Modding in Hytale: The Complete Guide

Slikey (Kevin Carstens), Technical Director of Hytale, provides an honest assessment of the current modding state and the long-term vision for community creators.

Modding in Hytale: The Complete Guide

In November 2025, Slikey (Kevin Carstens)—Technical Director of Hytale—released one of the most transparent development posts in gaming history. “Hytale Modding Strategy and Status” is exactly what it sounds like: a no-nonsense assessment of where modding stands, what works right now, and where things are headed.

The Mission: Modding at Hytale’s Core

“We’re building Hytale with modding at its core.”

This isn’t marketing speak. Most of what you see in Hytale can be:

  • Changed — Modify existing systems
  • Extended — Add new functionality
  • Removed — Eliminate unwanted elements

Blocks, items, NPCs, world generation, UIs, systems, and behaviors are all driven by data and code that modders can influence.

Key Principles

Server-side First All modding happens on the server. You can join any modded server without downloading external mods or juggling client packs.

One Community, One Client No fragmented ecosystem where every server requires a different modded client. The client stays stable while servers provide the variety.

Modding for Longevity Hypixel is committing to modding for the long term—this isn’t a temporary feature.

Current State: The Honest Truth

Slikey doesn’t sugarcoat it:

“We are behind where we want to be.”

Current Limitations

  • Missing editing capabilities in some tools
  • Gaps in documentation
  • Some features are hacked together prototypes
  • Inconsistent systems

The Philosophy

Rather than waiting for perfection, Hypixel chose to:

  • Ship access now
  • Fix what they reasonably could
  • Open things up for experimentation
  • Iterate in public

Four Categories of Modding

Right now, Hytale modding falls into four technical categories:

1. Server Plugins — Java .jar Files

The most powerful modding option:

  • Extend server functionality programmatically
  • Deep modifications to gameplay
  • Create minigames, economies, commands
  • Build custom logic and new asset types

2. Data Assets — JSON Files

Drive gameplay without code:

  • Define blocks, items, NPCs
  • Configure world generation
  • Set up drop tables and loot
  • Control game systems

3. Art Assets

Visual and audio content:

  • Models (with Blockbench plugin)
  • Textures
  • Sounds
  • Animations

4. Save Files

Shareable content:

  • Entire worlds
  • Prefabs (buildings, structures)
  • Adventure maps

Tools Available Today

Hytale Asset Editor

  • Editor for data assets
  • Supports most asset types
  • Limitations around NPCs and world generation (improving)

Blockbench Plugin

  • Create Hytale-compatible models
  • Direct integration with Hytale format
  • Replaces the old internal modeling tools

Asset Graph Editor

  • For world generation configuration
  • NPC behavior setup
  • Creative tool brushes
  • Described as “not at the quality bar we want” but still useful

Machinima Tools

  • The same tools used to create the 2018 trailer
  • Some technical issues but usable

Creative Tools

  • Full suite for world modification
  • Brushes, selection tools, prefab placement
  • Featured in Ktar’s Creative Mode showcase

The Big Question: Why No Text-Based Scripting?

Many games use Lua for modding. Why not Hytale?

The Problem with Lua

  • Designers are still expected to learn programming concepts
  • Programmers must juggle two languages
  • Often feels “nerfed” compared to real programming

Hytale’s Solution: Visual Scripting

Instead of text, Hytale is focusing on a node-based visual scripting system:

  • Designers feel genuinely empowered
  • Programmers stay productive with Java/C#
  • Programmers can expose custom nodes for designers
  • Avoids fragmenting logic across multiple languages

This approach worked well for Unreal Engine’s Blueprints—Hytale is adapting that philosophy.

Short-Term Roadmap

Shared Source Server

Within 1-2 months after release, Hypixel plans to:

  • Release the server source code
  • Allow inspection of system implementations
  • Enable community contributions
  • Unblock modders while documentation catches up

Until then, the server isn’t obfuscated—you can decompile it.

Asset Pack Distribution

The team acknowledges friction in:

  • Bundling creations into packages
  • Managing dependencies
  • Sharing mods with the community

This is a top priority for quick iteration.

Custom UIs

Currently messy—using three UI frameworks simultaneously. They’re:

  • Rip ping out two frameworks
  • Consolidating on NoesisGUI
  • Building asset-driven UI system

Stability

Important warning from Slikey:

“There are crashes, and you will lose work if you don’t back up.”

Practical advice:

  • Take frequent backups of savegames
  • Treat this as true early access
  • Don’t store irreplaceable work yet

Long-Term Vision

Development Bounties

  • Community members can earn money for specific improvements
  • Reward contributions that strengthen the ecosystem
  • Takes time to set up properly

Node Editor Expansion

  • Node-graph-style editors for NPCs, interactions, world generation
  • Integrated into the Asset Editor
  • Unified creator suite instead of patchwork tools

Visual Scripting in 3D

  • Link levers, doors, spawners, triggers in-game
  • Build adventure maps directly in the world
  • Inspired by systems like DOOM SnapMap

First-Party Server Network

Hypixel plans to operate official servers:

  • Bring back Hypixel Network-style minigames
  • “Dogfood” their own tools
  • Gather real-world data on performance
  • Share code and assets from their minigames

Not trying to:

  • Outcompete community servers
  • Dilute adventure development
  • Bias the roadmap around their own servers

Community Resources

Where to connect:

  • Official Discord — Talk directly with the team
  • CurseForge Discord — UGC-focused community
  • X / Reddit — Public questions and feedback
  • GitBook Documentation — In progress, will start incomplete

The Bottom Line

This is the most honest assessment of modding I’ve ever seen from a game developer:

  • Tools are uneven
  • Documentation is incomplete
  • Some workflows are frustrating
  • There will be crashes and data loss

BUT:

  • These are the tools that built Hytale itself
  • They work—because the game exists
  • The team is committed to transparency
  • Your feedback will shape the future

As Slikey says: “If you’re willing to join us in this phase—bugs, rough edges and all—you won’t just be modding Hytale. You’ll be shaping what Hytale modding becomes.”

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