Hytale Lua Modding 101: Server-Side Scripting Guide
Unlike Minecraft's complex Java modding, Hytale introduces a powerful, native **Lua-based scripting system** for server-side modifications. This allows modders to change gameplay rules, create new items, and handle player events without needing to decompile the game or use heavy tools.
📜 Language
Lua 5.4 - Fast, light, and easy to learn.
🛠️ Setup
No build tools required. Just edit .lua files in the mods/ folder.
⚡ Hot Reload
Most scripts can be reloaded instantly with /mod reload.
Directory Structure
In your Hytale server directory, all mods live in the mods/ folder:
server/
└── mods/
└── my_first_mod/
├── mod.json # Mod metadata (name, version, entry point)
├── main.lua # Main logic script
└── scripts/ # Additional script files
Your First Mod: "Hello World"
1. Create mod.json
This file tells the server about your mod.
{
"id": "com.example.helloworld",
"name": "Hello World Mod",
"version": "1.0.0",
"entry": "main.lua"
}
2. Create main.lua
This script will print a message when a player joins the server.
-- This function runs when the mod is initialized
function hytale.onInitialize()
print("Hello World Mod has started!")
end
-- This function handles player join events
hytale.events.onPlayerJoin(function(player)
player.sendMessage("Welcome to the server, " .. player.getName() .. "!")
player.giveItem("hytale:wooden_sword", 1)
end)
Core API Concepts
Event Handling
The Hytale API is heavily event-driven. You listen for events and react to them:
hytale.events.onPlayerJoin: Triggered when a player connects.hytale.events.onBlockBreak: Triggered when a block is destroyed.hytale.events.onEntityDeath: Triggered when an NPC or player dies.hytale.events.onChat: Allows modifying or blocking chat messages.
Manipulating the World
You can change blocks and entities easily:
-- Set a block at coordinates
hytale.world.setBlock(x, y, z, "hytale:stone")
-- Spawn a chicken at the player's location
hytale.world.spawnEntity("hytale:chicken", player.getPosition())
Modding Best Practices
1. Performance: Avoid heavy loops inside onTick events. Use hytale.scheduler for delayed or repeating tasks.
- Namespacing: Always use your unique ID (e.g.,
my_mod:item_name) to avoid conflicts with other mods. - Client vs Server: Remember that Lua scripts in the
mods/folder are Server-Side. They control logic, not graphics. - Compatibility: Hytale's API is designed to be stable, but always check the
logs/for API deprecation warnings during Early Access.
Debugging Your Scripts
If your mod doesn't work, check the logs/hytale-server.log. Lua errors are clearly reported with line numbers:
[LUA ERROR] in mods/my_first_mod/main.lua: line 12: attempt to call a nil value 'giveItems'
(Tip: It should have been giveItem!)
Advanced Modding with CurseForge
For more complex mods with custom 3D models (Blockbench), assets are bundled in .hmp (Hytale Mod Package) files. These are handled via the official CurseForge integration in the Hytale Launcher.
Ready to deploy your scripts? Host a Hytale server on Supercraft. Our platform supports full FTP/File Manager access, allowing you to upload and edit Lua scripts directly on the fly with live console feedback.