0.1.0
22 Apr 2026
CurseForge · Hytale mod
A fan made interpretation of what Zone 5 could potentially look like if it were in the game's current state.
Quick answer
Skylands Imagined 0.1.0 targets 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. No required dependencies listed for this file.
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.
0.1.0. Change the file and its required mods may change too.
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
Built for Skylands Imagined 0.1.0. Pick another file and the loader, install side or required mods may change.
Use 0.1.0. It targets Hytale; another release may target a different game build or dependency set.
This file does not list any required mods. Do not add a library just because a different file uses it.
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.
Use the “Get this file” button beside 0.1.0. It opens that exact file at the source.
About this project
With the New Worlds modjam, I wanted to try to create my own interpretation of what Zone 5 of Hytale could look like. We've never been shown official concepts, just vague themes. I wanted to create floating islands with a few biomes and fill the world with dynamic dungeons similar to what I made in the last modjam, but expanded upon and larger. Unfortunately, Hytale has removed the ability to create structures like that in recent updates, without significantly increasing the amount of manual labor required to set them up. They've returned some but not all of these features in the current preview for the next update, but that is not enough. Sadly, I had to cut most of the plans I had for this project for the time being. I hope to be able to make dungeons in the future.
I was debating just deleting this project entirely out of frustration, but I was suggested to post it anyway. So that is what I have done. I went in fairly blind to creating biomes with the node editor. After some very light reading on community resources for how to initially set up a project, I just got to work experimenting, and this was the result.
This mod includes a fragment world (I wanted to make a parallel dimension you could return to, but was having an issue setting that up how I wanted for now) containing the following:
I was really disappointed I couldn't do as much on this project as I had planned. Especially with the removal of features that made my plans feasible, such as prefab and block spawners. Manually programming dungeons at scale by measuring and entering numbers into an external program is much more time-consuming when building complex structures. I hope the tooling improves in the future for this sort of thing, and that they don't arbitrarily remove tools again without warning. It is an early access game after all, so rough patches like this are expected. I am just disappointed I was forced to cut my plans short.
Project description from CurseForge.
Recent files
22 Apr 2026
Looking for an older file? The official CurseForge project page is in Resources.