hytale-world-gen
SKILL.md
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-builderskill - Pack Creation: See
hytale-pack-creatorskill
Weekly Installs
4
Repository
z3nlotus/hytale…t-skillsGitHub Stars
3
First Seen
Feb 10, 2026
Security Audits
Installed on
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