#server-plugin
1 messages · Page 6 of 1
Any recommendations on how to create nice particles? Is there a live view of one or something
You could make a NPC or Item to spawn the particle effect you are working on.
Is there any way to keep the chunk active at all times, even when there are no players on the server?
@brave mural there is a editor created by CyberAxe. I think it is called VFXTale or something (can't look it up atm)
I have a realy aquad problem i have a function that can be called from a
ChunkStore a EntityStore system or interaction
i require both buffers a chunkStore buffer and a entity store buffer since both systhestems could add a Entity or a Block or both
how can i properly get a chunkStore buffer in a EntityStore system or the other way around?
Ill check it out thanks!
How can i render a selected area in hytale like add a halite around it in deffrent color, like a transprant cube
for debugging purposes?
No, to like marke an area in game
hmmm this might not be the right usecase but you could use debug shapes for that
DebugUtils.addCube(world, matrix, color, 10.0F, 5.0F, flags);
I think that is the use case we got right now.
Is there a way to use Java code to add a label to a menu that wasn't there before, or to create a custom UI component and add it via code?
you could do strange things with a blocky model and scale it, but then you wouldn't have any transparency support.
yeah you use the same type of selector logic for when you would get a value or set a value for a named element to figure out where you want to add stuff, but use it to do a clear if you need to remove existing children for the element, and and add logic for the new ui object. buuz or whats they where named again, have a admin ui on git hub that show how one could modify it, i think that the modding documentation might have it as well.
You can define whole UI in code for example with UiManager.
It manages UI updates for you as well.
thats the name uinmanager.
Usually you would use the forEachChunk call. They exist in either type of stores.
public class MyEntitySystem extends EntityTickingSystem<EntityStore> {
@Override
public void tick(float dt, int index,
@Nonnull ArchetypeChunk<EntityStore> chunk,
@Nonnull Store<EntityStore> store,
@Nonnull CommandBuffer<EntityStore> commandBuffer) { // EntityStore buffer
World world = store.getExternalData().getWorld();
// Reading from chunkstore (no CommandBuffer needed)
Ref<ChunkStore> blockRef = BlockModule.getBlockEntity(world, x, y, z);
// WRITE to ChunkStore => forEachChunk gives ChunkStore command buffer
Store<ChunkStore> chunkStore = world.getChunkStore().getStore();
chunkStore.forEachChunk(someBlockQuery, (blockChunk, chunkstoreCommandBuffer) -> {
// CommandBuffer<ChunkStore>
chunkstoreCommandBuffer.removeEntity(blockRef, RemoveReason.REMOVE);
});
}
}
This also works exactly the same the other way around for ChunkStore systems. EntityStore from World -> forEachChunk call on entity command buffer.
how do you edit more then one prefab in a prefab edit world
dang, i thought i had the blocky vehicles mod working. i got the maim bench to open and can craft the parts, but i dont know how to fix missing gui for the steering wheel😭
Good Morning guys, if youre using "drop all" in world settings, is it possible to create a few items that cant be dropped? because the flag dropOnDeath dont work in this case
You'll probably have to re-implement DeathSystems.DropPlayerDeathItems
Yeah i though theres a way where i dont need todo that xD
yes i know about this but if i use this i have to provide some form of query that may or may not execute depending on what i query for or it could run multiple times without needing to
Hmm. Not sure if there is another good way. Seems kind of inherent to the ECS design. You always have to run on some query whether it's the system itself or other calls. I've optimized by using delayed tick system or just caching chunks or entities that I already processed.
Hi guys, i'm really new to coding in Hytale and Java. I'm trying to program a chest-based player shop plugin. I've just reached the point where I'm trying to retrieve items from the selected shop chest. Unfortunately, I'm currently stuck on how to get the chest component. My method currently looks like this:
` @Nullable
public ItemContainer getItemContainer(@Nonnull World world) {
long chunkIndex = ChunkUtil.indexChunkFromBlock(x, z);
var chunk = world.getChunkIfLoaded(chunkIndex);
if (chunk == null) return null;
var holder = chunk.getBlockComponentHolder(x, y, z);
if (holder == null) return null;
return holder.getComponent( );
}`
A holder if it is of the class type Holder is a type class used to create new entities of its type, a blueprint one could say.
Is that what you intend to read a raw unmodified blueprint version for the block?
That said i could be wrong and blocks does it differently.
I'm trying to read the chest's contents so I can use them later (e.g., remove items, etc.)
I am not sure if any of this is right.
But I would probably consider going with
var block = world.GetBlock(x,y,z);
and then somehow try to get the storage component trough the block somehow.
var blockStore = block.getStore();
var blockRef = block.getReference();
InventoryComponent.Storage storage = blockStore.getComponent(blockRef, InventoryComponent.Storage.getComponentType());
there is probably a diffrent way to get the store and probably a different way to get the ref.
i haven't poked that much and the ChunkStore yet.
Ah det was a difference.
DaniDipp always got the magic sprinkles to save us from our own ignorance. 🙂
Just remembered that something similar came up before
Yeah. feels like one of the most common.
Thats good I am going to need that tonight to try to implement the item moving intestines.
Thank you and thank @Space for your help 😃
And @remote chasm! Thanks for shairng your findings earlier
It casually gives you the exact route for what you need.
The thing one hates in Fable and love when having development issues, the clear golden sparkling path to the goal.
hey guys i need some advice
how i can freeze player movement and rotation and use player as camera
for example - replaymod in minecraft
Hey,
Am I correct by saying that the IsValid()method that needs to be used on Refs does 2 checks behind the scenes to return a boolean and those checks are :
- Check if the variable (pointer) is
null - Check if the variable (pointer) is on the list of the
GarbageCollectorto be collected and cleaned
If one of the two or both are true, IsValid() will return false.
Is this correct or is there more to it or does it work totally differently please ?
Hey, does anyone know the proper way to execute an existing command (like /setblocks) from a plugin?
Yeah: CommandManager.get().handleCommand()
But for flexibility with the Builder tools, you can call the BuilderToolsPlugin directly.
I had to look it up.
And in the current version you are wrong.
the default Ref<> behind the scenes only checks if its index into the store is not the mimimum index value as in "no valid index in the store".
But other implementations of IsValid does different things. The PlayerRef that doesn't even implement Ref<> (but probably could be a Ref<PlayerRef>)
does internally check if its interal entity component and holder is not null.
That its not deleted or i garbage collector doesn't mean that the ref is valid.
could you show me the code for the entity component and holder is not null please ?
public boolean isValid() {
return this.entity != null || this.holder != null;
}```
component or holder not, component and holder i realized.
since having the holder would mean you could create the entity from it.
it doesn't check for GC ? Why is that ?
Because in ECS the Ref is not valid if its not at the right index in the store. When its deleted is a different thing, and nothing you should do or have to care about. If its in the store its valid, and its only in the store if it got a index into the store.
And also this is just an assumption on my part, but since ECS uses components, components are data thats identical in its layout.
The object probably still exist after the index is set to a non valid one, and freed at certain condition, and components are probably newed in specific batch strucutures to allow continious layout in memory.
Since with all the hands off you get with java and any automagic memory management/GC, is the trade off that they GC might run at terrible times as well.
hi what event class do i use to block picking up of sticks?
"Press F to gather pile of sticks"
InteractivelyPickupItemEvent
been trying to use it, cant get it to work
i can block picking up the item but the pile of sticks on the floor still gets removed
You need to make sure your check runs before the default event handler by setting the system dependency to before what ever other system handles the pickup logic/break logic as well.
Or part of their logic might run first.
i dont think theres any other system, i only have my own mod in the server
The default game systems.
Unfortunately some of the item pickup handlers break the blocks before that event actually happens (and also don't call any block break events doing so...), so I don't think there is a easy work around for that at the moment
no you are right
I put in a bug report for it but I'm not sure if there's any updates on that
the event exists and is sent but nothing else seem to listen for it.
but yeah thats only the pickup part
I suppose a work around could be placing the block again if cancelled, but its hard to know the location precisely. There's other more hacky work arounds though..
ok one last thing, how to detect a mouse left click inside the player inventory/hotbar? like detect if a player clicks an item
PlayerMouseButtonEvent works in inventory orr?
because i think its just on the world
you need to connect a event trough the uibuilder to the inventory slot, and handle it based on the results out.
as for the sticks, since they exist in the world they are a block and a block you can gather so you do have the
BlockGathering packet as well, in theory i guess you could try to intercept and change that to prevent the packet going trough at all.
Does anybody know how i can create a resource for each world?
Like how each world also has like a Time.json in the resources directory? Is that possible ?
Ahh Found it! When creating a resource just needed to include the codec
Allways need a codec is a good rule of thumb.
Important inventory changes in Update 5 Part 3:
Marked
Inventory#getActiveHotbarItem(),getUtilityItem(),getActiveHotbarSlot(),getActiveUtilitySlot()andmoveItem()for removal, their equivalents are on the individualInventoryComponentsub-components or in the newInventoryUtilsclass
https://hytale.com/news/2026/4/hytale-pre-release-patch-notes-update-5#modders-warning-section
hi guys, is there a way to disable creating archive directory in backups folder?
Ty bro
Whats the proper way to open a website when clicking on a button in the UI
I dont think thats a thing yet, at least from what I've seen
Are you sure? I think there are already plugins out which like advertise their discord and such no ?
You can link in a chat message, and i think it has to display the full url.
Most likley they don't want, to the extent its possible, that things will send people out of the game to random website without knowing that it will either trigger a website or give you a hint where its going.
Especially with all the phishing and malware issues already with servers
In theory, can I add any type of damage I can think of? (For example, electrical damage)
yes
you could even add, papercuts, ooowies and emotional damage. But it requires more work the more you add.
Emotional damage xdxd
I'm currently working on the damage calculation without using the game's vanilla damage types, so I suppose it's the same with respect to adding the new damage behavior.
The pain of being early
what
There's no documentation
wym? cant use the asset editor or something? i just want to grow my own boomshrooms, that drop some essence along with boombags. i copied some .jsons from a bigger mod that is not working anymore. not sure if i found all the things a recipe needs.
i cant figure out how to use the asset editor to do this..😞
Any reference items?
To understand the concept
i just want to grow my own boom shrooms.
And simply copy it?
Give this man his boomshrooms
i though i could copy the .json files and follow how another mod had the folders set up to create a standalone recipe from the original mod, since the one i was following, also only added a single crop. i figured it should be easy to do.i must have missed something because it loads up just fine, but the spore bag doesnt show up in the farmer bench and its not in the creative menu either. im burnt at this point.
Did you see the creation requirements in the item's JSON file? There should be a section that shows the bench needed to obtain it.
all that is in there from the original mod. farmer bench, tier 3, in the seeds tab.
Hmm, is it the same as in the game, or is it a different table? I mean, does the mod reference its own table, or is it the one from the game? It might be causing problems to have done it directly from the mod.
i use to do it all the time to make custom recipes in mc, but i guess its not as easy as cut and pasting here
idk what you mean by referencing its own table.
the mod added boomshroom spores and spore bag and would grow large boomshrooms to harvest. the only custum they added was the spore bag and the spores model
Ah, since you said "big mod," I thought they might have created their own ecosystem of tables, but if it's just one recipe, there shouldn't be a problem. It really depends on how it's being added.
i have no idea about any of it. and anytime i ask or wacth something, everthing is saaid too fast or vaguely or with the assumption that i have a clue to what the jargon means
i gave up for now, and put it to the side
no, i meant a mod that had other stuff with it
Weird question, but if you could make plugins in a different language than Java, what would it be?
I'm making a thing, but I don't know what people actually want to use it for
Ue5 style
Blueprints
hi! anyone know how to listen to picking up event when walking over items? pickupevent basically if on MC
Better to ask over on the modding discord
kotlin
Look for mods that increase the gathering range and see how they modify or interact with that interaction; you might find something useful.
yeah it was the ItemFilter plugin thanks
i am thinking about using Orical Cloud free ARM processor 24 gb ram to run Hytale. would ARM be ok to run a server off of?
4 OCPUs (Ampere Altra ARM processors running at 3.0 GHz) 24 GB RAM "10 TB/Month Outbound Bandwidth"
Could I run a 20 person server fine with this?
Does someone know a discord integration mod which:
- Bridges Chat between Discord <-> Minecraft (discord is sent via webhooks)
- Send's Server Start/Stop messages
- Send's adchivements on Discord
- Send's Player Join & Leave Messages
I used DisTale before but that bricked in the update 4
C#. 🙂
i'm trying to build a mod in java. i have a UI defined in /src/main/java/com/myself/modname/resources/Common/UI/Custom/Pages/myfile.ui
this line does not cause a crash: $C = "../Common.ui";
but adding a button does cause a crash:
$C.@TextButton #BtnTest{
@Anchor = (Width: 180);
@Text = "Test Button";
}
any pointers? I feel like its a pathing issue, but the resources I've seen online have not been specific. Thank you!
you need to create a group first
$C = "../Common.ui";
$H = "../HyLib.ui";
@BGCOLOR = #1e3858;
Group{
Anchor: (Width: 400, Height: 400, Top: 200, Left: 200);
Background: @BGCOLOR;
$C.@TextButton #BtnTest{
@Anchor = (Width: 180);
@Text = "Test Button";
}
$H.@DefContainer {
#Title {
Label {
Text: "Test Container";
Style: ($H.@HyTitleStyle);
}
}
}
}
Can a Panel container house a button? My layout is more or less the way i wish: nested panels in panels in a flex grid.
My failing button is in a Group > Panel > Panel > Button nesting
Show me the ui file
94 lines long just for the nested layout. that ok?
i can DM it to you if thats ok. the code is fairly organized
Sure, no problem
request sent
how do we setup rocksdb by defult on the server?
What do you mean by default? In what context? What do you expect it to do?
Is it possible to disable loosing items inside a world?
yes in the world settings
Do you know how i can set it via java?
you just go into the world settings in your game and disable it
yeah i don't think the gameplayconfig can easily be updated during runtime
oh i see he wanted to set it dynamically yeah i dont think that was possible at least not without some real changes
Yea i found that i can read it like this
var gameplayConfig = worldorld.getGameplayConfig();
gameplayConfig.getDeathConfig().getItemsLossMode();
That means i need to set it inside the world config json file
cant set it runtime
i dont entirely get why u would need to though
I dont need to set it in runtime. Just trying to figure out how i set it in the config file now
what are you trying to get the mod to do
there might be a better method at least a simpler one
I have a Guild Mod and each guild has its own guild hall / world and i want that inside the guild you cant loose items when dying. I already have the instance of aworld but i need to set the instance so that loosing items is not a thing when dying
Trying to figure out what the json needs to have for that
why not just have that instance save the items and give them back on death
or make it so u cant die there
Seems way more complicated no ?
If there is like a flag i can just set to true why not use that built in way
there likely isnt a flag for it its too early for that sorta in depth mod support
I literally send this
var gameplayConfig = world.getGameplayConfig();
gameplayConfig.getDeathConfig().getItemsLossMode();
public static enum ItemsLossMode {
NONE,
ALL,
CONFIGURED;
private ItemsLossMode() {
}
}
Thats literally built in. Which means it 100% is possible
Hello I'm trying to do my first mod and I currently done the core logic and add some data to my player (Component<EntityStore>) but I would like to know if I can add data to a block with an equivalent system. And each block has a different instance of the data class
An example of that could be a block when I do a right click on it a counter increment iteself
the hytale modding discord
https://hytalemodding.dev/en
Click 'Join the community' to go there.
Thx
yw
Ok I found it. Here is how to disable loosing items on death:
Adding this to the world config:
"Death": {
"RespawnController": {
"Type": "HomeOrSpawnPoint"
},
"ItemsLossMode": "None",
"ItemsAmountLossPercentage": 0.0,
"ItemsDurabilityLossPercentage": 0.0
},
If anyone is looking for a dev, hmu!
yeah, kind of an odd thing to say especially about this game and especially when you make mods
Does anybody know why the interact system is not triggering for when picking up food with F?
public class InteractEventSystem extends EntityEventSystem<EntityStore, UseBlockEvent.Pre> {
public InteractEventSystem() {
super(UseBlockEvent.Pre.class);
}
@Override
public void handle
(
final int index,
@Nonnull final ArchetypeChunk<EntityStore> archetypeChunk,
@Nonnull final Store<EntityStore> store,
@Nonnull final CommandBuffer<EntityStore> commandBuffer,
@Nonnull final UseBlockEvent.Pre event
)
{
}
@Nullable
@Override
public Query<EntityStore> getQuery() {
return Archetype.of(PlayerRef.getComponentType());
}
}
For example when i click f to open a door this works fine but when there is like cheese on the ground and i press f to pick it up it doesnt trigger it. Any idea why ?
OH ok i found it there is a different event for that: InteractivelyPickupItemEvent
Mhh but i also found out that when cancelling the event it doesnt put back the item from where it was picked up. so it just disapears
Does anybody know how to find out which block the entity is looking at ?
the picup item event is just the picking up, it has nothing to do with the breaking of the item as it seems.
there is some event i think that gives you both the block and or entity you look at trough a interaction i think.
But just as a generic tick or anywhere i have no idea.
Does anyone know of an easy way to find a list of containers the player has access to? Do I need to keep track of it manually through something like a PlaceBlockEventListener?
Have access to in what way?
I want to iterate through them, so I guess that they have ownership of, or placed..?
Is there a way to make a dungeon instanced without having a whole world to download with it? (One of the staff on the server I play on said that what they have seen as a mod or plugin includes a world download. They have developed some dungeons, but they are not instanced, and when people fight in them, decor like plants, pots, boxes and rubble get broken and have to be replaced manually.)
Are you actually spawning new worlds for these dungeons somehow? I imagine what you're actually looking for is an "Instance" instead of a world?
Okay, we don't know how to instance a dungeon. I don't know Java, I have not looked into the visual editor, and I'm not staff, but I offered to look into what is necessary. The staff person I've been talking to said that they looked at plugins/mods that are out there that provide an instanced dungeon, but they appear to include a world download. I don't know if they require you to use the world to use the dungeon, or if it's just there to show them an example of the dungeon in use in a world. It's unclear how these are used or if they can be added to an existing world.
If we can add these to an existing world, do they only add the particular dungeon(s) the author made? How do we make a dungeon that, say, a player creates, be instanced in our world?
(Is there any kind of tutorial out there on how to make an instanced dungeon?)
Go into creative mode -> press B -> World -> Instances and play around with it. The vanilla game files has examples. You probably want to create an instance of a void world (or something) and then build the actual dungeon in that. Afterwards, you can save it as the "template" world that gets spawned, whenever you make an instance of that template.
If you're saying you want players to be able to build their own dungeons and become instances, then I'm pretty sure you're in custom mod territory.
Well, let's say I were to follow your instructions, then hand this "template" to the staff so they can add it to the world. Is that possible? If so, how would they do that. That's the information I'm looking for.
And, with this template, is this void world part of the template?
@mossy trail
I have to admit I can't give you a good workflow as to how to design your template. If you look into your game files Assets.zip, you'll find the Server/Instances folder where the devs already have examples of two different ways to do this. One is where chunks are pre-generated and customized, while another uses a set of prefabs and some world generation.
I don't know the workflow they use to build those.
I wasn't thinking honestly I was about asleep 😂
Well, thank you for the information you've given, it's at least a place to start.
I looked into it. It does seem like instances you spawn in-game are saved and inside the folder, seems to be everything you need to use it as a template going forward, if you zip it up and give to the admins.
So you can run a local server, create a void instance (or whatever you want to base it on) and then build the actual dungeon inside it and pass the final files to the admins. You can then use the instance system to spawn a new one of it, every time.
Thank you.
Does anyone know what might be causing the graphics for the print job not to load, and why there's a red X on a white background?
Good evening, I'd like to ask about fall damage. I'm testing a mod that, under certain conditions, gives me millions of health, but it seems the fall damage only takes away 1/3 of it, so I wanted to know how it works
Class DamageSystems -> FallDamagePlayers
double damagePercentage = Math.pow((double)0.58f * (yVelocity - (double)minFallSpeedToEngageRoll), 2.0) + 10.0;```
Damage is a percentage so maybe something is wrong on your plugin. (i havent read anymore code, just hard guessing)
So it always removes a percentage of damage instead of flat numbers?
is there a way to detect an arrow hit when it hits a block?
if you were trying to make a mod that can give you a huge amount of health, instead of a lot of health you could do like 90% damage reduction. idk just an idea
Yes, I had several problems doing anything with that because it detected the block, so if it does
The mod already exists, the problem is that I can have millions of Health and it doesn't matter if I have 100 or 1,000,000, it always removes a specific amount.
I'm referring to a specific amount, with 1/3 for example, it's like removing x% of total lifespan, regardless of the lifespan.
how do I do it?
i couldn't find any EcsEvent linked to a projectile hitting a block
I created a system that detected damage to entities with a certain characteristic, and when I hit a block that didn't have that characteristic, it kicked me out of the game, so it could be related to that.
movementConfig
this.fallDamagePartialMitigationPercent = 33.0F;
damageInt = (int)(damageInt * (1.0 - movementConfig.getFallDamagePartialMitigationPercent() / 100.0));
that was to the wrong person
the movment flydamage mittigation will scale it down to 33.3%
Assets/Server/entity/movementConfig/default.json
"FallDamagePartialMitigationPercent": 33.0,
Guys, I have a plugin which worked for a while with
mavenCentral()
maven {
name = "hytale-release"
url = uri("https://maven.hytale.com/release")
}
maven {
name = "hytale-pre-release"
url = uri("https://maven.hytale.com/pre-release")
}
}
dependencies {
compileOnly("com.hypixel.hytale:Server:2026.01.27-734d39026")
}```
but for some reason it stopped working and can't find the repository, does anyone know what I am doing wrong, I tried making 2026.01.27-734d39026 a + instead which did not work, did something happen to the repository or did the link change?
https://support.hytale.com/hc/en-us/articles/45326769420827-Hytale-Server-Manual
Replace with latest version, we provide jars for the last five releases
you have to explicitly tell it to compile against the current version since only the last 5 versions are available on the maven repository
ah, thank you a lot :D
You could also do "latest" at the end I believe and it would work; it will always compile with the latest version, not sure how it would deal with conflicts of the release and pre release branch though.
Guys, any tips for movement mechanics? I want to create a custom gamemode, but by design it requires wall jumps, dashes and slides. Any ideas how this can be implemented? Also any resources or links close to theme are HIGHLY appreciated
are you on the modding discord? I can link it if you want
Here anyway: https://hytalemodding.dev/en
there are a lot more resources there
Highly appreciate, god bless
Honestly this channel should just redirect to the modding discord community tbh
Most of the answers are just look here for better results
Is there a way of adding a block/item to a chest from a plugin?
Probably with a prefab or a loottable
coming back after having a 2 week break from development to polish up my mod for the comp hand in and the latest update has completely broken so many of my systems 💀
It happens
Is it possible to add like overflow hidden in the ui ? So that something inside a group we say that it shouldnt overflow outside of thatgroup like clip it?
Id ask in the modding discord they know a lot more about that UI stuff I'd also work on having a side copy of your UI code that works in the new system so once it's swapped you don't have to start fresh
Oh do we already know how the new system needs to be structured?
I really hate the current ui system. I cant wait for neosis gui
It literally is such a pain to work the .ui files
Yes it's an existing system let me find the name
Noesis GUI
Eventually they will swap to it give a few blending updates to let people adjust and get settled then the existing system is removed
Hopefully thats soon, Any dates yet ?
No, but there is steady progress in the pre-release patch notes
They are adding backend code for it so its definitely in the main set of stuff being worked on
sounds like its not far away
Hopefully soon so people can start swapping
Does anybody know how to set like elements that are available in @DropdownBox UI ?
$C.@DropdownBox #RankDropdown {
Anchor: (Width: 100);
Entries: ("MEMBER", "RECRUIT");
}
Like whats the syntax for Entries?
You really should be in the modding discord
Aside from the tick field that shows when running /ping
are there any other ways of measuring server performance?
Im comparing 2 server hosts atm, its just a little weird, because one server reports a tickrate of around 50-80 ms, the other reports around 60-100 (so not a huge difference)
yet on one server NPCs like birds have a good amount of visible rubberbanding; but on the other it does not
so it like seems one server is a bit faster.... but its not very apparent from the tickrate at least
Otherwise I guess I will run some more generic CPU benchmark outside of hytale
I think you need to define them as child nodes
Or maybe check com.hypixel.hytale.server.core.ui.DropdownEntryInfo class
Type /ui-gallery in game, head to selection and take a look at the code for the dropdown box.
Thanks
Oh that was ages ago, but hopefully that command is useful in other ways anyway.
Wait i didnt know that. Thats cool
I personally prefer defining UIs in code using UiManager.
It makes default values, updates and event handling much easier imo
Check what the Nitrado Performance Saver Plugin doing
I dont have it installed
Im running the server on Windows server VPS
That's not relevant
But if you don't want to install it, you can still check the code to see how it measures performance
How would I do this exactly??
Does it pring in console or expose some kind of cmd?
Wait is there a java class for that or what?
No, but it's on GitHub. You can read the code.
If you want something just for debugging with a ready-made user interface instead, you're looking for Spark
https: // github com/Oxorbis/UiManager
Ahh pretty cool
am I the only one super bugged out by the auth code requirement for servers?
It seems every time I create a new auth refresh token for a new server, the code for the other refresh token stops working
So I can only have 1 server per account that I purchase?
and it wants email everification every time >.< Cant it just... set a cookie and be done with it?
you can have 100 active servers per game profile
Persisting auth in an encrypted file (similar to a cookie) is done by running /auth persistence Encrypted
Does someone have an Idea how to create a searchable Dropdown in Hytale UI were not all entries are loaded in the beginning but send dynamically so I dont have to send all 6000 Player Names in 1 Dropdown? I can resolve that issue not using a searchable dropdown but with a searchable dropdown i cant update the dropdown dynamically ... any idea?
I probably can find example somewhere
That would be very interesting
Ah you want it dynamic. Why not use separate text input and update dropdown based on player input?
I think we cannot bind event to builtin dropdown searchbar
Yea thats what i thougth
The drop down does not stay open and it looks bad xD
Or i am doing something wrong. Also the Dropdown Colorpicker also dosnt have a input changed event ... thats a bit anoying
yeah ran into same issue, probably a bug
had to put explicit save buttons everywhere
Nah i think there is just no event in place for that ... no bug they just forgot xD
So anoying
But the event is mentioned to exist in "official" documentation
"offical"
but still its from official source
Its for the big color picker! There it exists
I tried "com.hypixel.hytale:Server:latest.release" and it seems to be working, thank you :D
Does anyone know how the CharacterPreviewComponent UI element works? I tried to send in a support icket abt it (since there's no documentation) and I got told to come here to ask
have you tried it? Does it show anything?
as far as I can tell it always crashes the client
but not in the same like "parse error" way
The properties are listed and described in the docs: https://hytalemodding.dev/en/docs/official-documentation/custom-ui/type-documentation/elements/characterpreviewcomponent
it usually says "Exception was thrown by the target of an invocation"
these are just common properties for all nodes
which seems to me a very client-side issue
aw dang
Is it used in any vanilla ui right now?
only client side
and if I try to mimic what they do, I get that error
Interestingly the character create screen uses a different element, PlayerPreviewComponent, which the client doesn't even recognize exists if you try to use it
having tried to get it to work for a while, I'm now under the assumption that the client actually parses UI differently depending on if it's a local UI page or one privded by the server at runtime
For whatever reason, CharacterPreviewComponent IS loaded, but somehow incorrectly, so it throws an error in C#
I've been considering either decomping it or running it through a C# debugger to figure out exactly what's happening
I do know of some decompilers that might make sense of it to an extent, but it's not gonna be easy, nor is it gonna give me class names and things like that
that is correct, only some elements are exposed for servers to use
I do have a theory however on how it might be made to work
whats the error you are getting? is it just logging or crashing?
It disconnects immediately with the message Exception was thrown by the target of an invocation which strikes me as an error in C#
the main reason I'm a lil annoyed is because it's in the public docs and yet does not work
at the same time, I don't really see how it could be abused, and hence why it wouldn't be allowed
hmm, do you have the full exception from the client log, or the sentry id so I can look it up
gimme a moment to find that log; I'm on Linux
(yes I've confirmed it happens for people on Windows too)
okay I found it, it's a class cast exception
I can't paste the whole log in here actually
restrictions on the discord channel, maybe I just DM it to you?
I just need the sentry id if you have that or the stack trace
2026-04-14 12:59:13.3229|INFO|HytaleClient.Application.AppGameLoading|Disconnecting with error during stage InGame: Exception has been thrown by the target of an invocation.
2026-04-14 12:59:13.3229|INFO|HytaleClient.Application.AppGameLoading|System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.InvalidCastException: Specified cast is not valid.
at HytaleClient!<BaseAddress>+0xda0093
at HytaleClient!<BaseAddress>+0x4616e5
at HytaleClient!<BaseAddress>+0x167f5b0
at HytaleClient!<BaseAddress>+0xda6ff1
--- End of inner exception stack trace ---
at HytaleClient!<BaseAddress>+0xda707f
at HytaleClient!<BaseAddress>+0xda6bda
at HytaleClient!<BaseAddress>+0xdfee83
at HytaleClient!<BaseAddress>+0x432a1d
at HytaleClient!<BaseAddress>+0x432dad
at HytaleClient!<BaseAddress>+0x43250e
at HytaleClient!<BaseAddress>+0x46493e
at HytaleClient!<BaseAddress>+0x485db5
2026-04-14 12:59:13.3280|INFO|HytaleClient.Application.Program|Changing from Stage InGame to Disconnection
2026-04-14 12:59:13.3283|INFO|HytaleClient.Application.AppGameLoading|[Voice] Voice stream closed by client
2026-04-14 12:59:13.3300|INFO|HytaleClient.Networking.PacketHandler|[AudioCapture] Stopped: framesEncoded=218, framesSilent=66
not sure where to get the sentry id
should be logged just before/after "Sentry event captured: ..." but this should be enough to find it
I don't see that?
hmm, yeah I guess your client wasn't able to send it to our sentry for some reason, well rip error reporting I guess
what version are you running?
Update 4, I think it's like the March 20th build
I don't see a setting for that; is it not supported in Linux?
I do have diagnostic mode on (helps a lot with debugging UI)
it also could be the error wasn't caught, hence the vague error name and the fact that it doesn't show up in the diagnostic console
Any updates on this?
if i am using bisect server osting how do i change the wolrd settings to keep inventory
Probably not a question for #server-plugin but I believe that's a per-world setting
Can UI selectors be deeply nested? #One[0] #Three will work but #One[0] #Two #Three will not be found and if not, how would I handle that?
Hello guys, is it possible to increase the font size of UIs from the server side? UIs like Inv ToolTip etc?
So, I'm working on a texture pack for Hytale, and I'm wondering if it's a good idea to replace existing blocks and items (that what texture packs do). I keep hearing that doing so could cause problems.
Gonna assume you got lost in stacktrace hell?
No I fixed it then stopped working for the day, won't be until next weeks pre-release
Replacing textures should be quite safe as in having a new asset pack with textures with the same names as the originals so they are being used instead.
Problem mainly come if you start changing behaviours and properties on objects since the base object might change its behavior.
With textures at most you will lack texture for a object state or make it look wrong due to movement or rescaling in textures or models
Got it 👍 Thank you!
Nah That's on the client side, not the server side, so it's not modifiable.
Thanks Slexer for your reply.
guys, I have a list of Ref<EntityStore> in an EntityTickingSystem and I want to update or remove refs from that list. Problem is that I need a way to access the EntityTickingSystem for that and I can't figure out how to do that, I think I need to store it when I register it, but when I tried that it crashed when I went to another world as that has another store. Is there a way to access the system for a specific world/store?
You probably don't want to store data in your system class becasue it runs for every world, instead you would want to register a resource and then use that to store the data per-world
correct, the instance of a system is shared
is this channel for mod questions?
I installed 4 mods and two are called plug ins and two are called paks.
yep, "Mods" is the umbrella term for two types of game modifications:
- Plugins (Java .jar files)
- Asset Packs, or just Packs for short (textures, models, sounds, behavior definitions in .json files, etc)
Mods may consist only of a Plugin (mechanic changes, commands, QoL, etc.), only of a Pack (new blocks, mobs, cosmetics, etc.), or both!
If you have questions about asset packs, feel free to ask them here as well
I've installed EyeSpy, Loot Multiplier Ultimate, Pixel Paintings and Violet's Plushies and one of them seems to have a soundbug or something. Like it freezes - visuals alsmost not noticeable but the sound makes a brrrrt. I am just concerned if I deactivate a mod like the Plushie workbench, all the plushies I made with all the resources are gone 😅
So TL; DR: does anybody know by chance if one of the above mods can cause that brrrt sound bug?
Or else, how can I see comments on Curseforge? I am used to Nexxus Mods to read up on comments about bugs in mods.
Hytale saves all the data for mods in the block in the world so you can disable and re enable safely
omg, really? How cool is that?
Yeah really fun til you need to clean up leftover blocks xD
I'm having an issue with getting teleportation working. I know to use the teleport component; however, sometimes when I apply said component, the player disconnects with the error Incorrect teleportId
Figured it out; if you teleport the player too early in the joining process, it never acknowledges the teleport and can get out of sync enough to cause issues
that kinda feels like a bug to me but yknow
How early in the joining process did you try to teleport them?
like maybe a teleport should time-out if it's not aknowledged in time
oh the first tick they were in game, so like worst case scenario
but it works the first time, it was just consecutive teleports that don't work
bc it desyncs
Not like you tried to teleport them while they still have the PendingTeleport component, right?
well that's what I think happened, after the first teleport the PendingTeleport component never left
even minutes later
the client acknowledging that a teleport occurred is what removes it, so if that doesn't happen...breaks
If you can make a minimal plugin that reproduces this, that would be very helpful for a bug report
I'll see if I have some time; I got more stuff to fix
You can't send a teleport before the ClientReady event. Any movement the client sends gets rejected/ignored by the server. So it could have dropped the teleport ack if it was sent before then.
Actually if you just want to move the player really early on join, you should be able to just change their position before/when they are added to the world, instead of doing a teleport, before the player even receives their position. so you never load chunks at the old position so should be more efficent
In this case i just did a refactor so I didnt need to teleport so early anyway
Where does the system that displays the colors in the tooltips of items come from? I mean, is there a system that converts from text to colored text, or does it only work based on "lang"?
For example, if you put the color code you want in the lang along with the description call, it will display the description and its color without any problem. But is there anything that does that without needing the ".lang" extension? Or does it come from somewhere else that automatically colors it?
How do you add an existing asset pack to a new server? And is there a way to add a mod to a server?
Just drop it in the "mods" folder :)
As in, the one in the "User Data" folder?
Do you want to add it to your server or a single player world?
My server
I didn't, but thanks 
The server is storing files somewhere (worlds, player data, configuration, etc). That's where the server's mods folder is
Do we know when the next release is ?
Next Thursday but more likely the 30th
Any hytale dev/mod can hint us why character preview doesn't work or when they plan on adding support for it? I think anybody gives a proper answer or just even an answer
Devs don't usually read into the discord
What do you personally think about Hytale's API? Could it be better,/is it good enough/easy/is bukkit better?
There are still a lot of holes to be plugged and info to expose to the server, but the Entity Component System is really powerful and the "one-thread-per-world" model is amazing for performance! I especially love that the vanilla game is made up of the same plugin api that we use and individual systems can just be disabled by the server owner.
Bukkit/Spigot/Paper have decades of development under their belt which is amazing for usability and ease of use, but it also comes with ossification and old patterns that we just have to deal with these days. I am very excited for what the Hytale API will look like in a couple years and can definitely see it beating the minecraft apis in usability, mainly because it's not capped by hard-coded things in the underlying game
And hopefully not get locked into weird structures and logic because people have demand that the early coded core things have to work the same way forever, or it will break unintended sideffects for their niche part of the game. 🙂
Well the way they are going about it is using practices that let them change if they need to
Bro, you know more about how to make an entity not disappear when it dies. Where do you modify it?
There is DeathSystems.CorpseRemoval and DeathSystems.TickCorpseRemoval systems in DeathSystems. Is this what you're looking for?
Exactly that
TickCorpseRemoval is responsible for checking the death interaction chain to finish and when that's done,
CorpseRemoval calls commandBuffer.removeEntity()
I wanted to share something I have been working on over the past few days. It is a document where I take a close look at Hytale's architecture, especially the server and plugin side, and propose a more scalable alternative based on what I have learned from building similar systems myself.
Just to be clear, this is not meant as hate or anything like that. The goal is to highlight real problems we have already seen in the Minecraft ecosystem, like Spigot and Paper. If those issues are not caught early, they can lead to the same outcome: forks everywhere, community debt, and a system that becomes very hard to evolve.
I also wrote this because while working on my own projects like Reactor and Go Server, I kept running into these problems in practice, not just in theory. So the document is more of a technical reflection based on real experience. It looks at what is happening, why it happens, and how things could be designed better from the start.
Here are some of the topics I cover. Overall architecture comparing modular monolith and microkernel. Plugin system and lifecycle. SDK versus API. Classloader based isolation. Scheduler, events, and logging. Entity models including hierarchical, ECS, and EDM. And where the ecosystem might be heading if it continues on this path.
The document is also available in English. I did that partly to practice and partly to make it accessible to people outside the Spanish speaking community. I am from Argentina 🇦🇷 .
If anyone is interested in reading it or discussing ideas, I’d be glad to hear your thoughts. Feedback is very welcome, especially from people who have worked on similar systems.
You can find the link to the books in my status
The document has 49 pages in the Spanish version and 54 in the English version.
It’s quite technical, so not everyone may fully understand all the topics covered.
Also worth mentioning that many topics were intentionally left out for simplicity, such as chunks, asset editor, and others.
It would be great if a developer could take a look at it
I believe a post on https://accounts.hytale.com/suggestions would be a great place for this kind of long-lived discussion
then it can also be linked in this discord
Cool, thanks. I already put the suggestion up, so now we just gotta wait for it to get approved
There are some good points but I dont agree with everything. The EDM model appears very verbose and even harder to reason about compared to ECS. I actually think the ECS system is hytales biggest advantage, alongside assets.
How can i add customs animation to my NPC
is the asset editor
there are no animation
it says there are inherited but the list is empty ??
is there a way to get the player from a BlockPlaceEvent/BlockBreakEvent
Do we have any updated information on when they plan to open source the server? So people can contribute to it.
You do the animations directly in BlockBench
Probably closer to launch
I did and added to the animation common folder but it’s still use the base charter animation
Is there an ETA for the launch?
Around ish 2 years was the only date we got but that's likely pushed back tbh
private @NotNull CompletableFuture<Result<ServerInstance>> findServer(final @NotNull GameSearchData searchData) {
final UUID playerUUID = searchData.playerUUID();
final GameMode gameMode = searchData.gameMode();
return ThreadUtil.submit(() -> findGame(searchData).join()
.mapSuccess(gameMetadata -> serverTracker.getServer(gameMetadata.serverUUID()).join())
.mapSuccess(Result::get)
.mapSuccess(serverInstance -> {
final byte[] referralData = GameMode.getBytesFromMode(gameMode);
return serverRouter.sendToServer(playerUUID, serverInstance, referralData)
.thenApply(_ -> serverInstance)
.join();
})
);
}
That's for you peasant
@neat pelican
What?
It's a map lookup
Your brain is just a bunch of electronical signals
So why are you pinging me with this?
you reductionistic mob
Cause i'm genius
idk what the Result type is here but you are better off doing something more like this so you don't block threads for no reason. The .join() calls mean you are holding a thread hostage just waiting for something else to complete.
private @NotNull CompletableFuture<Result<ServerInstance>> findServer(final @NotNull GameSearchData searchData) {
final UUID playerUUID = searchData.playerUUID();
final GameMode gameMode = searchData.gameMode();
return findGame(searchData)
.thenCompose(result -> {
if (!result.isSuccess()) return CompletableFuture.completedFuture(Result.failure(result.getError()));
return serverTracker.getServer(result.get().serverUUID());
})
.thenCompose(result -> {
if (!result.isSuccess()) return CompletableFuture.completedFuture(result);
final ServerInstance server = result.get();
final byte[] referralData = GameMode.getBytesFromMode(gameMode);
return serverRouter.sendToServer(playerUUID, server, referralData)
.thenApply(ignored -> Result.success(server));
});
}
package net.rankedproject.common.util;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
import lombok.experimental.UtilityClass;
import org.jetbrains.annotations.NotNull;
/**
* Utility for executing tasks asynchronously using Virtual Threads.
* <p>
* Provides a centralized {@link ExecutorService} that creates a new
* virtual thread per task, making it ideal for blocking I/O operations
* without exhausting system resources.
*/
@UtilityClass
public class ThreadUtil {
private final ExecutorService EXECUTOR_SERVICE = ObjectPool.get(
"thread-util-virtual",
Executors::newVirtualThreadPerTaskExecutor
);
public @NotNull CompletableFuture<Void> run(final @NotNull Runnable action) {
return CompletableFuture.runAsync(action, EXECUTOR_SERVICE);
}
public @NotNull <T> CompletableFuture<T> submit(final @NotNull Supplier<T> action) {
return CompletableFuture.supplyAsync(action, EXECUTOR_SERVICE);
}
}
ThreadUtil executes code in difference threads, so it shouldn't block the thread
@remote flicker
But your code is a good suggestion if it wasn't the case
yeah, in this case it still "blocks" its just with the virtual thread it can swap to another task, so yeah it shouldn't cause any perf problems, but it would still have a small amount of overhead. if you called it a lot you would have a bunch of these virtual threads in the background blocking on the results, so still a good idea to avoid that if you can
does anybody know if its possible to make hotkeys now? bind commnad or interactions to specific keys?
No, nothing granular yet
weird, just so some server offering skills on Q E and R
maybe the screenshot was just a will-be though
Yeah they're listening to actions, not specific key presses. You can also listen to O by intercepting the /gm command ^^
these normal weapon actions?
Yeah Q E and R are the default vanilla ability interactions
You don't need to do anything special to interact with those
We have a guide on this on the HytaleModding website. You can listen to the gamemode swap event to listen to the O key (default)
https://hytalemodding.dev/en/docs/guides/plugin/player-input-guide
when do we get airships
Has anyone else found this error while joining a new instance world? I understand there's something being accessed that is null and it may relate to a race condition but I believe I'm making all the right checks. I was just wondering if anyone else has seen this and it relates to something else.
at HytaleClient!<BaseAddress>+0x45d3bc
at HytaleClient!<BaseAddress>+0x45e9e7
at HytaleClient!<BaseAddress>+0x31980e
at HytaleClient!<BaseAddress>+0x6aecc4
at HytaleClient!<BaseAddress>+0x6adf2d
at HytaleClient!<BaseAddress>+0x6c8637
at HytaleClient!<BaseAddress>+0x6c8245
at HytaleClient!<BaseAddress>+0x12bc557
--------------------
2026-04-19 13:42:37.1037|INFO|HytaleClient.Utils.SentryHelper|Sentry event captured: ba9c918985254d179453a07a41c44699 ```
Merged a fix, will be in next pre-release.
Its caused by the camera controller being set during world transition, it has an edge case where it fails to handle the player being removed temporarily while moving between worlds.
Yep that would explain some other log lines mentioning rotaion yaw=NaN. I now can see that moving my mouse cursor during the transition crashes 100% of the time and 0% when I dont move it. Thank you, really appreciate the help!
Hey without you reporting it, it wouldn't be easily caught
Is anyone else experiencing the issue of hot reload .ui not working in the pre-release?
does it have support for hot reloading?
Yup!
Basically demonstrating the bug streamable,com/an6ttt
I have a really stupid question, but how do I get the actual position/coords of a block component from the ChunkStore?
Does ChunkUtil have something for that?
That's what I thought I had figured out, but apparently not, the coords I always get from it are just 0's
I have an idea: A peer-to-peer network of servers across the globe, so people can connect to the closest server and it gets synced with the rest of the world without as much latency.
You just discovered what a network node system is
I wonder how many ideas i have been introduced to by technical or mathematical focused people, with no connection to the workings of computer networks, who's core idea is great.
As long as the latency doesn't exist.
Ud be surprised how much those connect
I worked on a project for a company once, where the idea maker just expected us to keep two non deterministic mutating keys in sync on two machines in real time, with them only talking with encrypted messages using said key with each other.
Lol
I mean, it would be amazing. I could see it happen with specialized hardware, and a damn pain to update replace. 😄
i mean, not non determinstic, but keeping keys in sync between two devices and those two are the only ones that know what algorithm and settings are used.
as for true random i know gambling comission requies proof of random, and from what i know cosmic noise and wall of lava lamps are two permitted sources. 😄
Right
Wordblurb of the morning.
Well what about an application to Hytale's Server Software.
A network node system of Hytale Servers
That really a possibility unless a team wanted to make it happen
Latency is still down to hardware setup distance and load.
huh
the blockchainopia
lol quantum computers maybe? 😛
idk what the heck i'm really talking about tho
Yeah not sure what level a quantum a computer need to be to read the memory of another computer in real time without communicating. 😄
yeah i mean holding the key without another device being able to see them is easy, cuz that's literally what quantum computers do, but reading them and sending encrypted messages and all that seems like a stretch
I have another random question, if I want to use someone else's code in my own plugin, do I just copy the MIT License text into a comment at the top of the file?
Reverse engineering
lol
I have to fix alot of it as it is, a good chunk is based non-existent/deprecated pathways
When you do that, if you don't want that specific mod, just analyze it and see how you can adapt it. You'll usually never need exactly what the mod has, but rather a part of it.
building this is mostly a learning exercise for me, but the mod is just a working version of their old mod
It's like someone saying 2+2=4 but to avoid licensing issues you say 2²=4; the result is the same but not the equation itself.
the code is question is optimization stuff
if you use any part of their code you should probably mentioned the mod you based it on and its their solution adapted for what ever issue you are facing.
If the mod as used as a reference how to access systems and get access to resources, its not really that important i think,
but as soon as you use any of their actual code, it just seems like a common curtesy to say so.
oh I totally plan to, I am just asking how I should do it
Indeed, saying that it was used as a reference or that with the mod's logic you achieved "x" is the best thing to say in that case.
I've settled on two places I think; once in the readme and an additional ATTRIBUTION.md alongside the files.
the license they are using should cover how it should be mentioned i think.
It's like when you write a thesis and cite documents or words from other authors
The MIT license is pretty vague
Yeah i think it states it should be "accessible" and possibly unaltered?
I know we had a separat page in a web project once where you could scroll for 2 minutes just reading trough the license of license of license stuff.
Been out of the game for a few months, have they changed their horrible whack-ahh UI system yet?
theyre still working on it
Or in my case its a reminder of where I got my pieces of code from for further reference in case things change. 
does an items weight in the .json refer to drop chance?
weight is often chance, but usually relative to all other weight and in relation to the total.
think I about got the core functionality working finally. So cool to see it working again (especially after the time I've sunk into this)
is there atm any possibility to change the attack speed of a weapon?
Yep
Change de speed of animation and hit then u have more or less speed
so you need to change the asset?
Okey, so its not possible to change the attack speed per player.
the play animation action have a run duration, so i guess you could either there trough code somehow modify that and get a different duration per player.
I’ve got a pets+ config with 259 mobs as pets all fairly balanced and rarity and all with drops, I saw someone was selling a config with 75 for $5.99 and had hella people buy it so I’m willing to just give mine out for free to anyone that wants it
Fair note it is ai generated and balanced but I looked through it and it all looks good, the other one probably is too tho tbf
It’s good enough for me to use it in an endgame modpack I made for single player and be satisfied
Actually I'm working on a new Pets mod, will be released soon, since pets+ isn't updated anymore, I decided to create one, but far more advanced, will be the first add-on of my Endgame & QoL mod 👌
That's sick, I just downloaded your mod the other day, but haven't gotten a chance to try it too much
Nice I'm waiting for more stability for making my mod but hats off to y'all doing the most rn
I just found out pets+ is abandoned, is there anything saying I can’t decompile and fix it myself? lol
I already decompiled it while I was making ai write my config lol
if it's just for yourself tbh..
^
As long as you dont distribute it... who cares
Well what if it was for a server
its not like youre sending the jar to the players
That depends on the license
no licence in it, on curseforge "All Rights Reserved"
yeah yeah but I was looking for a licence directly in jar file lol
most are only on curseforge
"All rights reserved" is a copyright notice indicating that a content owner retains all legal rights to their work, preventing others from reproducing, distributing, or modifying it without permission
So as long as I credit him I’m good?
“Distribution Notice
This mod may not be redistributed or bundled with third-party setups without clear and visible credit to Hyronix Studios and the mod name. Otherwise, redistribution is not permitted.”
Ima just make my own
thats the better option
allways the better choice, as soon as you entire decompile for something that is not explicitly recommended by the dev team, its usually not the right choice.
🚨WARNING:
There is currently a wave of malware being spread on github pretending to be Hytale mods/tools etc, the way it works is you clone the repo or download the release and the moment you attempt to run it, all your info gets stolen. Be careful what you clone and run!
i wonder how many mods will take weeks to update again when the new release comes out. the vector changes will break a lot of mods for sure.
All the ones that have ignored pre releases.
ive been patching some of them myself to prepare, but some took quite a while, with tons of vectors involved
They're supposed to tell you which types of classes will be affected in the final version of each pre-release version, so you really just need to see which ones they use now and implement them.
Yeah it should be in the blog post when they release it
I mean, yes, it is.
im just back tracking errors and rebuilding against the pre-release
same same kinda lol
we're not expecting a release drop today, are we?
The pre-release already dropped
I'm fine with that
We got /locate and modders got falling blocks other than that it's mostly backend tweaks and minor fixes for trees
hi, I'm looking for a way to change the state of a block from the server. For example if I place a block A next to block B, I want to check the state of block B and update the state of block A. I can't find a way to get the state, and also can't find a way to set a new state.
The state is currently changed using a Use interaction that use the ChangeState to go from active to not active.
any one can guide me? do I need to do this from the WorldChunk? thank you!
EDIT: the id is changing and is not only the name of the asset so "MyBlock" becomes "*MyBlock_State_Definitions_Activated" and to change the state I can just do world.setBlock(x, y, z, "*MyBlock_State_Definitions_Activated");
I hope it can help someone in the future 👋
Is it possible to trigger Custom UI on button click or can UI only be triggered with / commands? I'm trying to have a UI trigger with a mouse right click while I'm holding a specific item in my inventory.
there is no problem showing a custom ui with a interaction, event or other trigger.
have you added logs and checks that you actually reach the call to show the custom ui?
You need to know the player its for, and you need the class for the custom ui in question and it should work.
95% sure.
I use a custom interaction for it myself
Find for classes SimpleInstantInteraction and InteractiveCustomUIPage
When you have your interaction and page settled up, A) create a root interaction which has an embedded interaction with type "your_interaction" Or B) in your item interaction for Primary, create an embedded interaction with type "your_interaction"
I got it working, thank you for the info
or running the code
funnily enough
now, will you get sued? probably not. can they sue you however? yes.
this also gets much more complex when dealing with mods with custom assets
Exactly
yeah the key thing to remember is that its not a garuntee that you get in trouble(but the chance is always there, even if the creator changes their mind randomly)
Yeah so just avoid it as it's dumb
i always get in trouble
Lol
hey folks, i want to change a stacksize in a mod, the item stacks at 100, but i need it higher. normally i can increase max stack, but this mod does not have max stack line in the items .json. is there another place i can look to find stack info in a mod?
create the max stack line ^^ it'll work
where to find trustworthy mods?
that what i thought, im not sure what line it should be
whatever, but preferably at the bottom, "MaxStack": 100
its a fuel item, can i add the stack line under the fuel quality line?
yep
thanks, worked perfectly. I now have +1xp Intelligence added to my brain😁
Do we know when the new release is live?
probs another week or 2
Is there any way to debug what's causing the memory leak on the client side?
memory leaks should only happen on server side
client can still have memory leaks
well we dont have access to any client sources so theres no way to improve it but report one in bug reports
yeah sadly
i currently have a server plugin that somehow causes index out of bound exceptions on the client
and basically impossible to figure out what causes it only trial and error
check on the modding discord there might be a list of index's u could be out of bounds on
Do you know if any features are being impacted? e.g. loading inventory, map, blocks, etc. That might help to identify the cause
not personally
the hytale modding discord
https://hytalemodding.dev/en
Click 'Join the community' to go there
I'm trying to format the player message and came across this problem. So when the event fires:
public static void onPlayerChat(PlayerChatEvent event)
I need to access the playerRef store and get information from the store. After retrieving the information then i need to format the message.
Do i just call world.execute and call event.setFormatter inside world.execute?
fix: Just cancel the player chat event and now manually sending the message to all targets. Works
if you need rank/prefix/store data for chat formatting, you should resolve and cache that data from the safe world/player thread, then the chat event should only read the cached string and call event.setFormatter(...) immediately.
I see! Reason ? Performance probably?
It all depends on what exxactly youre doing i guess but doing it this way isnt mainly performance but more about thread safety and event timing.
The newer Hytale builds are stricter about live player/world access. A PlayerRef may point to a player currently owned by a world thread. If anoher thread tries to read components/store data from that player directly, Hytale warns or blocks it because the player state can be changing at the same time
So the reason for caching is: Read live player/component/store data only from the safe player/world thread using ref.execute(...)
Copy the result into simple cached data like strings, UUIDs, ranks, prefixes, colors
When chat fires, use only that cached data and call event.setFormatter(...) immediately
The performance benefit is real, since you avoid doing store/rank lookups every chat message
and youre avoiding async player access and avoiding scheduling event.setFormatter(...) too late
public static void onPlayerChat(PlayerChatEvent event) {
// cancelling event so hytale doesnt send the message because we are doing it manually.
event.setCancelled(true);
world.execute(() -> {
Msg msg = new Msg().Raw("");
if (ChatPlugin.INSTANCE.HasExperiencePlugin) {
AppendLevelBadge(msg, playerRef);
}
for (PlayerRef target : event.getTargets()) {
target.sendMessage(msg.Build());
}
});
Yea i basically did this
There probably is a better way but this seems to be ok for now
I just cancel the event which as far as i understood just makes it so that hytale itself is not sending the message
I just send the messages myself
This way i also dont have to like think about caching and invalidating cache or refreshing cache
does chat still show in console this way? thers a chance since its overriding it that it may not log chat at all this way
Good question let me check
Nope it doesnt might need to also put it there
thanks for letting me know!: )
you can manually log it>
String plainLogLine = playerRef.getName() + ": " + event.getMessage();
ChatPlugin.INSTANCE.getLogger().info("[CHAT] " + plainLogLine);
i think lol id have to try it though
Will log it that way
You should use the hytalelogger class to log.
private static final HytaleLogger LOGGER = HytaleLogger.forEnclosingClass();
LOGGER.atInfo().log("Hello World");
Any other Block Interactions i forgot? Im creating a permission system and im not sure if there is a better to handle that but if a player interacts with a block i do this:
any other recomendation or block interaction i forgot ?
if (blockName.contains("chest")) {
requiredPermission = WorldGuardPermission.ALLOW_INTERACTING_WITH_CHEST;
} else if (blockName.contains("door")) {
requiredPermission = WorldGuardPermission.ALLOW_INTERACTING_WITH_DOOR;
} else if (blockName.contains("portal")) {
requiredPermission = WorldGuardPermission.ALLOW_INTERACTING_WITH_PORTAL;
} else if (blockName.contains("teleporter")) {
requiredPermission = WorldGuardPermission.ALLOW_INTERACTING_WITH_TELEPORTER;
} else if (blockName.contains("furniture")) {
requiredPermission = WorldGuardPermission.ALLOW_INTERACTING_WITH_FURNITURE;
}
workbenches maybe?
Ok will add that too.
torches/lanterns? good for spawn areas if you dont want players messing with lights. problem there is, some fall under furniture, some dont, like the deco_lantern or holiday wreaths etc.
also maybe crops
Thanks!! Will add those
I came across a weird bug - In java 25 it seems like thread.stop is no longer supported but hytale uses that method when deleting a world.
How is that possible ?
Question : how does world generation differ from single to multiplayer ? Cause i'm creating a mod, that is working correctly if executed as a server than connecting the player to it, but doesn't seem to work, if creating the world directly as a single player from hytale (I thought "single player" wasn't realy a thing, as even as single, it's in fact a server running behind it, so i'm quite confused)
Does anyone have faced the same problem ; world generation working if executed thought the hytale server, than connect to it via multiplayer, but not working if creating a fresh new game from hyatle directly, with the mod active ?
it should be basically the same u could ask in the modding discord theres alot of server backend devs there
Where can i find this discord ? it's the same as here ?
the hytale modding discord
https://hytalemodding.dev/en
Click 'Join the community' to go there
Contest is just over, what have you guys made? 👀
Can't wait to see the contenders
should be quite interesting
I've been looking around some of the mods and they're all super cool. (I'm a judge for the event)
But I think in general, you go on CurseForge and you'll probably run into a cool underrated mod
Neil is biased mod he only votes for mods who's authors talk less than him 😔
Actually it's pretty surprising, I have not yet seen a mod that I saw elsewhere online.
A new one called Trail of Orbis was recently added. 👀
I made Aetherhaven a town building mod
Yo is anyone making dungeons here? I got a crazy dungeon framework that integrates to Endless Leveling with a few configurations. Pure asset dungeons work as well and you can scale mobs using EL's system
is there any way to remove the default inventory categories
Probably not yet
rip
Okay, I see mention on YouTube about instanced dungeons, but the server I'm on has no coders. How difficult is it to set up instanced dungeons so they don't break (for instance, scenery being destroyed while players are fighting enemies) and have to be repaired between people going to them?
The server admins think a coder is needed to set that up.
I concur. you'd probably need a plugin that loads existing world and creates it as an instance as a copy of that world
so the initial world would be like a "blueprint". after players are done you just remove the instance. new one would be able to be created every time someone wants to enter the dungeon
It would be nice to find someone who has actually done this to teach us.
I don't know if there is a tutorial on doing this, anywhere. I also wonder how this will change, once Hypixel gets dugeons of their own in the game (perhaps creating new ones will be easier, once they do).
I mean, there is sorta a system that does this in hytale right now
the portal and shards is basically 95% of what you need
the only difference is how you handle world creation. instead of generating a new random world you'd just load the template
Someone I talked to said creating the template consists of (if I recall rightly) creating a void world, buiding the dungeon in it, and saving it as a blueprint.
that is indeed one way to do it. as long as you save that world, you can load it and use it as template
There is a few mods around that have dungeons
To create this instances you just need to use the asset editor. Can get tricky at first but there is documentation and guides in community discord servers and doc sites
Is there an easy way to check what components an entity has ? Like a zombie or just another kwebeck or something
That's funny you should mention that, because I'm actually in the middle of developing a plugin for a server that needs instanced dungeons. It's simpler than it looks, but it's very technical.
I guess the server I'm on is using something else, but, hey, if you get it finished, let me know. It may yet become useful.
Yes !
🔥 🔥 JavaDocs are here!
https://release.server.docs.hytale.com
https://prerelease.server.docs.hytale.com
DevSlashNull shared them on twitter
nice
This is especially huge for me: https://prerelease.server.docs.hytale.com/deprecated-list
list of deprecations and what to use instead
yes, the source comments missing was a HUGE issue for me
You're a god, thank you !
please stop begging for free code review
?
someone advertising their vibecoded plugin. Looks like they got kicked now for bad language
what if somebody wanted to share their gradle plugin for hytale where could they do it?
sharing helpful tools and stuff is great of course, just don't insult people and expect them to spend their time proofreading it.
And keep the target audience in mind
I opened the github project he shared and then when I came back here to comment it I saw the messages were already deleted, have you seen it? It seems legit nevertheless
I didn't see the need to give them any more of my time
most of the insults have been deleted by now luckily
They likely got handled for advertising as it's against the rules anyway
sharing cool things you made is fine if you do it tactfully
They mean stuff like fan art which has its own section not unrelated slop in talking channels
You can get in trouble for self promo for just having a linked bio (connections have been decided to be safe)
I think that's only if you promote scams in your bio?
No it's any advertising link someone just has to report it
Totally missed that existed.
is there anyway to detect if a player picks up an itemstack from a window? MoveItemStack is only called when putting down
So uhm I made myself an auto-run pipeline that decompiles the HytaleServer.jar and starts a RAG Server using Docker with the decompiled code. Just wanted to know if people would be interested in that? (If yes I would clean up the code and yeet it on github in 1 or 2 days idk)
You should ask on the modding discord
the hytale modding discord
https://hytalemodding.dev/en
Click 'Join the community' to go there
I think that's pretty interesting 🤔
I made server but i cant run it
what are you trying and how is it failing?
Hi, I have a question about the symbol that appears when an item breaks. How does that symbol appear? Which classes "summon" it?
If i remember correctly its when any item update and the durability becomes zero, unless the maxDurability of the item is less than or 0(since thats a indication of item unbreakable).
and the rest is handled client side, so we can't change it i think from the server, and there for not by mods. but could be wrong.
2/2 of the replies told me the same thing, so it's more likely they're right.
On the other hand, considering that there is a way to put something "on top" of the item slot using a conditional statement, does anyone know how?
Hello guys, i want to help if there is a way to check if player is looking at the specific block which has Component. And draw "debug cube" and some text over it. Like hover block...
hi @cerulean harbor
Hi @unborn veldt
Like sending every second person that has a question to Neil's server instead? ^^
Nah Neil server is the answer to most of their questions tbh 🤣
Does anyone know where skeletons are referencing to use torches at night and put them away during the day?
NPC behaviors—like skeletons using torches at night—are primarily defined through a modular behavior system using JSON scripts on the server side.
gotcha, thanks
Um, does that mean I can't change it? I'm assuming there's something I can change to make it so they don't swap to torches, does it maybe have to do with patrol options in their NPC role, or something in their NPC role I can adjust
You should look at the NPC documentation
https://hmod.link/npc for the npc docs ^^
I need to save some of these shorthand links
You da best
any updates on custom keybinds? trello still has the not accepted tag
Trello?
It will be coming in Update 6 as Simon said
Kaupenjoe's Modding Wishlist Trello
used to pray for times like these
Oh isn't that basically abandoned?
Does anyone know why JSON files would cause errors when loading within a JAR but not when unpacked into a Pack rather than Plugin?
This seems to relate specifically to DropList JSON files
Found a bug
It appears that if an item has a DropList reference that contains ONLY droplists then it drops nothing. The droplist MUST have at leasty one item within it
For some reason the Pack doesn't error but the Plugin does because the plugin somehow detects the error
Is there currently a ~255/256 node (or "modelPart") limit per model? I'm struggling to get some of the Cobblemon assets to translate over properly, they end up invisible in game.
If so, is there a way around it, can it be changed?
This is more a question for the modding discord because they deal with it more first I'm hearing of a part limit, just wondering what mons need so many parts
hehehe so far the higher end ones are Toxapex (355 nodes, 99 over), Falinks (311), Decidueye/Hisuian (293), and Skeledirge (286)
So really the limit needs to be about double for your use case
close yeah, or I have to find a way to collapse bones.. seems there's a ton used that are invisible for other uses in game, "locator" bones. I guess they're used for attaching seatch and other stuff? just now starting to dive into it and hopefully find a hytale safe alternative to replace that doesn't count against the model
Yeah I mean unless there's a technical reason they limit it we can probably ask for a raised limit
@cerulean harbor who would be the best to ask about this limitation
It's already been requested and I'm sure they're aware of it
this is why i asked you because u would know
Yea this is a pretty known issue, the node limit rn can't be bypassed
@mystic wedge unfortunate ^
Appreciate the help everyone!
Does anyone know how to change the background texture for a text button?
Hey guys, is there any possibility to hide the RMB, LMB and Q Skills HUD? I found everything to hide, but not these
in java or in the .ui
But I know where the problem is when I do it the same way others do, it doesn't work for me. There's an “X” on a white background when I open the UI. Do you know how to fix this? I can show you my Java code and the UI file.
show, send me a pastebin or git repo
weird question, but does anyone here know how to code in luau?
Once you have programming experience, it's very transferrable to different syntaxes
I'm asking because I'm in teh early stages of a luau -> Java language translator I'd like people to try making (simple) Hytale stuff for
Sorry for the delay. I sent it to you in a private message.
playerRef.getPacketHandler().writeNoCache(new ChangeVelocity(0f, 30f, 0f, ChangeVelocityType.Add, null));
I found no better way of launching player into the sky than this, if anyone have any better way lmk. And is there a lighting strike effect?
Knockback component
Or make your own
does lightning or lightning effect exist in this game like the lightning strike effect of minecraft
Not sure, I don't think so
If there is, should be in the assets
I saw in one of the mod contest's world gen V2 mods "Dragon's Fantasy Scenes", there are lightnings with thunder sounds in the Icey world. I don't know how it works exactly, but it's something you could maybe look at if only to use the same VFX
Someone uses opencode/claude or others to make Hytale plugins? If so, it works? Else, why?
Wdym?
@wet kayak Tell him
I mean, I'm trying to figure out if we can use IA to do hytale (java) plugins
U can
That works? Do you have examples?
I started by reviewing the Hytale code with the Gemini chat to put together something simple, giving it the classes that called other classes in the base game to use for any mod
Then I went to Claude's chat and then to Claude code in the terminal where I did everything.
Ohh I see. So, did you generate some MD file with the necessary information about it?
does anyone know how the GradientSet & GradientId cam be implemented in Blockbench? (I only have installed the "Hytale Models" plugin from JannisX11.
ex) /Assets/Server/Models/Undead/Skeleton_Pirate_Gunner.json
{
"DefaultAttachments": [
{
"Model": "Cosmetics/Head/BandanaLogo.blockymodel",
"Texture": "Cosmetics/Head/BandanaLogo_Textures/BandanaLogo_Skull_Greyscale_Texture.png",
"GradientSet": "Fantasy_Cotton",
"GradientId": "Red"
},
]
}
Those might be Hytale specific so they might have to be set outside blockbench
can you completely override client side movement for example to add quake style movement if you really wanted
More or less, but you cannot change which/how client movement packets are sent, so you'll have to do with those and existing reconciliation. That's why flying mounts, gliders and planes are not really feasible atm
so like manipulating acceleration and friction and doing stuff when the camera is facing a direction I think
I'm not 100% sure of how all the base code fully works
Is the Developer item quality hardcoded in the client to be hidden? The JSON for it is missing HideFromSearch so it should default to false, but it's hidden still even if manually defining it as false. I also looked at:
com.hypixel.hytale.protocol.ItemQualitycom.hypixel.hytale.server.core.asset.type.item.config.ItemQualitycom.hypixel.hytale.server.core.modules.item.ItemQualityPacketGenerator
on the server and found no code that modifieshideFromSearchbefore sending it off to the client.
It's an asset Server/Item/Qualities/Developer.json
Yes I'm aware, I'm asking about why HideFromSearch is treated as always true on it.
Right, sorry I misread
Yep seems hardcoded. Depends on what you're trying to do with them, but you can /give yourself the items with this quality, or override them to change their quality
...why would they hardcode a property that literally has a JSON key for the exact behavior
-# probably legacy code
though i'm still confused on why they would hardcode it in the client
It's ment to prevent people from seeing developer only items
What illagercaptain is saying is that the Developper ItemQuality asset has an "HideFromSearch" property that's already supposed to handle this case, and it doesn't do anything because the filtering exception is hardcoded somewhere
how do you set a block with a specific rotation?
BlockPlaceUtils.placeBlock() has an argument for BlockRotation
server log: pastebin(döt)com(släsh)CwWt3Efx
what do I do? 😅
the game server keeps kicking me out because it cant load a chunk, the chunk in question doesnt even seem to have a dedicated file in the chunks folder?
Move the world into sp run the world validation tool move world back into Server
You can run the server with --verify-worlds --recovery-mode=FROM_BACKUP_OR_REGENERATE which will use your backups to try and restore any broken chunks or worse case will regenerate the chunk
anybody knows why my custom entity stats dont show the value?
Found the fix.
You need to add {value} in the .lang entry
itemTooltip.stats.Agility = Agility {value} 🟩
itemTooltip.stats.Strength = Strength ⛔
Hi there, i'm building alot of UI's, sometimes working wit an AI creates invalid .ui documents, resulting on a "failed to load customui documents", i would like to have a validator such a json-validator, or an extension for vscode, or a precise documentation.
I tried copying the doc of official hytale ui documentation in a markdown and link it to the AI, but itstill creates errors, i have ti manually repass on many things, resulting on a big waste of time. Anyone has resolved this problem ? 🙂
Download the docs locally, the ai will be way more accurate reading markdown than parsing html.
github com/HytaleModding/site/tree/main/content/docs/en/official-documentation/custom-ui
also don't forget saying "no mistakes"
Usually the problem was that it referenced things that Hytale didn't have or there were problems with the Java information, but what always happened was that the way the UIs were created
Hytale works by using the entire screen for a UI, so if the AI only uses the information box you want and not the full screen, it won't work and will throw a document error.
The server console will also tell you what the error is in those cases.
be clear in your prompt that this is a custom DSL for a C# game, and is not based on web standards even though some of the keywords might look similar.
Im not sure understanding 100% of what you said.
To be clear, i do have full working interfaces on some of my mods.
But for example, i have a basic UI with a menu and a few texts, i actually asks the AI to do a more complex pattern of separation / sections / separators / alignments, but it creates bad things, resulting on a fail to lad the refactored UI, even if i know link the .md file with the entire doc.
The client shows "Failed to load CustomUI documents" only, and the server [World|default] Exception when adding player to world only
yeah maybe a partial validator can be inspired from the server code
Is it possible to disable the message that gets send when somone joins the world ?
Found it: AddPlayerToWorldEvent you can set the message there
And RemovedPlayerFromWorldEvent now exists as well for the leave message
yay i managed to make instanced houses for my server for each player
Hello. Where can I found docs about events and those stuff about HytaleServer?
ECS Systems:
https://release.server.docs.hytale.com/com/hypixel/hytale/component/system/ISystem
ECS Events (used via WorldEventSystem/EntityEventSystem/etc):
https://release.server.docs.hytale.com/com/hypixel/hytale/component/system/EcsEvent
IEvents:
https://release.server.docs.hytale.com/com/hypixel/hytale/event/IEvent
Thanks
Heyo - Im curiouse about the player base on hytale servers - I just checked a lot of hytale servers and i feel like the biggest ones all together have like less then 100 players is that a thing
Hi, do you think its possible to code an amount of stack for an item for a specific permission ?
For example a standard player has 25 stacks of iron ore, and vip has 100 of stack of iron ore ? 🙂
clearly not the right section, #game-discussion , and yes
I think limit of players is 100 for a moment and most people waiting for more updates anyway, so servers are more like small islands to stray to 
managed to make "nodes" that get replaced after a set amount of seconds so they can be remined/farmed after the timer runs out
anyone here know the best place to "hire" builders or other devs or something as i dont think this server is meant for that(?)
up
Do you mean via a /kit or similar command ? Or that all players with X perm are able to stack some kind of item to a different amount ?
If it's the first option, yes it's very simple. For the second, since stack quantity is defined per item type, it might be possible but you probably gonna have to hack your way through packets/mixins
HytaleModding's discord has a #find-talent channel
ahh gotchu thank you! 🙂
imgur (döt) com/a/tJp8oj4 Why are my chunks disappearin/regenerating? 🙁
use the validation tool
zero already told him
oh right, sorry
does the validation highlight anything in the logs?
I will try running it now
idk ive never ran into needing it but its ran while the world isnt open so not likely
is it possible to change the worlds skybox to something custom like an image for example? or only different hues and colors through the world editor?
was the second point, aight i see
Group #test {
Anchor: (Height: 891, Width: 1562);
Group #Bg {
Background: (Color: #491d1d);
Anchor: (Height: 891, Width: 1562);
}
}
Hey, I have a problem that’s actually kind of funny given how the game is currently being developed—it’s just over the top. The UI system is a disaster, and that’s not just my opinion. But getting to the point, does anyone know what might be wrong here? No matter what I do, I get a black background—whether it’s a color or a graphic, it still turns black. And to make matters worse, yesterday it was working fine
Isn't Background just a color string, not a complex object?
I have it like this:
Group {
Anchor: (Height: 1);
Background: #f4ca17(0.5);
};
Basically, it makes no difference—the option I wanted doesn't work—and that's actually the only thing left in the code
ok yeah both work
“It works” is a bit of an exaggeration, because it doesn't work at all. It also has a different UI, and when I was working on them last night, they were working, but today my beloved game has glitches and doesn't work at all.
try going back to yesterday's commit
So I did that I rolled back to Saturday—but nothing changed. I rolled back to Thursday’s version—absolutely nothing. All the UIs are crashing to a black screen. I tested it on several servers, just to make sure it wasn’t a server issue, but it didn’t work there either.
Is there a place that has the official biome strings? Seems what's documented and used are different?
Biomes are completely data-driven so you'll find them in Assets.zip
Server/World/Default/Zones/ i believe?
Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hello. Anyone with custom effects experience? I'm trying to make one but, setting as an assets or as a plugin (.jar) don't get created/no recognized.
Says it failed to recover; pastebin (döt) com (släsh) Jdzr9SeF (partial/relevant logs)
pastebin (döt) com (släsh) LxAFTX6m (full logs)
I have a manual backup from a couple of days ago where afaik there were no issues at least around the immediate spawn area, so I can just copy paste the old universe into the live server
but uhm, since Im running a live server where people come to play adventure/survival, it will be rather hellish if this becomes a reoccuring problem with players having their bases ripped apart
Its that I have been seeing warnings about it failing to load certain chunks in my logs in the past (you can lookup my message history in this channel, I attached the erroring logs somewhere), so it seems its not really the first time its been some kind of problem, just I havent seen any resulting issues that affects gameplay until now since a couple of days ago
are there any configuration settings I should be aware of that can help prevent these kinds of issues/improve stability?
is there a reason keybind keys show up with the entity tool legend for example but not in the exact same ui added to the hud?
I've looked around the code and it seems items implement a specific hud type of Legend but why and if so how would I mark a normal hud as that or is it possible only with huds on items?
Can any1 tell me if you guys are also having issues with plugins saying that they aren't on the correct Server Version even though I have done everything i can to make sure it was?
like in manifest.json i wrote "ServerVersion": "*" and it still says in console and in chat when I open the server that the plugin isn't updated to latest server version
You need to specify the exact version to avoid the warning (or turn off the warning in your settings).
e.g. latest release is: "ServerVersion": "2026.03.26-89796e57b"
Note that they've changed the format for a upcoming update when it leaves pre-release.
That just indicates they don't have the exact version number, but if you're using the most up-to-date code, putting the "*" isn't really a problem.
Starting from update 5 next week, * won’t work anymore
I tried doing that and it still gave me the same error message
A friend of mine also noticed his server wasn't the version he expected, so type /version in the chat to find out if the server version is really what you wrote into the manifest.json.
Am I not able to make a button in custom Ui to open a website 🥲? I know it works through the chat …
wdym? Dont you understand the question?