GlymeraMerchant v5.0

Full gold economy with NPC shops, player trading and paid commands for any plugin.
GlymeraMerchant - Changelog

v5.0.0 (2026-06-04)


Fixed

- Merchant NPCs no longer duplicate. Previously the Hytale engine persisted every spawned merchant NPC to the world, so on each restart a saved copy was rehydrated and a fresh one was spawned from merchants.json — merchants multiplied over time. The old cleanup ran on the first player join with fixed delays and missed any merchant whose chunk had not loaded yet.

Changed

  • Merchant NPCs are now spawned non-persistent: the engine never writes them to the chunk, so no copy can ever be rehydrated on restart. Each merchant is (re)spawned from merchants.json when its chunk loads — exactly one per saved merchant, every time. A one-time cleanup on chunk load removes any duplicate merchants left over from older versions.
  • Removed the old boot-time and first-join respawn/sweep logic (replaced by the per-chunk respawn).

Notes

- This release is purely the duplication fix. The economy core, the VaultUnlocked provider hook, player trading, all shop/trade GUIs, the money HUD and the /money /pay /merchant /shop commands are unchanged. Existing balances and merchants.json data are fully compatible.

v4.0.0 (2026-06-04)

Fix: VaultUnlocked integration restored

  • Re-enabled the Economy provider hook. During the Stable-5 migration the entire VaultUnlocked integration (the GlymeraEconomyProvider class and its register/unregister calls) had been commented out to get the plugin to compile, so the deployed build silently lost the economy-provider feature. This release restores it.
  • Verified on Hytale Stable-5 with VaultUnlocked-Hytale 2.19.1. The provider implements all 48 abstract methods of the Stable-5 net.milkbowl.vault2.economy.Economy interface and compiles cleanly against it.
  • Confirmed live via the vault-info console command, which now reports Economy: GlymeraMerchant — any VaultUnlocked-compatible plugin uses our gold balances again.
  • No behavioural change when VaultUnlocked is not installed: the integration stays optional and the plugin runs standalone as before.

v2.0.0 (2026-04-06)

New Feature: VaultUnlocked Integration

  • Economy Provider: GlymeraMerchant now registers as an Economy provider with VaultUnlocked. Any plugin that uses VaultUnlocked for economy will automatically use our gold system.
  • Optional dependency: Works with or without VaultUnlocked installed.
  • Full Vault2 API: Implements net.milkbowl.vault2.economy.Economy with all required methods. Single currency, no shared accounts.

New Feature: Paid Commands

  • Command toll system: Server admins can charge gold for any command from any plugin. A paid command is blocked and the player confirms with /confirm within a configurable timeout; gold is deducted on confirmation and the command runs normally.
  • Packet-level interception via PacketAdapters.registerInbound().
  • OP exempt (configurable, default true), configurable timeout (default 15s), prefix matching, balance check upfront.

v1.0.0 (2026-03-21)

- Initial release — Currency system, HUD, Shop UI, NPC Merchants, Player Trading

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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168 Views
1 Downloads
Apr 9, 2026 Published
Jun 4, 2026 Updated
Not yet rated
71.2 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Economy
  1. Shop
Supported languages
  1. English
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  1. No
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  1. Yes
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  1. Yes
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