ShaneBee

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ShaneBee

ShaneBee

@ShaneBeee

Lover of Minecraft! Lover of Animal Crossing: New Horizons. I enjoy writing Java. Currently breaking into C#/Unity as an aspiring game dev.

Tham gia Haziran 2015
25 Đang theo dõi43 Người theo dõi
ShaneBee
ShaneBee@ShaneBeee·
@Prowl8413 Thanks again for asking this. It sucks they know the issue, and how to fix it, but its not a priority as they don't feel players will go out that far... forgetting about the fact that large survival servers may want to take advantage of that distance.
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Prowl8413
Prowl8413@Prowl8413·
Hytale Dev Slikey answers a question about "The farlands" in Hytale Find the full interview on my Youtube channel, and please follow/subscribe for Hytale content!
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Simon
Simon@Simon_Hypixel·
Slikey (Tech director of Hytale) did a big interview with Prowl, go check it out!
Prowl8413@Prowl8413

My interview with @slikey is out! We talked about infinite world height coming to @Hytale using 23 amazing questions from the community. LOTS of new info in this! Thank you Slikey for your and the teams time/efforts on these questions. Please like + subscribe! youtu.be/dnB4zf7GjL8

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ShaneBee
ShaneBee@ShaneBeee·
@Prowl8413 @Simon_Hypixel Just watched it, thank you! I was surprised to hear my name in the video haha! Great interview btw!
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ShaneBee
ShaneBee@ShaneBeee·
@slicedlime It's interesting to see the team color command change, and still not support RGB colours. As well as its still interesting that Displays have GlowColorOverride, but the rest of entities still do not :(
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ShaneBee
ShaneBee@ShaneBeee·
@slicedlime Pretty pretty please add more config options for the placed structure template config, like offset would be super helpful.
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ShaneBee
ShaneBee@ShaneBeee·
@Prowl8413 @slikey Id like to know when the distance bug will be fixed. Players cant go much further out than 100k blocks without the world failing in to render properly.
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Prowl8413
Prowl8413@Prowl8413·
I'm going to be interviewing @slikey about INFINITE WORLD HEIGHT and cubic chunks. I am getting questions from YOU to ask, so drop your questions here! Technical, gameplay related, simple, complex, it doesn't matter, ask away! I'll be picking a bunch!
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ShaneBee
ShaneBee@ShaneBeee·
@slicedlime Im super excited about the template feature Thanks for that long awaited One thing I do wish is it would have more configs Like an offset for placement or even place based on a jigsaw I imagine using it to make trees but I dont want floating trees, may also want to make roots
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ShaneBee
ShaneBee@ShaneBeee·
@slicedlime now everyone is going to harass you guys to add physics to display entities ;) ... that said, I played it for a bit, pretty cute.
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ShaneBee
ShaneBee@ShaneBeee·
@slicedlime Whenever y'all get a chance, could you pretty please move glowColorOverride from Display to Entity. So many people would love this feature so we don't have to rely on team colours for glowing. Thanks in advance :)
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel Another day another try... Please make the issue tracker public. It would be nice to see the issues we've reported and their current status. Not seeing it has put myself and many others into a position we don't want to report bugs anymore. Is there a reason it's not public?
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (Mar 12, 2026) Update 4 (Part 4 of 5) Enable via Launcher → Settings → Pre-Release Remember to report bugs and give feedback via the in-game feature! The final and bigger part of Update 4 is next week, lots of new blocks coming! 𝗜𝗧𝗘𝗠𝗦 & 𝗘𝗤𝗨𝗜𝗣𝗠𝗘𝗡𝗧 - Projectiles launched by the LaunchProjectile interactions now use the FlyIdle animation instead of the Idle animation. - New sword impact visual effects. - New Harvest Trophy visual effects. 𝗪𝗢𝗥𝗟𝗗 & 𝗘𝗡𝗖𝗢𝗨𝗡𝗧𝗘𝗥𝗦 - Adjusted the dirt fragment spawner color to match neutral soil. - Reduced allocation in various areas for spawn positions. - Improved performance of various world-gen features. - Added new conditions and a filter to allow NPCs to act or use attacks based on being buffed or debuffed. - Goat and Goat Kid animation updates. - Added a new separation mode to NPCs, which is less random and easier to control. - Backwards compatibility with existing NPC configurations. 𝗔𝗨𝗗𝗜𝗢 - Push To Talk adjustment: - PTT will now be blocked while the player is typing in chat. - Headphones (Stereo) setting adjustment: - Introduced spatial blending. - Sound will blend between both ears rather than being either left or right, which can cause disorientation, especially with voice. - Improved voice chat audio quality on the capture side, as well as added resilience against packet loss on the playback side. - Updated reverb functionality for Caves, Forest, Mountain & Savanna. - Updated proximity voice chat to correctly bind the dry filter. - Increased the max number of sound event layers from 4 to 8. - Added a new "Toggle Voice Chat" keybind, which is unbound by default. It allows the player to enable/disable voice chat via the keybind once set. - Added a new "Push to Talk (Toggle)" input mode. Rather than holding in the PTT keybind, players can now toggle between emitting voice or not. 𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘 - Emote wheel displays an icon indicating looping emotes. - Updated the default styling to use a design system for select controls. - Tooltips now use explicit text styling. - Added the ability to write complex strings in commands. - Examples being "/say", or "/ban " commands with potentially multiple apostrophes. - Increased font quality for Simplified and Traditional Chinese. - Added Ukrainian language option. - Added the ability to replace characters typed with other characters. - For example, various languages use different apostrophes; They will now be replaced with a unified one to allow players seamless item searching regardless of the apostrophe used. - Instance teleportation is now added to the teleport undo history. - Added client & server log shortcuts to Creative Tools Help Menu. - Updated the audio debug window to match the F7 profiling window. It now adds: - Data about currently playing music. - Upcoming music playlist. - Filtering to only show certain panels at a given time. - Option to show less detailed info about individual sounds. - Reverted the behaviours of the "C" camera. - Holding down C will once again allow 360-degree rotation. - Removed the head rotation looking at the camera. - Added a warning tooltip in the Processing Bench when world time is stopped. - Reorganised Creative Mode quick settings. - Reorganized the settings into more appropriate categories and removed redundant settings. - Simplified wording for complex-looking quick settings. - Added a new Quick Replace setting. - New HUD voice icons in the bottom left: - Speaker Icon - Shows unmuted when voice chat is enabled. - Shows muted when voice chat is disabled. - Microphone Icon - Shows unmuted when voice input is enabled. - Shows muted when voice input is disabled by settings, PTT or TTT. - Local players no longer appear in the speaking player list. - Speaker UI portrait within the speaking player list has had a polish pass. - Bumped portrait resolution from 32x32 to 96x96 for sharper head portraits. - Child accounts will not be able to use the Voice Chat feature. - Voice Chat is disabled by default in singleplayer mode. 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦 - Builder tool inputs (arguments) have been made optional and non-alphabetically sorted. - Builder tools can now have their inputs sorted based on how they are placed in the item's JSON. - Removed check-boxes for enabling the "Empty" filter in mask settings. - Validation for duplicate property keys while editing JSON source in Asset Editor to prevent a crash. - Improved the /rotate and /flip command reliability. - Added shape and size inputs back to builder tools that had them missing. - Added a legend to the Tint brush. - Players can now blend colours and pick colour existing tints using Shift + LMB. - Migration from polling to events within builder tools and machinima. - Prefabs loaded from asset packs now override internal ones. - Significant improvements for preview rendering of the paste tool and selection tool. - Added commands for server admins to bootstrap the auto-update layout from a bare JAR file. - Implemented the ability to trigger sounds in a Noesis UI. - Implemented CommandInteraction. - It adds the ability to run a command from an interaction. - Undo shortcut can now be used when not holding any creative tools in Creative mode. 𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦 𝗖𝗢𝗠𝗕𝗔𝗧, 𝗡𝗣𝗖 & 𝗜𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦 - Projectiles, such as Trork Hatchets, have been adjusted to use movement states to prevent them from spinning forever. - Fix client-predicted arrows getting stuck in ladders. - Added new interaction hints for the Harvest Trophy. - Fixed an issue where mount movement settings were reverted as soon as they were applied. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦 - Performance improvements for chunk reference storage. - Fixed Zone 4 tree masks and city mask edge cases. - Sewer dungeon spawns are now 100% guaranteed in every city. - Trees should no longer spawn on top of monument areas, such as encounters, cities, temples or dungeons. - Fixed some trees being able to break blocks around them when growing. - Fixed SeedOverride for Spawn Positions. - Fixed the wrong music or ambience playing for a few seconds upon entering a world. - Fixed an issue where background music could resume from the middle of the track when returning to an area. - Fixed NPE in WorldSpawningSystem caused by wrongly asserted chunk components. - Fixed V2 Worldgen from using too much memory when loading many prefabs. - Also increases the asset reload speed which results in faster viewport refresh & world creation. 𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦 - Fixed mask blocks in brush settings being removed upon re-opening the mask setting UI. - Fixed log spam during voice chat usage. - Fixed the Replace command ignoring empty blocks. - Fixed logger warnings for missing animation keys. - Fixed crash when scrolling quickly between brushes with large previews. - Fixed multiple tool bugs with entities, liquids, offsets, rotation, duplication and previews. - The Node Editor now handles renaming node types better. - Fixed Line Brush notifications, it no longer includes unnecessary decimal places for diagonal lines. 𝗚𝗘𝗡𝗘𝗥𝗔𝗟 𝗙𝗜𝗫𝗘𝗦 - Fixed voice transmission stopping when menus are open. - Added detection on game start if the user needs to load an extra font (CJK) when they use "Use System Language" as a setting. - Fixed low mouse sensitivity from charged mace swings getting stuck sometimes. - Fixed mouse sensitivity changes from status effects getting cancelled out by charging attacks. - Fixed eating food resetting your mouse sensitivity. - Cleaned up a number of minor issues within the audio module. - Fixed filters not being bound to sound effects early enough. - While underwater, players would hear sounds without the underwater filter. - Fixed an issue where the mouse input is sometimes locked/stuck. - Fixed "Reset To Defaults" button losing events. - Fixed PTT issues with voice chat, now handling mouse buttons. - Fixed a delayed doubling effect when using spatial blending in headphones stereo mode.
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel I dont ever get a reply when I say this, but I wish bug reports were public. Id love to know the status of bugs I report, are they looked at? are they duplicates? what's happening. Please make them public.
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Simon
Simon@Simon_Hypixel·
Now live, this one needs lots of feedback and bug reports please use ingame feature to do so, we’ll be monitoring
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (Mar 5, 2026) Update 4 (Part 3) Enable via Launcher → Settings → Pre-Release I promised to bring proximity voice chat before buying back Hytale, and here we are! Friendslop minigames are gonna be crazy fun! 𝗛𝗘𝗔𝗗𝗟𝗜𝗡𝗘 𝗙𝗘𝗔𝗧𝗨𝗥𝗘𝗦 - Proximity Voice Chat is here! You can now communicate with others via spatial, distance-attenuated voice in the game worlds! - Voice Chat is disabled by default. You may enable it from the Audio Settings menu. - New console commands for client and server can be found for Proximity Voice Chat at .voice and /voice respectively. - Modify your audio preferences, including input device, input level, noise suppression, and input mode. If you prefer using Push to Talk, you can also bind your preferred hotkey. - The farther you are from others, the more distant they'll sound, and these settings can be configured by a server op. - Players communicating within range of you will be displayed, along with how they currently appear. Talking will also animate your Avatar! - Players who find themselves submerged or in reverberant locations might notice that they sound a little different. 𝗔𝗩𝗔𝗧𝗔𝗥 & 𝗖𝗢𝗦𝗠𝗘𝗧𝗜𝗖𝗦 - Added 7 new Hairstyles: - Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs - Updated 3 Hairstyles: - Puffy Bubble Braids, Afro Puffs, and Puffy Bun 𝗜𝗧𝗘𝗠𝗦 & 𝗘𝗤𝗨𝗜𝗣𝗠𝗘𝗡𝗧 - A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items. - All consumable potions now use the Potion_Template and have item Quality levels. - Normal and Large potions have updated models. - Iridescent potions have updated textures. - The crafting requirements for Health, Stamina, and Energy potions have been reworked. - Health Potions: - Lesser Health Potions now restore 15% health instantly and another 15% after 5 seconds for 30% total restored. They have a stack size of 5. - Small Health Potions now restore 15% health instantly and another 30% after 5 seconds for 45% total restored. They have a stack size of 10. - Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5. - Greater Health Potions now restore 25% health instantly and another 50% after 5 seconds for 75% total restored. They have a stack size of 10. - Large Health Potions now restore 35% health instantly and another 55% after 5 seconds for 90% total restored. They have a stack size of 1. - Stamina Potions: - All Stamina Potions are consumed faster to account for default stamina regeneration. - Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5. - Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10. - Stamina Potions now restore 60% stamina instantly and have a stack size of 5. - Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10. - Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1. - Energy Potions: - Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5. - Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10. - Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5. - Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10. - Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1. - Added Copper and Iron Sickles, craftable at the Farming Workbench. - Sickles may now be swung repeatedly by holding down the input. - Added Pink Crystal Shards, dropped from Pink Crystals. - Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White. - Gold Ingots can now be converted to Gold Bricks using the Builder's Workbench. - Empty Small and Large Potion Bottles can now be crafted at the Alchemy Bench. - Blood, Storm and Azure crop seeds are now crafted at the Alchemy Bench and have had their crafting requirements changed. - Crystal Fertilizer has been added which is a requirement for Blood, Storm and Azure crops. - Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow. - Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required. - Blood, Storm and Azure plants can be salvaged at the Salvager's Workbench to produce their respective petals. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦 - Removed Tiers 9 and 10 from the Farming Bench. - Added Tiers 3, 4 and 5 to the Alchemy Bench. - Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly. - Overhauled world-gen's Prop system, adding new modular features and deprecating monolithic ones. 𝗘𝗡𝗧𝗜𝗧𝗜𝗘𝗦 & 𝗘𝗡𝗖𝗢𝗨𝗡𝗧𝗘𝗥𝗦 - Defeated NPCs will now trigger death particles and drop items when their body disappears. - Temple Golems now each drop their respective gem type. - Earth Crystal Golems drop Emeralds. - Flame Crystal Golems drop Rubies. - Frost Crystal Golems drop Sapphires. - Sand Crystal Golems drop Zephyrs. - Thunder Crystal Golems drop Topazes. - Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed. - Implemented a non-scaled switch response curve for the Combat Action Evaluator. This will enable the returning of an initial state value before a defined switch point and a final state value upon reaching it. 𝗔𝗨𝗗𝗜𝗢 - Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water. - Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows. 𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘 - Introduced two configurable world map radius limits: per-world and server-wide. - Added the ability to configure a per-world override on minimap radius. - Added the ability to configure a server-wide clamp on minimap radius. - Gatherable items now result in a 'Pick' interaction hint. - Doors, fences and trapdoors now result in an 'Open' interaction hint. - The mouse wheel can now be used to navigate through the emote pages. - Items used for Creative Tooling may now be marked as 'Technical'. - Added the 'Tools' category for bug reports and feedback. - Updated the localization that takes place upon disconnecting to cover more cases. - Cleaned up localization code. 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦 - Added an Asset Pack Save Browser that lets users select or create asset packs to save prefabs into. This replaces the previous behaviour of always saving to the server's default prefabs directory. - Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R. - Added a hotkey to travel between the Prefab Editor World and the last world visited. By default, this is ALT+T. - Improved the Paste Tool preview performance. - Tints now support blending and varying opacities - Changes made with tints are saved to the tool's history. - Updated the NodeEditor to Noesis 3.2.1 - Added the /npc descriptors command, which generates an NPC descriptors file. - NPC templates have had the following adjustments: - They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime - Action elements can now be selectively disabled with the Enabled flag. - The Beacon action's Range field can now be computed from template variables. 𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦 𝗖𝗢𝗠𝗕𝗔𝗧, 𝗡𝗣𝗖 & 𝗜𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index. - Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped. - Updated farming tools to require specific items to build rather than specific resource types. - Watering cans should no longer skip valid blocks when watering. - Crude shovels now correctly reference Stone Rubble in their recipe. - Feedbags and Fertilizer are now categorized as Tools rather than Potions. - Updated the descriptions for Petal items. - Updated the descriptions for Rubble items to use the parent description only. - Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks. - Mount movement settings should no longer linger if the mount is killed by a teleporter. - Spawn particles should now be fixed for NPCs. 𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦 - Updated the River & Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds. - Floating torches may no longer be placed on the north side of Stone Pillars. - Furnaces should no longer attempt to process items when disabled. - Fixed an issue with Salvage Benches not processing items correctly. - Fixed BaseHeight positions not working with Offset Positions - Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights. 𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash when adding a number in the timeline editor. - Fixed a crash that occurred when selecting nodes on the Node Editor. - Fixed a number of stability issues relating to Undo/Redo with the Node Editor. - Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small. - Fixed an issue preventing 1x1x1 selections with the Selection Tool. 𝗨𝗜 & 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗙𝗜𝗫𝗘𝗦 - Fixed a crash when swapping cameras during world transitions. - Fixed an issue where holding down the 'Invert camera' key and changing between items on the hotbar could cause the camera to reposition rapidly. - Map markers now take into account map scaling when determining if they are being hovered over. - Updated some emote names to better reflect the animations played. - Fixed various issues related to localization.
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel Thanks for all the fixes and new things. I do wish there was a website where we could see the issues we report. I have reported several things, none fixed (thats ok), but I haven't a clue if they're actually reported, if they've had any comments, duplicates, etc.
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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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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel If its JavaDocs I'm going to be extremely excited (or source code, whichever)
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel I dunno if I'm missing something, but is there a changelog for this?
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Simon
Simon@Simon_Hypixel·
Hytale pre-release for update #1 is accessible via the launcher! I made a channel on the official Hytale Discord, # pre-release-testing, to gather bugs/issues specifically related to the pre-release. Check the pinned message there to see more details. (Will set up proper bug reporting for pre-release in the future.) TLDR: It's a larger patch than I was expecting, so it will be tricky to roll out today to the release build, given the number of new players we have coming in! I will try to cherry-pick the most wanted features if we can't make the full update today. Thanks to all for your support! We will eventually find a good patch release cadence to make sure modders/servers are prepared in advance. Right now, it's rapid updates to improve players' QoL ASAP.
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel my top one is command suggestions/tab complete type thing. Would be really handy!
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Simon
Simon@Simon_Hypixel·
What are your top 5 small changes you want in Hytale? Gathering feedback today to do some quick changes that can be easily implemented in the next few days. I got a list of 100+ of my own, trying to see where we align!
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ShaneBee
ShaneBee@ShaneBeee·
@Simon_Hypixel Just know that the entire community is behind you. While few cant alleviate the anger, we know how hard you are working and Im sure we ALL appreciate the work. Just know you guys are loved! Even if it comes out in a broken state, we're excited for the game and the journey.
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Simon@Simon_Hypixel·
People ask me how I feel about getting Hytale back and getting closer to release. Honestly, the transparent answer is anger. The game has insane potential, but four years of engineering went into rebuilding the engine rather than gameplay features. That leaves us with a four-year gap and a lot of catching up to do, and that rebuilt engine is never gonna be used. When you don’t invest in gameplay, you don’t just lose time. You lose momentum, iteration, and player feedback. Now the focus has to be on gameplay first and rebuilding trust by actually shipping things at a rapid pace. It’s a damn miracle we were able to salvage Hytale. It was barely playable. All basics were broken. Camera, movement, combat, crafting, building, gameloop, sounds, rendering. Everything, everything was wrong. It should have taken years to fix, but within weeks, we got the game into a playable, fun state. And now, instead of slowing down or celebrating a release, we have to keep pushing for years to make up for the time that was lost. So yes, I feel anger. And I’m turning that into focus and execution. I’m committing more money, more time, and personal sacrifice to deliver the game this vision deserves.
Slikey@slikey

Keep seeing comments and posts about people speculating when we pick up the "new engine" again: We will not. It is 100% abandoned and archived. The "legacy" engine is just the engine now and it will stay the engine. We can achieve our multi-platforms goals using this engine in the years to come and there no reason for us to drop our engine. We may refactor things here and rewrite smaller features / modules there - but we are never going to change the engine again and there will be no second engine / engine split in the future. Hytale runs on the Hytale Engine and that it is for the future. Modders don't have to be afraid of their work being invalidated and our community will not be fragmented across 2 versions of the game.

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ShaneBee
ShaneBee@ShaneBeee·
@slikey I'm so excited to see that this game will be coming to Mac in the future. Thank you guys for all the hard work you've been doing to make this happen. If you ever need Mac testers I'm definitely here to help :) I've been in the MC dev/modding community for years and its super fun!
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Slikey
Slikey@slikey·
The only thing holding back Mac support at this point is Apple's incredibly bloated and slow approval process for Code Signing and Notarization. Given that holidays are coming up, I am not expecting to be able to confirm Mac support on launch day before End-Of-Year.
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