#server-plugins-read-only
1 messages ยท Page 83 of 1
wdym?
Oof, the simplest way to do that I can come up with is to send a different data to clients for blocks in specific regions
But I'm not that deep into the Hytale rabbit hole yet
itemStack.getItem().getTool()
There are a few mods on Curseforge you can take a look at. Some even are opensource
Anyone managed to do something like per-world-plugins
I looked through a lot of messages because I got the same error. The solutiuon by @vague breach worked for me. I just needed to remove the "--auth-mode=insecure" in the Server start arguments
I'm adding new arrows to the game with effects (i.e. tipped arrows from Minecraft)
And so far I've managed to finds ways around the code to not need any mixins. But the further I go - the more it seems I'll need them at some point
hi i managed to cancel player harvest berries wanted to cancel pick up such as rubble, flowers etc. but it keeps doing the event even i set it to cancel what am i missing?
Okay thank you, I just made a powershell script to move it from the built jar directory to the mods folder of the server that fixed it for me ๐ Slow but works ๐
there is literally an allies system
Oh, I understand. But I'm curious to understand how to make hyxin work, that is, I follow the guide but it seems that the early plugins folder is ignored.
If you think the "damageScale" is just the damage it isn't, its a multiplier for the given ItemTool
wait there is?
what do you mean b small stuff
in the party screen
why is adding custom UI stuff such a pain
What do I put after Codec. ?
public static final BuilderCodec<AccessoriesComponent> CODEC =
BuilderCodec.builder(AccessoriesComponent.class, AccessoriesComponent::new)
.append(
new KeyedCodec<>("Accessories", Codec.),
(obj, val) -> obj.accessories = val,
(obj) -> obj.accessories
)
.build();```
ah
What is the Accessories type
How do i fix "The given key [Key] was not present in the dictionary" when loading a certain mod ?
Have you seen HyUI?
no, I haven't
ItemContainer
ItemContainer.CODEC
i'll look into it
I know that's why it says scale, that's why I wanna get the actual tool, looking at the overrides the other one requires a commandBuffer but I will pass it in I guess (I don't have it directly since it is my function)
Its
itemstack.getItem().getTool()
It's made by @stark tulip and allows to design UIs with HTML
I have a question, are mods the same as plugins? Are they only server sided or both? Can players steal my plugin somehow?
If I teleport a player to another world, how can I get the new PlayerRef?
is there a maven repo because I'm only seeing gradle lmao
I know you sent it before I saw it thanks
i opened the party menu and i dont see anything about alliances. i would send a screenshot but i cant send images here
What is so far best template for java plugin with mod assets copying from server upon closing? I don't recall and I'm not sure I can find it online yet
Oh thought you missed it soz
how are people even getting answeres from here
Anyone know how to create a custom pop-up UI with some form of code and activator? Is there a Template? I have some things I'd like to create to begin working on my own projects, but they sorta depend on having a custom UI..
And so far my hacky ways of getting around not having a specific UI for executing code isnt working out too well :)
Running into the funny "interaction" of "Pickup" crashing the server if an item is dropped.
If anything I surprised that this channel is super active xD
Now .build(); throws an error,
public static final BuilderCodec<AccessoriesComponent> CODEC =
BuilderCodec.builder(AccessoriesComponent.class, AccessoriesComponent::new)
.append(
new KeyedCodec<>("Accessories", ItemContainer.CODEC),
(obj, val) -> obj.accessories = val,
(obj) -> obj.accessories
)
.build();```
I have a question, are mods the same as plugins? Are they only server sided or both? Can players steal my plugin somehow?
then update
no, they execute serverside
ok
Even the client sided things like GUIs and HUD's etc are server side?
Check the page on CurseForge, adding dependency in gradle is using Maven Repo either way
https[:]//www[.]cursemaven[.]com - curse.maven:hyui-<project-id>:<file-id>
yes, I saw that, I'm not exactly familiar with how to turn that into a maven dependency lol
.add().build();
im just trying to figure out why the event is still triggering if its still canceled, and my question is just flying up in the attic in just few seconds lmao
you cant make client side mods
thanks
Everything in the game marks with a .documentation btw but im not sure if thats absolutely necessary
Aren't they downloaded to users Pc?
Does anyone know if there is an opacity style paramater for .ui documents
not oficially suported anyway
think of it as garry's mod, basically
Hi chrome
oh hello swipez lmfao
there is no need for players to download mods, only asset packs if applicable
it's the same as resource packs in minecraft, you're not downloading the plugins when you connect to a server :p
<project>
<!-- ... other configuration ... -->
<repositories>
<repository>
<id>cursemaven</id>
<url>https[:]//www[.]cursemaven[.]com</url>
</repository>
</repositories>
<dependencies>
<dependency>
<groupId>curse.maven</groupId>
<artifactId>hyui-1431415</artifactId>
<version>7479623</version>
</dependency>
</dependencies>
</project>
I'm not a Maven pro myself, but seems like it
Remove the [ ] around the dots, they are to avoid spam filter
i'll consider it if i decide to use this, thanks
when i join the world i made i keep getting this "Failed to apply CustomUI HUD commands" any1 knows how to fix this?
currently just getting slammed with "Failed to load customUI documents" over and over
[HandshakeHandler] Server session token not available - cannot request auth grant -----help pls
there's an error in your UI file most likely
Hey, does anyone has any idea why i get a nullpointer exception when registering my custom RefSystem?
public static class EnergyBlockEntitySystem extends RefSystem<EntityStore> {
...
@Nonnull
@Override
public Query<EntityStore> getQuery() {
return BlockEntity.getComponentType();
}
}
In my Plugin setup:
this.getEntityStoreRegistry().registerSystem(new EnergyBlockModule.EnergyBlockEntitySystem());
Thanks! ๐
/auth in server cli
[2026/01/18 12:25:37 INFO] [CommandManager] JaXnPriVate executed command: bedwars create basic
[2026/01/18 12:25:37 INFO] [Hytale] Loaded World Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1
[2026/01/18 12:25:37 INFO] [Hytale] Copied World Lobby
[2026/01/18 12:25:37 INFO] [World|Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1] Loading world 'Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1' with generator type: 'VoidWorldGenProvider{environment='null'}' and chunk storage: 'DefaultChunkStorageProvider{DEFAULT=IndexedStorageChunkStorageProvider{}}'...
[2026/01/18 12:25:37 INFO] [World|Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1] Added world 'Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1' - Seed: 1768734370892, GameTime: 0001-01-02T20:03:29.028424887Z
[2026/01/18 12:25:37 INFO] [Universe|P] Removing world exceptionally: Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1
[2026/01/18 12:25:37 INFO] [World|Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1] Removing individual world: Lobby-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1
[2026/01/18 12:25:37 INFO] [Hytale] Loaded World Bedwars-852f9005-eb06-407e-9ac8-ccb2ddcdb6e1
[2026/01/18 12:25:37 INFO] [Hytale] Copied World Bedwars
ubuntu server noy click url
Any Idea why the Server directly disloads the map?
so what do i need to do to fix it
maybe its from a mod i need to disable or smth
that's like asking how you can fix your car because it's making a weird thunk noise when you accelerate
i have no idea because i do not have access to anything involved
I believe you can do it with code
So CLI returns a link to you, you copy that to your device, log in there, and type in the returned code back into CLI
if it's not a mod you made, then you'll have to troubleshoot by disabling mods until it goes away
You want to attach data to a block?
Yes
I can't copy text from PuTTY
You need the multi hud mod as the game does not allow multiple ui at once
Multi hud adds a wrapper and allows multiple uis
I believe you can tho
But I haven't used it for a long time
Anyway you can type in the URL given manually, character by character
To be precise, i want to get the entity of a block to save it in an EnergyNetwork structure to lookup which block entities with a EnergyComponent are part of a specific energy network. But first i need to get a basic query to work ๐
Additionally, i want to add custom data via the asset editor and retrieve it in code, but i have not yet found out how to do this :/
You should probably be using a ChunkStore, not an EntityStore
anyone knows what version is best to use maven or gradle?
gradle 9.3
Don't know if there's a parameter on its own, but you can do something like Background: #1a1a2e(0.50)
It's not versions, it's build systems
Maven is simpler, and more outdated
Gradle is more complex, but allows you to do more weird things in build steps.
Most people use Gradle nowadays
That is what i was wondering, when to use ChunkStore and EntityStore concerning blocks, because what happens if a block is part of a network that streches over multiple chunks?
The game stores Farming data in the chunkstore with queries per farm thing
How to make it so infinite portals can be placed? (teleporters)
thanks, im trying to build a plugin but its kinda hard to get it to work hahaha
ohhh i see i see thank you its perfect now ๐
A multiblock? Or do you mean many individual blocks
Check Kaupenjoe's example plugin
Because many individual blocks are the same, you'd just have to manage the system yourself
there is an intelijj plugin for idea with working template build in
How would I get a bool is player sneaking?
Quasi-multiblock, i want to create a cable, therefore i want to create an Energy System. But i need to know which blocks are part of this system to process the whole system per tick
whats the parameter for --gen for voidmaps
Yeah you should use a Chunkstore for this
You can access any chunkstore of any given chunk as long as you have the coords and the world
If they're just cables the cables themselves probably shouldn't have any data (Would be wasteful to store that in the chunkstore) and you should just have a function to traverse the line of blocks till you hit a blocktype that you know would have the component then fetch it
hi
How can give players items when a match starts? Does anybody have the event to give items to player inventory ?
Hey folks, we're testing mod for optimizing performance of server. We need some players for testing it out, if you have some spare time and can join server and run around for 3 minutes so we can take profiler snapshot that'd help us.
Short term seeing 20% improvement in entity ticking system, but looking for more.
If anyone wants to help with testing, please join hyworld.pl. Eventually the mod will be released publicaly once ready!
Mod's author is @mystic snow ๐
You could be smart about it and store information about the system in the chunkstore
Yes, but that information would only be per chunk right?
Its just setItemStack in any inventory container
What if i have a network that streches over multiple chunks, i then have a cutoff
You can have many entries per chunkstore
hey, i search the server.jar to host my own server on my vps server
Whys that? That would only be if you don't update surrounding chunkstores
Better to use ModifyInventory interaction, or the SimpleItemContainer.addOrDropItemStack so not to override some items accidentally
Ah, so i get the (for example) energy network component of a chunkstore in a tick system, then i check the surrounding chunk stores if the network is also present in them and then process the component? Can i have one component (same instance) in multiple chunk stores?
Yeah
Universe.get().removeWorld(testWorld); do not delete the world in : AppData\Roaming\Hytale\UserData\Saves\TestPlugins\universe\worlds ?? ๐
Well, it wouldn't serialize properly actually so no
You would have to check for the component adds and merge the components nearby back when deserialized
ah because the serialization is always per component per chunk store
Yeah but at runtime you can have them reference the same component
Just when it serializes it has no idea the relation so it just makes them into different ones
Yes of course, will have to do some fetching first
โHi, I would like to try to create a mod with just one block. Do you have a tutorial video for the basics?โ โTo put it on my multiplayer server.โ
How to handle keys press??
Yes, there are many tutorials on YT already
Nice thank you! Second question: In my case, do you know how to add custom block type data that i can modify in the asset editor and then read in the plugin? For example: IsCable, CanStoreEnergy, ...
I have only found the BlockType class but that was not very helpful as it is not extendable is i have seen
You can't
Server doesn't get events for any key presses. Only via the Interactions
โBecause the tutorials Iโm watching show how to modify my gameโs assets, but I want a mod in its own folder so I can share it.โ
A state? You can make new states
Hi ! Do you have any jump server please ?
jump server?
server with jump
How to cancel player move event in code
how do you get an item name in the correct language for the player?
How can I detecte when player has shot an arrow using a bow?
Is it a state? I mean something like BlockType.IsDoor or BlockType.DamageToEntities. But of course my custom data. I want to be able to modify the data in the blocks json. I dont want to hardcode block ids in my plugin or put in configs.
Oh sorry I guess the name might be misleading, states can store data
ItemContainers are Blockstates (As an example), you can check BlockStateModule, it registers the "container" state
Theres a whole ItemContainer in there
oh my god
thanks haha
this works but the tool does not lose durability if a block breaks when performing block damage, is there no way to make it lose durability?
Hi, do you know if there is some plugins already available on the market ?
itemStack.withIncreasedDurability(-durabilityLoss);
ye but I have no way to detect if a block broke when performing block damage tho
Do you have any preferred docs or api references that you use? Because currently i am mainly doing code archeology
Just poking through a decomp
I see, you might have to readback the chunk for the blockstate
decomp like he said and then noting things down in like Notion or something to keep track
I would see if the block is air but what if it gets filled with water or lava lol
Is the damage block function not doing durability loss? Maybe its another signature
One second, there should be one
yea, this one doesn't didn't test the one with tool id since idk how to get one
The string?
ye, tried Item.getId() but that is not it
is the event for player interaction working?
it's through a seperate subsystem, what do you mean by is it working?
Ahhhh can anyone help me with the UI system ?
I try to make a simple log when a player interacts, but im not getting anything. Im trying to listen to the interaction with a chest (when a player opens it), but i havent been able to do it
Why InteractivelyPickupItemEvent by canceling it drops item at player and not actually canceling the interaction ๐ญ
It can be null as long as matchTool is false
Guys, how to you manage to use the vein miner mods? I;ve installed both of the most dowloanded ones and both are crahsing the gami, the world would not even start
Nevermind
ye but I think that still won't apply durability loss
what even is the matchTool bool for
anybody figured out a way to retrieve PlayerRef without the deprecated method?
they probably havent been updated to the new patch?
PlayerRef playerRef = store.getComponent(playerEntityRef, PlayerRef.getComponentType());
Player entity ref is just Ref<EntityStore>
When I open the world, the server fails to boot..
but that requires to be on the world's thread
world.execute
Hey guys, when i call inventory methods from inside world.execute() they update the inventory, but not the GUI. How do i refresh the GUI?
do u guys know what class is used to create a custom ui that is allways on the right side of the screen
no its not Ref<EntityStore>, its Component<EntityStore>
#getReference returns Ref<EntityStore>
Is there any way to cancel it properly?
depends, since I got it like this it is var playerEntityRef = chunk.getReferenceTo(index);
MovementEffects.disableAll
omg thank you, thought no one will reply
i also need playerref but just by CommandContext so i dont even have store :/
and 2nd method most simply but not elegant
MovementManager + MovementSettings
So do both overrides not care about durability at all? Even that one with toolId
I'm doing this way by using EntityTickingSystem
hi which file should i copy and paste into my server so i can play the world i created on day 1?
I mean if player move outside chunk that I dont allow, push him backward
Are you holding the item you want to have durability loss for
Hi everyone, sorry for bothering you, I'm trying to register a PlayerMouseButtonEvent, but it doesn't seem to be firing. I tried using PlayerReadyEvent and it actually works as expected. Any idea why this is happening?
anyone knows how to get from Ref<EntityStore> to PlayerRef without store?
How do I trigger an event to modify a entity when the player interacts with it?
I understand
Looking at the second override of the performBlockDamage(), it doesentity.updateItemStackDurability() somewhere near the end, so if I figure out how to get the toolId properly it may work
Any idea? I'm listening to incoming packets to the server, and when i find one i need with the MouseEvent i call world.execute() with a inventory.setActiveHotbarSlot()
Looking into it now
has anyone else built a functioning minigame yet?
Has anyone figured out how to run the server in insecure mode without authentication?
Ref<EntityStore> ref = ctx.senderAsPlayerRef();
Store<EntityStore> store = ref.getStore();
PlayerRef playerRef = store.getComponent(ref, PlayerRef.getComponentType());
like no way this is the correct thing to do. most tilting is the senderAsPlayerRef not returning a playerref
lol guys use ai to script ur server xd
playerRef.getPacketHandler().writeNoCache(new SetActiveSlot(-1, (byte)slot));
relying solely on ai is stupid af
Along with the set active hotbar
gotta start somewhere
stackoverflow ;)!
Ai is not a place to start, its a place to not put in the work
is there any way to disable hytales built in world backups?
If you need to start somewhere, w3schools, codeacademy, the community docs that are coming out for hytale
if it works it works ๐
Itโs a place to get a lot done, especially if you are an experienced programmer already
Saving my ahh second time, what would i do without you
help. how do i disconnect or kick a player from the server. im only able to disconnect all players
heh i remember using w3 in 2012...good times
terrible mindset for a programmer
nope
real.
Where are the community docs?
doesnt work like that ๐ญ
wait nmv im stupidi found it. getPacketHandler
I can agree to a point, but its not a tool you should enable to do the work for you
it's gotta be future proof
tell that the ai movie that won awards ;o
ai can code basic stuff
Same! Back in highschool and college going there for keyword lookups or method calls
yes
but when u use api's that the ai doesnt know it doesn't get far
One sec and lemmie get two for ya
Disagree- itโs a junior programmer I can tell to do anything. But I have to check its work and know if itโs doing a good job and steer it in the right direction, and also reign it in optimization and architectural wise
Okk thanks
yep lmao. back when it was "you can't ask for help on skype from your friends"
lol okay then
lol
kinda
.agent
โโโ skills
โ โโโ diagnose_crash
โ โโโ document_learnings
โ โโโ incorporate_mod
โ โโโ port_mod
โ โโโ reset_universe
โ โโโ resolve_startup_crash
โ โโโ scaffold_plugin
โ โโโ upgrade_java_runtime
what's the alternative to the deprecated PlayerInteractEvent?
If anyone needs a Protection Stone style region system plugin, the link to it can be found in my profile!
Well no. these are skills you should have already. AI speeds it up
sent ya an fr as links aren't allowed here
itโs a junior programmer I can tell to do anything
Oof. I think this says a lot more than you meant it to
I was agreeing with you on
Disagree- itโs a junior programmer I can tell to do anything. But I have to check its work and know if itโs doing a good job and steer it in the right direction, and also reign it in optimization and architectural wise
and playing a joke on literally having agentskills.md setup in my dev env
I get exactly the same code through this tool, why can't I decompile correctly?
it really does not. your opinion doesnโt mean anything
You guess? Or you do? Any experience at all and it's like riding a bike
Can I get the links as well, please? I try to find how to catch a item interaction and the documentations I found didn't quite help so far
anyway bye. yโall have AI derangement syndrome. become a better programmer first and you wonโt be worried about it โdoing your work for youโ
your opinion doesnโt mean anything
Damn someone got heated immediately
What method are you looking at
Ye I gotchu I'll dm you them ๐
default T restore in ClipboardSnapshot.java
hey can any help me by a keepinventory plugin?
Ah yeah I guess its not decompiled right with vineflower
im not saying anyone should 100% rely on ai but if you decompile the code and ask the ai to help you, development speeds up by like 500% and you get the same end results as if you manually decompiled and looked at the code
What are you trying to do? Recompile the jar?
Its in the world settings no need for a mod
im currently on a project that some indian programmers made EVERYTHING with AI
Now i'm being paid to re-do all of it to make it work
for server i needed in serverconfig not work for me
i've never used AI on my editor, but for hytale i ill need
is being a mess to know how to do things
skill issue rofl
they probably werenโt great programmers then. thatโs my point is if you let AI run in a loop you will get slop. if you carefully supervise it and give it small tasks and stuff, it makes you way more powerful
Players keep getting disconnected (a lot) from our server when farming wood or dirt. Anyone else with this issue? Have you found a temporary fix?
Is there a server owner here who can maybe help me? I have the problem that on my server, as soon as someone puts a tool or armor with 0 durability into a chest, the game crashes for that player. If someone else then opens the chest, their game also crashes. The chest then has to be destroyed without anyone looking at it so that players can join the server again, because as soon as you look at it, the game crashes immediately and you can no longer connect afterwards, since when you spawn you automatically look at the chest.
i love what you say !
did Player.getPlayerRef() get removed from hytale api?
I tried the decompilation method from the official website and how do you use vineflower, I'm a c# developer and I don't understand why everything is happening here yet) Can we go to private messages?
i cant even say they're actual programmers, bro its so unsecure
ugh i feel for you lol
we're having to do front and back from scratch
it was marked for removal, so maybe
A significant majority of the methods decompile perfectly fine
you have never been dev in a compagny it's allready the case , you are paid for fix mistake of other devs
Ive only been looking at my decomp to look at what stuff does
some files get internal error
Is this chat also for discussing server configuration?
A significant majority
Hey, sorry to ask again, but i have looked into BlockStates and i have seen that they are marked for removal? What is the recommended class then?
files that would reveal some good stuff
Quick one - I understand ECS but I'm not understanding how it works in Hytale; I'm struggling to get hold of the store's I need in various context windows - how would I go about getting the Store for the Player from an AddPlayerToWorldEvent? I've done this:
var holder = event.getHolder();
var player = holder.getComponent(Player.getComponentType());
assert player != null;
var playerRef = player.getReference();
assert playerRef != null;
var playerStore = playerRef.getStore();
But I'm getting Cannot invoke "com.hypixel.hytale.component.Ref.getStore()" because "playerRef" is null
Anyone able to point me in the right direction, please? ๐
sinto a tua dor
exactly, do you know any unpacked that has these files correct?
at then end still the same job
did you find anything ๐
Ta faltando isso kkkk
whats the best doc atm? need to improve my code base
Oh im not sure, the game still uses it, but I assume they want to switch to blockentitycomponents which I think the bench has
Anyone know how to get the highest block of a given coordinate in a chunk?
I'm trying:
short height = chunk.getHeight(localX, localZ);
where chunk is a WorldChunk
Running some tests
none, decompile and read
they just keep using this chat for general chat lol
Oh ok I understood
yesterday i spent all day trying to catch a item spawn when breaking a block
and couldnt get it to work
already have. knowledge is power :)
there's events for this
tried DropItemEvent.Drop
but its only for when a player drops an item
I set up a server and opened the IP route on playit.gg, but some players are disconnecting frequently. Does anyone know what might be happening?
and in the blockbreak event ?
do they connect on the server and play and keep getting disconnected, or they can't even connect?
I use vineflower
How can I get players to always enter from a specific spawn point instead of their last location?
they keep disconnecting
Blockbreak event: couldnt find anything related on removing the drop
Tried using holder system with Query.any() but onEntityAdd or onEntityRemoved didnt got called
try to see what action they're performing when they get disconnected. Teleporters and wood farming are disconnecting triggers at the moment.
How may I teleport the player to coordinates and set the "rotation of the head" (optional?), I mean like in Minecraft ?
Would anybody be interested in a plugin that will allow your app to connect to a website and get live updates from the game server etc player count, live chat, server usage and the rest? im using it for my server rn but might make it into a plugin
bro, with AI ppl made a bunch of plugins already
Great, I'll look into that.
if you take listent when the block is break but cancel the drop and put the item in the inventory before ?
where? ๐
Is there a list of plugins made/available?
i think it works, but i dont want that
i want the natural block breaking and prevent the item drop
Use "Soil_Dirt" LOL
btw, if you're using teleport plugins, make sure they're updated to be compatible with the latest game version. With the latest game update, they've changed some things on the teleportation system and the plugins might be broken.
For hytale? I'd probably say hytale doc dot pages
you mean the nitrado:web-server its an api and requires you to login, its quite limited ๐
You can check curseforge out
It says itemid but I think it means what ID it has on items or something
Wdym ๐
Make sure match is false
Thats whats working, its doing durability when the block breaks
It was a vanilla server, without plugins.
Is it possible to change the GamplayConfig of an Instance via code?
@tough basin
Hello, im new here! How can I get started on learning the API?
how to add new button after backpack button? in inventory
curseforge and builtbybit are most holders for now
well, it might be the lumbering or mining. try it yourself ๐
One of the Crafty team here,
Give us a few, We're working on it ๐
Quick one - I understand ECS but I'm not understanding how it works in Hytale; I'm struggling to get hold of the store's I need in various context windows - how would I go about getting the Store for the Player from an AddPlayerToWorldEvent? I've done this:
var holder = event.getHolder();
var player = holder.getComponent(Player.getComponentType());
assert player != null;
var playerRef = player.getReference();
assert playerRef != null;
var playerStore = playerRef.getStore();
But I'm getting Cannot invoke "com.hypixel.hytale.component.Ref.getStore()" because "playerRef" is null
Anyone able to point me in the right direction, please? ๐
Lets GOO!
But isnt that only for externaly hosted servers througt Nitrado and such? Didn't see anything for self hosted.
hey, is anyone able to help me and my friend trying to get a starting setup? im having trouble the moment i edit the plugin template
so matchTool should be set to false and toolId to null? And then durability will work? What does matchTool even do
Is there a github page to follow to keep me updated?
My toolID is "Soil_Dirt" and matchtool is false
Hey any server owners have an issue when trying to update hytaleserver.jar to new version it doesnt recognize their default world and cannot start unless they delete it.
is it public?
Appreciate that, tu, gotta start prepping a list for an RP server
Aye lemme grab the merges
oh right that's what you were saying lol, will try
What kind of trouble?
hi, whenever i do runServer there is a lot of problems here:
22 errors
- Try:
Check your code and dependencies to fix the compilation error(s)
Run with --scan to generate a Build Scan (powered by Develocity).
Did you remember to use the new assets.zip?
i feel like im missing a step
My blocksettings int is 1028 it behaves as a regular break that drops the block
Hi, i'm in trouble to get the default server.lang file from ressources as i want to change the /spawn command message
Pointing you in the right direction with ECS development: Do not use events. Use a RefSystem or RefChangeSystem which queries the appropriate component(s).
Lf an scripter for a really cool open world Solo Leveling Project
Ahh ty. But is there anything similar for self hosted game servers?
You can use events fine, only a few of them have issues
What are the errors?
The prblem is Creation of Service Accounts through the Web UI
[[ TODO ]]
which isn't yet implemented therefore if I have a web app and want to use the api without exposing data or allowing players to see it, you can't. I have build a websocket rather than an api for actual live updates :P, chat filtering and monitoring etc ๐
Thanks for this; I was looking at adding a system for it but I've been doing things like this
extends EntityEventSystem<EntityStore, DamageBlockEvent>
And I can't seem to add one for extends EntityEventSystem<EntityStore, AddPlayerToWorldEvent>
It says its not part of the right package
What Path do in AssetMap.getKeys(..)?
Don't use player.getReference PlayerRef is a component
Hey which Durability mod works?
all kinds off, can i write to you in private so i can share the picture?
His question is basically an XY and no. Events in ECS are basically code smells.
Nevermind thats the component for the regular Ref<EntityStore>
There are ECS events that the game uses just fine
Where is the doc?
Omg now i get it, im so sry. Not my day. Misunderstood the plugins purpose
"Events in ECS" globally are bad? That doesn't make any sense
I don't think I'll be able to help per se
I'd just send them here if I were you, maybe in a link to github gist or smth like that
Yes fs
Ahh cant post links, if you look on gitlab for:
crafty-controller/crafty-4 merge_request 954 (Application support)
crafty-controller/big-bucket merge_requests 53 (Server Builder Registry support)
will try but I think drops worked even before with performBlockDamage() but didn't with performBlockBreak()
How do I solve it? imgur com/a/Oj2f2RZ
Not the other way around? The int you pass has to be 1028 to performblockdamage for it to drop iirc, or atleast it can't have a certain bit active
Guys, how to in inventory add new button after backpack button?
There is "naturallyRemoveBlock" or whatever that does drop immediately
Looks perfectly fine to me ๐
What Path do in AssetMap.getKeys(..)?
RefSystem<EntityStore> with a query for the Player Component Type is probably a good idea to basically have a "JoinEvent" in an OOP setting.
I wanna get all item keys
is there any plugin or settings to make your selfhosted server more stable to people far away.
i have a friend who usually plays on my server with about 200ms
on my hytale server for some reason its between 500-11000ms.
my friends who live nearby dont have this issue.
Thankyou! ๐
Who knows which files control ore generation settings, such as spawn height and biome restrictions?
anyone knows if there is already a plugin to make the player join a Queue?
Nevermind, I think 0 should work, 1024 is without a particle but with a drop
is there a reason hytale is so much more unstable than minecraft and valheim?
hytale have "HytaleServer.jar" in maven repository?
How do you get the postition of the playerRef
Vector3d spawn = (t != null) ? t.getPosition() : new Vector3d(0, 100, 0);
islandSpawns.put(playerRef.getUuid(), spawn);
saveSpawns();```
Hey everyone. Is there any way to get the player looking angle?
Because its new and released 3 days ago
Give em time to get hot fixes and patches out
?
^
how does one get the player ref positions from the ecs
store.getComponent(ref, );
TransformComponent
BlockHarvestUtils.performBlockDamage(player, player.getReference(), pos, heldItem, itemTool,"Soil_Dirt", false, 1.0f, 0, chunkRef, world.getEntityStore().getStore(), chunkStore); for me this still does not decrease durability, maybe I misunderstood some arguments
ty
Btw, anyone know what the moon phase ints match up to ingame? Im trying to make them sync to IRL but idk what the ints given are meant to be
Hey which Durability mod works? any tips?
How many blocks are you breaking? Its not like Minecraft where one use triggers one drop on the number
It depends on the block and the item
i think you'll have to test :/
pass some numbers and see what happens
Have any this red message by using teleporters? Caused by: java.lang.IllegalStateException: Store is currently processing! Ensure you aren't calling a store method from a system.
Quick question, I have a .ui file with a TextField element where the user is supposed to input a text. Then I have a seperate button to confirm the input. In my InteractiveCustomUIPage I would like to have the user input handled in the data event handler. How would I get the information in there?
Well I cant quite do that, the phase is updated often iirc
Drops work, it's the durability that is the issue, I break sometimes 5 blocks at once because this runs in a loop but when they break not one causes pickaxe durability to decrease
Are you in creative?
nope
says its not a valid symbol, thought i already tried that
well then how are you going to override it?
TransformComponent.getComponentType() for the param
oh duh
By updating it again after, systems really do work wonders
wait one causes it, the one I mine with the pickaxe causes it, the others that break with the function do not
Wym with the pickaxe?
Btw, this is a part of Real Time Sync, which syncs world time to real life
Wanted to add moon phase updating too
Hi , im cancelling dropitemstack packet , but when i hold drop key , it stil removing item from hotbar , anyone know fix for it ?
guys i updated the server but the patch changes are not in , its becouse servers will be updated latter?
well in this case I use a pickaxe and break one block, others around should break and also reflect durability loss, but only the one I directly break causes 1 durability loss
How to get all items in the game and get them by index?
What pickaxe are you using and what blocks are you breaking
Multiblock breaks in one tick might actually queue separate durability changes or something
crude pickaxe and am... ore blocks whatever that is
maybe this pickaxe is not enough?
I'll have a look
Guys, where can I find out how to create mods for the hytale documentation? Please send me a link, and has the official hytale api been released?
where do you change item loss settings?
yeah i have a dedicated server, i updated with the server downloader
How do I set a texture as an icon for my items?
I've tried to set the path in my "item_name.item.json"
"Icon": {"Texture": "MyPath-ToIcoFile"}
Is this wrong?
exactly, just redownloading the files
How to hot reload server mods with new assets, new commands, etc.
Yes Ive just checked and when you call the damage function on multiple blocks at once the durability doesn't update properly
@civic zephyr I've taken the advice and added a system that extends RefSystem<EntityStore> but when I do entityStore.replaceComponent(...) I get an java.lang.IllegalStateException: Store is currently processing! Ensure you aren't calling a store method from a system. -- which makes sense but, how else do I do it ๐
Its some kind of queue for the changes
Does anyone know how I can only show my customHud when the player holds my specific mod item? (or a mod that does this so I can look it upo in there)
What are you trying to do? You should probably be extending a RefChangeSystem not a RefSystem
uhhhhhh, so it's not me it's hytale, well how do they do it for shovels, they break multiple blocks
I'm trying to replace the DisplayNameComponent of the player on being added to the world
and it loses one durability only lol
new bug found
Woot my first curseforge mod got approved :D. Professions and Perks if anyone is curious. Leveling system for combat, mining, logging, gathering, building.
Make a RefChangeSystem for the DisplayName component (With a player query) and onComponentAdd change it
how to add new button after backpack button in inventory?
Universe.get().removeWorld(testWorld); do not delete the world in : AppData\Roaming\Hytale\UserData\Saves\TestPlugins\universe\worlds ?? ๐
Haha
Does anyone know when the game will be fully released?
Does anyone know how to modify the charge time for weapons like staffs?
unless it's intentional, now my plugin depends on the bug to be fixed lol
when they release it lol
Does anyone know when the game will be fully released?
when they release it lol
You just sent that
bruh?
it only unloads them from the game
Ah ๐ I would like to create an instance like the forgotten temple, I saw its deleted from the disk when you leave it
Just do the damage in one go yourself, the method returns true if a block was broken
Hi, new here. How can i join a server with lots of people? I've played solo the past few days, want to try doing online multiplayers
what is the unique identifier property of a hytale player?
is it possible to create a matchmaking plugin? when matchmaking is complete players get teleported to a the arena
you need the ip address of the server
but what if it applies durability loss for first block too and then it will count mine and theirs
BlockHarvestUtils.calculateDurabilityUse
for sure
just did it, it is so good
got everything decompiled
Not if you update it how they're doing it probably
Can any of you recommend me any discord with people sharing ip to play multiplayers?
wrong channel
Or you just set it after and don't modify it the same
oh so after each call I should do calculateDurabilityUse(), I saw that func I thought it was for internal use only
should the arena be created on the spawn world instance or am i able to generate a new world instance?
Yea
depends on your needs
Sorry guys, where should i go? ๐
some people have all their arenas on the same world it doesnt create, it exist and just waits for the system
Hello! Did you already find a solution? Will be helpful for me, I'm also getting error when trying to use a custom ui!
i have this error by using teleporters
i want to build a hunger games like gamemode, players spawn into one of our build maps but idk if i should build those maps on the spawn world or generate new world instances and have 1 world instance for 1 map
would anyone like to join my world and play with me and explore and grind for fun must vc im chill please be chill 13+
entity.updateItemStackDurability
Just uses the latest call that happened in the tick
So just call it after everything with the sum of damage
dont build the map lol why you need to build it
just keep it as world then use it later
i've a complete docs on that if your are interested we just add troubleshooting
yea i know hahaa i'm not actually gonna build it manually
Ok, but did you know why isn't working? ty+
no i mean you dont need to create worlds for it
so i would have lets say 3 maps all on 1 world?
yes
Hello guys I'm testing connections with QUIC but there is something that has no sense for me.
In order to create a QUIC server, you must have a key and a cert for SSL, it's mandatory.
But if that is the case, how does the HytaleServer.jar generate the key and cert automatically ? Gemini says that the standard is to use Let's Encrypt (which requires a domain name) but I never had to generate a key/cert.
And by the way, I was able to connect to my friend's Hytale server (connected to the Internet of course) using the IP address and had no issue...
(Yes I could read the HytaleServer.jar code but I want to know if someone has the answer)
if you are advanced maybe you can create something like Slime World Manager from hypixel
wait so do you mean like this: java BlockHarvestUtils.performBlockDamage(player, player.getReference(), pos, heldItem, itemTool,"Soil_Dirt", false, 1.0f, 1028, chunkRef, world.getEntityStore().getStore(), chunkStore); BlockHarvestUtils.calculateDurabilityUse(heldItem.getItem(), targetType); or you mean I should call it when the loop ends and every block is damaged?
No I just mean, store the damage in another variable if this returns true, then after you're done, update the durability
is anyone able to help me setup the intellij i think im missing a step for my code to work. i'm getting a lot of errors
you can just create a self signed cert
Hi, yes i did. You need a Supplier for the page and register the supplier in the codec.
package org.example.plugin;
import com.hypixel.hytale.codec.builder.BuilderCodec;
import com.hypixel.hytale.component.ComponentAccessor;
import com.hypixel.hytale.component.Ref;
import com.hypixel.hytale.server.core.entity.InteractionContext;
import com.hypixel.hytale.server.core.entity.entities.player.pages.CustomUIPage;
import com.hypixel.hytale.server.core.modules.interaction.interaction.config.server.OpenCustomUIInteraction;
import com.hypixel.hytale.server.core.universe.PlayerRef;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import javax.annotation.Nonnull;
public class EffectDisplayPageSupplier implements OpenCustomUIInteraction.CustomPageSupplier {
public static final BuilderCodec<EffectDisplayPageSupplier> CODEC =
BuilderCodec.builder(EffectDisplayPageSupplier.class, EffectDisplayPageSupplier::new).build();
@Override
@Nonnull
public CustomUIPage tryCreate(
@Nonnull Ref<EntityStore> ref,
@Nonnull ComponentAccessor<EntityStore> componentAccessor,
@Nonnull PlayerRef playerRef,
@Nonnull InteractionContext context) {
return new EffectDisplayPage(playerRef);
}
}
public class ExamplePlugin extends JavaPlugin {
public ExamplePlugin(@Nonnull JavaPluginInit init) {
super(init);
}
@Override
protected void setup() {
this.getCodecRegistry(OpenCustomUIInteraction.PAGE_CODEC).register("EffectDisplay", EffectDisplayPageSupplier.class, EffectDisplayPageSupplier.CODEC);
}
}
Im testing it now and it seems like it instead uses the first call in the tick not the latest
but wouldn't then the Hytale client refuse the connection ? since it's self-signed, so an unsecure connection (because it's untrusted)
Is there a way to store a variable on a player ?
So you have to make the method not call the durability update func
is anyone able to help me setup the intellij i think im missing a step for my code to work. i'm getting a lot of errors
Ok, thank you man
whats the equivalent of display entities if I want to programmatically duplicate a blockbench model element
oh alr but it requires slotId which idk how to get from ItemStack
Its the hotbar slot
the client would not refuse the connection, and it would trust the connection, given the auth process requires you to do some junk to verify its a real server
entity.getInventory().getActiveHotbarSlot();
ok, so I suppose it's possible to self sign directly inside the Java code without having to ask the user to do it, right ?
should be, yes
fine, thanks for the info ๐
There is ModelComponent
in fact, if you look at the client logs during auth, you can see this:
2026-01-18 07:43:12.5154|INFO|HytaleClient.Application.Program|Starting initial certificate generation...
2026-01-18 07:43:12.5154|INFO|HytaleClient.Application.Program|Generating new self-signed certificate...
so it's the client who generates the cert ? ๐ค
no, both generate their own certs
oh
how do i get a player and its message from chat event
public class FirstPlugin extends JavaPlugin {
private static FirstPlugin instance;
private ComponentType<EntityStore, PlayerComponent> playerComponentType;
public static final HytaleLogger LOGGER = HytaleLogger.forEnclosingClass();
public FirstPlugin(@NonNullDecl JavaPluginInit init) {
super(init);
instance = this;
}
@Override
protected void setup() {
// Initialize everything
this.getCommandRegistry().registerCommand(new FirstCommand());
this.getEventRegistry().registerGlobal(PlayerMouseButtonEvent.class, PlayerEvents::onPlayerMouseButtonPress);
this.playerComponentType = this.getEntityStoreRegistry().registerComponent(PlayerComponent.class, PlayerComponent::new);
FirstPlugin.LOGGER.atInfo().log("Setup complete");
}
public ComponentType<EntityStore, PlayerComponent> getPlayerComponentType() {
return playerComponentType;
}
public static FirstPlugin getInstance() {
return instance;
}
}
Anybody could help me understanding why the PlayerMouseButtonEvent is not getting fired?
I tried with the PlayerReadyEvent and it works just fine
I see there is a json file for each player ID, so, maybe?
yo people
how do i get a player and its message from chat event
where is this json file?
All my placeables have bugged and crash me when i open them, when i break them and re place them somewhere else its fixed but theres still a ghost of them where they were originally
wherever you have your /universe/players folder
this does nothing for me am I crazy player.updateItemStackDurability(player.getReference(), heldItem, player.getInventory().getHotbar(), player.getInventory().getActiveHotbarSlot(), -10, world.getEntityStore().getStore());
oh wait maybe its total durability not the change
This works:
ItemContainer hotbar = entity.getInventory().getHotbar();
hotbar.setItemStackForSlot(activeHotbarSlot, copy.withIncreasedDurability(-finalDurability));
updateItemStackDurability has some odd queued transaction
You can make an Itemstack copy like: (Before you start breaking blocks)
ItemStack copy = stack.withDurability(stack.getDurability());
As to prevent any other issues with interference
I had to make a temp copy of the most recent log file, parse it with an eternal program, then delete the temp file, on a loop.
Wich method is to make a "Player1 was killed by Player2"
There's probably a better way, that was just a first attempt before I knew anything
is there any plugin just like Just Enough Items for hypixel? there are tons of items but i just cant find every item's use case like where are they used in which recipe.
but if it's a copy of the item wouldn't that mean I have to put it in the inventory again after I am done?
Thats what setItemStackForSlot is doing
oh
When the game changes durability it always makes a copy and puts it back
Wich method is to make a "Player1 was killed by Player2"
found Just enough tales smh, but it just dont show me like what item can i craft with for example venom sacs
where the scheduler at
Wich method is to make a "Player1 was killed by Player2"
Which class i need to make entity interactions?
anyone would like to help me out on my server
Hi guys ! I need help to find a correct doc about creating mod from server side. I done a mod but not recognised by the server....
Wich method is to make a "Player1 was killed by Player2"
thats bad
i cant seem to unlock PVP and creative
Does anyone have or know of a mod template? I have a dungeon generator i designed but can't seem to make a .jar that will be read
Anyone know where the /checkpoint command lives? im trying to figure out how to create per-player spawnpoints
How can I create a portal that executes a command when touched? I don't know how to program in Java at the mods or devtools level.
wait am I reading this wrong or does hytale decrease durability by 0.25 every time you damage a block
The same here, can create a mod recognised by the server
I don't think it does that
Wich method is to make a "Player1 was killed by Player2"
Where are you reading that?
do you use intellij ?
Wich method is to make a "Player1 was killed by Player2"
I did and tried gravel
A death component watcher
guys, which class i need to make entity interactions?
can you give me a directory
github dot com/timiliris/hytaledDocs-intelliJ-plugin
RefChangeSystem<EntityStore, DeathComponent> with a player flter, you should be able to get the source
Thanks
Directory?
yes plz
idk I thought it was an int but getDurability() returns a double and I did print it in game when hitting blocks but maybe it was something I did
let you pop a working template as a starter ๐
How would json file for custom items that are placable like workbenches look?
no visual code
guys, which class i need to make custom entity interactions?
Im not sure what you mean, you can look at some of the classes that extend OnDeathSystem
not yet but might make a version for it , simpler one as i personaly use Intelijj
ibtw intelijj is free to use and better for modding than visual , specialy with the state of the docs
how do i convert playerref to player obeject bro
Sorry, I imagine this has been asked a bunch already but does anyone have any docs that outline the difference between a component and resource?
I'm struggling to understand when to use one over the other. They get registered the same way and can both be stored in the EntityStore. Is it that resources are a singleton whereas you can have multiple instances of a component within the store?
Is there an active Skywars server on Hytale?
guys, which class i need to make custom entity interactions?
yeah but it says cant find the command so idk
/op add (ign) do that from console on a server, or /op self if a world
.
it says u do not have that permission
Custom configuration files are quiet easy ๐
Mhm... anyone got any idea how i can get the block chunk and position from a EntityTickingSystem<ChunkStore>?
public void tick(float dt,
int index,
@Nonnull ArchetypeChunk<ChunkStore> archetypeChunk,
@Nonnull Store<ChunkStore> store,
@Nonnull CommandBuffer<ChunkStore> commandBuffer)
{
var targetBlock = ???
}
its my own server
guys, which class i need to make custom entity interactions? I found SimpleBlockInteractions but what about entities?
just tested it, even just hitting a block decreases durability by 0.25 you can try to hit grass with a pickaxe and not break it fully
Oh thats interesting then
anybody have probleme with simpleClaim ?
Are there any good interface builders out?
OK FOUND, we dont need all that.
How can I programmatically spawn a particle which moves towards a position?
Yeah, it was an early alpha attempt
What class handles respawning, anyone know?
Anyone knows why this doesnt show the window to the player, the classs is a command and is triggered when the player types the command:
assert player != null;
WindowManager windowManager = player.getWindowManager();
SimpleItemContainer container = new SimpleItemContainer((short) 27);
ContainerWindow testWindow = new ContainerWindow(container);
OpenWindow packet = windowManager.openWindow(testWindow);
if (packet != null) {
// Window opened successfully, send the packet to the client
playerRef.getPacketHandler().write(packet);
}```
You shouldn't ever really have to manually write packets out to the player unless you're doing some real messed up stuff
This is fine though, you're just using the wrong thing, its a container window? Like a chest?
playerComponent.getPageManager().setPageWithWindows(ref, store, Page.Bench, true, containerWindow);
It opens the window as if it were a container with your inventory and such
guys, which class i need to make custom entity interactions? I found SimpleBlockInteractions but what about entities?
Pretty sure a "respawn" is a removal of the deathcomponent in this game
How would I go about implementing an server side event, that makes each player do something?
okay then what class handles spawning the player in general?
TYSM it finally work
Who wanna join our sever ? Chill, Have fun and claim ur zone to prevent griefing ๐ฏ ๐ป
Why soo high ping in friends server ?
My first priority is playing a sound on each player
HomeOrSpawnPoint.class
Thank you sir
A message?
SoundUtils class
SoundUtils would be to play the sound itself, im trying to make an event that plays a sound on every current player when the event happens.
how to make interactable block with f like workbench
How do most servers handle player spawning in the lobby? I often see a portal-like effect on the ground how is that usually implemented?
guys, which class i need to make custom entity interactions? I found SimpleBlockInteractions but what about entities?
ActionBase and you need to make a builder
can a ui be shown without making a java plugin, looking on the use section of a block there is an interaction section and one of the types is OpenCustomUI but how to add info on what ui to open there?
how do i handle player join event
Check:
ActionOpenBarterShop.class
BuilderActionOpenBarterShop.class
NPCShopPlugin.class
ty!
Its how the shop action is registered
Yeah im really not sure what you mean, you control the server, you can manage whatever custom events in whatever way you want
evt.addEventBinding(CustomUIEventBindingType.MouseEntered, itemSelector,
new EventData().append("Action", "Click")
.append("Index", "TestIndex"), false);
why code can throws out of index
where is hytale documentation of plugins?
getEventRegistry().registerGlobal(PlayerReadyEvent.class, (e) -> {
// HELLO!
});
Or a method that takes PlayerReadyEvent as a param
tbh hytale plugins are a little bit more complicated than bukkit
oh thanks
the only thing that fks me up is the playerRef, Ref, whatever related to that stuff.
yeah its weird asf
PlayerRef is a component, Ref is a specific reference to a given entity, Store is the database
spawning entity is difficult too
I don't understand how i would go about defining an event that does x to all players when y calls the event
XD
Hello, does anyone know how to replace the damage an ennemy is taking?
i want to replace all damage source with 1 as a value.
NpcPlugin.get().spawnEntity
You want to get all players? Its
Universe.get().getPlayers();
i searched everywhere, i can't find it
Has anyone a example to listen the player join event?
Theres a permanent yellow broken texture rain over my base
Can you get the exact rotation for the spawn teleportation ?
like /spawn
Im pretty sure you can change the damage in the damage event
at first i tried world.spawnEntity()
doing so simply does not work or only replace the text on screen, not the actual damage
right now i have
public static void spawnEntity(String entityName, World world, double x, double y, double z, float yaw, float pitch) {
EntityStore store = world.getEntityStore();
Transform transform = new Transform(new Vector3d(x,y,z), new Vector3f(yaw, pitch));
ModelAsset modelAsset = ModelAsset.getAssetMap().getAsset(entityName);
Model model = Model.createScaledModel(modelAsset, 1.0f);
NPCPlugin.get().spawnEntity(store.getStore(), NPCPlugin.get().getIndex("Fox"), transform.getPosition(), transform.getRotation(), model, null);
}
i guess it wouldnt work anyway
Where do I find the Hytale API, or is it not released yet?
Ive seen some people have trouble with it before so im not sure if its properly made
evt.addEventBinding(CustomUIEventBindingType.MouseEntered, itemSelector,
new EventData().append("Action", "Click")
.append("Index", "TestIndex"), false);
why this code fragment can throw out of index?
That looks right to me
Hey how can i register my event handler? ๐
Where do I find the Hytale API, or is it not released yet?
i hope so, otherwise it mean it's impossible to doo.
There are no official docs, the "API" is the server jar
Decompile the server.jar
how to add new button after backpack button in inventory?
Has anyone found a way to make entities persist? They disapear super fast after spawning in
What sort of event handler is it
Thanks
i have no idea how to create TriConsumer for this method so i just used "null" xD
Thats correct its just a postspawn event
does hytale have anything like EntityType, list of all mobs as enum?
The entity roles
Anyone figured out how to override built-in logic like you can do with Spigot in MC? Trying to override crop growth and there doesn't seem to be an easy way to do it
and somehow i broken my back xd
No; theyre strings
How do i get PlayerRef from Ref<EntityStore>?
๐
If its a registered system you can unregister it but its unsafe/not friendly to other mods
Farming stuff is in FarmingPlugin irrc
@civic zephyr add to friends, ill show you something xD
Would i make a indefinitely running class by just defining a class in the plugin config?
You can make a TickingSystem<EntityStore>
I did find that. Was wondering if there was a way to do it that o May be missing. Seems it is easy to add new things but not change existing logic
Unregistering things does work
i think u can filter them from AssetMap
is there any way to get any logs on what's wrong with my customui documents and why they're not loading, the console doesn't give much of any help regarding errors.
Yeah but itโs probably bad practice being thatโs itโs unsafe
Switch on diagnostic mode in general settings
that'll help you debug the actual .ui file syntax
Is there a way to change the player name on the server players list & inventory screen? I've done display name and chat, cant figure out those two though.
store.getComponent(ref, PlayerRef.getComponentType())
On intellij?
No, in the actual game.
is it possible to lock people on creative with noclip to make them spectator?
Anyone running into the error: "World default already exists on disk!" everytime the server starts up ? with the new server jar
do you have 2worlds
You're a lifesaver, ty!
How?
I believe im using the games server jar relative to the games install directory. so it links when i update the game aswell.
and how do i get the store?
EntityStore.REGISTRY
Has unregister functions
Nope just a single world although its not bothering me as its a dev server. So i just remove it and reload then it works until the next restart lol
You just have a ref but not a store? Have you got a ComponentAccessor? They're the same thing
if that work you're a life saver
Does anyone know how I can disable the flying state? Currently I use
movementManager.getSettings().canFly = newState;
movementManager.update(playerRef.getPacketHandler());```
but that just changes the ability to leave fly, and doesnt revert me back into the not flying state
Hey Coco can you volunteer me to test my intellij .ui plugin?
all i have is a PlayerReadyEvent and what it gives me so playerref and a player object
How to check if mob is undead withouth checking for every type of zombie, skeleton etc.
ref.getStore
ah thanks
I'm a bit confused, what do you mean by that?
So, from a design standpoint, I'm reimplementing an unreleased Spigot plugin of mine that was a pretty comprehensive RPG core, but that plugin largely worked via wrapper classes and storing player data as JSON. With Hytale, would it make more sense to store things like classes, exp, etc. in a Component?
How can I fix players spawning at the server spawn instead of their last location?
Yes, store whatever entity related data you can via components
Did you get their transform location and store it ?
It just a .ui parser and completion plugin
Great, thanks
I think that is what the bed/sleep bag is for. But bed only works in render range so a portal near spawn to ones HQ is a good idea
Yeah but when I player joins the server they always go to their last location they were
Yea I dont know a way to kill a player on logout but may be possible or in config
I want players to always start at the server spawn not their last location ๐
Hey guys does any1 know how to register a new module
System?
yes
Regarding entities?
well i guess i want to register a system and components and i saw that in the server they use modules for that
Could you expand?
Ah, i was looking for that
I also uploaded it to:
- hytahub[.]com/mods/real-time-sync
- hytaleforge[.]io/resources/real-time-sync
- Pending Review
- hymods[.]io/mods/real-time-sync
- modifold[.]com/mod/realtimesync
Is it possible to use UI variables (defined wiht @) when setting the value of an existing UI component with uiCommandBuilder.set(selector, "@Variable") ?
I just keep getting CustomUI errors
Look at WeatherSystem.TickingSystem.class
Sorry read that wrong you want to spawn the player at the world spawn and not their last location ๐
Does anyone know how i can get neighbouring blocks of a specific block when i only have the index and chunk store as in EntityTickingSystem<ChunkStore>.tick()?
@Override
public void tick(float dt,
int index,
@Nonnull ArchetypeChunk<ChunkStore> archetypeChunk,
@Nonnull Store<ChunkStore> store,
@Nonnull CommandBuffer<ChunkStore> commandBuffer) {
var energyContainer = archetypeChunk.getComponent(index, this.energyContainerType);
var neighbouringContainers = ???
}
What you saw as "Modules" were likely internal JavaPlugins
yes they are
Did someone by any chance figure out what Item caused damage when using the DamageEvenSystem? ๐
You can make a JavaPlugin and get any registry you want and register whatever system you need
There are many available systems to extend
Has anyone found a way to make entities persist? They disapear super fast after spawning in
but should i use a seperate plugin to register the components and the system or should that be in my main plugin
You want direct neighbors in their types?
Everything should be in one plugin
k thx
How are you meant to get the UUID and Username of a player? The methods are deprecated on the Player Component
UUIDComponent and DisplayName component
Yes exactly, i have implemented the energy producer/consumer components and now want to test a simple "push to neighbour" system
gete the UUIDComponent
Hello everyone,
I'm working on a server-side mod using Java reflection. I want to create a custom weapon mechanic that adds stacks when hitting an enemy.
I found the com.hypixel.hytale.event.EventRegistry and I can register listeners dynamically.
While scanning the server packages, I came across this class:
com.hypixel.hytale.server.core.modules.entity.damage.Damage
I registered a listener for this class using the EventBus. The registration shows as successful, with no errors, but the handler doesn't trigger when I attack mobs or other players in-game.
Does anyone know the exact class path for the damage event?
I tried guessing names like EntityDamageEvent, DamageEvent, or ApplyDamage in the com.hypixel.hytale.server.core.modules.entity.damage package, but I feel lost.
Is there a specific Event wrapper I should be listening to instead of the Damage object itself?
Thanks guys, you guys are ON IT! โค๏ธ
You can get the world from
store.getExternalData().getWorld()
Whats the easiest way to convert chunk coordinates back to world coordinates?
Check if the event even sent to EventBus
Server's code is a mess right now. Lots of half-baked features with legacy here and there. So it might be that the damage rn works completely differently
Yes, but from then on i am lost. How do i know the block position and other block positions at this point
watch out please! i did the same and my github was banned today. I just wanted to have a public repository of the code so people can have a resource (since theres no documentation out there yet..). I did it on a github organization called hytale-server and all other members of the organization have also been suspended. I will send a message to github support now, but i doubt they will unsuspend it :(
Your chunk component has a specific block?
On it! I knew it was something with a server code, I've tried everything and nothing worked ๐ฎโ๐จ
I dont think i get your question :/
How do you guys start the server?
start.bat
I added the component in the asset editor with custom data. The tick also iterates over all EnergyContainerComponents
Oh, the ref might have a component for its own position probably
But i need to get the neighbours of a specific EnergyContainerComponent in my system.tick to be able to push/pull energy around
did they remove link block or is it just not blocking hytale support ones
Does anyone know how I can record an event, and also do it to get an item from the hotbar and when right-clicking it send a message? I'm trying anyway but I can't
The container component is localized to the block? Howd you register it? Im just a little confused as chunkstore components unless you specified making a new ref are localized to the chunk themselves
It doesnt sent to EventBus (I believe) IDK what to do anymore ๐
I saw this article, and my identity verification was successful. However, the server was not successfully triggered afterward.
@hollow tapir sorry for ping, want to pick your brain. How did you manage to make npcs not run away from the player when you feed them?
I'm thinking of buying a server (UK based) - Does anybody know if I can upload my current world to the server host? - I don't want to lose all my progress ๐
Hello, I am developing a mod for servers and cannot find the framework that several blogs publish:
<dependency>
<groupId>com.hypixel.hytale</groupId>
<artifactId>HytaleServer-parent</artifactId>
<version>1.0-SNAPSHOT</version>
<scope>provided</scope>
</dependency>
in Maven. Can anyone clarify whether it was removed and replaced by another?
I created a ChunkStore component EnergyContainerComponent implements Component<ChunkStore> where i hold max energy, current energy, ...
In the asset editor, under components, i have configured these values on the block, therefore the component is automatically added to the Block as i have seen so far.
imo import it from your computer
You need to install it manually from the server jar
im doing it with gradle, current server jar in /libs and importing it
Has anyone found a way to make entities persist? They disapear super fast after spawning in
oh! okey Oh, okay, I'll try.
i got a problem in connecting public server my friend able to join but mine cant
anyone got a tip?
Oh, okay, I'll try. :c thank you
Check what's being sent overall
hytalemodding[.]dev/en/docs/guides/plugin/browsing-serverjar
this explains it well
connection timed out waiting for a response from the peer
My flex is that my rtp plugin only kills you in 95% of cases
This is very helpful! Thank you so much! c:
@gritty viper thanks for the warning, hope you get your account back : (
how to make command like /smth <custom string>
to use e.g like String argument = args[0];
Do i need to register it in the plugin definition now?
because using /smth --arg <customString> is a pain in ass
[AbstractCommand] Exception while running that command:
java.lang.IllegalStateException: Unknown block name: Soil_Dirt
Help guys, what name block dirt?
How can I decompile the server jar?
fernflower
@latent nexus check that link
Des dรฉveloppeurs franรงais ?
You can use this.addSubCommand():
super("hpk", "..");
this.addSubCommand(new FlySubCommand(flightManager));
}
and subcommand:
public FlySubCommand(...) {
super("fly", "Toggle flight mode", false);
}```
but i dont want preconfiruged second arguments
are tooltips stored in item stacks? im trying to see if its possible to edit tooltips via a plugin
Any idea why everyting in com.hypixel.hytale.codec.Codec is marked deprecated? Did it get moved somewhere?
they're supposed to be like idk /tpa <nickname>
BlockModule.BlockStateInfo info = store.getComponent(ref, BlockModule.BlockStateInfo.getComponentType());
BlockChunk blockChunk = store.getComponent(info.getChunkRef(), BlockChunk.getComponentType());
var pos = new Vector3i(info.getIndex(), ChunkUtil.yFromBlockInColumn(info.getIndex(), ChunkUtil.zFromBlockInColumn(info.getIndex());
Super shot in the dark
Anyone else having the issue where on the server it cannot find the names for everything xD It only shows like the path for example: server.items.Weapons_Dagger
Plugin definition?
The setup method?
Setup method of the plugin yes
Well if you want a ticking system yes
Don't just register the weather one again that was just an example I sent
I have written a tick function that should work for testing but i dont know how to set it up
You put it in a EntityTickingSystem
hytale does not like it when you teleport to ungenerated chunks lol, errors all over the place
I don't know if this is the right place to ask, but does anyone know where to find/edit weapon behaviour?
How to change join & quit message ?
why can't I join a server, all the assets load but it gives me an error last second
J'ai ouvert un serveur public survie mmorpg venez dm si vous voulez l'adresse
I just looked through the code for the gamemode comamnd and they do it like this:
public class GameModeCommand extends AbstractPlayerCommand {
@Nonnull private final RequiredArg<GameMode> gameModeArg = this.withRequiredArg(...);
public GameModeCommand() { ... }
@Override
protected void execute(...) {
...
GameMode gameMode = this.gameModeArg.get(context);
...
}
}
maybe that helps
@dense yacht could you dm?
Has anyone found a way to make entities persist? They disapear super fast after spawning in
I created a custom Component to store data in the player, but the data is only hold in the session so after a relog the data is back to initial values. Any idea if I need to set a setting or something?
is there any ways to hide player cursor marker position (by code or command), so each one can't see other position on world map
Your CODEC is not set up properly
hey guys, what is the plugin_group in gradle.properties
is there anywone willing to join me to help me test the multiplayer aspect of my mod im making? its pretty simple, right now just class selection and save data
Is it supposed to be some set string or anything
Ty
for any who go looking, these are the phases and their corresponding moons!
0 = Full Moon
1 = (Waxing) Gibbous
2 = (First) Quarter
3 = (Waxing) Crescent
4 = New Moon
Hi everyone, I want the item I created to disappear after it breaks. Right now, it can still be repaired. Does anyone have any advice on how to fix this?
In case anyone comes across my question when searching for an answer of your own, hytale-docs has a page on the ECS system that explains the responsibilities quite well (including resources and archetypes)
I thought so much and searched for parameters or methods in the builder-chain that let me set it to persistent data, but couldn't find anything. Any pointers?
public static final BuilderCodec<TestPlayerData> CODEC = BuilderCodec.builder(
TestPlayerData.class,
TestPlayerData::new
).addField(
new KeyedCodec<>("Charges", Codec.INTEGER),
(data, value) -> data.charges = value,
data -> data.charges
).build();
Hey guys, I can't join any servers and nobody can join me either. What could be the reason? Does anyone have any information about this problem or can help?
how you guys make json config for plugin
Hello! If you have found it difficult to find all the leather tiers or you don't want to waste so much time looking for it, create a mod called "Leather Refinery" that allows you to convert one type of leather into the next. And if you don't want to kill animals, you can also craft vegetable leather with plant fiber! (Available in CurseForge)
Sorry thats way too vague
does server has a port you not putting? maybe you writing wrong the ip? do you placing ip in the name place?
Is this what you have? This should have worked
Hi everyone, I want the item I created to disappear after it breaks. Right now, it can still be repaired. Does anyone have any advice on how to fix this?
Hey guys, where can I learn Hytale programming? ?
Learn java first
Java Basics
I think thats not the proper method actually, I use
appendInherited
Not
addField
Have you registered the component?
Then start using it with hytale api. Even though right now there is not a lot of documentation and its kinda a pain
๐ค ?
Java is a programming language. We're not talking about Minecraft
Hytale server side is java
I have, but I kinda doubt that the registration on the documentation I've been following is old or inccorect. It doesnt use the codec, which I found weird already.
getEntityStoreRegistry().registerComponent(TestPlayerData.class, TestPlayerData::new);
Is Minecraft programming different from Hytale ?
api different but languange no
Its still java. If you know java you can do both
Is it possible to create a plugin to drop specified items on death via a config?
This is valid?
Okay, I need a video that explains programming.
yes
Yes, you just compare the inventory to the config and remove/drop specified items
I can at least say that I'm able to save values for the session, for example by counting up the interger
It is I see, I use:
getEntityStoreRegistry().registerComponent(MyComponent.class, "MyComponent", MyComponent.CODEC);
KaupenJoe's channel is good for this
Anyone having a lil hint:
i currently have a problem that my dependency does not work correctly.
i wrote Plugin1 under Group:Plugin1
then i wrote Plugin2 under the same Group
In its manifest.json i have a dependency declaration:
"Dependencies": {
"Group:Plugin1": "*"
},
The Plugin Group:Plugin1 loads correctly
But the Plugin2 always fails "is lacking dpendency Plugin1 at stage Setup"
any idea what i'm missing?
Not sure about that other signature
If you need help hmu
there good videos on youtube
Ok cool. I have no idea how to code let alone make plugins so ill see if my buddy can.
Your urges for what
Contact me if you have a Premade server setup with basic plugins. Permissions, Spawn, Home and so forward.
Thats it, now I actually use the codec and the data is persistent throughout sessions. Thanks a lot!
Help! What's the event for when a player leaves the world by teleporting to another world? It's not PlayerDisconnectEvent
I want to learn, but it's difficult. I don't know how to program.
any bedwars servers yet???
I need help with a complete VPS server setup. I'm willing to pay after receiving the help.
Learn by doing, that's what I did years ago.
I started to learn java by just doing what I wanted (I watched a couple of basics tutorials first ofc)) but then by doing what I wanted, and learning on the way, it kept me motivated to carry on
It's the same as a local server setup, just on a server ๐
do I need to transfer files for my world from my desktop to my laptop to continue my game on my laptop
After testing around, i dont understand how to implement something with the ticking system
Yes, but I don't know English well.
You will want to transfer the world if you want your world, the rest of the files don't need to be
Have you made a class that extends EntityTickingSystem ?
so just the world files
French?
No I speak Arabic fluently
is there any general instructions for this?๐
It's very very similar to Minecraft
how to retrieve players online as list eg List<Player> o PlayerRef?
If you can do it for MC you can do it on Hy
I have a TickingSystem class that extends EntityTickingSystem<EntityStore> like in WeatherSystem inside my class
Okay
Iterate through online players and add them to a list
but how?
From your name, I can tell you are Arab?
how to get the world chunk were the player is ?
You registered it?
I do not know how to register it
So getRespawnComponent isnt actually a real thing, anyone have an idea on how i would go about doing this?
store.addComponent(ref, Player.getRespawnComponent(), transform);
}```
There is no respawn component, its just the removal of the death component
1 last thing what s the default dir for the world save file
getEntityStoreRegistry().registerSystem
hey if i have mods in a hytale server do i need to download those mods for my client side hytale aswell?
ItemInteractEvent exists?
Tank you, the ticking System is now working
I wanted to make it so that when I right-click on an item it sends a message
and how do I record an event? and how do I make a basic event?
does anyone know how to bypass the firewall thing for co op play
can someone help me
Guys i made the boost pickup range mod which is as it sound it adds a bostable range via commands but now th mod include more futures like
Toggleble hotbar pickup so hotbar dont get filled
Togglable player dropped item pick
and will have evn more in the future
And now working on smooth transfare like inventory essential from MC
So my question is whats a good name for it
Port forward or enable unpnp thatโs a your network thing not a game thing
just a question, where can I get the server.jar file? XD
i know its a network thing, i have comcast so my NAT type isnt compatible
@Override
public void handle(int i, @Nonnull ArchetypeChunk<EntityStore> archetypeChunk, @Nonnull Store<EntityStore> store, @Nonnull CommandBuffer<EntityStore> commandBuffer, @Nonnull Damage damage) {
damage.setAmount(100);
}
@Override
public Query<EntityStore> getQuery() {
return Query.any();
}
}
why setAmount not workning?
in console variable is correct
but in game, damage is not a 100
I'm mixed
May the mod name in the manifest have spaces?
try it and see
hey how can i prevent losing items when death?
thank you but can you explain what this is, port forward or unpnp?
turn it off in world settings
on server
is there a documentation about a plugins project structure?
Port forwarding is just opening the port the game needs to connect I canโt really give specifics as it depends on your router, but searching your router model and โport forwardโ will get you going
any ideas ?
How to change join & quit message when someone join or quit the server ?
DamageEventSystem handles after the damage was dealt?
The view distance makes no sense. I forced server side to be 12, but when the client connects I'm seeing like the view distance on the map being the 1024 or whatever setting view client even though the view is not.... So does the map some how override the actual view if it's already pregen or something?
Where does the name come from when you go to map and see the "Server Players" list?
It doesnt seem to be "DisplayName" or "Nameplate"...
Where should I ask for help with installing existing mods/plugins? Just #discussion?
world.getChunkIfInMemory(ChunkUtil.indexChunkFromBlock(x, z))
i see so i need to get the player trasform componeent ten pass the coord to this ?
anyone how do i disable lootdrops when death on a server
Yea you just need the x and z
in theory, yes
public void setAmount(float amount) {
this.amount = amount;
}
because why is this function needed?
the z coord is the y right ?
Try adding
@Nullable
@Override
public SystemGroup<EntityStore> getGroup() {
return DamageModule.get().getGatherDamageGroup();
}
Does anyone have experience with
ChunkUnloadEvent I have this
public class ChunkUnloadingListener extends EntityEventSystem<EntityStore, ChunkUnloadEvent> {
@Override
public void handle(int i, @Nonnull ArchetypeChunk<EntityStore> archetypeChunk, @Nonnull Store<EntityStore> store, @Nonnull CommandBuffer<EntityStore> commandBuffer, @Nonnull ChunkUnloadEvent event) {
Util.broadcast("UNLOOADING!");
But it doesnt seem to ever call?
fixed my own issue <# "EnforceClientRenderLimit": true
so y the one pointing upward ? that wierd to me haha
Thats most 3D games
i see, ty so much
Only a few I can think of that have z as up and those are usually modelling tools
anyone has a portal teleport plugin?
in order to make rounded buttons in pages, is it possible to do it with the "Style" property or something similar (if yes, how ?) or do I have to set a custom background which already has rounded borders ?
i'm tryna make a portal teleport plugin but i keep getting teleported to the forgotten temple
i see, i always considered z in the one pointing upward, i don't have much exp modding games tho, this is my first time
it makes sense if you know how computers do screen coordinates
how do you make a slab/half block?
yea it work, thank you!
I'm creating a simple /kit command system, but I'm having trouble capturing the second argument of the command, the kit name (/kit starter).
It shows me that the server expects 0 arguments, and I'm sending 1.
private final OptionalArg<String> kitNameArg = this.withOptionalArg("nome", "Nome do Kit", ArgTypes.STRING);
public KitsCommand(KitManager kitManager) {
super("kit", "Comando de kits");
this.kitManager = kitManager;
}
@Override
protected boolean canGeneratePermission() {
return true;
}
@Override
protected void execute(
@Nonnull CommandContext context,
@Nonnull Store<EntityStore> store,
@Nonnull Ref<EntityStore> ref,
@Nonnull PlayerRef playerRef,
@Nonnull World world
) {
Player player = store.getComponent(ref, Player.getComponentType());
if (player == null) return;
String kitName = kitNameArg.get(context);
guys what are the funnest worlds to join, i just got the game for my little brothers
You can also check DamageSystems.ApplyDamage, especially its public Set<Dependency<EntityStore>> getDependencies()
This is what defines order of system executions
It was a pleasure meeting you, but do you know Arabic programming? (hytale)
where are you from
skript is better
no not in arabic, but keep it up bro, maybe trying to follow in english will improve your english
From the Kingdom of Saudi Arabia
help guys ๐ข
explain why
anyone know?
you make a half model, and give it a half hitbox
it's more easy and not complex, but if u want to handle a server with 100+ players then java is more efficient
or go check the config used in slabs
wil ni'm, salam alaykum from kuwait
Hello, please tell me if I can find the client logs or stack trace of the error. I was developing a plugin and got the error โIndex was outside the bounds of the array,โ but I don't really understand where it came from.
I think you have skill issues that's all
skript is literally better lmao
why would u need to use java for small stuff like ur game is not bedwars just basic survival
ok wait, better is subjective
skript in particular has no hygenic features, and suffers from basically all of javascripts issues, but 10x the magnitude
i've done both and java is better. Skript is easier, to do basic things, but it comes with a cost. Besides, skript is made in java
yeah I mean there are templates in java too dude
Has someone got InteractionChain errors? especially when players using axes to chop
java is better yes but only if you're aiming for like large coding
I am trying to make a component and also an associated component type. But it doesnt seem to work, the component type isn't defined when I want to add it to the player.
This is the in the setup in my main class wich extends JavaPlugin
AccessoriesComponent.class,
"Accessories",
AccessoriesComponent.CODEC
);```
This is where I give the component to the player when he joins the server
```public void onEntityAdded(@NonNullDecl Ref<EntityStore> ref,
@NonNullDecl AddReason addReason,
@NonNullDecl Store<EntityStore> store,
@NonNullDecl CommandBuffer<EntityStore> commandBuffer
) {
commandBuffer.addComponent(
ref,
accessoriesComponentType,
new AccessoriesComponent((short) 6)
);
}```
```@NullableDecl
@Override
public Query<EntityStore> getQuery() {
return Query.and(
Player.getComponentType()
);
}```
Here is the codec in the AccessoriesComponent wich extends Component<EntityStore>
```public static final BuilderCodec<AccessoriesComponent> CODEC =
BuilderCodec.builder(AccessoriesComponent.class, AccessoriesComponent::new)
.append(
new KeyedCodec<>("Accessories", SimpleItemContainer.CODEC),
(obj, val) -> obj.accessories = val,
(obj) -> obj.accessories
)
.add()
.build();```
Anyone can help?
holy
ุชุนุงู ุฎุงุต ุงุฎูุฑุง ุนุฑุจู
whatever dude, I know skript and java, you don't know java, but listen to your own mind that's ok
c++ is objectively better than both
objectively is a strong word -- I personally prefer C to both of them
Debatable
debatable
Itโs okay, give it to me in English so I can see the translation. Iโm trying to learn because I want to make a server. And if you know someone who knows programming, I want them so I can talk to them and get help to make a server.โ
Hey, im kinda struggle with my projects folders and file. How did you guys figure out what .json file or models or whatever belongs in which folder?
Look at the asset files they have in their game
Thats the error? Are you sure?
Use kotlin. It might also seem easier to do basic thing than java
What does your console say
Hello, please tell me if I can find the client logs or stack trace of the error. I was developing a plugin and got the error Crash - Index was outside the bounds of the array but I don't really understand where it came from.
who tf is flagging everyone
kotlin is so cool. The only thing I hated with it and minecraft is that you have to pack whole kotlin std inside of your jar
Someone loves Bangladesh
When you thought youtubers couldn't be more annoying with their advertising lol
Hello, is there a way to get the player IP address ?
Cannot resolve symbol 'accessoriesComponentType'
what r u tryna make exactly
in commandBuffer.addComponent(
ref,
accessoriesComponentType,
new AccessoriesComponent((short) 6)
);
Oh, well yeah if you haven't got a reference in the scope you have it in its not gonna be accessible
an inventory for accessories
Store it somewhere in a static and access it like that
ok americans dude out here do you know healthcare is going to be cheaper this is a first in the history of america
Some one help ๐ง๐ฉ best
US
where i can found a client logs?
like cosmetics?
More like terraria
Hello, is there a way to get the player IP address ? (Server side)
Where would I do that AccessoriesComponent or othyer class?
acessories you can put on (ex: bracelet) and it gives you buffs (like terraria)
Wherever you want
@civic zephyr im stuck at getting the energy information :/
energyContainer is always null... Any ideas?
var chunkIndex = ChunkUtil.indexChunkFromBlock(targetBlock.x, targetBlock.z);
var chunkRef = world.getChunkStore().getChunkReference(chunkIndex);
assert chunkRef != null;
var energyContainerComponentType = EnergyModule.get().getEnergyContainerComponentType();
var energyContainer = chunkRef.getStore().getComponent(chunkRef, energyContainerComponentType);
if (energyContainer == null) return;
playerComponent.sendMessage(Message.raw(energyContainer.toString()));