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@tomdepain

un truc

en bas a gauche Katılım Nisan 2013
53 Takip Edilen16 Takipçiler
tom
tom@tomdepain·
@ScourgeHH @nerwi_ @Simon_Hypixel @Prowl8413 Their goal is to blend sandbox/freedom of choice and playstyles with rpg elements and story, make it different on each playthrough for example by making the player spawn in a different zone each time, while locking certain resources to certain zones etc
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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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tom
tom@tomdepain·
@Hytale I missed those seasonal posts 🥹 we are so back
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Hytale
Hytale@Hytale·
Whether you are hunting for eggs or enjoying the spring weather, the Hytale team wishes everyone a very Happy Easter! 🥚🐰 #Hytale
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Slamma
Slamma@Slammaaa·
After 5 years, Hytale Lofi has a sequel! Up on my channel now!!! GO LISTEN AND WATCH!! Beautiful art with tons of community easter eggs by @CrimzonKrow Editing by @_Hawkon Thank you to everyone for all the support and thank you @Simon_Hypixel for saving Hytale 💜🎧
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tom
tom@tomdepain·
@breadleyishere plus it's super fun to experiment with and see changes in real time 😩
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Breadley
Breadley@breadleyishere·
to any artists hesitant to try their hand at hytale's worldgen: i picked it up just over a month ago having never done a day of programming in my life, and this is where i'm at today you should definitely give it a try. entire worlds are waiting
Breadley tweet mediaBreadley tweet mediaBreadley tweet mediaBreadley tweet media
Breadley@breadleyishere

ohhhh shut up im cooking

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bella ⊬
bella ⊬@mrphbydun·
this is actually so scary. what do you mean their noses fit perfectly like a puzzle?
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tom
tom@tomdepain·
@Rayendavilmar @Simon_Hypixel @Prowl8413 with worldgen v2... maybe we could integrate biomes vertically on top of the existing horizontal integration? (certain biomes only generate ≥ certain height not sure if that's technically feasable)
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waterskeet
waterskeet@Rayendavilmar·
@Simon_Hypixel @Prowl8413 We can have space mods now, all i personally won't is some sort of dynamic clouds with a set height limit to have builds where you're over the clouds like imagine skypea from one piece or Bespin's Cloud City from star wars, this one thing adds so much to what can be done.
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Prowl8413
Prowl8413@Prowl8413·
Hytale is moving towards Infinite world height! Using "Cubic Chunks", you would only load a true radius around the player, allowing for worlds to be infinitely tall (or deep) without negatively impacting performance. THIS IS GAME CHANGING!
Slikey@slikey

We are working on moving to cubic chunks and unlock "infinite" world height. You can see the foundations of that already as we introduced rocksdb into the codebase. This is an iterative process as we need to be extra sure that none of this work corrupts any existing worlds as we don't want to risk players having to give up their world.

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tom
tom@tomdepain·
@LmjOkik87011 @Simon_Hypixel @RedNomster that's already the case if you explore a bit: you'll notice each zone has different sets of underground biomes, all height based as well :) zone 1 is fairly basic, but in devastated lands you can find sewers, caves, and if you go deeper... a very interesting place
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tom
tom@tomdepain·
@PacificKB @CurseForge this is the beginning of a creeepypasta "I played in a Hytale word in solo... until I saw traces of someone else."
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PacificByte
PacificByte@PacificKB·
What if villages were alive? What if villages could grow on their own? What if villagers had a real day night cycle? What if players could help them thrive or destroy them? That’s Project Civic Core, my solo entry for @CurseForge modjam. #Hytale #HytaleModding #HytaleNpc
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tom
tom@tomdepain·
@Yumi_lychee now imagine what this could look like with cubic chunks super tall worlds with randomized layers
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GameKing
GameKing@GalacticGeek101·
@Simon_Hypixel hope you are working on this too.
GameKing@GalacticGeek101

@Simon_Hypixel @slikey There is a major issue in Hytale from a game play perspective. And I'm sure this is on the radar and you guys are working on it to fix, but you guys have pushed several updates now and no fix for this one yet. Im talking about the block placement.. 1/n

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Simon
Simon@Simon_Hypixel·
The chapters will introduce some goals to work towards, yep! The lead designer and I have lots of experience with boss fights/dungeon content, and as players, we even have a bunch of server/world firsts in WoW and other MMOs. In MC, we also did many experiments on the Hypixel network over the last few years. IMO, this is the easy part for us to design (however it's a lot of tech work). The hard part is the progression of the entire game while ensuring all the "activities", including end-game ones, all make sense in a sandbox game. This is what all sandbox games struggle with. If they go too deep into adventure, players play once and leave. If they go too deep with the sandbox, it doesn't appeal to the adventurers. We have a plan in motion; it will take a while to get all the elements in, but we will get there. FYI, the entire crafting/progression is getting a massive overhaul, from crafting to exploration to end-game content. I don't think people understand how far we are going to go when I say overhaul. This is TRUE early access, and I've been warning people for months now! I had to rebuild the entire team in just a few months, using an old version of the game that was going in a different direction, so its a lot of work, it's challenging, and fun. I'm thinking many years ahead; my kids are 2 and 3, and my goal is for them to play a good game when the time comes.
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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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NSFWut
NSFWut@NotSafe4Wat·
@tomdepain @Simon_Hypixel By the way, "the game is behind" isn't a DEFENSE of spending time implementing automation systems it never promised while many promised and showcased festures are nowhere to be seen.
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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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Slikey
Slikey@slikey·
We are working on moving to cubic chunks and unlock "infinite" world height. You can see the foundations of that already as we introduced rocksdb into the codebase. This is an iterative process as we need to be extra sure that none of this work corrupts any existing worlds as we don't want to risk players having to give up their world.
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Slikey
Slikey@slikey·
We are working on integrating the node editor directly into the game to support all platforms and not rely on an external program. Right now the Node Editor is (just like the NPC Editor) a very early workflow demonstration prototype which was never intended for public release. We released it anyway even though it only supports Windows. We are pushing forward on getting that tooling and I hope we can give you an ETA soon for when we expect the first results of our node editor integration will be available.
emi@zymymardoll

i was very motivated after seeing all of the amazing worldgenV2 posts i started learning how to make my own project but... @slikey is there any info on when linux will be able to use the node editor? i would love to work on projects and share with the community

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tom
tom@tomdepain·
@HugoTrork the craziest of times for gaming
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484@4ate4·
@HugoTrork tbh I still cant believe we ended up in the timeline where it actually got saved
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tom
tom@tomdepain·
@LucentAzxiar @Simon_Hypixel @ThePolopai yeah charges in general need to retain memory, but also can't allow us to charge a full meter before a fight and just walk up to a player and use it immediately
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Lucent
Lucent@LucentAzxiar·
Recommendations for balancing on the non 0 but probably almost 0 chance the team hadn’t thought of this. Signature gage retains when swapped, but tracks the weapon it is retaining the signature gage for. Upon successfully hitting a target with a different weapon the signature gage of the first weapon is reset followed by the second weapon beginning its signature charge process. Would also love to see this type of functionality with crossbows as well, to allow 1 to be loaded before a fight but if you try to load a second one it either wouldn’t work, or reset the first and load the second. These are the 2 thoughts I figure would be the most balanced, and enjoyable systems that players would enjoy.
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (Mar 26, 2026) Update 5 (Part 1) Enable via Launcher → Settings → Pre-Release Update 5 Part 1 went live yesterday on pre-release, while we launched Update 4 for release. This one's on the smaller side, so don't expect too much, but we're working on some big, fun updates! 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'.  - This 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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🪓 CyberAxe (Jeremy Benisek) 🪓
I think you are wrong. You're doing a massive service for them and telling us about all this content they aren't. You are one of the few showing the world all the content new and pre-release. You are the MVP. You can build the most wonderful baseball field "in a corn field". But no one will know or show up but ghosts. If you build it, someone still has to tell the world about it. I learn alot from you.
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tom
tom@tomdepain·
@Hashi13914152 @Simon_Hypixel @LimVeg @Propzie "please change the artstyle you have developed over the course of several years because I don't like how it looks"? you should be asking for texture pack support, how would you like if I told you to change YOUR art so it fits MY vision better
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Propzie
Propzie@Propzie·
The new metal blocks definitely opens Hytale up to new creative build styles 🧑‍🌾🌱 #Hytale #HytaleUpdate4
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