drlogiic

106 posts

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drlogiic

drlogiic

@drlogiiic

i try to entertain | Youtube: drlogiic | Twitch: drlogiic | @Hytale Content Creator

Katılım Şubat 2024
43 Takip Edilen5 Takipçiler
drlogiic
drlogiic@drlogiiic·
@Hytale Generational game by release easily
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Hytale
Hytale@Hytale·
ICYMI: Hytale’s Update 5 is out! We want to shine a spotlight on our new Trigger Volume Tool which allows you to place persistent 3D volumes that trigger configurable effects when conditions are met. Think of these 3D volumes as tripwires that are completely invisible to the player. However, when something happens inside of it (a player walks into it, a creature walks out, a block is placed, an arrow is shot, etc.) it will react by running a desired effect. Here’s a compilation from our Level Designers demonstrating what's possible with this tool. Not a single line of code was written to do this. 100% UI based scripting! 🤯
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drlogiic
drlogiic@drlogiiic·
@Simon_Hypixel @cyberaxe @DRAKO893171 Bro that dude is psychotic, just keep grinding. People were literally told this game didn’t even have a gameplay loop when you first acquired it lol
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Simon
Simon@Simon_Hypixel·
You need to chill, bro. It's only been a few weeks, and we've already made insane progress across the board! We are working every single day to improve the game. Good things will come to those who wait and are patient. I have ensured the team has made significant changes to Discord/support, and we have been hosting Q&As and engaging with the community. I tripled the team size for this after seeing the comments and feedback a few weeks ago. I am fully aware, and I'm investing a lot. We are in early access; it's not meant for everyone! Plain and simple. If you have been keeping up with Slikey and me, you can see we are aware of many issues with modding updates and so on, so that part will be solved eventually. This is a non-issue in the long term. Keep in mind we rebuilt the entire Hytale team in just a few weeks, used an abandoned engine, and had to do a lot of work to fix tech debt (and will continue to do so). My strategy is to actively avoid adding new content by choice, so as not to bring back too many players until we have a better foundation - simply put, the game is not good right now, and it will be a lot of work to satisfy my vision, but to get there, we need to have a good foundation. Right now, we are doing the necessary hard work before the floodgates open again. At the cost of upsetting some people, who want everything today, because other games like Roblox/MC (with 15+ years of public development) have A and B features they want. We have been in early access for barely 3-4 months! We are about to make a big hire push in the coming weeks to accelerate even more. For almost every issue I see, I know how to fix it, but it's just a matter of there being a lot of them; we all need to be patient, and it will get fixed and improved. As for roadmaps, they will be kinda unveiled over the next few weeks. As you can see with modding/server, it's slowly becoming clearer publicly. Truth is, precise roadmaps can kill games if you are not flexible. It needs to be dynamic and adjusts based on feedback - it also depends on who we can hire, for example, being able to hire the Create Mod team allowed us to go further with adventure mode potential and so on (wait until you see the next hires..). If I were to make a roadmap 4 months ago, it would be very different today, not because there are major shifts in the direction, but because we are unlocking big tech that can change the game for the better, and I like being flexible in my design. There is no one in the world right now with better intentions than the current team for Hytale; the goal is to make a great game. I personally already own 4+ companies generating millions, I don't need another one to survive - I just want to have a great game on my portfolio and for my kids to be proud of. It will be important for Hytale to make money when it's in a good state, so we can grow properly and increase the team's pay and our ability to give away more money to creators/modders and so on. I am taking the hard path, the one that no one was willing to take before. Even Riot gave up on it months ago. I literally don't need to be doing any of this on a personal level! I'm taking away time from family and free time to make this a great game. I literally have 0 days off (except when I get super sick), I'm in just to give Hytale the chance it deserves. Keep in mind, game development is very, very hard, we are moving at light speed, faster than triple A studios with 2000+ employees! At the end of the day, I can't be involved in every aspect of the game; I just don't have the time, and honestly, I need to focus on making a great game first and foremost, otherwise all of this doesn't matter. The team is very talented, so whenever we make a decision, we weigh the pros and cons carefully. Sometimes, from an external perspective, you might think, "Oh, that's easy to fix; they are dumb not to do it!" But with our experience, we might have a different opinion, or it's already planned, but we have so much on our plates that it will take a bit of time to get there.
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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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Academia Orbis | Noticias Hytale
Academia Orbis | Noticias Hytale@AcademiaOrbis·
📢HYTALE HA CAMBIADO PARA SIEMPRE!! 😱 Ya podemos automatizar con triggers y comandos para cambiarlo TODO con la NUEVA HERRAMIENTA!! Podemos crear minijuegos, mazmorras, eventos, alertas, prohibiciones, accesos, spawns y todo lo que se nos ocurra!! Mirad lo que hemos hecho en solo 5 minutos! PASADNOS VUESTRAS CREACIONES!
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Simon
Simon@Simon_Hypixel·
@Steven695348074 depends on what you consider content, but the bigger piece will be chapter 1 in terms of "new stuff", and then it will rapidly accelerate as we get closer to release and have less foundation work / rewrites to do
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (April 16, 2026) Update 5 (Part 4) Enable via Launcher → Settings → Pre-Release Friends List and Rich Presence are live on pre-release! Easier to play with friends, and this is just the first wave. More social features are on the way, and we'll share details in the coming weeks! Patch notes for Part 1, 2, 3, and 4: hytale.com/news/2026/4/hy… For more details about social features (and to give feedback) go see Lazorgurl here: x.com/lazorgurl/stat…
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drlogiic
drlogiic@drlogiiic·
@Simon_Hypixel @Prowl8413 can we get a sneak peak on how theyll work, i wanna actually have to hammer my armor and tools (like kcd2)😅
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Simon
Simon@Simon_Hypixel·
@Prowl8413 true, major changes coming 😎
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Prowl8413
Prowl8413@Prowl8413·
My thoughts on workstations in Hytale... they were fun, but I think they restrict the game in a bad way. Every playthrough will be the same. Either put them all together, storage within the detection area, or make a separate area for each one, with its own unique storage.
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drlogiic
drlogiic@drlogiiic·
@Simon_Hypixel Lil small but needed update, love the vc mouth animations tho
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (April 2, 2026) Update 5 (Part 2) Enable via Launcher → Settings → Pre-Release We've moved pre-release patch notes to blog posts so they're easier to find and reference! We'll keep updating the same post as new parts ship. Patch notes for Part 1 and Part 2: hytale.com/news/2026/4/hy… We also added a new modders warning section at the bottom to help you get ahead of anything that might break.
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drlogiic
drlogiic@drlogiiic·
@TeamAbnormals Am i the only one who thought this was a lame joke..? Like dude
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drlogiic
drlogiic@drlogiiic·
@Prowl8413 Lots of immersive stuff being added with the sounds, love it
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Prowl8413
Prowl8413@Prowl8413·
Hytale ALSO stealth dropped Update 5 Pre-Release 1 ---Patch Notes--- ITEMS & EQUIPMENT •All chest stack sizes have increased from 10 to 25. •The icons for Bronze Pipes and Zinc blocks have been updated. •Watering cans and fertilizer can no longer be repaired. •Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager's Workbench. WORLD & BLOCKS •Goldenwood is now found more often throughout Zone 4, including within some cities and villages. •FlammabilityConfigs for the Fire fluid ticker can now change block states upon burning blocks. AUDIO •Sounds may now play differently depending on whether the player is in first or third person. •In third person, sounds now play at the player entity position and are thus spatialised in 3D as if they were playing for a remote player. •In first person, held items with ambient loops, such as torches, now play the sound offset to their position. UI & QUALITY OF LIFE •The input system now accounts for action context when resolving input conflicts. •Improved item container operations performance through better data structures. •Improved upon back-end systems to support further localization. •Improved upon back-end systems to enhance performance. MODDING & TOOLS •Added world-gen-v1 mod event hooks and asset types for modifying biome content. •Updated a number of keybindings for Creative Tools. •Added interpolation type support for BlockyAnimation. •ProjectileComponent#getCreatorUuid has been exposed, allowing plugins to determine the creator of a ProjectileComponent. •Improved the Creative Inventory search sorting. •Migrated custom Vector types to JOML equivalents. NAMING & CATEGORIZATION •The 'Stone Brazier' is now referred to as an 'Earth Brazier'. •All instances of 'Grey' in block names have been renamed to 'Gray'. oThis affects 'Light Grey', 'Grey', and 'Dark Grey' items. •'Aqua - Beam' is now referred to as 'Aqua Stone - Beam'. •'Aqua - Stairs' is now referred to as 'Aqua Stone - Stairs'. •'Aqua - Half Slab' is now referred to as 'Aqua Stone - Half Slab'. •'Volcanic - Stairs' is now referred to as 'Volcanic Stone - Stairs'. •'Wooden - Fence' is now referred to as 'Wooden Fence'. •'Black Build Pipe Corner' is now referred to as 'Black Build Pipe - Corner'. •'White Build Pipe Corner' is now referred to as 'White Build Pipe - Corner'. •'Iridescent Processed - Decorative' is now referred to as 'Iridescent Processed Brick - Decorative'. •'Iridescent Processed - Ornate' is now referred to as 'Iridescent Processed Brick - Ornate'. •'Iridescent Processed Ornate - Corner' is now referred to as 'Iridescent Processed Brick - Ornate Corner'. •'Iridescent Processed Ornate - Half Slab' is now referred to as 'Iridescent Processed Brick - Ornate Half Slab'. •'Iridescent Processed Ornate - Horizontal' is now referred to as 'Iridescent Processed Brick - Ornate Horizontal'. •'Iridescent Processed Ornate - Stairs' is now referred to as 'Iridescent Processed Brick - Ornate Stairs'. •The shorter 'Apple Branch' is now referred to as 'Apple Branch - Short'. •The longer 'Apple Branch' is now referred to as 'Apple Branch - Long'. •'Wisteria Branch - Corner' is now referred to as 'Wild Wisteria Branch - Corner'. •'Wisteria Branch - Long' is now referred to as 'Wild Wisteria Branch - Long'. •'Wisteria Branch - Short' is now referred to as 'Wild Wisteria Branch - Short'. •'Wisteria Roots' is now referred to as 'Wild Wisteria Roots'. •'Wisteria Tree Trunk' is now referred to as 'Wild Wisteria Tree Trunk'. •The big 'Wet Fern' is now referred to as 'Big Wet Fern'. BUG FIXES COMBAT, ENTITY & ITEM FIXES •Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added. WORLD & BLOCK FIXES •Fixed a crash that could occur when a crafting recipe's primary output was empty. •Implemented changes to prevent a number of ways that concurrent writes could happen with reads from backups. •Half slabs no longer cause an unexpected delay when placed. •Modern Cloth Roof Corner blocks should no longer appear inverted. •Lighting no longer applies incorrectly to blocks with tint masks. •Fixed spawn-point rotation handling. •Removed references to non-existent item descriptions. •Attempting to teleport via the world map without having permission to do so will no longer kick the player from the server. CREATIVE TOOL, MODDING & PLUGIN FIXES •Fixed an exception error that would occur with the /pedit command if the previous world was the Creative Hub. •Creative Hub instances will now be deleted when leaving the instance. •Fixed a number of community-reported issues related to lang key and UI errors. •Changed density minimums for the Decoration Brush to be 0. UI & DISPLAY FIXES •Fixed a crash when changing worlds while interacting with the world map. •Fixed a crash when selecting the 'Return to Crossroads' button in Creative Play. •Fixed a crash that could be caused by an invalid change in ActionInventory. •Removed per-frame allocations in interaction tick and entity UI animations to improve performance. •Fishing Traps now prompt the player to inspect them, rather than harvest them.
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Simon
Simon@Simon_Hypixel·
@surulias We are running into issues with the update; internal time has already been missed. We are almost there!
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Suru
Suru@surulias·
@Simon_Hypixel really wish you guys would announce the time that an update would drop, there's a lot of people sat around stuck in wait mode waiting for this new update to drop
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Simon
Simon@Simon_Hypixel·
Lots of new blocks coming to Hytale in tomorrow's pre-release 👀
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drlogiic
drlogiic@drlogiiic·
@Simon_Hypixel @sametkurak0 Please don’t slow down because of mods. I’m not touching the game for a bit until its updated more because i know what this will turn out to be
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Simon@Simon_Hypixel·
Pre-Release Patch Notes (Feb 19, 2026) Update 4 (Part 1) Enable via Launcher → Settings → Pre-Release Update 3 was rolled out earlier this week, on top of a few hotfixes rolled out today and yesterday, so we kept this Update 4 Part 1 a bit lighter. Headline Features -Players may now have multiple instances of Hytale running simultaneously. To reduce the risk of save corruption, players are advised against opening the same world multiple times simultaneously. -The Mod Management UI has been updated and moved to its own section within the World Settings Screen. You can now view mod versions, icons, and other details. A warning icon is displayed when a mod targets a different game version. -Hosts can now specify a fallback server for when players disconnect unexpectedly. -Added a Backup management interface that will attempt to recover broken worlds. Avatar & Cosmetics -One of the Basic Sandals cosmetics is now referred to as Leather Sandals. -Long Sleeved Tunic is now referred to as Cotton Tunic. -Puffy Ponytail is now referred to as Puffy Bun. Items & Equipment -Fishing traps may now be placed closer to other blocks, in shallow water, and will now always display their placement preview. -The bow can no longer be drawn if you have no ammunition. -Hatchets, pickaxes, and shovels will now also lose durability if used on wood. World & Blocks -The Lumberjack Lamp may now be placed facing different directions. -Blue Winter Seaweed now produces bubbles and the amount of oxygen it grants has been modified. -Decorative chains and brick beams can now support more decorative blocks hanging from them. -Windows and Cloth Roof blocks no longer require other blocks to support them. -Chandeliers can hang from more block types. -Dirt and Grass block variations now have a family assigned. -A template has been created for Soils. NPCs & Encounters -Elemental Golems have had their animations and interactions updated. -Moose have been slowed down by 20%. Audio -Audio emitters have been updated to allow users to better specify where sounds are played from. -Genesis has been returned to the game in Zone 4. -Traveling Band has been added to Zone 1 during the night. UI & Quality of Life -You can now hold the Drop Item button and mouseover items in your inventory to drop stacks of items in Adventure Mode, or destroy them in Creative Mode. -Crafting Benches now display the rarity of items you can create. -Crafting Benches now display how many items are currently queued to be crafted. -Updated the charset to include the Latin Extended-A range. -Introduced a font fallback support cache. -Added additional translation support for map marker keys, the ui-gallery command window and backup frequency world settings. -Added additional translation support for the ui-gallery command window. -Updated the drag grip icon in the Creative Mode quick settings. -Added an option to the in-game reporting tool, granting permission to contact the user for more information. -Halved the bandwidth usage of the worldmap. -Cleaned up the input system. Modding & Tools -Added a new debug flag, VisPath, enabling visualization of NPC pathing. -Updated the protocol, supporting formatted and translated messages being displayed upon being disconnected from a server. -Added support for config schema generation. Implemented high DPI for the asset editor. -Added undo group size quick settings for Builder Tools, allowing for easier undoing of larger edits. -Added support for prefabs to undo in scripted brushes. -Enhanced the material support for Builder Tools to now include holders, fillers, fluids and other storable types. -Players can now specify a default rotation angle and axis for Creative Brushes. -Scripted brushes can now rotate shapes using rotation angle, axis and origin of rotation. -Server exits due to ‘MOD_ERROR (code 9)’ will now provide an option to navigate directly to the new Mod Management UI screen. -Added an icon to clearly identify modded worlds. World Generation -Reconfigured the Oasis Portal Spawns to ensure players spawn within the oasis basin. -Updated the Oasis Biome to improve performance. Bug Fixes Combat & Item Fixes -Fixed an edge case with NPCs getting stuck if they lost a jumping target under certain conditions. -Fixed some items, such as salt and tropical fences, dropping as something entirely different. -Tavern Planters now take multiple hits to break, and are broken faster with a hatchet. -Kebabs and Skewers will now be held properly in the hand. -Fixed a NullPointerException error that can occur with incorrectly configured gathering fields. World & Block Fixes -Stacked slabs should now consume and drop the correct number of items. -Fixed stalactites and rubble not belonging to the correct block sets. -Added some additional block set references to blocks that were missing them. -The T1 Furnace is now less transparent at certain angles. -Fixed an issue where portals could be invalidated by interacting with the device too quickly. -Fixed some incorrect references with the Rock_Shale_Cobble_Corner item. Creative Tool, Modding & Plugin Fixes -Fixed large previews rendering incorrectly with the Paste Tool. -Fixed the Machinima Tool’s ActiveKeyFrame being displayed when there was no active one. -Fixed entities not remaining frozen from the Entity Tool if the player leaves and rejoins the world. -The /importobj command once again allows singleplayer world owners to import any object from any path. -Fixed the /plugin reload command when a plugin has dependencies. UI & Display Fixes -Fixed various crashes that can occur if UI elements are missing. -Holding ENTER when opening the Chat no longer discards the next key pressed. -Fixed shutdown messages not being localized. -Magical Pigtails are no longer referred to as a Magical Ponytail. -Various typos have been removed. -Various incorrect translations have been rectified. Other Fixes -Fixed a crash that can occur when servers send null interface commands. -The Humanoid Detail Boxes have been updated to resolve a HitBox issue. -Added clamping to prevent fog from rendering inverted.
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Prowl8413
Prowl8413@Prowl8413·
- Pick block for exploration mode - Recover Arrows that you shoot but miss - Torches go back into offhand slot when picked up (if already there) - Shift Clicking moving items to hotbar instead of backpack. Add a new shortcut to move into backpack - Adjust stack sizes of some items, like chests (only stack to 10) - Upgraded watering can - Way to pick crops faster, currently its very slow - Lure animals with food (very buggy currently) or add a lead - Infinite water source (if a desired mechanic for Hytale) - Better server page organization - Caves / night too dark - Losing special charge when swapping to heals. Needs a better mechanic that doesn't perma-keep it, but doesn't lose it when you just need to heal - Ability to write on signs, or have an item frame that holds items (for storage organization)
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Simon
Simon@Simon_Hypixel·
What small features or quality-of-life improvements would you like us to add to Hytale in the short term? I already have a massive list from the in-game feedback button, Discord, Reddit, YouTube, and other social platforms, so we are not running out of things to do! That said, I am curious to see what you think should be the highest priority!
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Simon
Simon@Simon_Hypixel·
Hytale Hotfixes Jan 27, 2026 Updated few hours ago, busy day and didn’t get to post here when it went live! hytale.com/news/2026/1/ho… See impact of performance improvement across all players in these graphs, you can see when the hotfixes went live. More fixes and features coming up in the coming days.
Simon tweet media
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Simon
Simon@Simon_Hypixel·
Hytale Update 2 – Patch Notes (Pre-Release) Enable via Launcher → Settings → Pre-Release Cosmetics & Customization • New mask face accessories (available for all editions) • Armor slot visibility toggle (host-enforced for PvP/immersion) • New mouth variants: Vampire, Cute, Orc (all editions) • Berserker haircut tiling fixed • Updated haircuts, cape animations, petals & cloth visuals Gameplay & Balance • New magic! Necromancy grimoire! Drops from Skeleton Praetorian, lets you raise up to 5 skeletal minions from bone piles (5-min duration or until summoner dies) • Adamantite now requires a Thorium or Cobalt pickaxe • Pickaxe progression reworked: mining speed now scales with pickaxe quality • Faster rail karts (still not great, but faster!) • Tower exploit fixed (NPCs can now throw rocks at players) • Buffed polar bears and multiple skeleton types • All crops can now place produce in the world • Missing decorative light blocks added to furniture bench • Adjusted hide drops (Light → Medium for some NPCs like cows) • Added permission for world map teleporting • Magma Rhino Toad attack updates (…maybe accidental buff) World Generation • WorldGen V2 prepared for public documentation (modder support) • New Default_Flat & Default_Void templates using WorldGen V2 • Hub Portal now spawns with V2 flat worldgen (clear weather, limited fog, new worlds only) • Major ore placement refactor in all zones – More ores, especially in Devastated Lands underground – Requires new chunks in existing worlds • Zone 1 dungeon environment fixes + new environment fixes (you might hear new soundtracks) Farming • Eternal crops no longer break from weapon damage • Increased tilled soil lifetime • Fixed soil decay under fully grown crops UI / UX • Improved editor block tooltips • Clothing color tooltips added • Better hotbar active-slot contrast (diamond indicator, helpful in Howling Sands) • Memory categories sorted alphabetically • Scripted Brush QoL improvements • Inventory interaction updates (e.g. new keybind to pull all items from chests) • Optional FPS counter overlay • Player markers added to compass • Ophidiophobia accessibility mode Audio • Added basic Rex sounds + additional audio fixes Bug Fixes, Tech & Stability • Server self-updater • Shadow improvements • Pick block works when hotbar is full • Asset editor documentation fixed • Mantling fixes • Keybind persistence fixed • Improved weather transitions (still not perfect, but smoother) • Teleporter offset fixed • Rail karts now consume & place correctly • Bed respawn in unloaded chunks fixed • Food particle tint updates • Major server stability, validation, ECS, localization & timeout improvements Important Notes We aim to release this update this weekend. Please help us test and report bugs (in-game or reply here if you find something major)! If all goes well, we will update everyone on Friday or Saturday! Update 3 is already in the works, and we are planning a longer pre-release period to give modders and servers time to catch up and update. As more and more modders and servers create content, we want to make our updates more predictable to maintain stability across the ecosystem.
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drlogiic
drlogiic@drlogiiic·
@slikey Im trying to connect to cubecraft but just getting that white screen “failed to connect”
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drlogiic
drlogiic@drlogiiic·
I’ve been playing so much @Hynetic skywars, we just need a party system where we can queue with some friends! Actually been so fun
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drlogiic
drlogiic@drlogiiic·
@Simon_Hypixel @snifferish What about localized weather? Is that already in the game, i also have seen that rain in zone 4 doesnt make any sound compared to zone 1
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Simon@Simon_Hypixel·
@snifferish I also like the idea of having localized fishing loot tables!
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Simon
Simon@Simon_Hypixel·
I need suggestions to make mining in Hytale more satisfying / fun! I’m not happy with it, finding ores or strip mining is not good enough. I’m considering adding signature ability to pickaxes + improving the sounds / visuals of mining.
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CanadianFlash
CanadianFlash@flash_canadian·
Seems like a lot of people’s first death was a grizzle bear 😂
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