Locu_RD03
590 posts


@adremz200 @supermario1569 @ThaLion_087 @rickyedit Videos de qué?! Los que grabas desde el mismo dispositivo, no?!.
Que yo sepa los videos YT y de todas las redes sociales están capados a 60fps.
Que notes fluidez al navegar no tiene nada que ver con los videos.
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@supermario1569 @ThaLion_087 @rickyedit Ni idea creeme que yo tengo el 14 Pro y el 16e y los 120hz ni se perciben salvo en los juegos o en algunos videos
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@Simon_Hypixel Is there any way to enable all mods at once so I don't have to do it one by one?
I have more than 60 mods and it's a bit annoying to enable them individually xd
Please add an option for this. 🙏
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Pre-Release Patch Notes (Feb 11, 2026)
Update 3 (Part 3 of 3)
Enable via Launcher → Settings → Pre-Release
The release of Update 3, including its 3 parts, is scheduled for next week!
HEADLINE FEATURES
- Added a very basic, early version of taming! Some of the friendlier animals you find in your adventures can now be tamed, provided you have their favourite food in hand!
- Tamed animals can be petted with an empty hand and fed once in a while - some of them can also be milked, sheared, or mounted!
- Tamed animals won't run away from players (unless they’re hit), and will occasionally greet them.
- Added Sickles, capable of harvesting multiple crops in a single swing.
- Updated climbing, enabling side-stepping, dropping down, and rotating around ropes.
- Added an Anchor UI system, enabling server plugins to add UI elements to client pages, such as the world map. This will allow modders to insert into various predefined points as we add them.
- Brazilian-Portuguese and Russian have been added as our first new in-game language options, kicking off the first phase of our localization efforts. Additional languages will be introduced in the coming weeks.
CONTENT
- Updated a number of prefabs, removing workbenches and chicken coops from several of them.
- Added a green variation of the Rhino Toad.
- Updated the requirements for Farmers Benches:
- Tier 4 now requires Drywood Log instead of Redwood Log.
- Tier 6 now requires Redwood Log instead of Drywood Log.
- Updated the crafting times for several early-game items:
- Crude ammo, weapons, and tools now craft instantly.
- Builders Bench craft time reduced from 3 seconds to 2 seconds.
- Chicken Coop craft time reduced from 4 seconds to 2 seconds.
- Overpants are now referred to as Legwear.
- Added random block ticking and the spreading of grass.
- Shortbows and Crossbows can now use ammo directly from the backpack.
- Updated several NPCs with improved target switching behavior.
- The flamethrower VFX has been updated, and the weapon now attacks faster.
- Implemented separation between Stereo Headphone and HRTF Headphone modes. Output mode options have been extended to cover Speakers (Stereo), Headphones (Stereo), and Headphones (3D Audio).
MODDING & TOOLS
- Added a warning when loading into worlds with missing mods.
- The Creative Hub, where players initially find themselves on Creative Worlds, is now referred to as the Crossroads.
- Added a ‘Return to Crossroads’ button on the World Map for Creative Worlds.
- Removed some older debug commands and improved validation for the Machinima tool.
- Added the ability to change the playback speed within the Machinima tool.
- Added a new debug flag, VisLeashPosition, enabling visualization of NPC leashing.
- Added a new debug flag, VisFlock, enabling visualization of flock membership and structure.
- Updated packet handlers for builder tools to utilize the World packet handler for world-specific packets.
- Renamed light radius to bright radius and set the default to 1 so that light color is maintained.
- Changed the draft brush shape to Sphere, instead of Cube.
- Entities will now rotate and render in the Selection tool’s rotate/translate mode.
UI/UX
- Reworked item tooltips to better support localization.
- Increased the dimensions of some UI elements to better support localization.
- Added a confirmation message when attempting to swap Avatar Presets with unsaved changes.
- Added an Avatar Presets counter to the Add Preset button.
- Improved navigation of longer server lists.
- Added a scrollbar to aid navigation for users with a large number of mods.
- Added Noto Sans as a secondary fallback font for Cyrillic glyphs.
BUGFIXES & OTHER IMPROVEMENTS
- Updated the world map and chunk updates to use their own streams.
- Fixed a crash related to creative tool previews when undoing & re-applying very large changes.
- Fixed a crash when a skin fails to be saved.
- Fixed a crash on Linux when opening a folder without Nautilus installed.
- Added missing validation to reduce the number of IllegalStateExceptions that may be encountered.
- Fixed an issue whereby copied entities could share data structures incorrectly.
- Fixed an issue whereby debug frustums would not render.
- Fixed an issue whereby key binding information would not display correctly.
- Fixed an issue whereby some Apple Trees would float off the ground.
- Adjusted the player hitbox when sitting and sleeping.
- Fixed an issue with the spawn suppression system crashing upon regenerating chunks.
- Fixed an issue where respawning inside of a portal world would leave the player in a zombified state.
- Fixed an issue with full-bright toggling that prevented full brightness occurring when entering Creative mode.
- Fixed an issue with server configurations enabling all mods by default.
- Fixed an issue whereby some unlucky fish would spawn in lava.
- Fixed a number of village furniture items incorrectly requiring a pickaxe to break.
- Fixed a number of issues related to clouds when the weather transitions.
- Fixed an issue with fire spreading above 256 blocks.
- Fixed an issue with durability whereby dying would cause some carried items to incorrectly become unusable.
- Fixed an issue with client worlds not enabling backups by default, if not otherwise configured.
- Fixed a number of memory leaks.
- Updated some grammar and removed some typos.
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@linwebmaster @paracetamor @itsroidezas Y por qué el bloqueo?! 🤣🤣.
No te gusta que las personas opinen lo contrario a lo que dices?!

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@linwebmaster @paracetamor Los streamer juegan lo que está de moda, no lo que la gente quiere ver como tal.
La mayor parte de la audiencia ve al streamer en sí, no para ver lo que está jugando.
Por ejemplo, el illoJuan, tiene 30k viewers, entras al stream a ver y está jugando un juego de hace 20 años.
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@charoalvarez @oweloficial Enséñale esto a tu hijo para que te ayude.
Estos mods agregan fuentes de iluminación que te siguen. Hay unos que añaden linternas flotantes y otro añade bichitos/mascotas que te siguen.




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@RobertRD06 @oweloficial Ok gracias miles. El que si me interesa es el "gusiluz" ese que te sigue iluminando como un faro. Ese para las cuevas = visión nocturna jajaja. Pediré a mi hijo que me lo instale, no la quiero liar parda jajajaja.
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@charoalvarez @oweloficial Hay un mod que habilita los mobs y minerales que solo están en creativo.
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@twindemp @Simon_Hypixel @Pikaclicks If that was a joke, don't even bother trying again; you're awful at it.
Your last two brain cells are fighting for second place in a stupidity contest.
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To speed up production, here’s how Hytale updates will work going forward!
TL;DR
• Pre-release updates go out weekly
• Pre-release to get features earlier for feedback & bug reports
• Releases ship when pre-release is in a good state (every ~2–6 weeks)
• More time for modders and servers to adapt
• Our developers spend more time building, less time shipping
• Hotfixes can still ship at any time to both pre and release
Going forward, we’ll use the pre-release patchline to be a bit more adventurous. It will be updated weekly and may be unstable by design; this is where new features, larger changes, and iterations happen.
FYI, we might skip a week from time to time for holidays, PTO, or other reasons.
Pre-release instability will be clearly communicated in-game. As you might have noticed, we have automated world backups, but always back up your own data if you plan to keep using the same worlds in pre-release patchline!
Once we’re comfortable with the pre-release state (can be a result of one or several updates), we’ll schedule it to release and communicate to everyone.
As for this week, don't expect anything major for pre-release, we are getting into the rhythm of things and need to off-set the cadence.
To clarify, if we update the pre-release with like 5 updates, the release will contain those 5 updates.
If we are aiming for a release week, we will make the call publicly and tell people to prepare their mods/servers a few days beforehand.
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@IsManuPlay @TheSouICrush No hate, y para que gastar y dedicar tu tiempo en algo que no te genera nada?!
(A parte de las visitas y likes que quieres farmear, no sé para qué)
El Hytale no te gusta y le dedicas tiempo.
Busca un juego o algo que te guste y deja a los demás disfrutar.
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@TheSouICrush creo que gano mas haciendo tareas que poniendo tweets, en mi caso de twitter no se genera nada, no te proyectes tampoco XDD
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@Geburah87 @eli_gr3n @Simon_Hypixel El fracasado pagó para que le dieran el verificado con 18 seguidores solo para escribir pendejadas.
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@eli_gr3n @Simon_Hypixel Creía que había un límite de palabras por tweet
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@Simon_Hypixel Revert the change to pickaxe requirements for ore mining. Cardinal sin of survival sandbox/free-form games: Do not remove player agency. This approach is too heavy handed and comes off as reflexive and lacking nuanced understanding of the underlying desire/pain point that's causing the behavior/avoidance.
Once you start introducing explicit restrictions and saing, "no you can't do that," it stops being a game where "you can do anything." It transforms from an emergent experience, into a checklist simulator where your fun is gated behind min/maxxing a path between Number A, and Number B; and that framework is always dominated by a meta. You can change the meta, but you can never eliminate that the meta exists once it does, without an overhaul/elimination of core systems.
If we should arrive at the number "4" and you intend the game to be sandbox and free-form. Then give us access to everything from 0 to 9 and tell us to figure it out. Once you start prescribing explicit solutions, it stops being a game where we own our own experience. It becomes a recital of cold memorization. We start doing things because we "have to" or we're "supposed to" instead of "we want to" or "its cool and fun."
There are plenty of games that are spreadsheet simulators. And you're building an experience engine that can be crafted into exactly that. But when the base game becomes that, its hard to see the engine as producing anything else. Thankfully, we've seen people run Doom in Hytale. We've seen people develop crossplay with Minecraft. You can't put the genie back in the bottle (without pissing everyone off).
Let us mine Mithril with a crude pick. It's ok if it takes forever and burns through an entire inventory of spare crude picks for a reduced yield of the ore. And don't limit how many picks we can carry so that we can't try that. Make it possible anyways. Give us options. Don't "tell" us we can't, "show" us BETTER options by making them more efficient/better yield, etc and then ALLOW us to slam our head against the wall anyway, if we so desire. Don't tell us how to play a game that is literally built on us playing however we want. And turn bugs into features as often as you can. Channel edge cases into a controlled environment, instead of leaving desires unaddressed and "instinctually" latching on to every exploit that satiates it.
If you really want to restrict tool usage, then never make them do zero damage or hard lock-out player choices or shut down agency. Just make the tools that "shouldn't" work, break before the node does. Blocks reset damage states after time anyways, leverage it.
If I want to super-heat the sand in the box to make rocks that think, let me do that. If I want to dump water in it to make a booby trap, let me do that. If I want to collect it in a pile and dig a tunnel at the base of the mound, let me. If i want to eat so much of it that I get teleported to a secret desert mouse level, let me. Within technical limits, and without getting lost in feature/scope creep, err on more agency in the base game.
IMO, The base game is MOSTLY a solo to small-group experience, and server hosters will just mod-out this restriction (or double down on it). You can always add artificial time gates and arbitrary restrictions once you have a full, complete game and you've determined that the full "1.0" scope has areas of lack, and even then, that might not be solved by telling the player "no." Although sometimes it is
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@eli_gr3n @Simon_Hypixel you could've made a mod to change this in the time it took you to write this tweet
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Excited to announce that @CrimzonKrow and I are working on Hytale lo-fi Volume 2!! 🎶
We want YOUR help with the artwork, please share your most scenic #Hytale nature screenshots and we will choose one of them to base part of the art off of! 🏞️
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@RoxanaCobar @futurxd @INCOsky Al principio costaba 20 en todos los países antes del lanzamiento (en la pre-compra), luego cuando salió aplicaron los precios regionales.
Suerte que me esperé al día de lanzamiento, aquí en mi país, en RD, está a 12.50.
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Escuchar a Dalas llamar a los creadores de Hytale "estafadores" o decir que el juego es "basura" o muy "caro", mientras que él es el creador de la basura llamada Seacret1.
Hytale un juego que ha pasado por un desarrollo desastroso y hasta fue cancelado oficialmente. Pero al final retomaron el proyecto y finalmente lo sacaron al mercado a un precio de 20 dolares.
Donde sus desarrolladores te son totalmente transparentes, diciendo que el juego le falta mucho por ser pulido y que ha salido con muchos errores, pero que no van a parar de trabajar en él y a la fecha, lo están cumpliendo.
Tiene 2 grandes actualizaciones y en medio diariamente tienen hotfixes y parches internos.
VS
Seacreft 1, un juego basura abandonado por su desarrollador. Donde se prometieron muchas cosas y lleva 6 meses sin que se haya cumplido nada. Con un precio de salida de 40$ (50$ en la play store).
A la fecha lo juega una asombrosa cantidad de 0 personas y si preguntas a alguien que tal fue jugarlo, una arcada es la respuesta.



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@gd_vitor31839 @Simon_Hypixel I completely agree, which is why I installed a mod to increase the damage and health of mobs and another that unlocks powerful new enemies.
This adds a bit more excitement to combat and exploration.
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@Simon_Hypixel My only negative point is that they nerfed the frog; it was the only NPC that added a degree of difficulty to the game.
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Hytale's second update is now live! Another quick patch with lots of fixes, new content, and features requested by the community!
PSA: the grimoire is just an item that drops from the big skeleton that you might have seen already, not related to the future magic system we will be working on in a future update. The minions are a bit janky, but hey, it's early access, let's have fun and not worry about it just yet! That's how I see Hytale's future development: let's have fun and experiment a bit from time to time. That's how Hytale was born, just a bunch of devs having a great time! I want to add more interesting drops in the world, especially from chests, so this could be a fun way for us to experiment and make exploration much more fun. Finding books, scrolls, potions and items that bring a lot more excitement, rather than just materials and equipment.
That being said, production is ramping up as we work on several updates in parallel, and we will put Update 3 into pre-release next week. We will give a bit more time in pre-release to let modders and servers adapt this time around. This one should be a bit smaller, as we are trying to offset the pre-release and release schedule to be more predictable. We will share more details next week!
Hytale@Hytale
📢 Hytale’s Update 2 is now LIVE! 📢 Brand new content like the Necromancy Grimoire, the ability to hide your helm/armor, and so much more! Read the full patch notes here: hytale.com/news/2026/1/hy… - New Cosmetics & Customization Options - Gameplay Features and Balancing - Updates to Farming - UI/UX Improvements and Additions - Audio & Visual Effects - Bug Fixes, Tech & Stability - and more! Thank you for all your ongoing support and feedback! 💚
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@Mr_Mikey_P @HytaleAlerts Nah, they should make the other mobs stronger, like the toad. xd
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@HytaleAlerts Pretty much..
I dread going caving in Hytale..
Sorry to say, but i think these guys need to be nerfed a bit..
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