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UtilityConnect project artwork

CurseForge · Hytale mod

UtilityConnect

UtilityMod Used by BetterStorage

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

Quick answer

Which UtilityConnect release should I use?

Updated today
Latest stable file UtilityConnect-0.2.0.jar
Game version 0.6
Mod system Built-in Hytale mod system

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.

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 UtilityConnect-0.2.0.jar need?

UtilityConnect-0.2.0.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 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.

  1. 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.

  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 UtilityConnect-0.2.0.jar. It opens that exact file at the source.

About this project

What does UtilityConnect add?

UtilityConnect

Hytale Server 0.6.8 Java 25 Gradle Kotlin DSL MIT

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.

1 available setups

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

1 of 1 releases match

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