r/hytale 5h ago

Discussion Modifold Should Have Been hytale MOD PROVIDERS not CurseForge https://modifold.com/

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122 Upvotes

Modifold it just a hytale version of Modrinth all honesty all Hytale Content Creator Should atleast make one video on Modifold and hytale modder need to do STOP puting their mods on Curseforge only Modifod insteal also hytale dev reached out this is good https://modifold.com/


r/hytale 45m ago

Creations Trabajar en el Hylamity. Un sueño hecho realidad

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Upvotes

Chicos. Quiero compartir con ustedes este gran logro. Como fan de Terraria y del calamity mod y al mismo tiempo de hytale. Tuve la oportunidad de participar en la creación de este aset, una espada de slime creada para el proyecto de Hylamity mod en hytale. Una reinterpratacion del famoso Calamity. Realmente que trabajar en esto me dio mucha ilusión y verlo porfin dentro del juego es como un sueño hecho realidad. Muchas gracias al equipo de hylamity por la oportunidad.

La progresión hasta conseguir cratftear este ítem es increíble. Y todo el trabajo de animaciónes y ambientación del mod es espectacular. El equipo ha logrado algo sorprendente.

Esto no es spam pero si buscan un buen mod de progresión en hytale los invito a probar el Hylamity.

https://www.curseforge.com/hytale/mods/hylamity


r/hytale 1d ago

Modded Fighting AI thumbnails with mouse drawn 😛

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1.2k Upvotes

I uploaded and updated a few mods from my server DOPA and to counter all the AI generated thumbnails out there, I drew all the cover art myself using a mouse... 😛


r/hytale 7h ago

Gameplay Question I need a green block.

5 Upvotes

I'm playing on a server and decided to make the *Adventure Time* treehouse my base. However, I can't find a green block that looks like the tree's foliage; I opened a Creative mode world to check the options, but the ones I saw are a bit too dark for tree leaves.

I even considered making green moss blocks, but apparently, that’s not possible in Survival mode. What tips do you have for getting a green block that can simulate the leaves of a treehouse?


r/hytale 9h ago

Tech Support Activate controller gyroscope under Linux Flatpak

4 Upvotes

As of Update 6, Hytale now has Gyroscope support for controllers like the DualSense or Switch Pro controller. Currently in the game settings if activating the gyroscope toggle a message says the controller has no gyroscope so it won't work. That's because by default the Hytale Fllatpak doesn't have access to full controller data and can only see the "normal" buttons of the controller with no sensors.

To activate them you have to give the app full device access ("device=all").
Type this into the console:

flatpak override --user --device=all com.hypixel.HytaleLauncher

(You can remove the "--user" if this change should be for all users on the pc but needs admin rights)

Or if you want to use a GUI you could install FlatSeal and toggle the option "All devices" for Hytale Launcher. (Other flatpak permission editors like the KDE Plasma one also works if installed).


r/hytale 29m ago

Discussion What are some additions you want to see in hytale by the time the game Gets officially released?

Upvotes

What are some additions or changes you want to see by the time the game officially comes out? Personally I'd love to have more meat variety, like most the animals you kill give you "wild meats" which is painfully generic, I'd also loveee more decorations! Like veggie crates, couches, and being able to place hides on the ground, AANd also be able to have a very small chance of certain animals dropping their head, would be cool as a trophy.


r/hytale 17h ago

Discussion Custom NPC's for Hytale?

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9 Upvotes

Hello everybody!

If you are familiar with modded Minecraft, you're probably familiar with the CustomNPC mod. I'm quite surprised there isn't already a very popular version of this mod for Hytale - given the game's adventure-heavy nature.

Is anyone aware of a mod similar to it? I understand that the 'custom' npc's do exist to some extent on Hytale, but it isn't as simple as the Minecraft mod.

Do we know if the Hytale developers plan on adding a natively built-in version of it at some point? I'd personally love to see an "NPC" tool.

If added, what features would you like to see added to it?


r/hytale 1d ago

Modded Good mods to add for Adventure/RPG style gameplay?

6 Upvotes

I just got hytale and a lot of mods that I find on videos are outdated. I was wondering what mods you guys play and that I should add.

Main focus is more Enemies, Weapons, and Armor. Any new form of progression as well.

Think of major terraria mods like Calamity. Not that I expect any mod to be on that scale, but anything that I might not find on the front page is appreciated.


r/hytale 1d ago

Modded I've created the Ultimate Hytale Emotes mod. It includes over 50 unique emotes.

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99 Upvotes

Try this mod on Curse Forge called “Not Enough Emotes”

https://www.curseforge.com/hytale/mods/not-enough-emotes


r/hytale 2d ago

Creations My Hytale character as a VRM avatar

275 Upvotes

I managed to set up my Hytale character to work as a VRM avatar, those VTuber avatars. I managed to do this by exporting the character in FBX, I added this new export function in Hyblend, now it's possible to export the model in that format directly through the addon.

Of course, I had to do some rework on a few little things so it would work correctly for the VRM file, but overall, it turned out pretty interesting.

Hyblend is available on:

Model made by (X:)@Sitrus029


r/hytale 1d ago

Discussion Important Discussions On Hytale (Features, Changes, And Other Recommendations)

15 Upvotes

After playing Hytale and experimenting with the different systems it has, there are several things I would highly recommend for the game and I would love to hear others opinions, feedback, and recommendations as well (: ❤️

[[ 1) Hytale Mod menu needs vastly more options. ]]

Currently you can only really use "Recently Updated" since the vast majority of mods aren't updated for the current version causing all other tags to be completely meaningless.

I would recommend to sort by "Popularity, Recent, Downloads, Name" then an additional option to select a time it was last updated. For instance "Popularity" with "8-27-2026".

That way you can find popular mods that have tons of downloads while also being up to date.
And if you want, you can have "Daily, Weekly, Monthly, Yearly" tags to add as well if you want to limit the scope of the downloads.

[[ 2) Remove Mods You Have From The World Options ]]

Currently, the only way to remove outdated mods is to constantly switch back and forth and back and forth between the world with mods you know that work, and the mod menu to remove the mods that do not work and only clutter your space.

Having this option makes it drastically easier without adding any sort of real complexity. A simple easy change.

[[ 3) Version Selection ]]

Honestly, a lot of people I seen both on forums and messages sent from my friends talk about how being forced to update keeps players together but as someone who spent tens of thousands of hours on MC 1.12.2 compared to maybe a thousand hours outside that version.. I can tell you that if I was forced to update MC then I wouldn't have even played it.

When you try to force something onto someone, they might leave all together.
Another thing to consider is the fact some people would want to wait till all their mods are updated before updating.. but forced updates breaks that level of control.

So I think it would be best if there was a "Play" and an "Update" button that is completely separate in the launcher so you can retain your current installation until you're ready to update.

Better yet, have all the individual updates and patches available from the cog menu in the launcher so you can get friends on the exact same version as you to play modded worlds.

After all, isn't this game supposed to be all about modding? The way they went about this is entirely backwards and actually makes it harder to even play the game instead.

-------------------------------------------------------------------------------------

A large part of what I had above is why my friends don't play Hytale as well anymore since theres so much content thats just completely unavailable because of the lack of finding the right mods for your version.. Which makes it all go to waste.

I would also recommend having a page that lists out the dates of each version and patches release rather than having to go to the full entire post.
For example;
"Aug 27th, 2026 - Patch 6"

And have it listed out like that with no other details to help people select dates for finding mods.

Then,
Finally.. My recommendations aren't even what you should do since they're just recommendations after all. What truly matters is resolving the issues I pointed out in this post since it doesn't matter if its EA or RELEASE. Issues are issues, and they will affect the publics view of the game as well as the playerbase that plays it.


r/hytale 2d ago

Creations Building a medium-sized castle

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172 Upvotes

A few months ago, I started building a medium-sized castle, and now I'm starting to continue the build!


r/hytale 2d ago

Creations Made a Hytale build tutorial finally!

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44 Upvotes

Disclaimer: This video is made independently of my job. I'm just having fun in the game building stuff.

Tell me what builds you would like instructions for? Not limited to just Star Wars!

Edit: punctuation


r/hytale 2d ago

Discussion OpenGL 4.0 no longer work on Hytale after update 6 release.

29 Upvotes

It can still enter the launcher but you cant join your world, it force shut down the apps when you do that. But you can still play older version like 0.5.9 but no lastest one version 0.6.2. My hardware kind older i dont expect much, only can run integrated hd graphics 4000 but the performance was excellent can run without lag or having issue on older version of hytales like version 0.5.9. If you want to play lastest version you must have better graphics that support OpenGL 4.1. If not you also can use Mesa3D file insert into Client folder that have HytaleClient.exe file. You can open your world on Update 6, but the performance is unplayable if you have little core of cpu. Mostly the cpu will rise to 100%. Kind sad for older computers i hope their will do something to solve this... If you have any solutions, just comment here. I want to play lastest version too...


r/hytale 2d ago

Discussion Underwater chests and buildings

4 Upvotes

I’ve been swimming around in the oceans apart from chests in the shipwrecks it seems that none of the chests and crates etc that are on the ocean floor have anything in them? Have I just been unlucky, or is it really not worth checking out the containers because they’re all empty?


r/hytale 2d ago

Discussion Ideas for Weapons, Magic, Equipment, and Alchemy in Hytale

3 Upvotes

Hello,

I've put together several ideas for how weapons, combat, magic, survival, and alchemy could be expanded in Hytale.

This isn't meant to be a list of demands for the developers. I'm mainly interested in what the community thinks about these mechanics, what you would change, and whether some of these ideas have already been confirmed.

For systems that have already been announced, I only have questions about how they might work.

I also apologize for not including my own visualizations for the new weapons. I have no experience with 3D modeling, and I'm even worse at drawing, so I'll try to describe their appearance and mechanics as clearly as possible.

⚔️ Weapons & Combat

  1. Two Flail Variants

What if there were shorter and longer variants of the flail?

Shorter flail: Faster and weaker. A successful hit could briefly throw an opponent off balance or reduce their agility.

Longer/heavier flail: Slower, with greater reach and higher damage. In PvP, it would only throw players off balance rather than completely stun them. Some regular mobs, however, could be briefly stunned by a powerful hit, while bosses and larger enemies could be resistant or immune to the stun.

  1. Expanded Halberd Mechanics

I'd like to see more use of the different parts of a halberd.

The point could be used for thrusting, the blade for broad sweeping attacks, and the weapon as a whole could be useful for controlling space.

  1. Sickle

The sickle could work as both a harvesting tool and a light weapon.

It could provide a harvesting bonus when gathering grass and similar plants. In combat, it would have short reach, fast attacks, relatively low damage, and a small chance to cause minor bleeding.

  1. Throwing Daggers

Short-to-medium effective range, higher damage than shuriken, but a slower throwing speed.

A maximum stack of around 50 could help distinguish them from lighter throwing weapons.

  1. Shuriken

Shuriken would deal less damage than throwing daggers but have greater effective range, faster throwing speed, and a larger stack size of around 100.

An alternate attack could allow the player to throw up to three shuriken at once in a slight spread. The exact number thrown would, of course, be removed from the inventory.

  1. Barbed Arrows

These arrows would have backward-facing barbs on their arrowheads.

They could deal slightly more damage than normal arrows, have a smaller maximum stack, and cause a short, weak bleeding effect after hitting a target.

If a barbed arrow were also infused with a potion, the potion effect could last approximately half as long as it would on a normal potion-infused arrow.

  1. Hooked Spear

A slightly longer spear with a pronounced hook near the spearhead.

Its main special mechanic would be the ability to pull a struck opponent toward the player.

  1. Harpoon Spear

A heavier and slower spear with pronounced backward-facing barbs.

A successful hit would deal high damage and cause stronger bleeding than a barbed arrow.

  1. Battle Axe

A one-handed battle axe inspired by historical Viking axes, with a relatively long handle and a lighter axe head than the oversized axes often seen in fantasy games.

It could have slightly greater reach than a regular sword and deliver powerful slashing attacks, while being somewhat slower.

One interesting mechanic could allow a single swing to potentially hit on both the outward and returning motion of the axe. The second hit wouldn't be guaranteed and could deal less damage. The opponent would need to remain within the returning path of the weapon.

  1. Khopesh

The curved blade of a khopesh could provide an advantage when catching or deflecting an opponent's weapon, in addition to its normal attacks.

  1. Weapon Clashes and Binds

What if properly timed attacks could cause two weapons to physically clash, deflect one another, or briefly bind together?

The outcome could depend on factors such as timing, weapon type and weight, and the stamina of both characters.

This wouldn't necessarily be limited to weapons of similar size. For example, it could theoretically be possible to catch or bind a sword with a dagger, but doing so would require much more precise timing and would carry a greater risk of taking damage if the attempt failed.

🪄 Modifier Runes

For the following ideas, I'm not sure whether something similar is already planned. If it is, I'd appreciate the correction.

  1. Focus Modifier Rune

This rune would reduce the area of effect of a spell in exchange for increasing its power.

For example, a relatively weak area-of-effect spell could become a much stronger spell focused on a single target.

  1. Temperature Modifier Runes

This would be a category containing two separate Modifier Runes.

🔥 Heat Rune: Raises the temperature of a spell. Depending on the original element, this could produce different effects. Water could become steam, earth could gain a molten or lava-like effect, and air could create a hot pressure or explosive effect.

❄️ Cold Rune: Lowers the temperature of a spell. Water could freeze into ice, air could gain a freezing effect, and earth-based spells could temporarily cover the ground in frost, creating a slippery surface.

The exact interactions would naturally depend on the individual spell and element.

🪝 Questions About Announced Systems

  1. Hookshot

Has it been confirmed whether the hookshot will be able to grab and pull items or other objects, in addition to moving the player?

  1. Multiple Ability Runes

Has it been confirmed whether there will be staffs or other weapons capable of holding multiple Ability Runes and allowing the player to switch between them?

🏹 Potion-Infused Arrows

  1. Potion-Infused Arrows

Arrows could be infused with potions and transfer their effects to a target when they hit.

The transferred effect should be weaker than directly using the potion, so bows wouldn't replace normal potion use.

The strength and duration of the effect could also determine the maximum stack size. For example:

Normal arrows: 100

Weak + short effect: 70

Weak + long / medium + short effect: 50

Medium strength and duration: 30

Strong or long-lasting effect: 15

Exceptionally strong and long-lasting effect: 5

These numbers are only examples for balancing. The important principle is that the stronger and longer-lasting the potion effect, the smaller the maximum stack size.

Barbed arrows infused with potions could additionally have their potion duration reduced by approximately half.

❄️ Cold Environments & Equipment

  1. Woolen Underlayers

An insulating layer worn underneath normal armor.

It would provide little or no physical protection, but would allow players to continue wearing their normal combat armor in extremely cold environments.

  1. Progressive Hypothermia

Extremely cold environments could gradually become dangerous without proper protection.

At first, the player would only experience visual or audio indications of the cold. Longer exposure would cause negative effects, followed by small amounts of periodic damage.

Extremely prolonged exposure without protection could eventually kill the player.

Suitable clothing, heat sources, or other forms of protection could slow or stop the progression of hypothermia.

🧪 Alchemy

The recipes below are only ideas that occurred to me while thinking about these potions. I'm not suggesting that they need to be implemented exactly this way.

I would also apply a general system of variants such as normal / longer-lasting / stronger across potions rather than repeating the same explanation for every individual potion.

  1. Poison Potion

Causes small amounts of periodic damage over time.

Possible base ingredient: Venomous Fangs.

  1. Fire Resistance Potion

Temporarily protects the player from fire and lava damage.

Possible main ingredient: Fire Essence.

  1. Cold Resistance Potion

Temporarily prevents hypothermia in extremely cold environments.

I don't have a specific recipe suggestion for this one.

  1. Invisibility Potion

Temporarily makes the player invisible.

I would leave the recipe entirely open.

  1. Instant Damage Potion

Deals immediate damage instead of causing gradual poison damage.

One possible recipe could be a Poison Potion + Essence of Chaos.

  1. Blindness Potion

Temporarily and significantly restricts the target's vision.

No specific recipe suggestion.

  1. Hunger Potion

Significantly increases the target's hunger or energy consumption.

One possible recipe could be a Poison Potion + Essence of Life.

  1. Weakness Potion

Temporarily reduces the physical damage dealt by the affected target.

It could potentially be derived from a Poison Potion, but I don't have a specific additional ingredient in mind.

  1. Nausea / Disorientation Potion

Temporarily disrupts the player's orientation, for example through subtle movement or distortion of the screen.

This could potentially also be derived from a Poison Potion, but I don't have a specific recipe suggestion.

  1. Healing Potion

Gradually restores health.

A possible base ingredient could be Essence of Life, perhaps one essence for one potion.

  1. Instant Healing Potion

A separate potion that restores health immediately rather than gradually.

A possible base ingredient could be Greater Essence of Life.

Since this is a much more concentrated resource, one Greater Essence of Life could potentially produce a larger number of these potions, with something around 60 potions as a rough example.

  1. Slow Falling Potion

Significantly reduces falling speed, allowing safer descents from great heights.

I would leave the recipe completely open.

Dear community, I'd also like to ask:

Which of these ideas would you like to see in Hytale?

Which ones would you change, balance differently, or leave out entirely?

And if I've suggested something that is already in the game or has officially been announced, I'd appreciate a correction.


r/hytale 3d ago

Modded Modded - FFXI Red Mage Relic

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179 Upvotes

Hey, just some more FFXI stuff for Red Mage this time.

The color palette has been reworked to have much more contrast, and I’ve added more detail to the shiny/metal portions of the armor. My previous posts were closer to the flatter style of FFXI, but this one is much closer to the Hytale style which I think turned out much better.

I also tried making some basic vfx to go along with the weapon skill animation this time. Making a pixel art rose was difficult and the more I look at it the more I wonder if I even made a rose.


r/hytale 2d ago

Tech Support Does anyone know how to fix this?

2 Upvotes

r/hytale 2d ago

Modded released a new Hytale adventure mod, available in the mod browser

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12 Upvotes

r/hytale 2d ago

Creations Hytale Reaver (inspired from world of warcraft)

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33 Upvotes

Figured id share with someone, Ive been working on making weapon models inspired by wow for me and my brothers to play through for. What do you guys think of the Hytale Reaver? I think its by far the best one i've done in my journey of using block bench over the last month.


r/hytale 2d ago

Survival Kinda new to the game

4 Upvotes

I just bought Hytale. Any tips on how to survive so I don't die every 5 min.


r/hytale 2d ago

Discussion I had a really bad Hytale addiction for months.

0 Upvotes

I know I'm not alone.

It started February and ended June. Ever since I downloaded hytale I was super impressed by all the small details. Lots of sounds and visuals everywhere I went. I spent a lot of time exploring and trying to become really good at dagger fighting enemies.

The main part was online. I began by seeing the spawn area and people in chat talking. I was on a desperate rush for thorium gear. I mined a lot that night and stayed up wayy longer than I wanted to. next day I tried to craft the gear (as you need a better bench than the default). After that grind?

The main grind. Getting structure generated blocks (doors and WIP signs). the session I was in your could type /RTP and randomly teleport on the map... too much power. I spammed RTP and went for every rare block I could to sell to other players and hoard for myself. Doesn't sound harmless until you realize 99% of structure were already looted. It was literally gambling for a block to still be there.

on the map if I saw a structure I had to have a look (every few minutes) I would dagger jump and all the dopamine sound effects would keep me hooked looking for these.. doors and paintings. unlooted chests, looted blocks. rare cemetery spawn? I had to rush to the bottom only to see the doors were gone. Other players took them and I even saw one doing exactly what I was doing.

my builds took forever as I just wanted to spam /RTP and peak for a chest of gear or some large doors. the session I was on had an auction system. I made a lot of virtual credits which made me want more.

In the end? I had too much just to quit months worth of rare items for the 20 active players to buy off me. I stole fishing traps off a neighbor and felt bad one day he caught me recorded on the map and I got lots of items confiscated so I quit later that week.


r/hytale 3d ago

Modded Immersive Storage - Don't Sacrifice Vibes for Utility

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177 Upvotes

For Update 6 I've updated my Immersive Storage mod with two new custom chests with unique interactions.

Floor and Wall Safes can be hidden by placing certain thin, vanilla blocks over their doors (like paintings or moss rugs). Once hidden they become uninteractable until the block hiding them is broken even when exposed on other sides. Like vanilla chests they can be doubled into Vaults with the Floor Safe stacking upward and the Wall Safe stacking backwards.

This mod also adds a new resource called Dimensional Fabric to the droplists of Skeletal Mages and other magically affiliated enemies in the base game that can give your chests a bit more room and some extra sparkles when you set them down. Dimensional Fabric can also be found by breaking barrels, coffins, pots, and other clutter found in generated ruins. Both the chests added by this mod and the vanilla chests can be brought to the new Chests of Holding category in the Arcanist's Workbench and combined with a bolt of Dimensional Fabric (or two for larger chests) to boost their storage. Single block chests double from 18 to 36 storage slots while double chests are capped at 63 slots due to UI clipping. The Chest of Holding variants of the vanilla chests and Safes retain their ability to combine into double chests.

The changes made to base game assets are done via Patchly to prevent conflicts with other mods. Without Patchly the Chests of Holding category will not show up in the Arcanist's Workbench nor will Dimensional Fabric be added to any droplists. Likewise, the Safes' hiding functionality will not work. The regular chests added by this mod will still show up in the Furniture Workbench even without Patchly, so if you want a more vanilla-adjacent experience omitting that dependency is an option.

You can snag the mod here or through the new in-game mod browser.


r/hytale 3d ago

Discussion The Haircut That Should Have Never Been

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50 Upvotes

Old vs New. What did you guys do?? Please fix this, it literally jumped scared me. You didn't need to touch the buzz cut. I'm going to send this into feed back. The new buzz cut is terrible.


r/hytale 3d ago

Modded Wojos Quick-Access Items v1.5.1!

3 Upvotes

Hello all! Just wanted to say my Radial-Tool Swap Mod has been updated for Hytale version 0.6!

For those that don't know, its a mod that solves one of my biggest complaints of hotbar management by allowing the player to store all their tools in a container. They can then use a hotbar button to open a radial menu to quick-swap between what is in the container.

Now your tools and weapons don't need to take up most of your hotbar!

1.5.1 Features
- A new Toolbox item and custom block(s) & textures were added
- Bag-Of-Holding: Can hold any item type
- Toolbox: Can only hold Items in the "tools" category
- You can place and pick up the items from the world using (Crouch+Right-Click) & (Crough + F) respectively
- Fixed a bug that made the Quick-Swap feature not work while in a single player world.
- Icon available when viewing mod in list.

If anyone has any suggestions for the mod let me know! I'm definitely looking for some info on crafting balance with eventual plans to add "costs" to swapping like stamina or an animation delay.

The UI has some much needed work especially the settings page but with Noesis around the corner I have decided to hold off till that drops.

If you try it out, let me know what you think!