Skip to content

Installation

Natural 20 ships as a single zip on CurseForge. Inside it are two pieces that work together:

  • Main mod (mods/Natural20-<version>.jar) — quests, NPCs, dialogue, affixes, all the gameplay content.
  • Patches (earlyplugins/Natural20-Patches-<version>.jar) — bytecode fixes for vanilla bugs (NPC scale crashes, durability handling, shape-mining face data). Required.

Install before generating your world for the full experience. Natural 20’s settlements, dungeons, and cave content only appear in chunks created after the mod is installed.

Most panels expose a “Startup” or “JVM args” field. Add --accept-early-plugins there, then upload the bundle zip via the file manager and extract at the server root. Apex, GGServers, BisectHosting, and LOW.MS all support this.

On BisectHosting: paste --accept-early-plugins into [Advanced] → Custom JVM Args. The field is misleadingly named — its help text reads “Add any additional Startup Arguments to the end of the Startup Command” — but it does in fact append the flag after -jar HytaleServer.jar, which is where Hytale needs it. Confirmed working on Bisect’s Hytale panel as of the bundle’s first release.

BisectHosting: use code chonbo for 25% off
  1. Download Natural20-Bundle-<version>.zip from CurseForge.

  2. Extract it at your server root. Two folders populate: mods/ and earlyplugins/ (created if missing).

  3. Add --accept-early-plugins to your server start command:

    java -Xms4G -Xmx4G -jar HytaleServer.jar --assets ../HytaleAssets --accept-early-plugins
  4. Start the server. Within the first few startup log lines you should see Loaded N class transformer(s) plus four [<Fix>] injected … confirmations.

Singleplayer needs a manual copy because the Hytale launcher uses capitalized folder names (Mods/, EarlyPlugins/) while the bundle uses lowercase (required by the engine for self-hosted servers).

  1. Download Natural20-Bundle-<version>.zip from CurseForge and extract it somewhere temporary.
  2. Copy mods/Natural20-<version>.jar into your launcher’s UserData/Mods/ folder.
  3. Copy earlyplugins/Natural20-Patches-<version>.jar into UserData/EarlyPlugins/ (create the folder if it doesn’t exist).
OSMods folderEarlyPlugins folder
Windows%appdata%\Hytale\UserData\Mods\%appdata%\Hytale\UserData\EarlyPlugins\
macOS~/Library/Application Support/Hytale/UserData/Mods/~/Library/Application Support/Hytale/UserData/EarlyPlugins/
Linux$XDG_DATA_HOME/Hytale/UserData/Mods/$XDG_DATA_HOME/Hytale/UserData/EarlyPlugins/

The launcher passes --singleplayer automatically, which suppresses the early-plugin warning prompt. No launch-flag editing is needed in singleplayer.

You’ll be greeted by Jiub, the tutorial NPC, on your first join.

Hytale loads bytecode patchers (“early plugins”) before regular mods, in a separate classloader. The engine mandates this — it’s not something we can work around. Several Hytale mods follow the same two-file pattern, including Refixes, HyperProtect-Mixin, ModSync, HyFixes, and Catalyst.

Run /modlist in chat (requires the Better Modlist mod) to confirm Natural 20 is loaded. Check the server startup log for [Natural20-Patches] lines confirming the four transformers loaded. If you see Natural 20 in the modlist but no patches log line, the earlyplugins/ folder is missing, the patches jar wasn’t extracted, or the launch flag isn’t set — revisit step 2 and step 3 of the self-hosted instructions.

Server crashes on chunk load with a NullPointerException involving Model or scale. The patches jar isn’t loaded. Confirm step 2 and step 3.

Items lose durability despite the Fortified or Indestructible affix. Same root cause as above — patches jar isn’t loaded.

Server prompts Press ENTER to accept and continue... on startup, or exits with ERROR: Early plugins require interactive confirmation, but no console is available. You need --accept-early-plugins in the launch command. Add it and restart.

Hytale server build 2026.03.26-89796e57b (Update 4) or newer.

Stop the server, delete Natural20-<version>.jar from mods/ and Natural20-Patches-<version>.jar from earlyplugins/, and restart. Settlements and dungeons placed by the mod remain as permanent blocks in your world; player progression (stats, XP, quest flags) is unrecoverable once the mod is removed.