Custom sound effects when placing or breaking blocks (13:29-17:27). Unique particle effects upon placement or destruction (17:28-21:00). Custom loot tables for random item drops (6:18-12:51). Making your custom blocks glow (21:01-22:18). Step-by-Step Guide:
Create a New Creative World (0:44-0:58)
Go to Worlds and select Create a brand new creative world.
- Set the world to Generated world in the settings.
- Name your world (e.g., Lucky Block).
Become an Operator and Open Asset Editor (1:02-1:11)
Once in your new world, open chat and type /op self.
- Open the Asset Editor.
- Create a New Pack (1:14-1:31)
In the Asset Editor, go to Manage your packs.
- Add a brand new pack and name it (e.g., Lucky Blocks).
- Set the Group (e.g., Hytale Guides).
- Adjust Folder Structure (1:33-2:22)
Exit the Asset Editor and quit to the main menu. Right-click on your world, then select Open folder.
- Navigate to the mods folder, then into your newly created mod folder.
- Create a new folder called common (2:02-2:07).
Inside common, create another new folder called resources (2:09-2:13).
- Paste your custom block texture into the resources folder (2:15-2:22).
- Create a New Item (Block) (2:25-4:16)
Rejoin your Hytale world and open the Asset Editor.
- Click the plus button and change the asset type to item (2:39-2:43).
Give it a unique Asset ID (e.g., lucky block asset item) (2:43-2:57). Copy an asset from the Hytale pack (e.g., soil dirt) (2:59-3:17). In the Rendering tab, expand block textures and change the texture path to your custom texture within your pack's resources folder (3:21-3:43). In the General tab, click the pen icon next to Icon and click Save Icon (3:47-3:57). Fix Item Naming (4:17-6:09)
In the Asset Editor, on the General tab, expand Translation Properties (4:21-4:28). Change the name to your desired display name (e.g., lucky block item) (4:31-4:41). Copy the name string (without "server.") (4:42-4:48).
- Go to your mod folder (inside mods folder), then into the server folder (4:49-4:57).
- Create a new folder called languages (4:58-5:01).
Inside languages, create a new folder called en-us (5:03-5:09). Inside en-us, create a new text document named server (5:12-5:17).
- Open server.txt, paste the copied string, type equals, and then your desired in-game name (e.g., Lucky Block) (5:19-5:32).
- Save and close the file.
Rename server.txt to server.lang (5:38-5:44). If you don't see extensions, enable File name extensions in the View tab (5:49-5:58). Rejoin your Hytale world to see the icon and name displayed correctly (5:59-6:15).
- Add Custom Random Drops (Loot Table) (6:18-12:51)
In the Asset Editor, navigate to your item (e.g., lucky block item) (6:31-6:37).
- Go to the Behavior category, expand Gathering, and then Breaking (6:40-6:49).
- Click the plus button to add a new asset (7:00-7:04).
- Set Asset type to Item Drop List (7:05-7:07).
Give it a unique Asset ID (e.g., lucky block drop list) (7:08-7:17). Copy an existing asset (e.g., barrel) (7:18-7:28). Go back to your item and in the Drop List field, reference the new Item Drop List you just created (7:33-7:39).
- Select your new Item Drop List on the left (e.g., hightail lucky block drop list) and expand the Container (7:42-7:48).
Each sub-container controls a random item drop (7:51-8:02). Customize the Item ID and Weight for each (8:17-8:24). Understanding Weight: The probability of an item dropping is its weight divided by the total sum of all weights in the drop list (8:26-9:11). To drop multiple items at once, change the type from single to multiple within a container (11:17-11:36). Then, add new sub-containers for each item you want to drop (11:42-12:31).
- Add Item Quality (12:52-13:26)
In the Asset Editor, go to your item (e.g., lucky block item) (12:57-13:00).
- Search for Quality in the properties (13:02-13:06).
Change it to a desired quality (e.g., legendary) (13:08-13:11).
- Add Custom Sounds (13:28-17:27)
Open your world's folder, go to mods > your mod > common (13:39-13:47).
- Create a new folder called sounds (13:48-13:51).
- Download your desired sound (e.g., from myinstants.com) (13:56-14:10).
Convert the sound to .ogg format with mono 1.0 audio channels (e.g., using convertio.co) (14:12-14:33).
- Paste the converted .ogg sound file into your sounds folder (14:36-14:39).
In the Asset Editor, create a new asset with Asset Type as Block Sound Set (14:41-14:52). Give it a unique Asset ID (e.g., lucky block sound set) and copy an existing asset (e.g., h cactus) (14:54-15:17).
- Create another new asset with Asset Type as Sound Event (15:20-15:27).
Give it a unique Asset ID (e.g., lucky block sound event) and copy an existing asset (e.g., cactus break) (15:29-15:52). In your Sound Event, expand Layers, remove unnecessary layers, and set the file for the remaining layer to your custom .ogg sound (15:54-16:16). Go back to your Block Sound Set (e.g., Lucky Block sound set) (16:18-16:23). Under Sound Events, change the Break and Build sound events to reference your custom Sound Event (16:24-16:54). Finally, go to your item (e.g., lucky block asset item) and under Sounds, change the Block Sound Set ID to your custom Block Sound Set (16:56-17:11).
- Add Custom Particle Effects (17:28-21:00)
In the Asset Editor, create a new asset with Asset Type as Block Particle Set (17:39-17:48). Give it a unique Asset ID (e.g., lucky block partic) and copy an existing asset (e.g., metal) (17:48-18:11).
- Go to your item (e.g., lucky block) and under Particles, change the Block Particle Set ID to your custom Block Particle Set (18:19-18:32).
To change particle color, go to your Block Particle Set and adjust the particle color (18:49-19:00). To add a custom particle effect on placement, go to your Block Particle Set, expand Block Particles, and click the plus button (19:13-19:17).
- Create a new asset with Asset Type as Particle System (19:22-19:28).
Give it a unique Asset ID (e.g., lucky block particle system) and copy an existing asset (e.g., block dirt) (19:31-19:48). Go back to your item and reference your new Particle System (19:55-20:00). In your Particle System, choose a Spawner ID (e.g., explosion big lines) for the placement effect (20:13-20:41). Make the Block Glow (21:01-22:18)
In the Asset Editor, go to your item (e.g., item) (21:25-21:27).
- Go to the Rendering tab (21:28-21:30).
- Scroll down to Block Light (21:33-21:36).
Change the color and set a Radius (e.g., 5) (21:37-21:49).
- Set the Opacity to transparent (22:02-22:05) to ensure it glows when placed.


