Guide · Hytale

Hytale modding: how to make mods and plugins step by step

How to make Hytale mods: asset packs with the Asset Editor and Blockbench, Java 25 plugins, official docs, publishing on CurseForge and what the EULA says.

Updated: 24 Oct 2026

There are two official ways to make Hytale mods. Without coding, you can build an asset pack (blocks, items, creatures, recipes, models and sounds) with the game’s built-in Asset Editor and Blockbench. With coding, you can write Java plugins for the server. All Hytale modding runs on the server: anyone joining a modded server doesn’t have to install anything. The official documentation is at docs.hytale.com and, once your mod is ready, you publish it on CurseForge, which also makes it show up in the in-game mod browser.

Hytale is in Early Access and the tools change with every update. This guide sums up the official approach and the first steps. If you just want to use other people’s mods, you’ll get more out of the guide on how to install mods in Hytale.

How Hytale modding works

Hypixel explained it in its official article on its modding strategy. The core idea is that you can join any modded server without downloading anything by hand. That’s why mods don’t run code on the player’s computer: the server sends the client the content files it needs, like models, textures or sounds, and the logic stays on the server. That also applies to a single-player world, which runs as a local server.

Content is split into four types:

Type What it is Format Coding needed?
Server plugins New game logic: mechanics, commands, minigames, admin systems .jar file (Java) Yes
Data assets Definitions for blocks, items, creatures, loot, recipes or world generation JSON files No
Art assets Models, textures, animations and sounds Blockbench files, images and audio No
Worlds and prefabs Builds and complete maps to share Saved worlds and prefabs No

Data assets and art assets are bundled together into an asset pack: a folder or a .zip with a manifest.json file. Hypixel has also announced a visual scripting system instead of a scripting language like Lua.

Tools you need

  • Asset Editor (included in the game): create and edit asset packs through forms.
  • Blockbench (free) with the Hytale Models plugin: for models, textures and animations. It replaces the old Hytale Model Maker that Hypixel showed off years ago.
  • Java 25 (JDK), IntelliJ IDEA (the Community edition is enough) and Gradle: only if you’re going to make plugins.
  • An image editor for textures, because the Asset Editor doesn’t draw them.

Step by step: your first asset pack (no coding)

  1. Create a new world and set it to Creative mode: the Asset Editor only works there.
  2. Open your inventory, go to the Creation Tools tab and choose Asset Editor.
  3. Create a new pack. The editor generates the folder structure and the manifest.json (name, group, version, description, authors and dependencies).
  4. Pick a category (blocks, items, creatures…) and create an asset from scratch or duplicate one from the game and tweak it: ID, display name, stats and references to the model and texture.
  5. If you need your own model, make it in Blockbench: install the plugin from File > Plugins and use the matching Hytale model type (character or prop).
  6. Save often, exit edit mode and reload the world to see your changes.
  7. Packs created in-game are saved inside that world. To use it in other worlds or share it, copy the folder to %appdata%\Hytale\UserData\Mods.

Installed packs and mods show up in the world creation menu options, where you enable them.

Step by step: your first Java plugin

  1. Install Hytale with the official launcher, plus Java 25 and IntelliJ IDEA.
  2. Download a plugin template. The most popular are the one from the HytaleModding community (github.com/HytaleModding/plugin-template) and the one CurseForge links in its author guide. They come with Gradle already set up.
  3. Open the project in IntelliJ and change the project name in settings.gradle, the details in gradle.properties and the info in src/main/resources/manifest.json.
  4. The official server is published on Hypixel’s Maven repository (maven.hytale.com/release) as com.hypixel.hytale:Server. The templates already include it as a dependency.
  5. Write your code using the Java API reference in the official documentation.
  6. To test it, start the development server with gradlew runServer (or the template’s run configuration) and connect to localhost.
  7. Once it works, build it with gradlew build. The .jar ends up in build/libs: copy it to the Mods folder or to your dedicated server’s mods/ folder.

If you’re going to test it with friends, our guide to set up a Hytale server and the one on Hytale commands will help.

Where to learn: official and community documentation

  • docs.hytale.com: official documentation. It includes the content creation guide, the JSON asset reference, the world generator reference and the Java API. It has a selector to view the docs for the stable version or the pre-release.
  • hytalemodding.dev: community documentation, with guides on setting up your environment, building and publishing. It isn’t official, but Hypixel has cited it on its blog as a learning resource.
  • CurseForge blog: has guides on making mods and using the Asset Editor.

How to publish your mod on CurseForge

CurseForge is the go-to platform for Hytale mods: it ran the official 2026 modding contest and it’s the mod source recommended by the official server manual. Since Update 6 (August 2026), Hytale also has a mod browser in the main menu to search, install, update and uninstall mods without leaving the game.

  1. Create a CurseForge account and open the Author Console.
  2. Under Projects, click Create a Project and choose Hytale.
  3. Fill in the name, summary, description and license, and pick the class: Mods (plugins and asset packs), Worlds, Prefabs or Bootstrap (early-loading plugins).
  4. Upload the file: .jar for plugins and .zip for asset packs and worlds. Specify the compatible game version.
  5. Wait for the moderation team to review it. Once approved, it goes public.

Take care of your page: screenshots, a clear description and a changelog for every version. If you want to see what works, take a look at our pick of the best Hytale mods.

Legal rules: what the Hytale EULA says

  • You can create, use and distribute mods, plugins, scripts, maps, skins and models.
  • You can monetize them on your own (paid downloads, donations, sponsorships or ads).
  • You can’t include any part of the game in your mod: no files, no source code, no original assets. Make your mod use the ones from the installed game.
  • Malware, cheat or exploit mods, and NFTs or blockchain schemes are banned.
  • You still own your original work, but you grant Hypixel a license to use it in running the game.
  • Don’t pass your mod off as official or use the Hytale brand as if you were Hypixel.

Read the full EULA on the official website before publishing, especially if you plan to charge money or run a server with a store.

Tips to avoid frustration

  • Updates break things. Update 6 renamed several parts of the API and changed the permissions system. Read the notes for each version and update your mod quickly.
  • Start small: a new block or item before a full class system.
  • Learn from other mods: some authors publish their plugins’ source code, and it’s the best way to see how the API is used.

Frequently asked questions

What language are Hytale mods made in?

Plugins are written in Java (Java 25). Asset packs don’t need any coding: they’re JSON files you can edit with the game’s Asset Editor, plus models and textures made with Blockbench.

Can you make client-side mods in Hytale?

Not like in other games. Hytale doesn’t let mod code run on the player’s computer: the logic goes on the server and the client only receives content, like models, textures or sounds.

Do I need to know how to code to make mods?

No. With the Asset Editor and Blockbench you can create blocks, items, creatures, recipes and models without writing code. You only need Java to change the game’s logic.

Can I charge for my Hytale mods?

Yes. The EULA lets you monetize mods with paid downloads, donations, sponsorships or ads, as long as you don’t include game files or banned content.

Where is the official Hytale modding documentation?

At docs.hytale.com, with content guides, the asset reference and the Java API. The community documentation is at hytalemodding.dev.