Glossary
Glossary
Section titled “Glossary”This glossary defines terms commonly used throughout the Hytale Server Modding documentation.
Archetype
Section titled “Archetype”A specific combination of components that defines an entity type. Entities with the same set of components share the same archetype. Archetypes enable efficient storage and querying.
Game content defined in JSON files, such as block types, items, sounds, and particles. Assets are loaded from asset packs and can be modified or extended by plugins.
AssetMap
Section titled “AssetMap”A type-safe collection that stores loaded assets, providing methods for lookup by ID or index.
AssetPack
Section titled “AssetPack”A collection of asset files bundled with a plugin. Asset packs follow a specific directory structure and are loaded automatically when IncludesAssetPack is true in the plugin manifest.
Blackboard
Section titled “Blackboard”A shared memory structure used by NPCs for decision making and communication between AI components.
BlockState
Section titled “BlockState”Per-block instance data stored in the ChunkStore for blocks that need persistent state (e.g., chests, doors). Block states are ECS components. Note: This class is marked @Deprecated(forRemoval = true).
BlockType
Section titled “BlockType”An asset that defines a block’s appearance, behavior, and properties. Block types are loaded from the blocktype/ directory.
BuilderCodec
Section titled “BuilderCodec”A type of codec that uses a builder pattern for defining serialization. It allows field-by-field specification with optional inheritance.
A 32x320x32 block column in the world (ChunkUtil.SIZE=32, ChunkUtil.HEIGHT=320). Chunks are the fundamental unit of world loading and saving.
ChunkStore
Section titled “ChunkStore”The ECS store that manages chunk-level components and data, such as block states.
A serialization/deserialization mechanism used throughout Hytale for converting objects to/from BSON or JSON format.
CommandBuffer
Section titled “CommandBuffer”A buffer that collects ECS operations during system execution. Operations are applied atomically after system processing completes.
Component
Section titled “Component”A data container attached to entities or chunks in the ECS. Components hold state but no behavior.
ComponentType
Section titled “ComponentType”A type descriptor that identifies and provides metadata for a component class.
ECS (Entity Component System)
Section titled “ECS (Entity Component System)”The architectural pattern used by Hytale for game objects. Entities are IDs, components are data, and systems are behavior.
Entity
Section titled “Entity”A unique identifier in the ECS that can have components attached to it. Entities represent all dynamic objects in the game.
EntityStore
Section titled “EntityStore”The ECS store that manages entity components. Each world has its own EntityStore.
A message that signals something happened in the game. Events can be listened to by plugins and may be cancellable.
EventBus
Section titled “EventBus”The central dispatcher that manages event listeners and delivers events to registered handlers.
EventPriority
Section titled “EventPriority”The order in which event listeners are called. Priorities range from FIRST (-21844) to LAST (21844).
A group of NPCs that coordinate their behavior using flocking algorithms (alignment, separation, cohesion).
GlobalFilter
Section titled “GlobalFilter”A filter applied to all slots in an ItemContainer, controlling what items can be added or removed.
Holder
Section titled “Holder”A temporary container for components before they’re spawned into a Store. Holders are used to construct entities.
Hotbar
Section titled “Hotbar”The quick-access inventory row typically displayed at the bottom of the player’s screen.
ICancellable
Section titled “ICancellable”An interface for events that can be cancelled, preventing their default behavior.
Interaction
Section titled “Interaction”A block or entity behavior triggered by player input. Interactions are defined as assets and executed server-side.
ItemContainer
Section titled “ItemContainer”An interface for item storage, implemented by various container types like chests and player inventories.
ItemStack
Section titled “ItemStack”A stack of one or more items of the same type, with optional metadata and durability.
JavaPlugin
Section titled “JavaPlugin”The base class for Hytale server plugins. All plugins extend this class and override lifecycle methods.
KeyedCodec
Section titled “KeyedCodec”A codec that wraps another codec with a key name, used for fields in serialization.
LivingEntity
Section titled “LivingEntity”An entity type that has health, can take damage, and can die. Players and NPCs are living entities.
MotionController
Section titled “MotionController”An NPC component that handles movement calculations for different locomotion types (walking, flying, swimming).
NPC (Non-Player Character)
Section titled “NPC (Non-Player Character)”An AI-controlled entity with a Role that defines its behavior.
PlayerRef
Section titled “PlayerRef”The primary interface for working with connected players. It bridges network connections with in-world entities.
Plugin
Section titled “Plugin”A server extension that adds or modifies functionality. Plugins are packaged as JAR files with a plugin.json manifest.
PluginManifest
Section titled “PluginManifest”The metadata file (plugin.json) that describes a plugin, including its name, version, dependencies, and entry point.
Prefab
Section titled “Prefab”A pre-built structure that can be placed in the world during generation or at runtime.
A filter that specifies which entities a system processes, based on component composition.
A stable reference to an entity or chunk in a Store. Refs remain valid across operations.
Registry
Section titled “Registry”A type-safe collection for storing registrations of components, systems, or other objects.
Resource
Section titled “Resource”A singleton-like piece of shared data in an ECS store, such as world time or weather state.
ResourceType
Section titled “ResourceType”A type descriptor that identifies and provides metadata for a resource class.
An NPC behavior configuration that defines AI, stats, and appearance.
Semver
Section titled “Semver”Semantic versioning format (MAJOR.MINOR.PATCH) used for plugin versions.
SemverRange
Section titled “SemverRange”A version constraint that specifies compatible plugin versions.
SlotFilter
Section titled “SlotFilter”A filter applied to specific slots in an ItemContainer.
The creation and placement of an entity in the world.
SpawnBeacon
Section titled “SpawnBeacon”A world entity that triggers NPC spawning based on configured conditions.
The ECS container that manages entities/chunks and their components for a specific store type.
System
Section titled “System”An ECS processor that operates on entities matching a specific Query. Systems provide behavior.
TickProcedure
Section titled “TickProcedure”Block behavior executed on random ticks, used for growth, decay, and other time-based effects.
Transaction
Section titled “Transaction”An inventory operation result that describes what happened and what remains.
Transform
Section titled “Transform”An entity’s position and rotation in the world.
TransformComponent
Section titled “TransformComponent”The ECS component that stores an entity’s position and rotation.
Universe
Section titled “Universe”The top-level container for all worlds and player data. There is one Universe per server.
A named teleport destination that players can travel to.
A separate game dimension with its own terrain, entities, and rules. Multiple worlds can exist in a Universe.
WorldGenProvider
Section titled “WorldGenProvider”An interface for world generation implementations. Different providers create different terrain types.
A large-scale region in world generation with distinct generation rules and biomes.