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The Spawning tab controls how and where elites appear in the current world. Spawning Tab

Progression Style

Cycle button to select the progression style:
  • ENVIRONMENT - tiers tied to Hytale zone difficulty
  • DISTANCE_FROM_SPAWN - tiers scale with distance from world origin
  • NONE - random tier assignment

Spawn Chances

5 weight fields (T1–T5) controlling the probability of each tier. Higher values mean that tier appears more often. Set a tier to 0 to prevent it from spawning.

Environment Tier Rules

When using ENVIRONMENT progression, a list of zone rules appears. Each zone entry has:
  • Zone name (e.g., Env_Zone1, Env_Zone2)
  • Enabled toggle - set to OFF to prevent elites in that zone
  • Per-tier spawn weights - 5 fields controlling tier distribution for that zone

Distance Bonuses

When using DISTANCE_FROM_SPAWN progression:
  • Distance per Tier - blocks of distance before the next tier unlocks
  • Bonus Interval - block interval for applying stat bonuses
  • Health / Damage Bonus per Interval - bonus added each interval
  • Health / Damage Bonus Cap - maximum bonus from distance

Tier Restrictions

Per-mob tier restrictions let you control which tiers specific mobs can spawn as. Each entry has:
  • Key - a mob rule key (e.g., Goblin_Duke) or category key (e.g., category:Goblins)
  • 5 tier toggles (T1–T5) - which tiers are allowed for this mob (ON = can spawn as that tier)
  • Expandable spawn chance weights - click to expand and set per-tier spawn weights for finer control
Click + Add to add a new tier restriction entry.

Loot Overrides

Per-mob loot template assignments let you force a specific loot template for a mob rule. Each entry maps a mob rule key to a loot template name. Click + Add to add a new loot override entry. YAML reference: See Spawning for the underlying spawning.yml fields, and Overlays for tierOverrides and lootOverrides overlay fields.