I've been building HyCreator for a few months now. It's a Hytale asset editor, more complete and modern than the built-in one: 3d preview for mobs, prefab, WorldGenV2, items. (Screenshots below)
Windows/Linux compatible
Download :
https://t.co/wIK74rJknc
Discord: https://t.co/1gtkYuGBrr
#Hytale #HytaleModding
@slikey@zefix0509@LoonBowHytale@CurseForge Still a WIP (especially the assets) but this is the progress so far.
Always planned to add more NPC worker constructs to Major and I's Ancient Constructs mod, and a Builder was on the top of my list.
Thanks for the motivation! :)
@slikey@zefix0509@LoonBowHytale@CurseForge Still a WIP (especially the assets) but this is the progress so far.
Always planned to add more NPC worker constructs to Major and I's Ancient Constructs mod, and a Builder was on the top of my list.
Thanks for the motivation! :)
@lva_games@FR3NKD@gamemakerstk There’s so many Terrain addons if you just look. Terrain3D is a big one but there’s also Godot Voxel which has decoration placement included and runtime terrain manipulation.
Spent some months building HyCreator 👀, a modern Asset Editor for Hytale. Items, recipes, droplists, NPC behavior, Encounter Managers, custom UI: real forms, live 3D previews, engine-exact simulators, one-click deploy to the game. Releasing soon.
#Hytale#HytaleModding
Shoutouts to @DemoHytale for the HyCreator name and @Starky_TV for the icon.
The whole point is removing as much friction as possible between you and what you want to create. No more hand-editing raw JSON.
Features :
- Open the vanilla files (release or pre-release, straight from your game install/shared source github) or your mod folder. Everything just opens: NPC roles, items, blocks, recipes, droplists, prefabs, worldgenv2 biomes, translations, custom UI. Mods resolve every vanilla asset they reference but don't ship.
- Real forms with docs, autocomplete everywhere an id goes, validation that points at the exact broken field.
- Quick open (Ctrl+P), full-text find in files (Ctrl+Shift+F), a command palette for every action.
- Rename an asset, every reference in your mod follows. Fork any vanilla asset into your mod WITH its whole dependency chain. Diff your files against the vanilla they shadow. Unused-asset report when you want to clean up.
- You SEE what you edit: models and NPCs in 3D with their gear and animations, orbit around them, scrub frame by frame.
- Particles, prefabs, items, NPCs: all previewed right inside the asset editor, something even Hytale's built-in editor doesn't do. Sound refs get a play button.
- An icon generator that bakes item icons exactly like the game does.
- Nothing is hardcoded: forms, sensor/action palettes and docs are generated from the game's own data files. New Hytale version drops? The editor just follows.
- NPC brains render as node graphs: sensors, actions, states, referenced components. The whole decision tree laid out visually instead of nested JSON.
- The NPC behavior simulator (alpha) runs the real engine rules (first match wins, Once flags, state machines, motion channels, all dug out of the server source).
- Droplists, recipes and CAE get dedicated visual editors, not walls of JSON: the droplist tree shows live drop chances on every entry, recipes show their actual crafting layout, CAE curves are plotted so you see what a tweak does, with a scorer that ranks actions the way the engine would.
- And droplists run on the exact roll algorithm, so "simulate 10k rolls" shows the odds your players will actually get.
- Format-preserving saves: files re-save byte identical, your git diffs only show what YOU changed. Atomic writes with automatic backups, crash drafts on reopen, local edit history with one-click revert.
- Dark, light, OLED and fully custom themes. Each theme is one real JSON file you can share.
- Portable: a single ~10 MB exe, nothing to install, drop it anywhere and run. Auto-updates planned.
- Optionally, link the companion apps I also created: Prefab Studio, WorldGenV2 Studio and Particle Editor. You get shortcuts that jump from an asset straight into the right tool: prefabs open meshed in Prefab Studio, biomes and world structures in WorldGenV2 Studio, particles in the Particle Editor.
- Blockbench works too: every model asset gets a Blockbench button, and saving there hot-reloads the preview in HyCreator.
It will still require a lot of work and optimizations !
(1/3)
I am very excited to announce that I have joined the @Runeteria team! Currently I am working on world bosses and will be working on many other projects in the future!
Check out this early look at the first world boss I've been working on alongside our talented artists!
Working on an update to my ⚔️Stunning Combat mod!
💥Weaknesses and 🛡️Resistances
Occult mobs (Werewolves, for ex) are weak to Silver-typed damage.
Frost mobs are weak to Fire-typed damage.
Aquatic mobs are resistant to Fire-typed damage.
Damage indicators show a shield if the damage was resisted, and a "pow" is shown for damage a mob is weak to. Any critical damage (getting hit while stunned) is shown with gold text, and combines with weak/resist icons as well.
All data-driven using mob groups and custom JSON assets.
Give me your feedback!