Quartz Ore
A new crystal ore in the stone of zones 1–3. Quartz goes into nearly everything.
- Zones 1–3
- Cave stone
- y 30–105
- About 140 per chunk
Craftable goggles: hold R to zoom like OptiFine, night vision lights up caves for you alone.
Hold R to zoom in, from 1.5x up to 8x. FlexiisGoggles uses Hytale's own client zoom (the one the spyglass uses): the view narrows smoothly, the item in your hand goes away, the mouse slows down and the camera glides after it. Let go to zoom back out.
R is Hytale's “Use Ability 3”; bind that action to any key under Settings → Controls.
Caves and nights light up – for you alone. Torches, lava and the sun still shine brighter, so the world keeps its depth. Nobody else sees it, and mobs and plants keep using the real light.
/nightvision (or /nv) switches it on and off.
Zoom up to 16x and the strongest night vision in one late-game pair. They need lumenite – a rare ore that looks like plain stone to everyone, unless you look through Night Vision Goggles IV.









| Goggles | Bench tier | Zoom | Night vision |
|---|---|---|---|
| 1 | 1.5x | – | |
| 2 | 3x | – | |
| 3 | 5x | – | |
| 4 | 8x | – | |
| 1 | – | 1 | |
| 2 | – | 2 | |
| 3 | – | 3 | |
| 4 | – | 5 | |
| 5 | 16x (starts at 12x) | 6 |
A cheap bench that grows through five tiers – from a trestle table with a grindstone to a gold-trimmed desk with a floating lumenite crystal. Every tier unlocks stronger goggles; from tier 3 the bench lights up the room, and its grindstone turns while crafting. Glass and lenses are made there too.





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Mount your goggles on a helmet at the Armorer's Workbench and wear both: Scout Helms (zoom), Nightwatch Helms (night vision) and the Overseer Helm. Helms count like the goggles mounted on them and keep the helmet's armor values: copper for I, iron for II, thorium or cobalt for III, adamantite for IV and the UltraGoggles.











A new crystal ore in the stone of zones 1–3. Quartz goes into nearly everything.
A rare crystal deep in the stone that looks like plain stone to everyone. Only Night Vision Goggles IV and UltraGoggles (also mounted on a helm) show it, while their night vision is on.
Quartz also comes into chunks generated before the mod, once, the first time they load with it. Lumenite only appears in newly generated chunks.
Behind the world lies its mirror: the same land at the same coordinates, every block rotten, always midnight, twice as many creatures. The ways in are rift portals that only Night Vision Goggles IV and the UltraGoggles show, with night vision on – stand still in one for 15 seconds to cross. The ways back are elsewhere.
Die there and you wake in the overworld; what dropped stays where you died for an hour.












Mounds of flesh round a beating heart. While the heart lives, creatures crawl out of the nest; a pickaxe breaks it. From some nests, root tunnels run under the ground to a mouth 40 to 80 blocks away, a brood waiting in a chamber halfway.
Strike the hive's flesh anywhere and the creatures within 40 blocks come for you.
The mirror's own ore, a red crystal in its rock. With night vision on, it glows.



R fires two beams from just below the eyes. Every shot heats the goggles up, shown as a bar over the hotbar; at full heat they lock for 8 seconds. While you wear them, the world looks red.



Living things glow through walls, under a cold tint.
Carried, it marks the rift nests around you on the map and the compass bar; with Night Vision IV or the UltraGoggles, also the heart of a blight and its gates.
| Item | Tier | Ingredients |
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Five to six game days after 0.2.0 first runs in a world, existing worlds too, the mirror breaks out near a player. The blight spreads 24 blocks every game day and rots everything it covers, from the treetops to the bottom of the world, houses included; deep inside it is as dark as the mirror, and the mirror's creatures roam it.
At its heart a hidden gate leads to the Hollow Manor. A trail of glowing veins runs past the three rift nests whose hearts seal the stairs down; below waits the Hollow King.




Drink the Purifying Elixir within 8 blocks of the blight's gate and everything it rotted returns exactly as it was. While a blight spreads, its king rises again three game days after he fell.




Crouch and use it to make it wait or follow. Where wild hounds burn crimson, yours glows amber. If it dies, it curls back into its egg.
A story adventure in a valley that fell into Orbis through the rift, out of another world. 200 to 400 blocks from the main world's spawn stands a radio mast with a red light: stand still at its foot for 5 seconds and you and everyone standing with you go through the Seam into your own copy of the valley.
Short goals show in Hytale's own quest bar, with markers on the map and the compass. Side quests on the way bring puzzles, fights and things to collect; at the end there are rewards to take home to your own world.
Your own inventory waits outside. The valley ships in the mod as a Hytale instance; each party gets its own, and it keeps the party's progress.
The bolt opens only to Hale's secret knock; a generator keeps the lights on through the night.
Milo Varro, twelve, built it in the east woods. He has been missing for three nights; his drawings still hang inside.
One light for every letter in the Varros' living room. Spell a question on it and Milo answers.
/goggles opens a settings page: zoom strength and night vision brightness up to what your goggles allow, how much the camera glides, night vision on or off. Saved per player.
/gogglesSettings page · every player wearing goggles/nightvision, /nvNight vision on or off · every player wearing night vision goggles/goggles statusSettings and state · operators and the console/goggles reloadRead config.json again · operators and the consoleFlexiisGoggles-0.1.1.jar into the server's mods/ folder.>=0.7.0 <0.8.0, tested with 0.7.2mods/de.hymods_FlexiisGoggles/config.json, created on the first start. /goggles reload applies changes without a restart.
| Setting | Meaning |
|---|---|
requireGoggles | true: zoom and night vision only while wearing goggles. false: everyone gets both, up to 16x and brightness 6 |
zoom.enabled, nightVision.enabled | Switch a feature off for everyone |
goggles.<name>.zoom, goggles.<name>.nightVision | How strong each pair of goggles is on this server; can only be lowered |
zoom.magnification, nightVision.level | What players get without goggles (requireGoggles: false) until they pick their own |
zoom.sensitivity | Mouse sensitivity at 4x, as a share of the normal one; other strengths scale it |
zoom.inLerp, zoom.outLerp | How fast the view zooms in and out (0.01 slow to 1 instant) |
zoom.glide | Default glide while zoomed, 0 (off) to 1.8 |
Each player's own choices are in players.json next to it. Switching night vision on or changing its brightness makes that player's client rebuild the world it has loaded, which can show as a short flicker.
First release.
/nightvision switches it on and off./goggles settings page: zoom strength and night vision brightness up to what the goggles allow, camera glide, night vision on or off.config.json: requireGoggles (or zoom and night vision for everyone), and per goggles limits that can only lower their strength.