GlymeraStructures-11.0.0.jar
What's new
GlymeraStructures - Changelog
v11.0.0 (2026-10-14) — Fewer small ruins on request, no more spike fields
- New config option
smallRuinsPercent(1-100, default 100 = as before): thins out only the small ruins scattered everywhere, on top ofdensityPercent. Example:20keeps only a fifth of them, while villages, dungeons, camps, temples, cities and shipwrecks stay at full strength. Apply with/structures reload, then restart the server. - Fix: no more wooden spike fields around Outlander villages. The spike decoration is meant as a thin ring around the villages, but the boost opened it up and covered whole areas with wooden spikes. It is no longer boosted and follows Hytale's normal rules again; the old override file is removed automatically.
- No new or removed structure patterns in Hytale 0.7 (all 0.6 and 0.7 patterns compared); new buildings that Hytale adds inside the existing patterns are boosted automatically.
- Upgrade: replace the jar in
mods/, keep the plugin's data folder. Restart the server twice (the first start rewrites the override files, the second loads them). Only newly generated areas are affected.
v10.0.0 (2026-10-12) — Hytale 0.7.0 (Update 7)
- Rebuilt for Hytale 0.7.0 (Update 7 / Chapter 1). Requires server 0.7.0 or newer; this version does not run on 0.6.x, and the previous version does not run on 0.7.0 (the server removed the old block and chunk API).
- Migrated to the 0.7.0 world API: block reads and writes now go through the chunk store and block sections (
BlockOperations), chunk ticking through the engine's new marker component, spawn points through the asynchronous spawn provider. - Mod icon added (
icon-256.pngin the jar) so the plugin shows its picture in the world's mod list instead of a question mark. - Upgrade: delete the old jar from
mods/, drop in the new one and keep the plugin's data folder — configs and saved data carry over unchanged. Restart the server.
v9.0.0 (2026-09-29) — adjustable structure amount
- New: choose how many structures you get. New config option
densityPercent(1-100) inplugins/GlymeraStructures/config.json:100= maximum (as before),50= half as many structures,25= a quarter, and so on. Ingame shortcut for operators:/structures <1-100>, e.g./structures 50. - The value scales the share of active structure spots directly, so the amount of structures follows the percentage. Different structure types keep mostly separate spots, like in vanilla, so lower values also mean less stacking of structures on top of each other.
- Default is
100: nothing changes unless you set a lower value. Existing configs get the new option added automatically on the next start. /structures statusand the startup log line show the current percentage.- As before, a change applies after the next server start (singleplayer: leave and re-enter the world) and only to newly generated areas; already explored terrain keeps its structures.
v8.0.0 (2026-09-06) — works in singleplayer and on any server layout
- Fix:
/structures onreported "0 patterns" in singleplayer (and on any server whose folders are not laid out like the standard dedicated download). The plugin used to look for Hytale'sAssets.zipat a fixed place relative to the server's working directory and wrote its override pack tomods/next to it. In singleplayer the game keepsAssets.zipinside the installation and loads mods from its own mods folder, so nothing was found, nothing was written and the only feedback was a bare "0". - The plugin now reads the patterns from the asset pack the running server has loaded itself. That is the right source wherever the server runs: dedicated servers, hosting providers and singleplayer. The old relative path, an
Assets.zipnext to the server folder and an unpacked assets folder remain as fallbacks; a customassetsPathin the config still takes precedence. - The override pack is written to the mods directory the plugin jar was loaded from (dedicated server:
mods/GlymeraStructures/exactly as before; singleplayer: the game's mods folder), so it is picked up on the next start. - Clear feedback: one status line in the server log at startup (assets source, override folder, number of patterns written), a warning if no assets were found, and
/structures on|reload|statusnow show the assets source and the override folder. If nothing could be written, the chat lists what was tried. /structures statusshows the real plugin version (older builds printed a stale "4.0.0").- Reminder: the boost applies when the world is (re)started - after toggling, restart the server or, in singleplayer, leave and re-enter the world, then explore new areas. Already generated chunks do not change.
- Dedicated servers behave exactly as before (same 78 pattern files, same folder). Config file location and keys are unchanged. Requires Hytale 0.6.x.
v7.0.0 (2026-08-28) — Hytale 0.6.0 (Update 6)
- Rebuilt for Hytale 0.6.0 (Update 6). Requires server 0.6.0 or newer; this version does not run on 0.5.x, and older versions of this plugin do not run on 0.6.0.
- Migrated to the 0.6.0 APIs (network protocol hytale/3, new command-permission API, block/chunk/entity API changes). Everything that was open to players before is open to players again.
- Upgrade: delete the old jar from
mods/, drop in the new one and keep the plugin's data folder — configs and saved data carry over unchanged. Restart the server.
v6.0.0 (2026-05-29)
- Fix: Eliminated the
SEVERE Duplicate asset pack '...'error that appeared on every server boot after the first. The plugin generates its asset pack intomods/and Hytale's auto-scan already loads it at startup; the plugin then re-registered the same pack viaregisterPack(), which the engine flagged as a duplicate. The plugin now registers the pack only if it is not already loaded (AssetModule.getAssetPack(name) == null), mirroring the engine's own check. No functional change — assets load exactly as before, just without the log error. - Fix: The generated pack manifest now declares
"ServerVersion":"*"and is (re)written on every boot, clearing Hytale's "does not specify a target server version" warning (which Hytale states will become a hard error in a future version). Existing installs are upgraded automatically on the next start.
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