🗺️ Structure Atlas
Your world, remembered.
You're deep in unfamiliar territory. You drop into a crypt full of skeletons, fight your way out, and wander on. A week later every valley looks the same and you couldn't find that crypt again if your life depended on it.
Structure Atlas is the quiet little cartographer that fixes that. As you explore, it notices the dungeons, camps, hives, and towers you pass — names each one for what lives inside it — and pins it to your map. You never press a button. You just explore, and your atlas fills itself in.
What it does
As you walk your Hytale world, Structure Atlas catalogues every dungeon, temple, hive, mage tower, camp, settlement, klops dwelling, shrine, dragon lair, and tower it sees. Each one earns:
- a colour-coded pin on your world map, labelled with what it actually is;
- a proximity chat alert when you wander back within ~120 blocks of one you've already found;
- an entry in your
/atlasdiscovery log, in its category's themed colour.
No summoning. No manual tagging (though you can). It runs alongside your exploration and quietly keeps the record — and your discoveries persist across restarts.
It names structures after what's inside
This is the part that makes the map feel alive. Structure Atlas identifies a structure by its inhabitants — and labels it accordingly:
| You stumble into… | It's pinned as… |
|---|---|
| A crypt crawling with skeletons | Skeleton Crypt (Dungeon) |
| A dungeon ruled by a Goblin Duke | Goblin Duke's Lair (Dungeon) |
| A Scarak nest with a Broodmother | Scarak Broodmother's Hive |
| Crystal golems guarding a spire | Golem Tower (Mage Tower) |
| A Trork war-camp | Trork Camp |
| A Kweebec settlement | Kweebec Village (Settlement) |
When a boss or elite guards the place, the structure is named after them. Otherwise it takes the name of the dominant creature. Either way the structure type rides along in the label, so a "Golem Tower (Mage Tower)" never gets mistaken for a plain watchtower.
The ten categories
Each has its own themed colour (all configurable — see Make it yours below):
- Dungeons — dark blood red — the loot-and-danger places
- Temples — warm gold — the sacred ruins
- Hives — olive chitin green — the Scarak strongholds
- Mage Towers — arcane violet — the spellcaster spires
- Camps — campfire orange — bandits and outlanders
- Settlements — friendly green — the safe villages
- Klops Dwellings — warm brown — the cave-dwellers' homes
- Shrines — pale gold — the holy and serene
- Dragon Lairs — fiery red-orange — the places that want to kill you
- Towers — cool stone grey-blue — outposts and watchtowers
How discovery works
One automatic engine: passive entity scanning. Once a minute, Structure Atlas quietly reads the entities loaded in the chunks around you. Skeletons betray a crypt; a Scarak Broodmother betrays a hive; crystal golems betray a mage tower. It groups them by the structure they belong to, lets bosses anchor the marker at their own position, and clusters nearby same-type structures so a sprawling hive-field becomes one or two clean pins instead of fifty.
It needs no special permissions and writes nothing to your world — it simply notices what's around you as you explore, which means it also catalogues structures that were generated long before you installed it.
Commands
A single parent command with subcommands:
| Command | What it does |
|---|---|
/atlas |
Summary of what you've discovered, counted by category |
/atlas nearby [range] |
List nearby structures by name (default 200 blocks) |
/atlas mark <type> |
Manually mark a structure at your position |
/atlas help |
Show the subcommand list |
/atlas save |
Force-save discoveries between auto-saves |
/atlas clear |
Clear all discoveries (no confirmation — be deliberate) |
/atlas debug |
Diagnostic info if something seems off |
Categories for /atlas mark: dungeon, temple, hive, magetower, camp,
settlement, klops, shrine, dragonlair, tower.
Make it yours — configuration
On first run a documented config file appears at
mods/structure_atlas/structure_atlas_config.json. Per category you can set the
colour, display name, map icon, whether it's tracked at all, and
whether its marker stays visible at any map zoom. You can also tune the
proximity-alert range and auto-save interval. Defaults reproduce the
stock behaviour, and a malformed file falls back safely instead of crashing.
Don't care about Camps? "enabled": false. Want Dragon Lairs in hot magenta?
Set the colour. The atlas is yours to shape.
What's new
v1.5.0 — Broken commands and map colours, restored
/atlas markand/atlas nearbywork again — both needed your position and resolved it a way Update 5 removed, so both used to just say "Could not determine your position." Fixed.- Map pins show their category colour again — the marker tint silently failed on Update 5, so every pin used the default colour; the "tints match the chat palette" feature now actually works on the map.
- Crash-safe saves — your discovery file is now written atomically, so a crash mid-save can no longer wipe your whole atlas.
- Bounded map-marker drawing (smoother on long-explored worlds), a disconnect cleanup that stops a slow multiplayer memory creep, removal of a dead detection path, and accurate version reporting.
v1.4.2 — Alerts reach you again
- Proximity alerts, the join welcome, and auto-detect notices are back — a Hytale update changed the chat API and the old messages were failing silently. Now on the current API with a fallback for older builds.
- Cleaner download — the zip carries plain install instructions; see the install section below if you ever hit "Command not found! atlas".
v1.4.1 — Map markers show the full structure name
- Map pins now read the full boss-aware name (e.g. Skeleton Crypt (Dungeon)), not the bare category, and the proximity alert stopped repeating the category.
v1.4.0 — Boss-aware names + working proximity alerts
- Structures are named after their inhabitants — Goblin Duke's Lair, Skeleton Crypt, Trork Camp — with the structure type always shown.
- Proximity chat alerts ping you near discovered structures again, reading your live position via the Update 5 entity APIs.
Earlier: v1.3.3 rebuilt auto-detection for Update 5; v1.3 added the server-admin
config file and unified the map/chat colour palette; v1.2 was an Update 5
hardening pass; v1.1 consolidated the commands under /atlas and added
boss-priority clustering.
How it pairs with Hytale's /locate
Update 5 added a built-in /locate for finding biomes, zones, regions, and
prefabs. Structure Atlas does something different. /locate is an active
oracle — "take me to the nearest X." Structure Atlas is a passive logbook —
"where have I already been, and what was it?" They don't conflict; use both.
Compatibility
- Hytale Update 4 and Update 5 — declares a wildcard
ServerVersionand is verified working on the current Update 5 release line (0.5.x). - Server-side only. Players don't install anything; they just see the pins.
- Plays nicely with other gameplay, biome, and weather mods — it doesn't write to the world, override worldgen, or intercept commands other than its own.
- Discoveries persist in your save at
mods/structure_atlas/; copying a save to another machine carries them along.
If you're running my other mods, they're built to feel authored by the same hand:
- Project Sakura — a peaceful cherry-blossom fragment dimension
- Turning Seasons — automatic seasonal atmospheric variety
- HAARP Weather Control — summon any weather on command
Installation
- Download
StructureAtlas-1.5.0.zipand extract it (right-click → Extract All). - Copy only
StructureAtlas-1.5.0.jarinto%APPDATA%\Hytale\UserData\Mods\. ⚠️ The .jar, not the .zip — the zip is just the download wrapper and the mod can't run from inside it. - Upgrading? Delete the old
StructureAtlas-1.x.x.jarfirst so you don't load two copies (and any StructureAtlas.zipthat ended up in Mods). - Launch Hytale, load a world, and enable Structure Atlas in its mod settings.
- Start exploring. The atlas builds itself.
⚠️ Getting "Command not found! atlas"?
The mod's code isn't loaded — in every case so far, the .zip was placed in the Mods folder instead of the .jar (it can even show up in the mod list that way, looking installed while containing no runnable code). Fix: delete the StructureAtlas .zip from Mods, copy the .jar in, make sure the mod is ticked on for your world, and restart the world.
Roadmap
I update this mod when I have something real to add.
Planned
/atlas teleport <category|id>— admin jump-to-structure/atlas nearestwith an on-screen direction to the closest one- Retire the deprecated v1.1 short commands (they still work, with a notice)
Under consideration (v2.0)
/atlas find <query>fuzzy search by name or category- Opt-in server-wide discovery broadcasts
- Per-player private atlases alongside the shared default
A note from the author
Structure Atlas exists because I kept losing track of where the good ruins were in my own worlds. If a structure type is slipping through the classifier, or you have an idea, drop a comment — I read every one.
— LordDionysus

