Modding is one of the most exciting parts of running your own Hytale server, as it allows you to customize everything – from gameplay mechanics to custom assets, it extends the vanilla experience. The framework is designed to be flexible, while also remaining accessible for both creators and server owners. Whether you’re only wanting to tweak existing assets, install mods from other developers, or build your own, Hytale empowers you to do it all.
In this Nitrado guide, we’ll walk you through the different types of mods, how assets are created, and how to install packs and plugins on your Hytale server 👏
What Are Hytale Mods?
Mods in Hytale can be split into three categories:
- Packs – Used to add or modify blocks, mobs, items, and behaviors using the Asset Editor, without requiring any coding experience.
- Plugins – Uses the API to extend vanilla functionality and introduce new features or content, written in Java.
- Early Plugins – Runs outside the standard plugin system to perform low-level class modifications by injecting or altering bytecode during loading.
Packs and plugins are designed to work together, with packs handling assets and data while plugins manage logic, interactions, and advanced systems. Early plugins should only be used when absolutely necessary, as they operate at a low level and can impact core stability and compatibility.
How to Install Mods on Your Hytale Server
You can download mods from CurseForge or other platforms, then you can easily activate them on your Hytale server. There are two ways to install mods, using our Mod Manager or the manual method. We recommend using the manager, as this will be easier and faster than doing it manually.
⚠️ Early Plugins need to be installed manually.
Mod Manager
- Head towards your Nitrado Web Interface and Stop the server.
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Navigate to Tools > Mod Manager on the left-hand side.
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Click Upload File at the top right, then select your Hytale mod.
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Once it’s finished uploading, you will see it appear in the mod list.
- You can enable, disable, remove, or view details about the mods.
Manual Installation
- Head towards your Nitrado Web Interface and Stop the server.
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On the left-hand side, navigate to Tools > File Browser.
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Proceed to enter the following directory: hytale/Server/mods.
Early Plugins must be in the earlyplugins directory. Create it if the folder does not exist.
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Click Upload File on the right, then select your Hytale mod or plugin file.
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Wait until you see the file appear in the directory, then Start the server.
- Navigate to the Live Server Console, then enter “plugin list” in the command prompt.
- Locate the installed plugin(s) to confirm they’ve been installed properly.
Recommended Plugins
Since we’re development partners with Hypixel Studios, our teams have created 4 pre-installed plugins for your Hytale server. These include:
- Nitrado:WebServer – Base plugin for web applications and APIs
- Nitrado:Query – Exposes server status (player counts, etc.) via HTTP
- Nitrado:PerformanceSaver – Dynamically limits view distance based on resource usage
- ApexHosting:PrometheusExporter – Exposes detailed server and JVM metrics
You can see these plugins in the Mod Manager from your Web Interface.
How to Create Models in Hytale
When it comes to brand new models, textures, and animations, you need to use the Hytale Blockbench Plugin. This is the backbone to creating new assets in the game, as they will need to be different from the default models. You can create, design, and export with this tool in supported formats. Click here for more information!
How to Create Hytale Asset Packs
The process to create or modify assets in Hytale requires the Asset Editor. In this external program, you can create new items, copy from existing sources, edit behaviors, and more in your own custom pack. All of this is accessible in-game, with the right permissions.
- Launch Hytale, then join your singleplayer world or multiplayer server.
- Set yourself as admin, if you haven’t already done that.
- Enter Creative Mode via /gamemode creative in-chat.
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Press B to open the Creative Tools menu, then select Assets > Asset Editor.
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Click the three dots at the top left, then select Add Pack.
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Proceed to fill in the fields, Name, Group, Version, etc., then click Save.
- Click the Plus icon near the top left to create a new asset.
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Choose an Asset Type, create Folder(s), and enter a Unique Asset ID.
You can also use Copy Asset to import from Hytale, giving you the source to edit.
- Click Create and begin editing the asset! You may also have to copy parent assets.
Your new custom pack will be saved in your Hytale server mods directory, while singleplayer packs are stored locally on your computer. We encourage you to test and experiment with the Asset Editor, as all changes are instant in-game. Whether you want to edit stack sizes or completely edit behaviors, you have all the tools you need.
Mod Creation & Setup – Conclusion
Hytale’s modding system offers a powerful balance between accessibility and depth, allowing you to customize everything from visuals to gameplay mechanics. Whether you’re experimenting with asset packs, expanding functionality with plugins, understanding how these tools work together is key to maintaining a stable and enjoyable server. Take your time to test changes, keep backups, and only use early plugins when truly necessary.
Hytale Mods, Plugins, Assets – FAQ
You can use platforms like CurseForge or HytaleModding to easily find mods, assets, and plugins.
Yes! Both asset packs and plugins can work together, as they handle different operations designed to complement each other.
Standard mods and packs are stored in the hytale/Server/mods directory, while early plugins are found in hytale/Server/earlyplugins instead. You can access these folders via the File Browser on your Nitrado Web Interface.
While inside of the hytale/Server directory, locate or create the earlyplugins folder. Afterwards, make sure to upload them inside of it – then startup the server.
Yes, any changes made through the Asset Editor will be applied automatically to the server. E.g. you change an item’s name.
In most cases, yes. However, certain mods that depend on others might cause problems if you delete a dependency mod. We encourage you to disable them from the Mod Manager instead, so you can test without too much concern.
No. Asset packs can be created entirely through the Asset Editor without coding. Java knowledge is only required for plugins.
