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Magic and Machines project artwork

CurseForge · Hytale mod

Magic and Machines

Adds Magic, Adds Machines, Adds Rotation, Adds Contraptions, Adds Physics, Adds more.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Magic and Machines release should I use?

Updated 2 days ago
Latest stable file MagicAndMachines.jar
Game version 0.7
Mod system Built-in Hytale mod system

Magic and Machines MagicAndMachines.jar targets 0.7. Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer. No required dependencies listed for this file.

Where it goes

Where should Magic and Machines be installed in Hytale?

Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

Separate client mod Not supported
World host / dedicated server Required
Mod system for this release Built-in Hytale mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

Put Hytale mods on the world host or dedicated server. Singleplayer runs a local server too; Hytale does not use separate client mods.

What else does Magic and Machines MagicAndMachines.jar need?

MagicAndMachines.jar. Change the file and its required mods may change too.

No required dependencies listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional project dependencies. Check the creator notes before changing an existing world.

Before you install it

Add Magic and Machines without breaking your instance.

Built for Magic and Machines MagicAndMachines.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use MagicAndMachines.jar. It targets 0.7; another release may target a different game build or dependency set.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Enable it on the world host

    Do not install it as a separate client mod. Enable it on the world host—the local server in singleplayer or the dedicated server in multiplayer.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside MagicAndMachines.jar. It opens that exact file at the source.

About this project

What does Magic and Machines add?

Inspired by Create, Create Aeronautics, AE2, Ars Nouveau, and Minecraft Redstone but does not use any of their code or assets.

It is intended to play this mod with MnM Forge and MnM Industrial, however this mod has no required dependencies.

Mod has compatability with eyespy and blocchio (but does not require them) for displaying rpm/energy/mana in blocks that store it. It also has compatability with simple claims for like respecting claims.

Discord for the mod: MqDxBqkZ7

All of the items added by the mod are explained in the tutorial book you get on first time loading into a server with the mod.

As a basic overview this mod adds Magic, it adds rotation powered things including contraptions, it adds some Tech, it adds Physics, and it adds certain things to utilize those physics.

For anyone looking for heavy tech make sure to be running MnM Industrial with the mod.

The Magic System is similar to Ars Nouveau but some tokens can hold data. The Magic system does have a logic system inside of it, letting you set variables, create lists, lead into other spells, repeat, etc, you should theoretically be able to do pretty much anything that the main tokens (eg. place block, break block, conjure water, etc) would allow for inside of it. The main tokens are quite expansive so you should not have trouble doing most things you could imagine. There are also visual tokens for if you want to create your own visuals from spells, things ranging from customized casting animations (arm movements that you can control the chain/position/speed/fluidity of, opening grimoire, swinging staff, arcane circles, etc). There is also control over the projectile, beam and raycast visuals and then also lots of impact visual options. Additionally there are many magic items, such as ones that allow you to transport items over distances or mana over distances (with a hefty wireless tax) or electricity over distances (with a hefty wireless tax) or things like a vacuum that can pick up blocks that drop around it, or a spell turret which can cast spells as a block and many other things.

The Rotation system is very similar to Create, there are certain powered machines such as the placer, the breaker, the dropper, the grabber, etc. There are also contraptions, you can make a piston contraption, a gantry carriage contraption, a rope pulley contraption or a mechanical bearing contraption. There are also some other small things such as conveyer belts, converting rotation to electricity (and vice versa) and some other things.

The Physics system is very similar to Create Aeronautics, you create vehicles/physics objects with super super glue, there is a physics bearing, there are many ways to move these vehicles ranging from propellers in the water to wheels on the ground to sails in the sky to clouds for levitation or gryoscopic wheels for stabiliation or hot air balloons for more stable lift. On these physics objects you can place/break things normally, you can interact with things normally and all vanilla items and items added by this mod should work (and most other mods things should also work provided they don't have a distance/area check).

The Tech system in the base mod only has 2 machines, however MnM Industrial adds about 20 extra. The base mod adds multiple methods of energy transfer and industrial adds one more method.

This mod is for release, not pre release. This mod was tested in single player only, but theoretically should work fine in multiplayer.

I wouldn't really recommend using the mod in a server that is anything more than just friends playing together as there are many ways to purposefully crash or lag the server through the physics stuff and I do not plan on capping these for people who are just playing for fun just so that it can be utilized on large servers.

This does have Rapier (the physics engine) embedded as dll/so/dylib so that the physics properly works for windows (x86 and arm), mac and linux (x86 and arm), if for some reason these do not load properly then it will fall back to a worse and slower java physics engine.

Project description from CurseForge.

Pick your setup

Magic and Machines releases for each Hytale build.

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Magic and Machines releases and Hytale builds

1 of 1 releases match

Looking for an older file? The official CurseForge project page is in Resources.