xGrounder

2.3K posts

xGrounder

xGrounder

@xGrounder

playing @hytale

Se unió Ocak 2016
497 Siguiendo195 Seguidores
xGrounder
xGrounder@xGrounder·
You are absolutely right, but I think your answer mostly applies to flow accumulation during real-time chunk generation in an infinite world. My example was slightly different: I was talking about restricting that analysis to a predefined finite region, such as the center of the world. In that case, the hydrological analysis would not need to run per chunk at runtime, but only once for that bounded area - a region that is fully known, where a heightmap can be derived and analyzed. Within that region the flow accumulator could run across the entire dataset. The rest of the world could still use cheaper procedural methods. Even if something like this never became part of the core generator, having tools or nodes in the worldgen editor that allow creating river masks like this would be incredible. Just imagining what worlds could look like with that is exciting. Expensive for sure, but incredible. @slikey @Simon_Hypixel
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Meyos
Meyos@_Meyos·
I can give you an answer to that. In addition to being extremely heavy, flow accumulation is never a viable solution for real-time procedural generation. This is because it depends on the specific tile being processed, which leads to discontinuities between tiles. So what we do instead is fake it. It’s a bit complex, but one approach is to use gradients and periodic functions like cosine. With this, you can imitate erosion while preserving continuity.😉
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Slikey
Slikey@slikey·
Yeah. Worldgen V2 even has native support for infinite height generation. It is a major difference between V1 and V2. IMPORTANT: What the engine will be capable of and what we chose to use for adventure mode are 2 different things. When I talk I always talk about the engine perspective. We will have the ability to generate incredible deep undergrounds and like you said also Space with for example asteroids. How all of this will ladder into LODs, NPCs Spawning, Minimap, etc. etc. is a massive topic and we are going to tackle this in phases with our current push getting us to the point that we can start generating 3D Infinite worlds using WorldGen v2 even if systems like Minimap, NPC Spawning, etc. are not fully functional in these worlds. As of right now I see no indication that we would lose performance through this work and instead even allow us to have more control over sparse chunk data. Don't expect this within the next few updates. We will continue working in this direction over months. We will not delete your worlds or make them impossible to load. It will have effects on mods as we will change assumptions about our Chunk entities, but we commit to give good migration guidance.
Nerwi@nerwi_

Hytale hará un cambio que NADIE se ha atrevido a hacer todavía 🤯🔥 Estamos hablando de mundos realmente infinitos 👀 Quieren hacer que los Chunks del juego se carguen en vez de en una columna (cargando cuevas innecesarias) en cubos (optimizando la carga de chunks muchísimo) 😳 👉 Esto permitirá alturas INFINITAS, llegando incluso la posiblidad de crear tus propios biomas de galaxias y exploración espacial o biomas de cuevas por capas que cada una es más complicada que la anterior SIN LÍMITES ¿Ganas?

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xGrounder
xGrounder@xGrounder·
If the BaseHeight is supposed to be fixed, why does the default biome still generate terrain down to "bedrock" height instead of staying at the "base" height like it used to? (Y=100 instead of Y=0) Or could it be that we're actually talking about different BaseHeight bugs? (reddit.com/r/HytaleModdin…)
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (Mar 5, 2026) Update 4 (Part 3) Enable via Launcher → Settings → Pre-Release I promised to bring proximity voice chat before buying back Hytale, and here we are! Friendslop minigames are gonna be crazy fun! 𝗛𝗘𝗔𝗗𝗟𝗜𝗡𝗘 𝗙𝗘𝗔𝗧𝗨𝗥𝗘𝗦 - Proximity Voice Chat is here! You can now communicate with others via spatial, distance-attenuated voice in the game worlds! - Voice Chat is disabled by default. You may enable it from the Audio Settings menu. - New console commands for client and server can be found for Proximity Voice Chat at .voice and /voice respectively. - Modify your audio preferences, including input device, input level, noise suppression, and input mode. If you prefer using Push to Talk, you can also bind your preferred hotkey. - The farther you are from others, the more distant they'll sound, and these settings can be configured by a server op. - Players communicating within range of you will be displayed, along with how they currently appear. Talking will also animate your Avatar! - Players who find themselves submerged or in reverberant locations might notice that they sound a little different. 𝗔𝗩𝗔𝗧𝗔𝗥 & 𝗖𝗢𝗦𝗠𝗘𝗧𝗜𝗖𝗦 - Added 7 new Hairstyles: - Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs - Updated 3 Hairstyles: - Puffy Bubble Braids, Afro Puffs, and Puffy Bun 𝗜𝗧𝗘𝗠𝗦 & 𝗘𝗤𝗨𝗜𝗣𝗠𝗘𝗡𝗧 - A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items. - All consumable potions now use the Potion_Template and have item Quality levels. - Normal and Large potions have updated models. - Iridescent potions have updated textures. - The crafting requirements for Health, Stamina, and Energy potions have been reworked. - Health Potions: - Lesser Health Potions now restore 15% health instantly and another 15% after 5 seconds for 30% total restored. They have a stack size of 5. - Small Health Potions now restore 15% health instantly and another 30% after 5 seconds for 45% total restored. They have a stack size of 10. - Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5. - Greater Health Potions now restore 25% health instantly and another 50% after 5 seconds for 75% total restored. They have a stack size of 10. - Large Health Potions now restore 35% health instantly and another 55% after 5 seconds for 90% total restored. They have a stack size of 1. - Stamina Potions: - All Stamina Potions are consumed faster to account for default stamina regeneration. - Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5. - Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10. - Stamina Potions now restore 60% stamina instantly and have a stack size of 5. - Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10. - Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1. - Energy Potions: - Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5. - Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10. - Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5. - Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10. - Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1. - Added Copper and Iron Sickles, craftable at the Farming Workbench. - Sickles may now be swung repeatedly by holding down the input. - Added Pink Crystal Shards, dropped from Pink Crystals. - Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White. - Gold Ingots can now be converted to Gold Bricks using the Builder's Workbench. - Empty Small and Large Potion Bottles can now be crafted at the Alchemy Bench. - Blood, Storm and Azure crop seeds are now crafted at the Alchemy Bench and have had their crafting requirements changed. - Crystal Fertilizer has been added which is a requirement for Blood, Storm and Azure crops. - Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow. - Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required. - Blood, Storm and Azure plants can be salvaged at the Salvager's Workbench to produce their respective petals. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦 - Removed Tiers 9 and 10 from the Farming Bench. - Added Tiers 3, 4 and 5 to the Alchemy Bench. - Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly. - Overhauled world-gen's Prop system, adding new modular features and deprecating monolithic ones. 𝗘𝗡𝗧𝗜𝗧𝗜𝗘𝗦 & 𝗘𝗡𝗖𝗢𝗨𝗡𝗧𝗘𝗥𝗦 - Defeated NPCs will now trigger death particles and drop items when their body disappears. - Temple Golems now each drop their respective gem type. - Earth Crystal Golems drop Emeralds. - Flame Crystal Golems drop Rubies. - Frost Crystal Golems drop Sapphires. - Sand Crystal Golems drop Zephyrs. - Thunder Crystal Golems drop Topazes. - Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed. - Implemented a non-scaled switch response curve for the Combat Action Evaluator. This will enable the returning of an initial state value before a defined switch point and a final state value upon reaching it. 𝗔𝗨𝗗𝗜𝗢 - Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water. - Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows. 𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘 - Introduced two configurable world map radius limits: per-world and server-wide. - Added the ability to configure a per-world override on minimap radius. - Added the ability to configure a server-wide clamp on minimap radius. - Gatherable items now result in a 'Pick' interaction hint. - Doors, fences and trapdoors now result in an 'Open' interaction hint. - The mouse wheel can now be used to navigate through the emote pages. - Items used for Creative Tooling may now be marked as 'Technical'. - Added the 'Tools' category for bug reports and feedback. - Updated the localization that takes place upon disconnecting to cover more cases. - Cleaned up localization code. 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦 - Added an Asset Pack Save Browser that lets users select or create asset packs to save prefabs into. This replaces the previous behaviour of always saving to the server's default prefabs directory. - Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R. - Added a hotkey to travel between the Prefab Editor World and the last world visited. By default, this is ALT+T. - Improved the Paste Tool preview performance. - Tints now support blending and varying opacities - Changes made with tints are saved to the tool's history. - Updated the NodeEditor to Noesis 3.2.1 - Added the /npc descriptors command, which generates an NPC descriptors file. - NPC templates have had the following adjustments: - They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime - Action elements can now be selectively disabled with the Enabled flag. - The Beacon action's Range field can now be computed from template variables. 𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦 𝗖𝗢𝗠𝗕𝗔𝗧, 𝗡𝗣𝗖 & 𝗜𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index. - Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped. - Updated farming tools to require specific items to build rather than specific resource types. - Watering cans should no longer skip valid blocks when watering. - Crude shovels now correctly reference Stone Rubble in their recipe. - Feedbags and Fertilizer are now categorized as Tools rather than Potions. - Updated the descriptions for Petal items. - Updated the descriptions for Rubble items to use the parent description only. - Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks. - Mount movement settings should no longer linger if the mount is killed by a teleporter. - Spawn particles should now be fixed for NPCs. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦 - Updated the River & Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds. - Floating torches may no longer be placed on the north side of Stone Pillars. - Furnaces should no longer attempt to process items when disabled. - Fixed an issue with Salvage Benches not processing items correctly. - Fixed BaseHeight positions not working with Offset Positions - Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights. 𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash when adding a number in the timeline editor. - Fixed a crash that occurred when selecting nodes on the Node Editor. - Fixed a number of stability issues relating to Undo/Redo with the Node Editor. - Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small. - Fixed an issue preventing 1x1x1 selections with the Selection Tool. 𝗨𝗜 & 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash when swapping cameras during world transitions. - Fixed an issue where holding down the 'Invert camera' key and changing between items on the hotbar could cause the camera to reposition rapidly. - Map markers now take into account map scaling when determining if they are being hovered over. - Updated some emote names to better reflect the animations played. - Fixed various issues related to localization.
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Arcaniax
Arcaniax@Arcaniax·
Very happy to announce that I am now working on the @Hytale team! I am very excited to be working alongside @Ktar5 to make Hytale Creative Mode the best it can be! 🔥 Thank you all for all the years of support on my plugins 🙏 I'll still be working on Minecraft stuff!
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xGrounder
xGrounder@xGrounder·
@HypeSe7en Recreating games 1:1 in Hytale would be difficult, because I assume you would violate the intellectual property rights of the respective game 🤷‍♂️
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xGrounder
xGrounder@xGrounder·
Out of topic, but the active hotbar slot was improved for white regions, but in desert areas the issue still isn’t fully solved. Even with the yellow dot, it’s still easy to lose track of it. Or is it just me? 🤷‍♂️ Maybe it would be better if the background of the active slot had a different color than the others — or if the slot popped out more / had a slightly different size? Everyone should try this: close your eyes, scroll randomly in a desert region (like in the screenshots), and then see how fast you find the active slot. I always need a moment to locate it 😅
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Slikey
Slikey@slikey·
We are aware of this issue and working on a fix. Sorry about the regression.. :(
ROY@clashroytweet

@slikey After the latest update, markers are not appearing at the location where they are placed. Instead, the marker shows up at a position far away, often in the opposite direction of the intended location @slikey

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BoomPixel
BoomPixel@realBoomPixel·
@JeremyJeracraft @Hytale Totally. Textures clearly need improvement, as there are still several inconsistencies, especially on rotated blocks (see examples here: x.com/realBoomPixel/…)
BoomPixel@realBoomPixel

.@Slikey @ThomasFrick @Simon_Hypixel Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks? Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners. Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.

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Jeracraft ⚔️
Jeracraft ⚔️@JeremyJeracraft·
How can people say this looks like Temu Minecraft 😭 Sure, some textures could improve but damn I'm loving this game 🔥 @Hytale #Hytale
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xGrounder retuiteado
BoomPixel
BoomPixel@realBoomPixel·
.@Slikey @ThomasFrick @Simon_Hypixel Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks? Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners. Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
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xGrounder
xGrounder@xGrounder·
@Simon_Hypixel A beard like in my profile picture 🧔 Currently they are all a bit too long
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Simon
Simon@Simon_Hypixel·
Looking for your Hytale avatars requests! I'll have the art team take a look at what you want added to the avatar creation! More hats? More hairstyles? More colors? Give your suggestions and ideas in this thread!
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ZeaBot
ZeaBot@ZeaBotLVL·
The River Keep - A Build in #Hytale
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xGrounder
xGrounder@xGrounder·
@Simon_Hypixel A small one: I needed Hardwood today and had no idea which of the 32 wood types it was. A short description on trunks would make this way more beginner-friendly
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Simon
Simon@Simon_Hypixel·
What are your top 5 small changes you want in Hytale? Gathering feedback today to do some quick changes that can be easily implemented in the next few days. I got a list of 100+ of my own, trying to see where we align!
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Prowl8413
Prowl8413@Prowl8413·
Found a good change for whoever is in charge of building at Hytale! Corner flat roof blocks when in this sort of configuration
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