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Hytale World Builder V2: Custom World Generation Guide for Server Owners
By HytaleCharts TeamCategory: guides8 min read
World Gen V2 is Hytale's complete rebuild of terrain generation, and it's fully moddable through a visual node editor. This guide covers the density field system, biome creation, material providers, props, cave generation, and live editing — all the tools server owners need to build custom worlds.
On January 5, 2026, Hypixel Studios published a deep dive on World Generation V2 — a complete ground-up rebuild of Hytale's terrain generation system. Unlike V1, which was code-based and largely inaccessible to modders, V2 is built around a visual node editor that lets anyone create custom biomes, terrain shapes, cave systems, and worlds without writing Java.
This guide covers everything server owners and world builders need to know about V2.
V1 vs V2: Why the Rebuild?
AspectV1 (2016–2020)V2 (2021–present)
EditingInternal tools, code-basedVisual node editor, no code required
Live previewNot supportedWorld live-reloads as you edit
Modding accessLimitedFull API, automatic node editor integration
Biome complexityHit technical barriersDesigned for hundreds of biomes across worlds
Pattern scanningNot availableContext-aware prop placement ("heuristics")
ThreadingUnknownAPIs are automatically multithreaded
V1 currently powers Exploration Mode. V2 is expected to fully replace it by mid-to-late 2026, likely coinciding with Adventure Mode's launch. You can already experiment with V2 — the Default_Flat and Default_Void templates use V2, and the Creative Hub Portal runs on V2 generation.
The Node Editor
The heart of V2 is a node-based graph editor accessed through the Creative Tools Hub (press B → Assets → Asset Node Editor). This is the same tool Hypixel Studios uses internally.
How It Works
Open the Content Creation menu (Tab) or Creative Tools Hub (B)
Navigate to the Asset Node Editor
Place and connect nodes to define terrain generation rules
Use /viewport --radius 3 to select an area around you for live reloading
Edit nodes and see changes immediately in the game world
Every biome has a root Biome node that branches into five sub-systems:
Densities — mathematical function nodes that calculate terrain shape
Material Providers — logical nodes that determine what blocks fill the terrain
Props — object function nodes that add vegetation, structures, and decorations
Caves — underground generation rules
Additional terrain features — supplementary terrain modifications
Density Fields: Sculpting Terrain
Terrain shape is defined by density fields — 3D grids of decimal values. For each block position, there's a number: if it's greater than zero, the block is solid; if not, it's air. Values typically range between -1 and 1.
A basic terrain shape combines a height curve (Y values) with noise (X/Z variation). This simple formula creates most of the terrain in Hytale.
Key Density Nodes
NodePurposeKey Parameters
SimplexNoise2D2D noise on X/Z plane, values [-1, 1]Lacunarity, Persistence, Scale, Octaves, Seed
SimplexNoise3D3D noise with separate horizontal/vertical scaleScaleXZ, ScaleY, Lacunarity, Persistence, Octaves
EllipsoidDeformed sphere shapesScale vector, Curve asset, Spin rotation
CylinderCylindrical terrain featuresAxialCurve (Y), RadialCurve (distance)
MixBlends two density inputsGauge (0.0 = A only, 1.0 = B only)
MultiplierMultiplies inputs, ~40% faster after zero valuesMultiple inputs
CurveMapperMaps input through a curve for value transformationCurve asset
GradientWarpDomain warping for organic terrain distortionWarpScale, WarpFactor, WarpOctaves
AbsoluteConverts negatives to positives (ridge-like features)Input
Recommended starting parameters: ScaleXZ around 50 blocks, start with 4 octaves (values over 10 are uncommon).
Material Providers: What Fills the Terrain
Once density fields define the shape, material providers determine what blocks fill it.
ProviderPurpose
ConstantSingle block type everywhere
SolidityRoutes solid vs. empty terrain to different providers
QueuePriority-ordered list; stops at first provider that yields a block
SimpleHorizontalApplies provider within vertical range (TopY/BottomY)
StripedHorizontal layers of varying thickness
WeightedProbabilistic block selection with SkipChance
FieldFunction3D noise for material variation
SpaceAndDepthSurface layers on floors/ceilings (grass on top, etc.)
ImportedReferences exported providers by name for reusability
Example: A typical biome uses Solidity to separate solid from air, then SpaceAndDepth for a grass surface layer, Queue for underground material priority (topsoil → dirt → stone → deep stone), and Striped for sedimentary rock layers.
Biome Architecture
A fundamental difference from Minecraft: in Minecraft, biomes are generated based on terrain. In Hytale, terrain is generated based on the biome. Each biome independently defines its own terrain shape, materials, and vegetation.
How Biomes Work
Each biome is treated as a separate tile, like a jigsaw piece within a zone
Between biomes, terrain transitions seamlessly — shapes and materials blend at boundaries
Biomes can customize their edge behavior to control transitions
Distribution within a zone is determined by noise functions via the BiomePatternGenerator
Biome Types
Tile biomes: Standard biomes distributed via weighted selection
Custom biomes: Conditional biomes that override tile biomes based on noise thresholds and parent biome masks
Creating a Custom Biome
Biome files are stored at \Server\HytaleGenerator\Biomes\[Category]\[BiomeName].json. Official examples ship in Assets.zip at \Server\HytaleGenerator\Biomes\Examples.
A minimal biome needs:
Root Biome node — the top-level container
At least one density configuration — defines terrain shape
At least one material provider — defines block types
Start by copying an existing biome from the Examples folder and modifying its density and material nodes. The live reload system lets you iterate rapidly.
Props and Pattern Scanning
Props handle everything placed on top of terrain: trees, rocks, flowers, prefabs, and structures.
The Grid System
Props are distributed on a custom procedural point grid (e.g., 10×10 blocks)
A Jitter parameter controls how far each prop can deviate from its grid point
At each point, configurable rules determine the best placement
Pattern Scanning ("Heuristics")
V2's signature feature for intelligent prop placement:
Patterns determine where props are placed based on context
Typically searches for a "floor" (empty block with solid block below)
Additional checks gather information about the surrounding environment
Example: The deeproot biome's ash trees are configured to sample for empty blocks beneath the ground. They spawn above caves — teaching players that deeproot caves with special resources are found under dark ash trees. This is game design through world generation.
Clustering
Rocks, pillars, and similar features use shared simplex noise fields to spawn near each other, creating natural-looking clusters instead of uniform distribution.
Cave Generation
Caves use a hierarchical tree structure of CaveNode objects with six shape types:
ShapeDescription
Pipe/CylinderTubular passages (classic cave corridors)
EllipsoidSpherical/ellipsoidal chambers
TetrahedronAngular four-faced caverns
PrefabStructure-based shapes (dungeons, ruins)
EmptyLineLogic connections without geometry
Distorted variantsNoise-deformed versions for organic appearance
Caves branch recursively: the algorithm establishes an entry point, checks biome masks, selects child types from a weighted map, and continues downward with decreasing depth. This creates natural-feeling cave systems that vary between biomes.
Biome Masks for Caves
Cave generation respects biome boundaries through three permissions:
canGenerate — basic permission to start caves in this biome
canPopulate — permission to carve geometry
canContinue — permission to branch into child nodes
This lets caves "pass through" biomes without carving, enabling sophisticated branching across biome types.
Live Editing Setup
The live editing workflow is what makes V2 usable for rapid iteration:
Start a local server with your custom world configuration
Open the node editor in Creative Mode
Run /viewport --radius 3 to define the live reload area
Edit biome nodes — density, materials, props
Watch the terrain regenerate in real-time around you
Current limitation: The node editor does not yet support noise field visualization. You need to see the results in-world rather than previewing them in the editor.
World Configuration
The top-level world config lives at universe/worlds/<worldname>/config.json:
{
"DisplayName": "My Custom World",
"Seed": 12345,
"Generator": {
"Type": "Hytale",
"Name": "HytaleGenerator",
"Path": "path/to/generator"
},
"ChunkConfig": {
"PregenerateRegion": {
"Min": [-512, -512],
"Max": [512, 512]
}
},
"GameMode": "Creative",
"IsSpawningNPC": true
}
Generator types: Hytale (procedural), Flat (flat terrain), Void (empty), Dummy (single layer for testing).
Prefabs and Structures
Hytale currently has around 7,000 different prefabs. V2 places them through the Props system with configurable rules:
Story prefabs: Always appear, advance the narrative
Regular prefabs: Randomly placed villages, ruins, landmarks
Dungeons: Connected rooms with parent-child spawning (parent rooms generate child rooms/extensions)
Portal dungeons: Lead to pocket dimensions
Each prefab includes PlacementRules: RequiresSolidGround, MinGroundLevel/MaxGroundLevel, AllowedBiomes, terrain slope checks, and spacing with other structures.
Alterverses: Beyond Orbis
V2 is designed to power generation for multiple worlds. Concept art shows five planets beyond Orbis:
Nexus — rocky purple surface, associated with Void Magic
Karpak — large yellow planet with mountains and storms
Tor'Balyn — cracked, red, volcanic world
Numdrassl — elegant world with tall marble pillars
Hypixel Studios is hiring 15+ world designers from the community to populate these worlds. If you're building custom worlds with V2, this is exactly the skill set they're recruiting for.
Getting Started
Study the examples. Open Assets.zip and browse \Server\HytaleGenerator\Biomes\Examples
Follow the AshleyTheDev tutorial on Medium — the best beginner walkthrough for creating a biome from scratch
Join HytaleModding.dev — their Discord and documentation cover V2 extensively
Experiment with live editing. Set up a local creative world, use /viewport, and start modifying density nodes
For the broader modding ecosystem, see our Modding API Guide and Visual Scripting Guide. Once your custom world is ready, list your server on HytaleCharts.