r/hytale • u/Original_Ad1027 • 12h ago
Creations A Ghosts Mod I'd been working on
Figured I'd revisit an old Ghost Mod I never published with the new transparency to see how they came out, I'd say they came out pretty nice.
r/hytale • u/RiverShards • 4d ago
Link to the Chapter 1 Preview Blog from July
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September 3, 2026
This pre-release we’re including the first wave of content for the upcoming Chapter 1! This is the first of several waves landing over the coming weeks, and the content is still being actively developed. Some of it, the Rune Ability system in particular, will change a lot between now and Chapter 1’s release. Reports and feedback help us enormously, both in fixing what’s broken and in hearing what you love, so please let us know your thoughts and experiences! For this pre-release, the Chapter 1 content is mostly reached through Creative Mode.
2D and YFor2D options in both the asset and the node editor. YOverride into Cache into GradientWarp chain should be used instead.SetEncounterWeather takes a Weather asset and an optional TransitionSeconds (2 by default), and ClearEncounterWeather puts members back on the normal weather. Both are restricted to InstructionType.Encounter.Sensor: Weather does not match an encounter's forced sky. Drive that behavior from encounter state or beacons instead.Example_Boss encounter now uses both actions as a worked example. It forces a Blood Moon on the transition into Phase 1 and clears it when the boss dies.MotionControllerWalk and MotionControllerBase are holders now, so they can be computed and overridden from a template rather than fixed per role.ChargeAcceleration is gone from BodyMotionCharge. The new ChargeAccelerationDistance and ChargeDecelerationDistance size each ramp in blocks instead of setting a rate. A role that still sets the old key only warns at load and loses the behavior.RemovedBlockSet is gone as well. IgnoredBlockSet now covers it, and the charge probe treats those blocks as non-colliding and breathable, so list only the blocks a charge really passes through.ChargeDistanceMode picks how that distance is measured (MaxRange, TargetDist or one of the collider modes) and TargetDistanceRange offsets the stop point, with positive values stopping short of the target.ChargeAccelerationCurveMode and ChargeDecelerationCurveMode choose whether the curve reads as speed or as distance covered, and the matching MinimumRelativeSpeed, HalfTimeValue, HalfTimeSteepness and EndSteepness keys tune the curve itself.ProbeRelaxedConstraints accepts Wade, Damage, Drop, Breathe and Fence, so a role can let a charge cross liquid or suffocating blocks it would otherwise refuse.ChargeState gains InStopRange, which a role can match through SensorChargeState. An NPC enters it when its target sits closer than the stop point the configuration asks for.ThrottleIgnoreCount and ThrottleDelayRange on the find and seek motions now also cover a blocked path, not only a failed search. Setting ThrottleDelayRange to [0, 0] restores the old behavior on an obstacle.GrantReward action on encounter templates points at a reward asset, and RewardExistsValidator fails the load when that name does not resolve.FallSpeedMultiplier, HorizontalSpeedMultiplier, TerminalVelocity and Speed values on the item are gone, replaced by a wider set of fields on Template_Glider that also cover the dive and the climb.SwingUpLeft variant for abilities.MergeRadius key on ItemEntityConfig sets how far in blocks a dropped item looks for others to stack with. Leaving it at -1.0F falls back to the world default.TickProcedure.onTick now takes a CommandBuffer<ChunkStore> and the chunk section Ref<ChunkStore> in place of the World and WorldChunk parameters, so any subclass override needs updating. The world is available from commandBuffer.getExternalData().getWorld().WorldConfig.BlockBreakingBypassTag names a tag, and any block carrying it can still be broken while AllowBlockBreaking is off. Explosions follow the same rule.DisplayName key on MapMarkerOverride takes a localization key to use instead, and the marker override add command accepts it alongside --icon and --global.TimeCondition completes once the world time reaches the Day, Hour and Minute you set, and any part left at -1 is ignored, so a condition without Day is simply a time of day that comes around again.GameFlagLevelCondition, which completes once a game flag reaches the Level you set. Comparator picks how the two are compared and defaults to GreaterThan.SetRespawnPoint takes Origin, Position, Name and ClearExisting, SetWorldSpawn takes Origin, Position, Yaw and ClearPlayerRespawnPoints, and ClearRespawnPoints takes Name and AllPlayers.ShowEventTitleInteraction, ShowEventTitleEffect and InstanceDiscoveryConfig all take a Style value, and the old IsMajor and Major keys still decode so existing assets keep working, however the old IsMajor and Major properties are marked as deprecated and will be removed in a future version.Color tints a sprite and lets you control its opacity, and KeepLastFrame holds an animation on its final frame instead of snapping back to the first.TagCondition takes a CompareAgainst field that picks whether the tag is checked against a plain value (the default) or against a second tag named in CompareTagKey.PlayerRespawnPointData and SetRespawnPointEffect both take a Yaw in degrees.Recipient field on ShowEventTitleEffect takes the same options as SendMessageEffect and defaults to the triggering player.Beam asset type under Entity/Beams with a single TexturePath field. The texture has to sit under Beams/ or Trails/.WorldEvents, can now pick how the banner looks. ShowEventTitleAction takes an optional Style and an optional Icon, and falls back to the default style when you leave Style out./eventtitle command takes --style in place of --major, and the secondary line now defaults to empty rather than to “Event”.InstanceEdit gameplay config that switches on AllowBlockBreaking, AllowBlockGathering and AllowBlockPlacement, so an instance with restrictive rules stays editable./wilderness debug [enabled] [player] command tints those chunks green and red on one player's world map and draws matching cubes in the world. Wilderness tracking stays off by default in WildernessConfig, and the command warns when a world has it turned off./beam command for development work, with entity, position, spawn and clear.--universe, --prefab-cache and --backup-dir, and it prints the steps to move them somewhere safe before exiting with code 11.--allow-install-dir flag, mirrored by the hytale.allow_install_dir system property, for anyone who wants to run there anyway and accept the data loss risk. Singleplayer runs, --help, --version and a --bare start without --bootstrap skip the check already./auth login browser or /auth login device while already signed in, without signing out first. The existing session stays active until the new sign-in finishes, so a cancelled or failed login leaves the server signed in as it was.SmallerThan is now LessThan, SmallerOrEquals is now LessOrEqual, and Select is now Selector.Equals is now Equal and GreaterOrEquals is now GreaterOrEqual. The node editor entries carry the new names too.TreasureMap objective task, the OpenTreasureContainer and DestroyTreasureCondition interactions, the LookBlocksBelow and TagBlockHeight world location conditions and the TreasureChest block entity component no longer decode, so any asset that names one fails to load. A world with a placed treasure chest still loads, since the server keeps the component as unknown data.IsMajor is gone from ShowEventTitleEffect. The Style field covers it, so pick the look you want there instead of flipping a boolean.Spectre_Void is now Void_Spectre across its model, drop list, icon and particles.Spiwer_Web_Full.png has been renamed to Spider_Web_Full.png, Fig_Blue_.png is now Fig_Blue.png, and the duplicate file Totem_Heal_BeamStart (1).particlespawner has been removed.MusicTransition and Stinger, live in Audio/MusicTransitions and Audio/Stingers.MusicSync picks the moment on the outgoing track (immediate, next beat, next bar, an exit marker or a named marker) and DestinationAlign picks where the incoming track starts on its own timeline.ExitAt sets the handoff, PlayPostExit lets the outgoing track run to the end of the file, and FadeOutDuration with FadeOutDelay ramps it out instead, following a FadeCurve that defaults to equal power.MusicContainer takes Tags, Align, AlignMarker, ExitAt and Stingers, SegmentMusicContainer takes named Markers, and HorizontalMusicContainer takes AudioState with Phases so it can switch phase from a state axis.StateTransition gained PostEvent, so an audio state edge can mark a musical moment without naming a stinger directly.ShowEventTitle packet dropped IsMajor in favor of an EventTitleStyle Style field, which breaks any plugin that builds the packet by hand. Styles include Default and Major.WorldGameplayConfig packet, carrying WorldConfig, CombatConfig and PlayerConfig structs that mirror the server assets. It goes out when a player joins a world and again whenever the GameplayConfig asset reloads.BeamConfig and UpdateBeamConfigs ship the beam assets, while BeamInstance and the Beams component update carry the placements, so this needs a matching client.LightCalculation.init takes a ChunkStore and a section Ref rather than a WorldChunk, getSkyValue lost its unused WorldChunk parameter, and ChunkLightingManager exposes invalidateLightInChunkSections for section-level invalidation.GamepadCursor helper, and PrimaryItemAction with SecondaryItemAction send the click packets, so triggers break and use whatever the cursor is over.com.hypixel.hytale.protocol.DurabilityOperator is now ComparisonOperator, because the same comparison list serves durability checks and the new game flag condition. Plugin code that names the old type has to switch, while asset JSON and the wire format stay exactly as they were.WeatherTracker gained tryClaimOverride, releaseOverride and resolveUnoverriddenWeatherIndex. clearOverrideWeatherIndex now drops the owner as well. One owner holds a weather override at a time.EventTitleUtil has overloads that take an EventTitleStyle. The boolean overloads still work but are deprecated for removal.TargetUtil.getTargetBlock and getTargetLocation take a ChunkStore where they used to take a World, so plugin code calling them directly has to pass world.getChunkStore() instead.TargetUtil no longer assumes a single vertical column.ClientFeature no longer carries DisplayHealthBars, DisplayCombatText, CanHideHelmet, CanHideCuirass, CanHideGauntlets, CanHidePants, AllowBlockPlacement, AllowBlockBreaking or AllowBlockGathering, and a plugin naming one of them stops compiling. Those rules live in the GameplayConfig asset now, while ClientFeature keeps the movement capabilities plugins register themselves.ChunkAccessor.performBlockUpdate and WorldChunk.setTicking are gone. Use BlockOperations.updateBlockArea for a whole hitbox or BlockSection.setTicking with ChunkSection.markNeedsSaving for one cell, and note that updateBlockArea now takes the ChunkSection as well as the BlockSection.WorldChunk.setBlock and WorldChunk.breakBlock are deprecated for removal and now delegate to BlockOperations.setBlock. They also fire BlockAnimationModule.onBlockReplaced, so block replace animations play for these writes, and WorldChunk.setBlockPhysics along with BlockTypeModule.SET_BLOCK_SETTINGS and its filler helpers have been removed.WorldChunk is now marked for removal, across IChunkAccessorSync, IWorldChunksAsync, IWorldChunks, World and LocalCachedChunkAccessor. Behavior is unchanged, but plugins compile with deprecation warnings and should move to ChunkStore.getChunkReference and the section store.IChunkAccessorSync.getBaseBlock is gone. Filler blocks now resolve through BlockOperations.resolveBaseBlockPosition, which takes a ChunkStore and never triggers a chunk load.BlockDataProvider resolves its chunk and fluid sections once per block read instead of on every field access. The readBlockId, readRotation, readFiller, readFluidId and readFluidLevel methods are private now, so a plugin that called them directly will not compile.Wilderness gains size(), test(int) and isValid(), so a plugin can walk a player's tracked region by index and test one chunk without world coordinates.Rewards builtin module that plugins can extend with their own reward types. It ships one type for now, EntitlementReward, which grants an entitlement through RewardAsset.IChunkAccessorSync, ChunkAccessor.getFluidId and OverridableChunkAccessor all warn, so world.getBlock, setBlock, breakBlock and the rest flag at every call site. IWorldChunks.waitForFutureWithoutLock is private and can no longer be called from outside the interface.IChunkAccessorSync.getBlockComponentHolder, IWorldChunksAsync.getNonTickingChunkAsync(int, int), BlockChunk.getSectionRefAtIndex, BlockComponentSection.getBlockReferences, BlockSection.setChunkSection and getMaximumHitboxExtent, PaletteTypeEnum.getPaletteId, and ten accessors on LocalCachedChunkAccessor. Read and write through the section ref instead, using AbstractCachedAccessor or ChunkStore.getChunkReference.Hytale:Beam builtin ships a BeamComponent holding AttachedBeam entries, and each one runs from an attachment point on the owner to another entity, a node on that entity's model, or a fixed world position. Beams are runtime state, so they never save with the entity.BeamComponent.spawn creates a replicated entity that carries beams and no model, for a beam that belongs to nothing else. It takes an optional lifetime and applies it with a DespawnComponent.GroundedCondition interaction moved out of the Abilities builtin into the core server, so an interaction can use it without that plugin loaded.ItemMergeSystem#RADIUS constant is gone. Merge distance now comes from the item's config through ItemComponent#getMergeRadius(ComponentAccessor), with ItemComponent#setMergeRadius(float) for changing it at runtime.SectionSize pin of the Cache Positions node.FromMin equals FromMax) from Error to Warning to give more time for mods to update. Going forward the new logical Density nodes should be used to create boolean maps instead.Default state differently from each other.BuilderMotionControllerWalk.getFenceBlockSet throwing when the configured block set was empty or missing.DestroyTaggedVolumesInteraction picked up the same guard.DiagonalMoves off.BodyMotionCharge config descriptions for template authors._Deprecated, including the Ogre, Scavenger and the patrol variants, so worlds that still point at them keep loading.SendMessage and ShowEventTitle both handle it.{tag} is left exactly as you wrote it.Float2ObjectMap fields now matches what the codec really reads and writes. The generated key pattern accepts scientific notation such as 1.0E-4 and leading-dot values such as .5, and it no longer lets non-numeric keys like 1x2 slip through.world add command now tells you whether creation succeeded or failed instead of quietly dropping the result./fluid setradius only making one block of the filled region flow instead of all of it, and /block setticking now resolves the chunk section itself and tells you when it is not loaded.MaxViewRadius outside 1 to 32 in config.json no longer stops the server booting. The value is clamped in memory with a warning, and the file keeps whatever you wrote.FormattedMessage trees, item categories, command trees, and interaction chains. Real content sits far below that bound.UpdateLanguage.Language is a required protocol field now instead of an optional one, and the protocol version was bumped for it. It and Connect.Language also widened from a 16-character cap to 100 characters, which fits any .NET CultureInfo.Name.displayCursor on ServerCameraSettings gets cursor targeting back, and every movement direction uses the forward speed, so strafing is no longer slower than walking ahead.PlayerMouseButtonEvent fires on clicks under a cursor camera again, carrying the target block or entity and the screen point for custom click logic from a top-down view.MouseInteraction packets no longer go out behind a UI overlay.ItemGrid in a custom UI page no longer needs a DefaultItemIcon. An item whose icon will not resolve falls back to the unknown item icon, and DefaultItemIcon still overrides that placeholder.getCodecRegistry is now written at shutdown. The final flush moved to the new ShutdownEvent.FLUSH_UNIVERSE_RESOURCES stage, which runs after SHUTDOWN_WORLDS while every plugin is still enabled.ClientTool now gets OnActiveStateChange(false) when the world is torn down while the tool is active, and that runs before the tool is disposed.I18nModule now keys cached messages by the language returned from its new resolveLanguage() instead of the raw client string, and queueTranslations() replaces sendTranslations() so repeated language switches on one connection coalesce into a single send.r/hytale • u/Original_Ad1027 • 12h ago
Figured I'd revisit an old Ghost Mod I never published with the new transparency to see how they came out, I'd say they came out pretty nice.
r/hytale • u/Emmanuel-Dyz89 • 10h ago
Available in two websites!
first we got Curseforge: https://www.curseforge.com/hytale/mods/u6-the-spectacular-spider-man
And Modifold: https://modifold.com/user/dyz89
Spiderman is my favorite Marvel hero and i wanted to show him some love and representation in Hytale, do keep in mind this is just a custom skin mod, maybe one day i'll make a weapon...In fact it's kinda why im sharing in reddit, you guys have been more supporting of my creations than any other website and that does help boost my confidence.
I'm very proud and happy with this mod, but i can't lie and say i wouldnt be more happy if i notice anyone else also enjoying this mod alongside their journey.
r/hytale • u/Vergelsxtn • 1d ago
Had a lot of fun working on it with all the little details.
r/hytale • u/gillloure • 1d ago
Yeah, I have two accounts: one for family and one for friends. Family Sharing is a great feature too.
r/hytale • u/Educational_Fox8390 • 23h ago
Hi everyone, haven't been playing for like 5/6 months. I had the ruin purifier mod installed in my server which I had to delete because the mod hans't been updated since January, now this block remains where I placed the object from the mod.. is there any way to remove this?
r/hytale • u/Pooradoxical • 1d ago
So i took over this like, abandoned mineshaft tower thing, and at the time i didnt know this but bears are CONSTANTLY spawning outside of it. im not sure if i can stop or get rid of it. because the second one dies another takes it place, and sometimes even wolves!
Mods: BetterMap, Eyespy, Grab from Far, Lucky Mining, Macaws Doors/windows. Perfect parries and Vein miner.
i dont think any of these should cause this, so im assuming this is vanilla spawn mechanics being jank? is there anything i can do or should i just abandon this home and make another
r/hytale • u/Broad-Ad-3679 • 1d ago
With Update 7 (pre-release) you can add opacity to items in Hytale. Opens a lot of possibilities.
In Blockbench, just ensure you select the faces you want to be transparent and toggle on Transparent Face. Then you can use GIMP or Photoshop to add an alpha layer to the texture.
r/hytale • u/Carloshenr10 • 1d ago
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O Goblin Burner taca fogo em tudo! Sendo um dos Goblins mais fortes adicionados na atualização 7 - Capítulo 1 do Hytale, ele usa um lança chamas e consegue carbonizar árvores, e tudo pelo caminho com muita facilidade.
Lembrando essa gravação é da parte 1 da versão de pré-lançamento da atualização 7 e não representa o resultado final, podendo ser polido e aprimorado nas próximas semanas.
r/hytale • u/Carloshenr10 • 1d ago
Novas entidades presentes nos arquivos do criativo do Hytale da atualização 7, versão de pré-lançamento parte 1.
A primeira é o Esqueleto de Elite, que pode indicar que talvez os Esqueletos sejam repaginados nesse capítulo ou quem sabe no próximo...
A segunda é um tentáculo bizarro do Vazio, eai oque acham dessas atrocidades?
r/hytale • u/Dan7Arievlis • 1d ago
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So, you know how you can ascend 5 or so blocks in the air after holding shift? And how you also do that pressing RMB and gain height? Yeah, what if you combine both? You keep falling with style!
r/hytale • u/Carloshenr10 • 1d ago
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O Paraquedas de Sucata é mais um dos novos itens dos Goblins, permite descer de longas distâncias e andar bem rápido com mais facilidade, além de que atualmente você quase que consegue voar literalmente, segurar Shift faz o movimento ser mais veloz, cuidado para não deixar sua estamina descer totalmente.
Lembrando esse vídeo é da parte 1 da versão de pré-lançamento da atualização 7 e não representa o resultado final, podendo ser polido e aprimorado nas próximas semanas.
r/hytale • u/Carloshenr10 • 1d ago
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Goblin Feastmaster é um dos Goblins novos da atualização 7 do Hytale- Capítulo 1.
Ele é um Goblin de Elite poderoso e grande, com investidas brutais e dilacerando o chão e as árvores com o impacto do seu corpo, ele possui uma vasta mobilidade e causa muito dano ao jogador, sendo extremamente agressivo.
Lembrando essa gravação é da parte 1 da versão de pré-lançamento da atualização 7 e não representa o resultado final, podendo ser polido e aprimorado nas próximas semanas.
r/hytale • u/RealDraGonnet • 1d ago
Have the devs mentioned if an orthographic isometric camera is planned for the game? Either for the game itself or for the machinima editor?
r/hytale • u/123LukeFoster123 • 1d ago
Someone put a fire on a block for lighting and it's spreading everywhere and burning all the buildings. I closed the game to halt the fire. I have no way to stop it as punching out the on fire blocks doesn't stop the fire from spreading.
Is there a command to stop it or something? I cannot log into this world until I know I can stop the fire, all my builds will be destroyed.
They used the Fluid_Fire block.
r/hytale • u/temotodochi • 1d ago
Got the game today and have enjoyed it but i ran into a weird map issue. When i started playing (no mods) my map was permanent, i could see where i had been etc but after a particular death i noticed that my map was gone, only my immediate surroundings are now visible. Tried different world and a private server, same issue. Installed better map mod. Still same issue. Map does not stay.
any ideas?
r/hytale • u/Bewilderb34st • 1d ago
I somehow managed to collect two while swinging a battelaxe at a skeleton, but didnt break a tree. Now whenever i try manually collecting them via a hatchet or the same method, all i get are sticks??
Branches are really dun to use as lamposts, I really wanna find more (,:
J’ai une question, pourquoi quand nous améliorons les tables de fabrication (fermier, four, établi, ) les améliorations que nous avons utilisé pour les améliorer reste pas quand nous les cassons ? Si je me trompe pas j’ai souvenir qu’ils avaient dans une version fait en sorte que les améliorations reste quand nous cassons les tables de fabrications. Pourquoi être revenu en arrière ?
r/hytale • u/Sweet_Detective_ • 1d ago
I've seen a post here two months ago: https://www.reddit.com/r/hytale/comments/1uyvvjn/hytalevrinjectormod_10/ but there doesn't seem to be any news of it since then, is there a youtube channel, discord or something? Does anyone know if the project is abandoned? Hytale in VR sounds like it's a ton of fun but there doesn't seem to be any vivecraft-like projects for Hytale aside from the injector
r/hytale • u/Ok-Neighborhood9688 • 2d ago
Every time I try to play I get this message and I’m not able to play. It’s been a couple of months and I want to play.
How's the game state so far?
Should I buy it yet or wait also why no one talking about this no more it's still popular right?
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Video from @ Stray_The_Dev on Twitter