May Kadashi #SaveHytale

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May Kadashi #SaveHytale banner
May Kadashi #SaveHytale

May Kadashi #SaveHytale

@May_Kadashi

𝙾 𝚞𝚗𝚒𝚟𝚎𝚛𝚜𝚘 𝚎𝚌𝚘𝚊 𝚍𝚎𝚗𝚝𝚛𝚘 𝚍𝚎 𝚖𝚒𝚖...

Katılım Mart 2021
161 Takip Edilen23 Takipçiler
Chubby♨️
Chubby♨️@kimmonismus·
Its thursday, friends. Lets if OpenAI was cooking. Looking for some amazing codex updates. Ngl, Codex is goat right now. Replaced Claude for me.
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Hytale
Hytale@Hytale·
📢 Update 5 releases MAY 26th! 📢 - New Community Server Discovery is in - The Friends List makes its first appearance - Controller support arrives in its first iteration (more polish coming) - New emotes - Trigger Volumes for no-code scripted encounters - Prefab 3D previews - and a lot more across creator tools, audio, and QoL Be sure to check out @Simon_Hypixel's tweet for more details!
Simon@Simon_Hypixel

Update 5 release lands Tuesday, May 26. Two weeks out, and more is still landing between now and then! A new Community Server Discovery is in. The friends list makes its first appearance on release. Controllers are in too (first iteration, more polish coming). There are new emotes, Trigger Volumes for no-code scripted encounters, prefab 3D previews, and a lot more across creator tools, audio, and QoL. Starting with Update 5, we're adding launcher version selection. Update 4 stays available for a few months, so modders and servers have runway to adapt beyond launch day. Full pre-release patch notes for everything that's landed so far (more to come!): hytale.com/news/2026/4/hy… Modders and server operators: read the Modders Warning section at the bottom of those patch notes. That's your migration map. A new Semver mod compatibility model is on the way too. With Update 5 wrapping up, we're moving more and more developers onto content. We're also hiring aggressively, and the team is now entering full production on Chapters and major features that will reshape the game's future. Job postings go live this week!

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Academia Orbis | Noticias Hytale
Academia Orbis | Noticias Hytale@AcademiaOrbis·
📢HYTALE CONFIRMA que sus DUNGEONS serán así! 😱 🗝️Las MAZMORRAS y mecánicas de bosses serán como las míticas de WOW ! Por lo que seguramente tendrán cuenta atrás y su dificultad irá escalando! 🩸Además buscan un estilo gótico misterioso y oscuro como DIABLO 2 Como WoW y Diablo players, no nos extrañaría ver temporadas que se reinician cada cierto tiempo para disfrutar de experiencias totalmente diferentes
Academia Orbis | Noticias Hytale tweet mediaAcademia Orbis | Noticias Hytale tweet media
Simon@Simon_Hypixel

@Xspree28 Dungeons: WoW Mythinc+ runs / boss mechanics. Diablo: Diablo 2 vibes, nostalgia, gothic mystery

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Owel
Owel@oweloficial·
Minecraft añadió lista de amigos a la vez que Hytale, ¿coincidencia?
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Haider.
Haider.@haider1·
Dario Amodei says Mythos is not limited by compute Anthropic can scale it 3x or 10x without creating a conflict between government and private-sector access The harder problem is who gets it "because giving access to too many organizations could create serious cyber risks"
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Rorger
Rorger@JExx0605·
@Tarketa_501 Só pode ser sacanagem q os ets são furries
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Aiden Bai
Aiden Bai@aidenybai·
React Doctor v2 is here Your agent writes bad React code, this catches it Works with Next.js, Vite, React Native. Fix your app in minutes npx react-doctor@latest
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Simon
Simon@Simon_Hypixel·
Spent the whole weekend on this: the in-game mod browser UX and the creator support side. This weekend was just on the new flow, plenty of tech and proper UI work still ahead. The browser stays library-feel, not shopping mall. No price tags on the grid; 1-click install in the game menu. On the creator side, profiles are the center of the experience: badges, supporter counts, stats. Hytale provides cosmetics for both sides. Players who support modders, and modders who hit supporter milestones. Direct support goes to the creator, not into a marketplace cut. BTW we don't want to profit from this. Modders out-earning the studio on this would, unironically, be the dream! Player rewards should unlock in tiers and rotate seasonally or monthly. Time-limited cosmetic sets, badges and so on, but the whole catalog cycles back through over time. Goal is keeping players invested without falling into a FOMO trap, miss one season and they come around again. One thing I really want baked in: rewards for modders who support other modders / share assets openly / lift up smaller creators. The vision is clear internally. We want to give this a fair shot at keeping mods free in-game, and we'll get creative on ways to monetize our creators. NGL, seeing the prototype with no price tags and just "install" buttons feels like the good old days of gaming.
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Simon
Simon@Simon_Hypixel·
I want to talk about the in-game mod browser and monetization, but first: this is not a final answer or a locked policy! I'm brainstorming with the community because this is one of those decisions that can shape the game's future, and I want feedback before we commit to the exact model. I've had people in DMs tell me Hytale needs paid mods, because modders put real work into their creations and should be able to earn from them. I've also had people tell me paid mods would destroy the ecosystem, because the mod browser would stop feeling like a place to explore and start feeling like a store. Both sides have a point, and I don't think you have to pick one or the other. The model I keep coming back to is a hybrid that hasn't really been tried before: protect the player experience in-game while giving creators strong ways to earn player support. Important note: none of these changes the EULA. This is not about taking away what modders can do outside the game. It's about what we choose to show and promote inside the in-game mod browser. Here's my thinking: I want players to open the mod browser and feel like they're walking into a community library of cool things to try, not a shopping mall. That doesn't mean I think modders shouldn't make money. Quite the opposite. I bring years of experience in modding and monetization, and I know the scene has evolved a lot. Creators put serious time into their work, and great modders should be able to build an audience, earn support, and make a living from what they create. But there is a real cost when the first thing players see in a mod browser is price tags everywhere. Mods are most magical when trying them is easy. You see something weird, useful, funny, beautiful, or ambitious, and you install it because there's no friction. That sense of discovery matters a lot to me. There's also a deeper problem with paid mods that people don't talk about enough: the incentive structure between the game developer and the modder. Imagine a creator makes an amazing fishing mod and sells it for $5. It gets huge. Later, the game team decides that fishing should be part of the base game. Suddenly, there's tension where there shouldn't be any. The creator feels like the game is stepping on their work, and if the studio is taking a cut from mod sales, it now has a financial incentive to leave feature gaps rather than fill them. Why add fishing to the base game if you're making money from someone else's fishing mod? I really don't want that relationship. Our goal is to make a great game, give creators powerful tools, and let the whole ecosystem grow around that, not to leave holes for modders to fill and monetize. So the direction is: mods in the in-game browser are free to install. No price tags in the browsing experience. No paywall as the default relationship between player and modder. But creator support should be real. We will give players ways to support their favorite creators, make creator profiles matter, highlight great work, and offer Hytale-side rewards for supporting modders: badges, titles, cosmetics, and so on. For example, if a player supports several creators, they get a special reward from us, not because they bought a mod, but because they supported the people building the ecosystem. Longer term, there's room for something closer to an in-game Patreon-style system: support a creator, get early access to experimental builds or extra creator updates, while the mod itself stays free to browse and try. That part needs careful design, and I don't want to overpromise the exact shape today. The principle is what matters: support should be pull, not push. Players should feel invited to support creators they love, not pressured every time they browse. We make money when people buy the game and through optional cosmetics. That gives us a cleaner incentive structure: make Hytale better, invest in player experience, and help creators earn because players genuinely value their work. BTW, if we ever handle creator payments directly, the only reason to take a cut would be to cover transaction and operational costs. We're not designing this around taking a percentage from modders. This is not the obvious business-maximizing route. I know that. But I think it's the right one for players. I believe that if we are players first, we will do great in the long term. I'd rather have a modding ecosystem that feels open, generous, creative, and alive than one where every cool idea immediately becomes another checkout screen. I believe we can help modders make great money while giving players a much better experience than a storefront-first model! It will take time to get right, and some details will change as we build it. We'll share more as the mod browser takes shape, and I genuinely want to hear what players and modders think about this direction.
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montano
montano@lucas_montano·
se este tweet tiver exatamente 1 curtida em 24 horas, eu darei codex Pro 20x para essa pessoa
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Andianerjones
Andianerjones@andianerjones·
🌿 Just released my Jungle River project! A custom Hytale world featuring a detailed river biome, jungle environments, treehouse villages, and a connected cave & dungeon system. Would love to hear your feedback 👀 🔗 Check it out: curseforge.com/hytale/mods/ju… #Hytale #HytaleModding
Andianerjones tweet mediaAndianerjones tweet mediaAndianerjones tweet media
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Cursor
Cursor@cursor_ai·
Cursor Security Review is now available for Teams and Enterprise plans. Run two types of always-on agents: 1. Security Reviewer checks every PR for vulnerabilities and leaves comments. 2. Vulnerability Scanner runs scheduled scans of your codebase and posts findings in Slack.
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Claude
Claude@claudeai·
Introducing Claude Opus 4.7, our most capable Opus model yet. It handles long-running tasks with more rigor, follows instructions more precisely, and verifies its own outputs before reporting back. You can hand off your hardest work with less supervision.
Claude tweet media
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Yuekun Yao
Yuekun Yao@yuekun_yao·
Claude Mythos is suspected of being a Looped transformer (LT), but why are LT-based LLMs so powerful? Our new finding: LT can perform implicit reasoning over their parametric knowledge, unlocking generalization to complex and unfamiliar questions compared to transformers ⤵️
Yuekun Yao tweet media
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Central Hytale Brasil
Central Hytale Brasil@CentralHytaleBR·
Se liga no que o time do @PokeFindMC tá trabalhando! 👀 O Mod de Pokemon para o Hytale tá cada dia mais perto!
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CurseForge
CurseForge@CurseForge·
Our final batch of mid-contest winners is here! Check out these amazing submissions to the Hytale New Worlds Modding Contest, who each win $300 in this stage and still have the chance to win up to $10,000 in grand prizes 👀 Submissions close on April 28th! Make sure to submit your mods while you still have the chance, and good luck to all 🧡
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