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Mods The Mod Browser, the pre-release branch, and what Update 7 means for modders

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Hi Hytaler,

Two things changed how mods reach players this year: the in-game Mod Browser in Update 6, and the steady rhythm of pre-release builds. If you make mods or run a modded server, both are worth understanding.



The Mod Browser​


Since Update 6 there's a Mod Browser right in the main menu. It shows featured, popular and recently updated mods, has categories and search, shows version compatibility, and handles install, update and remove.

A few things that follow from that:

  • Discovery got a lot easier for players. Before, finding mods meant external sites and manual installs. Now the default path is in-game. If your mod isn't there, a lot of players simply won't find it.
  • Version info matters more. The browser shows compatibility, so keep your mod's version data honest. A mod that claims to support the current build and then crashes gets uninstalled fast.
  • No paid mods. Hypixel was explicit that there will be no paid mods in the Mod Browser. They've talked about a rewards setup so creators can still earn while mods stay free, but details are still to come.

For server owners it's the same advice as always: pin the exact mod versions your server runs, and tell players in your listing what they need.



The pre-release branch​


Hytale now runs weekly pre-release builds that get bundled into a stable update every few weeks. Update 6 had 13 weeks of pre-release; Update 7 has had five parts since September 3.

To opt in: Launcher → Settings → Pre-Release.

If you make mods, this is your early warning system. Update 6 changed the protocol from hytale/2 to hytale/3 and plugins had to be rebuilt. Anyone testing on pre-release saw that coming weeks ahead. I'd run a separate pre-release install just for testing and keep your main one on stable.



What Update 7 adds for modders​


From the Update 7 pre-release notes so far:

  • NPCs can react to universe-wide game flags, have new flinching mechanics, and spawn beacons can be limited by weather.
  • UI: custom confirmation pages through OpenCustomUI with Confirmation pages.
  • Protocol: environmental data now streams per chunk section, and asset size declarations are required in AssetInitialize. If you touch the network side, read that part closely.
  • Cubic worlds: heightmap restructuring, plus block commands that work at any height via --chunkY and --radius.

And on the content side there's a lot to build on: rune abilities, six goblin variants, and gadgets like the Hookshot, Rocket Boots and Scrap Glider.



Worth reading next​



Working on a mod for Update 7? Post it here, even if it's half-done. Early feedback beats a polished release nobody finds.
 
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