Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add MnkyArts/hytale-skills --skill hytale-custom-entitiesgit clone --depth 1 https://github.com/MnkyArts/hytale-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-entities)<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-entities"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-custom-entities/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-entities"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-custom-entities.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00057 | $0.04190 |
| Opus 5 | $0.00028 | $0.02095 |
| Sonnet 5 | $0.00011 | $0.00838 |
| Haiku 4.5 | $0.00006 | $0.00419 |
Grade A, and why
hytale-custom-entities scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 632 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Creating Custom Hytale Entities
Complete guide for defining custom entities with AI, components, spawning, and animations.
When to use this skill
Use this skill when:
- Creating new entity types (mobs, NPCs, creatures)
- Designing AI behaviors with sensors and actions
- Setting up entity spawning rules
- Adding custom entity components
- Configuring entity animations and models
- Creating interactive NPCs
Entity Architecture Overview
Hytale uses an ECS (Entity Component System) architecture:
- Entity: Container with unique ID
- Components: Data attached to entities
- Systems: Logic that processes components
Entity Hierarchy
Entity
├── LivingEntity (has health, inventory, stats)
│ ├── Player
│ └── NPCEntity (has AI role, pathfinding)
├── BlockEntity (block-attached entities)
├── ProjectileEntity
└── ItemEntity (dropped items)
Entity Asset Structure
my-plugin/
└── assets/
└── Server/
└── Content/
├── Entities/
│ └── my_creature.entity
├── Roles/
│ └── my_creature_role.role
└── Spawns/
└── my_creature_spawn.spawn
Basic Entity Definition
File: my_creature.entity
{
"DisplayName": {
"en-US": "Custom Creature"
},
"Model": "MyPlugin/Models/custom_creature",
"Health": 20,
"MovementSpeed": 1.0,
"Role": "MyPlugin:CustomCreatureRole",
"Tags": {
"Type": ["Monster", "Hostile"]
}
}
Entity Properties Reference
Core Properties
| Property | Type | Description |
|---|---|---|
DisplayName |
LocalizedString | Entity name |
Model |
String | Model asset reference |
Health |
Float | Maximum health |
Role |
String | AI role reference |
Team |
String | Team/faction ID |
Tags |
Object | Classification tags |
Physical Properties
| Property | Type | Default | Description |
|---|---|---|---|
MovementSpeed |
Float | 1.0 | Base move speed |
BoundingBox |
Object | auto | Collision box |
Mass |
Float | 1.0 | Physics mass |
Gravity |
Float | 1.0 | Gravity multiplier |
CanSwim |
Boolean | false | Can swim in water |
CanFly |
Boolean | false | Can fly |
StepHeight |
Float | 0.5 | Max step-up height |
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 632 lines · 57 tokens per session scan A f88541753ea9
hytale-custom-entities is a skill published in the GitHub repository MnkyArts/hytale-skills (5 stars, last pushed 7mo ago), licensed MIT. It adds 57 tokens to every session and 4,190 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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