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Hytale Server API Reference: Events, Messages, and Plugin Development Guide
By HytaleCharts TeamCategory: technical6 min read
Master Hytale server development with our comprehensive API reference. Learn about PlayerConnectEvent, PlayerDisconnectEvent, the Message class for chat formatting, command registration, and building your first plugin using the Legacy Engine's Java-based architecture.
Understanding the Hytale Server Architecture
The Hytale server API is built on a robust Java-based architecture that will feel familiar to anyone who has worked with Minecraft server plugins. With the return to the Legacy Engine, developers now have access to a mature, well-tested codebase that prioritizes modding accessibility over cross-platform complexity.
At the heart of the server sits the com.hypixel.hytale.server.core package, which provides the foundation for all server-side operations. This includes player management, world handling, event dispatching, and command processing.
Player Connection Events: Handling Join and Leave
One of the most common requirements for any server plugin is responding to players joining or leaving. The Hytale API provides two essential events for this purpose.
PlayerConnectEvent
Fired when a player successfully connects to the server, this event gives you access to the player reference before they fully spawn into the world. Key properties include:
playerRef - The PlayerRef instance containing UUID, username, and network info
player - The Player entity that will represent them in the world
world - The World instance they are joining
holder - The entity store holder for component access
Unlike some other events, PlayerConnectEvent is not cancellable. If you need to prevent a player from joining, you should handle this at the authentication layer instead.
eventRegistry.register(PlayerConnectEvent::class.java) { event ->
val player = event.playerRef
logger.info("Player connected: ${player.username}")
// Send welcome message
player.sendMessage(Message.raw("Welcome to the server!"))
}
PlayerDisconnectEvent
Triggered when a player leaves the server, this event includes important context about why they disconnected:
playerRef - The departing player's reference
disconnectReason - Enum indicating timeout, kick, quit, or server shutdown
This event is also non-cancellable since the disconnection has already occurred at the network level.
The Message Class: Rich Text Formatting
Server owners looking to create polished chat experiences will spend significant time with the Message class. Located in the core messaging package, it provides a fluent API for building formatted text.
Basic Message Creation
// Simple text message
val msg = Message.raw("Hello, world!")
// With color formatting
val styled = Message.raw("Important!")
.color("red")
.bold(true)
.italic(false)
.monospace(true)
Parameter Substitution
For dynamic content, use parameter placeholders:
val welcome = Message.raw("Welcome, {name}! You have {coins} coins.")
.param("name", player.username)
.param("coins", playerData.coinBalance.toString())
Clickable Links
Messages can include clickable hyperlinks:
val linked = Message.raw("Click here to visit our website")
.link("https://example.com")
Event Registration Patterns
The Hytale event system supports both synchronous and asynchronous event handling, giving developers flexibility based on their performance requirements.
Synchronous Registration
For events that need immediate processing on the server thread:
eventRegistry.register(PlayerInteractEvent::class.java) { event ->
if (event.actionType == ActionType.RIGHT_CLICK) {
// Process the interaction
event.setCancelled(true)
}
}
Asynchronous Registration
For events that can be processed off the main thread (like chat moderation):
eventRegistry.registerAsync(PlayerChatEvent::class.java) { future ->
future.thenApply { event ->
// Perform async chat filtering
if (containsBannedWords(event.content)) {
event.setCancelled(true)
}
event
}
}
Common Event Reference Table
Here's a quick reference for the most frequently used events in server development:
Event NameCancellableKey Properties
PlayerConnectEventNoplayerRef, player, world, holder
PlayerDisconnectEventNoplayerRef, disconnectReason
PlayerChatEventYes (Async)sender, targets, content, formatter
PlayerInteractEventYesplayer, actionType, itemInHand, targetBlock, targetEntity
PlayerDeathEventNoplayer
PlayerRespawnEventNoplayer
BreakBlockEventYesitemInHand, targetBlock, blockType
PlaceBlockEventYesitemInHand, targetBlock, rotation
DamageBlockEventYesitemInHand, targetBlock, currentDamage, damage
DropItemEventYesitem, location
CraftRecipeEventYescraftedRecipe, quantity
Building Custom Commands
The command system allows you to register slash commands that players can execute in chat.
Basic Command Implementation
class MyCommand : Command {
override fun getName(): String = "mycommand"
override fun execute(sender: CommandSender, args: Array<String>) {
sender.sendMessage(Message.raw("Hello from my custom command!"))
}
}
// Register in your plugin's setup phase
commandRegistry.registerCommand(MyCommand())
Using the CommandManager
You can also programmatically execute commands:
val commandManager = CommandManager.get()
commandManager.handleCommand(sender, "time day")
Plugin Lifecycle and Structure
Every Hytale server plugin extends the JavaPlugin base class, which provides essential registries and lifecycle hooks.
Plugin Lifecycle Phases
Construction - Plugin class instantiation
PreLoad - Async initialization before server start
Setup - Register components, events, and commands
Start - Server is ready to accept players
Shutdown - Cleanup before server stops
Key Plugin Properties
// Available in your plugin class
logger: HytaleLogger // Logging capability
manifest: PluginManifest? // Plugin metadata from manifest file
eventRegistry: EventRegistry // Register event listeners
commandRegistry: CommandRegistry // Register commands
dataDirectory: Path // Plugin storage location
taskRegistry: TaskRegistry // Scheduled task management
Configuration Helper
Plugins can easily load JSON configuration files:
// Using default config.json
val config: Config<MyConfigClass> = withConfig(MyConfigClass.CODEC)
// Using custom filename
val config: Config<MyConfigClass> = withConfig("custom-name.json", MyConfigClass.CODEC)
Working with Players
The PlayerRef class is your primary interface for interacting with connected players.
Player Identity and Location
val player: PlayerRef = event.playerRef
// Identity
val uuid: UUID = player.uuid
val name: String = player.username
val language: String = player.language
// Position
val transform: Transform = player.transform
val worldUuid: UUID = player.worldUuid
val headRotation: Vector3f = player.headRotation
Player Entity Access
For deeper interactions like inventory management, access the Player entity:
val playerEntity: Player = player.entity
// Inventory operations
val inventory: Inventory = playerEntity.inventory
playerEntity.sendInventory()
// UI managers
val hotbar = playerEntity.hotbarManager
val windows = playerEntity.windowManager
val pages = playerEntity.pageManager
val hud = playerEntity.hudManager
// Permissions
val canBuild: Boolean = playerEntity.hasPermission("server.build")
World and Universe Management
The Universe singleton provides access to all worlds and connected players.
val universe = Universe.get()
// Player access
val allPlayers: List<PlayerRef> = universe.players
val playerCount: Int = universe.playerCount
val specificPlayer: PlayerRef? = universe.getPlayer(uuid)
// World access
val worlds: Map<String, World> = universe.worlds
val defaultWorld: World? = universe.defaultWorld
val specificWorld: World? = universe.getWorld("my-world")
// World management
val newWorld: CompletableFuture<World> = universe.addWorld("new-world")
val loaded: CompletableFuture<World> = universe.loadWorld("existing-world")
Thread Safety Warning
Component access must occur on the world thread. Always wrap operations in the execute block:
world.execute {
// Safe component access here
val entities = world.getEntities()
}
Next Steps for Server Developers
With this API reference as your foundation, you're ready to start building Hytale server plugins. Key resources to explore next:
The Entity Component System (ECS) for advanced entity manipulation
Built-in modules like NPCs, Portals, and Quest systems
The visual scripting system for game behaviors
Network protocol for custom packet handling
Remember that as Hytale moves through Early Access, the API may evolve. Stay connected with the community and official documentation as it develops.