hytale-world-gen

📁 z3nlotus/hytale-agent-skills 📅 3 days ago
4
总安装量
2
周安装量
#50037
全站排名
安装命令
npx skills add https://github.com/z3nlotus/hytale-agent-skills --skill hytale-world-gen

Agent 安装分布

cursor 2
codex 2
github-copilot 2
antigravity 2
gemini-cli 2

Skill 文档

Hytale World Generation

Create custom biomes and procedural terrain using Hytale’s world generation system.

Overview

Hytale uses the V2 Orbis Generator – a powerful visual node-based system for world generation. You can create entire biomes and terrain without writing code!

World Structure

Hierarchy

World (Orbis)
└── Zones (large regions)
    └── Biomes (environment types)
        └── Features (terrain, props, structures)

Zones

Zones are large regions with themed biomes:

Zone Theme Biomes
Zone 1 Temperate Forests, plains, lakes
Zone 2 Desert Sand dunes, oases, ruins
Zone 3 Arctic Tundra, glaciers, snow
Zone 4 Volcanic Lava, ash, obsidian

Visual Node Editor

What It Does

The node editor lets you create world generation rules by connecting visual nodes – no coding required!

[Noise Node] → [Threshold] → [Material Provider] → [Terrain Output]

Node Types

Node Type Purpose
Noise Generate random patterns (Perlin, Simplex)
Math Combine, blend, transform values
Threshold Create cutoffs (above/below values)
Material Define block types
Placement Position props and structures
Output Final terrain/biome result

Example: Simple Hills

[Perlin Noise]
    │
    ▼
[Scale: 0.02]     ← Controls frequency
    │
    ▼
[Multiply: 20]    ← Controls height
    │
    ▼
[Add: 64]         ← Base height
    │
    ▼
[Heightmap Output]

Biome Creation

Biome Components

Each biome defines:

  • Terrain shape (heightmap)
  • Surface materials (grass, sand, stone)
  • Subsurface layers (dirt depth, rock)
  • Covers (vegetation, debris)
  • Props (trees, rocks, flowers)
  • Structures (buildings, ruins)
  • Creatures (spawn lists)

Biome Definition (JSON)

{
  "biomeId": "mymod:enchanted_forest",
  "displayName": "Enchanted Forest",
  "temperature": 0.7,
  "humidity": 0.8,
  "terrain": "mymod:enchanted_forest_terrain",
  "surfaceMaterial": "hytale:grass_block",
  "covers": [
    {
      "type": "hytale:tall_grass",
      "density": 0.3
    },
    {
      "type": "mymod:glowing_mushroom",
      "density": 0.05
    }
  ],
  "props": [
    {
      "prefab": "mymod:enchanted_tree",
      "frequency": 0.1,
      "minSpacing": 5
    }
  ]
}

Terrain Layers

Layer System

Surface    ─────────────  (grass, sand)
    │
    ▼
Topsoil    ─────────────  (dirt, 3-5 blocks deep)
    │
    ▼
Subsoil    ─────────────  (stone variants)
    │
    ▼
Bedrock    ─────────────  (unbreakable base)

Layer Definition

{
  "layers": [
    {
      "material": "hytale:grass_block",
      "depth": 1,
      "condition": "surface_exposed"
    },
    {
      "material": "hytale:dirt",
      "depth": { "min": 3, "max": 5 }
    },
    {
      "material": "hytale:stone",
      "depth": "remaining"
    }
  ]
}

Props and Structures

Prop Placement

{
  "propPlacements": [
    {
      "prefab": "hytale:oak_tree",
      "frequency": 0.08,
      "conditions": {
        "surface": "grass",
        "slope": { "max": 0.3 },
        "minNeighborDistance": 4
      }
    }
  ]
}

Pattern Scanning

Place props based on terrain patterns:

{
  "pattern": "near_water",
  "searchRadius": 5,
  "prefab": "hytale:willow_tree",
  "frequency": 0.2
}

Caves and Underground

Cave Generation

{
  "caveSystem": {
    "type": "worm",
    "frequency": 0.02,
    "minRadius": 2,
    "maxRadius": 6,
    "branchChance": 0.3,
    "features": [
      {
        "type": "stalactite",
        "frequency": 0.1
      },
      {
        "type": "ore_vein",
        "ores": ["iron", "gold"],
        "frequency": 0.05
      }
    ]
  }
}

Ore Distribution

Ore Veins

{
  "oreGeneration": [
    {
      "ore": "hytale:iron_ore",
      "minHeight": 0,
      "maxHeight": 64,
      "veinSize": { "min": 4, "max": 8 },
      "frequency": 0.01
    },
    {
      "ore": "hytale:diamond_ore",
      "minHeight": 0,
      "maxHeight": 16,
      "veinSize": { "min": 1, "max": 4 },
      "frequency": 0.002
    }
  ]
}

Water and Rivers

Water Bodies

{
  "waterGeneration": {
    "seaLevel": 62,
    "riverFrequency": 0.05,
    "lakeFrequency": 0.02,
    "riverWidth": { "min": 3, "max": 10 }
  }
}

Creative Mode Tools

Scripted Brushes

Use in-game for rapid terrain editing:

  • Raise/Lower terrain
  • Smooth rough areas
  • Paint biome transitions
  • Stamp prefabs

Live Preview

Changes in the node editor show immediately in-game!


Best Practices

Do

Practice Why
Start simple Add complexity gradually
Use live preview Catch issues early
Test transitions Biome edges should blend
Consider gameplay Fun to explore

Don’t

Mistake Why Bad
Too much noise Chaotic terrain
Sharp transitions Unnatural feel
Overload with props Performance issues
Ignore spawn rules Creatures stuck

Quick Reference

Task Location
Edit biomes Asset Editor → Biomes
Node editor World Gen → Visual Editor
Test in-game Creative Mode → Fly around
Place prefabs Prefab Editor

Resources

  • Prefabs: See hytale-prefab-builder skill
  • Pack Creation: See hytale-pack-creator skill