#server-plugins-read-only

1 messages · Page 114 of 1

strong musk
#

ok but what if the id for a block changes
this is a very common occurrence in mc

#

actually it used to not be, funnily enough
then one version, they started changing every update

#

and ever since, using integer block ids will break your software every version

void gust
#

Not really?
If I have a block ID (for the core elements, minus wools really) from Classic, it maps the exact same (I would know because ive made kinda garb classic map loaders for modern MC, the IDs map almost 1-1)

strong musk
#

either way, I would seriously suggest looking up block ids, caching the results as an integer, and just using that

void gust
#

If they did then the IDs wouldnt line up almost 1-1, as said, the only issue loading a classic level is quite litterally the wool, everything else has been the same for over 15 years.

strong musk
void gust
#

Just the raw TILE ID, not properties, not subtypes

#

for instance, stone has ALWAYS been id #1, though other stone types would be subtypes of id #1.

strong musk
void gust
strong musk
#

actually if you go up like, 3 from stone, you wouldve hit a "wrong" block id

void gust
#

Okay?
Im not talking about blocks past classic LOL

And as said, I am aware of shifts given WOOL has shifted a ton.

void gust
strong musk
void gust
#

how would one even turn a string into a block ID

strong musk
void gust
#

And how would I do that

strong musk
#

yeah im looking for the answer lol

strong musk
void gust
#

also "hytale:stone"???
In creative it says "Rock_Stone"

woeful sapphire
void gust
#

where the hell are the docs for this game anyway???
for the Java API???

#

Unless the docs are in some plugin i can install or smth for Intelli

jagged dock
strong musk
hushed totem
#

so for your case, just pass Rock_Stone

void gust
#
public static int getBlock(String ID) {
        int mtl = BlockType.getBlockIdOrUnknown(ID, "", 0);

        return mtl;
    }
hushed totem
#

or create your own sane registry like I do 🙂

celest field
#

anyone experience with replaceComponent on block/item entities?
when I replaceComponent after the entity is already spawned it does not update the entity.
if I disconnect and quickly reconnect the change is applied
if I disconnect and wait for some time the (they get a new Ref) and the change is NOT applied when I reconnect

vocal kelp
#

does anyone know how to print a list of components on an entity so we can figure out how they are made?

copper summit
#

Can i get someone to help me test my minigame scoreboard system rq?

torpid furnace
#

-# Copied from the #discussion channel, but no one answered, figured I'd give this channel a shot

Can anyone tell me how to point the "Appearance" key of the of an NPCRole to the model? I keep getting: /Server/NPC/Roles/my_npc.json: java.lang.IllegalStateException: The model with the name "my_npc" does not exist for attribute "Appearance"

I have the .blockymodel and .png in Server/NPC/my_npc/
I have the my_npc.json in Server/ModelAsset
I have the my_npc.json in Server/NPC/Roles

wicked aspen
torpid furnace
wicked aspen
#

I watched @fading walrus on YouTube, though the asset editor didnt find my file contents until I put the /model inside /common and restarted the entire launcher and everything. Sorry im not much more help than that rn

torpid furnace
wicked aspen
#

Well mine for instance was "undead"

#

Thats how shadowknight is referenced in the hytale files, so i kept that to make an edited version.

smoky tendon
#

does anyone know how to limit certain item types for custom container blocks?

vocal kelp
#

hey does anyone know which component is the item quality particle called? whenever a high quality item drop is floating in the world that colorful particle that displays on it

#

white, green, blue, etc

summer ibex
#

I get this person on mine as well, constantly trying to connect

rose atlas
#

Do you guys wanna try out a survival server with some features on it? Like veinminer for everyone for example. Pie clicker. Voice chat. Claiming and parties? Its evolving too

vocal lava
#

hytale is kinda addictive ngl,every single day i want to play it, i cant get enough

quartz plover
void gust
#

important question, when i place water via. a server side plugin, the water seems to be solid, is there a way i can fix that?

vocal lava
rain shard
#

Hi, what do you guys think about Endgame&qol mod?

empty monolith
#

g

unkempt lotus
#

Hi everyone, can someone help me, I'm duing a VIP mod with Voucher, but when I creat the Item unsing ItemStack, I'm tring to creat with a Lore from my json file, but the Item don't came with this lore only with the Name I set

stoic swan
#

with lore you mean description?

#

does someone knows if there's a way to spawn particles or highlight a block but just for one player, i mean only that player can see it

storm heron
stoic swan
#

thank you !

unkempt lotus
# stoic swan with lore you mean description?

Yes descripition, I would like that My Voucher get the name of the VIP the server gave to the player with discription Like [JVIPS] Thorium Voucher Duration 30d Boud to: players name

storm heron
#

if you're trying to make per itemstack descriptions, its not supported yet

warm sedge
void gust
warm sedge
dapper loom
#

I've read that Holograms are unable to have colors in them. Is that true? If not, how do you do it?

storm heron
#

nameplates specifically can't have colour

#

but there are certainly ways around it, i think a plugin called TextUtils does it?

dapper loom
#

Hmm, alright. Thanks!

random briar
#

i made BanIP able you should be able to find it in hytale forge mods, just waiting for a mod to look at it so its actually able to download

#

or try find achymake on github, released it there to 8 hours later on forge still Under Review

rare sundial
#

Hey, anyone had the problem that all their entities placed with the entity placer got randomly deleted?

azure lotus
#

Hey, did anyone try making a zoom mod? I'm currently using a method of initializing a custom camera with negative distance, however this can glitch through the ground. If i enable clientside camera raycasting so it doesn't glitch, it only works in positive distances, negative ones crash the client. Does anyone have any other idea?

lost moon
#

I assume this has been reported (or is false positive?) But just in case:

WARNING: sun.misc.Unsafe::getLong has been called by com.hypixel.hytale.codec.util.RawJsonReader (file:/C:/Users/***/Server/HytaleServer.jar)
WARNING: Please consider reporting this to the maintainers of class com.hypixel.hytale.codec.util.RawJsonReader
WARNING: sun.misc.Unsafe::getLong will be removed in a future release```
vocal kelp
#

Item drops are way too close to the ground when they hover. I want to raise their height. Would I want to be looking to change the Transform position or the bounding box you think?

azure lotus
rugged jackal
#

how can i make event, which will trigger when i click on entity? and get UUID of it, so i can trigget GUI opening based of that?

storm heron
#

create a custom interaction

dusky sable
faint lily
#

this game hytale is insane. npc role support InsteractionRoot item with attack action

rich anvil
#

Hello guys. How do I execute a command as a selected player? For example, I have a registered /dosomething command and I need to call it in the script to execute it as a selected player so that under certain conditions I can call commands from other installed mods? Thanks.

lusty crystal
#

does anyone know of a good guide for using tools like rechunk to reset my chunks outside of protected areas?

random briar
#

trying to release banIP to forge for hytale but it gets rejected for some reason, and it works perfectly fine for me hope hytale make a site for mods like spigot

vocal kelp
random briar
#

trying to find support and write to them why it gets rejected but i can't find any support for that

rare sundial
#

Hey did you found a solution?

vocal kelp
rare sundial
#

Then i place NPC´s like a Frog and link it to the npcdialog for example, or just a sign, a stone with /entity nameplate name and then thats it

#

I just joined my server and after 3-4 days out of nowhere half of my entities are gone D:

hollow bane
#

Hi does someone know how I can spawn in image as hologram?

dusky sable
#

Does anyone know how to listen for the unload chunk event?

random briar
#

my old project for minecraft Health enchantment hasn't event been looked at by forge so the banip might never come how do people release mods for forge...

vocal kelp
#

ugh, i finally figured it out after 6 hours of hair pulling. NEED MORE DOCUMENTATION

storm heron
half rock
#

Hi, I installed hyfixes plugin for my server. How to check if it is properly loaded?

quartz plover
ripe mango
#

how can I leave the hytales console in linux without stopping the server?

random briar
quartz plover
#

Or you'll need to use a tool like tmux or screen

ripe mango
#

how can I start the server with tmux?

ripe mango
quartz plover
#

That, I don't know. I just know that's a thing you can do in tmux.
Personally, I prefer systemd services since, why would I want the overhead of tmux

quartz plover
#

Systemd is also really convenient with its own logs, the ability to restart, depend on other services etc.

#

You can do stuff like making it autostart on device boot if the service provider you're using decides to shut it down for some reason

half rock
#

Pterodactyl works great for Hytale

random briar
quartz plover
#

Though, if you're planning on making revenue off the mod I doubt modtale has anything in place for that rn, it's very new

heavy willow
#

or nexus

lethal wedge
#

Can someone here help me with setting up a hytale server?

I have followed the exact setup steps and yet it still wont let me connect

heavy willow
#

or itch dot io

teal stone
#

why is it so hard to find correct mob data, every single website seems to have like 50% or 10% or 90%, kinda annoying when trying to build my mod.

fresh fox
#

because they have not released the official documentation

west elk
teal stone
lethal wedge
# timber stream Sure

Im really not sure what I have done wrong here, I never had issues with setting us a Minecraft server but idk

#

Do you think you could give me some troubleshoot ideas.

I know the server is running cause i can connect using local IP, but I cant using global

minor depot
#

Are you trying to connect with the global ip from outside your local network?

lethal wedge
#

No I am using the pc that is connected to my Local IP but I have also tested this with a friend and he cant use the global IP to join

fresh fox
#

you need to set the port in your router if its local, if its a server you have to have them have that server IP and port. in netorking you have nat on your personal router and your ISP that converts your internal ip to a public ip address. there a specific port for hytale you need to set in your router so that the translation from your isp can occur, if its not that check for a white list

timber stream
#

I think its 5050 if i'm not mistaken. You need to open it in your firewall or no one can connect from the outside

lethal wedge
#

its 5520 and yes I did ahaha

timber stream
lethal wedge
#

I try the direct connect with my global IPv4

#

but it times out

timber stream
#

Try using the port as well, also does the server even receive the connection attempt or does it display nothing in the console?

lethal wedge
#

nothing displays in the cosole

keen pecan
#

Hi, is this the correct way to send a packet to a player?

            packet = new UpdateWorldMap(
                    null,
                    new MapMarker[]{marker},
                    null
            );
        }
        playerRef.getPacketHandler().write(packet);

Because i'm getting NPE

timber stream
lethal wedge
#

not too sure how to to that?

timber stream
#

Try looking up your provider +router console ip on google

#

Or how to portforward on x provider

lethal wedge
#

I think AGL does not allow portforwarding and that is my ISP, apparently I can call and get them to fix this.

spiral marsh
#

AGL seems to use DS-Lite (you communicate via CG-NAT), therefor don’t have a public IPv4. Either use your IPv6 (if Hytale supports that, I don’t know), check if DynDNS is suitable / works or ask for a public IPv4

lucid spire
#

how do you get the attacker in the DamageEventSystem?

rare sundial
#

Looking for someone to code a custom check for me. I have a shop barter from hytale and it should only open when you´re a certain class from Orbis Dungeons Plugin^^ (dm)

fresh fox
#

that wonderful feeling when you get your code to work 😄

storm heron
torn bay
#

Hello everyone! I have a dumb question, but is it possible to expand the vanilla chests to add a "filter" option so that the chest only accepts a type of resource? For example, i want a chest that only accepts wood, but maybe i also want a chest that only accepts softwood and so on, i can't seem to find any documentation to where i can get the chest entity nor anything that i could use to at least start and try anything

lucid spire
storm heron
#

you cast it to EntitySource... which has the ref

warped folio
#

Is it possible to hide custom items from creative inventory?

mellow flume
#

hi, did you fixed it?

#

I'm still looking for player interact event

warped folio
leaden mulch
#

Good morning everyone!

I have a problem and I'm looking for someone who can help.

We run a server.

Every time someone dies, the world in which they died is paused. We currently have two worlds (lobby and survival). If you rejoin twice, you spawn in the lobby, but you can't enter the survival world because it's paused. Using /word load worldname, I can re-enter the world until someone dies.

feral stirrup
#

So whats the problem?

mellow flume
# mellow flume I'm still looking for player interact event

I found an alternative event for PlayerInteractEvent:


import com.hypixel.hytale.component.Archetype;
import com.hypixel.hytale.component.ArchetypeChunk;
import com.hypixel.hytale.component.CommandBuffer;
import com.hypixel.hytale.component.Store;
import com.hypixel.hytale.component.system.EntityEventSystem;
import com.hypixel.hytale.server.core.Message;
import com.hypixel.hytale.server.core.event.events.ecs.UseBlockEvent;
import com.hypixel.hytale.server.core.permissions.PermissionsModule;
import com.hypixel.hytale.server.core.universe.PlayerRef;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;

public class KarinOnUseSystem extends EntityEventSystem<EntityStore, UseBlockEvent.Pre> {

    public KarinOnUseSystem() {
        super(UseBlockEvent.Pre.class);
    }

    @Override
    public void handle(int index, @Nonnull ArchetypeChunk<EntityStore> chunkArchetype,
            @Nonnull Store<EntityStore> store,
            @Nonnull CommandBuffer<EntityStore> buffer, @Nonnull UseBlockEvent.Pre event) {
     
    }

    @Nonnull
    @Override
    public Archetype<EntityStore> getQuery() {
        return Archetype.empty();
    }

  
}
leaden mulch
feral stirrup
#

yes

leaden mulch
#

Well, is it intentional that when someone dies, the world stops and all players are kicked out?

low mortar
#

the best hardcore world is the one shared with friends.

tropic axle
#

Can someone please help me fix this issue:


    private final RequiredArg<PlayerRef> playerRefArg;

    public OpenCommand() {
        super("open", "Opens the shop for the specified player");
        this.playerRefArg = withRequiredArg("player", "Description", ArgTypes.PLAYER_REF);
    }

    @Override
    protected @Nullable CompletableFuture<Void> execute(@NotNull CommandContext ctx) {
        PlayerRef playerRef = playerRefArg.get(ctx);

        Ref<EntityStore> ref = playerRef.getReference();
        if (ref == null) {
            return CompletableFuture.completedFuture(null);
        }

        Store<EntityStore> store = ref.getStore();

        Player player = store.getComponent(ref, Player.getComponentType());
        if (player == null) {
            return CompletableFuture.completedFuture(null);
        }

        ShopPage page = new ShopPage(playerRef);
        player.getPageManager().openCustomPage(ref, store, page);
        ctx.sendMessage(ColorUtils.color(ConfigRegistry.messages().getShopOpenedForPlayer()));

        return CompletableFuture.completedFuture(null);
    }
}```

Error: 
```[2026/02/03 12:09:53 SEVERE]        [CommandManager] Failed to execute command shop open xavo for Console
java.lang.IllegalStateException: Assert not in thread! Thread[#123,WorldThread - default,5,InnocuousForkJoinWorkerThreadGroup] but was in Thread[#96,ForkJoinPool.commonPool-worker-4 -- Running: shop open xavo,5,InnocuousForkJoinWorkerThreadGroup]```
plain finch
#

Guys, does anyone know is it ok to not to update server.jar? Sometimes some methods from server.jar are being changed/removed, and to be honest I'm tired of fixing my code by finding out what hytale devs changed this time

neon tree
west elk
# tropic axle Can someone please help me fix this issue: ```public class OpenCommand extends ...

execute method for AbstractCommand is called on a worker thread but you are accessing an EntityStore which can only be done on a world's main thread. You need to either:

  • put the code that deals with the store into world.execute(() -> {}); to make sure it runs on the world thread, or
  • change your command to AbstractTargetPlayerCommand. That deals with the threading for you and, as a bonus, also does the --player argument parsing for you
tropic axle
west elk
tropic axle
west elk
#

Only if a player is passed as an argument. then the command will be executed on behalf of that player

worthy vessel
#

What causes the Could not find document XXX for Append command?

west elk
worthy vessel
timber stream
worthy vessel
west elk
worthy vessel
west elk
worthy vessel
#

I moved the UI to src/main/resources/Common/UI/Custom/xpbar.ui

and I set the path to "xpbar.ui" in the builder but I get this error

Crash - Could not find document xpbar.ui for Custom UI Append command. Selector:

Manifest has "IncludesAssetPack": true,

#

Moved it to src\main\resources\xpbar.ui also does not work

west elk
#

how complex is the ui file? Any chance there is a syntax error?

worthy vessel
#

Its prety simple

Group {
  LayoutMode: Bottom;
  Anchor: (Bottom: 36 + 74 + 24 + 6, Width: 634, Height: 12);

  Label #Level {
    Anchor: (Left: 0, Width: 4, Height: 24, Right: 4, Top: -6);
    Style: (FontSize: 16, Alignment: Center);
    Text: "MyText";
  }

  Group {
    LayoutMode: Middle;

    Group {
      Anchor: (Left: 0, Width: 634, Height: 12);
      Background: "XPBackground.png";

      ProgressBar #ProgressBar {
        Anchor: (Width: 634, Height: 12);
        BarTexturePath: "XPFill.png";
      }

      ProgressBar #ProgressBarEffect {
        Anchor: (Width: 634, Height: 12);
        BarTexturePath: "XPEffect.png";
      }
    }
  }
}
topaz cipher
#

Sooo I found a way to color nameplates and what not.... but It requires Hyxin and I need to learn how it work.

leaden mulch
#

I search the deafult server config.
My has no Death block

{
"Version": 3,
"ServerName": "Die Bruderschaft der Xarocianer",
"MOTD": "Die Bruderschaft der Xarocianer",
"Password": "XZMX",
"MaxPlayers": 500,
"MaxViewRadius": 12,
"Defaults": {
"World": "CelestoriaPalace",
"GameMode": "Adventure"
},
"ConnectionTimeouts": {},
"RateLimit": {},
"Modules": {
"PathPlugin": {
"Modules": {}
}
},
"LogLevels": {},
"Mods": {},
"DisplayTmpTagsInStrings": false,
"PlayerStorage": {
"Type": "Hytale"
},
"Update": {}
}

Maybe is this my world problem

worthy vessel
west elk
worthy vessel
#

I had a folder in my plugins folder whic hwas messing it up :/

worn meadow
torn bay
rugged jackal
#

Hi, is there some way to create event, which will trigger based on clicking on entity?

leaden mulch
#

Okay, that wasn't the reason:

When someone dies, the world in which they died freezes and everyone is kicked out.

The server remains active, however, and the other world still functions.

I'm still getting these errors:

[2026/02/03 13:42:29 SEVERE] [Hytale] Exception in thread Thread[#205,WorldThread - Xarocianer001,5,InnocuousForkJoinWorkerThreadGroup]:

java.lang.NullPointerException: Cannot invoke "com.hypixel.hytale.server.core.Message.getAnsiMessage()" because the return value of "com.hypixel.hytale.server.core.modules.entity.damage.DeathComponent.getDeathMessage()" is null

at ThirdPartyPlugin//com.jemsire.events.OnPlayerDeathEvent.onComponentAdded(OnPlayerDeathEvent.java:27)

at ThirdPartyPlugin//com.jemsire.events.OnPlayerDeathEvent.onComponentAdded(OnPlayerDeathEvent.java:17)
at com.hypixel.hytale.component.Store.datachunk_addComponent(Store.java:2412)
at com.hypixel.hytale.component.Store.addComponent(Store.java:1118)
at com.hypixel.hytale.server.core.modules.entity.damage.DeathComponent.tryAddComponent(DeathComponent.java:285)
at com.hypixel.hytale.server.core.modules.entity.damage.DeathComponent.lambda$tryAddComponent$0(DeathComponent.java:274)
at com.hypixel.hytale.component.CommandBuffer.consume(CommandBuffer.java:520)
at com.hypixel.hytale.component.Store.tick(Store.java:1984)
at com.hypixel.hytale.component.system.tick.ArchetypeTickingSystem.tick(ArchetypeTickingSystem.java:36)
at com.hypixel.hytale.component.Store.tickInternal(Store.java:1930)
at com.hypixel.hytale.component.Store.tick(Store.java:1900)
at com.hypixel.hytale.server.core.universe.world.World.tick(World.java:406)
at com.hypixel.hytale.server.core.util.thread.TickingThread.run(TickingThread.java:89)
at java.base/java.lang.Thread.run(Thread.java:1474)

#

geht eigentlich noch weiter.
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Stopping world Xarocian001...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Stopping background threads...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Removing players...
[2026/02/03 13:42:29 INFO] [PlayerSystems] Removing player 'XarocTV (XarocTV)' from world 'Xarocian001' (50ac6cac-e258-4de1-825a-262b04bf9f8d)
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Waiting for loading chunks...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Shutting down stores...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Shutting down chunk generator...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Saving Chunks...
[2026/02/03 13:42:29 INFO] [World|Xarocian001] Queuing Chunks...
[2026/02/03 13:42:29 INFO] [WorldGenerator] ChunkGenerator-0 executor shutdown complete

hushed totem
leaden mulch
#

But which one is causing the problem...

mellow flume
hushed totem
#

ThirdPartyPlugin//com.jemsire.events.OnPlayerDeathEvent.onComponentAdded(

#

that is death handler

rotund fossil
#

Is there a way to schedule things? Something similar to BukkitRunnable?

leaden mulch
hushed totem
#

Yes, you stated server freezes when player dies so clearly its a mod hooking into death and thats the only one shown in stack trace

west elk
rotund fossil
leaden mulch
hushed totem
rotund fossil
#

Looks like the mod is called JemDeath

leaden mulch
#

Can I send you a picture of the mod list?

storm heron
#

Just list them if you can?

leaden mulch
#

I found a mod under jemsire
Discordwebhook

Let's see if that was the problem.

#

is a user of curse

#

Yes... that was the problem -.-

#

I would never have thought of that -.-

THANK YOU!

leaden mulch
random briar
#

i keep trying to release banIP mod and forge just said "We do not allow mods that target specific users" what does that mean? we are not allowed to ban ip address?

storm heron
#

does your mod come with included IPs?

#

wouldn't see how a plugin for banning ips would be different to banning usernames

random briar
#

no it just check players ip and if the ip is inside the ip-banned.json, then making the player disconnect

#

forge is so dumb with this extra step to release a simple mod sad times we are living in

#

people can see how i made it in github when the ip-banned.json is created from new its just empty array list string, i just dont get why i am not allowed to release anything in forge always been so complicated

rough galleon
#

I there a way to detect actual keybinds like the jump button and know :

  • When it pressed
  • What keybinds is assigned to it
  • When it released
    ?
west elk
rough galleon
#

OK thanks I'll wait until it's possible to make custom keybinds

severe ivy
#

anyone know how to intercept the harvest event? I need to inject code when the user presses "F" to harvest or uses the sickle (or any tool) to harvest crops and cannot find the event to do so

random briar
# severe ivy anyone know how to intercept the harvest event? I need to inject code when the u...
    public static final BuilderCodec<PlayerInteractSystem> USE_CODEC =
            BuilderCodec.builder(PlayerInteractSystem.class, PlayerInteractSystem::new, SimpleBlockInteraction.CODEC)
                    .documentation("Interaction Use Event")
                    .build();
    protected void interactWithBlock(@NonNullDecl World world,
                                     @NonNullDecl CommandBuffer<EntityStore> commandBuffer,
                                     @NonNullDecl InteractionType type,
                                     @NonNullDecl InteractionContext context,
                                     @NullableDecl ItemStack itemInHand,
                                     @NonNullDecl Vector3i targetBlock,
                                     @NonNullDecl CooldownHandler cooldownHandler) {
        
    }
severe ivy
#

Here is your answer above, also thank you Achy ❤️

#

Will mess around with that now

rotund fossil
#

When making commands I see you can have sub commands... If I add a sub command does it just listen for that command as an argument and if it doesn't find it run the execute method?

rose atlas
#

Are hourly reboots for a hytale server bad?

random briar
dark pine
random briar
random briar
dark pine
# random briar interactionManager.cancelChains(chain); otherwise super.simulateInteractWithBloc...

// Inside UseBlockProtectionSystem.handle(...)
val target = event.targetBlock
if (!plugin.protectionManager.canModify(playerRef.uuid, target.x, target.y, target.z)) {
event.setCancelled(true)

// Cancel the active interaction chain (prevents harvest from continuing server-side)
val context = event.context
val chain = context.chain
val manager = context.interactionManager
if (chain != null && manager != null) {
    manager.cancelChains(chain)
}

playerRef.sendMessage(plugin.config.messages.formatMessage(plugin.config.messages.cannotInteractHere))

}

#

This worked for me, thank you.

random briar
#

yeah, but i had to do it this way

            if (getWorldGuard().getUniverseHandler().isProtected(world)) {
                if (!getWorldGuard().getPlayerRefHandler().isBuilder(playerRef)) {
                    if (!getWorldGuard().getUniverseHandler().isWhitelisted(world, "UseBlock", blockId)) {
                        interactionManager.cancelChains(chain);
                    } else super.simulateInteractWithBlock(type, context, itemInHand, world, targetBlock);
                } else super.simulateInteractWithBlock(type, context, itemInHand, world, targetBlock);

or i didn't test enough

dark pine
#

hunm, nice

wispy path
#

Kaupenjoe x Hytale????

#

thats amazing

random briar
# dark pine hunm, nice

be sure you did use the F interaction which would be this inside that class you created
if (type.equals(InteractionType.Use)) {

reef vapor
#

Bro .. Is there any sane way to kick a player..

Trying to do getPacketHandler().disconnect("message") on ref (PlayerRef) results in an error

java.util.concurrent.CompletionException: java.lang.IllegalStateException: Invalid entity reference!

It works and the player gets disconnected and gets the message but I still get errors in console?

I wish the API was more user-friendly and there were things like p.kick()

#

Is it just the fact that the API isn't developed further atm? Will it become more user-friendly?

candid niche
#

Hey, what are we supposed to do about all these economy API plugins? I keep adding support for new ones, but it never ends xD

west elk
swift marlin
#

.

random briar
#

imagine wasting all day to try release a BanIP mod on forge, they say what does this "BanIP" mod do? we need more description, ok i add more detail in the description now waiting for next respond, few hours later they say no rejected we do not allow mods that target specific users, is this weird or just me?

swift marlin
#

dont inles

#

ingles

reef vapor
#

One day in modding is nothing Hypixel_TongueOut

blissful wigeon
#

does anyone know how to remove the leave message in hytale (i.e. player left from world "world name")

swift marlin
#

speaking portugues

random briar
candid niche
west elk
blissful wigeon
reef vapor
#

oh you said leave message

ripe mango
#

What can I do to not loose the credentials on stopping the server?

west elk
#

that puts your account tokens into a file on your server

ripe mango
west elk
random briar
blissful wigeon
west elk
ripe mango
#

What does the connection error "invalid identity" mean?

rotund fossil
#

Something like this should work shouldn't it? I may be misunderstanding the translation stuff. public void sendPlayerInfoTranslated(PlayerRef playerRef, String info, Map<String, String> params) { Message message = Message.translation(info); params.forEach(message::param); messagePlayer(playerRef, message.color(INFO)); } It doesn't seem to be replace the params.... in the file I do %param% then when passing it I do ("param", value) is this right? EDIT: Figured it out I was just misunderstanding the translations. I swear somewhere I saw it was %param% in the lang file but it is actually {param}

pulsar vault
#

anyone know the file path for damage config? ult damage specifically

fringe herald
#

Can I read the position of specific bones of a model of a block?

merry harbor
#

Hello i have a problem with a code, the ui is never detected even tho is in the resources folder and i have used the exact path for it can some1 pls help me? T_T

reef vapor
#

Is Invalid entity reference expected for getPacketHandler().disconnect()?

west elk
merry harbor
#

me too but it keeps crashing cus it doesnt find it

#

idk if its the code its my first time doing ui

#
package com.example.rankup.ui;

public class SimpleRankupPage extends InteractiveCustomUIPage<SimpleRankupPage.RankupEventData> {

    public static class RankupEventData {
        public static final BuilderCodec<RankupEventData> CODEC =
                BuilderCodec.builder(RankupEventData.class, RankupEventData::new).build();
    }

    private final PlayerRef playerRef;
    private final World world;
    private final int currentRank;
    private final double cost;

    public SimpleRankupPage(@Nonnull PlayerRef playerRef, @Nonnull World world, int currentRank, double cost) {
        super(playerRef, CustomPageLifetime.CanDismissOrCloseThroughInteraction, RankupEventData.CODEC);
        this.playerRef = playerRef;
        this.world = world;
        this.currentRank = currentRank;
        this.cost = cost;
    }

    @Override
    public void build(
            @Nonnull Ref<EntityStore> ref,
            @Nonnull UICommandBuilder commandBuilder,
            @Nonnull UIEventBuilder eventBuilder,
            @Nonnull Store<EntityStore> store
    ) {
        commandBuilder.append("Pages/SimpleRankup.ui");

        commandBuilder.set("#Headline.Text", "Rank Up!");
        commandBuilder.set("#Message.Text", "Your current rank: " + currentRank + "\nCost: $" + (long) cost);

        eventBuilder.addEventBinding(CustomUIEventBindingType.Activating, "#RankUpButton");
    }

    @Override
    public void handleDataEvent(
            @Nonnull Ref<EntityStore> ref,
            @Nonnull Store<EntityStore> store,
            @Nonnull RankupEventData data
    ) {
        Player player = (Player) store.getComponent(ref, Player.getComponentType());

        RankupCommand.performRankup(null, playerRef, world);

        player.getPageManager().setPage(ref, store, Page.None);
    }
}
west elk
keen pecan
#

Hi, is this the correct way to send a packet to a player?

            packet = new UpdateWorldMap(
                    null,
                    new MapMarker[]{marker},
                    null
            );
        }
        playerRef.getPacketHandler().write(packet);

Because i'm getting NPE

reef vapor
#

is getPacketHandler().disconnect() safe to use to disconnect players or is there a better way?

merry harbor
#

here it says im missing a semicolon

  Default: (Background: #3a7bd5, LabelStyle: (FontSize: 16, TextColor: #ffffff, RenderBold: true, RenderUppercase: true, HorizontalAlignment: Center, VerticalAlignment: Center)),
  Hovered: (Background: #4a8be5, LabelStyle: (FontSize: 16, TextColor: #ffffff, RenderBold: true, RenderUppercase: true, HorizontalAlignment: Center, VerticalAlignment: Center)),
  Pressed: (Background: #2a6bc5, LabelStyle: (FontSize: 16, TextColor: #ffffff, RenderBold: true, RenderUppercase: true, HorizontalAlignment: Center, VerticalAlignment: Center))
);```
ocean kite
#

Looking for builders and staff to help with my server nexus this is not a paid position but you will be commissioned at a later date.

rotund fossil
#

Is there a way to add ui to the players inventory screen?

merry harbor
#

eh nvm it doesnt work

surreal flame
#

does anyone has any good docs site for ui updates and how you do it the proper way?

west elk
knotty ginkgo
#

had anyone had any issues with its still demanding that it needs WebServer as a dependency
⁨prometheus.jar⁩ is being automatically extracted by EndgameAndQoL mod every time the server starts, which is why it keeps coming back after deleting it. Since prometheus requires the "WebServer" mod

summer ibex
knotty ginkgo
#

that will work for Endgame & QoL? @summer ibex

reef vapor
#

lmao adding mention after the fact wont ping someone

knotty ginkgo
#

oh i know that lmfao wanted to just add it for my sake

summer ibex
#

Its the only webserver plugin I've seen. Not sure why Endgame requires it?
I had nitrado webserver installed before Endgame mod

knotty ginkgo
#

well after the last 2 update endgame got its been the issue ive been having and i just added webserver and it has not fixed it im not sure whats going on at this point

west elk
#

If you don't want/don't need the prometheus/webserver functionality, does the QoL mod not give you an option to disable it?

tropic orchid
#

anyone have a problem where deathComponent.setShowDeathMenu() just isn't actually disabling the respawn menu

knotty ginkgo
#

it sadly does not and if it does i cannot find it

#

@west elk

west elk
#

Might be worth asking in their Discord then

knotty ginkgo
#

i have have not gotten a single response other than adding HyFixes but that wasnt a fix eithder

mortal anchor
#

does hytale have some kind of support for an emmision map of some sort?

#

just to make the texture glow

tawny ruin
#

Sorry for the necro, but did anyone figure this out?

west elk
mortal anchor
#

maybe thats gonna be enough for hytale

mortal anchor
misty sphinx
# tawny ruin Sorry for the necro, but did anyone figure this out?

Direct solution: Builtin plugins like MantlingPlugin (in builtin/mantling/MantlingPlugin.java) are registered as core plugins via PluginManager.registerCorePlugin(PluginManifest) (server/core/plugin/PluginManager.java: ~line 140). They load automatically during PluginManager.setup() unless explicitly disabled in HytaleServerConfig.ModConfig.

Steps to disable:

  1. Via server config (prevents boot loading, recommended):

    • Edit HytaleServerConfig (loaded from config file, e.g., hytale-server.json or equivalent).
    • Under modConfig (a Map<PluginIdentifier, ModConfig>), add/set:
      "modConfig": {
        "<mantling-plugin-id>": {
          "enabled": false
        }
      }
      
    • PluginIdentifier for MantlingPlugin is derived from its PluginManifest.corePlugin(MantlingPlugin.class) (likely "builtin.mantling:MantlingPlugin:1.0.0" or similar; check /plugin list in-game or PluginManager.getAvailablePlugins()).
    • Restart server. PluginManager.canLoadOnBoot() (server/core/plugin/PluginManager.java: ~lines 120-140) skips it: if (!enabled) { availablePlugins.put(...); return false; }.
  2. Via in-game command (unload after boot):

    • Run /plugin unload <id> (e.g., /plugin unload builtin/mantling).
    • Uses PluginManager.unload(PluginIdentifier) (server/core/plugin/PluginManager.java: ~lines 700-750), which calls plugin.shutdown0(false) if PluginState.ENABLED, removes from plugins map.
    • To prevent reload: /plugin load --boot=false <id> or config as above.
    • Reload with /plugin reload <id> re-enables if available.
#

sorry for the big text, I found it all relevant

west elk
mortal anchor
#

maybe i'll just make the whole thing fullbright and call it a day 🥀

west elk
#

What are you trying to do?

mortal anchor
#

like an outline and other stuff

west elk
#

Can't you just make a quad with a transparent texture that's 0.001 units above your model and copy the glowing pixels onto that?

chrome gorge
#

Hi

mortal anchor
#

just gonna take a bit longer but i can do that

west elk
#

Maybe someone in #blockbench has a better idea if you're not happy with it

mortal anchor
#

oh yea forgot it was a channel

rigid girder
#

anyone know of a good way to append to existing loot tables w/o directly changing them in the resources?

late crystal
#

Can anyone help me? My server is online and running, but nobody can connect.

ornate raven
topaz cipher
worthy vessel
#

😄

#

let me know pls ❤️

topaz cipher
#

sure thing.

late crystal
late crystal
ornate raven
#

do you launching server from hosting or dedicated

plain finch
#

does anyone know how to prevent disconecting during pvp?

ornate raven
#

does nitrado use ptedtoractly

late crystal
#

I don't know

still linden
ornate raven
strong musk
tiny obsidian
#

Server gui is avalible?

molten ingot
#

why are entities so glichy :/ i swear every bug i fix just spawns 3 more

rotund willow
#

Does anyone know of a plugin that lets one switch between a survival and a creative inventory?

molten ingot
#

i need a break from making this physics engine

rotund willow
#

I feel like it would be pretty useful!

molten ingot
rotund fossil
#

Or even just switch it using the ChangeGameModeEvent

inland palm
#

Any Scripters/coders that want 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 😄 if you want to join or just want more info hit me up!

rotund willow
#

Store the inventory in the pre event, replace it in the main event

rotund fossil
rotund willow
#

Shame

rotund fossil
#

Is there a way to get the world config? I want the worlds display name but when I call getWorldConfig I always get a NPE and I know the world isn't null because I can use world.getName() just fine.

ornate rover
#

How can I check code-side whether an entity is hostile to the player or not?

random briar
#

can't believe i wasted the whole day to try release banip, should just had wasted time on the server

ornate rover
jaunty vale
#

Looking to get more granular control over Mod permissions for our server, I'd like to open up mod controls for mods like SimpleClaims or GhostBlockRemover without granting everyone full OP. Anyone have any resources on how to do this?

random briar
drowsy solar
#

Does anybody know about how many threads hytale uses

#

Debating if ~10-30mb per thread is a good idea

surreal flame
#

im going crazy .... is there a way to to actually know what prevents to load all ui files? i get only the typical "could find documents ...." but they all worked before i changed a lot which says me something about the changes i didt was wrong and the hytale dont like it 😛 but is there a way to actually see a parse result where its not valid?

storm heron
drowsy solar
surreal flame
#

??

sterile dove
#

does anyone have experience with WorldEventSystem?

drowsy solar
surreal flame
#

@drowsy solar im not sure if i understand you right, by message you mean the actual hytales message or my message 😛

drowsy solar
hollow plover
#

Hello!
I have a quick question, is there any reason why CraftRecipeEvent doesn't trigger when player crafts something from Workbench? It does work just fine while crafting from the inventory.
My code;

public class CraftRecipeSystem extends EntityEventSystem<EntityStore, CraftRecipeEvent.Pre> {
    public CraftRecipeSystem() {
        super(CraftRecipeEvent.Pre.class);
    }
    private final Logger LOGGER = LogManager.getLogManager().getLogger("ConsumeDurability");

    @Override
    public void handle(
            int id,
            @NonNull ArchetypeChunk<EntityStore> archetypeChunk,
            @NonNull Store<EntityStore> store,
            @NonNull CommandBuffer<EntityStore> commandBuffer,
            CraftRecipeEvent.@NonNull Pre craftRecipeEvent
    ) {
        // Called when CraftRecipeEvent is called.
        LOGGER.info("CraftRecipeEvent hit");

    }

    @Override
    public @Nullable Query<EntityStore> getQuery() {
        return Query.any();
    }
}
drowsy solar
#

Hytale just throws that if any error

surreal flame
#

@drowsy solar i notices yeah ^^

drowsy solar
#

(also does anybody know how many threads hytale uses)

sterile dove
sterile dove
# drowsy solar Do you wanna know how the event system as a whole works?
class BlockBreak : WorldEventSystem<EntityStore, BreakBlockEvent>(BreakBlockEvent::class.java) {


    override fun handle(
        store: Store<EntityStore>,
        commandBuffer: CommandBuffer<EntityStore>,
        event: BreakBlockEvent
    ) {
        println("asdasd")
    }

}

// And on setup:
   this.entityStoreRegistry.registerSystem(BlockBreak())

Basicly that

drowsy solar
#

Oh not using that event system-

pliant brook
#

hello may i ask what are the mods that mainly needs Hybrid?

heavy willow
vernal niche
heavy willow
#

looks like there are 15 dependents for the Hybrid mod

hollow grove
#

what is a InteractionVars? from looking a the weapon_sword_iron Swing_Left_Damage interaction var it seems to overide an existing interaction Weapon_Sword_Primary_Swing_Left_Damage but when I create my own one it doesn't seem to work that way. (I might be doing something else wrong) This is in the Json files.

For anyone searching this up later on I found out the issue. Basically I was missing what the replace section of code did and I messed up the Var thinking it was being decaled in the InteractionVars and wasn't being referred to later on. In the Instance (example Iron Sword) the InteractionVars code replaces the interaction with it's code. (doesn't replace all code just the sections in the InteractionVars) in the sword this happens just before the code is called.

tiny vale
#

import com.hypixel.hytale.codec.KeyedCodec;
import com.hypixel.hytale.codec.builder.BuilderCodec;
import com.hypixel.hytale.component.Component;

import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import org.jetbrains.annotations.Nullable;

public class PlayerDataMenager implements Component<EntityStore> {

    public static final BuilderCodec<PlayerDataMenager> CODEC = BuilderCodec.builder(
            PlayerDataMenager.class,
            PlayerDataMenager::new
    )
            .addField(new KeyedCodec<>("NextLevelPoints", CODEC.INT))
            .build();

    private int NextLevelPoints = 100;
    private float CurrentLevelPoints;
    private int Level = 1;
    @Override
    public @Nullable Component<EntityStore> clone() {
        return null;
    }
}

Does anyone know why I get this error: Cannot read value of field ‘CODEC’ from inside the field's definition when creating custom playerdata? Does anyone know how to fix it?

sonic plank
#

Do we know if it will ever be possible to run the server without the asset pack. The memory floor (about 3GB) is huge. It'd be great if the server could just load the essentials like UIs and lang files. Since clients already have the assets locally, the current memory usage feels like a steep tax. @random magnet?

rotund fossil
storm heron
#

does your IDE not tell you this?

tiny vale
#

I use IntelliJ IDEA Community Edition. Maybe it needs to be enabled somewhere.

storm heron
#

If you're using a hytale plugin template project from somewhere it should just work

heavy willow
#

anyone else not "loosing" some items when drop partial is set in death penalty? Im not loosing things like Gems, Stairs, Stone, wood blocks that are decrorative like golden/tropical wooden planks even Amber logs (im testing a plugin that allows you to adjust the drop rate and damage rate in game) but some of the things i gave myself in creative arent dropping at all even if its set to 100% is that intentional by hypixle?

fringe herald
tawny ruin
heavy willow
vast fulcrum
#

If i'm not wrong you can create a custom component and make it serialize on the player right, what would be the benefit of storing data that way over writing it to a customer json file or mysql database?

storm heron
#

convenience and maybe performance

#

depends on how much data you're trying to serialize

vast fulcrum
#

Probably not a lot lol, thinking of adding custom player statistics to my plugin but that would only be a few int or something

static shadow
#

What is the best way to save arbitrary data on world level?
I need to save data for a world-level system but I'm not sure where to save the data 😅

sharp lake
#

IIs there no way to get the weapon type im holding??? for example melee ranged etc

strong musk
static shadow
dire beacon
#

Is anyone else experiencing server issues with players disconnecting for no reason, even though the host and internet connection are good?

storm heron
static shadow
strong musk
stray pasture
strong musk
stray pasture
strong musk
stray pasture
#

Yeah, but each server claims ownership of that, i would assume a fork of the server to allow master -> <insert name that gets blocked here> architecture may help here.

devout holly
#

What is the best way for me to get in .txt a list of all the ids of the items I have on my server? including the mods? I had previously found a mod that did item dump, but unfortunately it no longer works. Does anyone know how I can do this?

outer sparrow
#

You can use SimpleScripting to create mods in javascript 👀

grizzled vine
#

Hey, I want to get started on hytale modding and I want to ask you some help, I can't setup a correct maven/gradle setup :' )
Does anyone could explain me how to do it, I've already checked tutorial but I can't make it work

finite crane
#

Just keep banging away at it for an hour, you have to set the maven thing to the jar correctly.

grizzled vine
#

x)

grizzled vine
outer sparrow
fringe herald
digital zinc
#

Does anyone know how I can simulate the opening of any UI, Chest, Furnace, etc.? either the method or the class that this function is in

sacred forge
#

Hi, I'm working on a mod, and it seems I cannot make a custom chest. I've copied the Furniture_Crude_Chest_Small .json, but when I press F to interact I get a "Cannot perform OpenContainerInteraction interaction on unsupported BlockState type null" if I've defined a "BlockType.BlockEntity" property
Did anyone get a workaround ?

fringe herald
#

I followed the setup guide from hytalemodding and worked just fine (not allowed to post link though, so just google it). It uses Maven

quartz plover
fringe herald
grizzled vine
grizzled vine
quartz plover
#

Gradle should be pretty easy, you can simply depend on the locally installed server jar or use the maven artifact

grizzled vine
#

Lets go w/ that then

finite crane
#

Gradle is evil, avoid at all costs.

sacred forge
# fringe herald under `"BlockType"` you need to add `State: { "Id": "container" }`as well. Your ...

Here is my current BlockType, it has the State: { "Id": "container" } but does not work :

  "BlockType": {
    // ...
    "State": {
      "Id": "container",
      "Capacity": 18,
      "Definitions": {
        "CloseWindow": {
          "InteractionSoundEventId": "SFX_Chest_Wooden_Close",
          "CustomModelAnimation": "Blocks/Animations/Chest/Chest_Close.blockyanim"
        },
        "OpenWindow": {
          "InteractionSoundEventId": "SFX_Chest_Wooden_Open",
          "CustomModelAnimation": "Blocks/Animations/Chest/Chest_Open.blockyanim"
        }
      }
    },
    "Interactions": {
      "Primary": "Break_Container",
      "Use": "Open_Container"
    },
    "BlockEntity": {
      "Components": {
        "ExampleBlock": {}
      }
    }
  }
fringe herald
quartz plover
# grizzled vine Lets go w/ that then

Do you have the project set up? You'll need to gradle init to create the wrapper
Alternatively use a project template that already has the gradlew so you don't need to install gradle to get started

#

Then the choice is groovy or kotlin for the build script

grizzled vine
grizzled vine
quartz plover
#

Would you prefer to install gradle or use a project template

#

Kaupenjoe has a nice example plugin that could get you started

grizzled vine
#

First, I would preferably install Gradle and if it doesn't work just go w/ a project template

quartz plover
#

Lmk after you install it
Can continue from dms as well

grizzled vine
#

Okay, and let's go from dm if it doesn't bother u

#

If I'm using intelliJ, installing gradle just mean start a new gradle project, right ?

quartz plover
digital zinc
#

Does anyone know how I can simulate the opening of any UI, Chest, Furnace, etc.? either the method or the class that this function is in

sacred forge
limpid eagle
#

hello, does anyone here can help a little for dev? at least find a method

#

I would like find chest in a defined area I have selected

static shadow
fringe herald
tawny ruin
forest grove
#

Does anyone know if it's possible to dynamically adjust the speed of an entity?

rustic wagon
#

Does anyone know if its possible to entirely disable pocket crafting UI from being opened?

digital egret
#

Does anyone know if the devs are looking at the inability of server multiplayer games to use portals individually? Currently it seems like the portal limit is set to the board as opposed to the individual. Couldn't they alter the mechanism to keep the area in front of the sanctuary on multiplayer games as an unclaimable area and then tie portals to individual accomplishments?

tawny ruin
strong musk
torpid loom
#

Does anybody know how to run an interaction on player using their reference?

normal ferry
#

aa

torpid loom
#

Im tryna find something like an interaction manager or something in store

sharp socket
stoic swan
#

is this int persistant playerRef.getReference().getIndex() ?i mean can i use it instead of UUID?

fringe herald
stoic swan
#

thank you

ornate raven
#

is there way to make a item number 1000000 to 1m etc

ocean lake
#

how do i make my custome machne drop contents ? i have machine customemachine state and 2 simpleItemConteiners inside , state implements ItemContainerBlockState

dawn topaz
#

Is a mod and server plugin the same thing?

dusty venture
ornate raven
dusty venture
#

on hytale it is

ornate raven
dawn topaz
#

So could you elaborate please?

torpid loom
#

i have been looking but I havent been getting very lucky

#

the interactions I am tryna activate doesn't exist on the item, im tryna find a way to reference it and activate it

ornate raven
fringe herald
#

you won't activate an interaction for the player. Instead blocks enable the possibility to have an interaction with the player, which is defined in their properties. In code you can implement custom interactions

torpid loom
# fringe herald you won't activate an interaction for the player. Instead blocks enable the poss...

well I know that lolol.
I got custom logic working plugin wise, but Im making a tool is the issue.
And my last task in it is making it so that people can put in the vanilla interactions to activate logic as an alternative.
I know there's a command to start an interaction on an entity where you can input the params on what logic to activate; use, secondary, primary, ability1... But im tryna skip that part, and just give the interaction ID rather than that interaction variable

#

So that if I wanted to activate dodge or double jump, I can do that without having it be attributed to anything.
So that's what Im tryna find is some kind of interactioncomponent/handler

void gust
hexed herald
#

Is there actually a server I can join?

warm sedge
void gust
warm sedge
#
   public boolean setFluid(int index, @Nonnull Fluid fluid, byte level) {
      return this.setFluid(index, Fluid.getAssetMap().getIndex(fluid.getId()), level);
   }
warm sedge
#

look at PlaceFluidInteraction if you need an example

frail birch
ornate raven
#

sure

void gust
warm sedge
void gust
warm sedge
void gust
#

uh

warm sedge
#

"Water_Source"

strong musk
# ornate raven add a block with a plugin

in hytale this is easily possible
the vanilla protocol is much more flexible than mcs, and you can add arbitrary blocks, just like mc lets you add arbitrary textures to existing blocks using a resource pack(except hytales system is much more flexible)

glossy turret
#

I'm trying to register a handler for the BreakBlockEvent but it nevers seems to be called when I break a block

#

In my plugin setup I call this.getEventRegistry().register(BreakBlockEvent.class, new BreakBlockHandler()) but the `accept method of my handler is never called

glossy turret
#

for now I just wanted to see any block breaking, I wanted to filter later then

#

or is there another way of detecting when my custom block is broken?

sharp socket
#
override fun start() {
    eventRegistry.registerGlobal(BreakBlockEvent::class.java) { event ->
        logger.info("Block broken at ${event.targetBlock}")
    }
}
#

Since BreakBlockEvent is keyed, that registration silently matches nothing.

glossy turret
#

oh

sharp socket
#

Block events are keyed by World. Your handler never fired because you registered it as unkeyed.

glossy turret
#

hmm, so will registerGlobal fix that or do I need to register it per world?

sharp socket
#

Use one of these and you’re golden:

eventRegistry.registerGlobal(BreakBlockEvent::class.java) { ... }
eventRegistry.register(BreakBlockEvent::class.java, world) { ... }
sharp socket
random briar
#

i wonder if hytale will do something about bots making servers unstable do hytale allow that or will they take action?

#

been 3 days now and i just see my logs filled with Ariorh trying to join and make the server unstable whish i could remove the bots connection logs entirely but i have to accept it i guess making things more complicated

glossy turret
#

I don't know anything about defending yourself, but you can filter your logs using your server config file

random briar
#

why not just ban/delete the user Ariorh, its their game and i am not the only one who has to deal with the bot

#

i would see deleting a bot is a win for them, they keep getting money from it the people who made it has to buy another profile i would assume

random briar
stoic swan
#

is ther a way to teleport a player with the same pitch, yaw ?

mighty bloom
void gust
# warm sedge "Water_Source"

yeah i have no idea.

    static void setBlock_manual(int x, int y, int z, int id) {
        try {
            WorldChunk wc = w.getChunkAsync(x / 32, z / 32).get();
            Ref<ChunkStore> section = w.getChunkStore().getChunkSectionReference(
                    ChunkUtil.chunkCoordinate(x),
                    ChunkUtil.chunkCoordinate(y),
                    ChunkUtil.chunkCoordinate(z));
            Store<ChunkStore> store = section.getStore();
            FluidSection fluidSectionComponent = (FluidSection)store.getComponent(section, FluidSection.getComponentType());
            int fluidIndexW = Fluid.getFluidIdOrUnknown("Water_Source", "Unknown fluid: %s", new Object[] { "Water_Source" });
            int fluidIndexL = Fluid.getFluidIdOrUnknown("Lava_Source", "Unknown fluid: %s", new Object[] { "Lava_Source" });
            Fluid fluidW = (Fluid)Fluid.getAssetMap().getAsset(fluidIndexW);
            Fluid fluidL = (Fluid)Fluid.getAssetMap().getAsset(fluidIndexL);
            int bID = id;
            switch (bID) {
                case(8):
                case(9):
                case(10):
                case(11):
                    wc.setBlock(x % 32, y, z % 32, blockTiles[id]);
                    if (fluidSectionComponent == null)
                        break;
                    if (fluidW == null)
                        break;
                    if (fluidL == null)
                        break;
                    if ((bID == 8) || (bID == 9)) {
                        fluidSectionComponent.setFluid(x % 32, y, z % 32, fluidIndexW, (byte) fluidW.getMaxFluidLevel());
                    } else {
                        fluidSectionComponent.setFluid(x % 32, y, z % 32, fluidIndexL, (byte) fluidL.getMaxFluidLevel());
                    }
                break;
                default:
                    wc.setBlock(x % 32, y, z % 32, blockTiles[id]);
                break;
            }
        } catch (InterruptedException | ExecutionException e) {
            throw new RuntimeException(e);
        }
    }
#

tried to follow the function provided, but it just doesnt run at all, maybe im doing the variable setup wrong for the index and Fluids?
It does just NOT run when i do that

warm sedge
#

why are you usinng integer ids

#

what is this function

void gust
# warm sedge why are you usinng integer ids

this is a function that places based off the int ID of a block as per the classic mapping I have (the actual ids passed are grabbed from Hytale using the function to get a int ID from a string key)

#
    public static int[] blockTiles = {
            0,
            getBlock("Rock_Stone"),
            getBlock("Soil_Grass"),
            getBlock("Soil_Dirt"),
            getBlock("Rock_Stone_Cobble"),
            getBlock("Wood_Hardwood_Planks"),
            getBlock("Plant_Sapling_Oak"),
            getBlock("Rock_Bedrock"),
            getBlock("Fluid_Water"),
            getBlock("Fluid_Water"),
            getBlock("Fluid_Lava"),
            getBlock("Fluid_Lava"),
            getBlock("Soil_Sand"),
            getBlock("Soil_Gravel"),
            getBlock("Ore_Gold_Stone"),
            getBlock("Ore_Iron_Stone"),
            getBlock("Ore_Coal_Stone"),
            getBlock("Wood_Oak_Trunk"),
            getBlock("Plant_Leaves_Oak"),
    };```
#

im doing the block placements based off these because the level loader just processes the bytes from the level block array directly

warm sedge
#

you have the fluid id you can just call setFluidRaw you dont need to look up the fluid again

#

also for source blocks set the level to 0(?) idk the deprecated code is a mess maybe it should be max.

void gust
random briar
#

just seems weird they don't do anything about it, makes me feel they made the game by ai and has to rely on ai asking it how do we get rid of botting Hypixel_Sad

tawny ruin
# misty sphinx **Direct solution:** Builtin plugins like `MantlingPlugin` (in `builtin/mantling...

ok for anyone who is interested in an update on this. I was interested in how to programatically disable the mantling plugin, and I have figured it out:
CommandManager.get().registerSystemCommand(new DisableMantlingCommandBase());
Very important, you have to register the command as a system command!
Then, in the Main plugin file, override the start and run:
CommandManager.get().handleCommand(ConsoleSender.INSTANCE, "byemantling");
Where "byemantling" is the name of the command. Then here is the body of the executeSync function (where command class is an extension of CommandBase):

HytaleServerConfig serverConfig = HytaleServer.get().getConfig();
                HytaleServerConfig.ModConfig.setBoot(serverConfig, identifier, false);
                if (serverConfig.consumeHasChanged()) {
                    HytaleServerConfig.save(serverConfig).join();
                }
PluginManager.get().unload(identifier)

This is the same way that the hytale-server.jar file handles it from the programatic perspective

crimson kayak
#

where do u report exploits?

clever raft
cedar glade
dawn torrent
#

Has anyone else had their components get wiped from blocks when interacted with? I'm currently having this when trying to implement my own workbench

torpid loom
ocean kite
#

Looking for builders and staff to help with my server nexus this is not a paid position but you will be commissioned at a later date.

tacit moth
#

Does anyone have an idea on when server hosts will be able to have a server host license again?

modest bay
#

Anyone know where asset editor documentation is? Trying to equip and npc to spawn with armor but cant figure out what to type, only have weapons figured out.

late folio
#

{"enabled":true,"list":["<Hannafive>"]}

quartz plover
late folio
#

I am trying to join the sevrer

#

Idk how to Whitelist my username to join @quartz plover

quartz plover
late folio
#

Where do I find UUID?

quartz plover
#

Uhhh, there should be plenty of options but I can't recall any specific one

#

Does it not get logged when trying to join the server?

late folio
#

And that's to join the main server?

quartz plover
late folio
#

So like Im tryan join hytalepvp

#

But it wont let me into the server bc im not whitelisted

quartz plover
#

You are the server owner, right?

late folio
#

Wait what No

quartz plover
#

???

late folio
#

I thought this was a public minecraft server? Like hypixel

quartz plover
#

You can't just force yourself into a whitelist

late folio
#

then how do i join the game

quartz plover
#

That's the whole point of a whitelist, to only allow specific people to join

quartz plover
late folio
#

Oh...

#

Okay my bad Im confused i guess lmaooo thanks though

granite jolt
#

any servers around yall

#

yea

bitter halo
#

How do I teleport the player to a Vector, not a world?

copper summit
#

Someone should make a plugin that makes it so i can block certain commands in certain areas

hushed totem
west elk
calm pecan
#

any servers

loud minnow
#

is there any way to prevent my server from automatically reducing render distance when i use terrain tools? Its really annoying me... I dont care if theres some massive latency in return, i just hate the render distance going tiny coz then i cant see at all

west elk
loud minnow
west elk
#

Check if they installed Nitrado:PerformanceSaver

loud minnow
#

I only have 2 mods but it did this before adding them

west elk
#

The performance saver mod has a config where you can disable the dynamic render distance

loud minnow
#

yeah it has it

west elk
#

👏

loud minnow
#

Where would i find it? its not in mods folder

#

The config i mean

quartz plover
#

If the file does not exist, it will be automatically created with default values on first startup.

strong musk
quartz plover
dusky sable
#

Does anyone know how to listen to the chunk unload event?

loud minnow
#

and the mod has clearly been here a while

quartz plover
#

You can find the values the config needs from the mod's github page

west elk
#

The mod's jar is in your mods folder, but the Nitrado_PerformanceSaver folder is not?

loud minnow
#

I disabled the whole mod and it forced itself back on...

pliant brook
#

is there a way to edit the speed of consuming items?

dusky sable
#

Is there any way to make an entity not persistent, so it gets despawned when the chunk unloads?

west elk
#

@loud minnow might be a case for Bisect support then

loud minnow
#

dang

west elk
#

@faint fable Do you have a page about Bisect's use of the PerformanceSaver plugin on your Help Center? I couldn't find it

bitter halo
bitter halo
#

it just kicks me out of the world and says player disconnected

west elk
#

Are you testing your plugin on a local server or in singleplayer?

bitter halo
#

singleplayer

bitter halo
west elk
#

no

#

I'm happy to teach you how to read your logs and understand them, but I won't solve your problem for you

bitter halo
#

oh, ok

west elk
#

your singleplayer server logs are in
%APPDATA%\Hytale\UserData\Saves\<save-name>\logs

shy umbra
#

does anyone know of a mod or anything that allows for polygon slection of worldedit?

loud minnow
#

@west elk Your sure there is a config file supposed to be there? Bisect said that the mod does not currenlty have a config file, they did tell me how to disable the mod for now though..

west elk
vocal kelp
#

Is there anyone that knows the item entities fairly well?

#

hmm, i feel like the way they created item quality is pretty short sighted. how they have it now the quality is hard coded into the item asset, its not changeable in a mod. So if you wanted to spawn a specific item with varying levels of quality it's not feasible. You would have to create multiple versions of the item asset for each quality level.

#

when an item with rare quality is spawned there is a blue particle shown but that is not a component on the item entity. I'm guessing its hard coded into the client. they should have added quality as a component instead

#

i'm curious if they will change it in the future. i would hate to spend a lot of time creating a solution only for them to change it in a future update

west elk
vocal kelp
west elk
loud minnow
#

@west elk Im supposed to disable "ViewRadius" right? coz its still shrinking my view radius when i use editing tools even with that disabled

loud minnow
#

idk then.. i disabled it...

west elk
#

and restarted the server after saving?

loud minnow
#

yea

#

this stinks coz i need to make a 1:1 rust map for a client and this is making that impossible

loud minnow
#

Anyone know why I cannot see the entire map on the map screen? The area is a 2000x2000 block area, so i know its big but isnt it supposed to show all revealed land?

west elk
#

what you see on your map is what you personally explored in the current session I believe. This will get changed in the next few updates

timid lintel
#

yep

dim osprey
#

Why is my game crashing in Creative, i swap to Creative and i can't move, i can't fly, if i try i just crash. I re-installed the server, the game, and its still crashing.

rough flint
#

hey guys anyone keen on working on a server together and developing a few plugins? My idea (HyHaven) is an all-in-one sort of ultimate survival server im working on and need a few things like a casino plugin, a mobarena-esque plugin, a few different things. if you're keen let me know! 🙂

frank reef
#

Hello, I am experiencing issues with my Hytale server. The server is completely vanilla, I have not installed any mods, but when a player enters the portal of forgotten memories and then exits it, the game crashes and the player is kicked. At this point, the game cannot unload this world of forgotten memories, which clogs up the RAM and increases the load on the processor. Here are the logs showing what it looks like, Java 25 is installed:
[2026/02/03 15:28:21 SEVERE] [World|instance-Forgotten_Temple-a5d559b8-0ac0-4c27-a321-027a02f250f3] Exception while shutting down world:
java.lang.UnsupportedOperationException
at java.base/java.lang.Thread.stop(Thread.java:1557)
at com.hypixel.hytale.server.core.util.thread.TickingThread.stop(TickingThread.java:164)
at com.hypixel.hytale.server.core.universe.world.World.stopIndividualWorld(World.java:370)
at com.hypixel.hytale.server.core.universe.Universe.removeWorld(Universe.java:734)
at com.hypixel.hytale.builtin.instances.removal.RemovalSystem.lambda$tick$0(RemovalSystem.java:24)
at java.base/java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1825)
at java.base/java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1817)
at java.base/java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:511)
at java.base/java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1450)
at java.base/java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:2019)
at java.base/java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:187)

storm heron
frank reef
#

I recreated worlds, wiped the server, tried the pre-release and release versions, and this error appeared everywhere.

storm heron
#

do you happen to have a weird path name to the server/universe folder? containing non standard characters?

frank reef
dim osprey
# west elk What's the error message?
2026-02-04 17:05:05.0226|WARN|HytaleClient.Networking.PacketHandler|A Equipment packet had been received on the local player 
2026-02-04 17:05:06.6528|INFO|HytaleClient.Utils.SentryHelper|Sentry event captured: 5039358d64614b458dda6dc393840fe1 
2026-02-04 17:05:07.7484|ERROR|HytaleClient.Application.Program|System.AggregateException: One or more errors occurred. (Index was outside the bounds of the array.)
 ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at HytaleClient!<BaseAddress>+0xa9b4c4
   at HytaleClient!<BaseAddress>+0xfc676d
   at HytaleClient!<BaseAddress>+0x46d2ea
   at HytaleClient!<BaseAddress>+0x46b809
   at HytaleClient!<BaseAddress>+0x46b6c8
   at HytaleClient!<BaseAddress>+0x6d319f
   at HytaleClient!<BaseAddress>+0x11a552c
--------------------
 
2026-02-04 17:05:07.7484|INFO|HytaleClient.Utils.SentryHelper|Sentry event captured: e694e478dd2a41c7b89e3b63bb0c204d 
storm heron
frank reef
dim osprey
#

Also happens in singleplayer worlds with no mods.

dusky sable
#

Is there any way to make an entity not persistent, so it gets despawned when the chunk unloads?

storm heron
#

not sure if theres a built-in way already (haven't checked) but you could always attach some arbitrary component to the entities you want to remove and then later check if the AddReason is LOAD and then remove the entity

dim osprey
#

i fixed it

dusky sable
storm heron
#

ahh yeah okay then im not sure

dusky sable
warm sedge
narrow sequoia
#

Good server client for someone in Australia??

warm sedge
dusky sable
#

Thanks. How would I replace the existing IChunkSaver using that?

stoic swan
#

is there a wat to render the debug selctino of builderTools to show a ragion?

vernal niche
# loud minnow is there any way to prevent my server from automatically reducing render distanc...

So two things:

  1. Yes, Bisect should update to the newest version.
  2. This here would be a minimal config to adjust the behavior (going into mods/Nitrado_PerformanceSaver/config.json)

⁨```
{
"ViewRadius": {
"Enabled": true,
"MinViewRadius": 2
}
}


You could turn it off completely (⁨`"Enabled": false,`⁩) but I would rather recommend to increase the min view radius to something you are comfortable with (e.g. ⁨`"MinViewRadius": 4`⁩).
abstract portal
#

Anyone else has bunch of errors regarding assets and chunk loading etc in server console? Can play fine tho.

loud minnow
#

i just need to discuss this in more depth and i dont want to flood this chat

hearty garden
#

Any idea how to clear ghost particles spawned by ParticleUItil

#

They don't want to disappear 🤣

wicked crow
#

Hi everyone, I have a Hytale server and this keeps appearing in the console.

[2026/02/04 07:52:02 WARNING] [Spawning|P] Removing Tang_Sailfin type NPC due to overpopulation (expected: 4.785720, current: 11)
[2026/02/04 07:52:02 WARNING] [Spawning|P] Removing Clownfish type NPC due to overpopulation (expected: 4.785720, current: 10)
[2026/02/04 07:52:02 WARNING] [Spawning|P] Removing Tang_Sailfin type NPC due to overpopulation (expected: 4.785720, current: 1)

However, my server has 120 online players all day and I need to increase the number of mob spawns. Where can I increase this?

vernal niche
loud minnow
opaque cape
#

How do I do a Database Transaction? So that if the Server Crashes mid code, Then the transaction isnt committed

west elk
pliant brook
#

hello how do i improve the TPS of the server

west elk
stoic swan
#

does someone know how to render the white transparent bock that appears with the buildtools?

dusky sable
cedar glade
undone iron
#

Does someone has made a plugin interacting with a websocket ? Im thinking about making one with this but im not sure about the way to implement this, the structure of the code.
So if one of you is ok to share me a Github repo just to see how you handle this, it would be really nice

tribal venture
#

I'm looking at the player input guide on hytalemodding to listen to interactions on a block but I can't seem to make it work, is there any other way to get interactions on a block?

#

Or is there no way to add a custom component to a block and then listen to an interaction to that block?

west elk
tribal venture
#

So far I tried listening to the packets and then doing something but turns out you can't listen to block interactions like that

#

I can listen to interactions with entities similar to minecraft but I'd prefer doing them with a block instead

storm heron
#

is this an interaction for a custom block you've added?

tribal venture
#

No, more like adding an interaction to an existing block

undone iron
tribal venture
#

Wouldn't I need to put the block file in the game itself directly if I make a custom block? idk if the mod I make would automatically download it but when I tried, the server wouldn't work unless if I put the custom block in the server files

storm heron
#

everything is server-sided, so any item or block you add will get sent to the clients

#

oh wait are you saying you were trying to add the block through java code and not the asset editor?

tribal venture
#

Yeah, well more like I find the block in the world and then try to add a component to it

#

And that component would then be used as a marker to determine whether if the interaction is done on that specific block

storm heron
#

is this still for the same premise you mentioned last time? Mine a block -> something spawns you interact with -> play a minigame -> get rewards?

tribal venture
#

Yeah, the same

storm heron
#

whats stopping you from just adding a custom block (through the asset editor) and replacing the block that gets mined with this new block?

#

and then add your interaction to the block

tribal venture
#

Wouldn't I need to get new textures for this block though?

storm heron
#

do you want your block to take on the texture of the block that was mined to spawn it or something?

tribal venture
#

No, just spawn a treasure chest

storm heron
#

then you're all good, just duplicate a chest you want to use from the base game and name it something like "Gamble_Chest"

#

it will then take that chest texture/block model -- then you can just use your custom interaction

west elk
tribal venture
#

Last time I tried to add a custom block like that, I couldn't do it

#

I may give it another shot and see if I missed a step or two, ty

storm heron
#

it should be as simple as duplicating a block you want to use and adding it to your own asset pack

tribal venture
#

Oh afaik I just didn't follow all the steps at creating-block in hytalemodding

#

Like the folder structure

undone iron
twin parcel
#

Hey, I noticed that Simon talked about the current mod/plugin system should change. Do we have any more information or updates about the changes?

west elk
#

The only recent development on that front that I'm aware of is that Kaupenjoe is now the Modding Ambassador for Hytale, which means he is collecting and organizing feedback about modding tools and APIs
trello com/b/BrIJDc31

hollow apex
#

Bro just like you, I have no idea why that fixes it, but you helped me a lot by pasting that piece of code hahaha

tribal venture
storm heron
#

Make sure you're changing the translations in your Server/Languages/en-US/server.lang file too

dense lion
tribal venture
#

I'm kinda using a different configuration of the server where it automatically uses my current mod files without me having to build and replace the jar file

#

I made that directory under run/.cache/prefabs/Hytale_Hytale

#

I'm assuming that's where the server files are, as there's nothing else related to a server in any other folders

storm heron
#

it needs to be in your src/main/resources directory...

tribal venture
#

It was there in the mod files, do I have to add that to the server too?

#

Oh wait, think it was in Common, not Server

storm heron
#

that'll do it

tribal venture
#

Nope, still won't work

#

Made sure the directories were correct, maybe I should send the json here instead?

storm heron
#

I have no idea without looking at your project setup

tribal venture
#

I'd send a ss but I don't think I can here?

storm heron
#

add and send it to me if you want

#

or hop in a less restrictive modding discord like the hytalemodding one 🙂

tribal venture
#

Oh there's a seperate discord like that?

zenith moat
storm heron
#

for what?

tropic axle
#

Is it true that hytale is changing its UI Creation System? Or is it there to stay

zenith moat
#

Less restrictive moddin discord

storm heron
#

its just the hytalemodding discord

dawn topaz
#

Hi, is there a way to bulk set blocks through code?

west elk
glacial fulcrum
#

wondering how u guys stress test your plugin

forest grove
#

Hey does anyone know how I could include my static assets from the asset editor inside of the compiled jar file?

west elk
west elk
forest grove
#

Oh yeah that was probably the thing that was missing, thanks a lot lol

random briar
#

ohh you got answer nvm lol

placid maple
#

Hi, I handle parkour timing server-side only, and since we can’t access client-side data, run times are affected by player ping and server TPS.

Has anyone found a reliable way to make timings fair or reduce ping/TPS impact?

west elk
placid maple
faint fable
rugged drift
devout harness
#

how can I check for players in the vicinity of a block from within the block?

versed dirge
#

please give me interesting plugins for your server, survival + RPG theme (levels, quests, bosses)

jaunty forum
#

How can i make a timer for respawning ? (and prevent the players to respawn before the timer runs out ?)

sharp socket
#

Finally able to gain server mods from other servers

granite palm
#

how i can PreventPickup items? exist some event?

ornate raven
west elk
ornate raven
#

like stay ground or come in inventory and drop immeditaly

west elk
#

the block will be broken and will be dropped in item from on the ground in the same position

reef vapor
#

"If I were a Hytale modder today, I would heavily focus on making mods accessible and growing my brand/name."

  • Simon on x website

Does this mean Hytale will give out all plugins and mods of a server to all players?

#

Or is he only talking about maps and assets? Because if Hytale is giving away jar files to people that would suck

zenith moat
#

Does the server run the plugins and the end user consumes them?

OR

Does the server send the plugin jar to the end user?

#

I believe the server runs the plugins! Security issue if .jars being sent over.

reef vapor
#

That would be really bad if the end user got the java plugins - imaginge every newbie that hardcoded database access in the plugin for example

#

also its so stupid that people are buying maps and assets now that it will all be given away for free in the future

ornate raven
#

problaby only assets

zenith moat
#

Assets will need to be distributed.

reef vapor
#

I'm all for in-game mod browser (IF the creator decides to publish there)

#

the auto mod on here is silly

#

I cant post anything lol

#

Imgine spending 100s of hours creating assets for your community then it just gets stolen lol

west elk
west elk
#

yes

#

you can look at the server code if you want to check for yourself

reef vapor
#

Well I am talking about the future, that in-game mod browser

west elk
#

but this has always been clearly communicated. The client doesn't even have the capability to run java code

#

in-game mod browser will either only be for single-player, or for server owners to download mods into their server. Not to their users

reef vapor
#

I just feel bad for the kids that buy assets now and then those assets will be published for everyone lmao

#

But yeah I'm happy the code stays on the server - that way servers can be unique

west elk
reef vapor
west elk
#

and if you write private plugins you don't give to anyone and only use them on your servers, that is also completely fine

zenith moat
#

Great. Big Plugin Energy.

ornate raven
#

dani do you know if there way to edit client render

midnight canyon
#

I see that servers are packed with a Assets.zip, could the data from that zip be accessed from a server plugin ? Does it requires the plugin to unzip ? ... I'd need to read the .png, stuff on runtime

#

The only methods I found was about the asset map, but not the assets itself

west elk
royal mural
#

guys how did u enable the hitbox debugging line ingame?

ornate raven
royal mural
#

UI sprites are very limited

west elk
west elk
ornate raven
west elk
#

I haven't seen anything to do that

#

Maybe you can introduce higher denominations? Like 1000 copper = 1 silver, 1000 silver = 1 gold

ornate raven
#

okay thanks

novel cipher
#

Where do I find the reference stuff for mod making?

royal mural
west elk
final pulsar
#

Is there support for any animation in Custom UI? I'd like to add a fade in/fade out style effect on some things

west elk
#

There is support for animated sprites. For more complicated things you might need to send an update to the client every tick

finite pond
thin ember
#

Has anyone messed around with large quanities of aggressive npc's? Ive been working on a plugin thats for horde based combat, and it seems that when the entity count is greater than around 100 targetting the player, npc's stop being able to properly target the player. Even if the count then drops well below 100 (to 10 for example), those npc's that werent able to target the player seem completely unable to target the player, even if they are directly attacked by the player, they will continue to ignore them. Is there any knowledge of how to fix this kind of issue? Or is the only way around this to simply keep entity count below the threshold where targetting starts to break?

solemn bloom
#

i have this error:"failed to connect to server, An exception occurred when adding to the universe" some one can help me?

stark horizon
#

guys stop lying the games fine

solemn bloom
#

bro i have this problem...

thorny minnow
#

Where can I get a list of all available block ids in hytale i.e. "Rock_Rubble"

strange trout
#

google hytaleitemids cant link site here

thorny minnow
#

Thank you!

west elk
frank reef
celest sky
#

Short question, did anybody Figure Out the Pipeline for npc healthbars? They seem to be the only Thing that I could Transform into a skyrim-like Quest Marker. The Game seems to have No other overlay that snaps to Something and is visible from very far away?
And through Geometry ofc*

deft halo
#

whats yalls favorite bedwars server

zenith moat
#

That sounds bad.

thorny minnow
#

is it normal that I save a prefab then try load it and it says it doesn't exist

finite pond
thin ember
# thin ember Has anyone messed around with large quanities of aggressive npc's? Ive been work...

It seems like its more like there is some list with a maximum amount of entries stored somewhere in the games files, and as each npc over 100 tries to join that list, the npcs that were in the list get pushed off, and not properly removed from the list, so the npc still thinks its supposed to be targetting something but doesnt know what its targetting, so it cant be added back to the players targetting list. Would anyone happen to know where a list like this, or where the config file for npc targetting could be?

clever horizon
#

Unsure if they're visible through blocks though

finite crane
#

Anyone else dislike the use of encapsulation when it's stuff like:

private String foo;

public String getFoo() {
    return this.foo;
}

public void setFoo(String a_foo) {
    this.foo = a_foo;
}

At that point it should just be a public variable. (Asking because they do this in the Universe class with the playerStore member.)

final pulsar
#

Are there any animation options for custom UI? I want to create translate, fade in/out, etc. and just looking at options.

rain rune
#

How do i force an asset to start in on state when placed? it seems to be in neither. I am using the lantern as a starting point but isn't technically in the on state so doesn't have the on animation or particle effects

cedar glade
finite crane
# cedar glade it's just OOP conventions, setters-getters

Yeah, but like, using it when they do nothing just feels stupid. Setters and getters that do stuff I can understand, not when it's literally just reinventing public variables but it's slower because function calls add extra overhead.

clever horizon
quartz plover
finite crane
pseudo prawn
#

Is anyone aware of a method to forcefully change one chunk to a different biome. Or a specific portion of the map to another biome?
Something akin to //setbiome in Minecraft? Via either commands or a brush, anything?

quartz plover
#

Is it really that bad? Types on the left vs types on the right doesn't sound that big of a problem to me, there are many languages that do either one

finite crane
median lintel
#

it just makes more sense to say "I want a string named foo" rather than "I want a variable named foo that is a string"

pseudo prawn
clever horizon
#

Less important if you make liberal use of implicit typing

finite crane
median lintel
#

personally I don't hate it, but it does help my head get around what each thing is without relying too much on names

quartz plover
#

Implicit typing isn't that bad with proper IDE support with inlay hints

pseudo prawn
#

only mention of biome is the /player zone to show what biome they're in :/

quartz plover
#

You know what the type is, it's not like python or javascript

finite crane
quartz plover
clever horizon
#

Just upcast everything to Object /s

finite crane
thin ember
# thin ember It seems like its more like there is some list with a maximum amount of entries ...

I believe I found the reference to the collector of combat targets, but I have no Idea how to find the file that defines it. In the Component_Sensor_Standard_Detection.json file, each sense has:

"Collector" : {
"Type": "CombatTargets"
}

So im assuming there should be a collector class that is what stores and manages all combat targets.

Anyone happen to know of a way to find a collector class, or where this field is referencing to?

finite crane
clever horizon
#

If this were C# I'd say mark everything dynamic :3

finite crane
clever horizon
#

var != dynamic

quartz plover
#

Again, the distinction between type inference and dynamic typing

clever horizon
#

Two very different things

median lintel
#

there's absolutely nothing wrong with defining variables with var in C#

quartz plover
#

On statically typed languages with type inference there's no chance you're going to use an Int variable as Float, any good IDE will show you the actual type without you having to type it all out

finite crane
finite crane
clever horizon
#

I almost always use inference when declaring a variable where the type is obvious. Like

var str = "String"```
median lintel
finite crane
clever horizon
#

And you're using inference every time you skip explicit type parameters

median lintel
quartz plover
finite crane
median lintel
zenith moat
#

Var is a bad pattern. It is code obfuscation.

finite crane
clever horizon
#

I use the language convention for that

#

Same line for Java, different line for C#

finite crane
quartz plover
finite crane
finite crane
median lintel
finite crane
median lintel
#

it's not really a problem to me, I can get used to it

clever horizon
#

Intellij doesn't really care about brackets luckily

finite crane
#

Yeah, but why on earth would someone willingly use Intellij. That editor is cancerous to use.

thorny minnow
#

What do you use sockmit

clever horizon
#

At least it's not Eclipse

finite crane
median lintel
#

if you use any jetbrains ide for something that isn't Java then you're just a corporate drone

thorny minnow
#

VSCode for Java dev 💀

finite crane
thorny minnow
#

10/10 ragebait

finite crane
median lintel
median lintel
#

YES

quartz plover
#

Intellij user of 4 years, can never imagine using another editor as an IDE. For small config tasks other editors might be fine but never for full-on programming

finite crane
strong musk
thorny minnow
clever horizon
#

Bruh apparently stating my IDE preferences is advertising

quartz plover
finite crane
median lintel
clever horizon
strong musk
quartz plover
finite crane
finite crane
quartz plover
median lintel
#

after using typescript I refuse to use javascript for frontend

clever horizon
#

You can write bad code in any language

low mortar
strong musk
finite crane
strong musk
finite crane
clever horizon
#

Back to Fortran with you!

quartz plover
strong musk
finite crane
finite crane
quartz plover
#

Manually formatting is a nightmare, who has time for that. I'd rather spend time making the code better than making the code look better

strong musk
finite crane
agile current
#

I like Swift a lot, like a lot a lot, but the server community is at odds with what I want, so I'm mostly using C#, and TypeScript

strong musk
#

though my favorite language to work in is clojure(sometimes scheme, if I want to be interoperable with other langs like C)

clever horizon
#

I think C++ is fine, but the build tools for it make my head hurt sometimes

finite crane
quartz plover
#

Swift is really nice as a language ngl, I just wish it had more uses beyond on apple products. They're working on making it open source and stuff but it's still so bad

real canyon
#

WORLDGEN V2 SUCCESS: We were able to get a Prefab to Generate as part of Worldgen V2 in a Plugin/Mod. It was very difficult and the documentation is sparse. So I thought I'd provide some detailed information in a GitHub repo: github -> papercraftgames -> motivations-of-gaia. You can also find it from our site easily at Papercraft dot Games.

@silver jolt @icy cove @real minnow @violet vine If you can help me find a better place to make sure people get this information to use Worldgen V2, please let me know.

Special thanks to @finite crane for helping me finally break through my log file errors and warnings.

finite crane
strong musk
quartz plover
#

The language being C

strong musk
agile current
finite crane
agile current
#

A good language has a god mode, a great language makes it clear that it's an escape hatch

agile current
#

~~please don't look at all the UnsafeMutableRawPointer<T> in my Swift code ~~~

strong musk
clever horizon
finite crane
strong musk
#

you get used to it eventually

agile current
strong musk
finite crane
#

I just hate Java.

clever horizon
agile current
quartz plover
strong musk
#

honestly, even C has a far better macro system than java, and while yes, its frequently misunderstood and abused, it can be a life saver

quartz plover
#

Well, kotlin is doing pretty good on that end imo with ksp and kotlinpot, it makes generating new files pretty nice

quartz plover
#

Fastutil is created this way

strong musk
finite crane
#

Oh, the other thing about Kotlin that makes me annoyed, is the lack of semicolons. That one is pure preference though.

agile current
strong musk
quartz plover
finite crane
clever horizon
#

Java's type system is a joke. You lose all generic info at runtime. That's my biggest issue with it imo

finite crane
strong musk
#

but like, look at this C source code, doing this in vanilla java would be god awful

STRUCT_S(con_connect,
     NULL_BITS(1,
           NULL_BIT(identity_token, 0)
           NULL_BIT(referral_data, 1)
           NULL_BIT(referral_source, 2)
           )
     F(int, int32_t, protocol_crc)
     F(int, int32_t, protocol_build_number)
     F_FXD_L(ubyte, uint8_t, client_version, 20)
     F(ubyte, uint8_t, client_type)
     F(uuid, uuid, uuid)
     OFFSETS(,
         VAR(username,
             F(var_str, lstr, username))
         IF_VAR(identity_token,
             F(var_str, lstr, identity_token))
         VAR(language,
             F(var_str, lstr, language))
         IF_VAR(referral_data,
            F_VAR_L(byte, int8_t, referral_data))
         IF_VAR(referral_source,
            F(host_address, host_address, host))
         ))
PACKET(con_connect, PACKET_CONNECT_ID, false)

STRUCT_S(con_disconnect,
     NULL_BITS(1,
           NULL_BIT(reason, 0)
           )
     F(byte, int8_t, type)
     IF_PRESENT(has_reason,
            F(var_str, lstr, reason))
     )
PACKET(con_disconnect, PACKET_DISCONNECT_ID, false)
finite crane
strong musk
agile current
void gust
#

Okay so, i know i asked this before, but does anyone have a good idea on how to place water/lava PROPERLY?

finite crane
quartz plover
#

I have one of those as well: rs define_packet! { Connect { fixed { required protocol_crc: i32, required protocol_build_number: i32, required client_version: FixedAscii<20>, required client_type: ClientType, required uuid: Uuid, } variable { required username: BoundedVarLen<AsciiString, 16>, opt(1) identity_token: BoundedVarLen<String, 8192>, required language: BoundedVarLen<AsciiString, 16>, opt(2) referral_data: BoundedVarLen<Bytes, 4096>, opt(4) referral_source: HostAddress } } }

strong musk
rotund fossil
#

So for the ForgottenTemple does it create a new world everytime?

finite crane
agile current
#

You have a C hytale server? 👀
I'm currently looking into the cursed task of splitting a hytale into microservices for cloudnative scalability. How invlolved is it to implement your own thing?

finite crane
clever horizon
strong musk
quartz plover
#

ArrayList<Integer> is gross
IntArrayList please

rotund fossil
finite crane
rotund fossil
clever horizon
finite crane
agile current
strong musk
strong musk
rotund fossil
finite crane
quartz plover
finite crane
strong musk
quartz plover
#

Actually that makes me think, maybe we could offload the asset packets to a different server, that may be a proper cdn, or like cloudflare storage

upbeat condor
#

How would i go about making something happen in the future?
For example player eats magical apple and after 3 in game days something happens to him

strong musk
quartz plover
#

That would solve the "player being able to request all assets" thing

finite crane
agile current
upbeat condor
west elk
clever horizon
finite crane
strong musk
west elk
finite crane
#

They have something similar to that with the git integration right? Well, not really like that, but in the vein of an external thing providing stuff.

strong musk
# west elk

ooh, nice, so it could be any server
though I hope they make it so that the server doesnt load the assets already in the cdn into ram
mostly because the server would never need to use the oggs and stuff

clever horizon
strong musk
# clever horizon Sending a link would mean not doing that

eeh, the server would still do it if they did what they did currently(ie: load the whole assets.zip into ram)
and the approach would still be better even while doing that(albeit not perfect), because it would take network strain off the main server

agile current
#

my microservice based hytale server might actually not need to work, how much RAM does hytale require for say 5 players, what about 50?

strong musk
west elk
#

Might require an overhaul of the asset pack structure. Because right now there are assets both in the Server and Common directories the server needs to function

agile current
west elk
strong musk