GlymeraInspect v4.0

Real-time HUD overlay showing block info, entity health and coordinates.
GlymeraInspect - Changelog

v4.0.0 (2026-06-02)


Fixed

- Compatibility with other custom-HUD plugins (e.g. FastMiniMap). GlymeraInspect used to register its overlay in the server's HudManager. Some HUD plugins — such as FastMiniMap in its single-HUD compatibility mode — intentionally stop drawing as soon as they detect any other custom HUD registered there, to avoid HUD conflicts. The result was their HUD (for example the minimap) disappearing whenever GlymeraInspect was active. GlymeraInspect now sends its overlay through direct HUD packets and no longer occupies a HudManager registry slot, so those plugins keep rendering. No extra plugins are required for multiple HUDs to coexist.

Changed

  • Much lighter HUD traffic. The overlay is no longer fully rebuilt and cleared every server tick (30x/sec). Updates are now change-detected and throttled to at most 5x/sec, with a 1x/sec heartbeat, and are sent incrementally (scoped, without clearing the whole HUD layer).
  • Clean teardown: the overlay is now explicitly removed from all clients when the plugin shuts down or reloads.

Notes

- Repositioning via GlymeraHUD still works — GlymeraHUD rewrites the HUD packet by its key, independent of the registry. The live drag-preview for the GlymeraInspect overlay refreshes about once per second.

v2.0.0 (2026-04-02)

Bug Fixes

- Critical: Fixed Ghost Block Bug: Changed world.getChunk() to world.getChunkIfInMemory() in the block inspection tick. The old getChunk() call internally invoked loadChunkIfInMemory() which sets ChunkFlag.TICKING on the chunk every tick. This interfered with the server's ReplicateChanges system, causing block update packets to never be sent to clients. The result: any plugin using world.setBlock() (e.g. GlymeraWorker, GlymeraFarmer) would correctly update server-side block data, but clients would see ghost blocks that only disappeared after a server restart.

Technical Details

  • Root cause: world.getChunk(index) calls loadChunkIfInMemory(index) which executes worldChunkComponent.setFlag(ChunkFlag.TICKING, true). When called every tick from InspectTickSystem, this corrupted the chunk ticking lifecycle, preventing ChunkSystems.ReplicateChanges from processing changedPositions and sending ServerSetBlock packets.
  • Fix: world.getChunkIfInMemory(index) returns the chunk without modifying the TICKING flag. The chunk is guaranteed to be in memory since the player is nearby.
  • One line change in updateBlockInfo(): world.getChunk(chunkIdx) -> world.getChunkIfInMemory(chunkIdx)

v1.0.0 (2026-04-01)

- Initial release — HUD overlay with block/entity inspection

Hytale Stable-5 Migration
All Glymera plugins updated for Hytale Server 0.5.x (Stable 5)

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All Glymera plugins have been updated for compatibility with Hytale Server 0.5.x (Stable 5). The previous versions targeted Hytale Server 0.4.x (Stable 4).

This document covers what changed in the Hytale Server API between Stable 4 and Stable 5, and which adjustments were required across plugins so that things keep working.

Why a new major version

Stable 5 introduced a number of source-incompatible API changes. A plugin compiled against Stable 4 will either fail to load, fail silently on first use, or — in a few cases — crash the world thread. Because the surface of change is large, every plugin received a new major version number, even when the only functional behaviour change was a manifest flag.

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What changed in Hytale Stable 5

Vector math
  • Internal Hytale vector types were replaced by JOML.
  • com.hypixel.hytale.math.vector.Vector3d/3i/3f → org.joml.Vector3d/3i/3f
  • Rotation helpers now use the Rotation3fc interface where the older API took a concrete Rotation3f.

Particle / Sound API
  • SpawnParticleSystem constructors gained additional arguments.
  • PlaySoundEvent3D / ambient sound registration semantics tightened — long-running or looped sounds attached to a block must now use the block-state AmbientSoundEventId path; firing them with PlaySoundEvent3D from a tick handler no longer behaves correctly.

Asset pack registration
  • AssetModule.registerPack(...) now requires a PackSource parameter (use PackSource.MODS for plugin-installed packs).
  • The IncludesAssetPack manifest flag is now strictly enforced. If a plugin both declares IncludesAssetPack: true and registers a runtime pack from its setup code, Hytale detects this as a duplicate registration and aborts boot with "Duplicate asset pack ... Remove the duplicate." For affected plugins IncludesAssetPack is now set to false; the actual asset pack is installed by the plugin at startup as before.

HUD / UI system
  • The HudManager API has moved to a keyed model — HUD entries now require a stable key and explicit lifecycle hooks.
  • InteractiveCustomUIPage event bindings are wiped if the page is rebuilt while the client is processing a click. Plugins refreshing a HUD per tick had to throttle the rebuild rate (commonly to 1 Hz) so button presses are not lost.

Player handles
  • The Player component and the PlayerRef reference have been split. Plugins previously juggling one or the other now need to consider both.
  • ServerPlayerListPlayer requires a worldUuid field — entries without it are silently dropped from the tab list.

Entity utilities
  • EntityUtils.toHolder(...) was removed. Lookups need to go through the entity store directly or via Ref<EntityStore>.

Damage system
  • Resistance fields on EntityEffect (damageResistanceValuesRaw, damageResistanceValues) now expect ResistanceModifier[], not StaticModifier[]. Plugins that previously injected resistances via reflection now use the ResistanceModifier(ResistanceCalculationType, float) constructor.
  • The corresponding JSON CalculationType value "Multiplicative" is no longer accepted for damage resistance — it must be "Percent". Migrating large packs needed a bulk rewrite of Potion/Effect JSONs.
  • Lethal-damage detection: EntityStatValue#getMin() is no longer a usable death-threshold. Lethal checks now compare the post-damage health against 0.0f directly. Plugins relying on the old behaviour would silently fail to fire and the player just died.

ECS / system tick safety
  • It is no longer legal to call mutating store methods (addComponent, removeEntity, …) directly from inside a system's tick handler. Doing so now throws IllegalStateException: Store is currently processing! Such calls must be deferred: either via the system's CommandBuffer, or by scheduling onto the next world tick with world.execute(...).

Items, weapons and recipes
  • Custom swords must declare Tags.Type: "Weapon" (not "Tool"), and they need their own complete InteractionVars block — these are no longer inherited from the parent template under Stable 5. A custom weapon without its own InteractionVars will spawn but cannot deal damage.
  • Recipe bench IDs and recipe categories are now validated against the asset registry. Mistyped values cause Hytale to silently drop the recipe with no error message.

Cosmetics
  • CosmeticsToHide now only accepts a restricted, enumerated set of values. Custom values are rejected at asset-load time.

Server authentication

After every Stable update the server's OAuth credentials must be refreshed:
  1. auth logout
  2. auth login device
  3. Open the printed verification URL, complete the device authorisation
  4. auth select <profile>
If the server is still on cached OAUTH_STORE credentials after a Stable update, every incoming player connection is rejected with serverAuthUnavailable and the client only sees "QUIC handshake failed".

Manifest / ServerVersion
  • Stable 5 enforces a recognisable ServerVersion declaration in each plugin's manifest.json. A malformed value prevents the server from booting. Glymera plugins declare "ServerVersion": "*" to remain agnostic across patch versions.

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Plugin-data path

The plugin-data directory used by all Glymera plugins is now:

mods/de.glymera_<PluginName>/

(Previously it was plugins/<PluginName>/.) Existing configuration files are not migrated automatically — if you want to keep custom configuration from an older install, move the relevant files from the old plugins/ location into the new one before first launch.
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Apr 9, 2026 Published
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Unobfuscated
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