GlymeraHeads - 153 Mob Skulls as Decoration and Wearable Helmets
Every Hytale mob with a head model is a placeable trophy block AND a wearable Mithril-tier helmet. 153 skulls for the wall, 139 helmets for your head, and two mystery recipes that hand out a random one. Bone-fragments + a bit of Concentrated Life Essence get you started.
What is GlymeraHeads?
Hytale ships with hundreds of NPC and creature models, all of them with detailed head bones. GlymeraHeads scans those models, extracts the head subtree (eyes, snouts, horns, jaws, ears - everything attached to the head bone), and turns each one into a real in-world block you can place on your shelf, plus an item-level-50 Epic helmet you can wear into combat.
No mob types are reskinned, nothing is replaced. The heads are an additive layer on top of vanilla.
What's in the Pack
Skull Blocks (153)
Place them anywhere - on shelves, walls, tables, the front porch of your zombie-trophy hall. Every block sits with its lowest pixel one above the floor (rotation-aware, so even mobs with downward-tilted snouts like the antelope or grizzly land cleanly on the surface).
Each block keeps the mob's animated quirks too: skulls blink, ears twitch, jaws hang. They are the actual head bones from the live mobs, not static prop boxes.
Skull Helmets (139)
The same head, scaled up 2x with a player-helmet wrapper, fits on the head slot of any character. Worn helmets cover the player's hair and ears (CosmeticsToHide) so the helmet sits cleanly without clipping.
Stats (per helmet, Mithril tier):
- Quality: Epic, ItemLevel 50
- 8% Physical damage resistance (multiplicative)
- 8% Projectile damage resistance (multiplicative)
- +14 max HP
- 180 durability, 0.5 loss on hit
- Sound set: Heavy Armor
14 mob skulls do not have a helmet variant because their source models contain animation glitches or render defects when used as cosmetics: Golem_Crystal, Larva, Moose, Outlander_Brute, Piranha, Piranha_Black, Skeleton_Head, Snake, Tetrabird, Tuluk, Turkey, Whale_Humpback, Wolf, Zombie_Aberrant_Big. Their skull blocks are still available, just no wearable helm.
How to Get One
There are exactly two recipes in the workbench (Crafting tab) - one icon each, one for blocks, one for helmets. Both produce a random pick from the roster.
Mystery Animal Skull (random skull block)
- 1x Bone Fragment
- 1x Wildmeat Raw
- 1x Life Essence Concentrated
You craft a "Mystery Animal Skull" placeholder; one tick later it is silently swapped for one of the 153 skull blocks. Uniform random distribution - every mob has the same chance.
Mystery Skull Helm (random helmet)
- 1x Bone Fragment
- 1x Iron Bar
- 3x Life Essence Concentrated
Same pattern: produces a "Mystery Skull Helm" placeholder, then swaps it for a random one of the 139 wearable helmets.
This way the workbench stays clean (two recipes, two icons) instead of being flooded with 153 + 139 individual entries.
Commands
| Command |
Who |
Description |
/glymeraheads reload |
OP only |
Re-reads helm_overrides.json and regenerates all helm models. Re-equip your helmet to see new values. |
Tweaking Helm Position / Size
The helmet model for each mob is generated dynamically at server boot from the skull block, with three per-mob tunes:
y - vertical offset relative to the bone mount point
z - depth offset (forward / back)
scale - size multiplier (1.0 = original, 2.0 = double, etc.)
All 139 wearable mobs ship with carefully tuned defaults baked into the plugin. Should you want to override one (e.g. you don't like how the Bunny sits on your character), drop a helm_overrides.json into the plugin's data directory:
{
"Bunny": { "y": -13.0, "z": -15.0, "scale": 2.0 },
"Antelope": { "scale": 1.5, "y": -5.0 }
}
Then run /glymeraheads reload in-game and re-equip. Override values take priority over the hardcoded defaults; missing fields fall back to the bake-in.
Installation
- Place
GlymeraHeads-1.0.0.jar in your server's mods/ folder.
- Restart the server.
- Open a workbench and look in the Crafting tab for the two Mystery recipes.
No external asset packs, no companion plugins. Everything (153 textures, 153 models, 139 item JSONs, 139 helmet stats) is embedded in the JAR.
Compatibility
- GlymeraArmorStand v5.0.0+ detects the helmets correctly via the item's
Armor.ArmorSlot field. Equip a Skull Helm on an armor stand the normal way (/armorstand equip while holding the helm) and it lands on the head slot, not in the hand.
- Vanilla armor system - Skull Helms equip, repair, drop, and lose durability like any native helmet.
Good to Know
- The skull blocks drop the mob's head texture into a single composite atlas that combines the body texture with all relevant attachments (eyes, mouth, beard, ears). The atlas is generated once, baked into the JAR, and then registered as a server-streamed asset.
- Helmet models are not stored in the JAR. They are constructed at boot from the skull block model + per-mob tune values, written to the plugin data directory, and registered as common assets. This keeps the JAR lean and lets re-tuning happen with a
/glymeraheads reload instead of a rebuild.
- Mystery recipes use a deferred replacement (one tick after
CraftRecipeEvent.Post) because the post-event fires before Hytale actually places the output item in the player's inventory.
- All skull blocks have their bottom edge anchored 1 pixel above the floor surface, computed via a quaternion-aware recursive vertex scan that respects rotated children, stretched boxes, and nested mount points.
Trophies, helmets, and bragging rights for every Hytale creature. Place, wear, repeat.