CyberTale
CyberTale
Hytale Visual Learning • by CyberAxe
CyberTale - Hytale Visual Learning by CyberAxe

Howdy I'm CyberAxe from OutLandishly Crafted and I've gathered up all the information I've learned and collected while working on VFXTale and HyBridge and wanted to put it all together in this Massive Collection. I'll update it as I can so make sure you're getting the updated version from CyberAxe.

If you'd like to help out or find incorrect information please join the discord and let us know.

Version 1.0.82 — 2026-03-15 — 2964 items, 445 NPCs, 4571 icons, 919 tooltips, 734 sounds cross-referenced

Disclaimer

Unofficial Community Resource. All game icons, textures, and asset data are the property of Hypixel Studios. Used here for educational and modding reference purposes only. This project is not affiliated with or endorsed by Hypixel Studios. Hytale is a trademark of Hypixel Studios.

How This Data Was Gathered

All information in this wiki was gathered exclusively from the JSON configuration files and art assets (icons, textures, models) found inside Hytale's Assets.zip archive. This data was analyzed and documented during the development of:

EULA Compliance Notice
No decompiling, reverse engineering, decoding, JAR extraction, or Java source code reading was used to gather any information in this wiki. No game code was accessed, deobfuscated, or analyzed. All data comes solely from reading JSON text files and viewing PNG/OGG art assets contained in Assets.zip — the same files that modders are intended to read and modify. This is publicly observable game data obtained through trial and error, not proprietary source code.

Credits

CyberAxe — Research, documentation, tool development.

HyBridge — The Hytale modding tool that made CyberTale possible. Used for JSON schema discovery, field database scanning, and icon export.

VFXTale — Particle editor whose help files documented 102 Hytale particle system properties with real-time 3D preview.

Data Sources

All data in this wiki comes exclusively from Assets.zip — the Hytale game asset archive containing JSON configuration files and art assets (icons, textures, models, sounds). Specifically:

Section Directory

Every topic covered in CyberTale, organized by category. Click any item to jump to that section.

🎧 Audio Learning for Auditory Learners

Prefer listening over reading? These audiobooks cover Hytale modding through TTS narration. One educational guide plus six modding adventure stories. Play them like a podcast while you work, drive, or relax.

🔊 Educational Guide

15 chapters - every game system explained

🔊 Space Mod

Laser guns, talking animals, spaceships

🔊 Knight Keep

Castle defense, siege warfare, tournaments

🔊 48 Hours

Game jam sci-fi teleporter network

🔊 Tiny World

Shrink mod with giant bugs, mushroom bases

🔊 Land of Giants

Titan dragons, colosseum, mountain lairs

🔊 Deep Blue

Ocean survival, ships, deep sea temples

Why Are You Here?

Quick answers to the top 20 questions that bring people to this wiki. Each card has the answer overview and links to go deeper.

How do I tame animals in Hytale?

Hold the animal's LovedItem food, approach it, and a chance roll determines success. 47 of 445 NPCs are tameable. Bunny 50% base / 80% with Carrot, Chicken 20% / 70% with Corn.

47 tameable

What are the best weapons in Hytale?

Weapons progress through 8 material tiers: Crude → Copper → Iron → Thorium → Cobalt → Adamantite → Mithril → Onyxium. Each tier has swords, axes, maces, daggers, bows, and more.

241 weapons

What armor should I wear?

Best-in-slot: Adamantite/Mithril at 14.4% Physical resistance (Chest). 4 slots: Head, Chest, Hands, Legs. Each tier increases resistance and durability.

119 armor pieces

How does crafting work?

Fieldcraft (no bench) → Workbench → Specialized benches. 21 bench types. Builders has 680 items, Farmingbench 137, Furniture 110, Weapon Bench 51.

1,278 craftable items

What can I cook?

Campfire: grilled fish/meat/vegetables. Cookingbench: kebabs, salads, bread, cheese, pies. Chain: Wheat → Flour → Dough → Bread/Pie. 25 cooking recipes total.

25 recipes

How do I start farming?

Plant seeds → apply modifiers (Water 2.5×, Fertilizer 2×, Light 2×) → grow → harvest. Life Essence is the farming currency. Coops capture wild animals.

137 farming items

What bosses are in Hytale?

Dragon_Fire (400HP), Dragon_Frost (400HP), Shadow_Knight (400HP), Golem_Guardian_Void (400HP), Goblin_Duke Phase2 (320HP), Werewolf (283HP).

6 bosses

How do I ride a mount?

Animals with IsMountable: true can be ridden. Horse, Ram, Skeleton Horse exist as mounts. Mount animations in Common/Characters/Animations/Mount/.

4 mounts

How do I create a Hytale mod?

Two required files: mod.json (ONLY Group+Name) and manifest.json (full metadata with ServerVersion). Mod folder mirrors Assets/ structure. Files at matching paths override vanilla.

2 files needed

What zones are in Hytale?

5 zones (0-4) with increasing danger. Zone 0 tutorial, Zone 1 plains/forest starter, Zones 2-4 escalating enemies with desert, taiga, volcanic/void biomes.

5 zones

How does combat work?

Weapon → Animation Set → InteractionVars → DamageCalculator. BaseDamage × (1 ± variance) – armor resistance = final damage. Iron Axe SwingDown: 17 Physical ± 20%.

146 animation configs

What NPCs are in Hytale?

445 NPCs across 41 categories: Livestock, Predators, Skeletons (120), Aquatic, Avian, Elemental, Void, Intelligent (Trork, Goblin, Kweebec, Outlander, Feran, Hedera).

445 NPCs

How do I make a zombie mode?

Swap NPC Group references in Environment configs. Replace Livestock with Undead/Skeleton. One reference change. Every animal has an undead variant (Chicken 29HP → Chicken_Undead 61HP).

1 field change

What console commands exist?

1,096 commands in 23+ categories: teleport, warp, block, environment, spawn, weather, prefab, fill, reputation, memories, and more. Custom macros chain multiple commands.

1,096 commands

How does the weather system work?

Per-zone hourly forecasts with weighted random selection. Zone 1 hour 0: Sunny 74.3%, Cloudy 14.3%, Rain 1.4%, Storm 1.4%. Special: Blood_Moon, Void weather.

Per-zone hourly

What particle effects are in Hytale?

102 documented particle properties across 14 categories. 1,694 spawner configs. Referenced by items, NPCs, effects, weapons via ParticleSystemId.

1,694 spawners

How do shops work?

2 shops: Klops (1 trade, daily) and Kweebec (3 Fixed + 2 Pool slots, 3-day restock). All trades use Life_Essence as currency. Pool items randomly selected by weight.

2 shops

How do I change NPC behavior?

Change the Reference field in the NPC Role JSON. Template_Animal_Neutral = passive. Template_Predator = aggressive. One field change turns any animal hostile.

10 templates

What's the crafting progression?

7 eras: Crude(L0-4) → Wood(L5-9) → Copper(L10-14) → Iron(L15-19) → Steel(L20-29) → Expert(L30-40) → Endgame(L41-80). 540 leveled items across 50 levels.

540 leveled items

How do I change world generation?

V1: JSON-based (Mask → Climate → Zone → Tile). V2: Visual node editor with 12 categories and 100+ node types. 28 zone folders define biomes and terrain.

2 systems

Field Index

Every documented field from Hytale's asset files. Click column headers to sort. 817 fields with descriptions and modding guides.

Field Name Type Default Description
$HyBridgeComment ? HyBridge metadata field storing a user comment/description for this file. Uses $ prefix so Hytale engine ignores it.
$HyBridgeVersion ? HyBridge metadata field storing the version string when this file was last edited in HyBridge. Uses $ prefix so Hytale e...
AbsoluteDetectionRange ? The guaranteed detection range where a target is ALWAYS detected regardless of facing direction, obstacles, or stealth. ...
Acceleration Double 3.0 Movement acceleration for motion controllers.
AlertedRange ? Extended detection range used when NPC is already alerted to a target's presence. Should be HIGHER than ViewRange/Hearin...
AlertedTime ? Time range [min, max] in seconds the NPC stays in Alerted state before transitioning to Combat. The 'warning period' whe...
AlwaysSleepAtNight ? Boolean controlling whether NPC always enters sleep state during night hours. Part of the day/night behavior system. Sle...
Appearance Asset Model to use for rendering. REQUIRED field. Asset reference to NPC visual.
AttackDistance ? The distance in blocks at which this NPC will execute attacks. Once within AttackDistance with line-of-sight, NPC enters...
AttackPauseRange ? Duration range [min, max] in seconds for minimum time between attacks. Prevents attack spam. The absolute cooldown betwe...
AttitudeGroup ? The faction/group this NPC belongs to for attitude calculations. NPCs in same group ignore each other. Groups define pre...
Audio.AmbientBed ? Configuration for the continuous looping ambient audio track. Contains Track (file path) and Volume settings. The base l...
Audio.AmbientBed.Track ? File path to ambient bed audio track. The looping background sound for ambience.
Audio.AmbientBed.TransitionSpeed ? Speed of volume transition between ambient beds. How fast audio fades in/out.
Audio.AmbientBed.Volume ? Volume multiplier for ambient bed playback. Loudness of ambient background loop.
Audio.BlockedAmbienceFxIds ? Array of ambience effect IDs that should be blocked/disabled when this audio plays. Prevents conflicting ambient sounds ...
Audio.Conditions ? Object defining environmental conditions that must be met for this ambience audio to play. Includes time of day, weather...
Audio.Conditions.Altitude ? Height range (Min/Max) in blocks from world bottom when audio plays. Part of ambient audio condition system. Used for un...
Audio.Conditions.Altitude.Max ? Maximum altitude for audio trigger. Audio plays below this Y coordinate.
Audio.Conditions.Altitude.Min ? Minimum altitude for audio trigger. Audio plays above this Y coordinate.
Audio.Conditions.DayTime ? Object defining daytime hour range for audio trigger. When time-of-day is within range, audio may play.
Audio.Conditions.DayTime.Max ? Maximum hour (0-24) of the day time range when this ambient audio plays. Works with DayTime.Min to define active time wi...
Audio.Conditions.EnvironmentTagPattern ? Pattern matching environment/biome tags for audio playback. Supports And/Or/Equals operators. Part of ambient audio cond...
Audio.Conditions.EnvironmentTagPattern.Op ? Logical operator for environment tag pattern matching. Combines multiple tag conditions.
Audio.Conditions.SunLightLevel ? Sunlight intensity range (Min/Max) when audio plays. Values typically 0-15. Part of ambient audio condition system. Used...
Audio.Conditions.SunLightLevel.Max ? Maximum sun light level for audio trigger. Audio plays below this light level.
Audio.Conditions.SunLightLevel.Min ? Minimum sun light level for audio trigger. Audio plays above this light level.
Audio.Conditions.Walls.Max ? Maximum wall count for audio trigger. Audio plays when player near no more than this many walls.
Audio.Conditions.Walls.Min ? Minimum wall count for audio trigger. Audio plays when player near at least this many walls.
Audio.Conditions.WeatherTagPattern.Op ? Logical operator for weather tag pattern matching. Combines weather conditions for audio triggers.
Audio.Music ? Root object for music track configuration. Defines background music for ambience system.
Audio.Music.Tracks ? Array of music track configurations for zone music. Multiple tracks in rotation.
Audio.Music.Volume ? Volume multiplier for music playback. Controls how loud music plays relative to base volume. Part of music configuration...
Audio.Priority ? Playback priority for this audio when multiple ambient sources compete. Higher priority plays over lower. Used for audio...
Audio.Sounds ? Array of one-shot or intermittent sound configurations. Each entry defines a sound with radius, frequency, and playback ...
Audio.Sounds.Frequency.Max ? Maximum frequency for ambient sound triggering. Upper limit on playback rate.
AutoLevel Boolean true Auto-level flight behavior for Fly Motion Controller.
Barter.DisplayNameKey ? Localization key for the shop name displayed to players. References translation strings.
Barter.RefreshInterval ? Object defining how often the shop restocks its inventory. Contains Days and optionally Hours.
Barter.RefreshInterval.Days ? Number of in-game days between shop restocks.
Barter.RefreshInterval.Hours ? Additional hours added to the refresh interval. Fine-tunes restock timing.
Barter.RestockHour ? Time of day (0-23) when the shop restocks. In-game hour for restock event.
Barter.SlotCount ? Number of trades to display from a Pool. How many random selections.
Barter.Trade ? Single trade definition with Output (item received), Input (items given), and Stock.
Barter.Trade.Input ? Array of item specifications for what the player must give. Trade cost.
Barter.Trade.Output ? Item specification for what the player receives from the trade.
Barter.Trade.Stock ? Number of times this trade can be used before restock. Limits purchases.
Barter.TradeSlots ? Array of trade slot definitions. Each slot represents one trade offer in the shop.
Barter.TradeSlots.Type ? Type of trade slot: Fixed (always same trade) or Pool (random selection from multiple trades).
Barter.Trades ? Array of trade options for Pool-type slots. Random selection on restock.
Block.DrawType ? Rendering style for the block, determining its visual shape and how it's drawn in the world. Controls whether the block ...
Block.Light ? Light emission configuration for blocks that glow. Contains Color and optionally intensity settings for light-emitting b...
Block.Light.Color ? Hex color string defining the color of light emitted by a block. Part of the Light object. Standard web color format.
Block.Material ? Physical material type for a block, determining collision behavior, sound effects, and physics interactions. Core proper...
Block.Opacity ? Light transmission property determining how the block affects lighting. Controls whether light passes through and how th...
Block.Parent ? Reference to another block definition to inherit properties from. Block inheritance system for creating variants without...
Block.ParticleSet ? Reference to a particle set definition for block visual effects. Defines what particles appear when breaking, placing, o...
Block.SoundSet ? Reference to a sound set definition for block interaction sounds. Defines what sounds play when walking on, placing, bre...
Block.Tags ? Array of tag strings for block categorization and filtering. Tags enable grouping blocks for crafting recipes, tool effe...
Block.Textures ? Texture configuration for block faces. Can be a single texture for all faces or individual textures per face (Top, Botto...
BusyStates StringList Array of state names where NPC cannot be interacted with.
ChaseRelativeSpeed ? Speed multiplier (0.0-1.0) applied to MaxSpeed when chasing targets. Defines how fast NPC moves during pursuit compared ...
CombatAttackPostDelay ? Duration range [min, max] in seconds NPC waits after completing an attack before moving. Post-attack recovery window.
CombatAttackPreDelay ? Duration range [min, max] in seconds NPC waits after entering attack range before attacking. The 'wind-up' time allowing...
CombatBackOffAfterAttack ? Boolean controlling whether NPC backs away after executing an attack. Creates hit-and-run combat style. When true, uses ...
CombatBackOffDistanceRange ? Distance range [min, max] in blocks the NPC backs away after attacking. Used when CombatBackOffAfterAttack=true. Defines...
CombatBackOffDurationRange ? Duration range [min, max] in seconds the NPC stays in backed-off state before re-engaging. Used when CombatBackOffAfterA...
CombatBackwardsRelativeSpeed ? Speed multiplier (0.0-1.0) for backwards movement during combat (backing off after attack, retreating). Typically slower...
CombatBehaviorDistance ? The distance at which NPC switches from pathfinding chase to close-range combat movement (strafing, backing off, etc). T...
CombatDirectWeight ? Probability weight for direct approach behavior in combat. Higher weight = NPC charges more often. Set to 0 to disable. ...
CombatMovingRelativeSpeed ? Speed multiplier (0.0-1.0) for combat movement states like strafing and maintaining distance. Slower than chase to allow...
CombatRelativeTurnSpeed ? Turn speed multiplier during combat. How fast NPC rotates to face target while in combat mode. Higher = snappier trackin...
CombatStrafeWeight ? Probability weight for strafing behavior in combat. Higher weight = NPC strafes more often. Set to 0 to disable strafing...
CombatStrafingDurationRange ? Duration range [min, max] in seconds for each strafe movement when CombatStrafeWeight > 0. How long NPC strafes before c...
CombatStrafingFrequencyRange ? Time range [min, max] in seconds between strafe movements. How often NPC initiates a strafe during combat when CombatStr...
DeathInstruction ObjectRef null Reference to instruction handler for NPC death events.
Deceleration Double 4.0 Deceleration rate for Fly Motion Controller.
DefaultNPCAttitude Flag NEUTRAL Default attitude toward other NPCs.
DefaultOffHandSlot Integer -1 Index of the default off-hand slot to use from OffHandItems.
DefaultPlayerAttitude Flag HOSTILE Default attitude toward players. Options: HOSTILE, REVERED, FRIENDLY, IGNORE, NEUTRAL.
DefaultSubState String Default Default sub-state within each NPC state.
DesiredAttackDistanceRange ? Distance range [min, max] in blocks the NPC wants to maintain during combat for optimal attack position. Works with Main...
DisplayNames StringList null List of display name options for this NPC.
Drop.Container ? Root container object defining the drop list structure. Contains Type and either Item or nested Containers.
Drop.Container.Type ? Type of drop container determining selection behavior: Single, Multiple, Weighted, Weighted_OneOf, or Nothing.
Drop.Containers ? Array of sub-containers in Multiple or Weighted container types.
Drop.Item ? Item specification object containing ItemId and quantity settings for a Single container.
Drop.Item.ItemId ? Identifier for the item to drop. References an item definition by ID.
Drop.Item.Quantity ? Fixed number of items to drop. Exact stack size.
Drop.Item.QuantityMax ? Maximum number of items to drop in a quantity range.
Drop.Item.QuantityMin ? Minimum number of items to drop in a quantity range.
Drop.Weight ? Selection weight for weighted containers. Higher weight = more likely to be selected.
DropList Asset null Death drop table reference. Links to a Drop/ asset file.
Effect.$Comment ? Documentation comment within effect file. Human-readable notes about the effect.
Effect.ApplicationEffects ? Visual and audio effects triggered when the effect is first applied. Particles, sounds, and screen effects on applicatio...
Effect.ApplicationEffects.EntityTopTint ? Color tint applied to top of entity when effect active. Visual feedback for status effects.
Effect.ApplicationEffects.LocalSoundEventId ? Sound event ID played locally only for the affected entity. Only the player receiving the effect hears it. References a ...
Effect.ApplicationEffects.ScreenEffect ? Path to screen overlay effect shown when this effect is applied to the player. Creates visual feedback like red flash fo...
Effect.ApplicationEffects.WorldSoundEventId ? Sound event ID played in world space when effect applies. Audible to nearby players/NPCs. References a sound event asset...
Effect.DamageCalculatorCooldown ? Minimum time in seconds between damage ticks for damage-over-time effects. Prevents damage from being applied every fram...
Effect.Debuff ? Boolean flag marking this effect as a debuff (negative effect). Used for effect categorization and UI display. Debuffs s...
Effect.Duration ? Duration in seconds for how long this status effect remains active on the target entity. Core timing property for all ef...
Effect.Infinite ? Boolean flag making the effect permanent until manually removed. When true, Duration is ignored. Effect persists until c...
Effect.OverlapBehavior ? What happens when this effect is applied while already active: Overwrite (replace), Stack (add), Ignore (skip), or Refre...
Effect.Particles ? Array of particle system configurations to attach to the affected entity. Part of ApplicationEffects or StatModifierEffe...
Effect.Particles.SystemId ? Identifier for the particle system asset to spawn. References a particle definition file.
Effect.Particles.TargetEntityPart ? Bone or attachment point on the entity where particles spawn. Determines particle position relative to entity.
Effect.RawStatModifiers.Stamina.CalculationType ? How stamina modification is calculated. Add, multiply, or set directly.
Effect.StatModifierEffects ? Visual and audio effects that persist while the effect is active. Ongoing particles and sounds during effect duration.
Effect.StatModifierEffects.WorldParticles.PositionOffset ? Position offset for world particles in stat modifier effect. Visual particle placement.
Effect.StatModifiers ? Object mapping stat names to modifier values. Defines which EntityStats are modified while this effect is active.
Effect.StatusEffectIcon ? Path to the icon image displayed in the status bar when this effect is active. Visual indicator for active effects.
Effect.ValueType ? How stat modifiers are applied: Flat (add/subtract fixed amount), Percent (multiply by percentage), or Override (replace...
Effect.WorldSoundEventId ? Sound event ID to play when effect is applied or active. References a sound event definition.
FleeRange ? The distance in blocks the NPC tries to maintain when fleeing. Used by Flee BodyMotion. NPC flees until this distance fr...
FlockArray ? Array of NPC type names that can form flocks with this NPC. Defines which NPCs can group together for flock behaviors.
Fluid.Collisions ? Object mapping other fluid IDs to collision behavior. What happens when fluids meet.
Fluid.Collisions.BlockToPlace ? Block created when this fluid collides with another specified fluid.
Fluid.MaxFluidLevel ? Maximum height level the fluid can have, from 1-8. Defines fluid depth capacity.
Fluid.Ticker ? Configuration object for fluid flow behavior. Contains spread, demote, and support settings.
Fluid.Ticker.CanDemote ? Whether fluid level can decrease over time. Enables fluid draining.
Fluid.Ticker.FlowRate ? Speed at which fluid spreads to adjacent blocks. Higher = faster flow.
Fluid.Ticker.SpreadFluid ? Fluid type created when this fluid spreads to adjacent blocks.
Fluid.Ticker.SupportedBy ? Block tag or reference that supports this fluid from below. Fluid needs support to stay.
HardLeashDistance ? The absolute maximum distance from spawn an NPC can travel before immediately returning home. The 'hard' boundary that c...
HearingRange ? The range in blocks from which this NPC can hear targets. Unlike ViewRange, hearing is omnidirectional (360 degrees) and...
HotbarItems AssetArray null Array of item assets for NPC's default hotbar loadout.
HotbarSize Integer 3 Number of hotbar slots for this NPC. Range: 3-8.
IdleMotionComponent ? Reference to the instruction component that controls NPC movement behavior during idle state. Allows NPCs to follow patr...
Instructions Array null Array of behavior instruction blocks defining NPC AI states.
Interaction.AllowIndefiniteHold ? Whether a charging interaction can be held indefinitely. For Charging type.
Interaction.ChainingAllowance ? Time window in seconds to input the next attack in a chain combo.
Interaction.Effects ? Visual and audio effects during interaction. Animations, sounds, particles.
Interaction.Effects.ItemAnimationId ? Animation ID to play on the item during interaction.
Interaction.Effects.WorldSoundEventId ? Sound event ID to play during the interaction.
Interaction.InputPattern ? Array of input buttons required for Combo interactions. Button sequence to trigger.
Interaction.Next ? Timeline or sequence data for Charging (thresholds) or Chaining (steps) interactions.
Interaction.RunTime ? Duration in seconds for Simple interactions or individual chain steps.
Interaction.Type ? Type of interaction behavior: Simple, Charging, Chaining, or Combo. Controls input handling.
InteractionInstruction ObjectRef null Reference to instruction handler for player interactions.
InventorySize Integer 0 Number of inventory slots for this NPC. Range: 0-36.
Invulnerable Boolean false Boolean flag making NPC immune to all damage.
IsMemory ? Boolean flag controlling whether this NPC is tracked in the player's Memories (bestiary/journal) system. When true, enco...
Item.$Comment ? Developer comment embedded in item JSON. Hytale engine ignores keys starting with $. Used in 840 files across all asset ...
Item.Animation ? Animation configuration object for the item. Defines how the item animates when held, used, or displayed. Type: Object. ...
Item.AnimationSets ? Collection of named animation sets for the item. Type: Object. Found in 213 item files. Maps animation set names to thei...
Item.Appearance ? Visual appearance reference string for the item entity in the world. Type: String. Found in 78 item files.
Item.Armor ? Armor configuration object defining protection stats, equipment slot, damage resistance, and stat modifiers. Type: Objec...
Item.Armor.DamageResistance.Physical ? Array of physical damage resistance entries. Each entry has Amount (number) and CalculationType (string). Found in armor...
Item.Armor.Regenerating.Health ? Health stat value used in regeneration, cost checks, or stat modifiers. Number. Found in 5 items across armor and intera...
Item.Armor.Regenerating.Stamina ? Stamina stat value for regeneration or modifiers. Number. Found in 7 items across armor and combat interactions.
Item.Armor.StatModifiers.Mana[*].Amount ? Numeric value for a stat modifier, damage resistance entry, or resource cost. Found in 22 item definitions across armor,...
Item.Attitudes ? NPC attitude configuration for this item. Type: Object. Found in 1 item file. Rare field controlling how NPCs react to t...
Item.AudioCategory ? Audio category string for the item's sound effects. Type: String. Found in 739 item files. Controls which sound bank the...
Item.BlockSelectorTool ? Block selector tool configuration. Type: Object. Found in 1 item file. Defines this item as a block selection tool.
Item.BlockType ? Block type configuration when item is placed in the world. Type: Object. Found in 2263 item files. Defines the block rep...
Item.BlockType.BlockEntity.Components.Portal.Config ? Configuration object for block entity components like portals. Object. Found in 9 items with block entity behavior.
Item.BlockType.BlockParticleSetId ? Particle set ID for block break and interaction effects. String. Found in 10 items. Example: 'Dust'.
Item.BlockType.BlockSoundSetId ? Sound set ID for block hit and break sounds. String. Found in 10 items.
Item.BlockType.CustomModel ? Path to a .blockymodel file defining the 3D model for this item when placed as a block. String. Found in 29 items.
Item.BlockType.CustomModelTexture ? Array of texture objects for the custom model. Each has Texture (path) and Weight (number for random selection). Found i...
Item.BlockType.Effect ? Effect applied when entities interact with this placed block. Array of effect names. Found in 34 items (fluids, hazards)...
Item.BlockType.Gathering ? How this block is harvested or broken when placed. Object with gathering method keys. Found in 24 items.
Item.BlockType.HitboxType ? Named hitbox shape for the placed block. String. Found in 24 items. Examples: 'Potion', 'Full', 'Slab'.
Item.BlockType.ParticleColor ? Hex color string for block break particles. Example: '#ff3730' for red. Found in 7 items.
Item.BlockType.State.Definitions.Block ? Block state definition containing visual and physical properties for a specific state. Object with Material, DrawType, H...
Item.BlockType.Support.Down ? Support rules for the block's bottom face. Array of face type objects. Found in 6 items. Defines what this block rests o...
Item.BlockType.Support.East ? Support rules for the block's east face. Array of face type objects. Found in 2 items. For wall-mounted items.
Item.BlockType.Support.North ? Support rules for the block's north face. Array of face type objects. Found in 3 items. For wall-mounted items.
Item.BlockType.Support.South ? Support rules for the block's south face. Array of face type objects. Found in 3 items. For wall-mounted items.
Item.BlockType.Support.Up ? Support rules for the block's top face. Array of face type objects. Found in 3 items. Defines what can be placed on top.
Item.BlockType.Support.West ? Support rules for the block's west face. Array of face type objects. Found in 2 items. For wall-mounted items.
Item.BlockType.Supporting ? Block support configuration for structural integrity. Object. Found in 14 items. Defines how this block provides support...
Item.BounceSoundEventId ? Sound event ID played when this thrown/projectile item bounces off a surface. Type: String. Found in 6 item files.
Item.Bounciness ? How much this thrown/projectile item bounces on impact. Type: Integer. Found in 29 item files. Higher values mean more b...
Item.BuilderTool ? Builder tool configuration object. Type: Object. Found in 35 item files. Defines this item as a building/construction to...
Item.Categories ? Array of category strings this item belongs to. Type: Array. Found in 1467 item files. Used for inventory sorting, craft...
Item.Children ? Array of child item definitions. Type: Array. Found in 5521 files across all asset types. Defines sub-items or variant i...
Item.Children[*].Id ? String identifier for a child entry within a collection (e.g. creative library categories). Used in 1 item file.
Item.Children[*].Name ? Display name for a child entry within a collection. String value. Found in 1 item file (creative library).
Item.ClipsGeometry ? Whether this item clips through world geometry when placed or dropped. Type: Boolean. Found in 1 item file. Extremely ra...
Item.Consumable ? Whether this item can be consumed (eaten, drunk, used up). Type: Boolean. Found in 57 item files.
Item.Container ? Container configuration object. Type: Object. Found in 609 item files. Makes this item function as a storage container.
Item.Damage ? Base damage value for this item when used as a weapon or projectile. Type: Integer. Found in 73 item files.
Item.DeadTime ? Time in seconds before a thrown/projectile item despawns after hitting a target. Type: Number. Found in 32 item files.
Item.DeadTimeMiss ? Time in seconds before a thrown/projectile item despawns after missing (hitting terrain). Type: Integer. Found in 22 ite...
Item.DeathEffectsOnHit ? Whether death/destruction effects trigger on hit for this projectile item. Type: Boolean. Found in 33 item files.
Item.DeathParticles ? Particle effect configuration when this projectile item is destroyed/expires. Type: Object. Found in 16 item files.
Item.DeathSoundEventId ? Sound event ID played when this projectile item is destroyed/expires. Type: String. Found in 9 item files.
Item.DefaultAttachments ? Array of default visual attachments for this item when held or equipped. Type: Array. Found in 241 item files.
Item.Density ? Physics density configuration for this item when thrown or dropped. Type: Object. Found in 48 item files.
Item.DepthShot ? Depth offset for projectile spawn position relative to the player. Type: Integer. Found in 50 item files.
Item.DisplayEntityStatsHUD ? Array of entity stats to display on the HUD when this item is held. Type: Array. Found in 1 item file. Extremely rare.
Item.DropOnDeath ? Whether this item drops from the player's inventory when they die. Type: Boolean. Found in 231 item files.
Item.DroppedItemAnimation ? Animation reference for this item when dropped in the world as an entity. Type: String. Found in 145 item files.
Item.DurabilityLossOnHit ? Amount of durability lost each time this item hits a target. Type: Number. Found in 150 item files.
Item.FuelQuality ? Fuel quality rating when this item is used as fuel in a furnace/smelter. Type: Integer. Found in 11 item files.
Item.Glider ? Glider configuration making this item function as a hang glider. Type: Object. Found in 2 item files. Very rare.
Item.Gravity ? Gravity multiplier for this item when thrown as a projectile. Type: Integer. Found in 42 item files.
Item.HitBox ? Hitbox configuration for this item's collision detection. Type: Object. Found in 271 item files.
Item.HitParticles ? Particle effects spawned when this projectile item hits a target. Type: Object. Found in 30 item files.
Item.HitSoundEventId ? Sound event ID played when this projectile item hits a target. Type: String. Found in 16 item files.
Item.HorizontalCenterShot ? Horizontal offset for projectile spawn position. Type: Number. Found in 41 item files.
Item.Icon ? Path to the 2D icon image displayed in inventory, hotbar, and UI. Type: String. Found in 3068 files across all asset typ...
Item.IconProperties ? Icon rendering properties controlling rotation, scale, and translation of the icon in UI. Type: Object. Found in 1621 it...
Item.ImpactSlowdown ? How much this projectile slows down on impact with terrain. Type: Integer. Found in 36 item files.
Item.InteractionConfig ? Interaction configuration object for advanced interaction behavior. Type: Object. Found in 56 item files.
Item.InteractionVars ? Named interaction variable definitions used by the interaction system. Type: Object. Found in 393 item files. Core field...
Item.InteractionVars.Guard_Wield.Interactions[*].StaminaCost ? Object defining stamina cost for performing an action. Contains Value (number) and CostType (string). Found in guard/shi...
Item.InteractionVars.Guard_Wield.Interactions[*].StaminaCost.CostType ? How stamina is consumed for this action. String value like 'Damage' (cost on damage taken) or flat consumption. Found in...
Item.InteractionVars.Guard_Wield.Interactions[*].StaminaCost.Value ? Numeric stamina cost amount for this action. Found in stamina cost definitions for guard and combat interactions.
Item.InteractionVars.Knife_Stab_Damage.Interactions[*].DamageEffects.Knockback ? Knockback distance/power applied on hit. Found in 10 interaction damage definitions, primarily on knives and ranged weap...
Item.InteractionVars.Thrust_Damage.Interactions[*].DamageCalculator ? Object containing damage calculation settings including BaseDamage. Found in 68 interaction damage definitions across al...
Item.InteractionVars.Thrust_Damage.Interactions[*].DamageCalculator.BaseDamage ? Object mapping damage types to numeric values. Defines the raw damage numbers for an attack. Found in 61 interaction dam...
Item.InteractionVars.Thrust_Damage.Interactions[*].DamageEffects ? Object defining effects triggered on hit — sounds, particles, knockback. Found in 56 interaction damage definitions.
Item.InteractionVars.Thrust_Damage.Interactions[*].EntityStatsOnHit ? Array of stat changes applied to the target entity when hit. Found in 18 interaction damage definitions.
Item.Interactions ? Primary and secondary interaction definitions for this item. Type: Object. Found in 1650 item files. Defines what happen...
Item.Interactions.Held.Interactions[*].Force ? Numeric force value applied by an interaction. Controls push/knockback power. Found in 4 interaction definitions.
Item.Interactions.Held.Interactions[*].RunTime ? Duration in seconds that this interaction runs before completing. Number. Found in 14 held interaction definitions.
Item.Interactions.Primary.Cooldown ? Cooldown time in seconds between uses of this interaction. Number. Found in 10 interaction group definitions.
Item.Interactions.Primary.Interactions[*].Costs ? Object mapping stat names to amounts consumed when performing this action. Found in 9 interaction definitions.
Item.Interactions.Primary.Interactions[*].Effects.LocalSoundEventId ? Sound event ID string played only for the player performing the action. Found in 81 item interaction definitions.
Item.Interactions.Primary.Interactions[*].Failed ? Interaction to run when a condition check fails. String reference to another interaction. Found in 7 interaction definit...
Item.Interactions.Primary.Interactions[*].Next ? Next interaction state after this one completes. Can be a string reference or an object with branching logic. Found in 1...
Item.Interactions.Primary.Interactions[*].Selector ? Targeting/selection logic for the interaction. Determines what the interaction targets. Found in 1 interaction definitio...
Item.Interactions.Secondary.Interactions[*].Next.DefaultValue ? Default interaction path when a Var lookup has no override defined. Object or string. Found in conditional interaction b...
Item.Interactions.Secondary.Interactions[*].Next.Var ? Variable name to look up in InteractionVars for dynamic interaction branching. String. Found in conditional interaction ...
Item.ItemAppearanceConditions ? Conditional appearance changes based on item state. Type: Object. Found in 41 item files.
Item.ItemAppearanceConditions.SignatureCharges[*].WorldSoundEventId ? Sound event ID string played for all nearby players when this effect triggers. Found in 126 item interaction definitions...
Item.ItemEntity ? Item entity configuration for when this item exists as a world entity. Type: Object. Found in 145 item files.
Item.ItemEntity.Lifetime ? Time in seconds before the dropped item entity despawns from the world. Default: 600 (10 minutes) from GameplayConfigs.
Item.ItemEntity.ParticleColor ? Hex color string for the item entity particles. Tints the particle system.
Item.ItemEntity.ParticleSystemId ? Particle system displayed on the dropped item entity. References a particle system asset.
Item.ItemEntity.Physics ? Physics configuration for the dropped item entity. Controls mass, drag, and gravity behavior.
Item.ItemEntity.Physics.DragCoefficient ? Air resistance factor. Higher values slow the item entity faster. Controls how quickly the entity decelerates.
Item.ItemEntity.Physics.InvertedGravity ? When true, the item entity floats upward instead of falling down.
Item.ItemEntity.Physics.Mass ? Mass of the item entity affecting gravity pull and momentum. Higher mass = faster fall, more momentum.
Item.ItemEntity.PickupRadius ? Distance in blocks from which the player can pick up this dropped item entity.
Item.ItemEntity.ShowItemParticles ? Whether to display particles on the dropped item entity. Enables or disables the particle system.
Item.ItemLevel ? Level/tier of this item for progression gating and sorting. Type: Integer. Found in 912 item files.
Item.ItemSoundSetId ? Sound set ID for this item's interaction sounds. Type: String. Found in 1305 item files.
Item.Layers ? Visual layer configuration for item rendering. Type: Array. Found in 1421 item files.
Item.Light ? Light emission configuration for items that glow. Type: Object. Found in 36 item files.
Item.MaxDurability ? Maximum durability points for this item before it breaks. Type: Integer. Found in 274 item files.
Item.MaxInstance ? Maximum number of this item that can exist simultaneously. Type: Integer. Found in 417 item files.
Item.MaxScale ? Maximum visual scale multiplier for this item. Type: Number. Found in 162 item files.
Item.MaxStack ? Maximum number of this item that can stack in one inventory slot. Type: Integer. Found in 408 item files.
Item.MinScale ? Minimum visual scale multiplier for this item. Type: Number. Found in 165 item files.
Item.MissParticles ? Particle effects spawned when this projectile misses and hits terrain. Type: Object. Found in 6 item files.
Item.MissSoundEventId ? Sound event ID played when this projectile misses and hits terrain. Type: String. Found in 16 item files.
Item.Model ? Path to the 3D model file for this item. Type: String. Found in 1328 item files.
Item.MuzzleVelocity ? Initial velocity of this item when fired/thrown as a projectile. Type: Integer. Found in 45 item files.
Item.Order ? Sort order for this item in lists and UI. Type: Integer. Found in 5 item files. Very rare.
Item.Parent ? Parent template reference for property inheritance. Type: String. Found in 3498 files across all asset types.
Item.Particles ? Particle effect configuration for this item. Type: Object. Found in 121 item files.
Item.PitchAdjustShot ? Whether the projectile's pitch is adjusted based on aim direction. Type: Boolean. Found in 29 item files.
Item.PlayerAnimationsId ? Reference to the player animation set used when holding this item. Type: String. Found in 1472 files across all asset ty...
Item.PortalKey ? Portal key configuration making this item function as a key for portal systems. Type: Object. Found in 5 item files. Rar...
Item.PreventSoundInterruption ? Whether this item's sounds should not be interrupted by other sounds. Type: Boolean. Found in 948 item files.
Item.Quality ? Rarity/quality tier of this item. Type: String. Found in 857 item files.
Item.Recipe ? Crafting recipe definition for this item. Type: Object. Found in 1278 item files.
Item.Recipe.BenchRequirement ? Array of crafting bench requirements. Each entry has Id (string), Type (string), and Categories (array). Defines which b...
Item.Recipe.Input ? Array of ingredient items required to craft this item. Each entry has ItemId (string) and Quantity (number). Found in al...
Item.Recipe.Input[*].ItemId ? String identifier of an item used as a crafting ingredient or output. Must match an existing item file name (without .js...
Item.Recipe.Input[*].Quantity ? Number of items required or produced. Integer. Found in recipe Input and Output arrays.
Item.Recipe.KnowledgeRequired ? Whether the player must learn this recipe before crafting. Boolean. Found in items with recipes.
Item.Recipe.Output ? Array of output items produced when crafting completes. Each entry has ItemId and Quantity. Found in recipes with multip...
Item.Recipe.PrimaryOutput ? Main item produced by this recipe. Used when the recipe output differs from the item file itself. Found in 1 recipe defi...
Item.Recipe.TimeSeconds ? Crafting time in seconds. Number value. Found in items with recipes. Example: 3.5 seconds to craft an iron sword.
Item.RenderDeployablePreview ? Whether to show a placement preview when deploying this item. Type: Boolean. Found in 1 item file. Extremely rare.
Item.ResourceTypes ? Array of resource type categories this item belongs to. Type: Array. Found in 609 item files.
Item.Reticle ? Custom reticle/crosshair displayed when holding this item. Type: String. Found in 8 item files. Rare.
Item.Scale ? Visual scale multiplier for this item. Type: Number. Found in 532 item files.
Item.Set ? Equipment set this item belongs to. Type: String. Found in 1129 item files.
Item.SoundEventId ? General sound event ID for this item. Type: String. Found in 4 item files. Very rare.
Item.SoundEvents ? Collection of named sound events for this item. Type: Object. Found in 89 item files.
Item.State ? State machine configuration for this item. Type: Object. Found in 21 item files.
Item.SticksVertically ? Whether this projectile item sticks vertically on impact. Type: Boolean. Found in 42 item files.
Item.Tags ? Tag categorization object with typed tag arrays. Type: Object. Found in 2596 files across all asset types.
Item.Tags.Type ? Type classification tags for this item. Array of strings. Found in 1905 items. Nearly every item has this.
Item.TerminalVelocity ? Maximum velocity this projectile item can reach. Type: Integer. Found in 45 item files.
Item.Texture ? Path to the texture file applied to this item's 3D model. Type: String. Found in 1137 item files.
Item.TimeToLive ? Time in seconds before this projectile item despawns if it doesn't hit anything. Type: Integer. Found in 40 item files.
Item.Tool ? Tool configuration defining this item's tool capabilities. Type: Object. Found in 31 item files.
Item.Tool.Speed ? Speed multiplier for tool actions (gathering, breaking). Numeric value. Found in tool items like shears.
Item.Trails ? Array of trail effect configurations for this item. Type: Array. Found in 79 item files.
Item.TranslationProperties ? Localization/translation configuration for this item's display text. Type: Object. Found in 2959 files across all asset ...
Item.UsePlayerAnimations ? Whether this item uses the player's animation system. Type: Boolean. Found in 10 item files. Rare.
Item.Utility ? Utility configuration for NPC AI interaction with this item. Type: Object. Found in 112 item files.
Item.Variant ? Whether this item is a variant of another item. Type: Boolean. Found in 119 item files.
Item.Volume ? Volume/size category for this item affecting inventory space. Type: Integer. Found in 1209 item files.
Item.WaterHitImpulseLoss ? How much impulse/velocity this projectile loses when hitting water. Type: Number. Found in 2 item files. Extremely rare.
Item.WaterTerminalVelocityMultiplier ? Multiplier for terminal velocity when this projectile is in water. Type: Number. Found in 1 item file. Extremely rare.
Item.Weapon ? Weapon configuration object defining combat properties. Type: Object. Found in 148 item files.
Item.Weapon.StatModifiers.Ammo ? Ammo stat modifier for ranged weapons. Defines ammo capacity or consumption. Found in 1 weapon definition.
JumpHeight Double 0.5 Jump height for Walk Motion Controller.
KnockbackScale Double 1.0 Knockback multiplier for this NPC.
LeashDistance ? The soft boundary distance from spawn point before NPC considers returning home. Part of the leash system (soft + hard)....
MaxClimbHeight Double 1.3 Maximum height NPC can climb over obstacles.
MaxClimbSpeed Double 6.0 Maximum upward speed for Fly Motion Controller.
MaxDiveDepth Double 1.79E308 Maximum dive depth for Dive Motion Controller.
MaxDiveSpeed Double 8.0 Maximum diving speed for Dive Motion Controller.
MaxDropHeight Double 3.0 Maximum height NPC will drop from ledges.
MaxFallSpeed Double 8.0 Maximum falling speed for Walk Motion Controller.
MaxHealth Integer 100 Max health for this NPC. Official: constraint > 0. REQUIRED field.
MaxHeightOverGround Double 20.0 Maximum flight height above ground for Fly Motion Controller.
MaxHorizontalSpeed Double 8.0 Maximum horizontal flying speed for Fly Motion Controller.
MaxRotationSpeed Double 360.0 Maximum rotation speed in degrees per second.
MaxSinkSpeed Double 10.0 Maximum downward speed for Fly Motion Controller.
MaxSpeed Double 3.0 Maximum horizontal speed. Walk controller field (MaxWalkSpeed). Default: 3.0
MaxSwimSpeed Double 3.0 Maximum swimming speed for Dive Motion Controller.
MaxTurnSpeed Double 180.0 Maximum turn speed for Fly Motion Controller.
MaxWalkSpeed Double 3.0 Maximum horizontal walking speed for Walk Motion Controller.
MemoriesCategory ? The journal category/section where this NPC's Memory entry appears. Groups related creatures together in the Memories UI...
MinDepthAboveGround Double 1.0 Minimum depth above ground for Dive Motion Controller.
MinHeightOverGround Double 1.0 Minimum flight height above ground for Fly Motion Controller.
MinWalkSpeed Double 0.1 Minimum walking speed for Walk Motion Controller.
MotionControllerList ObjectRef Reference to motion controller configuration for NPC movement.
NPC.Appearance ? Reference ID to a Model definition file in Server/Models/ that defines this NPC's visual appearance including 3D model, ...
NPC.Appearance.Compute ? Computed reference to appearance/model parameter. Allows dynamic model selection based on NPC parameters.
NPC.ApplyAvoidance ? Boolean enabling obstacle/entity avoidance steering. When true, NPC steers around obstacles and other entities. Works wi...
NPC.ApplySeparation ? Boolean enabling NPC-to-NPC separation forces. When true, NPCs push apart to maintain spacing. Core of flocking/herding ...
NPC.AttitudeGroup ? Identifier or computed value defining which attitude group this NPC belongs to. Used for faction/species relationship lo...
NPC.AvoidanceMode ? Pathfinding avoidance mode for NPC. How NPC avoids obstacles and other entities.
NPC.BreathesInAir ? Boolean indicating NPC breathes air (vs water). Affects drowning behavior underwater.
NPC.BusyStates ? Array of NPC state names that mark this NPC as 'busy' and unable to be interrupted for interactions. Controls when NPCs ...
NPC.Class ? NPC class type identifier. Categorizes NPC for system processing.
NPC.CollisionDistance ? Distance for collision detection. NPC's collision radius.
NPC.CollisionForceFalloff ? Numeric falloff rate (0.15-0.25) for collision avoidance force. Controls how quickly avoidance force decreases with dist...
NPC.CollisionViewAngle ? Angle in degrees for collision detection view cone. Used with flocking/collision system. Value of 0 means full 360-degre...
NPC.CombatConfig ? Combat configuration object or reference string. Contains entity effects, damage resistance, and other combat-related se...
NPC.CombatConfig.EntityEffect.ApplicationEffects.EntityTopTint ? Hex color code for tinting the top of the entity model when combat effect is active. Creates visual gradient from top to...
NPC.CombatConfig.EntityEffect.Infinite ? Boolean making combat entity effect permanent. Effect never expires naturally.
NPC.Comment ? Documentation comment string at NPC root level. Describes the NPC's purpose, design notes, or important information.
NPC.Content ? Container object for NPC component content. Used in Component-type NPCs to define reusable behavior blocks, instructions...
NPC.Content.Actions.Animation.Compute ? Computed animation name reference for PlayAnimation actions. Allows parameterized animation selection via Compute expres...
NPC.Content.Actions.Attack ? Attack configuration within content actions. Defines attack properties for action execution.
NPC.Content.Actions.Item ? Item reference in action configuration. Specifies which item is used, spawned, or consumed by the action.
NPC.Content.Actions.State ? State to transition to when action executes. Action-triggered state change.
NPC.Content.BodyMotion.MaxRelSpeed ? Maximum relative speed multiplier for body motion. Caps movement speed as fraction of NPC's max speed. Part of path foll...
NPC.Content.BodyMotion.MinRelSpeed ? Minimum relative speed for body motion. Slowest movement rate.
NPC.Content.BodyMotion.NodePauseExtraPercentRange.Compute ? Computed reference to extra pause time percentage range for path node pauses. Adds variable delay at patrol waypoints.
NPC.Content.BodyMotion.NodePauseScaleRange ? Scale range for node pause duration. Multiplier for path node pause times.
NPC.Content.BodyMotion.Shape.Compute ? Computed reference to path shape parameter for patrol/follow path behaviors. Shape defines the patrol pattern (circle, r...
NPC.Content.BodyMotion.StopDistance ? Distance in blocks at which the NPC stops moving during Seek motion. Defines 'close enough' threshold to target. NPC sto...
NPC.Content.BodyMotion.Type ? Type string specifying body motion behavior in Content section. Core motion behavior selector.
NPC.Content.CheckDay ? Boolean in time sensor checking if it's daytime. Part of day/night cycle detection.
NPC.Content.Enabled ? Boolean enabling content block. When false, content is skipped entirely.
NPC.Content.Filters.Type ? Filter type in Content section. Determines filtering logic for content selection.
NPC.Content.GetPlayers ? Boolean for player detection in Content section. Whether content targets players.
NPC.Content.HeadMotion.HitProbability ? Probability head motion will track target successfully. Accuracy of head tracking.
NPC.Content.Instructions.Actions.Delay.Compute ? Computed delay value before action executes. Parameterizes action timing for configurable delays across NPC variants.
NPC.Content.Instructions.ActionsAtomic ? Boolean flag marking actions as atomic - must complete without interruption. Part of action execution control.
NPC.Content.Instructions.BodyMotion ? Body motion configuration within instruction blocks. Defines how NPC physically moves in response to sensor activation. ...
NPC.Content.Instructions.BodyMotion.Radius ? Radius for body motion behavior. Movement area radius for wandering/patrolling.
NPC.Content.Instructions.BodyMotion.RelativeBackwardsSpeed ? Speed multiplier for backwards movement. NPCs typically move slower when backing up. Part of directional speed control.
NPC.Content.Instructions.Enabled ? Boolean enabling/disabling instruction block. When false, instruction is skipped entirely.
NPC.Content.Instructions.Modify.AlertedRange.Compute ? Computed reference to AlertedRange in instruction modification. Dynamic alertness detection range.
NPC.Content.Instructions.Modify.Delay ? Delay override value within instruction modification. Adjusts timing for specific instruction contexts.
NPC.Content.Instructions.Modify.RelativeSpeed ? Speed multiplier for movement within instruction. 1.0 = max speed, 0.5 = half speed. Part of movement configuration in b...
NPC.Content.Instructions.Modify.ViewSector ? ViewSector override in instruction modification. Changes detection cone angle for this context.
NPC.Content.Instructions.Sensor.Name ? Named identifier for sensor. Used for referencing sensor elsewhere.
NPC.Content.Instructions.Sensor.Type ? Sensor type within instruction content. Detection method type.
NPC.Content.KnockbackScale ? Multiplier for knockback received by this NPC. Affects how much knockback force moves the NPC. 0 = immune to knockback, ...
NPC.Content.Modify.AttackDistance.Compute ? Computed reference to AttackDistance parameter in Modify section. Allows dynamic attack range configuration.
NPC.Content.Modify.AttackSequence.Compute ? Computed reference to AttackSequence in content modification. Dynamic attack chain.
NPC.Content.Modify.MaintainDistance ? Distance maintenance setting in Content Modify. Controls spacing behavior toward target.
NPC.Content.Modify.MaintainDistance.Compute ? Computed reference to MaintainDistance parameter. Distance NPC tries to maintain from target.
NPC.Content.Modify.RelativeBackwardsSpeed ? Backward speed multiplier in Content modification. Variant-specific retreat speed.
NPC.Content.Modify.StrafingDurationRange ? Time range [min, max] in seconds for strafing movement during combat. Controls how long NPC strafes before next action.
NPC.Content.Modify.TargetSwitchTimer.Compute ? Computed reference to target switch timer parameter. Controls minimum time before NPC considers switching to a different...
NPC.Content.Motions.Motion.MaxHeadingChange ? Maximum heading change per update. Turn rate limit for motion.
NPC.Content.Motions.Motion.Type ? Motion type string within motion list configuration. Defines the movement style for motion controller entries.
NPC.Content.Scale ? Model scale multiplier for NPC visual size. Affects rendered size without changing collision/physics. Part of NPC appear...
NPC.Content.Sensor ? Root sensor configuration object within NPC content. Defines detection logic for the NPC's primary sensor setup.
NPC.Content.Sensor.Filters.IncludeGroups ? Array of NPC group names that pass through filter. Only these groups are detected.
NPC.Content.Sensor.Filters.Type ? Filter type string determining filter logic. Part of sensor filter configuration.
NPC.Content.Sensor.FlockOnly.Compute ? Computed reference for FlockOnly boolean in sensor configuration. Parameterizes flock-restriction setting.
NPC.Content.Sensor.Sensors.Modify.Attitudes ? Modification to attitude detection settings within nested sensor. Overrides which attitude states trigger sensor activat...
NPC.Content.Sensor.Sensors.Modify.ViewSector ? Modification to ViewSector within nested sensor configuration. Allows overriding the view cone angle for specific sensor...
NPC.Content.Sensor.Sensors.Name.Compute ? Computed name reference for nested sensor identification. Allows parameterized sensor naming for debugging and referenci...
NPC.Content.Sensor.Type ? The sensor type string determining what kind of detection this sensor performs. Core field for all sensor configurations...
NPC.Content.Sensors.AutoUnlockTarget ? Boolean controlling automatic target unlocking. When true, sensor auto-clears target when lost.
NPC.Content.Sensors.Collector ? Collector configuration in sensor array. Determines how detected entities are collected and filtered.
NPC.Content.Sensors.Enabled.Compute ? Computed reference for sensor enabled state in Content section. Parameterizes sensor activation.
NPC.Content.Sensors.Filters ? Filter array within sensor configuration. Restricts which entities pass detection.
NPC.Content.Sensors.Filters.ExcludeGroups ? Array of NPC groups to exclude from sensor detection. Blacklist filtering.
NPC.Content.Sensors.Filters.Type ? Filter type string within sensor configuration. Determines what kind of entity filtering is applied to detection.
NPC.Content.Sensors.Modify.ViewSector ? View sector override within sensor modification. Changes the detection cone angle for specific sensor context.
NPC.Content.Sensors.Reference ? Reference string to external sensor component. Allows reusing sensor definitions across multiple NPCs or instructions.
NPC.Content.Sensors.TargetSlot ? Target slot for sensor results. Where detected entity is stored.
NPC.Content.Sensors.TargetSlot.Compute ? Computed reference to target slot parameter. TargetSlot specifies which memory slot (like LockedTarget) the sensor shoul...
NPC.Content.TreeMode ? Behavior tree mode for instruction processing. How instruction tree is traversed.
NPC.Content.Weight ? Weight for content selection. Higher = more likely to be chosen.
NPC.Content.Weight.Compute ? Computed weight value for weighted random selection in instruction choosers. Higher weight = higher probability of selec...
NPC.CorpseStaysInFlock ? Boolean controlling whether NPC's corpse remains part of the flock after death. Used by companion NPCs to notify flock l...
NPC.DeathAnimationTime ? Duration in seconds for death animation to play. How long death takes visually.
NPC.DeathInstruction.Instructions ? Array of instructions executed on NPC death. Death behavior sequence.
NPC.DeathInstruction.Instructions.Sensor ? Sensor in death instruction. Detects conditions during NPC death sequence.
NPC.DefaultNPCAttitude ? Default attitude toward other NPCs. How this NPC treats other NPCs by default.
NPC.DefaultPlayerAttitude ? Initial attitude this NPC has toward players. Controls whether NPC attacks, ignores, or is neutral to players by default...
NPC.DefaultState ? String identifier for the NPC's initial/reset behavior state. Prefixed with '.' (e.g., '.Default', '.Sleep'). Used by in...
NPC.DefaultSubState ? Initial sub-state when NPC spawns. Starting behavior state within main state.
NPC.DisableDamageGroups ? Array of damage groups this NPC ignores. Prevents friendly fire and self-damage.
NPC.DisplayNames ? Array of possible display names for NPC. Random name selection.
NPC.DropList ? Reference to a drop list defining items dropped when NPC dies. Usually computed from Parameters. Points to a DropList as...
NPC.FailReason ? Error message when NPC definition fails validation. Debug information.
NPC.FlockCanLead ? Boolean indicating NPC can be flock leader. Flock hierarchy role.
NPC.FlockInfluenceRange ? Numeric range in blocks defining how far this NPC can influence and coordinate with other flock members. Part of Hytale'...
NPC.FlockSpawnTypes.Compute ? Computed reference for flock spawn types. Dynamic flock member types.
NPC.Instructions ? Array of behavior tree instruction blocks defining this NPC's AI logic. The core of NPC behavior definition. Contains ne...
NPC.Instructions.$Comment ? Comment string for documentation within instruction blocks. Ignored by game engine. Used for explaining complex behavior...
NPC.Instructions.Actions ? Array of action configurations within instruction block. Actions execute when instruction's sensor triggers.
NPC.Instructions.Actions.Action ? Nested action configuration within action array. Allows complex multi-step actions or action wrappers.
NPC.Instructions.Actions.Action.Animation ? Animation to play during nested action execution. Visual feedback for action.
NPC.Instructions.Actions.Action.Offset ? Positional offset for nested action execution. Shifts action effect location relative to default.
NPC.Instructions.Actions.ChargeFor ? Wind-up time in seconds before NPC executes an ability. Part of Combat Action Evaluator (CAE) system. Creates telegraphe...
NPC.Instructions.Actions.Count ? Numeric count parameter in action configurations. Often used to specify how many times an action should occur or quantit...
NPC.Instructions.Actions.DelayAfter ? Delay after action completes. Wait time before next action.
NPC.Instructions.Actions.DoubleArray ? Array of double (float) values in action configuration. For numeric array inputs.
NPC.Instructions.Actions.EntityEffect ? Entity effect to apply when action executes. Visual/status effect on action.
NPC.Instructions.Actions.Int ? Integer value parameter in action configurations. Used for various numeric action properties like counts, amounts, or in...
NPC.Instructions.Actions.Message ? Message string for beacon communication actions. Defines the beacon message ID that other NPCs can listen for and react ...
NPC.Instructions.Actions.Name ? Name identifier string for actions. Used for debugging, logging, and potentially referencing specific actions within beh...
NPC.Instructions.Actions.Path.Reference ? Reference to path component for path-following actions. Loads path configuration from component.
NPC.Instructions.Actions.SendTargetSlot ? Target slot to include when sending beacon messages. Passes target reference to beacon receivers.
NPC.Instructions.Actions.TargetGroups ? Array of NPC group names that should receive a beacon message broadcast. Used with Action Type: Beacon to specify which ...
NPC.Instructions.Actions.ThrowSpeed ? Speed of thrown objects in action. How fast projectiles or items are thrown.
NPC.Instructions.Actions.UseTarget ? Boolean controlling whether action targets the locked target. Part of targeting configuration.
NPC.Instructions.BodyMotion.AdjustZ ? Z-axis offset value for probe/collision detection in TestProbe BodyMotion type. Used for debugging and testing NPC movem...
NPC.Instructions.BodyMotion.Direction ? Direction setting for body motion behavior. Controls which way NPC moves along path or toward target.
NPC.Instructions.BodyMotion.Distance ? Distance parameter for body motion. Target distance for movement behaviors.
NPC.Instructions.BodyMotion.Falloff ? Speed falloff configuration for body motion. How speed changes over distance.
NPC.Instructions.BodyMotion.HeightDifference ? Height difference range [min, max] in blocks for movement sensors. Filters targets based on vertical distance. Part of 3...
NPC.Instructions.BodyMotion.MaxRelSpeed ? Maximum relative speed for instruction body motion. Speed cap.
NPC.Instructions.BodyMotion.MinHeadingChange ? Minimum heading change in degrees before NPC turns. Prevents constant tiny turning adjustments.
NPC.Instructions.BodyMotion.RelativeTurnSpeed ? Turn speed relative to base. Multiplier for rotation during body motion.
NPC.Instructions.BodyMotion.SnapAngle ? Angle threshold for instant rotation snapping. When turn smaller than this, snaps immediately.
NPC.Instructions.BodyMotion.ThrottleDelayRange ? Delay range [min, max] in ticks between pathfinding recalculations during Seek motion. Controls how frequently the NPC u...
NPC.Instructions.BodyMotion.Type ? Type string specifying body motion behavior. Selects movement implementation.
NPC.Instructions.ExecuteFor ? Duration to execute instruction. Time limit for instruction execution.
NPC.Instructions.HeadMotion ? Head motion configuration within instruction blocks. Controls how NPC's head moves independently of body.
NPC.Instructions.HeadMotion.Looped ? Boolean making head motion repeat continuously. When true, head motion sequence loops forever.
NPC.Instructions.HeadMotion.Motions ? Array of head motion configurations. Defines sequence of head movements.
NPC.Instructions.HeadMotion.PauseTimeRange ? Time range [min, max] in seconds to pause between head movements. Part of look-around and watch behaviors for realistic ...
NPC.Instructions.HeadMotion.RelativeTurnSpeed ? Speed multiplier for head turning motion. 1.0 = normal speed, lower = slower, higher = faster. Part of head movement con...
NPC.Instructions.HeadMotion.ViewSegments ? Number of view segments for head scanning. Divisions in look-around pattern.
NPC.Instructions.InvertTreeModeResult.Compute ? Computed reference for inverting behavior tree mode result. Used in advanced behavior tree logic.
NPC.Instructions.Modify ? Modification object within instruction. Overrides NPC properties for this instruction context.
NPC.Instructions.Sensor.Collector ? Collector configuration for sensor. Determines how multiple detected entities are collected and processed.
NPC.Instructions.Sensor.Enabled.Compute ? Computed reference for sensor enabled state. Parameterizes whether sensor is active.
NPC.Instructions.Sensor.Filters ? Array of filter configurations within sensor. Restricts which detected entities are reported.
NPC.Instructions.Sensor.GetPlayers ? Boolean flag making sensor specifically target players. When true, only detects player entities.
NPC.Instructions.Sensor.Message ? String identifier filtering which beacon broadcasts this sensor listens to. Used with Sensor Type: Beacon. Only beacons ...
NPC.Instructions.Sensor.MinRange ? Minimum range in blocks for sensor detection. Target must be at least this far away to be detected. Creates detection do...
NPC.Instructions.Sensor.Name ? Name identifier for sensor within instruction. Used for debugging and referencing specific sensors.
NPC.Instructions.Sensor.Random ? Boolean enabling random target selection from sensor results. Adds unpredictability.
NPC.Instructions.Sensor.Range ? Detection range in blocks for sensor. Maximum distance at which sensor can detect targets.
NPC.Instructions.Sensor.Reference ? Reference string to external sensor component. Loads sensor configuration from referenced file.
NPC.Instructions.Sensor.SearchType ? Search type for sensor detection. Determines how sensor searches for targets (closest, random, etc.).
NPC.Instructions.Sensor.Sensor.Range ? Detection range in nested sensor configuration. Maximum distance for nested sensor detection.
NPC.Instructions.Sensor.TrueDurationRange ? Duration range sensor must be true before triggering. Confirmation time.
NPC.Instructions.Tag ? Debug/identification string tag for instruction blocks. Used for debugging and tracking which instruction is active. Not...
NPC.Instructions.Weight ? Weight value for weighted instruction selection. Higher = more likely to be chosen in random selection.
NPC.InteractionInstruction ? Root object for interaction-triggered instructions. Defines behaviors activated by player interaction.
NPC.InteractionInstruction.Instructions.Continue ? Boolean allowing instruction processing to continue after this instruction. Part of instruction flow control.
NPC.InteractionInstruction.Instructions.Sensor ? Sensor configuration within interaction instruction. Detects when interaction conditions are met.
NPC.InteractionInstruction.Instructions.Sensor.Sensor.ViewSector ? ViewSector setting within nested interaction sensor. Detection cone angle for interaction triggers.
NPC.InteractionInstruction.Modify._InterfaceParameters ? Object containing interface-specific parameter overrides for instruction components. Allows passing computed values to r...
NPC.InteractionVars.DamageCalculator.RandomPercentageModifier ? Decimal value (0.0-1.0) adding random variance to calculated damage. The final damage is modified by ±(BaseDamage * Rand...
NPC.InteractionVars.DamageCalculator.Type ? Damage calculator type string. Determines how damage is calculated for interaction attacks. Part of combat math system.
NPC.InteractionVars.DamageEffects ? Damage effects configuration within interaction variables. Visual/audio effects when damage dealt.
NPC.InteractionVars.DamageEffects.WorldSoundEventId ? Sound event ID to play in world when damage is dealt. Part of damage feedback system in interaction variables and combat...
NPC.InventorySize ? Number of inventory slots available to this NPC. Determines how many items NPC can carry. Part of inventory/equipment sy...
NPC.Invulnerable.Compute ? Computed reference to Invulnerable parameter. Allows dynamic invulnerability control.
NPC.ItemAttitudeGroup ? Item attitude group this NPC belongs to. For item-based attitude checks.
NPC.Modify.AlertedActionRange ? Distance in blocks for actions/stopping when NPC is alerted to player presence. Used by Animal_Neutral template for appr...
NPC.Modify.AlertedTime ? Duration override for alerted state. How long NPC stays alerted after trigger.
NPC.Modify.Appearance ? Model/appearance override in Modify section. Changes NPC's visual model without modifying Parameters.
NPC.Modify.AttractiveItems ? Array of items that attract this NPC. Items that draw NPC attention.
NPC.Modify.BlockProbability ? Percentage chance (0-100) that NPC will attempt to block incoming attacks. Part of defensive combat behavior.
NPC.Modify.Burn ? Reference to the Burn entity effect for applying fire damage over time. Used with ApplyEntityEffect action Type. Applies...
NPC.Modify.ChanceToTurnFriendly ? Probability override for becoming friendly. Taming/befriending chance.
NPC.Modify.Chase ? Chase behavior configuration override in Modify section. Adjusts pursuit behavior.
NPC.Modify.ChestBlockSet ? Block set reference for NPC chest/storage functionality. Links NPC to lootable container.
NPC.Modify.CloseRange ? Close-range distance override in Modify section. Adjusts threshold for close-quarters behavior switching.
NPC.Modify.CombatAlwaysMovingWeight ? Weight for constant movement during combat. Higher = more likely to keep moving.
NPC.Modify.CombatBackwardsRelativeSpeed ? Speed multiplier for backwards movement during combat. How fast NPC retreats in combat.
NPC.Modify.DayTimeNapWeight ? Weight for daytime napping behavior. How likely NPC naps during day.
NPC.Modify.DefaultPlayerAttitude ? Default attitude toward players. Sets initial relationship before any interactions.
NPC.Modify.Despawn ? Boolean or despawn configuration controlling whether and how NPCs despawn. NPCIdleDespawnTime sets seconds before idle N...
NPC.Modify.LeashTimer ? Time range [min, max] in seconds before leash behavior activates. Delay before returning home when out of range.
NPC.Modify.LovedItems ? Array of item names that this NPC is attracted to. Used for taming, luring, and feeding behaviors. NPC recognizes player...
NPC.Modify.MotionPathName.Compute ? Computed reference to motion path name for patrol behaviors. Parameterizes which path the NPC follows.
NPC.Modify.MotionStatic ? Boolean making NPC completely stationary. Disables all movement. Part of motion control.
NPC.Modify.MountAnchorX ? X-axis offset for mount anchor point. Where rider sits horizontally on mount NPC.
NPC.Modify.NighttimeOffhandSlot ? Off-hand inventory slot index to equip during night time. Allows NPCs to hold torches at night. Value 0+ selects slot, -...
NPC.Modify.Patrol.Compute ? Computed patrol flag reference. Allows patrol behavior toggle to be parameterized. References boolean from Parameters to...
NPC.Modify.ProduceItem ? Item produced by NPC over time. Override for automatic item production (eggs, poop).
NPC.Modify.RangedAttackSequence ? Ranged attack sequence override in Modify section. Variant-specific ranged combat.
NPC.Modify.SparTargetGroups ? Array of NPC group names that this NPC can spar (practice combat) with. Part of Hytale's training/idle combat system whe...
NPC.Modify.SummonKind ? NPC role name for summoned creature type. Defines what NPC gets spawned when this NPC uses summon abilities. Part of sum...
NPC.Modify.ThreatenDelayRange ? Delay range before threaten behavior. Time before NPC starts threatening.
NPC.Modify.TimidDuringDay ? Timidity override for daytime. Whether NPC is shy during daylight hours.
NPC.Modify._InteractionVars ? Interaction variables override in Modify section. Allows customizing damage and interaction properties.
NPC.MotionControllerList.DescentAnimationType ? Animation type played during descent/falling. Visual for downward movement.
NPC.MotionControllerList.DesiredAltitudeWeight ? Weight for altitude maintenance behavior. How much NPC prioritizes target altitude.
NPC.MotionControllerList.Gravity ? Gravity strength for motion controller. Affects fall speed and jump arcs.
NPC.MotionControllerList.HoverFreq ? Frequency value controlling how fast a hovering NPC bobs up and down between MinHover and MaxHover heights. Part of the ...
NPC.MotionControllerList.JumpDescentSteepness ? Controls the steepness of descent during the falling phase of a jump. Part of jump motion parameters in Walk motion cont...
NPC.MotionControllerList.MaxClimbSpeed ? Maximum climbing/ascending speed for flying or wall-climbing NPCs. Limits how fast NPC gains altitude or climbs.
NPC.MotionControllerList.MaxHeadRotationSpeed ? Maximum degrees per second the NPC's head can rotate to track targets or look around. Part of Walk motion controller. Co...
NPC.MotionControllerList.MaxHeightOverGround ? Maximum height in blocks that flying/hovering NPC can fly above ground. Part of aerial movement constraints.
NPC.MotionControllerList.MaxRollAngle ? Maximum roll angle in degrees for flying NPCs. How much NPC tilts when turning.
NPC.MotionControllerList.MinAirSpeed ? Minimum air speed for flying motion. Below this, flying NPC stalls or hovers.
NPC.MotionControllerList.MinDepthBelowSurface ? Minimum depth in blocks below water surface for underwater movement. Part of aquatic motion configuration.
NPC.MotionControllerList.MinDiveDepth ? Minimum depth in blocks for diving/swimming underwater. Part of aquatic movement configuration.
NPC.MotionControllerList.MinHover ? Minimum hover height above ground. Lowest altitude for hovering NPCs.
NPC.MotionControllerList.MinHoverClimb ? Minimum climb rate for hovering motion controller. How fast hovering NPC ascends minimum.
NPC.MotionControllerList.MinJumpHeight ? Minimum height in blocks for triggering jump behavior. NPC only jumps when obstacle is at least this tall.
NPC.MotionControllerList.RunThreshold.Compute ? Computed run threshold reference. Allows run/walk animation threshold to be parameterized via Compute expression. Refere...
NPC.MotionControllerList.RunThresholdRange ? Speed threshold range [min, max] for transitioning to run animation.
NPC.MotionControllerList.SinkRatio ? How much NPC sinks in water. Buoyancy setting for swimming NPCs.
NPC.MotionControllerList.Type ? Motion controller type. Selects movement implementation (Walk, Fly, Swim, etc.).
NPC.NameTranslationKey ? Localization key for displaying the NPC's name in the UI. Points to a translation string in language files. Usually comp...
NPC.OffHandSlots ? Number of off-hand inventory slots (1-2) this NPC has. Used by intelligent NPCs that can hold items in their off-hand (s...
NPC.Parameters.AbsoluteDetectionRange.Value ? Absolute maximum detection range ignoring all modifiers. Hard cap on awareness distance.
NPC.Parameters.AlertedRelativeForwardsSpeed.Description ? Documentation for AlertedRelativeForwardsSpeed parameter. Speed when moving forward while alerted.
NPC.Parameters.AlertedRelativeForwardsSpeed.Value ? Speed multiplier for forward movement when NPC is in alerted state. Part of state-based speed configuration.
NPC.Parameters.AlertedStrafingFrequencyRange.Description ? Documentation for AlertedStrafingFrequencyRange. How often NPC strafes when alerted.
NPC.Parameters.AlertedTimeoutGiveUp ? Time until NPC gives up during alerted timeout. When alert expires, stops searching.
NPC.Parameters.AlwaysSleepAtNight ? Boolean forcing NPC to sleep during nighttime hours. Part of day/night behavior system.
NPC.Parameters.AlwaysSleepAtNight.Description ? Documentation for AlwaysSleepAtNight boolean. Whether NPC forces sleep at night.
NPC.Parameters.ArenaRadius ? Radius in blocks for arena/combat zone. Defines area NPC considers its fighting space.
NPC.Parameters.Asset.Value ? Asset reference for NPC. Model or prefab asset identifier.
NPC.Parameters.AttackChangeDelay ? Delay between attack type changes. Cooldown before switching attacks.
NPC.Parameters.AttackDistance ? Distance in blocks at which NPC will execute attack actions. Part of combat range configuration. Determines when NPC is ...
NPC.Parameters.AttackDistance.Description ? Documentation for AttackDistance parameter. Distance at which NPC executes attacks.
NPC.Parameters.AttackFrequency.Value ? Time in seconds between attack attempts. Controls how often NPC tries to attack. Part of combat pacing system.
NPC.Parameters.AttackRange.Description ? Documentation for AttackRange parameter. Defines maximum distance for attack execution - different from AttackDistance w...
NPC.Parameters.AttackRange.Value ? Maximum range in blocks for attack execution. How far NPC's attacks can reach.
NPC.Parameters.AttackState ? State name to transition to when NPC initiates an attack. Part of flock coordination and combat state management system.
NPC.Parameters.AttitudeGroup.Value ? Attitude group this NPC belongs to. Used for faction-based relationship system.
NPC.Parameters.Attitudes.Value ? Attitude configuration for NPC relationships. Defines how NPC treats different groups.
NPC.Parameters.AttractiveItemsTimeout.Value ? Timeout before NPC loses interest in attractive item. Attention span.
NPC.Parameters.BeaconAttackMessage ? Beacon message name sent to flock/group when this NPC initiates attack. Part of flock coordination system.
NPC.Parameters.BlockAbility ? Ability used for blocking attacks. Reference to shield/block behavior.
NPC.Parameters.BlockAbility.Description ? Documentation for BlockAbility parameter. References the defensive block/parry action NPCs can use in combat.
NPC.Parameters.BlockStepDetectionIncludeNPCs.Description ? Documentation for BlockStepDetectionIncludeNPCs parameter. Controls whether block step detection (e.g., web sensing for ...
NPC.Parameters.Boolean.Value.Compute ? Computed reference for boolean parameter value. Dynamic boolean based on expression.
NPC.Parameters.BreathesInWater ? Boolean indicating NPC can breathe underwater. Opposite of BreathesInAir.
NPC.Parameters.Burn.Value ? Effect reference or configuration for burn status effect application. Links NPC to fire/burn damage effect when applied.
NPC.Parameters.CallBeacon ? Beacon message name for calling allies/group members. Part of NPC-to-NPC communication system.
NPC.Parameters.CanHear.Description ? Documentation for CanHear boolean parameter. Controls whether NPC has hearing capability.
NPC.Parameters.CanSee.Description ? Documentation for CanSee boolean parameter. Controls whether NPC has visual detection capabilities.
NPC.Parameters.ChanceToBeAlertedWhenFlockAlerted ? Probability (0-1) NPC becomes alerted when flock member alerts. Flock awareness spread.
NPC.Parameters.ChanceToBeAlertedWhenReceivingCallForHelp ? Percentage chance (0-100) NPC becomes alerted when receiving help beacon from ally.
NPC.Parameters.ChanceToEquipFromIdleHotbarSlot.Value ? Probability (0-1) to equip item from idle hotbar slot. Random item fiddling chance.
NPC.Parameters.ChanceToTurnFriendlyWithAttractiveItem.Description ? Documentation for taming chance with attractive items. Friendliness conversion.
NPC.Parameters.ChangeRole.Description ? Documentation for ChangeRole boolean parameter. Controls whether NPC can transform or switch to different NPC role durin...
NPC.Parameters.ChargedCharge.Value ? Charge time in seconds for charged attacks. How long NPC must charge before releasing.
NPC.Parameters.ChargedCost ? Resource cost range [min, max] for charged attacks. How much energy/stamina charged attacks consume.
NPC.Parameters.ChaseDistance ? Distance range [min, max] in blocks that NPC tries to maintain from target while chasing. Part of combat positioning sys...
NPC.Parameters.ChaseRelativeSpeed ? Speed multiplier when chasing targets. How fast NPC pursues relative to base speed.
NPC.Parameters.CheckDroppedMeat ? Boolean enabling dropped meat detection. NPC checks for meat items on ground.
NPC.Parameters.ChestBlockSet ? Block set for chest/storage blocks NPC interacts with. Storage linkage.
NPC.Parameters.ChestBlockSet.Value ? Block set reference for NPC chest/storage linkage. Connects NPC to specific storage blocks.
NPC.Parameters.CloseRange ? Close-range distance parameter. Defines threshold for close-quarters behaviors like melee switching.
NPC.Parameters.CombatAttackPostDelay.Value ? Delay after attack before next action. Recovery time after attacking.
NPC.Parameters.CombatAttackPreDelay.Value ? Delay before attack execution in combat. Windup time before damage dealt.
NPC.Parameters.CombatBackOffAfterAttack ? Boolean enabling retreat after attacking. NPC backs up after landing attack.
NPC.Parameters.CombatBackOffDurationRange.Value ? Duration range for combat back-off movement. How long NPC retreats.
NPC.Parameters.CombatDirectWeight.Value ? Weight value for direct approach combat style. Higher = more likely to charge straight at target vs strafing.
NPC.Parameters.CombatMovingRelativeSpeed.Value ? Speed multiplier when moving during combat. How fast NPC moves while fighting.
NPC.Parameters.CombatStrafingFrequencyRange ? Time range between strafe movements in combat. Lateral movement pacing.
NPC.Parameters.CompanionType.Description ? Documentation for CompanionType parameter. Specifies which NPC type is summoned as companion/pet.
NPC.Parameters.ConfusedTimeRange ? Time range [min, max] NPC stays confused after triggering confusion.
NPC.Parameters.Count.Description ? Documentation for Count parameter. Generic numeric count used for various purposes.
NPC.Parameters.DayFlavorAnimation ? Animation name played during daytime idle flavor moments. Adds personality to NPC behavior.
NPC.Parameters.DefaultOffHandSlot.Description ? Documentation for DefaultOffHandSlot parameter. Specifies which hotbar slot item is equipped in the off-hand by default.
NPC.Parameters.DesiredDistanceRange.Description ? Documentation for DesiredDistanceRange parameter. Range of preferred combat distances.
NPC.Parameters.DesiredDistanceRange.Value ? Distance range [min, max] in blocks that NPC tries to maintain from target. Combat positioning preference.
NPC.Parameters.DespawnIfIdle.Value ? Boolean controlling despawn when NPC has been idle too long. Cleanup for inactive NPCs.
NPC.Parameters.DesperateAttack ? Attack used when NPC is desperate (low health, cornered). Emergency attack.
NPC.Parameters.DesperateAttack.Description ? Documentation for DesperateAttack parameter. Special attack when NPC is low health or cornered.
NPC.Parameters.DistractedPenalty ? Detection range penalty when NPC is distracted. Reduces awareness during certain activities.
NPC.Parameters.DistractedSenseRange ? Reduced detection range when NPC is distracted or focused on another activity. Part of attention-based detection system.
NPC.Parameters.Double.Value ? Generic double (float) parameter value. Used for various numeric configurations.
NPC.Parameters.DoubleArray ? Array of floating-point (double) numbers parameter. Used for range values, coordinate lists, or any configuration requir...
NPC.Parameters.EatItem ? Item reference that NPC consumes/eats during feeding behaviors. Part of hunger and eating system.
NPC.Parameters.Enabled.Description ? Documentation for generic Enabled boolean parameter. Controls whether feature/behavior is active.
NPC.Parameters.Enum ? Parameter type for single enum values. Holds one value from a predefined set of string options. Part of Hytale's typed p...
NPC.Parameters.EnumSet.Value ? Set of enum values parameter. Holds multiple enum flags that are active simultaneously.
NPC.Parameters.EventGroup ? Event group this NPC belongs to. Used for coordinated multi-NPC events.
NPC.Parameters.EventGroup.Description ? Documentation for EventGroup parameter. Groups related NPCs for event coordination.
NPC.Parameters.EventRange.Value ? Range in blocks for event participation. How far NPC can detect/join events.
NPC.Parameters.ExtraIdleComponent.Description ? Documentation for ExtraIdleComponent parameter. References an additional idle behavior component that runs alongside mai...
NPC.Parameters.ExtraIdleWeight.Value ? Weight value for extra idle behavior selection. Higher = more likely to use extra idle component.
NPC.Parameters.FleeDistance ? Distance range [min, max] NPC tries to reach when fleeing. Target flee distance.
NPC.Parameters.FleeIfNotThreatened ? Boolean controlling flee behavior when NPC isn't actively threatened. Part of predator aggression tuning.
NPC.Parameters.FlockJoinRange.Value ? Distance in blocks that NPCs search for existing flocks to join or potential flock members to form new flocks with. Part...
NPC.Parameters.FlockLeaveRange.Description ? Documentation for FlockLeaveRange parameter. Defines distance at which NPC leaves its current flock to join another or b...
NPC.Parameters.FlockOnly ? Boolean restricting sensor/behavior to only affect flock members. Part of flock coordination system.
NPC.Parameters.FlockOnly.Description ? Documentation for FlockOnly boolean. Whether NPC only functions within flock.
NPC.Parameters.FoodBlockSet ? Block set containing food blocks NPC can eat. Defines edible environment blocks.
NPC.Parameters.FoodItemSet.Value ? Item set containing food items NPC can eat. Consumable item preferences.
NPC.Parameters.FoodNPCBeacon ? Beacon message name for food-related NPC communication. Used in hunting/feeding coordination.
NPC.Parameters.FoodNPCGroups ? NPC groups this NPC considers food. Prey group definitions.
NPC.Parameters.FriendlyOverrideTime.Description ? Documentation for FriendlyOverrideTime parameter. Duration that NPC remains friendly after attitude override.
NPC.Parameters.GeneralWatchTimeout.Value ? Timeout for general watching behavior. How long NPC watches before losing interest.
NPC.Parameters.GetAwayRange ? Range at which NPC tries to get away from threats. Escape distance target.
NPC.Parameters.GrazingBlockSet.Description ? Documentation for GrazingBlockSet parameter. Blocks NPC can graze/eat from.
NPC.Parameters.Greet.Description ? Documentation for Greet boolean parameter. Controls whether NPC performs greeting behavior toward targets.
NPC.Parameters.GreetAnimation.Value ? Animation name to play when NPC greets a player. Part of the Temple NPC social interaction system. Creates friendly NPC ...
NPC.Parameters.Greeting.Description ? Documentation for Greeting animation parameter. Specifies which animation plays when NPC greets.
NPC.Parameters.HardLeashDistance.Value ? Absolute maximum distance in blocks from spawn point before NPC immediately returns home. The hard boundary that cannot ...
NPC.Parameters.HarvestAddItemBucket ? Item to give when harvested with bucket. Specific harvest interaction item.
NPC.Parameters.HarvestDropList ? Drop list reference for harvest interaction. Items dropped when NPC is harvested (sheared, milked).
NPC.Parameters.HarvestModelAttachmentHarvested ? Model attachment shown after harvest. Visual for harvested/depleted state.
NPC.Parameters.HarvestModelSlot ? Model attachment slot for harvest state display. Where harvest indicator shows.
NPC.Parameters.HarvestParticles.Value ? Particle effect when NPC is harvested. Visual feedback during harvest interaction.
NPC.Parameters.HarvestTimeout ? Time range [min, max] in seconds before NPC can be harvested again. Cooldown between shearing, milking, etc.
NPC.Parameters.HealEntityEffect ? Entity effect for healing this NPC. Effect triggered when NPC heals.
NPC.Parameters.HearingRange.Description ? Documentation for HearingRange parameter. Defines distance in blocks that NPC can hear sounds from targets and events.
NPC.Parameters.HideWhenScared ? Boolean enabling hiding behavior when scared. NPC seeks hiding spots instead of fleeing.
NPC.Parameters.Hotbar.Description ? Documentation for Hotbar parameter. Items in NPC's hotbar slots.
NPC.Parameters.HotbarItems ? Array of item names equipped in NPC's hotbar slots. Defines weapons, tools, and held items. Core equipment configuration...
NPC.Parameters.HotbarItems.TypeHint ? Type hint string for HotbarItems parameter in editor. Tells the editor what type of values are expected.
NPC.Parameters.IdleComponent.Value ? Component reference for idle behavior. Which idle component to use.
NPC.Parameters.IdleMotionComponent.Value ? Component reference for idle motion behavior. Defines how NPC moves during idle state.
NPC.Parameters.IgnoreOverrideTime.Value ? Duration in seconds that an NPC maintains an 'Ignore' attitude override toward a target. Used by neutral animals after f...
NPC.Parameters.Int.Value ? Generic integer parameter value. Used for various numeric configurations.
NPC.Parameters.Invert ? Boolean parameter to invert behavior logic. When true, condition results are negated. Part of conditional behavior syste...
NPC.Parameters.InvestigateRange.Value ? Distance in blocks that NPC will travel to investigate suspicious sounds or sightings. Part of alert behavior system.
NPC.Parameters.Invulnerable.Value ? Boolean making NPC immune to all damage. Used for placeholders, merchants, and quest-critical NPCs.
NPC.Parameters.IsHarvestable ? Boolean indicating NPC can be harvested. Master toggle for harvest interaction.
NPC.Parameters.Items ? Array of item references for NPC equipment, loot, or inventory configuration. General-purpose item list parameter.
NPC.Parameters.Items.TypeHint ? Type hint for Items parameter array. Guides editor with expected value types.
NPC.Parameters.LovedItems.Value ? Array of items this NPC loves. Used for taming, befriending, attracting.
NPC.Parameters.MaintainDistance ? Root parameter for distance maintenance. Preferred target distance setting.
NPC.Parameters.MaxRotationSpeed.Value ? Maximum rotation speed in degrees per second. How fast NPC can turn.
NPC.Parameters.MemoriesCategory.Value ? Category string for NPC's entry in player Memories/bestiary system. Groups related creatures in the journal UI. Part of ...
NPC.Parameters.MemoriesNameOverride.Value ? Override string for NPC's name in player Memories/bestiary. Empty string uses default name. Part of journal display syst...
NPC.Parameters.MineBlockSet.Value ? Block set containing blocks NPC can mine. Mining behavior target blocks.
NPC.Parameters.MotionNothingTimer ? Time duration for 'nothing' motion state - when NPC is idle without movement. Part of motion timing.
NPC.Parameters.MotionPathName.Value ? Name of the patrol path this NPC follows during idle. References a path defined in world/map data. Used when MotionPath:...
NPC.Parameters.MotionStatic.Value ? Boolean value making NPC completely stationary. No movement whatsoever.
NPC.Parameters.MotionWander ? Root parameter for wander motion configuration. Wandering behavior settings.
NPC.Parameters.MotionWander1Timer ? Timer duration for first wander motion phase. Phase 1 wandering time.
NPC.Parameters.MotionWander2Timer ? Duration range [min, max] in seconds for WanderInCircle motion during idle. Controls how long the NPC wanders within a c...
NPC.Parameters.MountAnchorY.Value ? Vertical offset (Y-axis) in blocks where the rider sits on a mountable NPC. Part of the mount anchor system alongside Mo...
NPC.Parameters.MySwitch ? Boolean switch parameter for enabling/disabling behaviors. Used with Switch sensor type to conditionally execute instruc...
NPC.Parameters.NPCGroups.Value ? Array of NPC groups this NPC belongs to. Group memberships.
NPC.Parameters.NightFlavorAnimationLength ? Duration range for nighttime flavor animations. How long night activities play.
NPC.Parameters.NighttimeOffhandSlot.Value ? Hotbar slot index for nighttime off-hand item. NPCs may equip torches at night.
NPC.Parameters.NodePauseScaleRange.Value ? Scale range [min, max] for modifying pause duration at path nodes. Multiplies base pause time for variation.
NPC.Parameters.NotifyMessage ? Beacon message string sent when NPC performs greeting or notification action. Used in Trork greeting system to notify ot...
NPC.Parameters.NotifyTarget.Value ? Boolean flag enabling target notification when greeting. When true, NPC sends a delayed beacon message to the greeted ta...
NPC.Parameters.Patrol ? Root parameter for patrol behavior configuration. Patrolling settings.
NPC.Parameters.Patrol.Value ? Boolean or configuration enabling patrol behavior. When true, NPC follows patrol paths during idle. Part of guard behavi...
NPC.Parameters.PatrolPathName.Description ? Documentation for PatrolPathName parameter. Names the patrol path this NPC follows during idle or guard behavior.
NPC.Parameters.PlaceholderAnimation.Description ? Documentation for PlaceholderAnimation parameter. Animation played while NPC is in placeholder/inactive state.
NPC.Parameters.PlaceholderAnimation.Value ? Animation for placeholder/inactive state. What NPC does when not fully active.
NPC.Parameters.PlayerDefaultAttitude.Value ? Default attitude toward players specifically. Initial player relationship.
NPC.Parameters.PlayerGreetTimeout.Value ? Time in seconds before NPC can greet the same player again. Prevents greeting spam and creates realistic social cooldown...
NPC.Parameters.PrimaryDistance.Value ? Distance for primary attack execution. How far primary attack reaches or engages.
NPC.Parameters.PrimaryIdleTimeout ? Timeout before switching from primary activity to idle. Inactivity threshold.
NPC.Parameters.RandomIdleHotbarSlot.Value ? Hotbar slot to randomly equip during idle. NPCs may play with items when bored.
NPC.Parameters.RangedAttack2.Description ? Documentation for secondary ranged attack parameter. RangedAttack2 defines a second ranged attack ability for NPCs with ...
NPC.Parameters.RangedAttackDistance ? Distance parameter for ranged attack execution. Preferred distance for ranged engagement.
NPC.Parameters.RangedDistance ? Preferred distance for ranged combat. How far NPC wants to be when shooting.
NPC.Parameters.ReactToChests.Value ? Boolean controlling whether NPC reacts to chest/storage interactions nearby.
NPC.Parameters.ReactToNPCs.Description ? Documentation for ReactToNPCs boolean parameter. Controls whether NPC reacts to other NPCs vs only players.
NPC.Parameters.ReactToNPCs.Value ? Boolean controlling whether NPC reacts to other NPCs (vs only players).
NPC.Parameters.RelativeBackwardSpeed ? Speed multiplier for backward movement. How fast NPC moves in reverse.
NPC.Parameters.RelativeBackwardsSpeed ? Speed multiplier for backward movement. Alternative backward speed parameter.
NPC.Parameters.RelativeChaseSpeed ? Alternative chase speed parameter. Speed relative to base when pursuing.
NPC.Parameters.RunThreshold.Value ? Speed threshold for running. Above this speed, NPC uses run animation.
NPC.Parameters.Scale ? Scale multiplier parameter for NPC visual size. Value is decimal multiplier. Part of appearance configuration.
NPC.Parameters.Scale.Description ? Documentation for Scale parameter controlling NPC visual size multiplier. Part of appearance configuration for size vari...
NPC.Parameters.ScrapperRole.Description ? Human-readable explanation for the ScrapperRole parameter. ScrapperRole defines the NPC type that large NPCs (like Gobli...
NPC.Parameters.SecondaryCharge ? Secondary charge attack parameter. Configuration for secondary charged ability (vs primary charge).
NPC.Parameters.SecondaryCharge.Value ? Configuration for secondary charged attack. Alternate charge attack ability.
NPC.Parameters.ShootRange ? Maximum range for ranged attacks. How far NPC can shoot projectiles.
NPC.Parameters.SignatureCharge ? Charge time for signature ability. How long NPC charges signature move.
NPC.Parameters.SignatureCost ? Resource cost for signature ability. How much energy signature move consumes.
NPC.Parameters.SignatureCost.Value ? Energy cost range [min, max] deducted from SignatureEnergy stat when using signature ability. Part of the signature/spec...
NPC.Parameters.SignatureDistance.Value ? Distance range [min, max] in blocks for positioning before using signature ability. NPC moves to this range before execu...
NPC.Parameters.SignatureTimer.Value ? Time range [min, max] in seconds for signature ability cooldown/timer. Part of the signature/special ability system. Con...
NPC.Parameters.SleepingAttack ? Attack used when NPC is disturbed while sleeping. Defensive sleep interruption attack.
NPC.Parameters.SleepingAttack.Description ? Documentation for the SleepingAttack parameter. SleepingAttack is the attack ability used when an NPC is disturbed while...
NPC.Parameters.SleepsAtNight.Value ? Boolean controlling whether NPC enters sleep state at night. Part of day/night cycle.
NPC.Parameters.SlowDownDistance ? Distance at which NPC begins slowing down when approaching. Deceleration zone.
NPC.Parameters.SmellRange.Description ? Documentation for SmellRange parameter. Defines distance in blocks that NPC can smell/sense targets through scent.
NPC.Parameters.SneakAttackDistance ? Distance for sneak attack execution. How close target must be for ambush attack.
NPC.Parameters.SneakAttackSequence.Description ? Documentation for SneakAttackSequence parameter. References attack sequence used when NPC ambushes.
NPC.Parameters.SneakAttackSequence.Value ? Attack sequence component for sneak/ambush attacks. Used when NPC surprises target.
NPC.Parameters.SparBeginMessage ? Beacon message sent when sparring begins. Combat training start notification.
NPC.Parameters.StopDistance.Description ? Documentation for StopDistance parameter. Distance at which NPC stops approaching target.
NPC.Parameters.StrafingFrequencyRange ? Time range [min, max] between strafe movements. How often NPC moves laterally in combat.
NPC.Parameters.StringArray ? Array of string values parameter. Used for lists of names, tags, references, or any multi-string configuration.
NPC.Parameters.StringArray.Value ? Array of string values parameter. Generic string array for various purposes.
NPC.Parameters.StringValue.Description ? Generic parameter type for string values with documentation. Part of the typed parameter system. Holds arbitrary string ...
NPC.Parameters.TargetGroups ? Array of NPC group names that this NPC will target for attacks or detection. Part of faction/group targeting system.
NPC.Parameters.TargetRange ? Distance in blocks that determines target priority in combat. When target is within TargetRange, NPC maintains focus on ...
NPC.Parameters.TargetSwitchTimer.Description ? Documentation for TargetSwitchTimer parameter. Time range before NPC considers switching combat targets.
NPC.Parameters.TasksById ? Object mapping task IDs to task configurations. Provides named tasks for NPC to execute.
NPC.Parameters.ThreatenAnimation ? Animation played when NPC threatens target. Intimidation display before attack.
NPC.Parameters.ThreatenDelayRange.Description ? Human-readable explanation string for the ThreatenDelayRange parameter's Value. Documents what the [min, max] seconds de...
NPC.Parameters.ThroughWalls.Value ? Boolean controlling whether sensors can detect through solid blocks. False requires line of sight. Part of detection con...
NPC.Parameters.TimidDuringDay.Description ? Documentation for TimidDuringDay boolean parameter. Controls whether NPC flees from players during daytime hours. Part o...
NPC.Parameters.TimidDuringDay.Value ? Boolean making NPC timid specifically during daytime. Affects day behavior only.
NPC.Parameters.TooCloseDistance.Value ? Distance threshold considered too close. When target closer, NPC may flee or change behavior.
NPC.Parameters.UnderlingCallFrequency ? Time range [min, max] between underling call attempts. How often leader calls minions.
NPC.Parameters.UnderlingCallFrequency.Description ? Human-readable explanation for the UnderlingCallFrequency parameter. UnderlingCallFrequency is a [min, max] range in tic...
NPC.Parameters.UseCombatActionEvaluator ? Boolean enabling Combat Action Evaluator system. Smart combat decision making.
NPC.Parameters.UseCombatActionEvaluator.Description ? Documentation for UseCombatActionEvaluator boolean parameter. Controls whether NPC uses the Combat Action Evaluator (CAE...
NPC.Parameters.UseTarget.Description ? Documentation for UseTarget boolean parameter. Controls whether action targets the locked target or uses default targeti...
NPC.Parameters.UseWeaponSlot ? Hotbar slot index for weapon equipment. Specifies which slot contains the weapon for combat actions.
NPC.Parameters.ViewDistance ? Maximum distance NPC can see targets. Different from ViewRange which may be sector-based.
NPC.Parameters.ViewRange ? Root parameter for view range configuration. Maximum visual detection distance.
NPC.Parameters.ViewRange.Description ? Documentation for ViewRange parameter. Defines how far the NPC can see to detect targets.
NPC.Parameters.VisitFrequency ? Time range [min, max] between NPC visits to locations. Patrol/visit interval.
NPC.Parameters.WaitTime ? Time duration parameter for wait/delay behaviors. Used in patrol, idle, and sequence actions to pause between activities...
NPC.Parameters.WakingIdleBehaviorComponent.Value ? Reference to instruction component controlling idle behavior after waking. Allows different NPCs to have different idle ...
NPC.Parameters.WakingPeriod.Value ? Time period [min, max] hours when NPC is awake. Day/night activity schedule.
NPC.Parameters.WalkSpeed.Description ? Documentation for WalkSpeed parameter. Base walking speed in blocks per second.
NPC.Parameters.Wander.Description ? Documentation for Wander boolean or configuration parameter. Controls whether NPC wanders randomly during idle states.
NPC.Parameters.WanderRadius.Value ? Radius in blocks for idle wandering behavior. Defines area around current position where NPC randomly moves during idle ...
NPC.Parameters.WarnGroups ? Array of NPC group names to warn when this NPC spots an enemy. Part of the Beacon messaging system for coordinated threa...
NPC.Parameters.WatchRange.Value ? Distance NPC can watch targets. Range for observation behavior.
NPC.Parameters.Weapon.Description ? Documentation for Weapon parameter that specifies NPC's equipped weapon item. Part of inventory and combat equipment sys...
NPC.PossibleInventoryItems ? Drop list or items NPC can spawn with in inventory. Starting inventory options.
NPC.Reference ? String reference to a base NPC template that this variant inherits from. Core of Hytale's NPC template inheritance syste...
NPC.SeparationDistance ? Numeric distance in blocks that this NPC tries to maintain from other NPCs. Part of Hytale's flocking/crowding avoidance...
NPC.SeparationDistanceTarget ? Numeric target distance (0.5-1.5) for separation force falloff. Part of advanced flocking system. Controls at what dista...
NPC.SeparationFarRadiusTarget ? Numeric far radius (5-8 blocks) for separation force falloff. Defines outer range where separation begins to take effect...
NPC.SeparationNearRadiusTarget ? Target radius for separation behavior. Minimum distance between flocking NPCs.
NPC.SeparationWeight ? Numeric weight (1.0-1.2) for how strongly this NPC pushes away from other NPCs. Part of flocking/separation system along...
NPC.SpawnParticles ? Particle system ID to play when this NPC spawns. Creates visual effects like zombies digging out of ground or explosion ...
NPC.SpawnParticlesOffset ? Array of 3 numbers [X, Y, Z] defining the offset position for spawn particles. Used with SpawnParticles to position the ...
NPC.StartState ? Initial main state when NPC activates. Top-level state machine starting point.
NPC.StateEvaluator ? Root object for state evaluation system. Defines conditions for automatic state transitions.
NPC.StateEvaluator.Options.Conditions ? Array of conditions for state evaluator option. Requirements for state transition.
NPC.StateEvaluator.Options.Conditions.Stat ? Stat name to evaluate in StateEvaluator conditions. Common stats: 'Health' for health-based state changes. Part of dynam...
NPC.StateEvaluator.Options.Conditions.Type ? Condition type string in StateEvaluator. Determines what kind of check is performed. Common types: 'OwnStatPercent' for ...
NPC.StateTransitions ? Array of state transition configurations. Automatic state changes on triggers.
NPC.StateTransitions.Actions.DisplayName ? Debug display name shown when state transition action executes. Used for visual feedback during development and testing.
NPC.StateTransitions.Actions.ParticleSystem ? Name of particle system to spawn with SpawnParticles action. References particle effects defined in Client assets. Used ...
NPC.StateTransitions.States ? Array of state names that this transition affects. Can be source states (FromStates) or destination states (ToStates).
NPC.TestType ? String enum ('Normal' or 'Failing') for test NPC classification. Used by Hytale's automated testing system to categorize...
NPC.Type ? Defines the NPC role's inheritance type - whether it's a spawnable entity, a template, a reusable component, or a generi...
NPCs ? List of NPCs entries
NameTranslationKey String The translation key for this NPC's name. REQUIRED field.
OffHand ? Array of item references for NPC off-hand slots (shields, torches, etc). Defines items held in non-weapon hand.
OffHandItems AssetArray null Array of item assets for NPC's off-hand slots.
OffHandSlots Integer 0 Number of off-hand slots for this NPC.
OpaqueBlockSet Asset Opaque Block set for opacity calculations.
Patrol ? Boolean enabling patrol behavior during idle. When true, NPC walks between patrol points or wanders purposefully instead...
Projectile.Appearance ? Reference to the visual model or appearance definition for this projectile. Determines how the projectile looks in fligh...
Projectile.BounceParticles ? Particle system configuration triggered when the projectile bounces off a surface.
Projectile.BounceSoundEventId ? Sound event ID played when the projectile bounces off a surface.
Projectile.Bounciness ? Velocity retention on bounce, from 0 (no bounce) to 1 (perfect bounce). How much speed is kept after hitting a surface.
Projectile.Damage ? Base damage dealt when the projectile hits a target entity. Core combat value.
Projectile.DeadTime ? Time in seconds the projectile remains visible after hitting a target before despawning.
Projectile.DeadTimeMiss ? Time in seconds the projectile remains visible after missing (hitting terrain/nothing) before despawning.
Projectile.DeathEffectsOnHit ? Whether death particles/sounds trigger when hitting a target, in addition to hit effects.
Projectile.DeathParticles ? Particle system configuration triggered when the projectile expires or is destroyed.
Projectile.DeathSoundEventId ? Sound event ID played when the projectile expires or is destroyed.
Projectile.DepthShot ? Forward offset from shooter when projectile spawns. How far in front projectile starts.
Projectile.ExplosionConfig ? Configuration object for area-of-effect explosions on impact. Contains damage, radius, and knockback settings.
Projectile.ExplosionConfig.BlockDamageRadius ? Radius in blocks for terrain destruction. How far the explosion destroys blocks.
Projectile.ExplosionConfig.DamageBlocks ? Whether the explosion destroys blocks within the blast radius.
Projectile.ExplosionConfig.DamageEntities ? Whether the explosion damages NPCs and players within the blast radius.
Projectile.ExplosionConfig.EntityDamageFalloff ? How damage reduces with distance from explosion center. 1 = linear, 2 = quadratic falloff.
Projectile.ExplosionConfig.EntityDamageRadius ? Radius in blocks for entity damage. How far the explosion damages NPCs and players.
Projectile.ExplosionConfig.Knockback ? Configuration for knockback force applied to entities in the explosion radius.
Projectile.ExplosionConfig.Knockback.Force ? Strength of the knockback effect. How hard entities are pushed.
Projectile.ExplosionConfig.Knockback.Type ? Direction type for knockback force: Point (from center), Direction (projectile direction), Away, or Towards.
Projectile.ExplosionConfig.Knockback.VelocityType ? How knockback is applied to entity velocity: Set (replace), Add (add to current), or Multiply.
Projectile.Gravity ? Downward acceleration applied to the projectile during flight. Controls trajectory arc.
Projectile.Height ? Collision height for area-effect projectiles. Vertical size of the projectile hitbox.
Projectile.HitParticles ? Particle system configuration triggered when the projectile hits a target entity.
Projectile.HitSoundEventId ? Sound event ID played when the projectile hits a target entity.
Projectile.HorizontalCenterShot ? Horizontal offset from shooter center when projectile spawns. Positions projectile spawn point.
Projectile.ImpactSlowdown ? Speed reduction multiplier applied on impact. Additional slowdown beyond bounciness.
Projectile.MissParticles ? Particle system configuration triggered when the projectile hits terrain/environment.
Projectile.MissSoundEventId ? Sound event ID played when the projectile hits terrain/environment.
Projectile.MuzzleVelocity ? Initial speed of the projectile when fired, measured in blocks per second. Launch velocity.
Projectile.PitchAdjustShot ? Whether to automatically adjust projectile pitch based on target distance for arc compensation.
Projectile.Radius ? Collision radius for area-effect projectiles. Size of the projectile hitbox.
Projectile.SticksVertically ? Whether the projectile sticks into surfaces on impact, remaining visible in the world.
Projectile.TerminalVelocity ? Maximum speed the projectile can reach, limiting acceleration from gravity or other forces.
Projectile.TimeToLive ? Maximum flight time in seconds before the projectile automatically despawns.
Projectile.VerticalCenterShot ? Vertical offset from shooter center when projectile spawns. Positions projectile spawn height.
RunThreshold ? Relative speed threshold (0.0-1.0) at which run animation plays instead of walk. Determines walk/run animation transitio...
SpawnLockTime Double 1.5 Time in seconds NPC is protected after spawning.
StartState String start Initial NPC state when spawned. Controls starting behavior.
StateTransitions ObjectRef null Reference to state transition rules for NPC behavior.
SwimDepth Double 0.4 Swim depth for Dive Motion Controller.
ThreatenAnimation ? Animation name to play during intimidation display in Alerted state. The 'roar before attacking' animation. Works with T...
ThreatenDelayRange ? Time range [min, max] in seconds before playing ThreatenAnimation during Alerted state. Part of the intimidation display...
TimidDuringDay ? Boolean controlling whether this NPC flees from players during daytime. Part of the day/night behavior system. Timid NPC...
Unknown.Animations.Water ? Water animation set configuration. Animations used when NPC is in water.
Unknown.Animations.Water.Looping ? Boolean making water animation loop continuously. Swim cycle repetition.
Unknown.CombatActionEvaluator.AvailableActions.Behind ? Combat action available when target is behind NPC. Position-based action option.
Unknown.CombatActionEvaluator.AvailableActions.Charged.AttackDistanceRange ? Distance range for charged attack execution. When charged attack is valid.
Unknown.CombatActionEvaluator.AvailableActions.Spawn.Target ? Target for spawn action in Combat Action Evaluator. What spawn action targets.
Unknown.CombatActionEvaluator.AvailableActions.Strafe.PostExecuteDistanceRange ? Distance range to move after strafe action completes. Post-strafe repositioning.
Unknown.ExplosionConfig.Knockback.VelocityConfig.Threshold ? Velocity threshold for explosion knockback. Minimum force for knockback effect.
Unknown.ExplosionConfig.Knockback.VelocityType ? Type of velocity calculation for explosion knockback. How force is applied.
Unknown.Interactions.HorizontalSpeedMultiplier ? Speed multiplier for horizontal movement during interaction. Movement while interacting.
Unknown.Interactions.Primary.Interactions.Page ? UI page for primary interaction display. Which interface page shows this interaction.
ViewRange ? The range in blocks from which this NPC can visually detect targets. Works with ViewSector (cone angle) and Component_Se...
ViewSector ? The field-of-view cone angle in degrees for visual detection. Works with ViewRange. Target must be within this angle fro...
WanderRadius ? The radius in blocks for idle wandering behavior around the current position. Used in WanderInCircle motion during Idle ...
Weapons ? Array of item references for NPC hotbar (weapons and main-hand items). Defines what weapons/items the NPC can hold and u...

File Index

Complete folder structure of Hytale's Assets. Click a folder to expand.

Assets/Server/ (30 folders)

Audio/ (7)
AmbienceFX/
AudioCategories/
EQ/
ItemSounds/
Reverb/
SoundEvents/
SoundSets/
BarterShops/
BlockTypeList/
Camera/ (3)
CameraEffect/
CameraShake/
ViewBobbing/
Drops/ (10)
Crop/
Ingredients/
Items/
NPCs/
Objectives/
Plant/
Prefabs/
Rock/
Traps/
Wood/
Entity/ (10)
Damage/
Effects/
GameMode/
HitboxCollision/
ModelVFX/
MovementConfig/
Repulsion/
Stats/
Trails/
UI/
Environments/ (7)
Legacy/
Unique/
Zone0/
Zone1/
Zone2/
Zone3/
Zone4/
Farming/ (2)
Coops/
Modifiers/
GameplayConfigs/
HytaleGenerator/ (7)
Assignments/
Biomes/
BlockMasks/
Density/
Graphs/
Settings/
WorldStructures/
Instances/ (26)
Basic/
Challenge_Combat_1/
CreativeHub/
Default/
Default_Old/
Dungeon_1/
Dungeon_Goblin/
Dungeon_Outlander/
Flat/
Forgotten_Temple/
NPC_Faction_Gym/
NPC_Gym/
Persistent/
Portals_Hedera/
Portals_Henges/
Portals_Jungles/
Portals_Oasis/
Portals_Taiga/
ShortLived/
ShortLivedSlow/
TimeOut/
Void/
Zone1_Plains1/
Zone2_Desert1/
Zone3_Taiga1/
Zone4_Volcanic1/
Item/ (14)
Animations/
Block/
Category/
CustomConnectedBlockTemplates/
Groups/
Interactions/
Items/
PlayerToolsMenuConfig/
Qualities/
Recipes/
ResourceTypes/
Reticles/
RootInteractions/
Unarmed/
Languages/ (6)
de-DE/
en-US/
es-ES/
fr-FR/
pt-BR/
ru-RU/
MacroCommands/ (1)
_Examples/
Models/ (25)
Beast/
Boss/
Christmas/
Critter/
Deployables/
Elemental/
Flying_Beast/
Flying_Critter/
Flying_Wildlife/
Human/
Instances/
Intelligent/
Livestock/
Pets/
Projectiles/
Scifi/
Showcase/
Swimming_Beast/
Swimming_Critter/
Swimming_Wildlife/
Test/
Undead/
Vehicles/
Void/
Wildlife/
NPC/ (7)
Attitude/
Balancing/
DecisionMaking/
Flocks/
Groups/
Roles/
Spawn/
Objective/ (4)
ObjectiveLines/
ObjectiveLocationMarkers/
Objectives/
ReachLocationMarkers/
Particles/ (15)
Block/
Combat/
Deployables/
Drop/
Explosion/
Item/
Memories/
NPC/
Projectile/
Spell/
Status_Effect/
Weapon/
Weather/
_Example/
_Test/
PortalTypes/
PrefabEditorCreationSettings/
PrefabList/
Prefabs/ (12)
Cave/
Dungeon/
Mineshaft/
Mineshaft_Drift/
Monuments/
Npc/
Plants/
Rock_Formations/
Spawn/
TestTree/
Testing/
Trees/
ProjectileConfigs/ (3)
NPCs/
Weapons/
_Debug/
Projectiles/ (5)
Hypixel/
NPCs/
Player/
Spells/
Test/
ResponseCurves/ (3)
Exponential/
Logistic/
SineWave/
ScriptedBrushes/ (3)
Archive/
CrackBrush/
Examples/
TagPatterns/
Weathers/ (7)
Minigames/
Poisonlands/
Skylands/
Zone1/
Zone2/
Zone3/
Zone4/
WordLists/
World/ (7)
Default/
Flat/
Instance_Creative_Hub/
Instance_Default_Old/
Instance_Dungeon_Goblin/
Instance_Forgotten_Temple/
Void/

Assets/Common/ (19 folders)

BlockTextures/
Blocks/
Characters/
Cosmetics/
Icons/
Items/
Languages/
Music/
NPC/
NotificationIcons/
Particles/
Resources/
ScreenEffects/
Sky/
Sounds/
TintGradients/
Trails/
UI/
VFX/

Other Top-Level

Cosmetics/
Editor/
NodeEditor/
worlds/

Types of Hytale Modding

Before diving into specifics, understand which type of modding you're doing. Each path uses different files and tools.

Addons / Asset Replacement

Swap textures, audio, models, and animations without changing game logic. The game loads your replacement files instead of the originals.

Textures Replace .png files. Must keep same resolution and alpha channels. Block textures, NPC textures, icons, UI elements.
Audio Replace .ogg files. MUST be Mono channel — Hytale requires mono for spatial 3D audio. Stereo files will not position correctly. Match sample rate of originals.
Models Replace .blockymodel files. Keep the same bone/joint structure so existing animations still work.
Animations Add new .blockyanim files. Add entries to the AnimationSets arrays in model JSON files, or add new animation configs to Item/Animations/.

JSON Modding — what CyberTale covers

Edit the game's configuration files to change NPC stats, item properties, recipes, drop tables, weather, tints, spawn rules, environments, gameplay settings, effects, projectiles, camera behavior, farming, and shops. Everything in Assets/Server/ that's a .json file.

How mods work A mod folder mirrors the Assets/Server/ and Assets/Common/ structure. Files in the mod override vanilla files at the same path. The mod needs mod.json (Group + Name only) and manifest.json (full metadata with ServerVersion). Enable in the world's config.json.
Tools HyBridge by CyberAxe (Coming Soon) — form/tree/blueprint/code editors. Hytale's built-in Asset Editor — in-game JSON editor. Any text editor — JSON files are plain text.

Java Server Plugins — not covered here

Hytale's server runs on Java. Server plugins can add entirely new gameplay systems, commands, and server-side logic. This requires Java development knowledge and is outside the scope of CyberTale.

Client Mods — not covered here

Client-side modifications like custom fonts and glyph replacements. The Font System section of this wiki covers font/glyph modding. Other client mods are outside the scope of CyberTale.

Game Systems Overview

How every system in Hytale connects. This is the map of the entire game — follow the arrows to understand how data flows from world generation to what the player experiences.

Player Systems

Atmosphere

The Mod Layer sits on top of everything. A mod can override any file in any system. Change NPC stats, swap textures, add recipes, modify weather, replace sounds — all by placing files in the mod folder that mirror the vanilla structure.

Player's World Map — The Complete Game at a Glance

YOU
Zone 0
Tutorial
Zone 1
Plains / Forest
★★
Zone 2
Desert / Swamp
★★★
Zone 3
Taiga / Ice
★★★★
Zone 4
Volcanic / Void
★★★★★
Survival Loop
▶ Gather resources ▶ Craft at benches (21 types) ▶ Equip weapons & armor ▶ Fight NPCs ▶ Loot drops ▶ Craft better gear → repeat
Tiers: Crude → Copper → Iron → Thorium → Cobalt → Adamantite → Mithril → Onyxium
2,964
Items
445
NPCs
5
Zones
21
Benches
50
Item Levels
663
Drop Tables
Detailed sections: NPC TemplatesSpawningCombatDropsWeatherTintsWorld Gen V1World Gen V2CraftingQuestsAudioModding

Magic & Signature System

Hytale has multiple energy systems that power abilities beyond basic attacks. Each is a stat tracked on the player entity with its own regeneration rules.

Mana
Regens +1 every 0.2s
Stops on damage (6s delay)
Stops while charging
Signature Energy
Shared stat (visible to others)
Powers signature weapon abilities
Signature Charges
Max 100, shared stat
Consumed by signature attacks
Magic Charges
Regens +1 every 2s
Used by spell-type abilities
StatInitialMaxRegen RateRegen ConditionsSharedFile
Mana00*+1 / 0.2sAlive, No damage taken (6s), Not chargingNoEntity/Stats/Mana.json
SignatureEnergy00*NoneYesEntity/Stats/SignatureEnergy.json
SignatureCharges0100NoneYesEntity/Stats/SignatureCharges.json
MagicCharges00*+1 / 2sAlways (no conditions)YesEntity/Stats/MagicCharges.json
*Max 0 means the max is set dynamically at runtime by equipment, effects, or progression. The base config starts at 0 and the game increases it as the player earns abilities.

NPCs also use these systems. Template parameters like SignatureTimer, SignatureCost, and SignatureDistance control how NPCs use their signature abilities in combat.

Taming & Befriending

Animals in Hytale can be befriended through a chance-based system. Each animal has a base friendliness chance and a higher chance when you hold their favorite food.

Approach
Animal sees you via
ViewRange
Hold Food
LovedItems check
WeightFollowItem kicks in
Chance Roll
ChanceToTurnFriendly
or WithAttractiveItem %
Friendly!
Animal follows you
Can be captured/cooped

Tameable Animals

AnimalBase %With Food %Loved ItemsHPHarvestableProduces
Flamingo
15%
49 No
Penguin
30%
Fish*, Food Fish* 38 No
Tetrabird
60%
38 No
Bison
15%
30% 126 No Ingredient Poop
Bison Calf
30%
50% 94 No Ingredient Poop
Boar
30%
50% Plant Crop Mushroom Cap Red 81 No Ingredient Poop
Boar Piglet
50%
75% Plant Crop Mushroom Cap Red 29 No Ingredient Poop
Bunny
50%
80% Plant Crop Carrot Item 25 No
Camel
20%
40% Plant Crop Wheat Item 126 No Ingredient Poop
Camel Calf
30%
60% Plant Crop Wheat Item 94 No Ingredient Poop
Chicken
20%
70% Plant Crop Corn Item 29 Yes Food Egg
Chicken Chick
40%
90% Plant Crop Corn Item 7 No
Chicken Desert
20%
70% Plant Crop Corn Item 38 Yes Food Egg
Chicken Desert Chick
20%
90% Plant Crop Corn Item 8 No
Cow
30%
60% Plant Crop Cauliflower Item 103 Yes Ingredient Poop
Cow Calf
50%
80% Plant Crop Cauliflower Item 60 No Ingredient Poop
Goat
20%
50% Plant Fruit Apple 81 No Ingredient Poop
Goat Kid
40%
75% Plant Fruit Apple 36 No Ingredient Poop
Horse
30%
70% Plant Crop Carrot Item 124 No Ingredient Poop
Horse Foal
30%
80% Plant Crop Carrot Item 49 No Ingredient Poop
Mouflon
30%
50% Plant Fruit Apple 81 No Ingredient Poop
Mouflon Lamb
50%
75% Plant Fruit Apple 49 No Ingredient Poop
Pig
50%
80% Plant Crop Mushroom Cap Brown 38 No Ingredient Poop
Pig Piglet
60%
90% Plant Crop Mushroom Cap Brown 25 No Ingredient Poop
Pig Wild
50%
70% Plant Crop Pumpkin Item 74 No Ingredient Poop
Pig Wild Piglet
60%
85% Plant Crop Pumpkin Item 30 No Ingredient Poop
Rabbit
30%
60% Plant Crop Carrot Item 49 No
Ram
5%
20% Plant Fruit Apple 124 No Ingredient Poop
Ram Lamb
20%
40% Plant Fruit Apple 81 No Ingredient Poop
Sheep
20%
60% Plant Crop Lettuce Item 81 Yes Ingredient Poop
Sheep Lamb
30%
Plant Crop Lettuce Item 29 No Ingredient Poop
Skrill
20%
50% Plant Crop Chilli Item 30 Yes
Skrill Chick
30%
70% Plant Crop Chilli Item 15 No
Turkey
15%
40% Plant Crop Corn Item 38 No
Turkey Chick
30%
70% Plant Crop Corn Item 15 No
Warthog
5%
20% 103 No Ingredient Poop
Warthog Piglet
25%
50% Plant Fruit Berries Red 81 No Ingredient Poop
Antelope
15%
81 No Ingredient Poop
Armadillo
10%
103 No
Deer Doe
10%
81 No
Deer Stag
10%
103 No
Moose Bull
20%
124 No Ingredient Poop
Moose Cow
20%
103 No Ingredient Poop
Mosshorn
60%
Plant Crop Potato Item 124 Yes
Mosshorn Plain
60%
Plant Crop Potato Item 124 Yes
Horse Skeleton
30%
160 No
Horse Skeleton Armored
30%
90 No
Behavioral Weights control what the animal does when it notices you. WeightFollowItem (follow your food), WeightFollow (follow you), WeightGreet (approach briefly), WeightIgnore (ignore you). Higher weight = more likely behavior. Example: Bunny has WeightFollowItem=40, WeightFollow=40, WeightIgnore=10 — so it mostly follows but sometimes ignores.

How Taming Works — Step by Step

Step 1: Find the Animal

Pick Zone
Zone 1 plains = Livestock
Zone 2+ = exotic animals
Find Animal
Look for tameable species
47 animals can be tamed
Check Bestiary
MemoriesCategory shows
which category it belongs to
Livestock animals spawn in Zone 1 plains during daytime (6am–18pm). Predators are in forests and caves. 47 of 445 NPCs are tameable.

Step 2: Get the Right Food

Each tameable animal has a LovedItems list. Hold the correct food in your hand to dramatically increase taming chances:

AnimalBase %With Food %Loved Food
Bunny50%80%Carrot
Chicken20%70%Corn
Boar30%Mushroom
Camel20%Wheat
Penguin30%Fish
See the full table above for all 47 tameable animals with their exact chances and food requirements.

Step 3: Approach Carefully

WeightGreet
Animal notices you
and approaches briefly
WeightFollowItem
Holding LovedItem?
Animal follows your food
Interaction
Get close enough
for taming attempt

Behavioral weights control likelihood: Bunny has WeightFollowItem=40, WeightFollow=40, WeightIgnore=10 — mostly follows but sometimes ignores you.

Step 4: Chance Roll

The game rolls a percentage check against the animal's taming chance:

Without Food

ChanceToTurnFriendly

Chicken: 20%

20%

With Loved Food

WithAttractiveItem

Chicken + Corn: 70%

70%
Holding the right food multiplies your chances by 2–4x depending on the animal. Always bring food!

Step 5: Success!

Friendly!
Animal now follows you
WeightFollow activates
Capture
Tool_Capture_Crate
Farmingbench L9
Coop
Place in coop for
passive production
Produce
Eggs, Poop (fertilizer)
Harvest: Feathers, Wool

See also: PetsMountsHarvestingProduction

Pets

Three pet types exist with dedicated models in Server/Models/Pets/:

Cat

Models/Pets/Cat.json

Dog

Models/Pets/Dog.json

Corgi

Models/Pets/Corgi.json

Mounts

Animals with IsMountable: true can be ridden. Player mount animations are in Common/Characters/Animations/Mount/.

NPCHPSpeedFile
Horse12410NPC/Roles/Creature/Livestock/Horse.json
Ram124?NPC/Roles/Creature/Livestock/Ram.json
Horse Skeleton16010NPC/Roles/Undead/Horse_Skeleton.json
Horse Skeleton Armored9010NPC/Roles/Undead/Horse_Skeleton_Armored.json

Animal Harvesting

Some animals can be harvested (sheared, milked, etc.) without killing them. The IsHarvestable field controls this. Harvesting triggers a drop list, particles, and sound.

AnimalHarvest DropParticlesSoundContext
ChickenDrop_Chicken_HarvestImpact_Feathers_BlackSFX_Chicken_AlertedShear
Chicken DesertDrop_Chicken_HarvestImpact_Feathers_BlackSFX_Chicken_AlertedShear
CowDrop_Cow_HarvestBlock_Break_SnowSFX_Water_MoveOutMilk
SheepDrop_Sheep_HarvestSheep_Wool_ShearSFX_Sheep_ShearedShear
SkrillDrop_Skrill_HarvestImpact_Feathers_BlackSFX_Chicken_AlertedShear
MosshornDrop_Mosshorn_PoopBlock_Break_SnowSFX_Water_MoveOutMilk
Mosshorn PlainDrop_Mosshorn_PoopBlock_Break_SnowSFX_Water_MoveOutMilk

Animal Production

Animals with ProduceItem passively generate items over time. Chickens lay eggs. Most livestock produce Ingredient_Poop which is used as fertilizer in the farming system.

ProductProduced By
Food_EggChicken, Chicken Desert
Ingredient_PoopBison, Bison Calf, Boar, Boar Piglet, Camel, Camel Calf, Cow, Cow Calf, Goat, Goat Kid, Horse, Horse Foal, Mouflon, Mouflon Lamb, Pig, Pig Piglet, Pig Wild, Pig Wild Piglet, Ram, Ram Lamb, Sheep, Sheep Lamb, Warthog, Warthog Piglet, Antelope, Moose Bull, Moose Cow

Storage & Containers

Items for carrying and storing loot. Crafted at the Armor Bench (Item Level 20).

ItemTypeCrafted At
Leather BackpackStorageArmorBench
Leather Medium BackpackStorageArmorBench
Leather QuiverAmmo StorageArmorBench
HelipackUtility/FlightArmorBench

Chests are block items placed in the world. NPC templates reference chests via ChestBlockSet — some NPCs (like Goblins) interact with and loot chests.

Memories & Bestiary

The Memories system is Hytale's in-game bestiary — a collection of all creatures you've encountered. NPCs with IsMemory: true are tracked. Each belongs to a MemoriesCategory.

Memory capacity increases per level: [10, 25, 50, 100, 200] slots across 5 levels (from GameplayConfigs/Default.json).

Bestiary Categories

Abyssal
Avian
Critter
Elemental
Feran
Fiend
Freshwater
Goblin
Kweebec
Livestock
Mythic
Outlander
Predator
Reptile
Scarak
Trork
Undead
Voidspawn
Voidtaken

NPCs per Category

CategoryNPCs
Abyssal6
Avian24
Critter21
Elemental11
Feran8
Freshwater24
Goblin14
Kweebec18
Livestock11
Mythic5
Outlander9
Predator10
Reptile10
Scarak7
Trork11
Undead54
Voidspawn4
Voidtaken1
243 NPC portraits exist in Common/UI/Custom/Pages/Memories/npcs/ for the bestiary UI. These are used in the NPC character sheets throughout this wiki.

Bosses

Boss NPCs are the toughest enemies in Hytale. Some have multiple phases with different stats and behaviors per phase.

BossHPTemplateFile
Dragon Fire400Template_PlaceholderNPC/Roles/Boss/Dragon_Fire.json
Dragon Frost400Template_PlaceholderNPC/Roles/Boss/Dragon_Frost.json
Dungeon Scarak Broodmother145Template_Scarak_BroodmotherNPC/Roles/Intelligent/Aggressive/Scarak/Dungeon/Dungeon_Scarak_Broodmother.json
Dungeon Scarak Broodmother Young124Template_Scarak_BroodmotherNPC/Roles/Intelligent/Aggressive/Scarak/Dungeon/Dungeon_Scarak_Broodmother_Young.json
Goblin Duke226Template_IntelligentNPC/Roles/Intelligent/Aggressive/Goblin/Goblin_Duke.json
Goblin Duke Phase 2320Template_Goblin_Duke_Phase_2NPC/Roles/Intelligent/Aggressive/Goblin/Goblin_Duke_Phase_2.json
Goblin Duke Phase 3 Fast200Template_Goblin_Duke_Phase_3NPC/Roles/Intelligent/Aggressive/Goblin/Goblin_Duke_Phase_3_Fast.json
Goblin Duke Phase 3 Slow200Template_Goblin_Duke_Phase_3NPC/Roles/Intelligent/Aggressive/Goblin/Goblin_Duke_Phase_3_Slow.json
Scarak Broodmother145Template_Scarak_BroodmotherNPC/Roles/Intelligent/Aggressive/Scarak/Scarak_Broodmother.json
Template Goblin Duke Phase 1100?NPC/Roles/Intelligent/Aggressive/Goblin/Templates/Template_Goblin_Duke_Phase_1.json
Template Goblin Duke Phase 2100?NPC/Roles/Intelligent/Aggressive/Goblin/Templates/Template_Goblin_Duke_Phase_2.json
Template Goblin Duke Phase 3100?NPC/Roles/Intelligent/Aggressive/Goblin/Templates/Template_Goblin_Duke_Phase_3.json
Template Scarak Broodmother100?NPC/Roles/Intelligent/Aggressive/Scarak/Templates/Template_Scarak_Broodmother.json
Shadow Knight400Template_PredatorNPC/Roles/Undead/Shadow_Knight.json
Dragon_Fire has 400 HP — the highest health pool in the game. The Goblin Duke has 3 phases (Phase 1 → Phase 2 → Phase 3 with Fast/Slow variants), each with different stats and attack patterns.

Day/Night Cycle & Time

The day/night cycle controls NPC behavior (sleep schedules, undead spawning), lighting, weather transitions, and gameplay pacing.

SettingValueReal TimeDescription
DaytimeDurationSeconds1,728~28.8 minLength of daytime
NighttimeDurationSeconds1,152~19.2 minLength of nighttime
Full Day Cycle2,880~48 minTotal day + night
Sleep.WakeUpHour4.79In-game hour players wake up
Sleep.AllowedSleepHoursRange[21, 4.79]Can sleep between hour 21 and 4.79
Day is 60% of the cycle, night is 40%. Changing these values directly changes gameplay pacing. Shorter nights = less danger. Longer nights = more undead spawns, more tension. These can be set per-world in the world save config.

Server/GameplayConfigs/Default.json • Also overridable per-world in universe/worlds/default/config.json

Day/Night Cycle Visual

☀ DAY — 1,728s (28.8min) — 60%
🌙 NIGHT — 1,152s (19.2min) — 40%
6:00 Dawn12:00 Noon18:00 Dusk0:00 Midnight6:00 Dawn
Sleep window: 21:00 → 4:47 (7.8 hours) • Total cycle: 48 minutes real time • Spawns change at night • Weather weights shift per hour

Death & Respawn

When a player dies, they lose a percentage of their items and take durability damage. These are configurable per-world.

SettingDefaultRangeDescription
ItemsAmountLossPercentage50%0–100%Percentage of inventory items lost on death
ItemsDurabilityLossPercentage10%0–100%Durability damage to all equipped items on death
ItemsLossModeConfiguredHow item loss is calculated
ItemEntity.Lifetime600s60–3600How long dropped items persist in the world (10 min default)
MaxRespawnPointsPerPlayer31–10Maximum number of bed respawn points
RadiusLimitRespawnPoint500Maximum distance for respawn point selection

Broken Item Penalties

When durability reaches 0, items aren't destroyed — they enter a broken state with reduced effectiveness:

Weapon: 75% damage • Armor: 75% defense • Tool: 75% efficiency

Server/GameplayConfigs/Default.json

PvP

PvP is toggled per-world via IsPvpEnabled in the world config. When enabled, players can damage each other. When disabled, player attacks pass through other players. Also toggleable: IsFallDamageEnabled.

universe/worlds/default/config.json

Zones & Biomes

Hytale's world is divided into climate-based zones, each with unique biomes, NPCs, resources, and atmosphere. The zone system drives everything — what spawns, what grows, what the weather does, how the terrain looks.

ZoneClimateBiomesKey NPCsWaterTint
Zone 1TemperatePlains, Forests (Birch, Aspen, Azure, Autumn), Mountains, Swamps, ShoresTrorks, Kweebecs, Wolves, Bears#1983d9
Zone 2HotDeserts, Savanna, Scrubland, Oasis, PlateausFeran, Scaraks, Camels, Hyenas#198dea
Zone 3ColdTaiga Forests, Tundra, Glacial, Mountains, HederaOutlanders, Yeti, Snow Leopard, Polar Bear#2076b5
Zone 4VolcanicBurned Forests, Ash Wastes, Lava Fields, JunglesDragons, Void creatures#2076b5

Each zone has multiple tiers (Tier 1–3 for Z1–Z3, Tier 4–5 for Z4) with increasing difficulty. Zones also have Shore and Shallow Ocean variants. See World Gen V1 and Tints & Biome Colors sections for the technical details.

Zone Progression Timeline

Zone 0
Tutorial
Zone 1
Plains
★★
Zone 2
Desert
★★★
Zone 3
Taiga
★★★★
Zone 4
Volcanic
★★★★★

Merchants & Trading

Merchant NPCs use the Barter Shop system. Each merchant references a shop config that defines fixed stock and random pool items with weights. Shops restock on a timer.

MerchantHPAttitudeShop
Klops Merchant74Neutral to players, Ignore to NPCsBarterShops/Klops_Merchant.json
Klops Wandering Merchant74Neutral, patrolsBarterShops/Klops_Merchant.json
Kweebec MerchantNeutralBarterShops/Kweebec_Merchant.json

Shop config fields: RefreshInterval.Days (default: 3), Fixed[].Stock (always-available items), Pool[].Stock (random items with weights). See Barter Shops section for full details.

Quest / Objective System

Hytale uses an Objective system with TaskSets (ordered groups of tasks that must be completed together), Completions (rewards), and ObjectiveLines (chains of objectives).

ObjectiveLine
Chains objectives
in sequence
Objective
Contains TaskSets
TaskSet
Group of tasks to
complete together
Completions
Rewards via DropList

Objective Types

TypeDescriptionExample
KillNPCKill a specific NPC groupKill 3 Trork Warriors
GatherCollect blocks or items by tag/idGather 6 Tree blocks, 3 Fibre
CraftCraft a specific itemCraft 1 Crude Hatchet
ReachLocationTravel to a location markerReach the Forgotten Temple
BountyBounty hunt target
TreasureMapFollow treasure map
UseBlockInteract with a block
UseEntityInteract with an entity
KillSpawnBeaconDestroy a spawn beacon
KillSpawnMarkerDestroy a spawn marker
Tutorial Objective chains 5 TaskSets: gather wood/stone/fibre → craft hatchet → craft pickaxe → craft brazier → craft bed → craft workbench. This teaches the basic progression loop.

Server/Objective/Objectives/ (12 files) • Server/Objective/ObjectiveLines/Server/Objective/ObjectiveLocationMarkers/

Reputation System

Reputation tracks your standing with factions and groups. Managed through console commands and stored in world save instance resources.

FeatureDetails
Console Commandsreputation category in server.lang — set, get, and modify reputation values per player per faction
StoragePer-instance in world save: universe/worlds/instance-*/resources/ReputationData.json
GroupsReputation groups define which NPCs track rep (e.g. Kweebec, Trork, Outlander factions)
ImpactAffects NPC behavior, shop prices, quest availability based on faction standing

See: Console Commands (reputation category) • World Save (instance resources)

Capture System

Capture wild animals using the Tool_Capture_Crate (Farmingbench L9) and place them in Coops for passive production.

Tame Animal
ChanceToTurnFriendly
with LovedItem
Capture Crate
Tool_Capture_Crate
Farmingbench L9
Coop
MaxResidents: 6
WildCaptureRadius: 10
Production
Eggs, Poop (fertilizer)
ResidentRoamTime: [6,18]
FieldValueDescription
MaxResidents6Maximum animals per coop
AcceptedNpcGroupsChicken, Chicken_Desert, SkrillWhich NPCs can be cooped
WildCaptureRadius10Radius to auto-capture wild animals near coop
CaptureWildNPCsInRangetrueWhether coop captures nearby wild NPCs
ResidentRoamTime[6, 18]Hours residents roam outside (6am-6pm)

Server/Farming/Coops/Coop_Chicken.json • See: TamingFarming

Locations & Points of Interest

Named locations trigger a discovery notification when players enter them. Each has a title, subtitle, icon, sound, and animation timing defined in the zone or instance config.

LocationZoneType
Emerald WildsZone 1 Tier 1Zone Discovery
the CrossroadsCreative HubInstance
Forgotten TempleUniqueInstance + Portal
Mage TowersZone 1–3Encounter
Trork CampsZone 1Spawn + Encounters
Kweebec VillagesZone 1Settlement
Goblin LairsZone 1Dungeon

Discovery config fields: ZoneName, Display (bool), SoundEventId, Major (bool), Duration, FadeInDuration, FadeOutDuration.

Dungeons

Dungeons are instance-based sub-worlds with their own configs, environments, and NPC variants. When you enter a dungeon, the game creates a separate world instance with its own rules.

DungeonNPCsInstance
Goblin LairGoblin Duke (boss, 3 phases), Goblin variantsInstances/Dungeon_Goblin
Outlander DungeonOutlander variants (Berserker, Cultist, Hunter, etc.)Instances/Dungeon_Outlander
Dungeon 1General dungeonInstances/Dungeon_1
Cursed CryptUndead (Zone 1)World Gen Mask
Magic RuinsZone 1World Gen Mask
LabyrinthZone 2World Gen Mask

Dungeon-specific NPC variants (e.g. Dungeon_Scarak_Broodmother) have different stats and behaviors from their overworld counterparts. See Instances & Sub-Worlds for the technical config.

Instances & Sub-Worlds

Hytale can create multiple separate world instances within one server. Each has its own config with seed, gamemode, spawn settings, and removal conditions. The real world save has 8+ instances running simultaneously.

InstanceTypeDescription
BasicGeneralBasic world instance
CreativeHubCreativeGameMode: Creative, NPCs frozen, ticking disabled
DefaultAdventureMain overworld
Dungeon_1DungeonGeneral dungeon instance
Dungeon_GoblinDungeonGoblin Lair dungeon
Dungeon_OutlanderDungeonOutlander dungeon
Forgotten_TempleUniqueDiscovery: title, subtitle, icon
NPC_GymTestingNPC combat testing arena
PersistentPersistentWorldGen Type: Void, Tint: #00aa00
Portals_HederaPortalHedera portal fragment
Portals_HengesPortalHenges portal fragment
Portals_JunglesPortalJungles portal fragment
Portals_OasisPortalOasis portal fragment
Portals_TaigaPortalTaiga portal fragment
ShortLivedTemporaryAuto-removes after conditions met
VoidVoidEmpty void world
Zone1_Plains1ZoneZone 1 specific instance
Zone2_Desert1ZoneZone 2 specific instance
Zone3_Taiga1ZoneZone 3 specific instance
Zone4_Volcanic1ZoneZone 4 volcanic instance, WorldGen: HytaleGenerator

Each instance config defines: Seed, WorldGen.Type (Hytale/HytaleGenerator/Void), GameMode, IsTicking, IsSpawningNPC, GameplayConfig, ClientEffects, and Plugin.Instance with removal conditions and return points.

Server/Instances/ (26 instance definitions)

Player Stats System

Every player entity tracks 12 stats. Each stat has an initial value, min/max bounds, and regeneration rules with conditions that must be met for regen to activate.

StatInitialMinMaxRegenKey ConditionsShared
Health1000100NPC: +5%/0.5s. Creative: +100%/0.5sNPC: Alive + NoDamageTaken(15s) + RegenHealth. Creative: GameMode=CreativeYes
Stamina10-410+0.3/0.1s when not sprinting/gliding/wieldingStaminaRegenDelay ≤ 0, Not sprinting, Not gliding, Not wieldingNo
Mana000*+1/0.2sAlive, NoDamageTaken(6s), Not chargingNo
Oxygen1000100+25/0.5s (not suffocating). -3/0.5s (suffocating)Alive, Suffocating stateNo
SignatureEnergy000*None (base)Yes
SignatureCharges00100None (base)Yes
MagicCharges000*+1/2sAlwaysYes
Ammo
GlidingActiveGlide state tracking
DeployablePreviewDeployable placement preview
StaminaRegenDelaySet to -0.5 when stamina depleted, must reach 0 before regen starts
ImmunityDamage immunity state

Stamina Deep Dive

Stamina is the most complex stat. It can go negative (min: -4) — this is the "overdrawn" state. When stamina hits 0:

  • Stamina bar flashes (Stamina_Bar_Flash interaction)
  • Stamina broken check triggers (Stamina_Broken_Check)
  • StaminaRegenDelay set to -0.5 (must count back to 0 before regen starts)

When stamina returns to max: Stamina_Broken effect is cleared.

Sprint drain: -0.1/0.1s. Glide drain: -0.1/0.1s. Both clamp at zero (you can't sprint/glide into negative — overdrawn only happens from combat stamina costs).

Server/Entity/Stats/ (12 stat definition files)

Game Modes

Two game modes exist, each with different permission groups and entry effects.

Adventure

PermissionGroups: [Adventure]

On enter: plays SFX_Avatar_Powers_Disable

Health regens via standard NPC rules. Stamina depletes normally. Death has consequences.

Creative

PermissionGroups: [Creative, Adventure]

On enter: applies Creative entity effect

Health regens +100%/0.5s. Stamina regens +100%/0.5s. Full access to building tools.

Server/Entity/GameMode/Adventure.jsonServer/Entity/GameMode/Creative.json

Player Animations

The player character has 18 animation categories in Common/Characters/Animations/:

Climb
Damage
Dash
Default
Emote
Expressions
Flavor
Fly
Glide
Hypixel
Items
Mantle
Mount
Poses
Roll
Slide
Swim
Taunt
Items/ is the largest category — it contains all weapon hold and swing animations organized by weapon type (Axe, Battleaxe, Bow, Club, Crossbow, Dagger, Longsword, Mace, etc.). The PlayerAnimationsId field on each item JSON determines which animation set that weapon uses.

Player model: Common/Characters/Player.blockymodel with textures in Common/Characters/Player_Textures/

Unarmed Combat

When the player has no weapon equipped, they use the Unarmed system. Primary action tries to use the targeted block first; if no block interaction exists, it falls back to Unarmed_Attack (punching). In Creative mode, click bypasses cooldown.

ContextInteractionCooldown
Empty hand (Adventure)UseBlock → Unarmed_Attack fallback0.35s (BlockInteraction)
Empty hand (Creative)UseBlock → Unarmed_Attack fallback0.35s (click bypass enabled)
Wielding abilityDouble_Jump

Unarmed Gathering

Without tools, you can still gather certain block types by hand. Each gathering config defines which blocks can be broken unarmed:

Benches
Branches
DungeonBlocks
Rocks
SoftBlocks
Soils
Woods

Reticles

The melee reticle config (Item/Reticles/DefaultMelee.json) defines crosshair states:

Base
Melee.png crosshair
OnHit
Hit confirmation overlay
OnKill
Kill confirmation (hides base, shows kill + melee kill)
Wielding
Blocking state crosshair

Server/Item/Unarmed/ (10 files: Interactions + Gathering configs) • Server/Item/Reticles/

Player Emotes

20 emotes defined in the character creator config. Each maps an ID to a .blockyanim file with a playback speed.

EmoteSpeedType
Idle0.5Movement
Walk0.85Movement
WalkBackward0.9Movement
Run0.8Movement
Jump0.8Movement
JumpFar0.8Movement
Crouch0.5Movement
CrouchWalk0.6Movement
CrouchWalkBackward0.6Movement
FlyIdle1Flying
Fly1Flying
FlyBackward1Flying
FlyFast1Flying
SwimIdle1Swimming
Swim1Swimming
SwimBackward1Swimming
SwimFast1Swimming
Wave1Social
WaveDouble1Social
Laugh1Social

Cosmetics/CharacterCreator/Emotes.json (20 emotes)

Permissions & Server Admin

Server permissions are defined per-world in three files:

permissions.json

Maps player UUIDs to permission groups. Groups define what commands/actions are allowed.

{ "users": { "{uuid}": { "groups": ["OP", "Adventure"] } }, "groups": { "Default": [], "OP": ["*"] } }

"*" = all permissions (operator)

bans.json

Banned player UUIDs. Banned players cannot join the server.

whitelist.json

If enabled, only whitelisted UUIDs can join.

worlds/{save}/permissions.jsonworlds/{save}/bans.jsonworlds/{save}/whitelist.json

Word Lists & Runes

Hytale defines a set of 24 rune names used in the game's lore and magic system:

feyun
urox
thuris
ansur
katapo
kinas
geboan
zunjo
latal
naudiz
issa
jeran
eihwas
pertho
algas
solas
tyrin
berkan
woz
manala
lagus
inguz
othaka
digas

Server/WordLists/Runes.json (24 rune names)

NPC Template System

Every NPC in Hytale gets its behavior from a template. The NPC variant file sets a Reference field pointing to a template, then overrides specific stats in its Modify block. The template defines the AI: whether the NPC fights, flees, wanders, hunts, or ignores the player.

NPC Variant
Chicken.json
Reference: Template_Animal_Neutral
Modify: {MaxHealth: 29, ...}
Template
Template_Animal_Neutral
Defines: AI states, detection,
flee/follow/wander behavior
Behavior
Passive animal:
Wanders, flees from threats,
can be tamed
Template swapping changes everything. Change Reference from Template_Animal_Neutral to Template_Predator and a passive chicken becomes an aggressive predator that hunts the player. One field change = completely different NPC.

Core Templates

TemplateBehaviorDescriptionUsed By
Template_Animal_NeutralPassiveWander, flee from threats, tameable54 NPCs
Template_PredatorAggressiveHunt prey, attack on sight35 NPCs
Template_Beasts_Passive_CritterPassiveSmall critters, flee behavior9 NPCs
Template_Birds_PassivePassiveFlying passive birds21 NPCs
Template_Swimming_PassivePassiveFish, passive swimming28 NPCs
Template_Swimming_AggressiveAggressiveSharks, aggressive swimming0 NPCs
Template_IntelligentVariesIntelligent NPCs (Trorks, Goblins, Kweebecs)58 NPCs
Template_SpiritVariesElemental spirits5 NPCs
Template_Aggressive_ZombiesAggressiveZombie behavior template4 NPCs
Template_PlaceholderPlaceholderBase placeholder for bosses2 NPCs

Server/NPC/Roles/_Core/Templates/ • 186 unique templates referenced across 558 NPC files

NPC Combat Stats — DND Character Sheets

445 NPCs with expandable DND character sheets. Click any row to expand the full character sheet with portrait, stats, equipment, taming, loot, and modding info.

NameHPSpeedDamageTemplate
Eel Moray
74
0
Template_Swimming_Passive
Shark Hammerhead
145
0
Template_Swimming_Passive
Shellfish Lava
29
0
Template_Swimming_Passive
Trilobite
81
0
Template_Swimming_Passive
Trilobite Black
81
0
Template_Swimming_Passive
Whale Humpback
400
0
Template_Swimming_Passive
Bluegill
29
0
Template_Swimming_Passive
Catfish
29
0
Template_Swimming_Passive
Frostgill
81
0
Template_Swimming_Passive
Minnow
15
0
Template_Swimming_Passive
Pike
38
0
Template_Swimming_Passive
Piranha
38
0
Template_Swimming_Passive
Piranha Black
45
0
Template_Swimming_Passive
Salmon
38
0
Template_Swimming_Passive
Snapjaw
81
0
Template_Swimming_Passive
Trout Rainbow
29
0
Template_Swimming_Passive
Clownfish
20
0
Template_Swimming_Passive
Crab
49
0
Template_Animal_Neutral
Jellyfish Blue
38
0
Template_Swimming_Passive
Jellyfish Cyan
38
0
Template_Swimming_Passive
Jellyfish Green
38
0
Template_Swimming_Passive
Jellyfish Man Of War
74
0
Template_Swimming_Passive
Jellyfish Red
38
0
Template_Swimming_Passive
Jellyfish Yellow
38
0
Template_Swimming_Passive
Lobster
61
0
Template_Animal_Neutral
Pufferfish
38
0
Template_Swimming_Passive
Tang Blue
20
0
Template_Swimming_Passive
Tang Chevron
20
0
Template_Swimming_Passive
Tang Lemon Peel
20
0
Template_Swimming_Passive
Tang Sailfin
20
0
Template_Swimming_Passive
Bat
15
0
Template_Birds_Passive
Bat Ice
25
0
Template_Birds_Passive
Bluebird
15
0
Template_Birds_Passive
Crow
20
0
Template_Birds_Passive
Finch Green
15
0
Template_Birds_Passive
Flamingo
49
0
Template_Animal_Neutral
Owl Brown
29
0
Template_Birds_Passive
Owl Snow
29
0
Template_Birds_Passive
Parrot
29
0
Template_Birds_Passive
Penguin
38
0
Template_Animal_Neutral
Raven
49
0
Template_Birds_Passive
Sparrow
15
0
Template_Birds_Passive
Woodpecker
15
0
Template_Birds_Passive
Duck
25
0
Template_Birds_Passive
Pigeon
20
0
Template_Birds_Passive
Archaeopteryx
61
0
Template_Birds_Passive
Hawk
38
0
Template_Birds_Passive
Pterodactyl
60
0
Template_Birds_Passive
Tetrabird
38
0
Template_Animal_Neutral
Vulture
61
0
Template_Birds_Passive
Dr
Dragon Fire
400
0
Template_Placeholder
Dragon Frost
400
0
Template_Placeholder
Fr
Frog Blue
15
0
Template_Beasts_Passive_Critter
Frog Green
15
0
Template_Beasts_Passive_Critter
Fr
Frog Orange
15
0
Template_Beasts_Passive_Critter
Gecko
25
0
Template_Beasts_Passive_Critter
Meerkat
29
0
Template_Beasts_Passive_Critter
Mouse
15
0
Template_Beasts_Passive_Critter
Squirrel
15
0
Template_Beasts_Passive_Critter
Bison
126
0
10 Phys Template_Animal_Neutral
Bison Calf
94
0
Template_Animal_Neutral
Boar
81
0
7 Phys Template_Animal_Neutral
Boar Piglet
29
0
Template_Animal_Neutral
Bunny
25
5
Template_Animal_Neutral
Camel
126
0
10 Phys Template_Animal_Neutral
Camel Calf
94
0
Template_Animal_Neutral
Chicken
29
5
Template_Animal_Neutral
Chicken Chick
7
3
Template_Animal_Neutral
Chicken Desert
38
5
Template_Animal_Neutral
Chicken Desert Chick
8
3
Template_Animal_Neutral
Cow
103
0
9 Phys Template_Animal_Neutral
Cow Calf
60
0
Template_Animal_Neutral
Goat
81
0
7 Phys Template_Animal_Neutral
Goat Kid
36
0
Template_Animal_Neutral
Horse
124
10
12 Phys Template_Animal_Neutral
Horse Foal
49
8
Template_Animal_Neutral
Mouflon
81
0
Template_Animal_Neutral
Mouflon Lamb
49
0
Template_Animal_Neutral
Pig
38
0
Template_Animal_Neutral
Pig Piglet
25
0
Template_Animal_Neutral
Pi
Pig Wild
74
0
Template_Animal_Neutral
Pi
Pig Wild Piglet
30
0
Template_Animal_Neutral
Rabbit
49
8
Template_Animal_Neutral
Ram
124
0
12 Phys Template_Animal_Neutral
Ram Lamb
81
0
Template_Animal_Neutral
Sheep
81
6
Template_Animal_Neutral
Sheep Lamb
29
0
Template_Animal_Neutral
Skrill
30
6
Template_Animal_Neutral
Skrill Chick
15
4
Template_Animal_Neutral
Turkey
38
5
Template_Animal_Neutral
Turkey Chick
15
4
Template_Animal_Neutral
Warthog
103
6
9 Phys Template_Animal_Neutral
Warthog Piglet
81
0
Template_Animal_Neutral
Antelope
81
8
7 Phys Template_Animal_Neutral
Armadillo
103
0
Template_Animal_Neutral
Bear Grizzly
124
6
46 Phys Template_Predator
Bear Polar
103
0
36 Phys Bear_Grizzly
Deer Doe
81
10
Template_Animal_Neutral