hytale-world-gen
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)
âââ Zones (large regions)
âââ Biomes (environment types)
âââ 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] â [Threshold] â [Material Provider] â [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]
â
â¼
[Scale: 0.02] â Controls frequency
â
â¼
[Multiply: 20] â Controls height
â
â¼
[Add: 64] â Base height
â
â¼
[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 âââââââââââââ (grass, sand)
â
â¼
Topsoil âââââââââââââ (dirt, 3-5 blocks deep)
â
â¼
Subsoil âââââââââââââ (stone variants)
â
â¼
Bedrock âââââââââââââ (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 â Biomes |
| Node editor | World Gen â Visual Editor |
| Test in-game | Creative Mode â Fly around |
| Place prefabs | Prefab Editor |
Resources
- Prefabs: See
hytale-prefab-builderskill - Pack Creation: See
hytale-pack-creatorskill