World Generation
Hytale's world generation system creates infinite, procedural worlds with custom biomes, terrain, and structures. Learn how to create your own worlds.
How World Generation Works
Hytale uses curated procedural generation. This means:
- The world is infinite and generates as you explore
- Everything follows design rules set by creators
- Each world is unique, but consistent in style
Two Generation Systems
| Version | Status | Description |
|---|---|---|
| V1 | Current (Early Access) | Original system (2016-2020), used for Orbis |
| V2 | Coming Soon | New system with visual node editor |
The new World-Gen V2 system will include a visual node editor for creating biomes without code, procedural rivers and paths, procedural architecture, and live-reload when editing. It's on the post-launch roadmap.
World Hierarchy
| Level | What It Is | Example |
|---|---|---|
| Zone | Large region with a theme | Zone 1 (Emerald Grove) |
| Biome | Area within a zone | Forest, Lake, Mountains |
| Prefab | Pre-made structure | Village, dungeon, ruins |
| Props | Decorations and plants | Trees, rocks, flowers |
Creating Biomes
Biomes are like puzzle pieces. Each one defines terrain shape, materials, and what grows there.
Biome Definition
{
"identifier": "mypack:crystal_caves",
"displayName": "Crystal Caves",
"terrain": {
"baseHeight": 40,
"heightVariation": 20,
"material": "stone"
},
"features": [
"crystal_formations",
"underground_lakes",
"glowing_mushrooms"
],
"ambience": {
"fogColor": "#1a1a3a",
"fogDensity": 0.3
}
}
Biomes as Tiles
The game treats biomes like jigsaw pieces:
- Each biome defines its own terrain shape
- Biomes have edge rules for blending
- Zones stitch biomes together into regions
Terrain Generation
Terrain is built from noisemaps - patterns of random numbers that create natural-looking shapes.
Material Providers
Material Providers are logic nodes that decide what blocks to place:
- Block depth - How far below the surface
- Empty space above - Is there a cave above?
- Biome - Which biome is this in?
- Noise value - Random variation
Hytale's World-Gen V2 includes a visual node editor for creating biomes without code. Connect nodes to define terrain rules!
Prefabs and Structures
Prefabs are pre-built structures that spawn in the world.
Types of Prefabs
- Story prefabs - Always appear, advance the game's story
- Regular prefabs - Randomly placed villages, ruins, etc.
- Dungeons - Connected rooms with challenges and loot
- Portal dungeons - Lead to pocket dimensions
Prop Placement
Props (trees, rocks, decorations) follow placement rules:
{
"prop": "ash_tree",
"rules": {
"requiresEmptySpaceBelow": true,
"minSpacing": 5,
"maxSlope": 30,
"biomes": ["ash_forest", "volcanic_rim"]
}
}
Ash trees only spawn above caves (empty space below), making them natural cave markers!
Creating Dungeons
Dungeons are generated from connected room prefabs:
- Create individual room prefabs
- Define connection points
- Set loot tables and mob spawns
- Create a "final room" with boss and rewards
Modding World Generation
You can customize everything:
- Add new biomes to existing zones
- Create entirely new zones with your theme
- Modify terrain rules for different landscapes
- Design custom prefabs and dungeons
The developers share ALL biomes from Orbis with the community. You can view, modify, and remix their official content!
Testing Your World
- Put your worldgen files in your pack
- Create a new world with your pack enabled
- Explore to see your biomes generate
- Use
/tpto teleport and test different areas