMP server.
So I am making core mods like a magic system, factory system, summoning system...etc.
End goal is by hytale 1.0 I have a full community network built
Full server idea
Gonna try to keep most things in-house and not use other made mods unless they are just so good I can't make my own type haha
Iโm working on a full scale MMORPG right now have a lot of the systems down
Noice. Ive seen a few great plans for some. Hytale I feel is gonna be a big mmorpg game host haha
Ya I can see it only because it leans into a more fantasy style thatโs all and I also want to maybe try and replicate the old Java Minecraft Server BadLion for comp PvP
I'm making ads for servers so you get paid every time someone joins
Small plugin for server management first and then some fun gamemode. i am very bad at 3d model and 2d texture so focusing on gameloop and good idea
That is so bad
The greed is showing
All configurable by server admin. Popups when you join, persistent ads across parts of ui, ads in loading screen, ads in inventory menus, or ads only on specific events (like when minigame ends or more in the lobby).
Some mobile apps make serious money this way
Configurable so players who buy ranks don't get ads
I dont think its really a greed thing. Could be useful for a alternative income for servers
We don't know yet for monetization, if this kind of stuff will be authorize
Why not
I already asked about custom UI the developers said they want full customization
Ya but letโs be honest if a server wants some income it can make systems for that but ads are a bad route to take because if it takes off then the whole gaming industry could change for the worse
It will depends on the road they allow us to take, if they do a minecraft like monetization where we do like we want or roblox using they're own currency and payement system so they take a %
Roblox hosts your work. Hytale won't. They will also be giving us a few years before they bring up splits
Make the payments outside their currency system problem solved
they can ban you if you don't follow they're guideline. It's the reason i hope they will talk about it soon
and the "Smart parental controls" on hytale website could be a part of it
They can't ban me from refusing their digital currency. Businesses must accept USD in America
Many states must also accept cash payments
imagine u doing a parry and a popup show an 2mins ad thats was snow
imagine +18 ads on a server with child
"B*** Local ....."
Obviously bad idea
Screen the ads first
"You must sign in with a verified 18+ account to view this AD"
They can ban you for any reason. LOL but they probably wont ban for that.
Does Hypixel take a cut from my Third-party server?
As Simon already mentioned publicly, we are taking 0% for the first 2 years from any Third-party server or modder who wants to monetize their work.
That doesn't mean there are no costs at all. Please still account for monetization platform fees, payment provider fees, etc.
What happens after 2 years?
We can't yet promise you a specific percentage, as it will depend on many factors. What we can already say today is that our percentage cut won't ever exceed 20%. If things go our way, we will never even reach the 20% though.
In an ideal scenario, a third-party server is self-sustaining, has its own infrastructure, creates great content for the playerbase, has its own moderation and has fair and transparent monetization. A server like that would need little to no attention from us and therefore benefit from a much lower percentage.
At a later date, if we decide to offer hosting and moderation to partners, then th
nah actually webs only makes you to click a button that say "Im 18+ older" or a "Leave" best anti kids keeper
better than roblox
"fair and transparent monetization"
That's basically gambling crates and ads
What else could you monetize on
a website with constant pdf problems and huge amounts of child saftey problems... gambling... I would hope hytale is better haha
it also looks better when it comes with monetization
I mean as long as they do something similar to mc eula for "gambling". That is better than nothing. Like let me be stupid gamble a lil but let me do that while knowing my odds at least.
Like my MC servers I always had crates but you earned keys by playing not spending money. So I made it pretty easy to earn "keys"
let me do that while knowing my odds at least
It's not gambling if you know the odds then it becomes an educated guess.
wait eula prevent nfts here.. right..?
sweating Listen I have a 1/1000 of a chance to get this. But Due to that fact that I have these other possible solutions and rewards let me just calculates okay I will win.
Uh probably
๐
Lets be honest. Even if it doesn't. It would be super easy to ignore those server types
What port will the servers run on?
5520/udp
what reverse proxy did you use by the way
just curious about what option people choose
will hytale support srv records?
no, not at launch at least
I just set it up myself with a vps and wireguard
We gotta get the game first. So far Roblox is ahead.
Server already rented thanks to the discount ๐
I'm curious if hytale community will DDOS the days as well
Then I will make a prefilter for my Protection ๐
There is always someone who gets butt hurt and can't handle the real world.
Yeah so game basically run UDP so need to build for this..
Or did they changed to TCP?
Me casually having a probe on curseforge(.)com/hytale for any web page changes.... ๐
Not at all, would be bad. ๐
Quic so its UDP.
Have always there problems and you remember me to finish the forum - Need to make a team lost time last weeks haha
Most ppl DDoS in TCP randomly like aisuru net...
"most people" as in 0.001% of people do it
Well you can DDoS all you want. ๐ TCP udp, as long as it overflows the intake you succeed
Yes but the 0.001 do it without limits ๐