Hytale Mods

My mods follow the ANTI BLACK BOX principle: This means that functionality in the mods are avoiding a point and click event situation. Best of example of this is harvesting a plant in WOW, the player, dosent actually do anything it just clicks and waits. And example of a non black box system, is the magic mod Ars noveou in Minecraft, or the Game Mechanics in Where Winds Meet. This is because having ineractivity, that dosent have to be complex, is usually considered fun, at least for me.

Modular Class Mod (MCM)

This Mod impliments a class system into Hytale, based of the UI concept of Albion Online and the functionality of DND, the plugin features the ability to add custom Classes into the game at your own leisure.


How the mod work:

  • The skilltree is autogenerated based on added Classes in your game. You can multiclass, but the ability to path/specialize in everyclass is restricted to 1 path per player.

  • Classes have affinity tags, which means you can at your own choice choose which classes arent able to multiclass together. A demon lord and a holy paladin might not go well together. But a witch could be an artificer.

    • These tags are generated by the classes excisting in the game and some that are included in the plugin, like HOLY, DARK, CELESTIAL, CHAOS, NATURE.

  • The rare ability system: Based of the feeling of Sword Art Online. To enable full echonomies and player driven motivations, the classes randomly but mostly at end of paths, have “rare” abilities, this means these abilities are locked to X amount of players on a server with the size of X. This gives players the feeling of being rare. And the abilities have a randomQueue system, and disspears from your known skills if you arent logged in in X days. This stops the early game players from hoarding all the skills early. To setup based on server size, run the command /runChance serverPeopleAmount, to make the chance size fair.