Decorative Sets
Decorative sets are themed collections of furniture and functional blocks that share a consistent visual style. Each set includes models, textures, and item definitions for furniture pieces like doors, chests, tables, and lighting.
Asset Organization
Section titled “Asset Organization”Decorative sets have assets split between Common (client) and Server directories:
DirectoryAssets/
DirectoryCommon/Blocks/Decorative_Sets/
DirectoryAncient/
- Door.blockymodel
- Door_Texture.png
- Chest.blockymodel
- Lantern.blockymodel
DirectoryCrude/
- …
DirectoryVillage/
- …
DirectoryTavern/
- …
- …
DirectoryServer/Item/Items/Furniture/
DirectoryAncient/
- Furniture_Ancient_Door.json
- Furniture_Ancient_Chest_Small.json
DirectoryCrude/
- …
DirectoryVillage/
- …
- …
Available Decorative Sets
Section titled “Available Decorative Sets”Hytale includes at least 22 decorative sets organized by theme:
Civilization Sets
Section titled “Civilization Sets”| Set Name | Theme | Location |
|---|---|---|
Ancient | Ancient ruins style | Zone-independent |
Crude | Basic/primitive crafted | Starter/survival |
Village | Human settlement | Zone 1 Plains |
Lumberjack | Woodland worker | Zone 1 Forest |
Tavern | Inn/pub themed | Zone 1 Towns |
Human_Ruins | Abandoned human structures | Various |
Zone-Specific Sets
Section titled “Zone-Specific Sets”| Set Name | Theme | Zone |
|---|---|---|
Desert | Sandstone/clay styled | Zone 2 |
Jungle | Tropical wood/vines | Zone 2 Jungle |
Frozen_Castle | Ice/stone castle | Zone 3 |
Kweebec | Kweebec faction | Zone 1 Forest |
Feran | Feran faction | Various |
Temple Sets
Section titled “Temple Sets”| Set Name | Theme | Context |
|---|---|---|
Temple_Light | Light magic theme | Temple dungeons |
Temple_Dark | Dark magic theme | Temple dungeons |
Temple_Emerald | Emerald/nature theme | Temple dungeons |
Temple_Wind | Wind/air theme | Temple dungeons |
Creature Sets
Section titled “Creature Sets”| Set Name | Theme | Context |
|---|---|---|
Scarak_Hive | Scarak organic hive | Scarak nests |
Scarak_Temple | Scarak temple style | Scarak temples |
Special Sets
Section titled “Special Sets”| Set Name | Theme | Context |
|---|---|---|
Christmas | Holiday themed | Seasonal events |
Royal_Magic | Magical/royal | Special locations |
Prototype_Signs | Sign variants | Development |
Prototype_Windows | Window variants | Development |
Prototype_Window_Connected_Blocks | Connected windows | Development |
Common Furniture Types
Section titled “Common Furniture Types”Each decorative set typically includes:
| Piece | Category | Description |
|---|---|---|
| Door | Furniture.Doors | Interactive door with open/close states |
| Chest (Small) | Furniture.Containers | 18-slot storage container |
| Chest (Large) | Furniture.Containers | Connected double chest |
| Wardrobe | Furniture.Containers | Tall storage unit |
| Table | Furniture.Surfaces | Placeable surface |
| Chair | Furniture.Seating | Seating with mount point |
| Bed | Furniture.Beds | Sleep/spawn point |
| Ladder | Furniture.Climbing | Climbable block |
| Trapdoor | Furniture.Doors | Horizontal door |
| Window | Furniture.Windows | Decorative/functional window |
| Sign | Furniture.Signs | Text display block |
| Shelf | Furniture.Storage | Wall-mounted shelf |
| Lantern/Candle | Furniture.Lighting | Light source |
Set Definition Pattern
Section titled “Set Definition Pattern”Furniture items reference their decorative set through the Set field:
{ "TranslationProperties": { "Name": "server.items.Furniture_Village_Door.name" }, "PlayerAnimationsId": "Block", "Categories": ["Furniture.Doors"], "Set": "Furniture_Village", "BlockType": { "CustomModel": "Blocks/Decorative_Sets/Village/Door.blockymodel", "CustomModelTexture": [ { "Texture": "Blocks/Decorative_Sets/Village/Door_Texture.png", "Weight": 1 } ], "DrawType": "Model", "Material": "Solid", "Opacity": "Transparent", "HitboxType": "Door", "IsDoor": true }}Door Properties
Section titled “Door Properties”| Property | Type | Description |
|---|---|---|
IsDoor | boolean | Marks this block as a door, enabling door interaction logic |
HitboxType | string | Use "Door" for standard doors, "Door_Open_In" / "Door_Open_Out" for open states |
Example: Lighting with States
Section titled “Example: Lighting with States”Lighting blocks demonstrate on/off states with particles and sounds:
{ "TranslationProperties": { "Name": "server.items.Furniture_Ancient_Candle.name" }, "PlayerAnimationsId": "Torch", "Categories": ["Furniture.Lighting"], "Set": "Furniture_Ancient", "Recipe": { "Input": [ { "ItemId": "Ingredient_Fibre", "Quantity": 2 }, { "ItemId": "Ingredient_Tree_Sap", "Quantity": 2 } ], "BenchRequirement": [ { "Type": "Crafting", "Id": "Furniture_Bench", "Categories": ["Furniture_Lighting"] } ] }, "BlockType": { "BlockParticleSetId": "Dust", "BlockSoundSetId": "Wood", "CustomModel": "Blocks/Decorative_Sets/Ancient/Lantern.blockymodel", "CustomModelTexture": [ { "Texture": "Blocks/Decorative_Sets/Ancient/Lantern_Texture.png", "Weight": 1 } ], "DrawType": "Model", "HitboxType": "Plant_Medium", "Light": { "Color": "#baa", "Radius": 0 }, "Material": "Solid", "Opacity": "Transparent", "Support": { "Down": [{ "FaceType": "Full" }] }, "Looping": true, "Particles": [ { "SystemId": "Candle_Fire", "Color": "#ffcd10", "TargetNodeName": "Flame-Emitter", "Scale": 0.75 }, { "SystemId": "Candle_Fire", "TargetNodeName": "Flame-Emitter2", "Color": "#ffcd10", "Scale": 0.65 } ], "Interactions": { "Use": { "Interactions": [ { "Type": "ChangeState", "Changes": { "default": "Off", "Off": "default" } } ] } }, "State": { "Definitions": { "On": { "AmbientSoundEventId": "SFX_Candle_Default_Loop" }, "Off": { "InteractionHint": "server.interactionHints.turnon", "Light": null, "Particles": null, "InteractionSoundEventId": "SFX_Candle_Off", "AmbientSoundEventId": null } } }, "InteractionHint": "server.interactionHints.turnoff", "AmbientSoundEventId": "SFX_Candle_Default_Loop" }, "Scale": 1.5, "ItemSoundSetId": "ISS_Blocks_Wood"}Key Features
Section titled “Key Features”| Feature | Description |
|---|---|
Light | Emitted light color and radius |
Particles | Flame particle effects attached to nodes |
Looping | Continuous ambient sound |
State.Definitions | On/Off states with different properties |
Interactions.Use | Toggle state on interact |
Example: Container Block
Section titled “Example: Container Block”Chests define storage capacity and opening animations:
{ "TranslationProperties": { "Name": "server.items.Furniture_Crude_Chest_Small.name" }, "Categories": ["Furniture.Containers"], "Set": "Furniture_Crude", "BlockType": { "CustomModel": "Blocks/Decorative_Sets/Crude/Chest_Small.blockymodel", "CustomModelTexture": [ { "Texture": "Blocks/Decorative_Sets/Crude/Chest_Small_Texture.png", "Weight": 1 } ], "DrawType": "Model", "Flags": { "IsUsable": true }, "ConnectedBlockRuleSet": { "Type": "CustomTemplate", "TemplateShapeAssetId": "ChestConnectedBlockTemplate", "TemplateShapeBlockPatterns": { "Default": "Furniture_Crude_Chest_Small", "Double": "Furniture_Crude_Chest_Large" } }, "State": { "Id": "container", "Capacity": 18, "Definitions": { "CloseWindow": { "InteractionSoundEventId": "SFX_Chest_Wooden_Close", "CustomModelAnimation": "Blocks/Animations/Chest/Chest_Close.blockyanim" }, "OpenWindow": { "InteractionSoundEventId": "SFX_Chest_Wooden_Open", "CustomModelAnimation": "Blocks/Animations/Chest/Chest_Open.blockyanim" } } }, "Interactions": { "Primary": "Break_Container", "Use": "Open_Container" } }}{ "ConnectedBlockRuleSet": { "Type": "CustomTemplate", "TemplateShapeAssetId": "ChestConnectedBlockTemplate", "TemplateShapeBlockPatterns": { "Default": "Furniture_Crude_Chest_Small", "Double": "Furniture_Crude_Chest_Large" } }}When two small chests are placed adjacent, they automatically combine into a double chest using the Double pattern.
Model Requirements
Section titled “Model Requirements”Decorative set models must follow Blockbench requirements:
| Constraint | Value |
|---|---|
| Max nodes | 255 |
| Geometry types | Cubes and flat quads only |
| Texture sizes | Multiples of 32px |
| Grid scale | 32px = 1 block |
Common Model Components
Section titled “Common Model Components”| Component | Purpose |
|---|---|
| Main geometry | Visual appearance |
| Bone hierarchy | Animation support |
| Named nodes | Particle attachment points |
| Attachment points | Equipment/decoration slots |
File Naming Convention
Section titled “File Naming Convention”| File Type | Pattern | Example |
|---|---|---|
| Model | {Piece}.blockymodel | Door.blockymodel |
| Texture | {Piece}_Texture.png | Door_Texture.png |
| Item Definition | Furniture_{Set}_{Piece}.json | Furniture_Village_Door.json |
Creating Custom Sets
Section titled “Creating Custom Sets”To create a custom decorative set:
- Create models in Blockbench for each furniture piece
- Export textures at correct sizes (32px multiples)
- Create item definitions referencing your models
- Use consistent
Setvalue across all pieces
{ "TranslationProperties": { "Name": "myplugin.items.CustomSet_Door.name" }, "Categories": ["Furniture.Doors"], "Set": "Furniture_MyCustomSet", "BlockType": { "CustomModel": "MyPlugin/Furniture/CustomSet/Door.blockymodel", "CustomModelTexture": [ { "Texture": "MyPlugin/Furniture/CustomSet/Door_Texture.png", "Weight": 1 } ], "DrawType": "Model", "Material": "Solid", "Opacity": "Transparent", "HitboxType": "Door", "IsDoor": true, "State": { "Definitions": { "OpenDoorIn": { "HitboxType": "Door_Open_In", "CustomModelAnimation": "MyPlugin/Animations/Door_Open.blockyanim" }, "CloseDoorIn": { "CustomModelAnimation": "MyPlugin/Animations/Door_Close.blockyanim" } } } }}Furniture Categories
Section titled “Furniture Categories”Items are categorized for crafting and organization:
| Category | Examples |
|---|---|
Furniture.Doors | Doors, trapdoors |
Furniture.Containers | Chests, wardrobes, barrels |
Furniture.Seating | Chairs, benches, stools |
Furniture.Surfaces | Tables, counters, shelves |
Furniture.Beds | Beds, sleeping mats |
Furniture.Lighting | Candles, lanterns, braziers |
Furniture.Windows | Windows, shutters |
Furniture.Signs | Signs, paintings |
Furniture.Climbing | Ladders |
Related
Section titled “Related”- Block Type Assets - Block definition schema
- Block Animations - Animation system
- Blockbench Setup - Model creation tool