{"id":3628,"date":"2026-01-21T10:14:24","date_gmt":"2026-01-21T10:14:24","guid":{"rendered":"https:\/\/hone.gg\/blog\/?p=3628"},"modified":"2026-01-23T11:20:02","modified_gmt":"2026-01-23T11:20:02","slug":"hytale-mods","status":"publish","type":"post","link":"https:\/\/hone.gg\/blog\/hytale-mods\/","title":{"rendered":"Best Hytale Mods: Modding with Cursor &amp; More"},"content":{"rendered":"\n<div style=\"margin-bottom:20px;\">\n  <div style=\"border-left:3px solid #f99926;padding:6px 12px;background:transparent;color:#ffffff;font-size:0.8em;font-style:italic;\">\n    <span style=\"color:#f99926;\"><strong>Note:<\/strong><\/span> This article reflects technical best practices from the writer&#8217;s perspective and does not necessarily reflect the views of Hone.\n  <\/div>\n<\/div>\n\n\n\n<p class=\"intro-paragraph\">You download a mod. You join a server. The mod works instantly without installing anything on your PC. That is the Hytale modding experience, and it changes everything about how sandbox games handle custom content.<\/p>\n\n\n\n<p class=\"intro-paragraph\">This guide covers the best Hytale mods available in Early Access, how to set up a modding environment using Cursor IDE with AI assistance, which tools replaced the abandoned Hytale Model Maker, and how the server-side architecture eliminates version mismatch nightmares. Whether you want to install mods as a player or create them as a developer, this is your complete starting point.<\/p>\n\n\n\n<style>\n  :root {\n    --primary-color: #f99926;\n    --primary-light: rgba(249, 153, 38, 0.1);\n    --primary-hover: rgba(249, 153, 38, 0.8);\n    --secondary-color: #080f1b;\n    --secondary-light: rgba(8, 15, 27, 0.1);\n    --text-dark: #e4e6eb;\n    --text-medium: #b0b3b8;\n    --text-light: #8a8d93;\n    --bg-light: #0c131f;\n    --bg-dark: #080f1b;\n    --border-light: #1c2635;\n    --success: #28a745;\n    --warning: #ffc107;\n    --danger: #dc3545;\n    --info: #17a2b8;\n    --combat: #ef4444;\n    --worldgen: #22c55e;\n    --qol: #3b82f6;\n    --creative: #a855f7;\n    --server: #f59e0b;\n  }\n  .hero-comparison {\n    background: linear-gradient(135deg, var(--bg-dark) 0%, var(--bg-light) 100%);\n    border-radius: 25px;\n    padding: 50px 40px;\n    margin: 40px 0;\n    position: relative;\n    overflow: hidden;\n  }\n  .hero-comparison::before {\n    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15px;\n  }\n  .mod-card-features {\n    display: flex;\n    flex-wrap: wrap;\n    gap: 8px;\n  }\n  .mod-feature-tag {\n    background: var(--bg-dark);\n    padding: 6px 12px;\n    border-radius: 6px;\n    font-size: 12px;\n    color: var(--text-medium);\n  }\n  .code-block {\n    background: var(--bg-dark);\n    border-radius: 10px;\n    padding: 20px;\n    margin: 20px 0;\n    font-family: 'Fira Code', 'Consolas', monospace;\n    font-size: 13px;\n    color: var(--text-medium);\n    overflow-x: auto;\n    border: 1px solid var(--border-light);\n  }\n  .code-block .comment {\n    color: var(--text-light);\n  }\n  .code-block .keyword {\n    color: var(--primary-color);\n  }\n  .code-block .string {\n    color: var(--success);\n  }\n  .toolchain-grid {\n    display: grid;\n    grid-template-columns: repeat(3, 1fr);\n    gap: 20px;\n    margin: 30px 0;\n  }\n  .tool-card {\n    background: var(--bg-dark);\n    border-radius: 15px;\n    padding: 25px;\n    text-align: center;\n    border: 2px solid var(--border-light);\n    transition: all 0.3s ease;\n  }\n  .tool-card:hover {\n    border-color: var(--primary-color);\n    transform: scale(1.05);\n  }\n  .tool-icon {\n    font-size: 40px;\n    margin-bottom: 15px;\n  }\n  .tool-name {\n    font-size: 18px;\n    font-weight: 700;\n    color: var(--text-dark);\n    margin-bottom: 8px;\n  }\n  .tool-desc {\n    font-size: 13px;\n    color: var(--text-light);\n  }\n  @media (max-width: 968px) {\n    .mod-grid {\n      grid-template-columns: 1fr;\n    }\n    .mod-grid-3 {\n      grid-template-columns: 1fr;\n    }\n    .tree-branches {\n      flex-direction: column;\n    }\n    .info-cards-grid {\n      grid-template-columns: 1fr;\n    }\n    .toolchain-grid {\n      grid-template-columns: 1fr;\n    }\n    .architecture-flow {\n      flex-direction: column;\n    }\n    .flow-arrow {\n      transform: rotate(90deg);\n    }\n  }\n<\/style>\n<div class=\"hero-comparison\">\n  <div class=\"mod-grid\">\n    <div class=\"tech-card\">\n      <span class=\"tech-badge badge-tool\">Server-Side Only<\/span>\n      <h3 class=\"tech-name\">No Client Mods Needed<\/h3>\n      <p class=\"tech-subtitle\">One Client, Infinite Servers<\/p>\n      <ul class=\"tech-features\">\n        <li><span class=\"feature-icon\">\u2713<\/span> Mods stream automatically on join<\/li>\n        <li><span class=\"feature-icon\">\u2713<\/span> No manual file installation<\/li>\n        <li><span class=\"feature-icon\">\u2713<\/span> Switch servers without restarting<\/li>\n        <li><span class=\"feature-icon\">\u2713<\/span> No version mismatch errors<\/li>\n      <\/ul>\n    <\/div>\n    <div class=\"tech-card\">\n      <span class=\"tech-badge badge-tool\">AI-Assisted Development<\/span>\n      <h3 class=\"tech-name\">Cursor IDE Integration<\/h3>\n      <p class=\"tech-subtitle\">LLM Powered Modding<\/p>\n      <ul class=\"tech-features\">\n        <li><span class=\"feature-icon\">\ud83e\udd16<\/span> RAG indexing of decompiled source<\/li>\n        <li><span class=\"feature-icon\">\ud83e\udd16<\/span> Auto-complete undocumented APIs<\/li>\n        <li><span class=\"feature-icon\">\ud83e\udd16<\/span> Generate code from descriptions<\/li>\n        <li><span class=\"feature-icon\">\ud83e\udd16<\/span> Debug assistance without docs<\/li>\n      <\/ul>\n    <\/div>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>How Hytale Modding Architecture Works<\/strong> Server-Side System Explained<\/h2>\n\n\n\n<p>Hytale uses a strict server-side modding paradigm that eliminates the fragmentation problems of older sandbox games. The client software is a closed-source C# application that acts purely as a renderer and input processor. It contains no game logic. All entity behaviors, world simulation, and mod content run on the Java-based server.<\/p>\n\n\n\n<p>When you connect to a modded server, the server streams necessary assets directly to your client cache during the connection handshake. Models, textures, sounds, and UI layouts all transfer automatically. You do not install mod files manually. You do not match version numbers. You join and play, similar to how <a href=\"https:\/\/hone.gg\/blog\/best-ping-for-gaming\/\">ping optimization<\/a> matters more than local file management for competitive performance.<\/p>\n\n\n\n<div class=\"architecture-flow\">\n  <div class=\"flow-item\">\n    <div class=\"flow-item-icon\">\ud83d\udda5\ufe0f<\/div>\n    <div class=\"flow-item-text\">Hytale Client<\/div>\n    <div class=\"flow-item-sub\">C# Renderer Only<\/div>\n  <\/div>\n  <span class=\"flow-arrow\">\u2192<\/span>\n  <div class=\"flow-item\">\n    <div class=\"flow-item-icon\">\ud83d\udd17<\/div>\n    <div class=\"flow-item-text\">Connect to Server<\/div>\n    <div class=\"flow-item-sub\">QUIC Protocol<\/div>\n  <\/div>\n  <span class=\"flow-arrow\">\u2192<\/span>\n  <div class=\"flow-item\">\n    <div class=\"flow-item-icon\">\ud83d\udce6<\/div>\n    <div class=\"flow-item-text\">Assets Stream<\/div>\n    <div class=\"flow-item-sub\">Models, Textures, Audio<\/div>\n  <\/div>\n  <span class=\"flow-arrow\">\u2192<\/span>\n  <div class=\"flow-item\">\n    <div class=\"flow-item-icon\">\ud83c\udfae<\/div>\n    <div class=\"flow-item-text\">Play Instantly<\/div>\n    <div class=\"flow-item-sub\">No Installation<\/div>\n  <\/div>\n<\/div>\n\n\n\n<div class=\"technical-deep-dive\">\n  <div class=\"dive-header\">\n    <div class=\"dive-icon\">\ud83d\udd12<\/div>\n    <h3 class=\"dive-title\">Security and Anti-Cheat Benefits<\/h3>\n  <\/div>\n  <div class=\"dive-content\">\n    <p style=\"margin-bottom: 15px;\">By prohibiting client-side modifications, the architecture eliminates entire categories of cheats. X-ray hacks, flight exploits, and speed hacks that rely on client-side state manipulation cannot exist when the server holds absolute authority over game state.<\/p>\n    \n    <p style=\"margin-bottom: 15px;\">Server owners also retain control over their custom content. Logic and proprietary code never permanently install on user machines. Only rendered assets get cached locally, protecting intellectual property while allowing seamless access.<\/p>\n    \n    <p style=\"margin-bottom: 0;\">This differs fundamentally from games where you need to worry about <a href=\"https:\/\/hone.gg\/blog\/what-is-anti-cheat\/\">anti-cheat software<\/a> and client-side validation. The server-authoritative model handles integrity at the architecture level.<\/p>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Four Types of Hytale Mods<\/strong> Understanding the Categories<\/h2>\n\n\n\n<p>The modding API structures content into four distinct categories. Each serves a specific function in the content pipeline. Understanding these categories helps you evaluate mods and plan development projects effectively.<\/p>\n\n\n\n<div class=\"comparison-table-modern\">\n  <div class=\"table-header-modern\">\n    <h3 class=\"table-title-modern\">Hytale Mod Categories and Functions<\/h3>\n  <\/div>\n  <div class=\"table-wrapper\"><table class=\"modern-table\">\n    <thead>\n      <tr>\n        <th>Category<\/th>\n        <th>Format<\/th>\n        <th>Environment<\/th>\n        <th>Function<\/th>\n      <\/tr>\n    <\/thead>\n    <tbody>\n      <tr>\n        <td><strong>Server Plugins<\/strong><\/td>\n        <td>Java<\/td>\n        <td>Server JVM<\/td>\n        <td>Game logic, AI, economy, commands, events<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>Data Assets<\/strong><\/td>\n        <td>JSON<\/td>\n        <td>Server to Client<\/td>\n        <td>Item stats, recipes, loot tables, block properties<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>Art Assets<\/strong><\/td>\n        <td>.hym, .png, .ogg<\/td>\n        <td>Server to Client<\/td>\n        <td>3D models, textures, sounds, particles<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>Prefabs<\/strong><\/td>\n        <td>Proprietary\/JSON<\/td>\n        <td>World Generation<\/td>\n        <td>Pre-built structures, dungeons, map data<\/td>\n      <\/tr>\n    <\/tbody>\n  <\/table><\/div>\n<\/div>\n\n\n\n<p>Server Plugins handle the heavy lifting. Written in Java, they run on the server JVM and control everything from entity AI to economy systems. Data Assets define static attributes through JSON files, making them accessible for non-programmers who want to tweak numbers. Art Assets cover the visual side, including models created in Blockbench, textures, and audio. Prefabs store pre-built structures for world generation.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Best Hytale Mods for Combat and Weapons<\/strong> Combat Overhaul List<\/h2>\n\n\n\n<p>The combat mod category has exploded in Early Access. Players seeking end-game content beyond vanilla progression have multiple options that add new weapon tiers, scripted abilities, and custom visual effects.<\/p>\n\n\n\n<div class=\"mod-card\">\n  <div class=\"mod-card-header\">\n    <span class=\"tech-badge badge-combat\">Combat<\/span>\n    <span class=\"mod-card-creator\">by WanMine<\/span>\n  <\/div>\n  <h4 class=\"mod-card-title\">Wan&#8217;s Wonder Weapons<\/h4>\n  <p class=\"mod-card-desc\">Adds Onyxium, a new resource tier beyond vanilla Mithril and Thorium, to craft 15+ &#8220;Relic&#8221; weapons with scripted abilities. Each weapon demonstrates advanced combat engine capabilities including custom hitboxes, summoning mechanics, and environmental interactions.<\/p>\n  <div class=\"mod-card-features\">\n    <span class=\"mod-feature-tag\">\u26a1 Mjollnir (Lightning hammer)<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udc80 Soulblight (Necromancer sword)<\/span>\n    <span class=\"mod-feature-tag\">\u2693 Maelstrom (Anchor weapon)<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udf0d Gaia&#8217;s Wrath (Shockwave ability)<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udd25 Ashthorn &#038; Frostburn (Status daggers)<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udf3f Heartroot (Vine binding)<\/span>\n  <\/div>\n<\/div>\n\n\n\n<p>Wan&#8217;s Wonder Weapons serves as a technical showcase for what the combat engine can handle. Mjollnir hooks into weather systems to spawn lightning at raycast targets. Soulblight uses the summon mechanic to raise undead from corpses. Maelstrom demonstrates custom hitbox definitions for wider swing arcs. These weapons provide end-game goals while you work on <a href=\"https:\/\/hone.gg\/blog\/optimize-pc-for-gaming\/\">optimizing your setup<\/a> for the best combat experience.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Best Hytale Mods for World Generation<\/strong> Dungeon and Exploration Content<\/h2>\n\n\n\n<p>The current vanilla world generation (World Gen V1) is functional but sparse. Modders have stepped in to add the complex structures and exploration content that players expect from a fantasy sandbox.<\/p>\n\n\n\n<div class=\"mod-card\">\n  <div class=\"mod-card-header\">\n    <span class=\"tech-badge badge-worldgen\">World Gen<\/span>\n    <span class=\"mod-card-creator\">by YUNGNICKYOUNG<\/span>\n  <\/div>\n  <h4 class=\"mod-card-title\">YUNG&#8217;s HyDungeons<\/h4>\n  <p class=\"mod-card-desc\">Introduces instanced procedural dungeons accessed via the Ancient Portal system. Players pay a currency (&#8220;Memories&#8221;) to open portals that teleport them to separate world instances containing generated dungeon content. This approach is highly optimized since dungeon chunks only load when players are inside.<\/p>\n  <div class=\"mod-card-features\">\n    <span class=\"mod-feature-tag\">\ud83d\udeaa Portal-based access<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udfb2 Procedural generation<\/span>\n    <span class=\"mod-feature-tag\">\u26a1 Instanced dimensions<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udcb0 Memory currency system<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udfc6 Boss encounters<\/span>\n  <\/div>\n<\/div>\n\n\n\n<p>YUNG is a legendary modder from the Minecraft scene who has adapted his expertise to Hytale. HyDungeons effectively adds &#8220;Raids&#8221; to the game, giving organized groups challenging content to tackle. The instanced approach means the main world does not need to keep dungeon chunks loaded when empty, preserving <a href=\"https:\/\/hone.gg\/blog\/fix-fps-drops\/\">server performance<\/a> even with heavy dungeon usage.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Best Hytale Quality of Life Mods<\/strong> Essential Utility Mods<\/h2>\n\n\n\n<p>Quality of life mods fix friction points and add information displays that should arguably be in the base game. These are the mods that server administrators install first because they improve the experience for everyone.<\/p>\n\n\n\n<div class=\"info-cards-grid\">\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udcca<\/span>\n      <h4 class=\"info-card-title\">Advanced Item Info<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Parses JSON definitions of items and exposes hidden data in tooltips. Shows durability, crafting ingredients, internal IDs, and mod-added attributes. Essential for modpack development and understanding new content.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udc41\ufe0f<\/span>\n      <h4 class=\"info-card-title\">EyeSpy<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">WAILA equivalent that displays information about whatever you look at. Performs continuous raycast from camera and queries the server for object names and health values. Renders custom HUD overlay with entity information.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udce6<\/span>\n      <h4 class=\"info-card-title\">Overstacked<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Modifies MaxStackSize values in item definitions, allowing larger stacks (e.g., wood from 100 to 250). Demonstrates how Data Asset mods can override vanilla JSON without touching Java code. Changes the game economy significantly.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udd26<\/span>\n      <h4 class=\"info-card-title\">Pickaxes Place Torches<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Listens for PlayerInteract events and triggers off-hand torch placement when right-clicking with a pickaxe. Classic event cancellation logic that solves a common mining annoyance without changing core mechanics.<\/p>\n  <\/div>\n<\/div>\n\n\n\n<div class=\"mod-card\">\n  <div class=\"mod-card-header\">\n    <span class=\"tech-badge badge-qol\">Storage<\/span>\n    <span class=\"mod-card-creator\">by Various<\/span>\n  <\/div>\n  <h4 class=\"mod-card-title\">Inventory Management Suite<\/h4>\n  <p class=\"mod-card-desc\">Collection of mods that improve storage handling. Simply Trash adds item deletion. Simple Bags provides portable storage. Chest Terminal sorts items into nearby chests automatically. Use these together for a complete storage overhaul.<\/p>\n  <div class=\"mod-card-features\">\n    <span class=\"mod-feature-tag\">\ud83d\uddd1\ufe0f Simply Trash<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udc5c Simple Bags<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udda5\ufe0f Chest Terminal<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udce6 Auto sorting<\/span>\n  <\/div>\n<\/div>\n\n\n\n<div class=\"warning-banner\">\n  <div class=\"warning-header\">\n    <span class=\"warning-icon\">\u26a0\ufe0f<\/span>\n    <h4 class=\"warning-title\">Known Mod Conflict<\/h4>\n  <\/div>\n  <p class=\"warning-text\">Chest Terminal and Where This At? cause crashes when installed together. Both mods attempt to hook the same inventory sorting event, causing server exceptions. Choose one or the other until the conflict is resolved in future updates. Check mod compatibility lists before combining storage mods.<\/p>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Best Hytale Creative and Building Mods<\/strong> Decoration and Assets<\/h2>\n\n\n\n<p>For players focused on building and aesthetics rather than combat, the creative mod category offers hundreds of new blocks, furniture pieces, and decorative options. These mods define the visual standard for build servers.<\/p>\n\n\n\n<div class=\"mod-card\">\n  <div class=\"mod-card-header\">\n    <span class=\"tech-badge badge-creative\">Creative<\/span>\n    <span class=\"mod-card-creator\">by VioletsWorkshop<\/span>\n  <\/div>\n  <h4 class=\"mod-card-title\">Violet&#8217;s Furnishings<\/h4>\n  <p class=\"mod-card-desc\">Adds over 100 decorative blocks including chairs, tables, lamps, and architectural details. Includes a custom crafting table (&#8220;Violet&#8217;s Workbench&#8221;) to keep recipes organized separately from vanilla. Community language packs available for localization.<\/p>\n  <div class=\"mod-card-features\">\n    <span class=\"mod-feature-tag\">\ud83e\ude91 Furniture items<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udca1 Lighting fixtures<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udfdb\ufe0f Architectural blocks<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udd28 Custom workbench<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udf0d Multi-language support<\/span>\n  <\/div>\n<\/div>\n\n<div class=\"mod-card\">\n  <div class=\"mod-card-header\">\n    <span class=\"tech-badge badge-creative\">Audio<\/span>\n    <span class=\"mod-card-creator\">by Conczin<\/span>\n  <\/div>\n  <h4 class=\"mod-card-title\">Ymmersive Melodies<\/h4>\n  <p class=\"mod-card-desc\">Allows players to craft instruments and play MIDI files in-game. The server parses MIDI data and broadcasts sound packets to nearby clients, creating synchronized musical performances. Essential for roleplay servers and social gatherings.<\/p>\n  <div class=\"mod-card-features\">\n    <span class=\"mod-feature-tag\">\ud83c\udfb8 Craftable instruments<\/span>\n    <span class=\"mod-feature-tag\">\ud83c\udfb5 MIDI file support<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udce1 Synchronized playback<\/span>\n    <span class=\"mod-feature-tag\">\ud83d\udc65 Social music events<\/span>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Best Hytale Server Administration Mods<\/strong> Management and Security<\/h2>\n\n\n\n<p>Server owners need tools for permissions, logging, and performance management. Ports of established server software from other platforms have already arrived, bringing mature feature sets to Hytale.<\/p>\n\n\n\n<div class=\"info-cards-grid\">\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udd10<\/span>\n      <h4 class=\"info-card-title\">LuckPerms (Hytale Edition)<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Industry-standard permission plugin ported to Hytale. Create groups (Admin, Moderator, VIP) and assign permission nodes for granular access control. Essential for any server with multiple staff members.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udcdc<\/span>\n      <h4 class=\"info-card-title\">CoreProtect (Hytale Edition)<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Block logging tool that records every block break and place event with user, location, time, and block type. Supports rollback functionality to undo griefing without server restarts. Uses SQLite or MySQL backend.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\u26a1<\/span>\n      <h4 class=\"info-card-title\">Performance Saver<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Dynamically adjusts view distance based on server load. If TPS drops below 20, automatically reduces chunk loading radius to recover performance. Feedback control loop prevents server crashes during population spikes.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83c\udfe0<\/span>\n      <h4 class=\"info-card-title\">Simple Claims<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Chunk protection and anti-griefing system. Players claim land to prevent unauthorized building or destruction. Uses event cancellation to block interactions from non-owners. Persistent data storage across restarts.<\/p>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>How to Set Up Cursor IDE for Hytale Modding<\/strong> AI-Assisted Development<\/h2>\n\n\n\n<p>Cursor is a VS Code fork with native LLM integration that has become essential for Hytale modders. The official API documentation is incomplete since the game is in Early Access, making AI assistance crucial for navigating undocumented systems.<\/p>\n\n\n\n<p>The key technique is RAG (Retrieval Augmented Generation) indexing. Standard AI models were trained before Hytale&#8217;s 2026 release and do not know the specific class names or method signatures of the API. By indexing the decompiled server source code, Cursor retrieves actual class implementations when generating code suggestions.<\/p>\n\n\n\n<div class=\"step-by-step\">\n  <h3 class=\"steps-title\">Cursor IDE Setup for Hytale Modding<\/h3>\n  \n  <div class=\"step-item\">\n    <div class=\"step-number\">1<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Install Java 25<\/div>\n      <div class=\"step-description\">Hytale&#8217;s server runs on Java 25, utilizing modern language features like virtual threads (Project Loom) for performance. Download from Oracle or use your preferred JDK distribution. Set JAVA_HOME environment variable.<\/div>\n    <\/div>\n  <\/div>\n  <div class=\"step-item\">\n    <div class=\"step-number\">2<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Clone the Example Project<\/div>\n      <div class=\"step-description\">Get the Hytale-Example-Project repository from the official sources. This provides Gradle build scripts and project structure configured for mod development. Contains necessary dependencies and plugin configurations.<\/div>\n    <\/div>\n  <\/div>\n  <div class=\"step-item\">\n    <div class=\"step-number\">3<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Generate VS Code Launch Configs<\/div>\n      <div class=\"step-description\">Run the Gradle task .\/gradlew generateVSCodeLaunch in your terminal. This script generates the .vscode\/launch.json configurations required to attach the debugger to the Hytale server process. Hytale modding is optimized for IntelliJ by default, so this step bridges the gap for Cursor users.<\/div>\n    <\/div>\n  <\/div>\n  <div class=\"step-item\">\n    <div class=\"step-number\">4<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Decompile HytaleServer.jar<\/div>\n      <div class=\"step-description\">Use a Java decompiler tool or IntelliJ plugin to decompile HytaleServer.jar. Place the source stubs in a library folder that Cursor can reference. This provides the codebase that Cursor&#8217;s AI will index for suggestions.<\/div>\n    <\/div>\n  <\/div>\n  <div class=\"step-item\">\n    <div class=\"step-number\">5<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Index the Codebase in Cursor<\/div>\n      <div class=\"step-description\">Use Cursor&#8217;s Codebase Indexing feature to build a vector index of the decompiled source. Point it at the library folder containing server stubs. The AI will now retrieve correct class and method names when generating code.<\/div>\n    <\/div>\n  <\/div>\n  <div class=\"step-item\">\n    <div class=\"step-number\">6<\/div>\n    <div class=\"step-content\">\n      <div class=\"step-title\">Install Hytale Completions Extension<\/div>\n      <div class=\"step-description\">Search for &#8220;Hytale Completions&#8221; by Mitsiee in the Cursor extension marketplace. This provides IntelliSense for JSON data assets, auto-completing item IDs and asset paths when editing configuration files.<\/div>\n    <\/div>\n  <\/div>\n<\/div>\n\n\n\n<div class=\"tip-banner\">\n  <div class=\"tip-header\">\n    <span class=\"tip-icon\">\ud83d\udca1<\/span>\n    <h4 class=\"tip-title\">Using AI for Undocumented APIs<\/h4>\n  <\/div>\n  <p class=\"tip-text\">With the codebase indexed, you can ask Cursor questions like &#8220;How do I make a sword that applies a burning effect?&#8221; The AI retrieves ItemDamageEvent and StatusEffect classes from the indexed vanilla code and generates snippets using actual, existent methods rather than hallucinating incorrect code. This is essential while official documentation remains incomplete.<\/p>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Hytale Modding Toolchain Overview<\/strong> Blockbench and Asset Editor<\/h2>\n\n\n\n<p>The original Hytale Model Maker announced in 2018 was abandoned during development. Instead, Hypixel Studios released an official plugin for Blockbench, aligning with the tool that had already become the standard for voxel art during the lengthy development period.<\/p>\n\n\n\n<div class=\"toolchain-grid\">\n  <div class=\"tool-card\">\n    <div class=\"tool-icon\">\ud83c\udfa8<\/div>\n    <div class=\"tool-name\">Blockbench<\/div>\n    <div class=\"tool-desc\">3D modeling with official Hytale plugin. Create geometry, rig bones, animate timelines, export .hym files.<\/div>\n  <\/div>\n  <div class=\"tool-card\">\n    <div class=\"tool-icon\">\u2699\ufe0f<\/div>\n    <div class=\"tool-name\">Asset Editor<\/div>\n    <div class=\"tool-desc\">In-game tool for textures, particles, and block properties. Timeline-based VFX creation.<\/div>\n  <\/div>\n  <div class=\"tool-card\">\n    <div class=\"tool-icon\">\ud83d\udcbb<\/div>\n    <div class=\"tool-name\">Cursor \/ IntelliJ<\/div>\n    <div class=\"tool-desc\">Java IDE for server plugins. Cursor offers AI assistance, IntelliJ has official support.<\/div>\n  <\/div>\n<\/div>\n\n\n\n<p>The Blockbench workflow enforces Hytale-specific constraints like limiting texture resolution to powers of two and prohibiting high-poly meshes. This maintains the game&#8217;s aesthetic and <a href=\"https:\/\/hone.gg\/blog\/how-much-vram-do-i-need-for-gaming\/\">keeps VRAM usage<\/a> reasonable. The in-game Asset Editor handles material linking, particle effects, and physical block properties. Complex VFX like portal effects can be built entirely within this tool using layered particle emitters, color gradients, and physics interactions.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Entity Component System in Hytale Mods<\/strong> Technical Architecture<\/h2>\n\n\n\n<p>Hytale uses an Entity Component System (ECS) architecture rather than traditional Object-Oriented inheritance. This distinction matters significantly for modding flexibility. In an OOP model, a Zombie might inherit from Monster, which inherits from LivingEntity. Sharing behaviors between disparate entities becomes difficult.<\/p>\n\n\n\n<p>In the ECS model, an entity is simply a unique ID number. Behaviors come from &#8220;Components&#8221; attached to that ID. A Zombie is an entity with PositionComponent, RenderComponent, AIComponent, and HealthComponent. A modder can create a Flying Sword by attaching FlightComponent and AIComponent to an entity with SwordRenderComponent. This modularity allows rapid prototyping without rewriting core class structures.<\/p>\n\n\n\n<div class=\"decision-tree\">\n  <h3 class=\"tree-title\">ECS Flexibility Example<\/h3>\n  <div class=\"tree-branches\">\n    <div class=\"branch-path\">\n      <div class=\"branch-node\">\n        <div class=\"node-question\">Traditional OOP Approach<\/div>\n        <div class=\"node-answer\">\n          <div class=\"node-answer-text\">Rigid Hierarchy<\/div>\n          <div class=\"node-answer-sub\">Sword inherits from Item, cannot add flight behavior without major refactoring<\/div>\n        <\/div>\n      <\/div>\n    <\/div>\n    <div class=\"branch-path\">\n      <div class=\"branch-node\">\n        <div class=\"node-question\">Hytale ECS Approach<\/div>\n        <div class=\"node-answer\">\n          <div class=\"node-answer-text\">Component Composition<\/div>\n          <div class=\"node-answer-sub\">Attach FlightComponent + AIComponent to SwordRenderComponent entity<\/div>\n        <\/div>\n      <\/div>\n    <\/div>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Current Modding Limitations and Challenges<\/strong> Early Access Realities<\/h2>\n\n\n\n<p>The Early Access state brings real constraints that modders must navigate. The rapid patch cadence (Day 1, Day 3, Day 5 hotfixes) means mods break frequently. There is no mature dependency loader standard equivalent to Fabric API, forcing modders to reinvent common utilities.<\/p>\n\n\n\n<div class=\"info-cards-grid\">\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udeab<\/span>\n      <h4 class=\"info-card-title\">No Client Mods<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Players cannot inject custom shaders, rendering optimizations, or client-side schematic tools. Power users miss Minecraft equivalents like Sodium or Litematica. Server-side alternatives exist but lack the same flexibility.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\u26a1<\/span>\n      <h4 class=\"info-card-title\">Single-Threaded Logic<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">The legacy engine runs many game logic operations on a single thread, typical of Java servers. Single-core <a href=\"https:\/\/hone.gg\/blog\/best-cpu-for-gaming\/\">CPU performance<\/a> is the bottleneck for high-population servers. Multi-threading improvements may come later.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udca5<\/span>\n      <h4 class=\"info-card-title\">Mod Conflicts<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Multiple mods hooking the same events cause hard crashes. No standardized conflict resolution exists. Server admins must manually debug stack traces and remove incompatible combinations.<\/p>\n  <\/div>\n  <div class=\"info-card\">\n    <div class=\"info-card-header\">\n      <span class=\"info-card-icon\">\ud83d\udcda<\/span>\n      <h4 class=\"info-card-title\">Documentation Gaps<\/h4>\n    <\/div>\n    <p class=\"info-card-text\">Official API documentation is incomplete. Modders rely on decompiled source inspection and AI assistance. Community wikis are building but not comprehensive. Expect knowledge gaps for months.<\/p>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Server Hosting Requirements for Hytale Mods<\/strong> Hardware Recommendations<\/h2>\n\n\n\n<p>Running a modded Hytale server requires specific hardware considerations. The Java-based server benefits from decades of JVM optimizations, but the QUIC networking protocol and single-threaded game logic create unique bottlenecks.<\/p>\n\n\n\n<div class=\"comparison-table-modern\">\n  <div class=\"table-header-modern\">\n    <h3 class=\"table-title-modern\">Recommended Server Specifications<\/h3>\n  <\/div>\n  <div class=\"table-wrapper\"><table class=\"modern-table\">\n    <thead>\n      <tr>\n        <th>Component<\/th>\n        <th>Requirement<\/th>\n        <th>Reason<\/th>\n      <\/tr>\n    <\/thead>\n    <tbody>\n      <tr>\n        <td><strong>Operating System<\/strong><\/td>\n        <td>Linux (Ubuntu\/Debian)<\/td>\n        <td>Lower overhead for Java JVM operations<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>CPU<\/strong><\/td>\n        <td>High single-thread performance<\/td>\n        <td>Main game loop is single-threaded<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>RAM<\/strong><\/td>\n        <td>8GB to 16GB<\/td>\n        <td>Java heap space for caching asset streams<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>Network<\/strong><\/td>\n        <td>UDP support required<\/td>\n        <td>QUIC protocol uses UDP for low latency<\/td>\n      <\/tr>\n      <tr>\n        <td><strong>Storage<\/strong><\/td>\n        <td>SSD recommended<\/td>\n        <td>Faster world loading and asset streaming<\/td>\n      <\/tr>\n    <\/tbody>\n  <\/table><\/div>\n<\/div>\n\n\n\n<p>The QUIC protocol combined with BBR congestion control (added in Update 1) provides better packet loss handling than traditional TCP. This helps players with unstable connections stay in sync. For large modded servers, consider the Performance Saver plugin that dynamically adjusts view distance based on TPS, preventing crashes during population spikes.<\/p>\n\n\n\n<div style=\"background: linear-gradient(135deg, #f99926 0%, #ff6b35 100%); border-radius: 20px; padding: 35px 40px; margin: 40px 0; position: relative; overflow: hidden;\">\n  <div style=\"position: absolute; top: -30px; right: -30px; width: 150px; height: 150px; background: rgba(255,255,255,0.1); border-radius: 50%;\"><\/div>\n  <div style=\"position: absolute; bottom: -50px; left: -50px; width: 200px; height: 200px; background: rgba(255,255,255,0.05); border-radius: 50%;\"><\/div>\n  <div style=\"position: relative; z-index: 1;\">\n    <h3 style=\"color: #080f1b; font-size: 24px; font-weight: 700; margin: 0 0 15px 0;\">Optimize Your PC for Hytale<\/h3>\n    <p style=\"color: #080f1b; font-size: 16px; line-height: 1.6; margin: 0 0 20px 0; opacity: 0.9;\">Get the most out of Hytale and other games with Hone&#8217;s automatic PC optimization. Reduce latency, eliminate stuttering, and maximize FPS with one-click system tuning.<\/p>\n    <a href=\"https:\/\/hone.gg\/\" style=\"display: inline-block; background: #080f1b; color: #f99926; padding: 14px 32px; border-radius: 10px; font-weight: 700; font-size: 15px; text-decoration: none; transition: all 0.3s ease;\">Try Hone Free \u2192<\/a>\n  <\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Hytale Modding Roadmap and Future Features<\/strong> What to Expect<\/h2>\n\n\n\n<p>Hypixel Studios has announced several features that will expand modding capabilities. World Gen V2 will add verticality and biome diversity, though it may require map wipes for existing servers. Official minigame implementations (Bedwars, SkyWars) will serve as reference code for competitive game modes. The Adventure Mode will introduce quest and dialogue systems that modders can hook into for narrative content.<\/p>\n\n\n\n<p>The next six months are critical for the ecosystem. As the API stabilizes and documentation improves, expect the first &#8220;killer app&#8221; servers to emerge. These experiences, much like SkyBlock or Battle Royale did for other platforms, will define how people think about Hytale modding for years to come.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Conclusion<\/strong><\/h2>\n\n\n\n<p>Hytale&#8217;s modding ecosystem in Early Access proves that the server-side architecture works. No version mismatches. No manual file juggling. Mods stream automatically when you join a server. The Java foundation means existing talent from other platforms can port their skills immediately, resulting in quality content like HyDungeons and Wan&#8217;s Wonder Weapons within weeks of launch.<\/p>\n\n\n\n<p>For developers, the combination of Blockbench for assets, the in-game Asset Editor for properties, and Cursor IDE with AI assistance for Java code creates a complete toolchain despite incomplete documentation. The Entity Component System enables flexible content creation without fighting inheritance hierarchies. Yes, mods break with patches. Yes, conflicts happen. That is Early Access reality.<\/p>\n\n\n\n<p>The foundation is solid. As World Gen V2 arrives and the API matures, Hytale has the technical infrastructure to support the same decade of creative community content that made its predecessors legendary. Start with the quality of life mods, add combat content when you want challenges, and use server administration tools to protect your world. The modding future of Hytale is being written right now.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">FAQ<\/h2>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">How do I install mods in Hytale<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>You do not install mods manually as a player. Hytale uses server-side modding where all content runs on the server. When you join a modded server, assets stream automatically to your client cache during connection. You switch between vanilla and modded servers without restarting or changing files. Server administrators install mods by placing them in the server plugins folder.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">What programming language does Hytale modding use<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Server plugins use Java, running on the server JVM with Java 25 support. Data assets like item stats and recipes use JSON files that non-programmers can edit. Art assets use formats like .hym for models (created in Blockbench), .png for textures, and .ogg for audio. No client-side programming is possible since the C# client is closed-source.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">Can I use client mods in Hytale<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>No. Hytale&#8217;s architecture prohibits client-side modifications. The client is a closed-source renderer that executes no game logic. All mod content must run on servers. This eliminates version mismatch problems and prevents many cheat categories, but also means you cannot install shader packs or rendering optimizations locally like in other sandbox games.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">What replaced Hytale Model Maker<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Hypixel Studios released an official Hytale plugin for Blockbench instead of the originally planned Hytale Model Maker. Blockbench became the industry standard for voxel modeling during Hytale&#8217;s long development period. The plugin enforces Hytale-specific constraints like texture resolution limits and supports export to .hym format with bone rigging and animations.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">How do I use Cursor for Hytale modding<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Install Java 25, clone the Hytale-Example-Project, and run .\/gradlew generateVSCodeLaunch to create debug configurations. Decompile HytaleServer.jar and use Cursor&#8217;s Codebase Indexing feature to build a vector index of the source. This allows the AI to suggest correct class and method names from the actual API rather than hallucinating outdated code.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">What is the Entity Component System in Hytale<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>ECS is an architectural pattern where entities are just ID numbers with attached behavior components. A zombie is an ID with PositionComponent, RenderComponent, AIComponent, and HealthComponent. This differs from traditional inheritance where zombies inherit from monster classes. ECS allows modders to mix and match behaviors freely without refactoring class hierarchies.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">What are the best Hytale combat mods<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Wan&#8217;s Wonder Weapons adds 15+ end-game weapons with scripted abilities including lightning hammers, necromancer swords, and status effect daggers. It introduces Onyxium as a new resource tier beyond vanilla. YUNG&#8217;s HyDungeons adds instanced procedural dungeons accessed through portals, providing challenging group content with boss encounters.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">Do Hytale mods conflict with each other<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Yes. Multiple mods hooking the same events can cause server crashes. Chest Terminal and Where This At? are a known incompatible pair. No mature dependency loader standard exists yet to handle conflicts automatically. Server administrators must manually test combinations and debug stack traces when crashes occur.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">What server specs do I need for modded Hytale<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Prioritize high single-thread CPU performance since the main game loop runs on one thread. Allocate 8 to 16 GB RAM for Java heap space and asset caching. Use Linux (Ubuntu or Debian) for lower JVM overhead. Ensure your host supports UDP traffic for the QUIC networking protocol. SSD storage improves world loading speed.<\/p>\n<\/div><\/div>\n\n\n\n<div data-schema-only=\"false\" class=\"wp-block-aioseo-faq\"><h3 class=\"aioseo-faq-block-question\">Will Hytale get official mod support and documentation<\/h3><div class=\"aioseo-faq-block-answer\">\n<p>Yes. Hypixel Studios committed to a &#8220;Shared Source&#8221; model where server code is readable without obfuscation. Official documentation is being developed but remains incomplete during Early Access. The roadmap includes World Gen V2, official minigame implementations as reference code, and Adventure Mode with quest systems that modders can extend.<\/p>\n<\/div><\/div>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This guide covers the best Hytale mods available in Early Access, how to set up a modding environment using Cursor IDE with AI assistance, which tools replaced the abandoned Hytale Model Maker, and how the server-side architecture eliminates version mismatch nightmares. <\/p>\n","protected":false},"author":2,"featured_media":3635,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[77],"tags":[],"class_list":["post-3628","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-hytale"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/posts\/3628","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/comments?post=3628"}],"version-history":[{"count":1,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/posts\/3628\/revisions"}],"predecessor-version":[{"id":3641,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/posts\/3628\/revisions\/3641"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/media\/3635"}],"wp:attachment":[{"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/media?parent=3628"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/categories?post=3628"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hone.gg\/blog\/wp-json\/wp\/v2\/tags?post=3628"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}