promotional bannermobile promotional banner

Aetherhaven

Aetherhaven is a town-building add-on built around laying out plots, growing a settlement with named locals, and following quests that push your town forward.
Back to Files

Aetherhaven-2.7.0.jar

File nameAetherhaven-2.7.0.jar
Uploader
HexvaneHexvane
Uploaded
Aug 5, 2026
Downloads
531
Size
29.7 MB
File ID
8580325
Type
R
Release
Supported game versions
  • 0.5

What's new

## [2.7.0] - 8/4/2026

### Added

- **Blacksmith repair cost** — The repair menu shows how much each item will cost in gold before you confirm.
- **Intro quest** — On your first join to a world, you can accept a short guided quest to craft a town planning desk, craft a charter, and place your charter to found a town.
- **Stormwind building set** — 20 WoW-inspired Stormwind-style plot variants (inn, town hall, shops, production buildings, townhouses, etc.) available on the plot crafting bench under the Stormwind style filter.
- **Community updates** — Update button on the plot crafting bench when a newer version of a downloaded building is available.
- **Barn Feathers** - The barn can now produce feathers.
- **Player shop sales toggle** — The town records shelf on player shops has an option to sell to players only. Visitors and villagers can still visit and browse.
- **Town log** — The town records shelf has a new tab with a scrollable saved history of town events. The town owner can clear the log when they want a fresh start.
- **Plot creator step jump** — Middle click the plot creator staff to jump back to any step you have already reached.
- **Patrol wand guard list** — When assigning a guard, you can turn on a filter to show only guards that do not have a patrol route yet.
- **Patrol route removal** — Patrol wand has a remove mode. Select a saved route and press F to delete it.
- **Gaia altar work spot** — Plot creator and building editor now ask you to mark where the priestess stands at the Gaia altar.
- **Fix duplicate villagers** — Town Journal Settings has a button to clean up duplicate villager entries if they ever show up.
- **Move token** — The town records shelf can give you a move token for a building. Use it with the plot placement staff at the new spot to move the building there without nudging it block by block.
- **Snap to me** — The plot placement staff has a button that moves the building preview to where you are standing.
- **Dialogue conditions** — Villager dialogue can branch on another villager being nearby, friendship hearts, how a villager is feeling, hunger, whether a building exists in town, and whether you recently finished or failed a quest board quest.
- **Town Journal villager needs** — Tap a villager in the Town tab to see their needs.
- **Town Journal plot materials** — Tap a building that is still a plot sign to see its material progress. View only; use the town records shelf or plot sign to deposit or build.
- **Town Journal building trail** — Tap the walking icon on a building to show a trail that leads you there. It stops when you arrive.
- **Low need dialogue** — Town villagers sometimes tell you when they are hungry, tired, or bored when you talk to them.

### Changed

- **Visitor portal color** — The portal glow matches the color you pick for your town.
- **Floating gift supplies** Common supplies in balloon gifts now come from a simple editable list instead of the full zone loot table, so rewards are less cluttered. Each item can set a min and max stack size.
- **Town planning desk** — Recipes are split into Tools and staves and Miscellaneous tabs.
- **Tool HUD key hints** — Path tool hints read your local Hytale keybind settings when available, with a builder style key legend on the shovel. Other tool HUDs use the same label lookup with vanilla defaults as fallback. The Town Journal tool key labels setting was removed.
- **Workplace slots** — Town record shelves list every worker a building needs.
- **Plot creator menus** — Type, variant, spots, and settings menus open when you reach those steps. Done moves you forward when your choices are valid.
- **Plot blueprints** — Plot blueprints now give unlock points instead of unlocking a specific building. Use a blueprint to gain a point, then spend points at the plot crafting bench to unlock locked buildings. Plot blueprints stack to 25. The bench shows how many unlock points you have.
- **Plot creator balloon blueprint toggle** — Removed the balloon plot blueprint option from the plot creator. Use plot token locked by default to control whether a building needs an unlock point at the bench.
- **Jewelry workbench** — Can pull bars, gems, and life essence from nearby chests, like other crafting benches.
- **Town Journal building removal** — Removing a building from the Town Journal returns most of the gold spent to build it to the town treasury and gives back the plot token.
- **Villager need breaks** — Town villagers leave work when hunger, energy, or fun gets low and head to the right spot: home or the inn to rest, the inn or restaurant to eat, the park for fun, and shops during shopping hours.
- **Shopping and fun** — Villagers regain fun while browsing during their shop shift, similar to relaxing at the park.

### Fixed

- **Inn pool guild master priority** — The guild master no longer hard-prioritizes the first inn visitor slot after town hall (or during the guild hall quest). Spawn order uses `innPoolWeight` like other villagers.
- **Plot token salvaging** — Unified plot tokens (community buildings, variant prefabs) and missing legacy tokens (guild hall, player shop, tourist portal) can be salvaged for 5 gold coins again at the salvage bench.
- **Plot crafting favorites tab** — Community favorites now load their icons and Load preview works on the Favorites tab.
- **Important spots** — Plot creator spots snap to the right surface when you click blocks, half blocks, carpets, or chairs.
- **Inn visitors and adventurers** — They spawn on the ground instead of inside blocks or floating in the air.
- **Seating** — Villagers and adventurers sit facing forward on chairs and benches.
- **Shop tooltips** — Shop prices no longer replace other tooltip text. (Fixes Enchantment tooltip issue)
- **Upload limit message** — Clearer message when you hit the community upload limit.
- **Plot crafting bench** — Fixed a crash when opening the bench with favorites loaded.
- **Variant building menus** — Custom building variants now get the same record shelf options as the original (expand territory, guards, tourists, workers, and shops).
- **Building thumbnails** — Water and lava in a building now show on plot crafting icons (blue water, orange lava) instead of being left out.
- **Workplace production while away** — Farms, barns, lumbermills, and miners huts keep producing on the worker’s schedule when you’re out of town, at a slightly lower rate than when you’re nearby.
- **Production and time skips** — Skipping or setting game time forward credits workplace production for scheduled work hours, whether the worker is nearby or not (like furnaces and crops).
- **Workplace production bar** — The production bar advances more reliably while a worker is on shift at their building.
- **Town NPC loading** — Villagers and other NPCs around your town load more reliably when you travel back into the area.
- **Duplicate town villagers** — The same person no longer appears twice in the Town Journal or on town record shelves after they die and come back.
- **Reconstruct and move building** — Rebuilding or moving a building only clears blocks that belong to that building. Empty space inside the plot is left alone.
- **Morning tax notice** — Town members now get a chat message when daily taxes are collected instead of a small on screen toast.
- **Dual-type workplace UI** — Buildings that count as both a job plot and `plot_house` no longer pick up extra crossmod worker slots from the shared house alias (for example a LOTR shopkeep row on Stormwind workplaces). Crossmod shops that count only as `plot_house` still expose a worker slot when a villager’s `workConstructionId` matches that shop’s building id.
- **Crossmod plot quest checks** — Dialogue and quest objectives that reference a variant building id (for example `plot_hobbit_shop`) recognize the completed plot again when that building uses `countsAsConstructionId` for house residency.
- **Crossmod inn-pool shop promotion** — Workplace promotion for inn-pool villagers (for example Bilbo at `plot_hobbit_shop`) matches the villager's `workConstructionId` stored on the plot, not the first generic `plot_house` in town. Crossmod shop quests can call the `try_promote_inn_pool_shops` lifecycle effect on complete.
- **Crossmod shop promotion on generic houses** — Completing any `plot_house` no longer triggers inn-pool shop promotion for crossmod shops whose building id only *counts as* house (for example Bilbo before `plot_hobbit_shop` is built). Inn morning fill also skips unregistered crossmod NPC roles instead of stopping the whole visitor roll.
- **Starter town debug command** — `/aetherhaven startertown minimal` no longer auto-completes crossmod shop quests or spawns crossmod workers when only a generic `plot_house` was generated (same alias-direction bug as inn promotion).

This mod has no additional files