GlymeraObelisk v3.0

Place a gold-brick obelisk that auto-fires energy bolts at hostile mobs. Smart targeting.

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

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

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.
GlymeraObelisk - Changelog

v2.0.0 (2026-05-19)


Bug Fixes

- Obelisk no longer fails to spawn on a fresh install: Placing the Obelisk block item on a freshly installed server used to result in nothing happening — only the single gold-brick marker block stayed where the item was used, and the rest of the 17-block structure never appeared. Reported by a CurseForge customer. The plugin now ships a built-in default template inside the JAR and writes it out to the data directory on first start, so the structure spawns correctly out of the box.

Root Cause

  • The placement logic in placeObelisk() returns silently when the in-memory template has no blocks. The template is loaded from <dataDirectory>/template.json, which v1.0.0 expected an OP to create by running /obelisk capture against a manually built sample obelisk.
  • On the development server this file existed (captured once during plugin development), so the bug was invisible there. On a customer's server the file was missing, no error was logged, and the player just saw the placed marker block with no further structure.

Changes

  • Default template shipped inside the JAR: A default-template.json (the 17-block gold-brick obelisk layout) now lives in the JAR root as a Java resource.
  • loadTemplate() extended: If <dataDirectory>/template.json is missing at plugin startup, the plugin extracts default-template.json from the classpath into the data directory before parsing it. If the file already exists, it is loaded as before — admins keep any customizations they made via /obelisk capture.
  • No behavioural change for existing installs. Servers that already have a template.json load that file unchanged.

Migration

- No migration required. Existing template.json, obelisks.json, and config.json files are read as before. Already-placed obelisks remain registered and continue to fire.

v1.0.0 (2026-05-18)

Initial release.

Features

  • Multi-block placement: a single Obelisk item spawns a 17-block gold-brick structure (7 ornate column + 4 sloped roof base + 4 cross-arm beams + pillar base + tip)
  • 3D cube targeting with configurable Chebyshev half-edge radius (default 16, total 33x33x33 blocks)
  • Attitude-aware filtering: HOSTILE creatures always targeted. NEUTRAL creatures targeted only when attackNeutral=true AND their AttitudeGroup is not "Prey" or "Livestock". Peaceful animals are never targeted.
  • Custom particle: golden round ObeliskBolt chains from tip to target
  • Custom sounds: SFX_Obelisk_Shot (laser-flash at tip) and SFX_Obelisk_Impact (explosion at target) with 3D positional attenuation
  • Owner protection via DamageBlockEvent + BreakBlockEvent (only owner or OP can damage or break)
  • Item-on-break: owner/OP breaking returns 1 Obelisk to their hotbar
  • Workbench recipe: 3x Ingredient_Life_Essence_Concentrated + 5x Ingredient_Bar_Gold, 5s, toggleable via recipesEnabled
  • Block physics: every placed block marked deco via BlockPhysics.markDeco
  • Atomic persistence: obelisks.json written via tmp + atomic rename

Commands

  • /obelisk spawn (OP) — place an obelisk at your position
  • /obelisk remove (OP) — remove the nearest obelisk in this world
  • /obelisk list — count of obelisks (yours + total)
  • /obelisk capture <halfWidth> <height> (OP) — rebuild the placement template from blocks around you
  • /obelisk captureat <x> <y> <z> <halfWidth> <height> (OP) — capture from explicit coordinates

Config

  • guardRadius (default 16) — cube half-edge in blocks
  • attackNeutral (default true) — also target provoke-able predators
  • fireTickMs (default 1000) — scan + fire interval
  • damage (default 50.0) — HP per shot
  • projectileSpeed (default 50.0) — blocks/s, controls impact delay only
  • recipesEnabled (default true) — allow the Workbench recipe
EULA: Free EULA
73 Views
2 Downloads
May 19, 2026 Published
May 28, 2026 Updated
Not yet rated
81 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Protection
  1. Fun
Supported languages
  1. English
Creator
Recommended for you
Personal teleportation network with custom heads GUI and 10 languages
5.00 star(s) 2 ratings
4 purchases
Automated tree farming - place, charge with Spawn Saplings, collect logs, leaves, sticks & more.
5.00 star(s) 1 ratings
1 purchase
Reward players with money for mining blocks - encouraging active gameplay.
5.00 star(s) 1 ratings
1 purchase
Smelt ores directly into blocks - place ore in, get blocks out automatically!
5.00 star(s) 1 ratings
1 purchase
Browse and collect over 90,000 decorative heads across 10 categories with an intuitive GUI.
5.00 star(s) 1 ratings
1 purchase
73 Views
2 Downloads
May 19, 2026 Published
May 28, 2026 Updated
Not yet rated
81 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Protection
  1. Fun
Supported languages
  1. English
Creator
Recommended for you
Personal teleportation network with custom heads GUI and 10 languages
5.00 star(s) 2 ratings
4 purchases
Automated tree farming - place, charge with Spawn Saplings, collect logs, leaves, sticks & more.
5.00 star(s) 1 ratings
1 purchase
Reward players with money for mining blocks - encouraging active gameplay.
5.00 star(s) 1 ratings
1 purchase
Smelt ores directly into blocks - place ore in, get blocks out automatically!
5.00 star(s) 1 ratings
1 purchase
Browse and collect over 90,000 decorative heads across 10 categories with an intuitive GUI.
5.00 star(s) 1 ratings
1 purchase
Top