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Hytale shipped Early Access on January 13 2026 with mod support out of the box, and the community didn't waste a day. The CurseForge ecosystem has filled in fast: maps, RPG systems, security cameras, custom NPCs, builder tools. Some of it is great. Some of it is unfinished. This is the list we'd actually install on a server in May 2026.
Quick answer: install BetterMap, RPG Leveling, and CustomNPCs first. Everything else is taste. Mods cost RAM and CPU, plan for 25 to 50 percent overhead per active mod on a busy server.
The engine is still iterating. Mod compatibility breaks across Hytale updates more often than it does in modern Minecraft, because the modding API itself is still being finalized. Most popular mods get patched within days of a Hytale update, but expect the occasional week where your favorite mod is broken.
This matters for your server because:
If you've ever run a modded Minecraft server, the rhythm is familiar. If you haven't, the short version is: more mods, more crashes, more reward.
Downloads: 500K and counting. This is the map mod everyone expected Mojang to ship in vanilla and never did, except now it's for Hytale. Adds a minimap, full-screen map view, waypoints, and party-sharing of waypoints across a server.
What it adds: minimap in HUD, M-key full map, right-click on map to add waypoint, party-share waypoints so guildmates can see each other's pins.
What it costs: about 50 MB RAM per active player, almost no CPU. Tiny.
Worth it on every server. Players will install client-side mods to add it anyway, but having it server-aware means the waypoint share works.
Downloads: 275K+. Adds an XP-and-levels system to Hytale that's separate from the in-game skill tree. Players earn levels from combat, exploration, crafting, mining, all of it, and you can configure perks per level.
What it adds: progression UI, level bar, configurable XP sources, configurable per-level perks, leaderboard.
What it costs: roughly 100 MB RAM, light CPU (per-tick XP calculation). Heavier if you turn on a lot of perks.
Almost mandatory on community servers. Casual players who'd quit after the first weekend stick around for the progression loop.
Downloads: 150K+ and growing. Drop scripted NPCs into the world with dialogue trees, quest hooks, shops, and pathing. The Skyrim-server brigade has been waiting for this.
What it adds: NPC creator tool in-game, dialogue editor, quest framework, shopkeeper templates, follower behavior.
What it costs: scales with how many NPCs you have. 10 to 20 NPCs in a town hub is fine on a 4 GB server. 50+ active NPCs starts to bite RAM and CPU per-tick.
Best mod for building RPG servers. Worst mod for newbie server admins because the config is dense.
Downloads: 400K+. Security cameras, monitor stations, alarm systems. For PvP and faction servers it's an instant install because it gives non-combat players something to actually do.
What it adds: placeable camera blocks, monitor stations that show camera feeds, alarm triggers, motion detection.
What it costs: 100 to 200 MB RAM, moderate CPU during active surveillance (cameras tick per-frame when watched). Set spectator distance limits or it eats performance.
Niche but loved by the niche. Skip it on chill SMP servers. Install it on day one if you're running a faction or jail-server.
Downloads: 200K+. WorldEdit-style builder tool. Selections, copy-paste, rotate, fill, schematic import-export.
What it adds: wand-based selection, dozens of build commands, schematic file format, undo stack.
What it costs: zero when idle. Heavy CPU and RAM spike during operations (filling 100k blocks at once is exactly as expensive as it sounds).
Mandatory for anyone building hub areas. Restrict the wand to staff only on public servers or you'll regret it.
Downloads: 90K+. Server economy and shop system. Adds a currency, player-to-player trading UI, server-shop stalls, auction house.
What it adds: in-game currency, /pay command, shop creation, auction house with bids, trade history.
What it costs: about 80 MB RAM, light CPU. Heavier if you turn on a busy auction house with hundreds of listings.
Required if your server has any kind of player economy. Don't try to fake economy with chests and trust, players will exploit it within a week.
Downloads: 130K+. Custom worldgen mod. Lets you swap the default Hytale worldgen with biome packs, custom dimensions, and themed worlds.
What it adds: alternate worldgen presets, biome editor, custom dimension support, seed-specific overrides.
What it costs: high RAM spike during chunk generation, light when idle. A TerraGen world will use 30 to 50 percent more storage than vanilla.
For specialty servers only. Don't install it on a default-survival server, players want vanilla worldgen there.
Downloads: 70K+. Server-side performance mod. Optimizes entity ticking, mob AI, and chunk save patterns.
What it adds: nothing visible. Behind-the-scenes optimization. Some servers report 20 to 30 percent TPS improvement on 30+ player worlds.
What it costs: trivial. Install it.
Always install. It's free TPS.
A few popular mods aren't worth the trouble right now.
FactionsXL. Faction warfare is a great concept but the current Hytale build's permission system is fighting with it. Wait for an update.
PvPArenas. Decent feature, poor performance. Arena ticking eats CPU even when empty. Use CustomNPCs to spawn portals to vanilla arenas instead.
AutoMine. Lets you set up automated mining with redstone-equivalent gates. Conceptually fine, breaks every Hytale update because it hooks into engine internals that keep moving.
ModpackAPI. A meta-mod that's supposed to make other mods work together. In practice it adds a layer of crashes. Wait for the official Hytale modloader standard to settle.
Stack overhead. For a "small modded server" with 4 to 5 mods running and 8 to 12 players:
For a "moderate modded server" with 8 to 12 mods and 15 to 25 players:
For a "heavily modded community server" with 15+ mods and 30+ players, you're at 16 GB and watching it climb.
Don't size to the bare minimum. The Hytale server requirements post breaks the numbers down by player count if you want the full table.
Use the resource calculator to plug in your numbers, it does the math.
Three-step:
mods/ folder via the file manager (or SFTP if you have a lot).That's it. CurseForge downloads are typically a single ZIP with the mod inside. Some bigger packs include a folder structure with dependencies, follow the pack's install notes for those.
If a mod has a configuration file, it'll show up under config/{modname}.yml after the first launch. Edit through the panel file manager.
For a full first-server walkthrough, see How to make a Hytale server in 2026. The mod install step starts after the server is running.
Only install mods from CurseForge or the official Hytale Modding Hub. Random Discord drops and rehosted JARs on sketchy sites are the standard malware delivery for game mods. CurseForge runs hashes against known-bad lists and signs upload provenance.
If a mod is "exclusive" to a specific server's Discord and not on CurseForge, that's a red flag. Real mods get listed publicly.
Install BetterMap, RPG Leveling, CustomNPCs, and LightLag on day one. Add EyeSpy or CrafterCommerce based on your server's theme. Skip anything that touches the modloader API directly until Hytale's modding standard stabilizes.
Plan for 25 to 50 percent RAM overhead on a modded server vs vanilla. CPU cost is harder to estimate, watch your TPS the first weekend.
Hosting a Hytale server with all of the above runs comfortably on BruceNode at the Standard or Premium tier depending on player count.
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