Hytale Automation - Physics-Driven Machines and Community Mods Explained

Hypixel Studios is actively hiring for a tinkering system while modders fill the gap with energy and industrial mods.

By Pallav Pathak 6 min read
Hytale Automation - Physics-Driven Machines and Community Mods Explained

Hytale does not currently include a built-in automation system comparable to Minecraft's redstone. Hypixel Studios has confirmed that any future implementation will take a distinctly different approach, likely incorporating physics-driven mechanics and potentially magic-themed elements that fit the game's fantasy setting. In the meantime, community-created mods are already bringing electricity, energy networks, and industrial progression to players eager to build automated factories.

Quick answer: Native automation is not yet in Hytale, but Hypixel Studios is hiring developers to build a physics-based tinkering system featuring gears, shafts, belts, and pulleys. Community mods like HyProTech and Hynergy offer working automation right now.


Official development status and hiring push

Simon Collins-Laflamme, Hytale's game director, posted a recruitment notice on X calling for automation and tinkering developers and designers. The post describes the studio's vision as "physics-driven systems built around real, physical parts" including gears, shafts, belts, pulleys, rotation, motion, power generation and transmission, logic, and machines that players can assemble, break, and optimize.

The design goals emphasize making automation feel like a natural extension of the game rather than a tacked-on feature. It should remain fully optional, easy to engage with at a small scale, yet capable of deep complexity for players who want to push further. Simon has been actively scouting modders and developers in the community, with roles expected to open formally soon.

Earlier statements from Simon clarified that Hytale will not replicate Minecraft's redstone system. Instead, the team is exploring alternatives that align with the game's fantasy aesthetic. Magic will play a significant role in many aspects of Hytale, and automation could incorporate magical power sources harvested from specific locations or nodes to fuel machines.

Image credit: Hypixel Studios

Why Hytale won't have redstone

Simon has been explicit that Hytale's automation will differ fundamentally from Minecraft's approach. Redstone relies on signal transmission through dust, repeaters, and comparators to create circuits. Hytale's system will instead focus on physical movement and mechanical components.

The studio has expressed interest in something closer to the Create mod for Minecraft, which uses rotating shafts, gears, conveyor belts, and kinetic energy rather than electrical signals. RyanHCode, a developer who has worked on Create addons and physics-based mods, is already part of the Hypixel team. Members of the Create mod team have also indicated they are watching Hytale's development, though no decision has been made about porting or creating new content for the game.

Community discussions frequently mention the desire for windmills, waterwheels, drills, ropes, and cogs as natural fits for Hytale's visual style. Some players have suggested incorporating runes or magical circuits that could enable wireless connections and fantasy-themed logic gates, avoiding the industrial look of traditional electronics while preserving complex functionality.

Image credit: Hypixel Studios

HyProTech mod - electricity and industrial progression

HyProTech is a community mod focused on electricity, automation, and industrial progression. It allows players to build power networks, connect machines with cables, and create systems that transform raw resources into automated production lines.

The mod currently includes solar panels for power generation, cables for energy transfer, batteries for storage and network stabilization, and electric furnaces for processing items. Players start by crafting a standard Workbench, then use it to create an Electrical Workbench that serves as the main crafting station for all HyProTech content.

Cable item filters in PUT mode let you control which items pass through specific routes, enabling cleaner automation setups. The Quarry can be upgraded to improve mining speed, efficiency, and output as you progress. Planned features include additional processing machines, more power generation options, item transport logistics, remote transport solutions, and scalable storage systems.

HyProTech requires two dependency mods: TuTBooKs and HyUI. The mod is under active development with frequent updates and balancing changes.

HyProTech is a community mod focused on electricity, automation, and industrial progression | Image credit: HyProTech

Hynergy mod - multi-energy systems and zone progression

Hynergy takes a different approach by building automation around multiple interconnected energy types. The mod introduces electrical, mechanical, thermal, and chemical energy systems, each with dedicated blocks and machines. Fluid and item transportation systems handle the movement of substances and energy carriers between components.

The energy systems serve distinct purposes. Electricity provides precise control, logic, signals, and advanced automation. Mechanical energy uses rotation, shafts, and gears for early power generation and reliable automation. Fluids transport energy, pressure, or heat through pipes and flow-based systems. Thermal energy focuses on heat generation and transfer for processing and efficiency improvements. Chemical energy uses fuels and reactions for dense or portable energy storage.

Hynergy structures progression across four zones. Zone 1 introduces basic mechanical power with shafts, gears, hand-driven mechanisms, gravity, and water wheels. Zone 2 adds electrical systems including cables, junctions, basic electronics, logic components, and windmills. Zone 3 unlocks fluid transportation with pipes, pumps, and pressure-based machines. Zone 4 brings thermal systems with heat, steam, and high-temperature machines for late-game automation networks.

The mod remains in early development. Stage 1 focuses on core mechanical and electrical systems, establishing the foundational energy behavior that other systems and mods can build upon.

Hynergy takes a different approach by building automation around multiple interconnected energy types | Image credit: Seyager

Core features players want in native automation

Community discussions have identified several essential capabilities for any Hytale automation system. Block movement stands out as fundamental, enabling flying machines, piston-style doors, and moving structures. The ability to change block states for doors, lamps, and similar objects would integrate automation with existing game elements.

Item collection through conveyor belts, specialized chests, or minecarts would make automated farms viable for both crops and mobs. Players currently face issues with item despawning and mob despawning that complicate any farming setup. A method to prevent mob despawning, similar to Minecraft's name tags but with a unique implementation, would support long-term automation projects.

Some players have proposed using NPCs and faction relationships for automation. Kweebecs could manage farms, Trorks could move blocks, Ferans could collect items, and Goblins could mine designated areas. This approach would frame automation as paid work rather than machinery, fitting naturally into Hytale's world and potentially tying into faction reputation systems.

Image credit: Hypixel Studios

Magic versus mechanical approaches

The community remains divided on whether Hytale's automation should lean toward mechanical systems or magical ones. Mechanical advocates point to the appeal of visible moving parts, the satisfaction of watching gears turn and belts carry items, and the educational value of physics-based systems.

Magic proponents argue that fantasy-themed automation would better match Hytale's aesthetic. Runes instead of logic gates, magical orbs for wireless connections, and essence-powered machines could provide the same functionality without industrial visuals. One suggested approach combines both: mechanical systems with partial magic portions, using magical energy harvested from specific world locations as a power source for physical machines.

Simon's response to community suggestions indicates openness to the hybrid approach. Magical power sources could fuel mechanical systems, creating a unique identity that distinguishes Hytale from both Minecraft's redstone and traditional tech mods.

Image credit: Hypixel Studios

Getting started with automation mods

Step 1: Download and install HyProTech along with its required dependencies, TuTBooKs, and HyUI. The CurseForge app can handle automatic installation of dependencies.

Step 2: Craft a standard Workbench in-game, then use it to craft the Electrical Workbench. This specialized station unlocks all HyProTech recipes.

Craft a standard Workbench in-game | Image credit: Hypixel Studios (via YouTube/@JaviHeroBrine)

Step 3: Build a Solar Panel to generate power, connect it to machines using Cables, and add a Battery to store excess energy and stabilize your network.

Step 4: Connect an Electric Furnace to your power network to begin automated smelting. Use cable filters in PUT mode to control item routing as your factory grows.

If UI elements or cable connections stop working, remove items from your inventory and craft or obtain them again. The command /hpt give provides all HyProTech items for testing purposes.


Native automation in Hytale remains in the exploratory phase with no confirmed release timeline. The hiring push signals serious commitment from Hypixel Studios, and the involvement of developers with Create mod experience suggests the final system could offer sophisticated physics-based mechanics. Until then, mods like HyProTech and Hynergy demonstrate what's possible and give players a foundation to build factories, optimize resource flow, and experiment with automated systems in the current early access version.