Marggx

25 posts

Marggx

Marggx

@MarggxDev

Software Engineer by day & Hytale Modder by night

Germany Katılım Ocak 2026
80 Takip Edilen52 Takipçiler
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Marggx
Marggx@MarggxDev·
"Model Creator" 1.1.0 out now on CurseForge! Convert any in-game entities/prefabs into a single Blockymodel. I also ran some performance tests and the results are pretty impressive: Entities heavily impact performance, while converted models have almost no performance impact. The video shows examples for both, as well as a performance comparison. If you’re building larger setups, this can make a huge difference! Curseforge: curseforge.com/hytale/mods/mo… Github: github.com/marggx/ModelCr… #Hytale #HytaleModding #Blockbench
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Marggx
Marggx@MarggxDev·
"Model Creator" now has a custom tool: "Entity Tool+" It lets you precisely move and edit entities via a UI, making it much easier to adjust position, rotation, and a lot more instead of doing everything with movement. This should make building with entities a lot smoother and more precise. #Hytale #HytaleModding
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Marggx
Marggx@MarggxDev·
@jamie_forshaw @OrbisMMO Hey check out my tool "Model Creator" i think this would be perfect fit! It lets you convert entity builds into one model, so you can reuse them later like any other Block. (and also safe a lot of performance) If you need help reach out to me!
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Marggx
Marggx@MarggxDev·
@Simon_Hypixel @EdilanTV Guess I need to make a few more useful tools then 👀 "Model Creator" is already getting some good feedback
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Simon
Simon@Simon_Hypixel·
@EdilanTV Right now, it's mostly us reaching out to people where we see strong skills in the specific areas we need, but eventually, we will have a proper place for people to apply. Mostly hiring modders/community members tbh.
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Simon
Simon@Simon_Hypixel·
Hytale foundation work is going really well, and we're shipping updates at a high rate! Early access is exactly the kind of development I enjoy: move fast, break things, iterate. This is way more fun than I expected! Needless to say, it was a very good investment to save Hytale. FYI, we've got a hiring push coming after the contest wraps up, and you can expect updates to come even faster in the months ahead. The team will be about 100 members, with very few management/producer roles. Organized chaos. Once the foundation is further along, we'll be moving into dungeons, boss fights, progression, and a ton of exciting content. We have a ton of surprises in the works that have never been done in any sandbox/survival games! Hard engineering challenges ahead ;)
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Marggx retweetledi
Slikey
Slikey@slikey·
MODDERS BE AWARE This is the last pre-release before Update 4. Use this pre-release to get your mods ready for update 4. We are still working on better mod compatibility to make these updates easier and drastically reduce mod breaking but we still live in this reality and so this warning is the best we can offer for now.
Simon@Simon_Hypixel

Pre-Release Patch Notes (Mar 19, 2026) Update 4 (Part 5 of 5) Enable via Launcher → Settings → Pre-Release Update 4 launches next week, March 26th! If you're running a server or building mods, this is your last pre-release window. Test your plugins and get everything ready for launch day. Note that we might make small bug fixes before the release. 𝗛𝗘𝗔𝗗𝗟𝗜𝗡𝗘 𝗙𝗘𝗔𝗧𝗨𝗥𝗘𝗦 - Around 500 new blocks have been added! Approximately half of these can be crafted, and the other half are available via the Creative Inventory. New additions include:  - Complete Limestone, Slate, Chalk, and Cooled Magma block sets  - Stair and half slabs for Rock, Cloth, Smooth Clay, and Dirt block sets  - Gravel and Gravel half slabs for existing rock types  - Bronze, Copper, Zinc, and Iron block sets (Creative Mode)  - Dead Coral blocks (Creative Mode)  - Cybercity blocks (Creative Mode)  - Ferns and adjusted Grass block sets  - T-junctions and four-way junctions for fences and walls  - Many new cloth and tent roof block types, and more! 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦 𝗡𝗘𝗪 𝗕𝗟𝗢𝗖𝗞 𝗦𝗘𝗧𝗦 & 𝗠𝗔𝗧𝗘𝗥𝗜𝗔𝗟𝗦 - Over 30 new blocks have been added to the Cooled Magma block set, including bricks, cobble, stalactites and rubble. - Over 20 new blocks have been added to the Chalk block set, including cobble and rubble. - Over 10 new blocks have been added to the Slate Brick block set. - Over 10 new blocks have been added to the Limestone block set, and its textures have been expanded upon. - Added a Dead Coral block set, accessible in Creative Mode. 𝗥𝗢𝗖𝗞 & 𝗦𝗢𝗜𝗟 𝗘𝗫𝗣𝗔𝗡𝗦𝗜𝗢𝗡 - Added half slabs for most naturally occurring rock types. - Added stairs with connections for all natural rock types. - Added beams for all naturally occurring rock types. - Added gravel and gravel half blocks for all rock types. - Added stalactites and rubble for Magma Cooled and Chalk sets. - Performed a consistency pass on Dirt and Grass block sets, adding full grass, stairs, and half slabs for all existing dirt types, plus new Wet and Lush dirt types. - Updated the coloured Clay textures. 𝗪𝗢𝗢𝗗 & 𝗧𝗥𝗘𝗘 𝗦𝗬𝗦𝗧𝗘𝗠𝗦 - Added the Apple, Camphor, Spiral, and a fully redesigned Frostwood tree species. - All existing tree types have had their tree growth stages configured. - Sapling textures have been added for each tree species. - Seedbag textures and icons have been updated for all saplings. - Stormbark trees have had their roots removed. - Fire, Ice and Bamboo trees now have branches and roots, and its wood can be crafted into stairs and half slabs. 𝗥𝗢𝗢𝗙 𝗕𝗟𝗢𝗖𝗞𝗦 - Roof blocks for all build sets now properly connect dynamically. - Expanded existing hide and leather tent roofs with steep/shallow variations. - Added yellow, green, white, and dark blue Cloth Roof block sets. - Added red, orange, yellow, dark green, and blue Modern Cloth Roof block sets, accessible via the Creative Inventory. 𝗙𝗘𝗡𝗖𝗘𝗦 & 𝗪𝗔𝗟𝗟𝗦 - Added T-junction and four-way junction support for all fences and walls. 𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗠𝗢𝗗𝗘 & 𝗕𝗨𝗜𝗟𝗗𝗘𝗥'𝗦 𝗕𝗘𝗡𝗖𝗛 - Added 5 new 'Build' greyboxing block sets for Creative mode use. - Added a Red Flag and Orange Flag for Creative mode constructions. - Added some seasonal decorations, accessible via the Creative Inventory. - Added some decorative moving boxes, accessible via the Creative Inventory. 𝗖𝗬𝗕𝗘𝗥𝗖𝗜𝗧𝗬 𝗔𝗦𝗦𝗘𝗧𝗦 (𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗠𝗢𝗗𝗘) We are releasing a first subset of sci-fi blocks for creative building! - Added Iron, Copper, Zinc and Bronze modern metal block sets, including new pipe blocks. - Added a selection of coloured Lightsource blocks. - Added Neon Signs, Windows, Posters, and an Arcade Machine for the Cybercity set. 𝗡𝗔𝗠𝗜𝗡𝗚, 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗖𝗢𝗡𝗩𝗘𝗡𝗧𝗜𝗢𝗡𝗦 & 𝗖𝗔𝗧𝗘𝗚𝗢𝗥𝗜𝗭𝗔𝗧𝗜𝗢𝗡 - Added 'Wood', 'Metal', 'Cloth' and 'Technical' subcategories and removed the 'Structural' subcategory within the Creative Inventory. Several blocks have now been moved to these new categories. - Standardized display names for half slabs, stairs, roofs, metal blocks, beams, bricks, and sandstone types. - The smaller of the two Campfire blocks is now referred to as 'Small Campfire'. - 'Wooden Wall - Crossed Trestle' blocks have been renamed to indicate their colour. 𝗔𝗗𝗗𝗜𝗧𝗜𝗢𝗡𝗔𝗟 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦 𝗖𝗛𝗔𝗡𝗚𝗘𝗦 - Worlds can now be configured to disable fluids from spreading. This can be further customized using the command /world settings disabledfluidtickers. - Pillars may now be placed sideways. - Coloured Cloth Blocks can now be refined correctly at the Builder's Workbench. - More Sapling varieties may now be crafted at the Farmer's Workbench. - All Rock, Wood and Metal full blocks can now be used to craft Half Slabs and Stairs at the Builder's Workbench. - Removed all Runic sets from the Builder's Bench. They remain accessible through the Creative Inventory. - Coloured Wooden Wall and Smooth Clay blocks have been polished to match natural clay counterparts. 𝗔𝗨𝗗𝗜𝗢 - Updated block sound set assets to support parenting. - Added the Torch_Stone sound set for stone torches. - Voice Chat is now disabled by default in Single Player Mode. - Individuals can now be muted in Voice Chat via the map screen's player list. - Pausing the game will now muffle non-UI sounds instead of silencing them. 𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘 - Updated the portrait background and border used with the Voice Chat UI. - Swapped the 'microphone icon' used to indicate who is speaking with a 'speaker icon'. - Updated the CJK font atlases to contain punctuation symbols. - Added support for Traditional Chinese glyphs. 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦 - The Creative Inventory for Creative Tools has been re-organized!  - The first page contains tools that are most commonly used, or are good introductory tools.  - The second page contains tools that have more specific uses.  - The third page contains brush filters.  - The fourth page contains tools and blocks related to prefab editing.  - The fifth page contains tools related to making machinima. - The Selection Tool can now be closed by right clicking with the shift key held down. - The Sculpt Tool can once again use the material selector. - The material selector will now show material percentages. - The Grass Brush has been re-added and updated to work on most surfaces. - Scripted brushes that have an item associated with them will now load the item with the brush. If an item is not associated with the brush, it will instead load the template item with basic parameters. - Added legends to tools that require a lot of configuration but did not previously have them. - The Node Editor now includes tooltips for world-gen V2 nodes. - Improved the order of props within the Node Editor menu. - Added the ability to have triggered cooldowns for input actions. - Relocated the StatModifiersManager to the EntityStatMap component. - All Rock Beams have been made children of Rock_Stone_Beam. - All Gravel blocks have been reparented to Soil_Gravel and Soil_Gravel_Half. - Resource types now reference item IDs directly. - All instances of the HardRocks gather type have been replaced with Rocks. 𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦 & 𝗣𝗘𝗥𝗙𝗢𝗥𝗠𝗔𝗡𝗖𝗘 𝗜𝗠𝗣𝗥𝗢𝗩𝗘𝗠𝗘𝗡𝗧𝗦 𝗖𝗢𝗠𝗕𝗔𝗧, 𝗡𝗣𝗖 & 𝗜𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur related to mount movement. - Improved the performance of entities that prioritize various attitudes. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur at extreme coordinates. - Fixed an exception error that could occur with prefab props having empty paths. - Fixed an issue preventing use of partially-fuelled workbenches. - Worlds will no longer turn transparent at sunset. - Blocks that have been destroyed by fire may no longer be interacted with as if they were undamaged. - Improved the performance of world generation. - Gravel blocks are no longer unbreakable. - Feran Ribs and Small Green Crystals can now be placed correctly. - Lumberjack Paintings no longer prompt players to interact with them. - Frozen Castle Platforms have had their hitboxes extended. - Royal Beds have had their hitboxes adjusted and the sleeping position improved. - Runic Beams have had their textures updated. - Placing Greenwood, Tropical, Deadwood or Cobble Hollow roof variants will now place the correct block. - Larkspur now drops the correct items when broken. - Iron chains now render correctly when held. - Concrete roof textures have been fixed. - Fixed various particle colors and block effect IDs. - Fixed various duplicate item names. 𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur with the Asset Editor on startup. - XZ flips should now flip blocks correctly when they are pitched or rolled. - The hitboxes for rotated blocks should now match their visuals. 𝗨𝗜 & 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur when trying to display corrupted world preview images. - Fixed a crash that could occur when hovering over resource slots. - Fixed a crash that could occur when the number of memories required to unlock a craftable item isn't retrieved correctly. - Dynamic lighting should now render better when Shading Quality is set to Low. - The Voice Chat UI will now be hidden if the HUD is toggled off via F8. - The Voice Chat UI will now be hidden if voice chat has been disabled. - The Builder Tool Legend UI will no longer display a page number if there's only one page. - Players on servers will find that their configured maximum character length of messages will now be better adhered to. - Localized text that occurs within modals, such as within the Machinima Tool, will now render correctly. - Fixed a number of instances where localized text would cause clipping issues. - The profiling panel's FPS stats and overlay now use real frame intervals, making them more consistent when Vsync or frame pacing is active. 𝗔𝗨𝗗𝗜𝗢 𝗙𝗜𝗫𝗘𝗦 - Fixed an issue where spatial and center sources of audio could temporarily desync. - Updated a number of assets that were utilizing duplicate sound sets:  - Eggsac will now use the Cocoon sound set.  - Wood_Breakable will now use the Wood sound set.  - Tombstone will now use the Stone sound set.  - Poop will now use the Mud sound set. - Brazier, Torch and Campfire sounds and sound sets will now play correctly and use parenting. - Cleaned up Ore, Window and both Pot sound sets. - Sounds within the UI should now play correctly. - Scarak Cocoons and Spider Cocoons will no longer continue to make noise after bursting. - Lumberjack Lantern's ambient SFX has been updated. - Fixed an issue where a number of block sets were using the sound sets for other material types.

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Marggx
Marggx@MarggxDev·
@KirioftheWoods It's a thing I still need to fully figure out, it's a bit weird sometimes the game spawns blocks with a scale of 2 but in reality they are still scale 1. Can you create a Prefab from you build and send it over to me on discord @ Marggx?
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Kiri of the Woods
Kiri of the Woods@KirioftheWoods·
@MarggxDev I'm not sure if I'm doing something wrong, but I'm trying to make a hanging fish rack, but when I convert into block bench it reduces the texture size. How do I prevent that from happening? Cuz when you've converted things in videos it kept the higher pixel resolution in yours
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Marggx
Marggx@MarggxDev·
The "Model Creator" plugin is now available to download, and I've also made it open source. I'd also really like to see what people create with it, tag me in your creations! If you're curious about how it works (or even help with development), feel free to check out the code. Just keep in mind this is still a Beta, so there will definitely be bugs. If you run into any issues, feel free to reach out or open an issue. Links can be found in the first reply. Small note: Hytale currently only allows models with up to 256 nodes to be loaded in-game. If your client crashes when loading an item with a generated model, it's likely that the model is too large.
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Marggx
Marggx@MarggxDev·
Here's a more complex example of converting in-game entities into blockymodels and then using them directly in-game. You can select any entity in the world and the mod will generate a new blocky model from them. It also creates a combined texture atlas containing all the necessary textures. This can then be used directly in-game via the Assets Editor (for example to create a new block) The video shows each step, from selecting the entities to exporting and using the model as a new block. We're still in the early stages, so I still need to make a few tweaks here and there, like optimising the texture atlas to get rid of duplicates. It's actually working pretty well for most setups I've tested so far. Follow along for more examples and updates as development continues.
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Marggx
Marggx@MarggxDev·
Another update about my "In-Game Entities to Blockymodel" Plugin. I've just uploaded the first version of "Model Creator" to CurseForge and it's currently in review. Again I've made some really solid progress: I've now implemented a proper UI so saving your creations is way easier and more intuitive. You can: - Choose exactly which entities to exclude from the Blockymodel - Pick the pack you want the model saved into - Decide whether a new item with your model should be automatically created and equipped right away On top of that I fixed a ton of bugs that were popping up during testing. Keep in mind the plugin is still in Beta and has a few known issues: 1. Scaling, the in-game scaling can still behave strangely sometimes (pixel errors can usually be fixed quickly by hand in Blockbench) 2. Edge cases with some models, rotation and position problems still appear with certain setups 3. Mob models, attachments aren't implemented yet (e.g. antlers on the deer) What I'm working on right now: - UI to create new Blockymodels straight from Prefabs (Currently you still need to place the prefab in the world and select it again) - More utility features like precise entity control (set position/rotation directly in a UI) - Entity Grouping (select multiple entities, group them, and move/rotate the whole group at once) I've got loads more ideas coming up! I'll drop another post the moment the plugin goes live on CurseForge. If you have any questions, suggestions, or just want to chat about the mod, feel free to DM me, super happy to hear your ideas! #Hytale #HytaleModding
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Marggx
Marggx@MarggxDev·
Just a quick update on my "In-Game Entities to Blockymodel" Plugin, which I've now named "Model Creator". I've made some good progress the last few days: 1. Mob models now work. (Basic exporting is working, though attachments still need some work.) 2. Major code cleanup after lots of trial and error during the early development stages. 3. Generating textures is way better now, and the combined texture atlases are much cleaner. Next, I'm going to work on adding the UI and add the ability to export directly to a selected pack. I'll also add options to exclude certain entities from the export, as well as other QoL improvements. If everything goes to plan, I'm hoping to release the first version this weekend. If you've got any questions or ideas that fit the Plugin, feel free to send me a DM! #Hytale #HytaleModding
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Hytale Alerts
Hytale Alerts@HytaleAlerts·
Reddit user u/Marggx is currently working on a Hytale mod that lets you build models directly in-game using existing blocks and items, then export them as their own blockymodel.
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Prowl8413
Prowl8413@Prowl8413·
At this point, Microsoft = Mojang = Minecraft They are now one. Dont be fooled into thinking its any other way
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Marggx
Marggx@MarggxDev·
I've been working on a Hytale mod that lets you build models directly in-game using existing blocks and items, then export them as their own blockymodel. The idea is to prototype quickly without having to create completely new models from scratch. Plus, it'll help boost performance. Instead of the server having to calculate lots of entities, you can convert the whole build into one single block. I originally made it for a tower defense game we're working on, where we build towers from existing blocks and turn them into models. It's still pretty early, but it already works with most items and blocks, keeping rotation, position, and scaling and also generating a new composed texture. Planning to release an open beta next week. I'll post some more examples over the weekend. #Hytale #HytaleModding @Hytale
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