promotional bannermobile promotional banner

Qolaxis

Quality of life for Hytale: healing out of combat, a clock, what your crosshair is on, weapon damage and defence, any arrow in any bow, an item magnet, auto-sort and more, a QoL mod in place of a handful of small ones
Back to Files

Qolaxis-0.3.6.jar

File nameQolaxis-0.3.6.jar
Uploader
LorewoundLorewound
Uploaded
Oct 17, 2026
Downloads
6
Size
258.7 KB
File ID
9230685
Type
R
Release
Supported game versions
  • 0.7

What's new

Changelog

0.3.6 — 2026-10-17

Changed

  • Arrows are picked up, not handed back. An arrow that hits a creature drops at its feet; one that misses is picked up by walking within 3 blocks of it (it was 8). An arrow flying back from a creature ten blocks away the moment it was hit was a free arrow. The item magnet leaves arrows alone for the same reason.
  • The magnet reaches 9 blocks (it was 6).
  • The Sparring Dummy measures per weapon. Looking at it shows the numbers of the weapon in your hand (its name, last hit, average, DPS and hits), and switching weapons switches the numbers.
  • A bow's DMG includes the arrow it shoots next, so bow and arrow pairs compare directly; the bonus still shows beside it.
  • Auto-sort waits half a second after a change to the bag or backpack (it was 3 s).
  • The bottom-left readout is wider and drops "a hit", so long numbers no longer end in "...".
  • The mod's website is its CurseForge page.

Fixed

  • Arrows shot from some modded bows never came back (Endgame's Prisma bow, Arcane Power's two bows, Major Dungeons' crossbows). They take their arrow with their own step, so nothing noted which arrow went. The bags are counted every tick now, and an arrow gone that Qolaxis did not take is matched to the shot that follows; only as many shots are matched as arrows went.
  • The Sparring Dummy's model in the hand and in the crafting preview had no texture: the game refuses a block texture on an item. It has an item texture of its own now, in the gunmetal of its icon, at full size.

0.3.5 — 2026-10-17

Fixed

  • Setting the dummy up closed the game. It was spawned straight from the right-click, while the world was still working through its entities; the game refused ("Store is currently processing") and dropped the player. It is spawned once the world has finished its step.
  • The bag and backpack were never auto-sorted. They waited for no window to be open, and every player always has one: the pocket crafting grid. Only an open chest (or Trash Bag) holds the sort off now. Chests sorted on opening already worked.

Changed

  • The dummy is now the Sparring Dummy, with its own icon (the game's dummy in gunmetal with an orange target), so it is no longer mistaken for the game's Training Dummy, a decoration block that takes no hits. Dummies already crafted or set up keep working.
  • The mod icon is the painted Qolaxis emblem (docs/brand/qolaxis-icon.png), cut by tools/make_icons.py to 400 px for CurseForge and 256 px for the game.
  • The Qolaxis logotype (docs/brand/qolaxis-logotype.png, 2000 × 667, with 1000 and 700 px copies) heads the README and the CurseForge page.

0.3.4 — 2026-10-17

Added

  • Benches relight. Turn a furnace (or any bench that burns fuel: a smelter, an Ore Crusher) on once and it lights again whenever it holds something it can work, fuel and room for the result, until you turn it off. The game lets it go out when its input runs dry and stay out when more is put in, by you or by a sorting chest. The setting is kept in the bench. Replaces AutoFurnace; a furnace it had set to relight is turned on once more to hand it over.

0.3.3 — 2026-10-17

Added

  • Crafting reaches further. A bench takes materials from chests up to 128 blocks away across and 128 up or down, from up to 1,000 chests (the game: 14, 6 and 100). Replaces Grab From Far.
  • Sleep heals. Waking from a full sleep in a bed gives back the whole health bar. Replaces PJ Sleep Regeneration.
  • Off-hand follows the hand. A one-handed weapon (one the game lets carry something in the other hand: sword, axe, club, crossbow) brings the shield out; a tool or an empty hand puts it away for a torch. From the off-hand slots first, then from the bag. Replaces Offhand Reflex.
  • config.json in the plugin's data folder holds the reach, the chest limit, the share healed by sleep and the off-hand switch; it is written with the defaults on the first start.

0.3.2 — 2026-10-17

Fixed

  • The Trash Bag and the Training Dummy could not be found by name in mods that look names up (Where This At's Inventory Lectern). Their names are translation keys now, in Server/Languages/en-US/qolaxis.lang, as is the Training Dummy creature's name.

0.3.1 — 2026-10-17

Added

  • Better arrows hit harder. A shot's damage still comes from the bow; the arrow adds one percent per item level above the Crude Arrow's 9: Iron +11 %, Deadeye +26 %, Clearshot +46 %, Trueshot +66 %, and the same rule for arrows from other mods. Endgame's Hardened Arrow keeps its own +20 % and gets nothing more. With a bow in hand, DMG shows the bonus of the arrow it shoots.
  • Item magnet. Items on the ground within 6 blocks fly to you and into your bags, as the game picks up what lies at your feet: walls and corners do not stop them, the pick-up notice shows, and what does not fit stays where it is. Items just dropped (still in their pick-up delay) wait as usual. Replaces Item Magnet, whose magnet item pulls items slowly along the ground.

Fixed

  • Bolts of cloth (Ingredient_Bolt_Linen, Silk, Wool ... and Arcane Power's) counted as crossbow bolts, so a bow or crossbow could load and shoot them.

0.3.0 — 2026-10-17

Added

  • Auto-sort. A chest (or any container block) is sorted by type the moment it is opened, and the bag and the backpack once they have stayed unchanged for 3 s, as if the sort button had been pressed. The hotbar is never touched, and nothing is sorted while a chest is open.
  • Training Dummy (Workbench › Tinkering: 1 log, 3 Tree Sap, 3 Sticks). Right-click a floor to set it up: a mannequin with a million health that stands still and takes every hit, melee or arrow. Looking at it shows your last hit, your average hit, your DPS and the number of hits; crouch and hit it to pick it up again. The game's own Target Dummy is a decoration block, which takes no damage, so it showed nothing.
  • The bare hand has a DMG too, read from the game's unarmed attack.

Changed

  • What you look at is named from further away: creatures up to 64 blocks, blocks up to 24.
  • An arrow that landed stays 10 minutes. The game removes every projectile 60 s after it is shot, so a missed arrow was often gone before it could be picked up.

Fixed

  • A block in one of its states (a bent Cargo Tube, an open door) showed its generated id, "*Drevaxis CargoTube State Definitions Mask 00"; it is named as the block it is.
  • Looking at some creatures failed every time ("Cannot read the array length") when they had no effect list.
  • The placed Trash Bag logged an unused key.

0.2.0 — 2026-10-17

Added

  • The Trash Bag can be set down. In the hand, right-click opens it as before; crouch and right-click sets it down. Set down, it is a 27-slot container block: Use opens it, and a Cargo Tube (or anything that fills chests) can feed it. It empties itself while nobody has it open.
  • What you look at shows a health bar under the name of a creature or player (green above 75 %, orange down to 25 %, red below) and its distance in blocks.

Changed

  • What is put in the Trash Bag is destroyed when its window closes, not the moment it goes in, so something dropped in by mistake can be taken out again. The bag in the hand holds 27 slots, up from 9.
  • A crossbow put away loaded keeps its bolts in it again, out of the bags. In 0.1.1 they went back into the bags and were taken out again on return, so the arrow count rose and fell with every swap. The load is kept per player and hotbar slot in crossbow-loads/ in the plugin's data folder, so it survives logging out; a crossbow moved to another slot still finds it, and bolts beyond what it holds go to the bags.
  • DEF is the fixed physical resistance the worn armour lists. It was the share of damage stopped over the last hits, which moved with every hit taken.

Fixed

  • What you look at named the wrong mod for the game's own blocks that another mod replaces: LifeCrops rewrites the logs, cobble, soils and sand to add its recipes, so a log wall read "LifeCrops". It now names the mod that first defines the block or item (the game, there).
  • Looking at a creature whose attitude was not worked out yet stopped the whole HUD tick for a few seconds (attitudeCache is null); its default attitude is shown instead, and a failure there no longer stops the clock and the readout.

0.1.1 — 2026-10-17

Fixed

  • A crossbow put away loaded and taken back lost its bolts. Its load was written into the crossbow item, and the game treats any change to the held item as a new weapon and clears its Ammo, so the restored bolts were cleared at once. Now the bolts go back into the bags when the crossbow is put away and are loaded from there when it is held again; a reload the game clears anyway is given back to the bags.
  • Arrows picked up or returned from a hit vanished into the bags; they now fly to the player with the game's pick-up notice.
  • Trash Bag: drawn with the feed-bag item model (the sack was a block texture the client refused).

Changed

  • The clock is a small line at the top middle, under the place name, clear of the map and quest panels on the right.
  • Bottom left is smaller and higher, with two lines: DMG, the held weapon's damage per hit read from its data (shown before any hit, to compare weapons), with the measured DPS once fought with; and DEF. The arrow line is gone (the game shows the count already).
  • What the crosshair is on is shown under the clock without any item: name, mod, level (MMO Mob Scaling), health, attitude and effects.

Removed

  • Binoculars.

0.1.0 — 2026-10-17

First build.

Added

  • Health regenerates out of combat: 1 % every 2 s after 10 s without damage (the Health stat).
  • HUD: clock (top right), DPS / defence / arrows (bottom left), binocular target (centre).
  • Any arrow in any vanilla bow or crossbow (Qolaxis_TakeArrow), nocked arrows given back as the kind they were (Qolaxis_ReturnArrows), a crossbow's load kept when it is put away (Qolaxis_StashAmmo).
  • Arrow recovery: a hit returns the arrow at once, a miss is picked up within 8 blocks.
  • Trash Bag and Binoculars.

Checked

  • 7 unit tests (arrow ids, loaded arrows, DPS and defence meters, clock text).
  • On a scratch Hytale 0.7.2 server, alone and beside 73 other mods: the plugin loads, the two items exist, every vanilla Crude-arrow step resolves to the Qolaxis types, and the Health stat carries the out-of-combat rule.
  • Not yet seen in a client: the HUD, shooting, the crossbow's kept load, arrow pick-up, the trash window and the binoculars.

This mod has no related projects