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spawning.yml is where you decide how Elite mobs enter your world. You can control the overall spawn rate, choose a progression style that fits your server, and fine-tune per-zone tier distributions.

Spawn Chance

Every time a hostile NPC spawns in the world, EliteMobs rolls a dice to decide whether it becomes an Elite. This setting controls that chance.
Spawning:
  globalSpawnChance: 0.15
ValueMeaning
0.0No elites spawn at all.
0.1515% of hostile mobs become Elites (default).
1.0Every hostile mob becomes an Elite.
Tip: On a fresh server, start with the default 0.15. If the world feels too quiet, bump it up to 0.25. If players are overwhelmed, try 0.08.

Progression Style

This is the most important setting in the file. It determines how tier difficulty is distributed across your world.
Spawning:
  progressionStyle: ENVIRONMENT

ENVIRONMENT (Default)

Tiers are tied to Hytale’s built-in zone system. Early zones spawn weaker elites, late zones spawn stronger ones.
  • Zone 1 (Emerald Grove): Mostly Tier 1-2, no Tier 4-5.
  • Zone 2 (Howling Sands): Mix of Tier 1-3, rare Tier 4.
  • Zone 3 (Borea): Tier 2-5, no Tier 1.
  • Zone 4 (Devastated Lands): Tier 3-5 only, the hardest content.
This is the recommended style for most servers because it naturally matches the game’s built-in difficulty curve.

DISTANCE_FROM_SPAWN

Difficulty increases the further players travel from world coordinates (0, 0). This creates a smooth, radiating difficulty gradient.
Spawning:
  progressionStyle: DISTANCE_FROM_SPAWN
  distancePerTier: 1000.0
  distanceBonusInterval: 100.0
  distanceHealthBonusPerInterval: 0.01
  distanceDamageBonusPerInterval: 0.005
  distanceHealthBonusCap: 0.5
  distanceDamageBonusCap: 0.5
SettingWhat it doesDefault
distancePerTierBlocks of distance needed before the next tier unlocks. At 1000 blocks from spawn, Tier 2 starts appearing. At 2000, Tier 3, and so on.1000.0
distanceBonusIntervalEvery this many blocks, a small stat bonus is added on top of the tier multiplier.100.0
distanceHealthBonusPerIntervalHealth bonus per interval. 0.01 means +1% extra health every 100 blocks.0.01
distanceDamageBonusPerIntervalDamage bonus per interval. 0.005 means +0.5% extra damage every 100 blocks.0.005
distanceHealthBonusCapMaximum health bonus from distance. 0.5 means the distance bonus can add at most +50% health on top of the tier multiplier.0.5
distanceDamageBonusCapMaximum damage bonus from distance.0.5
This style works well with custom world generation mods or maps that don’t use Hytale’s standard zone tags.

NONE

Any tier can spawn anywhere. Tier distribution is completely random based on the global weights. Good for hardcore servers or arenas.
Spawning:
  progressionStyle: NONE

Tier Weights

When using NONE or as a fallback, these weights control how likely each tier is to be chosen.
Spawning:
  spawnChancePerTier:
    - 0.46  # Tier 1 — 46% chance
    - 0.28  # Tier 2 — 28% chance
    - 0.16  # Tier 3 — 16% chance
    - 0.08  # Tier 4 — 8% chance
    - 0.04  # Tier 5 — 4% chance
The values are weights. So no need to make it add up to 1.0. Higher values mean that tier will appear more often.

Environment Tier Rules

When using ENVIRONMENT progression, you can override the tier distribution for specific zones and sub-zones.
Spawning:
  enableEnvironmentTierSpawns: true
  environmentTierSpawns:
    Env_Zone1:
      enabled: true
      spawnChancePerTier: [0.60, 0.25, 0.15, 0.00, 0.00]
    Env_Zone2:
      enabled: true
      spawnChancePerTier: [0.50, 0.25, 0.18, 0.07, 0.00]
    Env_Zone3:
      enabled: true
      spawnChancePerTier: [0.00, 0.32, 0.28, 0.22, 0.18]
    Env_Zone4:
      enabled: true
      spawnChancePerTier: [0.00, 0.00, 0.40, 0.33, 0.27]
Each key is a Hytale environment identifier. The mod ships with rules for every known sub-zone (caves, dungeons, forests, etc.). If a mob spawns in a zone that has no matching rule, the default entry is used. You can add your own rules for custom environments by adding a new key that matches the environment ID. Tip: Set enabled: false on any zone rule to prevent elites from spawning there entirely. This is useful for safe zones or player towns.