Description
LogicVisuals — Dungeon Scripting Engine
⚠️ Big Update is coming Soon, but, hypixel take their tie to release update 5, which it blocked me for released since my code is already refactor for the update 5 . The update 5, gonna break instance generation, i recommend to make a prefab of all your dungeon and keep your config file and your prefab, cause all the update 4 instance gonna break in update 5, and theres only one way to save your dungeon, and you neeed your dungeon build as a prefab.
Upcoming feature for Update 5:
Onradius trigger---triger action on player detection
SetCamera Action ---- You can set up camera point of view , to show what happen on other room, lke in zelda game.
⚠️ French Player, theres french tutorial video for you on youtube, just follow the english tutorial to get to the channel.
⚠️ IMPORTANT — Read First LogicVisuals is not a dungeon. It is a dungeon scripting engine — a no-code tool that lets server admins and builders bring any dungeon to life, entirely in-game, with no programming knowledge required.
⚠️ Universal Block Compatibility (New in 1.1) You no longer need _Logic suffix blocks to script your dungeon. Any native Hytale block with an F interaction can now be scripted right after you activate the Spot, (watch the new tutorial: https://youtu.be/19K2h7GIBhM ) — a workbench, a chest, a lantern, a furnace. Place a Logic_Config_Block adjacent to it and press F. That's it. The dedicated _Logic variants still work but are no longer required. If you built dungeons on versions prior to 1.07, your configs are fully compatible — no migration needed.
⚠️ onPlace renamed to onPush If you have configs from before version 1.07 that use onPlace as a trigger, you must update them. Open your config JSON at mods/King.LiteLogicVisuals/dungeons/ and replace onPlace with onPush, or simply reset and reconfigure the affected rows in-game. This is a one-time migration.
⚠️ Instance-first design LogicVisuals is designed to work inside instances. Scripts do not reset automatically in survival worlds — a server reboot is required to rearm them. In instances, every player gets a fresh copy of the dungeon automatically. This is by design.
⚠️ Before updating Back up these folders before extracting a new version:
mods/King.LiteLogicVisuals/dungeons/ — your dungeon script configs mods/King.LiteLogicVisuals/Server/Instances/ — your custom instances
Restore them after extracting. No file editing required for anything else.
What is LogicVisuals? LogicVisuals turns any interactable Hytale block into a programmable logic node. Doors seal shut. Monsters spawn in waves. Puzzles demand real thought. Physical mechanics chain with combat encounters. A bridge appears block by block after the last enemy falls. All of this is configured in minutes, entirely inside the game, through a UI menu. No commands. No code. Just blocks, triggers, and actions. If you can build a dungeon, you can script it.
How it works — The Workflow Step 1 — Build your dungeon shell in the survival world Your dungeon entrance is a simple frame of blocks with an invisible Portal_Dungeon_Logic block linked to your instance dimension. When a player walks through, they enter their own isolated copy of the dungeon. Every player runs their own instance simultaneously, fully independent. If you want to go further, you can build a complete exterior shell — a cathedral, a fortress, a cave entrance — and players will recognize the interior when they enter. The demo dungeon included in the pack shows exactly this: an exterior visible from the overworld, and a matching interior inside the instance. Step 2 — Create your instance Place a Logic_Config_Block with no adjacent logic blocks to open the instance creation menu. Choose a template, name your instance, and it is ready to edit. Use /llvedit InstanceName to enter edit mode at any time, or /llvcopy TemplateName NewName to duplicate a template. Step 3 — Configure your scripts Place a Logic_Config_Block adjacent to any interactable block in your dungeon. Press F. The configuration menu opens. Select your trigger, your action, your positions, and confirm. The script is live. To capture spawn, break, or place positions without typing coordinates, use the three TakePos blocks:
TakeBreakPos_Logic — press F to capture a break position TakeSpawnPos_Logic — press F to capture a spawn position TakePlacePos_Logic — press F to capture a place position
All captured positions appear in the TakePos Clipboard panel on the right side of the config menu, organized in columns. Copy them into your fields. When done, press Clear TakePos. Step 4 — Test and iterate Scripts are incremental. Add one row, test, rearm, add another. If a row does not behave as expected, use Remove Last Row, adjust, and retest. You never need to start over. To rearm a configured block, simply place the Logic_Config_Block adjacent to it and break it. The config is preserved. The script is rearmed.
The Spawner Logic dual usage The Spawner_Logic block serves two distinct purposes:
As a scripted case — configure it with the config block to trigger spawn, break, place, or sound actions on any trigger. As a native random loot chest — use Hytale's native droplist and spawner table system to create randomized loot chests in your dungeon. No scripting required for this. The native system handles loot randomization automatically. If you want to keep it simple, replace the Spawner_Logic with a regular chest and put your loot directly inside, then rearm the config block by placing and breaking the Logic_Config_Block adjacent to it.
Features Universal Block System Any native Hytale block with an F interaction is scriptable. No _Logic suffix required. The mod detects the config automatically when the Logic_Config_Block is placed adjacent to it. Row System — Chained Events Each logic block supports unlimited chained rows. Configure as many trigger → action sequences as needed. Every row fires in order. A kill group waits for all mobs from all spawns in a chain before the next trigger fires. Mega Ensemble (Multi-type Spawn Groups) Chain onSpawn triggers to spawn multiple different mob types simultaneously from a single activation. All spawned groups form one kill group — the next trigger fires only when every mob from every group is dead. No mob multiplication. No infinite loops. TakePos System Three new blocks that capture world coordinates in real time. Walk to any position, press F, and the coordinate is stored in RAM and displayed in the config menu clipboard. Supports 27 positions per type (3 columns of 9). Clear button resets all captured positions. Supported Triggers
onUse — player interacts with the block onKill — all spawned mobs from the previous row are dead onPush — a Pushable_Logic block is placed on a Receptacle_Logic onBreak — a breakBlock action has completed onSpawn — a spawnNPC action has completed (enables chained multi-type spawns) onSendMessage — a sendMessage action has completed onPlaySound — a playSound action has completed onPlaceBlock — a placeBlock action has completed
Supported Actions
spawnNPC — spawns any NPC role at configured positions breakBlock — breaks one or more blocks at configured positions sendMessage — sends a custom message to all players in the instance playSound — plays a sound at a configured position placeBlock — places a block at configured positions
Push Block System Physical puzzle blocks players can push in any direction. Gravity simulation prevents blocks from sliding off ledges. Destination blocking prevents illegal moves. Four visual variants — each variant only activates its matching Receptacle variant. Receptacle System Push a Pushable_Logic block onto a Receptacle_Logic to trigger a configured event. Four matching variants. Multiple independent receptacles work correctly in the same dungeon. Dungeon Portal System A Portal_Dungeon_Logic block sends each player into their own isolated instance. Every player gets their own dungeon. Fully parallel. Fully isolated. Exit System A single Exit_Dungeon block placed anywhere in the instance returns the player cleanly to the overworld. Edit Portal System An Edit_Portal_Logic block allows admins to enter instance edit mode directly in-game. Instance Protection Block placement and breaking are automatically disabled inside player instances. Players cannot modify the dungeon environment. Edit Mode Guard Scripts do not fire inside instance-edit- worlds. You can configure and test freely without triggering live logic. No External Dependencies No other mods required. Install and go. Asset Pack ~15 essential _Logic assets available directly in the asset editor. Edit Block, Config Block, receptacles, push blocks, portal doors, exit door, TakePos blocks, and a selection of construction block variants to show builders how to extend the system using the asset editor. All non-craftable by default.
Construction Block Variants A small selection of construction blocks (stone variants, wood planks) with F interactions are included in the pack. These blocks have no scripting logic attached. They are provided to show builders the path toward creating their own scriptable blocks using the asset editor — adding the F interaction to any custom block makes it immediately compatible with LogicVisuals.
📹 Video Tutorials -
How To get started
English Version : https://youtu.be/oYs1ea3z1rQ
French Version :https://youtu.be/a6RoF_Mm9NI
Edition Mode , How to go in , diferrence betweeem player and edition mode, etc:
English version: https://studio.youtube.com/video/eCaRhbfR-Dk/edit
French Version: https://youtu.be/a6RoF_Mm9NI
7 Rows with Mega Ensemble configuration
English Version https://youtu.be/19K2h7GIBhM
French Version https://youtu.be/RnfC2JFrHZU
Installation
Extract King.LiteLogicVisuals and LiteLogicVisuals-1.1.jar into your mods/ folder. ⚠️ Extract the folder — do not leave it zipped. The mod will not load assets from a compressed archive. Restart your server.
v1.1 — Changelog New Features
Universal block compatibility — any native block with F interaction is now scriptable without a _Logic suffix. TakePos System — three new blocks capture world coordinates in real time and display them in the config menu clipboard. 3 columns × 9 positions per type. Mega Ensemble (spawnGroups) — chained onSpawn triggers form a unified kill group. onKill fires only when every mob from every spawned group is dead. onSpawn trigger — fires after any successful spawnNPC action. playSound action — plays a named sound asset at configured coordinates. placeBlock action — places a named block at configured positions. onSendMessage, onPlaySound, onPlaceBlock triggers — chain any action into any subsequent trigger. TakePos Clipboard in the config menu — right panel with 3 columns of 9 positions per type. Clear button resets all three types. Config menu widened to 1500px.
Behavior Changes
onPlace renamed to onPush. Replace in your JSON or reset and reconfigure affected rows. Edit mode guard — scripts no longer fire inside instance-edit- worlds. Config block adjacency detection now includes native blocks.
Bug Fixes
Trigger and action labels now reset visually after Add Row. Remove Last Row now properly clears current row fields and resets visual labels. Reset Config now updates trigger and action labels visually. Constructor no longer pre-loads positions from Row 1. fireOnSpawn now fires once per spawn group instead of once per mob. removeLastRow no longer causes JSON corruption on confirmed rows.
Known Issues
Edit Block becomes orphaned after server reboot (fix planned). UI input fields do not visually clear after reset (UI limitation). onPush → onSpawn chaining not functional on Receptacle scripts — when a Pushable_Logic block triggers a spawnNPC row, the subsequent onSpawn row does not fire (fix in progress).
Roadmap v1.2 — TakePos standby mode, onRadius trigger, And_Gate_Logic condition block v1.3 — Pull_Logic and Fall_Logic variants, timer-based reset, loot table system v2.0+ — Rotate_Logic, NPC_Logic, state block, party system integration
Built by King (KingKPoop) & CLaude Ai as debriefer, conselor. Custom Asset Textures: Gamevore The LiteLogicVisuals Dungeon Scripting Engine Team
If you have any question feel free to add me on Discord Kingk.boo, it will be a pleasure to help you with the mod.
