Lucas Oliveira

279 posts

Lucas Oliveira banner
Lucas Oliveira

Lucas Oliveira

@fptbb

Eai, Como vai? I rarely use X, you can email me if you want. [email protected]

Taboão da Serra, SP شامل ہوئے Ekim 2011
324 فالونگ583 فالوورز
پن کیا گیا ٹویٹ
Lucas Oliveira
Lucas Oliveira@fptbb·
( ͡° ͜ʖ ͡°) ᵉˢˢᵉ ᵗʷᵉᵉᵗ ⁿᵃᵒ ᵉ ᵘᵐ ᵗᵉˢᵗᵉ ᵉᵘ ʲᵘʳᵒ
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Myne
Myne@not_mynes·
*Hytale adds friends list 1 month ago *Mojang announces friends list for Java Edition This is exactly what I meant when I said competition is good in a genre. This is a big win for Minecraft fans 🔥
Myne tweet media
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Lucas Oliveira
Lucas Oliveira@fptbb·
@Simon_Hypixel Would be cool to have something like brew do that you can create static hosted "taps" and add in your own terms to the game directly, give this and the option to repositories already in the game, all the options in one, for the devs to choose.
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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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Cena
Cena@true_cena67·
@lazorgurl Can you guys please add a way to bypass the firewall strict msg when connecting friends
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lazorgurl
lazorgurl@lazorgurl·
Lil' update on Hytale pre-release today to address some feedback on the social sidebar: - Toggle the sidebar with a hotkey of your choosing. - A bug that prevented scrolling the friend list has now been resolved. - Favorite Friends are now marked and prioritized on the Local tab. - Fixed an issue that could cause new friends to appear multiple times. - Fixed an issue that sometimes prevented Discord friends being added as Hytale friends. - Ensured that no actions in Hytale unintentionally block or removed existing Discord friends. - Fixed a number of issues that caused rich presence or profile pictures to load incorrectly. More to come next week, but these are the improvements we could get in before the weekend. Keep the awesome feedback coming! ❤️
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Lucas Oliveira
Lucas Oliveira@fptbb·
@lazorgurl Please, add granular privacy permissions on the Discord Rich Presence, like, i may not want to show all my friends the world or server i'm playing, but i still want to have the integration and see my discord friends in-game.
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Seyager (Hynergy)
Seyager (Hynergy)@SeyagerYT·
⚙️We’re back with some updates!⚙️ There’s more work going into the mod now, so here’s a clip showing the current state of the mechanical systems: rotation, shafts, and early system behavior. Building consistent and scalable energy systems for automation is still the focus of our mod for @Hytale. Credits to @Riku_Tatsu for the models and textures. #Hytale #HytaleModding
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Lucas Oliveira
Lucas Oliveira@fptbb·
@slikey @4tiky @mrloic23 @Buuz135mods Please, implement some kind of delta updates on that, because keeping 3 to 4 updates with all the files being repeated just to play on servers and use mods is something that most players (mostly with the price of storage nowadays) won't like that much.
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Slikey
Slikey@slikey·
Yes, I forgot the easter holidays, whcih delayed a few things 😅 For now what I can say is that we will make multiple patchlines available where users can select the update they want to play on (e.g. Update 3, 4, 5) and stay on these updates for longer. The exact philosophy will be explained later. The version number itself currently being a hash and not SemVer is still to be discussed after easter. Sorry about the delay.
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Buuz135
Buuz135@Buuz135mods·
Update 5 will bring death to another of my mods by being implemented into the game. You will be able to have multiple huds elements without using MultipleHUD (RIP) (This change wasn't mentioned in the patch notes, Im not sure if was part 1 or 2)
Buuz135 tweet media
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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Simon
Simon@Simon_Hypixel·
@TheNeonGA Glass is actually a rendering limitation atm, but we got new rendering devs that joined and will be joining us, growing our team so we can do some fun stuff in the near future :)
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Simon
Simon@Simon_Hypixel·
Lots of new blocks coming to Hytale in tomorrow's pre-release 👀
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Reynolds 🧟‍♀️
Reynolds 🧟‍♀️@reynolds_1997·
@fptbb @Simon_Hypixel @Prowl8413 Or something more user friendly like a unique avatar code that’s generated based on the options selected. Users could then share that code to friends / community to import avatar customisation options. Similar to how COD do their weapon build codes.
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Prowl8413
Prowl8413@Prowl8413·
I wonder why Hytale changed the number of preset save slots from 10 in PR2 to 5 in PR3? Some sort of technical issue or something? I definitely think the more the better here. I was going to make a bunch of different characters.
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Simon
Simon@Simon_Hypixel·
@Prowl8413 I think what happened is that the notes said 10, but the code actually did 5. Mostly a typo while writing the notes, but I don't mind bumping it up to 10 in the next updates. I don't think there are any technical limitations.
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Simon
Simon@Simon_Hypixel·
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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Simon
Simon@Simon_Hypixel·
@KelilaOfficial Will roll services in a few minutes to enable them on pre-release :)
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Simon@Simon_Hypixel·
Pre-Release Patch Notes - Feb 5, 2026 Update 3 (Part 2 of 3) Enable via Launcher -> Settings -> Pre-Release HEADLINE FEATURES - Added Avatar Presets - Edit, save, and swap between up to 10 Avatar customizations - Added new fire spread system (fluid ticker) and Goblin Flamethrower - Can be used to unleash flames upon nearby foes - Creative mode only for now - Added Bed sleeping notifications - Notifications and SFX now play when other players attempt to sleep - Expanded Avatar customization options: - 2 additional Eye Shapes - 2 new Makeup Variations (Blush and Eyeliner) - 5 new Haircuts: - Spikey Mohawk - Magical Pigtails - Double Braided Ponytail - Long Braided Ponytail - Puffy Bubble Braids - 4 new Facial Hair Styles: - Split Moustache - Pinstripe Moustache - Anchor Beard - Viking Beard - Spiked Bracelets - Hairband - 2 new Skirts (Plaid and Punk) - Shaped Sneakers - Added Black and Red Iron color variation for metals - Added Font Fallback Support - Client now fetches glyphs from fallback fonts when missing - Enables support for non-Latin languages - Improved World Configuration Reliability - Atomic file saving - Updated backup handling - Corrupted worlds now display warnings and modal dialogs CONTENT - Added complex spawn locations in the Taiga region, especially near rivers - Added Lime block variants: - Lime Gravel - Lime Rock - Lime Rubble - Medium Lime Rubble - Lime Stalactite (Large and Small) - Improved weather VFX for Zone 1 - Standardized spawn marker deactivation range to 150 - Added T2 Furnace - New model, textures, and animations - Updated visuals for T1 Furnaces - Increased max instance limit for Furnace opening sounds - Refactored Rhino Toad attacks - Improved Fluid, Mounts, and Crafting systems - Improved multiple modules: - Teleporter - NPCReputation - NPCObjectives - Farming - Memories - Camera - Bed - Optimized client asset sizes - Updated ranged weapon aiming ballistics - Improved accuracy - Added randomized hitbox offsets - Added VisAiming debug flag - Ophidiophobia mode now replaces Hatworm with Larva_Silk model - Dough now produced using refillable Tankard - Tankard now crafted via Farming Bench - Klops Merchant no longer trades signs - Integrated new Outlander village environment - Refactored encounters across all zones - Added new encounter environments: - Zone 3 Trork - Zone 4 Village and Forest - Zone 4 non-Forest and non-Swamp biomes MODDING AND TOOLS - Added mod enable and disable support from UserData/Saves//mods - Added server version checks for plugins and asset packs - Added 3D audio source visualization for debugging - Added NPC sensor and view debugging visualization - Newly created asset packs are now enabled by default - Added parameter to toggle replacing empty block materials - Added option to skip mod validation in single player - Mod validation issues now block server startup unless flagged - MapEditor and ListEditor now use correct models - Added Test NPC for showcasing multi-interaction setups WORLDGEN V2 - Added exact rotation support for Materials - Added Bound PositionProvider for Spawn Meshes - Added YSampled Density node - Performance optimization for WorldGen V2 - Added configurable spawn positions for portal biomes UI AND UX - Added Window Size option in video settings - Updated feedback interface - Bug reports separated from other feedback - Warps are now sorted alphabetically in Teleporter UI - Added /layer command - Applies layering to selected areas - Updated Paste tool: - Hold-down key support - Undo and redo - Smoother multi-directional movement - Reduced context menu background opacity - Updated Player, Spawn, and Home icons - Improved World Map marker text clarity - Cleaned up text and fixed death messages - Implemented HideFromTooltip in EntityStatType BUGFIXES AND OTHER IMPROVEMENTS - Fixed sharp biome interpolation - Fixed localization issue with maximize window setting - Fixed tooltip name wrapping issues - Fixed spawn seeds initializing to zero - Fixed multiple Null Pointer Exceptions - Fixed crash when overriding read-only asset packs - Fixed Volcanic Cobble incorrect spawning - Fixed upside-down stair connections - Fixed Slothian gradient mapping - Fixed dropped item IDs for BottleTree and Crystal Trunk - Fixed pickup items missing components - Fixed WorldStructure spawn Y constraints - Fixed cosmetic ordering issues - Fixed EntityTrackerSystems validation gaps - Fixed crop hitboxes and produce resource types - Fixed incorrect mod list display - Fixed Ocean Clay Brick typo - Fixed interactions without entities - Removed hardcoded keybindings - Fixed manual spawn beacon command - Fixed missing biomes on biome map - Fixed Darkwood Decorative Block drops - Fixed MaterialCache prefab loading - Fixed V2 WorldGen environment saving - Added duplicate plugin detection warnings - Fixed plugin-related world crash handling - Added startup exception handling for plugins - Fixed Outlander house anchor offsets - Fixed extreme audio panning with HTRF - Fixed ambient and bench sound origins - Fixed Teleporter name overrides and SFX - Improved null and data-flow handling - Fixed Machinima player teleport behavior - Fixed Camera Translation Gizmo mode - Fixed performance metrics affected by FPS cap and VSync - Fixed advanced workbench model display - Fixed directory traversal vulnerabilities in worlds and prefabs
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Lucas Oliveira
Lucas Oliveira@fptbb·
@Simon_Hypixel Glass block (solid and panel borders), more block options (modern builds, maybe painting blocks in the future), fix on the fences not connecting 4-way.
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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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Lucas Oliveira
Lucas Oliveira@fptbb·
@0qYuki Esse jogo não é só hype, é um jogo diferente, criado pra ser algo que a comunidade espera (e os criadores esperam), não superar minecraft, pode no futuro superar em vendas, até porque é mais barato, mas não é esse o objetivo. O objetivo é ter um jogo bom pra jogar.
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Yuki_0q
Yuki_0q@0qYuki·
Hytale é realmente bom? Ou é só hype do momento mesmo? Pq se for pra ser melhor do que mine…
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Lucas Oliveira
Lucas Oliveira@fptbb·
@slikey Please, fix the crash when you click to open the folder of a save on linux.
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Slikey
Slikey@slikey·
We are actively looking into the following regressions introduced by Update 2: - Users with IPv6 (locally enable, ISP doesn't support it) appear to have issues with token validation & are unable to play the game. -> Fix: Disable IPv6 on your network (=Fix pending release) - Teleporters become unusable / you get stuck in them when you have high latency due to a too low cooldown. We are increasing the cooldown and fix it by properly detecting entry. (=Fix pending release) - BetterMap mod may have been broken due to a change. It results in the map being invisible. -> Fix: Update the mod or disable it until an update is available. - Equipping armor sometimes crashes the game. (=Fix pending release) - UI Hot Reloading due to working on a mod may crash the game. - Spawn rate from NPCs seems to have changed more significantly than intended. - NVIDIA Low Latency Mode = Off may cause higher apparent network latency. Consider turning it on in your NVIDIA Control Panel.
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Lucas Oliveira
Lucas Oliveira@fptbb·
@FraWolf__ @Simon_Hypixel Then websites that display avatars can let you copy the code, just like you copy the friend invite code, and import it into the game, that would be incredible.
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Fra
Fra@FraWolf__·
@Simon_Hypixel You could also include some way to inport/export presets? Since they are basically JSONs, would be cool to share those files (of course, it needs to be locked for not-owned cosmetics)
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Simon
Simon@Simon_Hypixel·
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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Daniel Spitzwieser
Daniel Spitzwieser@dan_spitzwieser·
I just got @AdonisHY from the 𝕏 Handle marketplace. I recently covered both HYtale and HYtopia, so this handle should work best for the time being :)
Daniel Spitzwieser tweet media
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Lucas Oliveira
Lucas Oliveira@fptbb·
@Simon_Hypixel Add funny derp faces and other memes too. Add more fur related assets for us with non human avatars.
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Simon
Simon@Simon_Hypixel·
Looking for your Hytale avatars requests! I'll have the art team take a look at what you want added to the avatar creation! More hats? More hairstyles? More colors? Give your suggestions and ideas in this thread!
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Lucas Oliveira
Lucas Oliveira@fptbb·
@Simon_Hypixel Add letters and symbols to the chest and back of the player (and possibly the arms too), with a variety of options to choose and each one with color.
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Slikey
Slikey@slikey·
We are working hard to bring you more hotfixes for performance and network connectivity. We'll post about them on the website in the existing Hotfix post, on X, on Discord and obviously you will see the launcher automatically update. Please make sure to update your servers when you notice a launcher update. We are also working on better server updating quality of life and update information. Very happy with our ability to continue development despite the launch pressure and adjustments in our workflows.
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