
Hytale's modding system will be built around four main types: Server Plugins, Data Assets, Art Assets, and Save Files. According to the developers, all mods will run server-side, meaning players can join modded servers without downloading anything separately—a significant departure from traditional modding systems.
While Hytale hasn't released yet, the development team has shared extensive details about their modding philosophy and technical approach in their official modding strategy blog post.
The Four Types of Hytale Mods
Based on developer announcements, Hytale modding will be divided into four distinct categories, each serving different purposes.
1. Server Plugins (Java-based)
Server Plugins will be the most powerful modding option, written in Java.
What They'll Enable:
- Custom minigames and game modes
- Economy systems
- Custom commands
- Gameplay logic modifications
- Server management tools
Server Plugins will represent the deepest layer of modification, allowing programmers to fundamentally change how the game works. The developers have indicated they'll release the server source code within 1-2 months of early access to help modders understand the systems.

2. Data Assets (JSON-based)
Data Assets will be JSON configuration files that control game content without programming.
What They'll Modify:
- Blocks and their properties
- Items and equipment
- NPCs and their behaviors
- World generation rules
- Loot tables and drops
According to the developers, this system will allow creators to add content using the Hytale Asset Editor, though they acknowledge current limitations in NPC and world generation areas.

3. Art Assets
Art Assets will include all visual and audio content created using external tools.
What You'll Create:
- 3D models using Blockbench
- Textures and materials
- Animations
- Sound effects and music
The team has confirmed Blockbench plugin integration for model creation, making the workflow familiar to Minecraft modders already using that tool.
4. Save Files
Save Files will be shareable worlds and prefabs.
What They'll Include:
- Complete custom worlds
- Structures and buildings (prefabs)
- Terrain formations
- Pre-configured environments
These will allow creators to share entire worlds or specific structures that others can place in their own games.
Server-Side Architecture: How It Works
One of the most significant aspects of Hytale's modding system is that everything runs server-side.
What This Means for Players
Traditional modding (like Minecraft):
- Download the mod files
- Install them in your game folder
- Restart your game
- Hope it doesn't conflict with other mods
Hytale's approach:
- Join a modded server
- That's it—everything works automatically
The server sends all necessary information to your client when you connect. No manual downloads, no installation, no compatibility headaches.
Why Server-Side?
The developers have stated four key reasons for this approach:
- Security - Prevents malicious client-side modifications
- Consistency - Everyone sees the same game experience
- Ease of use - No manual mod management for players
- Stability - Reduces conflicts and compatibility issues
Visual Scripting System
Instead of text-based scripting languages like Lua, the developers are building a visual scripting system inspired by Unreal Engine Blueprints.
How It Will Work
For Designers:
- Drag-and-drop node-based interface
- Create game logic visually
- No programming knowledge required
For Programmers:
- Extend the system by creating new nodes in Java
- Optimize existing logic
- Build reusable components
The Asset Graph Editor is already functional but acknowledged by the developers as "unpolished." This tool will let creators build complex systems through visual connections rather than writing code.
Ready to host your modded Hytale server? Check out Hytale Server Hosting to be prepared when the game launches.
First-Party Server Network
The developers plan to run their own multiplayer server network featuring minigames and original content. This won't compete with community servers but rather demonstrate what's possible with their tools.
Importantly, they've committed to releasing code and assets from this network for the community to study and learn from.
Frequently Asked Questions
How does Hytale modding work?
According to developer announcements, Hytale modding will use a server-side system with four main types: Server Plugins (Java), Data Assets (JSON), Art Assets (models/textures), and Save Files (worlds/prefabs). Players won't need to download mods separately.
Do you need to download mods to play on Hytale servers?
No, Hytale's server-side architecture means players can join modded servers without downloading or installing anything. The server automatically sends all necessary information when you connect.
What programming language will Hytale mods use?
Server Plugins will be written in Java. However, the developers are also creating a visual scripting system inspired by Unreal Engine Blueprints, allowing non-programmers to create game logic through a node-based interface.
What tools will be available for Hytale modding?
Announced tools include the Hytale Asset Editor (for JSON data), Blockbench plugin (for 3D models), Asset Graph Editor (for visual scripting), Creative Mode tools (for building), and Machinima tools (for cinematics).
Can you make custom blocks and items in Hytale?
Yes, through Data Assets (JSON files) configured in the Hytale Asset Editor. According to the developers, creators will be able to define blocks, items, NPCs, world generation, and loot tables.
Will Hytale have client-side mods?
No, the developers have explicitly rejected client-side mods to maintain security, consistency, and ease of use. All modifications will run server-side, with the server communicating changes to connected players.
Is Hytale modding available now?
Hytale hasn't released yet. The modding tools are in development, with the team sharing their current progress and plans through official blog posts. They've acknowledged the tools are functional but imperfect.
Will Hytale release its server source code?
Yes, the developers have committed to releasing the full server source code within 1-2 months of early access launch to help modders understand and contribute to the modding ecosystem.

