CurseForge · Hytale mod
UtilityConnect
UtilityMod Used by BetterStorage
Quick answer
Which UtilityConnect release should I use?
UtilityConnect-0.2.0.jar targets 0.6. 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 UtilityConnect 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.
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 UtilityConnect-0.2.0.jar need?
UtilityConnect-0.2.0.jar. 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
Add UtilityConnect without breaking your instance.
Built for UtilityConnect-0.2.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use UtilityConnect-0.2.0.jar. It targets 0.6; another release may target a different game build or dependency set.
- 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.
- 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.
- 04
Pick the file you checked
Use the “Get this file” button beside UtilityConnect-0.2.0.jar. It opens that exact file at the source.
About this project
What does UtilityConnect add?
UtilityConnect
Every mod with pipes or cables ends up writing its own network graph. UtilityConnect does that job once: a mod-agnostic library for Hytale that links blocks into networks and keeps track of them, live while building and across server restarts. Items, fluids and energy are meant to travel through those networks, and other mods build their own transport systems on top of it, much like Forge Energy or the Fabric Transfer API in the Minecraft world.
API
| Type | Purpose |
|---|---|
| UtilityConnectAPI | • Entry point of the library • networks(), isReady(), runtimeVersion() |
| Networks | • Register nodes with addNode / removeNode• Query with hasNode, networkAt, sameNetwork, networkCount, nodeCount |
| NodeKind | • DEVICE or CONNECTOR• Only connectors connect: two devices side by side are not a network yet |
| NodeKindResolver | • Tells the library which of your blocks plays which role • Asked at the block, not taken from a stored value |
| NodePos / ChunkKey | • Block and chunk positions of the nodes • Nodes are saved per chunk |
| TransportProvider<T> | • Contract for moving resources: insert, extract, capacity, tier• Not wired up yet |
| TransferMode | • SIMULATE or EXECUTE• Try a transfer before doing it |
Status
0.2.0-Alpha. The network side works, the transport side doesn't yet. Blocks join into networks as you build and break them, and the nodes survive a full server restart. Nothing flows through the pipes on its own, though: TransportProvider and TransferMode describe the contract, but nothing stands behind them yet.
The public API is not stable. Going from 0.1.0-Alpha to 0.2.0-Alpha already broke it: registerKindResolver was added, and the save format now knows about connectors.
Usage
Add UtilityConnect as a hard manifest dependency. The server enforces it and orders the lifecycle for you: UtilityConnect's setup() has finished before your own setup() runs, so the API is ready from there on.
manifest_dependencies = com.cyberpiratepenguin:utilityconnect=0.2.0-Alpha
// Only your mod knows which of its blocks is a pipe and which is a device.
UtilityConnectAPI.networks().registerKindResolver((world, pos) -> {
String blockId = blockIdAt(world, pos);
if (!isMyBlock(blockId)) {
return null; // not your block: don't guess
}
return isMyPipe(blockId) ? NodeKind.CONNECTOR : NodeKind.DEVICE;
});
After that, call addNode when one of your blocks is placed and removeNode when it is broken. BetterStorage is the first mod built on UtilityConnect.
Project description from CurseForge.
Pick your setup
UtilityConnect releases for each Hytale build.
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
UtilityConnect releases and Hytale builds
UtilityConnect-0.2.0.jar
27 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.