#server-plugins-read-only
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9 times out of 10 you will disconnect the vm from the internet before it does what you actually want
CAN YALL TELL ME WHY MY GAME WITH 20FUHING DAYS DIDNT LOAD
me and my wsl instance running my server sheepishly
i don't care how slow it is, it's for development
i have a dedi in texas for the speeds
hi i'm learning how to make a mod is there a discord i could join in? I'm new to modding and I wanna learn more
people could help with info
LOL
i've never heard something so real in my life
Just stick with the 127 I just see it hardcoded and never ever gonna change unless y ou want to go messing in the bowels of HyerV. Its not worth it. It maps to your host mchine IP anyway
๐ญ chooses a virual machine to use an interpreted scripting platform over microsofts jitted scripting language
the thing is, localhost typically works for every other type of connection except for this Hytale server for some reason
it's one of the 7 deadly sins, the deadliest, sloth
i dont think wsl forwards udp by default
i should mention i'm not super familiar with the backend of WSL and whatever microsoft decided was "good" for the internal virtual networking
Yeah I agree, I have mine in podman and can't use localhost its not worth the effort
its a hyper-v vm running in a hacky mode similar to docker, you can access the vm like a normal vm through the api (the gui hides it)
i guess there's nothing stopping me from using node or something and creating a udp socket proxy
so, i had no success connecting to my wsl instance from like... within my own network like that
could just add a hostname to your hosts file
This is true. ๐ - Though the proxy may be annoying due to Quic, I would say find an already created one. ๐
Unless you want to learn the ins and outs of the quic protocol
yeah that would probably do it
he can just blindly forward the udp packets
i never looked into it that much, because i had no need to connect to it directly but yeah
this was indeed the plan
That is just a relay
yeah ik
that is the point
Oh understood, yeah relays are much easier. ๐ I have one written if you want to use it
if hytale sets the preferred address and its setup properly it will migrate off his relay too
man in the middle attack my own server just to even be able to connect from the laptop sitting next to me
I have a proxy written in rust with "seamless"* server switching
Hey! I have seamless server switching ๐ Matchmaking, Relay, and some more stuff
sometimes you gotta get a lil wacky
seamless as in, not using the ClientReferal packet
Its not controled by Hytale at all. The only thing I use is the referToServer to yoink the player away but its not nessasary it is just already there, but my system doesn't rely on it
do they disconnect and reconnect (client referral) or does the client just think its changing worlds
They have to disconnect, they are going to an entirely different server.
my proxy doesnt disconnect them
How does that even work?
i sent a friend request
wait that's cool
does anyone know of a mod that injects Flora into worldGen currently? im looking to test my EZDev Modding tool (making it for modders to test their mods), what i want it to test is to see if it appears in my list of wild grown flora(s) to teleport to if within a 16 chunk radius of it. its already working for in-game flora, Trees, Biomes, and zones. and its working with injected ores and basegame ores. just need to test the modded things that are injected
i just realized i made the proxy server and i'm trying to run it in the WSL instance...
After I get them made how do I implement them into the server and make sure it overrides the default oak tree ones
how do you fix the strict firewall error
Instead of redownloading, I just moved the assets into the server folder and it worked.
so after messing around in editor my exploration worlds no longer work ๐
how do I create a server?
create a world once ur in click esc and online and create a link and send to ur friend
that's the easiest way to play with any friends. you can also find any info on hosting you own here if you want something dedicated https://support.hytale.com/hc/en-us/articles/45326769420827-Hytale-Server-Manual or also hosting services as well
if u mean a public dedicated server?
u can either self host or pay a hosting like nitrado for example
yea I was thinking like public server
self host or pay?
I do not recommend self hosting if you dont know much about it
you can post links if they are to the official domain?
I do recommend it! we all start somewhere
I just assumed you couldnt ๐ญ
You need a strong CPU and plenty of RAM to spare and good Internet while also leaving it on 24/7.
guys is possible to make an event that its called when a chest change its content?
Does anyone know how to prevent players from picking up dropped items?
idk how'd u do that globally
Day 4 of asking Hypixel to fix the parent/child asset bug that makes vanilla json data override modded json data.
Is it possible to add a bench category to the official benches using the asset editor? I didn't see any category assets for the benches, but I see the category IDs in the benches themselves.
Little curious there is TinyMessage/Color support correct? when making Mods? im currently trying to polish my mod with Color like it says from wiki. docs/guides/plugin/chat-formatting but in chat i keep getting just normal text no color is rendering?
context.sendMessage(Message.raw("You don't have a colony!").color("red")); but its coming out as normal white text in chat? is there just not color support currently?
its hex (#RGB), #FF0000
I've just tested end to end all scenarios
We are successfully syncing inventories between servers with no issues
Your amazing if i win lottery, ill paypal you a milli.. I hope your pillow cold. I HOPE YOU HAVE THE MOST ELEGANT DREAMS!! thank youuu!
Anyone know which DamageEventSystem I need to extend in order to tap into the damage dealt to an NPC by a player? Is it NPCDamageSystems.DamageReceivedSystem or NPCDamageSystems.DamageDealtSystem? I can't tell which perspective it is, lol.
I would say obviously Damage"Dealt"System
I'm just extending DamageEventSystem and it works perfect
Right on, I'll give that a shot, thanks!
i think there is a packet client-server that does that, you can intercept that packet and do whatever you want (like not picking up items)
By any chance do you know which packet?
thats only for the interaction
you can look in the PlayerItemEntityPickupSystem
Is it possible to disable gravity in a world for all entities; and still existing as a player with collisions enabled. Just movement is in zero-G.
its funny stuff -- I have seen a few proxies that do it, but basically, its pretty similar to mc proxies -- they hyjack the connection and inject thier own packets to the clients stream
I might be wrong, but it doesn't look like the event is cancelable
Ha, that it is - Definitely not time I have to put into it, but it is really cool to look at
there is no event that i can see
Do you know of any hacky solutions?
if you want to disable all pickups with no filter you can just set the pickup time to an absurdly large number
Interesting idea, but I'm using this for when players are in spectating, so I don't think that will work since spectating is temporary
kill the player and put them into freecam, dead players cannot pick up items
I had some crashing issues last time I tried to use free cam
if you build the camera settings wrong you might
I also can use
DeathSystems.OnDeathSystem
And get the dealt damage amount of the deathcomponent by component.getDeathInfo()..getAmount();
by any chance could you give me some example code?
internal fun buildFreecamSettings(
pos: Vector3d,
headYaw: Float,
headPitch: Float,
speed: Int = DEFAULT_SPEED
): ServerCameraSettings {
return ServerCameraSettings().apply {
positionLerpSpeed = 1.0f
rotationLerpSpeed = 1.0f
speedModifier = 1.0f
allowPitchControls = true
displayCursor = false
displayReticle = false
mouseInputTargetType = MouseInputTargetType.Any
sendMouseMotion = true
skipCharacterPhysics = true
isFirstPerson = false
movementForceRotationType = MovementForceRotationType.CameraRotation
movementForceRotation = Direction(0.0f, 0.0f, 0.0f)
attachedToType = AttachedToType.None
attachedToEntityId = 0
eyeOffset = true
positionDistanceOffsetType = PositionDistanceOffsetType.DistanceOffset
positionOffset = Position(0.0, 0.0, 0.0)
rotationOffset = Direction(0.0f, 0.0f, 0.0f)
positionType = PositionType.Custom
rotationType = RotationType.Custom
position = Position(pos.x, pos.y, pos.z)
rotation = Direction(headYaw, headPitch, 0.0f)
canMoveType = CanMoveType.Always
applyMovementType = ApplyMovementType.Position
val horizontal = max(1.0f, speed.toFloat())
val vertical = max(0.5f, 0.4f + (speed * 0.12f))
movementMultiplier = com.hypixel.hytale.protocol.Vector3f(horizontal, vertical, horizontal)
applyLookType = ApplyLookType.Rotation
lookMultiplier = Vector2f(1.0f, 1.0f)
mouseInputType = MouseInputType.LookAtTarget
planeNormal = com.hypixel.hytale.protocol.Vector3f(0.0f, 1.0f, 0.0f)
}
}
stolen from a friend
Thanks!
the main things i think are
attachedToType = AttachedToType.None
attachedToEntityId = 0
This looks very similar to mine, but I'll try again. Thanks
make sure the attached___ values are correct
I've been trying to clone a world (works) and spawn an entity to which the player will teleport and have its camera set to it.
Currently, the entity initially spawns with a entityId of 0, but when the player teleports and tries to set the camera, suddenly, it is invalid and is set to Integer.MIN_VALUE.
I am not sure what is happening.
private void setupCamera(World world) {
Store<EntityStore> store = world.getEntityStore().getStore();
int entityId = store.getExternalData().takeNextNetworkId();
world.execute(() -> {
parent.getCameraHolder().addComponent(NetworkId.getComponentType(),
new NetworkId(entityId));
Ref<EntityStore> ref = store.addEntity(parent.getCameraHolder(), AddReason.SPAWN);
assert ref != null;
parent.setCameraRef(ref);
System.out.println(ref.getIndex()); // 0
});
}
WorldUtils.loadWorldWithUUIDAsync(UUID.randomUUID(), worldName, worldPath)
.whenCompleteAsync((world, _) -> {
game.setWorld(world);
setupCamera(world);
parent.nextState();
});
//...
Sorry for the lack of code, it is spread out and hard to put together. But the logic follows as:
- Create world
- Add entity to the world right after
- Teleport player
- Set camera
Does anyone know how to set an entity's target?
what happened to my formatting
put a backslash before your _'s
fixed msg
\_ like this \_
how can i see if a block have a determined component? i was trying to do this:
Store<ChunkStore> chunk_store= blockEntity.getStore();
Component<ChunkStore> component= chunk_store.getComponent(blockEntity, NewClassComponent.getComponentType());
but i think is pretty wrong, but looking at the asset editor, every block can have every type of component (it's how ECS work right?) so, how can i do?
You're the first person I've seen who uses snake_case in Java haha
i use snake case for variables and camel for classes and objects, yeah is strange
based ( definitely not because its what rust uses )
Well now I know to never touch Rust ๐
hahah, i use to write like this so i do "ooh this is camel case ok it will be surely a class, a function or an object" or "ooh this is snake case so this can be only a variable" it's work only for my code? yes, but help me to recognise faster what is what
That's why I like camelCase + PascalCase. PascalCase for classes and functions, and camelCase for variables
pascal for functions too is just criminal
You're crazy. and its 100% better than using snake_case for variables lol
oh yes, i use that too kek, only for classes
ok, i found out how to do that, you need to acutually get the component with that method, and then check if the component is null, if it is the block/entity doesn't have that component
don't knock it till you try it
I have ๐
yeah but you probably tried it in java where every library uses its own convention
No, I used it in Python
python has coding guidelines?
Yes, snake_case is standard for variable names
i dont think ive ever seen a python variable longer than 1 word
Probably because they want to abide by Python's recommendations but don't want to use the worst naming convention
one time i was able to see a python script that was variable free
I just opened pycharm and in one file i have three different naming conventions
haha
I think I would rather die
Does anyone know how to set an entity's target?
like what its hostile to?
No, like setting the actual target that it's trying to attack
Would that not be what its hostile to?
I need them to target players not in line of sight
Sensor.getSensorInfo()
I will try that later, thanks!
check if its a EntityPositionProvider ( or PositionProvider )
then you can .setTarget
Kotlin or Java
Java unfortunately
Why? (Unfortunately? ๐)
I'm not a fan of Java lol
you can use kotlin
You could also take it another level and use Scala
no, please no
scala can sit in the corner with groovy and we can all pretend they dont exist
No thanks!
Make it so you can use JS
Someone already did that.
Personally I motion that they be executed for such treason.
Iโm misunderstanding the authentication tokens required for servers. Is there permanent tokens that you can apply so you donโt have to authenticate every 10 minutes? If I rent a dedicated server would my server be able to restart the server while Iโm away and reauthenticate? Because I read they arenโt allowing any more tokens out
java used to ship with a js->bytecode transpiler called rhino but now its a community driven thing
the refresh token lasts 30 days, all other tokens are 1 hour. the server will automatically refresh them. as long as the server doesnt stay offline for 30+ days straight they will be refreshed
Where do you get the refresh token from?
when you /login on the server for the first time it gets one, and then stores it on disk encrypted
I read they arenโt allowing any more tokens out
every account has a limit of 100 servers. they were giving server hosts a special permission to go above this limit but they have disabled the form until it can be automated
There is 2 different mods for hytale both copied from kubejs(minecraft lol)
Double execution then.
Ah right makes sense now thank you
Wack
Do /auth persistence Encrypted to make it persistent btw
Vulgus sanguinem esurit, cur eos negare?
Sorry I dont speak this language
Neither do I!
translate what he said for a laugh
Jumping all the way to the video stage?
As opposed to what?
I've just been working on mine quietly. Granted, I'm slow as sin to add content, so I have little to show off.
Ohh, Mine is done :p
Impressive.
I havent made a video for my mod tbh and its doing fine for what it does
Its about 2000 ish lines of code
I have smth to DM you if I can for a sec ๐
Sure why not
Is your mod available somewhere?
Not yet
oh so you can send colored text in chat cool
Does nametags support colors?
anyone know if you can set an area of blocks without making a selection manually? like a command that lets you input the 2 positions of the area to set blocsk in
/pos1 /pos2
would that work if it was ran from console? im just trying to set an area of blocks automatically
nope, these commands are player only as i know
/updateselection also wants a real player
According to the source code they extend AbstractPlayerCommand
yep that would work
dang, ive technically already got a solution for it automatically via a plugin, but ive noticed the /setblocks command is WAY more efficient than my code and i couldnt really figure out how the command set blocks itself
nope
nvm, nop
Don't you have the source decomped? Just look at how it does it.
thats what i mean, i looked at it and couldnt figure it out
im just not that experienced with java dev or how hytale does stuff yet
there is no command which can be used in the console directly for these things, you would have to make an own for that
already done that with my inefficient setblock code, i just wanted to see if there was a vanilla way because as i said i couldnt figure out how to do it the efficient way the commands do it
but if not then i guess ill try and see if i can figure it out
did you look at the commands?
I think I found the code that does it, for what that's worth.
whats it under? might as well take a look again
BuilderToolsPlugin.addToQueue(playerComponent, playerRef, (r, s, componentAccessor) -> s.set(pattern, componentAccessor));
src\main\java\com\hypixel\hytale\builtin\buildertools\BuilderToolsPlugin.java
Line 2892:
public void set(@Nonnull BlockPattern pattern, ComponentAccessor<EntityStore> componentAccessor) {
Under that method is one called fill, which might also be what you want.
oh yea actually pretty sure this is exactly what i need
had u fix this?
anyone also has some very high perf issues with their server? i'm currently in asia and my server is in the us so it may be from that but I'm feeling more than just latency, I feel like the server tickrate is really slow, but when I check my server's health is seems alright (it's self hosted btw)
How exactly do plugins work here (in hytale)? (considering every mod is server-sided only)
the server-side java mod is what's called plugin
check this ytb video watch?v=UTfNWGLvc9Y
Okay, so every server-sided mod is a plugin
no
Oh
you can make custom items with custom effects etc entirely via assets
That's data-driven content
yes but its not a plugin ;)
But I was talking about the mods
i'm not sure to really know everything about this but from what I understand
mods have two parts, asset packs, and plugins, the plugins are the server side mods, the asset packs (items, block animations etc) are client mods (not touching the code tho) but they are delivered by the server
so at the end you may have a single mod containing both that you put on your server, but there is a part that goes to the client
Okay, so does that mean that every hytale mod is technically just a plugin bc everything is server sided only?
no most mods are just the client part
but you store them on the server that then sends them to clients
Not sure, gave up
is it possible to make a raycast from the player when they run a command to get the entity they are looking at?
Someone know an event listener when a player right click on npc ?
The situation is i made a mod with pet and i want an to execute code when the player right click on it.
I didn't find how to do this, but I quickly gave up, from what I found you have to do it with the F interacction and it would go through the interaction system, but from there I stoped searching and just used a mod that did what I wanted to do (transfer to another server)
Is there a way to "break" a block instead of just setting it to air? Also getting the drops if that block was broken by a pickaxe?
@hushed quest if you find how to do this could you please share your code?
PlayerMouseButtonEvent?
thx for the response, so u find an method to execute some code when u interact with the npc ? can u share me the code
sure
You could break and drop the items manually if there is no like player break effect or what you want
nop already test it
let me try
That was my plan but I can't figure out how to get the drops of breaking the block.
You could possibly map it but can I ask what are you doing exactly?
Trying to break the block from a BlockState tick. Then place items in a container
no sorry, I found a mod that allows you to create npc dialogs on specific entities, with UI buttons that can execute commands, I used that then I just used a cross server portal mod
Is there an item drop event of some kind in the game? Maybe use that
how do you update that?
Does anyone know how to tamper with the item a player is holding? Right now I'm just trying to add/remove durability from it
Download the server again, replace all the files
So I have it so far removing blocks and adding them to a container but I would like to get the actual drops of the block not just the block. (If this makes any sense) So an ore should drop the ore variant and cobblestone
Yeah I dont think there is a getDrops method in this game
I found BlockHarvestUtils.getDrops but I haven't had luck figuring out how it works.
I see, thank you. ๐
Ok I'd love to make this myself but I'm so busy making my server I can't (Ngl I also don't got the hytale modding knowledge currently either) ๐ซ We all would love if one of you beautiful lads would make a item banning mod where admins can still access the banned items or like just gate them behind conditions ๐ โค๏ธ currently REALLY hard to make a themed server/even playthrough with players/myself being able to just craft everything
That doesnt really do much it doesnt seem like it
Anyone who knows how to code that wants to join a project? we are working on making a highly runescape inspired server and are looking for more people who want to join the cause ๐ if you want to join or just want more info hit me up!
Temp idea: if its just one or 2 items just make a custom asset pack and delete the crafting recipe
Making a starwars/rust (The game) kind of server and I gotta ban SO MUCH more ๐
what is rust (not the game) ? as in i would have assumed you meant the game
Has anyone figured out getting a projectile to use a projectile config?
It's also a programming language
oh interesting never heard of it
Yea I will probably just have to make my own map.
Has anyone experienced issues with capture crates on their server since Hytale launch? And if so, have they become more stable & causing less crashes in the recent update?
How can i run a raycast from the player to get what entity they are looking at?
Its a programming language that holds your hand so tight you cant mess up easy
Does anyone have a current download link for the latest .jar? I can't find it.
How would I do this?
instanceof
%appdata%\Hytale\install\release\package\game\latest\Server
ayo new there is there a post in this server with instructions on how to play with friends?
Are there any reasons why my custom animation inst even playing??
protected void execute(@NonNullDecl CommandContext commandContext,
@NonNullDecl Store<EntityStore> store,
@NonNullDecl Ref<EntityStore> ref,
@NonNullDecl PlayerRef playerRef,
@NonNullDecl World world) {
ServerCameraSettings settings = new ServerCameraSettings();
settings.distance = 10.0f; // Zoom distance from player
settings.isFirstPerson = false; // Third-person mode
settings.positionLerpSpeed = 0.2f; // Smooth camera follow
playerRef.getPacketHandler().writeNoCache(
new SetServerCamera(ClientCameraView.Custom, true, settings)
);
//AnimationUtils.playAnimation(ref, AnimationSlot.Action,"Gangnam",true,store);
AnimationUtils.playAnimation(ref, AnimationSlot.Action, (String)null, "Gangnam", true, store);
try {
ScheduledExecutorService scheduler = Executors.newSingleThreadScheduledExecutor();
// 3. Schedule the reset to happen after a delay
// Parameters: The task, The delay, The unit of time
scheduler.schedule(() -> {
playerRef.getPacketHandler().writeNoCache(
new SetServerCamera(ClientCameraView.Custom, false, null)
);
// 4. Clean up the scheduler thread after the task is done
scheduler.shutdown();
}, 5, TimeUnit.SECONDS);
} catch(Exception e) {
playerRef.sendMessage(Message.parse(e.getMessage()));
}
}```
i did it here on event code when player joins, it even shows in the logs, but its not playing when i use command
ModelComponent modelComponent = store.getComponent(ref,ModelComponent.getComponentType());
Model model = modelComponent.getModel();
Object2ObjectOpenHashMap<String, ModelAsset.AnimationSet> animationSetMap = new Object2ObjectOpenHashMap(model.getAnimationSetMap());
BsonDocument mockData = BsonDocument.parse("""
{
"Animations": [
{
"Animation": "Characters/Animations/Gangnam.blockyanim"
}
]
}
""");
ModelAsset.AnimationSet animSet = ModelAsset.AnimationSet.CODEC.decode(mockData);
animationSetMap.put("Gangnam",animSet);
animationSetMap.forEach((k,v) -> {
HytaleLogger.getLogger().atInfo().log(k);
HytaleLogger.getLogger().atInfo().log(v.toString());
});```
What would I be using instanceof with? I currently have the Ref<EntityStore> of the entity
dynamic assets ๐ญ ๐คฎ
im not uisng a Player.json to add the animation manually i feel like i want some flexibility
- you have to add it before the players join
- you can send the asset via packets but you bypass the only caching mechanism and this is only meant for the editor
id have to use some hytale asset register thing to modify the AnimationSetMap of that model in the code?
im basically new here but im experienced on other languages
and then you'd have to broadcast the asset to all clients
There's also WorldProtect
On initial connection the server sends a hash + name of all assets to the client and the client requests the ones it doesnt have, after that you can only forcefully push assets to the client (bypassing the cache)
how to get curseforge to recgonize Hytale?
@warm sedge Sorry for the ping, just making sure you seen this
the sensor
I also don't know how to get that lol
is there is a way to do that on the hytalemodding documentation?
You shouldn't need a paid plugin. Just check both of them out to see which better fits your needs
or a better documentation
HytaleAssetStore.handleRemoveOrUpdate
decompile the server jar, open it in your editor of choice and use search
^
its not on the autocomplete but i may try just decompile the server jar.. or is there one being decompiled on github
After the HealthBar mod was updated, many floating health text displays appeared on the world, but there are no creatures around, and the floating text can't be removed. What should I do? Has anyone encountered a similar situation?
thanks for the help i guess i have to figure this thing out for days
Does anyone know how to get the SensorTarget from an entity?
Role->instructions->Sensor
I'm sorry, I haven't had a chance to mess around much with entities so you will need to be a bit more specific
NpcComponent -> Role -> Instructions ->Sensor
you can probably just create a custom instruction telling it to attack x player
Is there a way to hook into a Server Crash/Shutdown ?
plain java
Example?
Runtime.getRuntime().addShutdownHook
That'll run if the Server Crashes also?
as long as it doesnt crash the jvm
Nothing will realistically be able to run while a server crashes...
So would I just add the NPCEntity component to my entity? At the moment I just have Transform, PersistentModel, Model, BoundingBox, NetworkId, and Interactions
i believe so, im not an expert im just reading the code from the server jar ๐ญ
Basically need to post the Players authority back to the Main Server, If a Sub Server crashes
Since you're here, do you know if I'm missing any important components for hostile entities?
I dont think so? stats component for health?
right, thanks lol
Is there a better way I can spawn entities without having to manually add all the components?
can someone make mod to give limited access to entity tool in survival
๐ ๐
I wonder if itd be possible to have the Server boot an external monitoring tool that will then Monitor if the server is accessible....
why wouldn't it be
Could potentially be a hard limit of the Server Host? EG one of the websites that hosts a server for you
p.sure all of them just use docker/containerization
I basically just want to be able to Send the Players most recent inventory back to the Main Server, In the event their server of authority crashes
the jvm wont crash unless something goes catastrophically wrong so just use the shutdown hook,
if it crashes from a java exception, it will run
Good to know
if the jvm crashes no more java code can run so the only code that could survive is either in another process or native, then you'd have to port your code for linux/windows/mac and things get messy
just periodically send it to the main
Sounds like room for fraud
every 5~ seconds check if the inventory has changed, if it has broadcast to main
Though I guess then I'd have to hook into Player Death also
If the Player Dies, Send their new inventory to Main
if a player can crash the server on command when they die, you have bigger problems
any server available?
Assuming their Server of Authority is still up, As soon as they join Main or another server, their inventory will be brought over, So there isnt any issue if the servers are up
I dont really want to be spamming a server with HTTP Requests if a player is constantly changing their inventory
thats why you just check every x seconds and only when there is a change
you could make it 30, just think of it as a fallback mechanic
30 is probably more reasonable, Although we also have to consider potentially how many players are on the server
@warm sedge I figured it out. Thanks a lot for your help and patience
I wanna remove a custom HUD
but when i do
player.getHudManager().resetHud(playerRef)
the game just crashes ("Failed to apply CustomUI HUD commands")
we both learned!
I suppose I could bundle up a bunch of Inventory Changes into one request
I had the same issue. Maybe try setting the hud to a new empty hud
You could actually take a look at the EyeSpy mod on CurseForge to see how they handle it
like this?
same issue
player.getHudManager().setCustomHud(playerRef, null)
No, that will crash too
Create a hud with nothing on it and set it to that
I would recommend checking out the EyeSpy mod though, they might have found a better solution
alright empty hud works but i ll check out the mod ty
Are the devs publishing the server source or are we going to have to decompile the JAR? I have a feeling there are some code comments that would be really helpful that get stripped out when compiled.
Anyone know how to prevent mobs from spawning in a wold by code? like there is no event to cancel from entitySpawn but there is for entityRemoval.
Much appreciated ๐
whats the best way to refresh a custom hud every second?
I personally use an HUD Manager, that store every custom huds, and that i run on a custom thread
by launch, does it mean after EA?
btw it might be after V2 world gen implementation as I suspect
I'm wondering if there is a tutorial to make a mod or a already created mod that will replace a persons model for a server on an individual baces - i got my own model working and imported. i just now need to figure out if i can get it to work for everyone that joins
no clue
How can I iterate over all the Players in
PlayerStorage playerStorage = Universe.get().getPlayerStorage();
hey guys, what is the blockTypeKey for empty ? I tried :
world.setBlock(spawner.x, spawner.y, spawner.z, "AIR");
but not working
Can we add images to hytale ui from links not local file?
does anyone have HytaleAssetStore.js? im trying to decompile hytale but my cpu cant handle this
and ranork unpacked hytale has that but its empty
Hmmmm
public void run() {
// Code to run during shutdown (e.g., cleanup tasks)
System.out.println("Shutdown hook is running! Performing cleanup...");
ShubshubServerJump plugin = ShubshubServerJump.getInstance();
PluginConfig config = plugin.getConfig();
//We want to bundle up all the Authoritative Players Data and send it back to the Main Server
String mainServerHost = config.getMainServerHost();
int mainServerPort = config.getMainServerPort();
String thisServerHost = config.getThisServerHost();
int thisServerGamePort = config.getThisServerGamePort();
// Load player data from PlayerStorage
Map<UUID, PlayerData> playerDataMap = plugin.getPlayerDataCache();
for (Map.Entry<UUID, PlayerData> entry : playerDataMap.entrySet()) {
UUID playerUuid = entry.getKey();
PlayerData playerData = entry.getValue();
// Prepare data to send
String[] authoritativeServer = playerData.getAuthoritativeServer();
String authoritativeServerHost = authoritativeServer[0];
int authoritativeServerPort = Integer.parseInt(authoritativeServer[1]);
String fullAuthoritativeServer = authoritativeServerHost + ":" + authoritativeServerPort;
String fullThisServer = thisServerHost + ":" + thisServerGamePort;
if (fullAuthoritativeServer.equals(fullThisServer)) {
// We want to give authority back to the Main Server so we will cache their Inventory for saving
inventoryMapToSend.put(playerUuid, plugin.getOfflinePlayerInventory(playerUuid));
}
}
// Example cleanup: close database connections, save data
}
Will this be too much code to run on Shutdown? I'm then planning to send out an HTTP Request
public static final String EMPTY_KEY = "Empty"; try Empty
Use HyUI. Multiple huds managed without you needing to think
did button background opacity fixed in hyui
Ah thank you ! ๐
Someone know how to execute code when u interact with an npc
The situation is i made a mod with pet and i want an to execute code when the player interact with him
It supports opacity on backgrounds, why wouldn't it?
it was giving error in 4.1
Hmh interesting. And you reported it?
nah

Is it possible to apply a player inventory if a Player is offline?

hmmm maybe if you have the uuid you can; you'd have to figure out how the game normally saves it and replicate that because the player entity with its components doesn't exist
I figured it out
PlayerStorage playerStorage = Universe.get().getPlayerStorage();
CompletableFuture<Holder<EntityStore>> playerDataFuture = playerStorage.load(playerUuid);
You get the CompletableFuture this way
And then you can grab the Holder from there
And then just pass it the Inventory and you can set it
is there a way to implement a custom MovementState?
hih did u found a way to change or disable
Can anyone help me figuring out why I cant load the Hud I created?
Client Log Says it added it to the Cache:
2026-01-26 12:50:59.2532|INFO|HytaleClient.Application.AppStartup|Added cached reference to asset a9f1b7da4c48493b501b1a9cbc2d031fce81aa44b5b4e68c0193a41c80209a9f: 1, UI/Custom/Hud/nv_debug_hud.ui
But I still get kicked, with the message he couldnt find the Asset:
2026-01-26 12:51:01.7518|INFO|HytaleClient.Application.AppGameLoading|System.Exception: Could not find document Hud/nv_debug_hud.ui for Custom UI Append command. Selector: System.Exception: Could not find document Hud/nv_debug_hud.ui for Custom UI Append command. Selector:
Normal Pages are loading fine.. I am on the pre-release
Am I referencing it wrong?
uiCommandBuilder.append("Hud/nv_debug_hud.ui");
i'm gonna post this here in case anyone want to do what i was trying to do.
to prevent npc spawning, disable npc spawn, there is a command named /spawning disable, and you can also disable it in code using world config
Anyone know how to grab a translation string for a built-in item, like, from an ItemID? Or item.getItem().getTranslationKey(); ?
AH! I got it. It really is Message.translation(translationKey) : ```java
private Message getDisplayName(ItemStack item) {
final String translationKey = item.getItem().getTranslationKey();
return Message.translation(translationKey);
}
Path to your Hud is: <project_path>/resources/Common/UI/Custom/Hud/nv_debug_hud.ui ?
yo, im trying to remove block shadows from below a platform:
is there some kind of light source block, night vision-like potion effect or other ways to achieve this?
Is there a way to hot reload changes in UI files?
Yes
Maybe it's the name "nv_debug_hud"? Try to name it with capital letter at the start, and all capital after each "__"
It just... does it for me automatically? When I update a .ui file it just tells me it reloaded. Unless you mean while it's open , in which case, maybe not.
Is there any event that precedes onPlayerReady? I need to make it so that when a player joins a server, they are automatically redirected to another server, but without loading anything from the server.
PlayerConnectEvent
Thanks
Is there a way to launch multiple Hytale clients at the same time to test multiplayer logic for my mod?
Hey guys, how can i change text colors in chat? ยงd* or ยง6 dont work
buy a second account ๐
Hey! Is it possible to modify already existing UI? Like user inventory or chest inventory
prolly via asset editor or smth
I mean the functionallity
For example when i press the sort button, send a message
instead of sorting
maybe you could hook into inventory events or smth if its handled server side
But it seems only one instance of the HytaleClient process is allowed to run simultaneously
buy a second pc ๐
I update UI file in asset editor, and apply changes, but nothing happens till I restart the server...
I see that resource in build directory changed, but it didn't applied immidiatly...
Can you share how you run the server?
Iโm running into a bug in my code, does anyone have ideas on how to fix it?
I have a world that contains two sub-worlds (world1 and world2). In world1, I assign a custom Component to a block, and Iโm sure that operation works correctly. However, if I switch to world2 and then go back to world1, it looks like that block has lost the Component. Any idea?
Has anyone found out how to open a UI or run a command from a block interaction?
I have been searching in the asset editor but I haven't found it yet
I didn't touched components yet, but looks like it didn't save the Component state for that block.
I would look into something related to CODEC or "clone()" functions first
I got server transfers working with synced inventories yay
I made a custom state for my custom BlockState for the block with CODEC and register it like this:
this.getBlockStateRegistry().registerBlockState(CustomBlockState.class, "Example_State", CustomBlockState.CODEC, CustomBlockState.Data.class, CustomBlockState.Data.CODEC);
CustomBlockState.CODEC - it's about block specific block in the world.
CustomBlockState.Data.CODEC - it's general for all blocks of this type.
Irie will return with the Hytale devkit plugin for IntelliJ.
I tried it, but I haven't actually had any success yet. It's redirecting the player before completing client authentication with the server, which ends up breaking the connection.
private void onPlayerSetupConnect(PlayerSetupConnectEvent event) {
if (connectionConfig == null) {
return;
}
// Verifica se o jogador tem dados de conexรฃo referrals
byte[] referralData = event.getReferralData();
if (referralData == null || referralData.length == 0) {
scheduleRedirectToLobby(event);
return;
}
String token = new String(referralData, java.nio.charset.StandardCharsets.UTF_8);
boolean valid = ReferralTokenService.validateToken(token, connectionConfig.getSecret(), event.getUuid());
if (!valid) {
scheduleRedirectToLobby(event);
} else {
LOGGER.atInfo().log("Player %s authorized with valid token", event.getUuid());
}
}
private void scheduleRedirectToLobby(@Nonnull PlayerSetupConnectEvent event) {
LOGGER.atWarning().log("Invalid or missing referral token for player %s. Will redirect to lobby in %d seconds.",
event.getUuid(), REDIRECT_DELAY_SECONDS);
redirectScheduler.schedule(() -> {
event.referToServer(connectionConfig.getLobbyHost(), connectionConfig.getLobbyPort(), null);
}, REDIRECT_DELAY_SECONDS, TimeUnit.SECONDS);
}```
[2026/01/26 12:51:28 INFO] [SessionServiceClient] Exchanging authorization grant for access token
[2026/01/26 12:51:33 WARN] [SessionServiceClient] IO error while exchanging auth grant: request timed out
[2026/01/26 12:51:33 SEVERE] [HandshakeHandler] Failed to exchange server auth grant for access token
[2026/01/26 12:51:33 INFO] [Hytale] Disconnecting with the message: Server authentication failed - please try again later```
I believe that using onPlayerReady would be ideal, right?
I need to use components in my project tho
Anyone knows how i can adjust the Text from "Press F to interact" to "Press F to <text>"? i have a custom item and a custom interaction class. i cant find any clue but on chests you have "Press F to open <itemname>"?
Hey. How can i cast a context in a command to a player?
Hey, i have a problem on my server while loading the Memories plugin from hytale, it say failed to load plugin, does anyone already had this problem and can help me please ?
Ah I don't know about the asset editor, I'm doing a plugin so I'm in intellij with the hytale gradle plugin.
I dont get why you are delaying the refer, that doesn't make sense to me lol
For the reason I explained, if I try to redirect at the exact moment of connection, it breaks the connection with the server that is still connecting; Hytale hasn't yet been able to validate the client's information.
I'm getting this error today, somebody know what's up?
[2026/01/26 13:21:23 WARN] [AssetModule|P] Skipping pack at Hytale_Shop: missing or invalid manifest.json
[2026/01/26 13:21:23 WARN] [AssetModule|P] Skipping pack at MPC_LivingLandsReloaded: missing or invalid manifest.json
there are tho
One is the vanilla Hytale folder, one is my mod. Both contain the JSON files.
It seems to be related to CustomUI stuff, but haven't figured it out yet.
what do you expect now? no one can see how they looks like
missing or invalid manifest.json
They are not invalid.
No idea what you are doing wrong, but for me it works without any delay, delay also doesn't make sense as the event isn't async
Btw these messages are before the Setup Event get called, so your server auth is missing or invalid
Was trying to see if Hypixel broke custom UIs or the asset pack loading with the latest update. Cause it was working fine before.
When you get these messages, the manifest file is missing or invalid, as no one knows how they looks for you, no one is able to help you ๐คทโโ๏ธ
Well, the vanilla one should look the same for everybody, I didn't touch it so I reckon something vanilla is broken.
In my Hytale_Shop folder is no manifest.json ๐คทโโ๏ธ
wouldn't that mean everyone else should have manifest.json issues then?
If I'm searching for the warning message in Discord, I can see a lot of posts that seem to run into the same issue. I have not found a definitive answer which is why I was curious if there's any news about.
That warning message is not a problem or error, it just means there is no manifest or it's just invalid. All folders in the mods folder will be searched for assets ๐คทโโ๏ธ
randomly got an idea of a mod that detects when a player is out of combat and then gives them infinite stamina based on that. might spend some time making it
Also, here's the content of my manifest:
{
"Group": "MPC",
"Name": "LivingLandsReloaded",
"Version": "${version}",
"Description": "Survival mechanics mod with hunger, thirst, and energy systems",
"Authors": [
{
"Name": "Living Lands Team"
}
],
"Website": "",
"ServerVersion": "*",
"Dependencies": {},
"OptionalDependencies": {},
"DisabledByDefault": false,
"Main": "com.livinglands.LivingLandsReloadedPlugin",
"IncludesAssetPack": true
}
Trying to get my custom npc to spawn in zone0 is absolutely doing my head in. On every server restart I just get this error: Caused by: java.lang.IllegalArgumentException: Fae_Wild does not exist as a role!
I'm thinking it's just failing to validate the role, probably a syntax error, but asset editor won't say that it's invalid or where the issue is.
Anyone has an idea?
show some code
Its pretty long, can i send u the paste bin in private?
What does the Version look like when it is not "${version}"?
sure
Anyone else got issues authenticating a server or it just me because I'm restarting too often >.<
It reads from a file called version.properties during build. The final content is "1.0.0-beta".
Try removing the -beta and test the mod again
says I'm offline as well for me
do your assets getting downloaded when you join ?
Ok, well... sadge I guess, but at least I'm not the only one.
problem is that i'd have to quantify what "in combat" means, i can't even do that for my projects without issues
[2026/01/26 13:45:17 INFO] [SessionServiceClient] Creating game session...
[2026/01/26 13:45:22 WARN] [SessionServiceClient] IO error while creating session: request timed out
[2026/01/26 13:45:22 WARN] [ServerAuthManager] Trying force refresh of OAuth tokens because game session creation failed
[2026/01/26 13:45:22 INFO] [ServerAuthManager] Refreshing OAuth tokens...
[2026/01/26 13:45:22 INFO] [SessionServiceClient] Creating game session...
[2026/01/26 13:45:23 WARN] [SessionServiceClient] Failed to create game session: HTTP 429 - Rate exceeded.
[2026/01/26 13:45:23 WARN] [ServerAuthManager] Game session creation with force refreshed tokens failed
[2026/01/26 13:45:23 WARN] [ServerAuthManager] Failed to create game session
Browser authentication failed. Check server logs.
Any clue about that?
Wait few minutes and try again
Servers are borked for everyone
Literally everyone can't play multiplayer right now, it's not just us devs ๐ข
Welp. I should wait
Where did you get that info from?
hytale api is fked atm
Simple. I went to #game-discussion and there's a bunch of squeakers whining about it
I have the same error here
HAHHAA
devs knew i had to go back to work so sent you all to suffer with me muahaha
cant do online?
If by downloaded you mean cached, this is the output I get:
2026-01-26 14:47:26.6605|INFO|HytaleClient.Application.AppStartup|Added cached reference to asset fadc6a4b678ab6dcfc88999ecc063791ade43425862e39bb8f1cbe4ee81b9ca6: 1, UI/Custom/Hud/LivingLandsHud.ui
2026-01-26 14:47:26.6686|INFO|HytaleClient.Application.AppStartup|Added cached reference to asset b902795e96f8e6c24da7c3ff1e47c65f16168627c85bb5c95c01bfaa02281a92: 1, UI/Custom/Hud/ProfessionsPanel.ui
2026-01-26 14:47:26.6686|INFO|HytaleClient.Application.AppStartup|Added cached reference to asset e7676fb95e760d29f22f87c3cf8aac239a01d3eb19852a9d2f977d81b869d84e: 1, UI/Custom/Hud/MetabolismHud.ui
2026-01-26 14:47:26.6686|INFO|HytaleClient.Application.AppStartup|Added cached reference to asset 9b6f5af9e0c8245ae00ae16405f20116e81c1c76bd5847900ec54711ace7c2cb: 1, UI/Custom/Hud/
-beta is valid for the version, as it's SemVer Format
then you can ignore the warn messages
online play is disabled currently?
do u guys use hyfixes?
yeah seems like something is going on
and I literally just sat down to work on it...
I just restarted my server and it's ok. Hytale servers hiccup and everyone's going mad ๐คฃ
it is valid, I was double checking too haha ๐
everything like
1.0.0-alpha
1.0.0-alpha.1
1.0.0-beta
1.0.0-rc.1
1.0.0
1.0.0+20130313144700
1.0.0-beta+exp.sha.5114f85
is valid lol
where is the path of your manifest.json file located? like app/src/main/resources/blahblahblah
/src/main/resources/manifest.json
just saying he can ignore these warnings because they are only for the mod folders, not the plugin jar
i mean it looks weird but it's normal lol
what did you use if i may ask?
i guess if we need to store server-level data we can just do whatever we need to for the time being. like writing a json file or something.
You can make a custom interaction Hint , and its defined in the server.lang file, "interactionHints.open = Press [{key}] to open {name}". And its being used in the blocks json as "InteractionHint": "server.interactionHints.open","
Is there any type of unique identifier im able to use? i.e serverip/id
is there an event that fires before player disconnect?
I want to get player's inventory before they quit basically
Is anyone looking for a Brazilian developer for their Hytale project? I'm available.
PlayerDisconnectEvent
I can't get store from player disconenct event no?
at com.hypixel.hytale.component.Store.getComponent(Store.java:1215)
i mean maybe DrainPlayerFromWorldEvent
idk if that get's fired when disconnecting
eh should be fine regardless ig for my use case
will check it out ig thanks
why do people ever need to get some player reference from <PlayerRef>? where does that ocme form?
omg the channel isnt acitve for the first time in the 13 days hytales existed
Hmmmmmmm does anyone know if you can persist metadata changes on an item without replacing it in the hotbar? I think I initial did this because otherwise durability restores weren't working, but it's completely deleting any Q charges when I do this ๐ข
also do yall really make a new class every time you need a new say component? I thought I was just being overcomplex when i automated turning addComponent("Thing", "hi", "string"); in javascript instead of a new class? do yall just, make new classes?
I was looking for another way since that once seems to be deprecated but haven't found another way to reference the player yet
[HandshakeHandler] Server session token not available - cannot request auth grant
are hytale auth servers off? just restarted my server and now i get this
where do you even get this from? player events ig it would be?
They're wonky this morning. Try again in a few minutes
oh so its not my issue only
all that matters honestly lol 
nope, had that earlier and people seem to continue having it in #game-discussion so...
Hytalemodding has API reference
oh wait, do you get intellisense or whatever from just registering events? you can see the type in Java automatically???
restart server
they are prob modifying something so it's not that stable atm
just restart when this happens
maybe Java has a few advantages over JS
also, do you need to use the asset editor alwas to make a new entity? or can you reuse assets temporarily?
does anybody know how to register a new entity?
in the main plugin class start()
getEntityStoreRegistry().registerComponent()
I forgot the params though
component? Ik that, II mean an entiy (I just made a registry system for components)
you gotta pass a whole damn class, its horrifying
oh i cant read mb
Just for Information, this was caused by an Syntax Error in the .ui file, instead of showing whats wrong, hytale decides to just say "we couldnt find the requested file" Nice.
Yeah custom pages and HUD are extremely scuffed
do you know or not? you can do stuff with components and just not register a new entity?
getEventRegistry().register(PlayerChatEvent.class, "chatChannel", event -> {
GameEvent gEvent = new GameEvent(EventType.CHAT_EVENT, "<Hy-" + event.getSender().getUsername() + "> " + event.getContent(), null, 0);
sendEvent(gEvent);
});
why is the event not being called guys?
anyone has experienced problems when using subcommands & aliases for the subcommands ?
can you state your problems? why are you asking if anybdoy has, do you know how to fix possible issues bwecause you found bad code or you have an issue and, I guess wanting to find people who have had thier issue solved is logical, but still illogicla becuase just asking help wtih the issue is best
is there a way to respawn all the loot chests on the map, server side? I feel like once a player clears a mob camp and loots the chest the game whould regenerate the chest every so often? Sort of like an MMO? At least that is how I am trying to confgure my hosted server ๐
i made a better explanation with perplexity: I'm encountering a command parsing issue with Hytale's command framework when using AbstractAsyncCommand with subcommands.
The Problem
When I execute /f c, I get this error:
The wrong number of required argument was specified. Expected: 0, actual: 1
Usage: /f
f create <name>
f disband
f info [--name=?]```
...
The framework treats "c" as an argument to the root command instead of attempting to match it to a subcommand like create or chat.
My Setup
I have a FactionRootCommand extends AbstractAsyncCommand with multiple subcommands registered via addSubCommand():
โ
```java
public FactionRootCommand(@Nonnull FactionsPlugin plugin) {
super("faction", "Faction root command");
this.plugin = plugin;
// Register subcommands
CreateSubCommand create = new CreateSubCommand(plugin);
InfoSubCommand info = new InfoSubCommand(plugin);
ChatSubCommand chat = new ChatSubCommand(plugin);
// ... more subcommands
// Aliases
info.addAliases("f"); // โ This seems to cause the issue
list.addAliases("ls");
this.addSubCommand(create);
this.addSubCommand(info);
this.addSubCommand(chat);
// ... etc
}
@Override
protected CompletableFuture<Void> executeAsync(CommandContext ctx) {
// Shows help text when no subcommand provided
ctx.sendMessage(Message.raw("Faction Commands Help")...);
return CompletableFuture.completedFuture(null);
}
Root Cause Analysis
I believe the issue is caused by info.addAliases("f") creating a conflict where /f is both the root command name AND an alias for the info subcommand. This appears to break the subcommand dispatch logic.
What was the syntax error? I'm having a similar issue
Questions
Is aliasing a subcommand with the root command name supported? Should /f be able to simultaneously be the root command and an alias for a subcommand?
How does subcommand matching work? Does it support partial matching (e.g., /f c โ create), or does it require exact names/aliases?
What's the proper pattern for default behavior? If I want /f alone to show faction info but /f create to work, what's the recommended approachโshould I handle this in the root's executeAsync() or use a different pattern?
Why does the framework report "Expected: 0, actual: 1"? It seems like the argument "c" is being passed to my root command's executeAsync() even though I have no required arguments defined on the root command itself.
Any guidance on the correct architecture for this use case would be appreciated.
could you do it as a getEventRegistry().registerGlobal(PlayerChatEvent.class, ...
yeah isnt register just per instance, like register for a player, and registerglobal is for the handler?
ig I can't access player's inventory when they leave
any ideas what are some workarounds to save inventory properly?
I need to save it in database so I'd rather not spam it like crazy
you could try making lootr for hytale? you gotta make a plugin theres zero cahnce ever that would be just a config
thanks, I'll let you know if it works
I forgot to add ids to Components:
@DebugRow #TargetBlock { <-- I missed the #ID here that somehow caused an Error
@Label = "Block:";
@Value = "stone";
}
Your command is /faction and has 3 subcomands create, info, chat. You are aliasing info subcomand as /f instead of /faction itself. you should use this.addAliases("f"). For subcommands I havent tried aliases, but I would suggest setting the aliases at class level instead on doing it in the "Parent command"
Universe.setPlayerStorage
another message to this, does anyone have a template?
is there a place i can find a raw list of every item in the game?
okay i'll try then
the main command alias is set and working correctly but i'll try for subcommands to set the aliases at class level ๐
hey, do you know how to unregister an entity system? in entity store registry
you can add aliases to subcommands the same way
yes i have them already
thanks goated man it works now i can chat between hytale and minecraft
but i think they are making conflicts
uh not sure what this would do I am sorry
I am trying to get their inventory to convert toString
rather than setting their inventory ๐ค
yeah I have tried the loot mods but you have to manually respawn each chest ๐
they shouldn't conflict unless you try to add the same alias to multiple subcommands
this is where players are loaded and saved to
I'm merely being resourceful ๐ I've never touched getEventRegistry ๐ or player chat events.
I'm just testing out some local tooling to lookup information and then ...discuss with AI ๐
I take zero credit
well, now i am 1 step further in hytale minecraft crossplay
I expect my name to be listed... lmao jk
right but I don't know how to reach the player storage though
first version is still being reviewed on modrinth
i'll do some cleaning in my code & check (made too much classes in the same file it's hard to read x) i may made a problem bcs of that
maybe a mistake or smth like that
Universe.get().setPlayerStorage(...)
requires PlayerStorage yeah
I can set a empty one with getPlayerStorage but idk how to get the one from actual player
sorry I really can't find anything related to this
PlayerStorage is an interface, create your own
^
oh I probably wasn't clear then my bad
I am not having issue with inventory saving/loading
rather that I can't get the players current inventory when they leave the server
that's wild hahaha
@sterile raft when a player leaves the server, it calls the playerstorage to SAVE the player data, that is how hytale saves it. if you replace it you are responsible for saving and loading
only already generated ones
I see okay
thank you
sorry guys really really new to all this โค๏ธ
you're learning we all are
keep up the great work ๐
A lot of people are decompiling source code from the HytaleServer.jar to get a deeper understanding.
I've been just looking at available classes and such in it
but I am quite new to java since I just worked as a web dev for past decade lol
I was wondering yesterday how some people are already making such good mods, did they get their hands on the decompiled server before the release? Or how on earth do they have so much information about all the methods and structure of hytale already. Or are they just built different ๐
I figure they're maybe porting from existing Minecraft mods/code
some people are built different
aka a lot of experience and knowledge
MC modding exp comes handy in this case
Don't be afraid to decompile the HytaleServer.jar for different classes.
You don't want the same chests reopenable? Per player loot is the only solution, otherwise they just setup walking paths to all the chests and get free loot
I check every few days for a mod for the chests to be per player loot haha ๐
bro just make an ender chest
thats not-... thats not what he means
As yes, lootr, the ender chest mod
you guys seriously can't take a joke huh
how i can make clickable links?!!!!
Bc it's a legitimately possible misunderstanding but a dumb one?
i said craft an item from another game but i get it ig
???
It was pretty impressive how quickly people had ender chests here
i'm not explaining this any further
so you think he means enderchests but in hytale? now youve really lost me
i want the chests to respawn (with server admin controlling the respawn timers).
Wait ender chests exist? That's legit just how lootr (should) work, just rerouting what inventory opens
Do you have it so people can't make it free loot via mining out the structure for walkways to the chests?
how i can make clickable links?!!!!
I'm going to kick and scream if you can make buttons into links
bro other servers have, and mods
They do? Where can you put a link what
Quick question: what about items in your hand? Can I also create an interaction if I have a specific item in my hand and right-click while holding the item? How do I intercept this right-click so that I can open my specifically created UI, for example? If so, could you please tell me how, because I can't figure it out...
In chat you should be able to do links
as the game stands now, once a player wipes the camps. the chests stay emty for that plater, yes I am running the mods so there is chest loot per player. the NPCS respawn, but the chests (loot) does not. It would be nice to respawn the loot chest at a much slower rate and keep NPC resppawn the same. similar to other MMOs
Does it confirm before taking you out?
Okay, so wipe the mobs, place a bunch of blocks making pathways to each chest, and once you get your want, they've beaten the game
You have to make an Interaction in the asset editor, then make a RootInteraction in the asset editor that points to that Interaction; the name you gave the Interaction you can then link to a class that inherits from the Interaction class and there you can implement what should happen when the interaction happens. (this may sound confusing, thats because it kinda is)
Guys, to use my world save and my character's items, all I have to do is save the universe folder. ?
might also wanna save the memories folder (i forgot if theyre in the universe folder or not)
I believe it should be within the
com.hypixel.hytale.server.core.Message
yo, why did i get pinged in gen just because my name is vi
you are missing the point. this is not a single player instance suggestion its for a hosted server ๐
I transferred the files, but even so, when I enter the new server, it's the same world, but my character is reset.
...yeah, if it was singeplayer you could respect it and not do that
right now the mobs auto respawn (which is good). just need a way to do the same for the loot chests inside the same mob camps. but on different timers. its a standard video game request man, if you run servers lol
what he means is that a player can just run a specific route looting a bunch of chests on repeat every now and then; basically infinite loot. wondering why you would want that rather than explore more?
thxxx, and how i can put colors??
Yeah, if a player wants to cheese some hard area after clearing it, super easy to setup a route instead of actually redoing it, removing the fun out of it
well, if people wanna play like that let them i guess
And say screw you rest of server?
with HyFactions and what I am trying to setup, players will be local territory
then dont play on that server
Thanks for the quick reply! And in the assets editor, I can then say that when you have item xy in your hand and right-click with the mouse, it should trigger my specific interaction class. Have I understood that correctly?
its just odd the mob camp nps auto respawn but the chests do not.
they are also part of that same .Message
context.sendMessage(
Message.raw("")
.color()
.link("https://example.com")
);
Ah yes, make me a plugin that if a player does a trivial task, then the rest of the server should just leave...
thxxx mate
No, you have to open the item in the editor and go down to the Interactions tab and add yours to 'Secondary' (right click); idk if its supported in the editor, might have to edit the raw JSON. could take a look at other interactions in the assets.zip to see whats in there.
I still get null for holder though
public void onPlayerDisconnect(PlayerDisconnectEvent event) {
UUID playerUUID = event.getPlayerRef().getUuid();
Holder<EntityStore> holder = event.getPlayerRef().getHolder();```
Should it be custom chests they can't break or put loot back in? How do you handle loot stored in the chests still?
yeah figured, any workarounds you know of?
I mean, if you make a server like that, only people who want that will play. sure, if you suddenly introduce it on an existing server its kinda ego for the owners unless its done by player voting
will check if that one fires
Anyone figure out how to make a window pop with a keybind instead of hotbar yet?
Maybe someone knows if there is any way to turn off construction in the world? Or only through plugins?
I messaged the HyFactions author, asked him if it were possible to make the chests "interactive" when they are under the red "War Zones". then I could claimn the big mob camps as red zones. players could not destory the blocks. only go in, fight the mobs (and each other) and loot the chests. right now if I do that, they can fight the mobs and each other, not destroy the blocks, but cannot access any of the loot chests
Okay? Wdym, how does this relate
it would be nice to have chests interactive on the green safe zones also.
right when when you claim either. you cannnot access any crates ๐
I mean
so suppose you can open them; would you want their loot to regenerate (in those red zones)? thats what you said earlier
that would be awesome. yes.
does holder contain uuid of player?
so you want warzones with loot for players to fight over aaaaaaaah that is understandable
the holder is like a store; you have to get components from it
So if a player falls in a spike pit... They're just screwed?
yeah, just trying to find where I can get list of it to know how to get it ๐
well im pretty sure the Player has a getUuid function
Does anyone have an idea of how to limit world sizes?
What happens to loot still in the chests????
ig this would do it
Holder<EntityStore> holder = event.getHolder();
PlayerRef player = holder.getComponent(PlayerRef.getComponentType());
UUID playerUUID = player.getUuid();
let's hope it doesn't die
it does, but its deprecated and marked for removal
so be careful about how much you use it ๐คท๐ปโโ๏ธ
^ hence why I went for playerref, not deprecated
yet. ๐
Does anyone have the server jar file for HytaleServer.jar that they could please send me?
DrainPlayerFromWorldEvent doesn't seem to fire on disconnect weirdly enough
for anyone wondering i managed to configure this using inventory manager api
Is there a way to register system only for one world or instance?
You haven't addressed the two big issues, what happens if items are... In the storage container when you want to put loot in them? And what if.you fall in a pit?
I need you rn actually ๐
how did you handle it?
saving for example on player disconnect and such
that is a work in progress, need to write a plugin i think. Am currently piecing everything together :D
first hurdle was setting up player inventories that are shared by the servers in the first place
I can't seem to find an event I could use
because on player disconnect, it's already unloaded
and on world drain it doesn't fire on quit so
good to know, well i'll let you know if i figure anything out
I've installed a mod on my server, then uninstalled it. I've removed the .jar and any/all of it's config/folders from /mods.
Now, I'm seeing errors related to that now-uninstalled mod on the server console, after many many shutdown/restarts of the server.
Is there any way to remove/undo this persistence change that the mod made to the server? And/or where can I look within the folder structure of the server regarding where/what might have been changed?
i cant have more than 1 of the same component type on a player right?
im not adressing the issues because i dont care about the details. whoever makes that plugin can go figure that out. all i said is that i understand the idea, not how it should exactly work
You can not have component types on a player?
cant have more than 1 component of the same type on any entity im pretty sure
Is there any component that has block information?
Can we set a block limit for the world we create, like a world border in Minecraft?
do you mean a custom system you made?
Anyone who knows how to code that wants to join a project? we are working on making a highly runescape inspired server and are looking for more people who want to join the cause ๐ if you want to join or just want more info hit me up!
so im forced to make a meleedamageinallyproximity and a rangeddamageinallyproximity instead of reusing a proximitybuff component :(
yeah, like right now i just register it to EntityStoreRegistry, i think it registers it for every world, no?
can you not set flags in the component to decide what kind of proximitybuffs it should do?
it does. I'm searching for a custom way
maybe a proximitycomponent has an array of Proximity(de)Buffs. then i can make getters like getEnemyProxStat(int enemiesinrange, etc)
yeah this sounds promising
I think this shines a light, although I'm not sure if you can do .getRegistry()
But it should light a path
- Listen for
StartWorldEvent(dispatched inWorld.java:onStart() ~lines 300-400). - Filter by world:
if (event.getWorld().getName().equals("your_world")) { ... }orevent.getWorld().getWorldConfig().getUuid().equals(UUID.fromString("...")). - Access store:
EntityStore entityStore = event.getWorld().getEntityStore(); - Register:
entityStore.getStore().getRegistry().registerSystem(MySystem.class, new MySystem());(Store exposesComponentRegistryinternally; proxy delegates here).
I've only looked at some of the decompiled code so far: Is per-item scripted affects anywhere or is that achieved through the asset editor somehow?
can i just ask; what kind of plugin are you making?
Project Warhammer Fantasy
hmmm interesting
same username?
I didn't get your question, can you rephrase it?
in my bio
The humble enum
oh right thats a thing i forget
tbh I am thinking to go caveman
I can just get the player file from universe/players/uuid.json
and take inventory from there
im going to take the same approach as how hytale handles StatValues since its almost the same.
say I wanted to access the target entities health, how would I do that?
public FreezeCommand(@Nonnull String name, @Nonnull String description) {
super("freeze", "Freezes the specified player");
playerArg = withRequiredArg("player", "Target player", ArgTypes.PLAYER_REF);
}
@Override
protected void executeSync(@Nonnull CommandContext commandContext) {
CommandSender player = commandContext.sender();
PlayerRef targetPlayer = playerArg.get(commandContext);
//Ref<EntityStore> entityRef = targetPlayer.getReference();
}
I can't just do targetPlayer.setHealth, which is why I'm confused.
I think the best documentation resource would be hytalemodding. Not aware of any pinned docs, but official docs should be released within a couple months.
That said, I'd also mention I made a discord bot that answers hytale code questions
you need to get the EntityStatMap from the Ref<EntityStore> that holds the player entity; the exacts of setting the health i forgot
you need to get the Entity.... what wolv says
thank you, i just found something on the docs
do you also have any idea on how to tamper with the players movement? or what to look for in the docs
int healthIndex = DefaultEntityStatTypes.getHealth();
stats.setStatValue(healthIndex, 100);
where stats is the statmap
Thanks a LOT for that! Been searching for something like that for days
Now I have working 3D models!!!
are you sure?
havent fiddled with movement at all so idk sorry
Yeah :)
oh oh i know know
Are per-item code stored in the server code somewhere or can I use the asset editor to make say: New potion mechanics that I can then attach to an object?
Wondering if there is a reliable way of getting death messages from the server side
Without it causing translation keys to show up
private static void ModifyMovement(Player player, @NonNullDecl Store<EntityStore> store, @NonNullDecl Ref<EntityStore> ref, PlayerRef playerRef, boolean modify, float modifierValue) {
MovementManager movementManager = store.getComponent(ref, MovementManager.getComponentType());
MovementSettings movementSettings = movementManager.getSettings().clone();
float speedIncrease = 1 + modifierValue;
movementSettings.baseSpeed = 5.5f;
if(modify){
movementSettings.baseSpeed *= speedIncrease;
}
PhysicsValues physicsValues = store.getComponent(ref, PhysicsValues.getComponentType());
movementManager.setDefaultSettings(
movementSettings,
physicsValues,
player.getGameMode()
);
movementManager.applyDefaultSettings();
movementManager.update(playerRef.getPacketHandler());
player.sendMessage(Message.raw("Applied MoveSpeed modifier: " + modifierValue));
}
my method i use.
basically change the config (settings)
i'll have a look at this, thank you very much
hello guys, is there a way to disable mod in a specific world in server?
I think you need to write server code and then attach it to an object. Unless it's a pre-existing effect. But I'm not entirely sure
I'll have to trace where potions get their effects unless they're made up of modifiers, then maybe I can register some new ones.
I saw there was a little visual scripting system, but I haven't used it.
is there a way to disable mod in specific worlds in server? (not singleplayer)
in world settings (inside hytale) you can click on mods to enable/disable them. And all mods are server-side in hytale, so you don't need to worry about client mods
This applies for singleplayer only right? because I can't able to manage to do it in my server because we have multiple words and I want to disable a specific mod in our world kitpvp.
how to spawn npc's / entitys with the api?
Hello! I'm trying to develop a custom plugin/mod for my Hytale server.
I've set up the Maven dependency as shown in the official documentation:
<dependency>
<groupId>com.hypixel.hytale</groupId>
<artifactId>Server</artifactId>
<version>2026.01.22-6f8bdbdc4</version>
<scope>provided</scope>
</dependency>
However, I'm getting this error when compiling:
"Could not find artifact com.hypixel.hytale:Server๐ซ2026.01.22-********
in hytale-release (https://maven.hytale.com/release)"
Questions:
- Is the Maven repository publicly available yet?
- Do I need special access or credentials?
- Is there documentation for plugin/mod development?
My goal is to create a lobby system with NPCs that teleport players
between worlds. Any guidance would be appreciated!
Server version: 2026.01.24
Use server jar you get from setting up a localhost server
download the server jar and put it in a "libs" folder in your project root, and then link to it locally through maven or gradle
Specific players report their crops don't grow, they're watered etc, anyone know if this is an hytale issue or should be looking further?
I looked into some ways and I think the main options are: 1. to have a separate server only for that world (and not put the mod into that server) and 2. edit the mod so it checks the server name and doesn't do anything if in that server
I think 1 is the most practical you can get
Is there an ArgsType that supports multi worded string?
there is some tentative documentation (hytalemodding dev), but official full docs will take some time. I also made one of those ai bots with access to the server code to answer questions, if that's an option for you
thanks
thanks
I understand, okay, I'll try.
is there special Character or Emoji support for Text chat? if so where or what?
No, there isn't.
You can try something like this
@Nonnull
protected CompletableFuture<Void> execute(@Nonnull CommandContext context) {
// Assume arg at position 0 is single-word prefix
String prefix = this.myArg.get(context); // e.g., ArgTypes.STRING
// Get remaining input after arg position (handles multi-word)
String remainingInput = context.getParserContext().getRemainingInputAfter(1); // After index 1
String multiWord = remainingInput.trim(); // Full multi-word string
// Use multiWord...
return CompletableFuture.completedFuture(null);
Has anyone attempted to apply poison/burn to a mob? I'm doing addEffect() on the entity, it's applying poison, turning green, damaging (not showing damage numbers, sadly) for the 15 seconds it should and then it removes the green color but not the "skull particles" around it. Tried everything I could and I can't get it to clear those particles so the mob just keeps that effect forever ๐
๐ I'll try it
I saw a similar effect in a vanilla single-player game I was playing yesterday. maybe, maybe, it's a regular bug
AH! Yeah I thought it might be since the effect is gone but not the particles. I'll report it, just to be sure.
there isn't
Hello. How do I upload prefabs to the server? Which directory?
Anyone been able to get something like a multi-line $C.@TextField working? I don't think it's possible with out current options without writing your own, right?
Where are the plugins located? I wanna add some to my server.
should just be a 'mods' folder in your server, you can place them in there
hmm, i tested it with creating world with custom command and when i delete world, system still was ticking, so i think its either something bugged for me or registry for systems is one for all worlds
So I spent a while in the asset editor creating a mod and now I canโt use any exploration worlds ๐ anyone know why?
I deleted eyespy off of my server and now my server fails to load, is my save corrupted?
did anyone managed to catch the craftevent? its not working for me
I think registry system is one for all worlds. But what is your situation, are you running multiple worlds in the same server?
just want to make minigame plugin in singleplayer world, so, i think i might just go explore instances
Im pretty sure the registry even if you fetch it from a specific store is a global registry instance
omg I spent a long time thinking your pfp was a duck
Its an emoji
maybe closing the game entirely and re-opening will clear the issue
The weather system might be useful to you in regards to separating information via store resources, but it does not seem like theres a way to register a tickingsystem for a specific world
The weather system ticks every world it just fetches a resource per store
how does the worlds system work? is it copies of the base world or can you do dimensions?
You can generate whatever world you'd like
How do I fix this error?
Could not find document HUD/LevelingCore/xpbar.ui for Custom UI Append command. Selector:
I cant join my own server
imaginaaation
my face when i cant use node system cause im on linux :(
You can make worlds with V2 and generate them, register your own world chunk generator in code and do whatever you'd like there, lots
is there any example project for idea where I can learn where to put assets?
You can create, remove, and send players to worlds whenever you'd like
if you couldtn tell that wasnt a duck, can you tell anythignw rong with mine?
woudlnt it cause a bunc hfo lag tho?
Hytale has a multithreaded architecture
well yeah, but everything eventually lags no?
Each world gets its own thread if possible
now that you've mentioned it lol
Well yeah haha theres always a limit, if you're not keeping old worlds or having a bunch of players in different worlds you should be alright in regards to the upper limit
how seamless is it? like could you make an alternate plaen thing with just, copy the base world? or ig shader and cancel rendering/spooof stuff isnt there for that
oooo
You can't modify rendering related behaviors since those are on the client
no gfx?
hey question. is heavy on Hytale to getComponent on a tick?
Additional info:
I'm setting builder.append("Hud/MyHud.ui") but it only works when the actual UI assets are in the client mod folder. They are packaged with the jar file and I have expected "IncludesAssetPack": true would make Hytale load them from the jar. I'm confusion.
They have things you can fire and assets you can make that get sent to the client
But in regards to making custom shaders and things like that you can't do that no
Particles and such can be made
well yeah, thats like, one of the advertised modding points, like how much can you configure the cleint screen view?
oh wait, you can always spoof stuff to clients, so ig for this idea jsut spoof that all blocks are some white texture and that theres no entities?
Lots of ticking systems fetch components from the archetypeChunk every tick and I assume the way they do Stores is memory efficient
You can probably do some isolated packets to a specific player in regards to assets and such yeah but nobodies really done that yet
Has anyone done any custom player animations. I added new item is their any way to add custom player animations for first and 3rd person. Any documentation or any help is appreciated
You can also just get rid of entities regularly per world serverside
Or make a world composed of white blocks
what? no way they caan transitioan that seamlessly?
Transition? Transition what?
between worlds?
Entities? Im not sure what you mean
/world add test
/tp world test
Im thinkgin liek they do something and it, oh ig titanfall 2 phase shift owuld be simialr, btu like transiton to a separatep lane sorta and then run around and come back in
each world runs on its own thread
I cant test rn-, my setup is scuffed, I mean like, wehn you send the cleint, the server has to send all the nearby blocks so its like a laodign lag atleast no?
is there any way to spawn an entity with a specified player name in multiplayer?
so i can have a npc with a player skin
is the stamina a client side thing? cuz i cant find anything to modify it
the devs cant be that stupid so you gotta dig more
Player rendering on mobs is annoying
maybe its not even called stamina
You need to save the PlayerSkin somewhere (It is not automatically serialized) and change the default player model definition
Have you checked the entity stat map
oh ugh
whats the stat map? ig would it be look in EntityModule components?
cant do like /npc spawn <playerName> <useSkin=true> kind of stuff basically yet
I do it in my death corpses mod
i dont even know what that is. im new to esc programming
You can decompile it and poke at what I do
The fact that the Q charge is wiped any time the hotbar item is updated or switched is such an annoyance. Ugh.
the system is also just incredibly annoying, like it cant be noraml for this big of classses in java mods right?
where do i find it
Are you familiar with how to get components from entities?
is there an existing feature in place that detects the proximity of entities or not?
Ey Leute was soll das ????
according to my search,
Stamina is likely client-side only (UI/prediction for sprinting/actions), with server validation via packets like MouseInteraction or InteractionManager (server/core/entity/InteractionManager.java: full file) for movement limits. Client handles visuals (e.g., bar depletion), server enforces via speed caps or cooldowns (e.g., CooldownHandler in interactions).```
Weird
There is
DefaultEntityStatTypes.getStamina();
Returns you the index of the stamina stat type
wait when yall decompress hytal,e do you include fastutils?
Are you using vineflower
I do but you dont have to; on my laptop I didnt
I am, but i got a few mem errors durignit and just did hhypixel.hytale
yea thats enough
I decompile the whole thing in one go, but make sure you reserve more than the default 4G
index of what?
fastutil doesnt have anything really that matters
is stamina also a entity?
yeah but curiou cus it takes so long
The stamina stat type, you can get/set the stat from the EntityStatMap component on the entity
Sorry to repeat my question, but is there an available multi line text input? I tried searching everywhere but couldn't find one.
Do you have a Store<EntityStore> and a Ref<EntityStore> ? I can write you an example, just need to know what you've got access to
wait wahts the stat map? I was looking at entity scale for adding flaots to enttiies, do I not need to>?
"Adding floats" ? Like arbitrary data?
yeah
That would be best done with a custom component
dont add anything to entities; wrap it in components. thats the entire point of ecs. then add the components to entities
ah, so I was right, but do yall really make a new class for each component? it seems so awful to do
well, clearly that was wrong. Ty, not-a-duck
but i want to like make the player sprint again when their stamina is full. As long as they hold in the sprint key.
yes thats how it works
why is esc so hard ๐
really? omg
Its not
its simple but very bloated, I suddenly am very happy I chose to use graalvm instead
Anyone know how the CraftingManager is used by the crafting benches? Trying to create a block that automatically crafts an item using items from nearby chests. Like a combination of a processing bench and a crafting bench. Just can't seem to track down how or where the CraftingManagers methods are being used
Can the player not sprint when they have full stamina? Im not very knowledgable in game mechanics
it doesnt auto sprint. You have to repress the button. Like if your stamina is drained i want you to be able to keep holding the sprint key and have you just automaticcly sprint again when the stamina bar is full
Is making system that handles multiple games in same world or one system but for multiple instances on server is better for performance?
That specific bit seems like a clientside interaction
its very possible, just tell the cleitn your stamina isnt empty, its at 1, but remove the bonus, and then as logn as they're "sprinting", wait until the regen is full,
maybe ye
as in spoof to the rest of the server they're no longer spirnting, but tell em tehy have 1 stamina left, then as logn as they keep "sprinting" and its full again, stop spoofing
the only issue is client fx if it increasees fov but see waht server scrwery you can do
ngl playing the game you're modding is kinda important
ye i am. thats why i want to make this cuz i hate having to click the sprint button again lol
well no, I mean as in, I have played the game uhh, for like 10 minute, and just mind omse tress, went in acve, mined osme orses, came out, find some camp, raided it, fell in pit fall, then foudn a ruin strucutre,s got attacked by a goalem some and got out
Is there a way to add permanent particle effects to a weapon directly from code, without duplicating the item's asset jsons in my plugin resources? And I mean, like, programmatically (doing a weapon upgrade system, and the effect is chosen by the player)
my setup does amke playing the game hard, btu imo its abit important to know how the gameplay of the agme you're modding works at all
theres always a way but how easy, it should be possibel? though ig modifying hte asset would be required
like wait bro DO U EVEN LIKE THE GAME?
no
How do I launch the game with the console enabled?
go to settings and at the very bottom there is a debug toggle.
guys i have an idea. Im just gonna steal code and edit it
Yes, well, "how to do it" is what I'm asking, I've already tried, it's not working with SpawnModelParticles
In the launcher or ig menu?
I can go ltry to dig it up but gonna take a wihle-
in game menu
diagnostic mode?
Got it, thank you
I need help with the plugin, I want to change one command in command.class
pay $5
why are decompilers so bad
are they now?
is there anyone i can consult about an idea i have? i don't have very extensive java knowledge and i don't even know where to start in regards to the idea i have if anyone is willing to give any advice or guidance.
10$ cashapp yeah?
Didn't find BytecodeViewer yet? ๐คฃ
does anybdoy know how to make a new block and/or entity and just reuse assets?
i have to deal with nested if statements. someone said that can be a cause of using a decompiler
I think it's 2 minutes of work
i think its 20$ of work
okey
Ah well I absolutely definitely do not directly use decompiled code so I wouldn't know.
go cry
how can you possibly know how hard it is and how long it will take, if you can't do it yourself?
if its 2 minutes of work just use ai
hy
BRUH, why is the advertisment filter so strict. I cant even say you can d-m me for help??
they arent that horrid
because someone who did it before needed so much time
If you want help you can d-m me
pls someone can help me
bypassing filters is a great way to trigger mods
:D thank you lol
anyone want to help me?
Well, not until you've asked a question.
do you have 25$
Vibe code it, or go learn programming and do it yourself my bro ๐
How is that against the rules tho?? Someone is requesting help and I am simply letting them know they can contact me, how does that constitute advertising
#game-discussion can help you there, this is the channel for plugin development.
dont encoruage vibe coding pls
Why can you not help them here?
has anyone done bad apple already in hytale?
Why not? I don't see a problem with it.
i can do it for 30 $ just for you
Because following reply chains in a busy chat is annoying af
We wanted a popular game, we got a popular game ๐
ai cna get stuff wrong, Im not fully against it like some ppl, but I havent relaly dealt with vibe coded stuff so jsut from waht otehr ppl say, dont encourage it mcuh bc vibe coding is bad to only do
use ai to learn not do it all bc its annoying to have ai redo code, unlessi ts a horrid language
You can, if you want, not encourage it, but I personally will continue recommending people do that rather than beg others to do their dirty work they can't be bothered to learn to do.
people can also get things wrong, also for quick information retrieval its great and since they told it was a 2 min job ai is suitable
In other words, unless I'm doing something that is against the rules of the server, or being a jerk, you don't control what I say, bro.
that isnt vibe coding, thats also what i do, you know what hte code does still, but vibe coding can be sucky
What server commands mod is everyone happy with? i.e. tpa, set home, warps? The one I keep seeing on CurseForge seems to be really buggy since the last update
I watched a guy try and make a game in Unity using ChatGPT. It was so painful.
Its ok to encourage it as a tool rather than an engineer
yeah, for small tasks you got no clueh ow to mkae it should be fine, but not for big things
Yeah getting quick refrences for stuff is not vibe coding. Vibe coding is asking a model to write something for you and copy pasting it with no comprehension of what said code does
precisely, thats wshat alterion said, you should be able to skim over your code and undertsnad it, not only have ai write it
gas is too expensive for this request
I'm using mostly AI to create my mod and I'm reviewing its code, and you can't stop me โค๏ธโ๐ฅ
?
that works, we're just gonna call you lazy instead
You can if you want, I don't really mind.
?
or ig, if you're writing java that is okay
lazy people are the ones that finds workarounds just to make things quicker
oh yeah, using LLMs for making code that is trained from LLM halucinated descriptions of the said code
pls provide me acc hytale
I can't control what you think of me and you can't control what I say, so, y'know... feedoms and all that jazz. Let's just get along, bros.
or coupons
I mean if it's for personal use then you do you by all means. The only problem i have is shipping ai spaghetti slop to users without actually knowing what your doing
Go beg in #game-discussion like the rest of the poor people please.
Gotta say people making 15 pages of "docs" with AI actually helps getting rid of AI ๐
Your mind is so limited... "poor people", "creating mod with AI". Oh man
Yeah those are absolutely horrendous.
nerds
your messages are closed i think can you accept friend request?
Ik laziness, I made a monkey patcher for a minified bundle bc I was sick of string patches and pissed of like 2 devs in another modding commmuntiy
It's terrible hahaha. A lot of poor things there
bruh i installed an intellij extension someone made for hytale development and it corrupted my files wtf did i just install a virus?
Yeah this server doesn't allow open messaging
I am not a mod developer but i have an idea, can we draw scar sprites on enemies based on a ray cast from the weapon of the player
thats why rich people are the best coders like linus torvalts
is bcuz we can use 2billion claude opus tokens per minute
Entirely possible, don't install random stuff without doing a bit of research. Especially something like an IDE plugin
Never had issues with it, been using it for some time already
Is there a way to rotate a block using the API or we have to set the block again to basically overwrite it?
like can we add a scar sprite to a specific entity, not the class itself
I'm taking people use IA to create things and don't know a bit of what code does haha. Those people (you mentioned) first start from zero, with no AI. You cannot compare with people who doesn't know anything about what the code does
What did you install @thorny minnow
I managed to rotate a block let me go check what I did
[2026/01/26 17:05:49 INFO] [Hytale] Referring player XXX (uuid) to ip:5520 with 0 bytes of data
private void onPlayerReady(PlayerReadyEvent event) {
if (connectionConfig == null) {
return;
}
PlayerRef playerRef = event.getPlayer().getPlayerRef();
if (playerRef == null) {
return;
}
PlayerAuthentication auth = playerRef.getPacketHandler().getAuth();
if (auth == null) {
return;
}
byte[] referralData = auth.getReferralData();
if (referralData == null || referralData.length == 0) {
LOGGER.atWarning().log("Player %s joined without valid referral. Redirecting to lobby.",
playerRef.getUuid());
playerRef.referToServer(connectionConfig.getLobbyHost(), connectionConfig.getLobbyPort());
} else {
LOGGER.atInfo().log("Player %s authorized with valid referral", playerRef.getUuid());
}
}```
Does anyone have any idea what might be happening? It simply doesn't redirect to another server.
Lazy or efficient? Why write code when something writes it t hat much faster? Plus I maybe forgetting how to write 5 different language syntax. So AI just translates what I need.
on hytale - docs dot com there was a link to there new mcp intellij plugin
Your getLobbyHost is probably returning null or empty
do you tell it ieas of waht you want or how to mkae them? if you just leaveit to figure out the ideas then you're lazy for not thinkign of how to sovle isuses, if you can think of hte pipieline of how to do stuff, ig its not as bad
ai is just a short cut but i always end up refactoring more when i use an llm for the majority of my codebase ๐คท๐ฟโโ๏ธ
I tell it. I know exactly what I need and what I want, but syntax fails my memory.
thats something of cocnern if you cnat remember syntax, ig it is java but just use JS then
I just tell it why an error is happening and what is the expected outcome and maybe some hints that i know is the right way towards the solution then rest is on ai
I used
Chunk.setBlock(x,y,z,id, blockType, rotation, filler, settings)
the rotation. this doesnt erase the block, it rotates it, for example a chest rotated still holds its contents etc
It is returning correctly:
referring to 152.53.xx.xx:5520 with 0 bytes of data
Im acutally doing better than yall bc in one line I can defifne a new component, or well property on my custom component, instad of writnig a whole new stupid class
I have to touch 10 languages daily for my job, and I have been doing this for 17 years. At this point i chalked it up to syntax is like linguistics yiu either get it or you don't. At least AI gives ya an option.
Yea that's what I wanted to use but it says setBlock so I thought it changes it, thanks!
what is your job bro thats torture
Build Engineer and internal tooling.
I pickup the work nobody else wants. ๐
Any subsecuent logs after that INFO log? Seems to me that is executing correctly. What are the logs in the target server
Sounds like you're working in a very inefficient environment if everything is made in a different language ๐
I think the environment changes constantly
great job to have
Primary C#, but its just the nature of scripts, programming and the environment developing games gives.
you're an enabler
How did you get the tag "Cursebreaker"?
[2026/01/26 17:05:47 INFO] [World|lobby2] Player 'KalebSZ' joined world 'lobby2' at location Vector3d{x=-122.1933822631836, y=257.0, z=-28.07897186279297} (d73cffb0-...)
[2026/01/26 17:05:47 INFO] [WorldMapTracker] Started Generating Map!
[2026/01/26 17:05:49 WARN] [Hytale] {Playing(QuicConnectionAddress{connId=05165d3ef5c9ff50f7fa10f92f572f68b083f3fe} (/170.84.xx.xx:64877, streamId=0)), d73cffb0-e2e5-4d01-baa7-fbbc67420693, KalebSZ}: Received com.hypixel.hytale.protocol.packets.player.ClientReady@9da1
[2026/01/26 17:05:49 WARN] [LobbyCore] Player d73cffb0-e2e5-4d01-baa7-fbbc67420693 joined without valid referral. Redirecting to lobby.
[2026/01/26 17:05:49 INFO] [Hytale] Referring player KalebSZ (d73cffb0-...) to 152.53.xx.xx:5520 with 0 bytes of data
No connection attempt logs or anything of that sort appear on the destination server.
guys how i calculate the real opposite direction of the player? i cant get it right
link you account #game-discussion message
does anyone has any knowledge on this
@dusty venture looks like the author added door and chest access to the HyFaction mod!!!! For Save and War Zones!!!! wohoo!
This guy has never heard of old codebase
I have heard of old codebases, for me they're all in cobol
```java
put your code here
```
Edit your message to wrap your code with codeblocks it'll look much better ๐
Wait, I found the same func on world, world.setBlock but it does not have the rotation param, what is your type of Chunk, is it Ref<ChunkStore> or?
Oddly enough its just 4 years old ๐ - But 10 languages is not uncommon. Its why I hate the 30,000 eco systems and 14k languages.
theres no reason to choose a "new" language for every project. They don't have that many advantages over other languages.
But i guess if your management is always chasing the big new hype they may see it that way
Thanks. I did yesterday, probably it's going to take some time
[2026/01/26 17:05:49 WARN] [LobbyCore] Player d73cffb0-e2e5-4d01-baa7-fbbc67420693 joined without valid referral. Redirecting to lobby. Is this from the target server?
Tried that I think I might delete it and redownload just to verify game file integrity
Mine was instantaneous - you should probably revisit this
No, these logs are from the server that I want to automatically redirect to the lobby upon login.
The destination server has absolutely nothing.
No, but working in Linux, Windows, Unity, And requiring many different tools. It adds up and there are certainly better languages and systems for both. Its just the toll of the job, that comes with touching many different systems.
the WorldChunk object returned by world.getChunkIfLoaded(...)
mine didnt came either
oops nvm it did
can I do WorldChunk = world.getNonTickingChunk(), will this work for ticking chunks that are currently loaded too?
If your work is make software for other companies, you either choose companies that have codebases with the language you use or just take everything. Not all companies choose one common language to do things
I have serious reasons to believe that it's "0 bytes" sent; I don't think it should be like that.
to 152.53.xx.xx:5520 with 0 bytes of data```
I believe so yes
0 bytes is fine. Your not sending extra metadaya/byte array
Nope, thats ok, Refer to server accepts a Byte Array that serves as a helper to send some extra data with the player to the target server. For the looks of the logs, seems that the server is workign as expected. By any chance, both servers have connection between them right?
I'm going to re-linked again to see. Thanks
It works now
Perfect
Anyone know if there is the possibility to register new EntityStatTypes? Like adding Armor stat to the game?
Yes, the connection should only be made from server 1 to server 2. If you try to access server 2 directly, it should automatically redirect you to server 1.
Not what I meant. let me rephrase it. Can Server 1 ping server 2? Does packages sent from server 1 can reach server 2?
Im looking for server permissions to use commands. I installed quality of life plugins and im not able to use them unless i op myself - but i cannot op all players. Can i do it in files, like permissions? I could not find any info how to add certain commands.