Not just a mod pack. A foundation for evolving gameplay.
- ๐ Vision & Overview
- ๐ฏ Design Goals
- ๐งฑ Architecture Philosophy
- โ Combat Overhaul
- ๐ World Expansion Engine
- ๐ง Magic & Skill Framework
- ๐งช Advanced Crafting System
- ๐ฐ Structures & Procedural Dungeons
- ๐งฌ Creature & AI Expansion
- ๐ Builder Toolkit
- ๐ Server Systems
- โ Configuration System
- ๐ Performance & Optimization
- ๐ Compatibility & Extensibility
- ๐ง Developer API Roadmap
- ๐ Installation
- ๐งช Testing Standards
- ๐ค Contributing
- ๐ก Security Policy
- ๐ฎ Long-Term Roadmap
- โ FAQ
- ๐ License
- โญ Support & Community
Hytale Mods Pack is a large-scale modular gameplay expansion designed to transform Hytale into a deeper, more dynamic, and more scalable experience.
This project is built around one simple idea:
A mod pack should not be a collection of scripts.
It should be an ecosystem.
We focus on:
- Deep systemic gameplay
- Balanced progression
- Scalable multiplayer compatibility
- Clean architecture
- Long-term maintainability
This pack can power:
- Singleplayer survival worlds
- Hardcore RPG servers
- PvP-focused arenas
- Cooperative raid campaigns
- Creative building communities
- Experimental modded environments
Every system is optional.
Every feature is configurable.
Everything is designed for growth.
Each feature exists as an isolated module.
No forced dependencies.
No monolithic systems.
No locked gameplay layers.
Optimization is not an afterthought.
- Event-driven logic
- Lazy-loading systems
- Cached state handling
- Minimal tick overhead
- Smart spawn distribution
Power progression is meaningful but controlled.
- No exponential stat inflation
- No infinite stacking exploits
- No imbalance between PvE and PvP
All systems are built with server synchronization in mind.
- Deterministic logic
- Validated state changes
- Anti-duplication protection
The foundation allows long-term extensibility.
The core engine of this mod pack operates around:
Instead of constant polling, systems react to triggers:
- Entity spawn
- Player interaction
- Combat engagement
- Environmental changes
- Crafting events
Each feature is divided into:
- Logic Layer
- Configuration Layer
- Integration Layer
- Interface Layer
This separation ensures:
- Easy debugging
- Module-level updates
- Independent scaling
- Reduced conflicts
Combat is redesigned from the ground up.
- Stamina-based engagement
- Dodge & parry windows
- Weapon archetype specialization
- Armor synergy bonuses
- Status effect stacking logic
- Critical hit scaling
- Tactical cooldown management
Combat rewards:
- Positioning
- Resource management
- Build specialization
- Team coordination
- Daggers (high speed, crit focus)
- Swords (balanced versatility)
- Axes (armor penetration)
- Bows (distance scaling damage)
- Arcane Weapons (elemental effects)
- Shields (defensive reaction gameplay)
The world becomes reactive and alive.
- Random biome disturbances
- Rare anomaly portals
- Environmental transformations
- World boss invasions
- Ruins with narrative fragments
- Multi-layer underground systems
- Seasonal biome variation
- Rare resource clusters
Exploration becomes a strategic investment.
A full RPG progression layer.
Each path includes:
- Active abilities
- Passive scaling
- Synergy nodes
- Ultimate unlocks
Paths:
- Elementalist
- Shadowbinder
- Guardian
- Beastmaster
- Artificer
Players define identity through specialization.
Crafting evolves beyond static recipes.
- Blueprint discovery progression
- Tier-based crafting stations
- Material-based stat modification
- Enchantment infusion mechanics
- Modular equipment assembly
Equipment can feel unique โ not cloned.
Dungeons are not templates.
They are dynamically assembled challenge environments.
Features:
- Multi-room layouts
- Puzzle logic
- Scaling boss encounters
- Timed events
- Risk-reward loot tiers
Adds 50+ new entities with advanced behaviors.
- Adaptive aggression
- Environmental awareness
- Faction-based hostility
- Retreat logic
- Pack behavior
Elite variants provide true challenge.
Designed for creators.
Includes:
- Decorative block collections
- Advanced lighting system
- Interactive furniture
- Terrain manipulation tools
- Extended color palettes
Builders are no longer limited.
For serious multiplayer communities.
- Role-based permissions
- Anti-exploit validation
- Economy presets (optional)
- Event scheduler
- PvP toggles
- Custom world rules
All modules are toggleable.
Example:
{
"combat": true,
"world_expansion": true,
"magic": true,
"crafting": true,
"structures": true,
"creatures": true,
"builder_toolkit": false,
"server_utilities": true
}Each module includes advanced parameters for tuning difficulty and balance.
Designed to scale efficiently.
Optimization strategies:
- Conditional activation logic
- Intelligent spawn caps
- Cached entity references
- Reduced network payload
Recommended specs:
| Players | CPU | RAM |
|---|---|---|
| 1โ5 | 2 Cores | 4GB |
| 10โ20 | 4 Cores | 8GB |
| 50+ | 8 Cores | 16GB |
The modular design allows:
- Partial integration with other mods
- Selective disabling of systems
- API-based expansion in future versions
Conflict handling prioritizes stability.
Future versions will expose:
- Event hooks
- Entity lifecycle callbacks
- Combat interceptors
- Crafting validators
- World generation injectors
This enables external mod authors to extend systems safely.
- Download latest release
- Run and select the installation folder.
- Enable modules in config.
- Launch the game.
Before merging:
- Unit-level validation
- Multiplayer sync testing
- Performance profiling
- Exploit verification
- Module isolation checks
We welcome:
- Code improvements
- Balancing adjustments
- AI enhancements
- Documentation upgrades
- Feature proposals
Contribution process:
- Fork repository
- Create feature branch
- Commit clearly
- Open Pull Request
All PRs are reviewed for stability and architecture consistency.
Security principles:
- Strict permission validation
- Input sanitization
- Anti-duplication logic
- Deterministic server authority
- Exploit patch prioritization
Report vulnerabilities privately.
Combat, World Engine, Crafting
Skill mastery, advanced bosses
Guild framework, economy, PvP arenas
Raids, procedural campaigns, scaling world threats
Public extension framework
Yes. All scaling is controlled and configurable.
Yes. Everything is modular.
Designed from the ground up for performance.
Modular design minimizes conflicts.
MIT License.
You may:
- Use
- Modify
- Distribute
- Fork
With attribution.
If you believe in the vision:
- โญ Star the repository
- ๐ด Fork it
- ๐ง Contribute
- ๐ฃ Share it
Forge systems. Expand worlds. Redefine gameplay.