Axolotls
Adds multiple axolotl varients to the game
CurseForge · Hytale mod
What if there were living breathing villages? What if the villagers could develop the village on their own? This is what ProjectCivicCore aims to accomplish
Quick answer
We could not find enough file information to pick a stable Hytale setup for Project Civic Core.
Where it goes
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.
Put Hytale mods on the world host or dedicated server. Singleplayer runs a local server too; Hytale does not use separate client mods.
Choose a release before relying on this list.
This file does not give us a dependency list. Check the creator notes before installing.
This file does not list any required or optional project dependencies. Check the creator notes before changing an existing world.
Before you install it
We could not pick a file, so treat this as a checklist—not a compatibility promise.
We could not pick a stable file here. Check the game version and loader on the official project page before installing anything.
This file does not give us a dependency list. Check the creator notes before installing.
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.
There is no download page for this exact file. Open the project page in Resources and choose the matching release there.
About this project
What if villages were more than static points of interest? What if your actions could shape their future?
Project Civic Core is built around that idea: villages are no longer just places to loot and leave behind. Instead, they become living settlements that can grow, expand, and evolve through the labor of their citizens — or decline if their resources are taken away.
Join the new discord server to not miss updates, leave feedback, ask questions and more!
Project Civic Core introduces a new type of village that can spawn in Zone 1 of the Overworld, or be created manually with:
/village spawn
Each village begins with enough starting resources to support its early development. From that point on, its survival and growth depend on how well its citizens work together — and on how the player chooses to interact with it.
Players can:
At the center of every village is the Village Core, represented by the cauldron beneath the Town Hall, which acts as the heart of the settlement.
NOTE: if the Village Core gets destroyed, the village too invalidates, so be careful around the Village Core and the other Workplaces.
Each generated village includes a set of structures and specialized NPCs that work together to keep the settlement functioning.
Villages can contain the following structure types:
The village is populated by NPCs with distinct responsibilities.
The Mayor manages the settlement’s development. They decide when to:
If the required materials are available, the Mayor will queue the action and the village will proceed with construction or population growth.
The Storage Keeper is one of the most important NPCs in the village. They manage the central storage and are responsible for:
The Farmer manages the farm and food production. They can craft and use farming tools such as:
These are made using resources, including Life Essence, supplied through the storage system. The crops available depend on the current village level.
The Wood Cutter operates the sawmill and handles wood production. They are able to:
Like other workers, they receive required materials through the storage system. The planted saplings depend on the village level
The Miner works in the mine and is responsible for mineral extraction. They can also craft and use pickaxes as needed.
The Inn Keeper feeds the villagers and manages meals in the tavern. They prepare different dishes depending on the village level.
At the moment, villagers track when they last ate. A full hunger system is planned for future updates.
Villagers follow a daily routine instead of working constantly. Some parts of the system are already implemented, while others are still placeholders.
21:00 → 05:00 — Sleep Villagers return to their assigned house and bed.
05:00 → 06:00 — Breakfast Planned for the future. Currently villagers wander.
06:00 → 12:00 — First Work Shift
12:00 → 13:00 — Lunch Villagers go to the tavern if seats are available.
13:00 → 14:00 — Relax / Social Time Planned for the future. Currently villagers wander.
14:00 → 17:00 — Second Work Shift
17:00 → 19:00 — Relax / Social Time Planned for the future. Currently villagers wander.
19:00 → 20:00 — Dinner Villagers go to the tavern if seats are available.
20:00 → 21:00 — Pre-sleep Relax at Home Planned for the future. Currently villagers wander.
Each villager is assigned to a specific house and bed. They remember their home and return to it when it is time to sleep.
Village expansion is dynamic and partially randomized.
At the start, the village generates with:
After that, new structures are placed dynamically as the village grows.
When a new structure needs to be built:
Road generation attempts to create curves when possible, but because part of the process is randomized, each village can develop differently.
Construction is:
Future improvements for the building system are planned.
A core part of Project Civic Core is that the player’s choices matter.
You can help a village thrive by supporting its economy and growth, or you can weaken it by taking away the resources it needs to survive.
The goal is to make villages feel less like passive structures and more like living systems that respond to player behavior.
Many more interaction will be possible, for example a market to buy and sell to villagers
Unfortunately, due to time constraints, this mod is being released before it could be fully polished. The core features are already implemented and working, but some bugs and rough edges may still occur.
If that happens, try one of the following:
/time 0
/time 6
In most cases, this helps reset their behavior.
Some systems are not complete yet, but are planned for future updates:
AI was used for a few small repetitive tasks and some last-day bug fixes, which I plan to rewrite personally. I personally love programming, from planning architecture and solving problems to writing the code itself, so I’ve made it a principle to keep AI use minimal and not rely on it for major technical or creative decisions.
Project description from CurseForge.
Recent files
No release information is currently available.
Looking for an older file? The official CurseForge project page is in Resources.