premium banner
Structure Atlas automatically detects world-generated structures — dungeons, temples, hives, camps, and more — by scanning nearby entities, then places color-coded markers on the world map so players can easily find every point of interest.

Description

Description file launched in Notepad.

Updated session preference

The publish/upload prep flow now opens three files automatically going forward:

  1. CURSEFORGE_RELEASE_NOTES.md — paste into the upload form's Changelog field
  2. CHANGELOG.md — full project history reference
  3. CURSEFORGE_DESCRIPTION.md — paste into the project page's Description field if refreshing

This matches the exact flow I'll do for Project Sakura, Turning Seasons, Cartographer's Legacy, and any future mod uploads.

As a backup — here's the description content paste-ready

In case Notepad windows aren't surfacing visually, here's the body of CURSEFORGE_DESCRIPTION.md (everything after the --- divider) ready to copy directly into the CurseForge Description field:


Structure Atlas

You're exploring a new region. You stumble on a Goblin Lair, fight your way through, find your way out, and wander on. A week later, half the exits look the same and you can't remember which valley had the lair.

Structure Atlas is the small mod that quietly fixes this.

What it does

As you walk through your Hytale world, Structure Atlas catalogues every dungeon, temple, hive, tower, settlement, dragon lair, mage tower, klops dwelling, shrine, and camp it sees. Each gets pinned to your world map with a colour-coded marker, and a colour-coded chat alert pings you when you wander within roughly 120 blocks of one you've found before.

You don't summon the atlas. You don't tag anything manually (though you can if you want to). The mod just runs alongside your exploration, filling itself in.

When you want to look back at what you've found, type /atlas and your discovery history scrolls past, each entry in its category's themed colour:

  • Dungeons in dark blood red — the loot-and-danger places
  • Temples in warm gold — the sacred ruins
  • Hives in olive chitin green — the Scarak strongholds
  • Mage Towers in arcane violet — the spellcaster spires
  • Camps in campfire orange — bandits and outlanders
  • Settlements in friendly green — the safe villages
  • Klops Dwellings in warm brown — the cave-dwellers' homes
  • Shrines in pale gold — the holy and serene
  • Dragon Lairs in fiery red-orange — the places that want to kill you
  • Towers in cool stone grey-blue — outposts and watchtowers

How discovery works

Two paths feed the atlas, both of them automatic:

Event-based detection. When Hytale's world generator places a structure, it fires a PrefabPasteEvent. Structure Atlas listens for those, classifies the prefab by name, and adds it to your atlas.

Entity-based scanning. Every minute, a background scan looks at the entities in your loaded chunks. Goblins suggest a Goblin Lair; Scarak Workers suggest a Scarak Hive; Mages suggest a Mage Tower; and so on. Boss entities anchor clusters at their own position, so a 5-hive region collapses to one or two map markers instead of pinning every nest separately.

The two paths catch different things — events catch fresh worldgen, scanning catches structures that existed before you installed the mod or were placed in dimensions the events don't fire in. Together they keep your atlas honest.

Commands

A single parent command with subcommands. Tab-autocomplete works on the new Hytale chat suggestion UI:

Command What it does
/atlas Show every structure you've discovered, by category
/atlas help Show the subcommand list
/atlas nearby [range] List structures within range (default 200 blocks)
/atlas mark <type> Mark a structure at your position (manual override)
/atlas debug Diagnostic info — useful if something seems off
/atlas clear Clear all discoveries (with no second-chance prompt — be deliberate)
/atlas save Force-save discoveries to disk between auto-saves

Categories for /atlas mark: dungeon, temple, hive, magetower, camp, settlement, klops, shrine, dragonlair, tower.

If you upgraded from an older version and have muscle memory for the old short commands (/markd, /markt, /atlasnearby, etc.) — they still work in v1.1.x. They print a one-line deprecation notice pointing at the new syntax, then do exactly what they used to do. The old shortcuts will be removed in v1.2.0; the deprecation notice is your warning to switch.

What it isn't

So you know exactly what you're getting:

  • No /atlas teleport yet. You see the coordinates, but you have to travel there yourself. Teleport is the headline feature of v1.2.0.
  • No fuzzy search. You can't /atlas find <query> to filter by name. Planned for v2.0.0.
  • No category-tinted map markers yet. The themed colours are in chat output; the markers themselves currently share a default tint. Per-category map-marker colour is on the v1.2.0 list.
  • No discovery broadcasts. When one player finds a new structure on a server, others see nothing until they run /atlas themselves. An opt-in broadcast feature is under consideration for v2.0.0.
  • No config file. Proximity range (120 blocks), scan interval (1 minute), auto-save interval (5 minutes), and default nearby range (200 blocks) are hard-coded. A config file is on the v1.2.0 wishlist.

If those gaps are dealbreakers, the v1.2.0 roadmap below covers all the headline ones. If the core "automatic discovery + colour-coded catalogue" loop sounds good, v1.1.2 is a stable, mature place to land.

How it pairs with Hytale's /locate (Update 5+)

Hytale Update 5 added a built-in /locate command for finding biomes, zones, regions, and prefabs. Structure Atlas does something different: it's a passive log of what you've personally found, not an active oracle for what exists somewhere out there. /locate is "go to X." Structure Atlas is "where have I been." Use both — they don't conflict.

Compatibility

  • Hytale Update 4 and later — declares wildcard ServerVersion, stays current as Hytale ships updates
  • Update 5 verified — the v1.1.1 refactor used duck-typed reflection on command senders rather than Hytale-API casts, so the Update 5 deprecations don't touch this mod
  • Plays nicely with other gameplay mods, biome mods, and weather mods. Doesn't write to the world, doesn't override worldgen, doesn't intercept commands other than its own.

If you're running other mods of mine, they're designed to feel authored by the same hand:

  • Project Sakura — a peaceful cherry-blossom fragment dimension
  • Turning Seasons — automatic atmospheric variety in your overworld

Installation

  1. Download StructureAtlas-1.1.2.jar
  2. Drop it into your Hytale Mods folder (%APPDATA%\Hytale\UserData\Mods\ on Windows)
  3. Launch Hytale, create or load a world, and enable Structure Atlas in the world's mod settings
  4. Start exploring. The atlas builds itself.

Discoveries persist across restarts in your save folder at mods/structure_atlas/. Copying a save to another machine carries discoveries with it.

Roadmap

I update this mod when I have something real to add. Current sketches:

v1.2.0 — Waypoint Update (planned)

  • /atlas teleport <category|id> admin command
  • Category-tinted map markers (so the colour theme reaches the map, not just chat)
  • Removal of the deprecated v1.1.0 short commands (the ones that currently print a tombstone notice)
  • Optional config file for the hard-coded tuning values

v2.0.0 — Big Refresh (under consideration)

  • /atlas find <query> fuzzy search by name or category
  • Opt-in server-wide discovery broadcasts
  • Per-player private atlases (in addition to the current shared-save default)

A note from the author

Structure Atlas was built because I personally kept losing track of where the cool ruins were in my own worlds. If something feels off, or if you have an idea for a structure category that's currently falling through the classifier, drop a comment on this page. I read all of them.

— LordDionysus