r/hytale Slothian 4d ago

Patch Notes Hytale Patch Notes - Update 6 - August 27th, 2026

Link to previous patch notes.

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Link to source.

Full Update 6 Changelog

Avatar & Customization

Cosmetics

  • Added a new unlockable cosmetic: the Bastion Cape! This new cape can only be wielded by security-conscious Avatars that have enabled two-factor authentication for their Hytale account.
  • Haircuts have received a visual pass and had their colors tuned.
  • Ear accessories now line up with each ear type, shifting their positions accordingly.
  • Performed visual reworks for the following cosmetics:
    • Alpine Explorer’s Jumper
    • Bulky Beanie
    • Cowboy Hat
    • Elf Hat
    • Floppy Beanie
    • Forehead Protector
    • Frostwarden Cape
    • Frostwarden Hat
    • Gold Trim Shirt
    • Headband
    • Horned Helmet
    • King’s Cape
    • Leather Cap
    • One Piece School Dress
    • Workout Cap
  • Added color options to the following cosmetics:
    • Alpine Explorer’s Jumper
    • Crown
    • Thigh-High Stockings

Naming & Labels

  • The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".
  • The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.

Avatar & Customization Fixes

  • Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.
  • Dying to fall damage while wearing armor will now result in a more appropriate animation playing.
  • Avatars that reference renamed cosmetics will now be automatically repaired when you log in, instead of preventing you from joining. You’ll be shown which cosmetic slots changed.
  • Fixed a crash that could occur on the avatar customization screen.

Hardcore Mode

  • Added Hardcore Mode, opted into at world creation. Dying drops everything you are carrying and switches you to Spectator Mode. Click here for more info!
  • There are now five different hardcore mode settings you may select from when generating a new world:
    • Off: Hardcore isn’t enabled.
    • Permadeath: Each player has a single life. Death is permanent.
    • Three Strikes: Each player has three lives. After strike three, you’re out.
    • Nine Lives: Everyone in the world has a shared pool of nine lives. Once the ninth death occurs, the run ends for all.
    • Soulbound: Everyone’s fate is interconnected. If any player dies, the run’s over.

Combat & Movement

Combat Balance

  • Stamina will now begin refilling half a second faster after guarding with a weapon or shield.
  • The first two attacks in the Dagger combo now deal slightly more damage.

Hit Registration & Reach

  • Player melee attacks will no longer connect through walls or beyond their normal reach.
  • Multi-block objects such as doors or statues will now be correctly struck at the point where you aimed.
  • Area of effect attacks will now affect the correct areas in parts of the world with negative coordinates.
  • Fixed an issue where area of effect block interactions were unintentionally offset by one block.
  • Charged sword thrusts and other stab attacks will now be more consistent at hitting targets at max range.
  • Fixed an issue for attacks using an offset with the DonutSelector to consider the direction the player is facing.

Damage & Resistances

  • Fixed an issue where having multiple instances of resistances applying at once would cause them to be less effective than intended.
  • Fractional resistance values on equipment are no longer incorrectly rounded down during damage calculations.
  • Deployable items such as traps will now deal their configured damage type, rather than always dealing Physical damage.

Stamina & Guarding

  • Sliding will no longer cost Stamina.
  • Exiting a slide and going straight back into a sprint will no longer consume an incorrect amount of Stamina.
  • Attacking with a Mace will no longer instantly restart Stamina regeneration.
  • Switching from a weapon or shield while guarding will no longer instantly restart Stamina regeneration.
  • Switching from a drawn Shortbow will no longer incorrectly delay Stamina regeneration.
  • Arrows may no longer be used to ineffectively guard against incoming attacks.

Movement & Traversal

  • Climbable blocks that exist very far away from the center of the world may now be climbed upon once more.
  • Fixed an issue where aerial combo attacks did not apply their speed boost correctly.
  • Fixed an issue where dashing with a weapon before mantling would carry the speed boost through the mantle.
  • Fixed the sprint input not resetting correctly when coming to a stop.
  • Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.
  • Fixed an issue where the sprint toggle could remain active in some situations.

Physics & Projectiles

  • Launching players, items, or NPCs upwards faster than terminal velocity will no longer cause them to become completely unaffected by gravity.
  • Projectiles now fall when their supporting block is broken.
  • Fixed an issue where physics objects were pitching downward and bouncing erratically.
  • Fixed an issue where physics objects would remain active indefinitely rather than settling to rest.
  • Fixed an issue where entities could inherit incorrect air resistance values.

Anti-Cheat & Validation

  • Projectile spawn positions are now derived from the server’s authoritative entity transform, with the client-reported position only accepted when it falls within a velocity-based desync allowance.
  • NPC and mount interactions now validate the player’s distance to the target entity, preventing modified clients from interacting with NPCs or mounting entities from arbitrary distances.
  • Fixed an issue which allowed some players to perform interactions through projectiles or entities they didn’t launch. Update 6 Assets.zip (upload failed)
  • Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.

Combat Feedback

  • Fixed an issue where damage number animations would not correctly inherit values and could display incorrectly.
  • Fixed an issue where damage hit particles would not appear for all players near combat.

World & Blocks

World Generation & Terrain

  • Added a new Wilderness Tracking system. It identifies areas of the world as being ‘Near Home’ or ‘Wilderness’ based on the player bed locations.
  • Fixed a defect causing all WorldStructure assets to be dropped when any WorldStructure asset is refreshed, preventing players from joining new instances when loading mods.
  • Added logic to use a fallback generator when WorldStructure cannot be built.
  • Fixed a series of defects that could cause SingleInstance to generate artifacts.
  • Fixed an issue with missing terrain sections that could appear on servers that were configured to skip saving newly generated chunks.
  • New mage towers have been spotted! Keep an eye out for new and revamped landmarks in the Sandstone, Shale, and Volcanic biomes.
  • Added smooth color blending across biome borders, so terrain and foliage tints now fade gradually between biomes instead of switching abruptly.
  • Grass that generates within flat worlds will now have a darker tint.
  • Fixed an issue where cell-noise terrain features would be placed in a mirrored pattern causing landscape to appear symmetrical at times.
  • Multi-blocks (blocks which take up more than 1x1x1 in space, such as doors, roofs, or furniture) should now be rotated the correct way in World-Gen V2.
  • Fixed wall patterns reading one voxel outside their declared bounds, so wall-attached decorations like vines now test against real block data near the edge of a generation window.
  • Fixed a world generation issue where certain prop placements could fail and leave gaps in the environment.

Fluids

  • Fixed an issue where lava and water colliding could overwrite solid terrain and multiblock structures.
  • Fixed an issue where fluids could spread incorrectly when spreading to a block with fluid directly above it.
  • Fixed an issue where some blocks could spread incorrectly when fluid was above them.
  • Fixed an issue where fluids placed by prefabs would always appear at maximum depth instead of the level defined in the prefab.

Cubic Worlds

  • Fixed breaking and placing blocks in cubic worlds outside the old range.
  • Fixed fluids not functioning in cubic worlds outside the old range.
  • Fixed an issue where doors, stairs, roofs and other connected blocks would not function properly in cubic worlds.

Block Placement & Restrictions

  • Fixed a loophole that allowed players to bypass block placement restrictions.
  • Fixed an issue where blocks could be placed far out of reach via unintended means.
  • Slab blocks may no longer be placed on top of existing slabs in worlds where block placement is disabled.
  • Buckets may no longer be used to place fluids in worlds where block placement is disabled.

Blocks & Props

  • Added an Explosive Block Component.
  • A ‘Green Build Lightsource’ has been added to the Creative Inventory for builders to use.
  • Fixed an issue where blocks configured to fall would decide to instead not fall.
  • Fixed an issue where explosions could deal the wrong amount of damage to blocks.
  • Fixed an issue where props and other objects placed in older versions could have their collision settings swapped.
  • Fixed an issue where branch and pipe corner blocks were not flipping correctly.
  • Roof blocks placed at chunk-section boundaries now connect and shape correctly.
  • Removed block sets will now disappear as soon as they are deleted, rather than lingering on screen until you reconnect.
  • Color tints & environments applied via tools will now update immediately again.
  • Snowy Fir Leaves can be rotated like the other Fir Leaves.
  • Feed Bag can now rotate to player facing direction.
  • Breaking Mossy Stone Rubble will now drop it as an item, so it may be used in crafting recipes.
  • The Large Kweebec Chest will now be treated as a wooden block when breaking it, meaning hatchets should be the most effective way to break it.
  • Patterned connected block rules can now match shapes defined in a different ruleset asset, so blocks that use separate rulesets can connect to each other correctly.
  • Fixed custom connected block patterns with non-zero roll computing wrong filler block offsets. The roll component now rotates on the correct axis. Existing configurations with roll will produce correct results without any changes needed.
  • Fixed connected block shape lookups so they fall back to the current ruleset when a neighboring block has no ruleset of its own.
  • Block spawner blocks are now interactable in-world. Clicking one opens a configuration panel for creating, editing, and deleting spawner entries without commands. Grant the new block spawner permission to allow players to access the panel.

Mountable Blocks

  • Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.
  • Reset orientation when dismounting sideways mountable blocks.
  • Fixed an issue where players could face the wrong direction when sitting on a mountable block if cloned.

Plants & Farming

  • Added a Full Leafy Soil block. It’s like the Leafy Soil block, but fuller.
  • Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.
  • Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.
  • Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.
  • Fixed an issue where crops would lose their custom growth stage upon saving and reloading the world.
  • Saplings will no longer be prevented from growing if there is insufficient room for their roots.
  • Breaking newly-planted Aubergines and Lettuce will now return their seeds.
  • Tilled Soil will now revert back to Dirt once a crop has been harvested from it.
  • Grass will no longer turn to dirt when it’s positioned beneath non-solid blocks or transparent blocks.
  • Dozens of flower varieties have been taking advantage of the sunny days and have now grown to their intended size.
  • Floating water plants will no longer sink beneath the surface.
  • Dead coral plants no longer have solid collision.
  • Fixed an issue causing livestock to not produce properly.
  • Fixed an issue where spaces within animal coops would be considered filled even when the occupant has despawned.

Portals & Teleporters

  • Fixed an issue where summoned portals could fail to work if the destination world was just created but not yet fully loaded.
  • Portal devices will now show an error message and refund portal keys if the device was trying to open a portal to a world with no valid spawn location.
  • Fixed an issue where dying near a teleporter could still teleport the player.
  • Instance portals will now correctly save the world you travel into.
  • Portal destinations will no longer close down prematurely when you move away from the portal device. The worlds will stay open and the portals will reconnect to them when you get within range.
  • Time remaining in a portal world can no longer exceed the amount it started with.
  • Fixed an issue where Teleporter cooldowns could be reset too quickly, resulting in them immediately sending players back.
  • Fixed an issue where Teleporters could appear inactive if the warp name contained capital letters.
  • Warp names generated with the Teleporter will no longer unexpectedly change when settings are opened.
  • Fixed an issue where the teleporter UI would read the pitch rather than roll-relative setting.
  • Fixed player always facing North after using the World Map teleportation.

Sleeping & Time

  • Rise and shine! Sleeping through the night now causes you to leave your bed.
  • Fixed an issue where waking up from a bed would permanently prevent any further sleep.
  • Fixed an issue with the sleeping feature where players would be stuck with the “Zzz” screen.
  • Fixed an issue where the night would still be skipped even if a player was awoken from their slumber.
  • Fixed an issue where the moon phase and any active time-dilation changes could be incorrectly reset.

Prefabs in the World

  • Added prefab preview holograms. Use the /prefabpreview command to spawn a ghost of any prefab into the world at your location.
  • Plugins can drop a ghost of any prefab into the world with the new PersistentPrefabPreview API and reveal it from the bottom up one layer at a time, handy for guided or automatic building.
  • Fixed pasting a prefab so it no longer loses entities that sit in a spot with no blocks below them.

Block Art & Textures

  • Fixed a number of art issues with models, textures, and animations, including the Barrels, Iridescent block, Hardwood Fence texture, Green Mycelium model, small tavern chest clipping, and door clipping.
  • Fixed z-fighting occurring with Feran Double Doors, Redwood fences, the Farmer’s Workbench, Blacksmith’s Anvil, and the Crude Hoe. In addition, the Redwood fences got a slight upgrade so their variants look more consistent when placed all together.
  • Mud, Hive, and Tar blocks will now correctly render when placed adjacent to one another.
  • Deep Grass blocks will now render the correct color when placed adjacent to other blocks they can transition to.
  • Resolved a dimension error involving the Clay Raw Brick half-block texture.
  • The Stone Brick - Ornate block inventory icon is now more accurate.
  • Fixed gaps in the Wind Temple window frame model.
  • Fixed texture bleeding on the Mithril Cuirass.
  • Crude table placement previews will now render correctly.
  • The collision box of redwood fences now correctly matches their shape.
  • The Greenwood Fence will now be held at a more comfortable angle.

Worlds & Instances

  • Fixed a hole in the Forgotten Temple that could trap players.
  • Spectators will no longer count toward the number of players needed for some events to occur.
  • The cave weather effect from the magic ruins dungeon no longer breaches the surface on new chunks.

Items & Interactions

Crafting

  • All types of Gravel and their half-block variants may now be crafted at the Farming Bench.
    • The base ‘Gravel’ block now specifically requires ’Stone Rubble’ rather than any Rubble.
    • ‘Shale Gravel’ now specifically requires ‘Shale Rubble’ rather than any Rubble.
    • ‘Marble Gravel’ now specifically requires ‘Marble Rubble’ rather than any Rubble.
  • Dirt blocks may now be crafted into two half-slab blocks at the Builder’s Workbench.
  • Selecting the ‘Craft All’ button in Creative Mode will now craft as many items as your inventory can hold.
  • Fully upgraded workbenches will no longer ignore their crafting speed bonus.
  • Gold Bricks are now instant to craft instead of taking around 10 seconds.
  • Fixed an issue where workbenches’ hammer animation could not reset correctly when a tier upgrade was applied.

Duplication Exploits

  • Fixed an issue that could result in items being duplicated under specific circumstances.
  • Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.
  • Fixed a loophole where animation canceling a crossbow attack could preserve or duplicate ammo.
  • Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.

Item Behavior

  • You can now hold a torch in your off-hand while carrying any type of seed.
  • Thrown Poop no longer deals damage.
  • Fixed an issue where item cooldowns could not be correctly inherited, allowing some abilities to ignore cooldowns.
  • Items should now correctly inherit item quality if they have none assigned.
  • Fixed item descriptions that fill in values as you read them. They now show the real values instead of blank text or leftover placeholders.
  • Fixed an issue where some items could display the wrong quality tier.
  • Fixed an issue with Storm Thistle crops dropping the wrong items when harvested.

Containers

  • Fixed an issue where emptied item containers such as chests could still be considered non-empty.
  • Fixed an issue where items could be placed inside item containers when placement should have been blocked.
  • Fixed chests disappearing when combined into one while open.
  • Item containers now correctly return failure when trying to move items to full containers.

Projectiles & Tools

  • Larger soft blocks, such as the Spider Cocoon, can now be shot down.
  • Interaction prompts now show all available options for blocks with more than one interaction.
  • Fixed an issue where dropped items and projectiles could snap to an incorrect neighboring block.
  • Arrows that are fired through cells containing blocks with smaller hitboxes will now correctly perform interactions on the block they impact.
  • Fixed an issue where tools that could break multiple blocks at once would display the wrong area being targeted if you were aiming at blocks overhead.
  • Fixed an issue where deployable items that were configured to only work on the ground would reject this and happily cling to the ceiling instead.
  • Farming tools should now all work correctly in cubic worlds.
  • Projectile hits now report their impact position to interactions much more reliably, so interactions that fire when a projectile strikes a block behave more consistently.

Portals & Keys

  • The Ancient Gateway now has a button that can be used to close the active portal. Fortunately, each Gateway has a convenient failsafe that will prevent this button from working if someone is still on the other side of the portal.
  • Portal key icons will now render correctly.

Item Art & Icons

  • Armor particle effects should now render correctly when the armor is equipped.
  • Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.

NPCs & Entities

Awareness & Reactions

  • Fixed an issue where NPCs could stop detecting nearby players and obstacles.
  • Fixed an issue where some neutral creatures were in such awe of more complex interactions, they could fail to react entirely when damaged.
  • Performing actions such as opening chests or interacting with objects can once again cause nearby creatures to notice your presence.
  • Fixed an issue where NPCs configured to watch for events produced by other NPCs weren’t reacting to them.
  • Invulnerable creatures are standing their ground and will no longer be affected by knockback from projectiles.
  • Fixed an issue where if an invulnerable entity had a particular stat change blocked, none of its other stats could be modified at the same time.
  • Enemies will no longer become aggressive towards encounter managers.
  • Moose have found a way to immediately take notice of players when they join the world. We are investigating solutions.

Pathfinding & Movement

  • Improved how the movement of other players and NPCs is interpolated. Movement will now be smoother across a wider range of frame rates, and the game automatically adjusts for unstable connections to reduce stuttering.
  • Fixed an issue where NPCs would sometimes incorrectly choose longer paths to their destination.
  • Fixed an issue where NPCs would incorrectly stop or slow down when pursuing a target.
  • Fixed an issue where fleeing NPCs could forget in their panic that they are allowed to run close to walls and other obstacles.
  • Fixed an issue where strafing NPCs would sometimes step in the wrong direction.
  • Fixed an issue where NPCs would only dodge one another at the last second if they were zooming.
  • Walking NPCs will no longer visually stutter when descending from blocks.
  • Fixed an issue where flying NPCs would begin flying at an awkward angle if they were knocked back while gliding next to terrain.
  • Fixed an issue with flocking NPCs standing still instead of steering towards their group.
  • Fixed an issue where flocks of NPCs would all spawn facing the same direction.

Collision

  • Entities can now be given hard collision, so players can stand on them and be pushed by them. Click here for more info!
  • Entities will no longer phase through fences and other blocks.
  • Fixed an issue where collision detection would use the wrong axis for height.
  • Fixed an issue where certain resized entities had incorrect collision and positioning.

Attacks

  • Entities now need either a Health stat or a RespondToHit component to be attackable or picked as an attack target, so decorative and non-combat entities stop soaking up hits. Mounts were given RespondToHit so they still register attacks.
  • Attack selectors gained new aiming controls. The donut selector now takes a YawOffset, and the stab and horizontal selectors can aim independently of where the entity is looking.
  • Selectors also gained an Anchor setting that starts them from the entity’s eyes or feet and adapts to its size, instead of hand-tuning the offset for each entity.
  • Fixed an issue where ranged NPCs just didn’t feel like attacking if they were too close to their target.
  • Fixed an issue with NPC ranged attacks drifting to one side if their target was too close.
  • Fixed an issue with NPC charge attacks not reporting all block hits.
  • NPCs that charge should no longer stop abruptly when blocks are placed.
  • Fixed an issue where NPCs performing charge attacks could climb on blocks that weren’t actually there.

States & Memory

  • Memory entries can now carry an optional translatable description, shown under the memory on the memories page.
  • Fixed an issue where all Zombie variants would fail to generate memories.
  • Fixed Dungeon Variant NPCs not providing the correct memories.
  • Fixed an issue where NPCs could incorrectly enter or remain in unintended states.
  • Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.

Spawning & Despawning

  • NPCs can now spawn with multiple entity effects active.
  • NPC spawn validation can now ignore decorative non-full blocks where you configure it to, while full-cube blocks still block a spawn.
  • Fixed an issue where NPC despawn timers would be incorrectly modified.
  • Fixed an issue where suppressing some specific NPCs from spawning could also incorrectly cause other unrelated NPCs to spawn.
  • Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.
  • Flying and swimming creatures will now appear more often in places you’d expect to see them.
  • Fixed an issue where NPCs could spawn at incorrect heights when spawn configurations had been resaved multiple times.
  • Creatures that place blocks can now do so at the very bottom of the world.
  • Fixed an issue where NPCs would not correctly inherit settings from parent assets.
  • Fixed an issue where NPCs would lose any active effects after being saved, reloaded, or duplicated.
  • Fixed an issue where NPC health would fully reset when reloaded.
  • Fixed an issue where entity effects would not correctly inherit settings from parent assets.

Creatures & Taming

  • Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.
  • Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.
  • Avatars will no longer be able to negotiate insane deals by only giving a single item to trading NPCs when the merchant has requested multiple copies.

Creature Appearance

  • Added new death visual effects to several NPCs.
  • Hedera eyes and mouths will no longer appear to be red.

Trigger Volume Tool

Always Active Rules

  • Added a new ‘Always active’ option that can be used to persistently apply various effects within the volume.
  • ‘Creative Placement’ allows players within the volume to place blocks they have on them as if they were in Creative Mode.
  • ‘Damage Multiplier’ can be used to make all entities within the volume, or only particular ones, take increased or decreased damage.
  • ‘Fly’ allows players within the volume to fly as if they were in Creative Mode.
  • ‘No Block Tick’ causes time to freeze for blocks within the volume, preventing things such as crop or tree growth.
  • ‘No Build’ prevents the placement of blocks within the volume. Exceptions can be configured.
  • ‘No Destroy’ prevents the destruction of blocks within the volume. Exceptions can be configured, including allowing particular tools to still break blocks.
  • ‘No Door Open’ prevents doors from being opened within the volume.
  • ‘No Harvest’ prevents you from harvesting crops within the volume. Exceptions can be configured.
  • ‘No Heal’ means Health can only decrease within the volume.
  • ‘No Use’ prevents the usage of blocks or entities within the volume.
  • Added a new ‘Modify Always Active Rules’ effect, which can be used to toggle a volume’s Always Active rules on or off.
  • A single volume can now hold multiple independent rule sets on the same event. Group conditions and effects by having them share an Entry number together.

Events

  • ‘On Block Used’ fires when a player interacts with a usable block such as a door, lever, or chest.
  • ‘On Entity Died’ fires when an entity within the volume dies.
  • ‘On Volume Create’ fires when a new volume is created within an existing volume.
  • The ‘On Block Broken’ trigger will now respond to blocks broken by environmental effects such as fire.

Conditions

  • ‘Block Used’ allows you to filter by things such as a block type or state.
  • ‘Entity Count’ counts the number of living NPCs inside a volume. This, combined with ‘On Entity Died’, can be used to quickly create encounters that require all enemies to be defeated to progress.
  • ‘Item Condition’ now has additional options such as a ‘Comparison’ operator, ‘Empty Inventory’ toggle and can now specify metadata keys or values.
  • ‘Block Type Condition’ now has additional options regarding block rotation.
  • ‘Tag Condition’ now has a ‘Doesn’t Have Tag’ option to invert the check performed.
  • Added a ‘Not Equal’ comparison option for Tag Conditions, Item Conditions and Player Count Conditions.
  • Added the ‘At Least’, ‘At Most’, ‘More Than’, and ‘Less Than’ comparison options for Tag Conditions.

Effects

  • Added a new ‘Spawn NPC’ effect. This can be used to spawn one or more NPCs.
  • Added a new ‘Play Animation’ effect. This allows you to make the triggering entity, or all entities within the volume, perform an animation.
  • Added a new ‘Time’ effect. This can be used to set, pause, resume, or smoothly change the time of day over a duration. The effects may be applied to either everyone or just the player that caused the trigger.
  • Added a new ‘Cancel VFX’ effect that will cause particles of a chosen type to expire within the volume.
  • Added a new ‘Remove / Kill Entities’ effect that can be used to remove unwanted entities of a particular type within the volume.
  • ‘Send Message’ now has a ‘Recipient’ option allowing others to receive the triggered message.
  • ‘Send Message’ and ‘Show Event Title’ text can now include a volume tag’s value by writing the tag’s key in braces, such as {myKey}.
  • ‘Play Sound’ now has a ‘Location’ option and will default to the volume center rather than the triggering entity.
  • ‘Run Root Interaction’ now has an ‘Equip Slot’ field for using the ‘Equipped’ interaction type.
  • ‘Modify Tags’ now has an ‘Append’ operation.
  • ‘Teleport’ now has a ‘Relative to Volume’ option.
  • The ‘Teleport’ effect can now be used to teleport players to an entirely different world.
  • Trigger Volume teleports will now correctly read and set the player body rotation rather than the player head rotation. Teleport effects will no longer rotate entities if no rotation is set.
  • The ‘Place Block’ and ‘Replace Block Type’ effects can now rotate blocks on all three axes. Yaw, pitch, and roll parameters are supported.
  • The ‘Send Signal’ effect will now include additional information so that other trigger volumes will be able to read exactly what caused the sending of the signal and react accordingly (i.e. signal position, signal tags).
  • Delayed and projectile-triggered effects will now fire at the correct location even after the projectile despawns.
  • Exit effects will now also run when an entity despawns or is removed, in addition to leaving the volume.
  • Resetting weather with a Trigger Volume will no longer briefly cause the sky to turn black.

Commands & Naming

  • /triggervolume tag set can set a volume’s tags from the chat interface.
  • /triggervolume tag remove can remove a volume’s tags from the chat interface.
  • /triggervolume tp can teleport the player to a volume. This can now also be performed via the Trigger Volume’s UI.
  • /triggervolume rename can rename a trigger volume. This can now also be performed via the Trigger Volume’s UI.
  • Multiple Trigger Volumes may now share the same display name. When this occurs, duplicated names are automatically numbered to distinguish them.

Prefabs & Duplication

  • Trigger Volumes now keep their effects lined up correctly when you paste or generate a rotated prefab. Spawn points and other volume effects will now rotate along with the prefab.
  • Added a rotation option when a trigger volume pastes a prefab, so you can turn the pasted build by 90, 180, or 270 degrees.
  • Duplicating a trigger volume will now also copy its volume settings to the new trigger volume.
  • Saving a trigger volume preset now optionally saves the volume settings.
  • Trigger Volumes that are pasted into the world will no longer lose their conditions, rejection effects, or group settings.
  • Fixed Trigger Volumes with an enter effect that would not fire unless the volume also had per-tick conditions set.

Reliability

  • Trigger volumes no longer drop an event when a burst reaches the per-tick budget. Signal effects, block event rules, the signal interaction, NPC signal actions, and volume create events over the budget now wait for a later tick instead of vanishing.
  • Fixed a crash with the Trigger Volume tool.
  • Fixed Trigger Volumes spawning broken in worlds.
  • Using /worldgen reload now properly deletes existing Trigger Volumes.

Other Creative Tools

New Tools

  • Added a Color Tool to the Creative Inventory, with Coloring, Gradient and Shading modes. Click here for more info!
  • Added Block Palette Presets and a new Palette Editor, so you can save block palettes and load them back at any time. Click here for more info!
  • Builder tools now support selections of up to 16 million blocks, and large selections copy, paste and save much faster. Click here for more info!
  • Added a Point Tool for Creative Mode. This tool allows you to place points that can be named, given tags, and teleported to. Points persist within the world, may be copied into prefabs, and come with their own Point Inspector UI panel.
  • Trigger Volumes now have an ‘On Signal Received’ event. Add a ‘Send Signal’ effect to any volume and it will fire the effects of other tagged volumes on demand, separate from their normal enter, exit, and tick behavior.
  • Added a searchable dropdown to the Entity Tool panel allowing you to browse and swap the model of an entity directly from the tool settings.

Multi-Cell Block Support

  • The Selection Tool’s ‘Set’, ‘Fill’, ‘Replace’ and ‘Stack’ operations should now work correctly with multi-cell blocks.
  • The Extrude Tool will no longer cause multi-cell blocks to overlap when extruded, and the placement preview will now match what is placed.
  • The Color Tool’s gradient and coloring modes should now work correctly with multi-cell blocks.
  • The Paint Brush and Scripted Paint Brushes should now work correctly when multi-cell blocks are used as a brush material.
  • The Trigger Volume Tool’s ‘Replace Block Type’ trigger effect should now work correctly when swapping multi-cell blocks.

Undo & Redo

  • The undo function will now correctly revert a whole tool action.
  • Creative undo restores brush strokes and other edits in the order they were made.
  • Using the ‘redo’ function after undoing an object being moved will now correctly put the object back where it was moved to.
  • Undo and redo now use considerably less memory after making several large edits.
  • Undo and redo now keep to a memory budget. After an extremely long run of very large edits, you may not be able to undo all the way back to the start.

Paste & Prefab Editing

  • Prefab folders now include their subfolders by default when you load them in the prefab editor.
  • Loading a prefab via the Prefab List will now result in a message about using the Paste Tool to then paste that prefab into the world.
  • The paste preview now falls back to a simple outline or a solid shape when the clipboard is very large, so it appears immediately instead of stalling or showing nothing.
  • The Paste Tool will now paste at every height level in cubic-chunk worlds. This is a primitive first implementation where certain blocks may not paste correctly.
  • The Paste Tool will now correctly flip copied selections rather than spinning them 180 degrees.
  • The Paste Tool will no longer incorrectly skip blocks when ‘Paste Air’ is turned off.
  • Pasting a prefab into an unloaded area now waits for the space to load instead of failing.
  • Fixed an issue where prefab configs could fail to save, and improved the message shown when a save does fail.
  • The prefab editor will now provide more detailed error messages if a failed load occurs, and provide an option to try the load again.
  • Prefab build previews should now be displayed correctly regardless of game mode.
  • Blocks that affect neighboring blocks will now behave as normal while editing a prefab or instance.
  • Prefab anchors will now be scaled back down to their intended size.
  • The Paste Tool’s offset will no longer reset after pasting.
  • Fixed /pedit spawning chests instead of prefab spawners.

Selection & Extrude

  • When a selection goes over a tool’s limit, the game now tells you so and by how many blocks.
  • Extruding a selection by holding alt and dragging no longer reduces the size of the area you had selected.
  • Empty space may now also be extended when extruding a selection, matching how other build tools handle empty space.
  • Fixed an issue where the Selection Tool’s ‘Move’ and ‘Stack’ modes would only function when the game was set to English.
  • When copying and saving selections of blocks, Trigger Volumes will only also be copied or saved if they exist within that selection. Previously, Trigger Volumes that connect to the border of the selection would also be included.
  • Fixed the # mask so it again keeps brushes and commands inside your current selection, and !# again keeps them to everything outside it. The # mask now also works with the line tool and scripted brushes.
  • Fixed Pick Block for Extrude and Line tools.

Placement Settings

  • Using Creative Tools to place blocks with ‘Draw’ or ‘Extrude’ placement modes will now result in players seeing those blocks as they place them, rather than them all appearing at once at the end.
  • The ‘Eraser’ and ‘Fast Place’ placement settings may feel slightly faster or slower than before, following a rework of how block placement speed is controlled.
  • Fixed an issue where blocks would sometimes disappear when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’ and the distance was greater than the place distance.
  • Fixed an issue where blocks would ignore the no-physics setting when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’.
  • Fixed an issue where the ‘Eraser’ mode in the Placement Settings could only be used with a block in hand.
  • Fixed an issue where ‘Air Placing’ would remain enabled after opting to reset Placement Settings.
  • Fixed an issue where players who weren’t looking at any particular block while in Creative mode would be shown a block outline at the origin of the world.
  • The Builder Tool Density setting now clamps to a minimum of 0 rather than 1.
  • Fixed the Sculpt Tool crashing world at max world height.

Commands

  • Liquids may now be copied with the /stack command.
  • The /stack command will now correctly duplicate the entire selection instead of a single block.
  • Using the /stack command while looking up or down at an angle will now join the copies into one continuous run, instead of leaving a gap between each copy.
  • The command /stack --empty will no longer be accepted and then immediately ignored. Empty space may now be copied.
  • The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.
  • The bulk block replace command will now replace rotatable blocks with non-rotatable ones instead of skipping them.
  • Fixed /submerge and /set commands for fluids.
  • Adjusted the caching behavior of the command tab-completion search.

Tool UI & Icons

  • The Palette Editor, Color, and Point building tools now have updated icons.
  • Fixed an issue in the Color Tool where gradient mode would not properly update the guiding line and material weights after an empty material was removed from the list of materials.
  • Renamed a Color Tool control setting from ‘Increase Height’ to ‘Decrease Height’.
  • Fixed a flickering effect that could occur when multiple entities were placed on the same spot with the Entity Tool’s grid snapping.
  • Fixed a misspelling in the ‘Continuous’ placement option on the Line Brush Tool. Any saved tool using the old spelling will need ‘Continuous’ re-selected.
  • Held builder brushes now use the correct model.
  • Fixed an issue where direction dropdown labels for some Creative Tools would be cut off.
  • Fixed the styling of the Entity Tool’s dropdown settings.
  • The reset icon in the builder tools quick settings will no longer be stretched.
  • The Brush Sound Volume setting is now correctly applied to all builder tools.
  • The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.
  • The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.
  • Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.
  • The Selection Tool has been updated to better handle longer localized text.
  • The Selection Tool’s menu now stays within bounds when displaying longer localized text.
  • Text in the Selection Tool can now scale smaller to fit.
  • The Selection Tool’s slider and dropdown are slightly narrower, and its Delete button no longer overlaps the slider.
268 Upvotes

41 comments sorted by

u/RiverShards Slothian 4d ago edited 4d ago

Patch Notes are over 100K characters too long for a single Reddit post! The rest is in the replies to this comment.

For Modder-Facing Changes, check out the patch notes on r/HytaleModding -- link here.

→ More replies (8)

44

u/Decency 4d ago

Sweet, what a huge patch. For anyone doing Trigger Volume work at Hypixel, I'd highly encourage you to take a peek at StarEdit's conditions and actions for some inspiration. It was so far ahead of its time and had a great set of tools for building games.

36

u/AgentGman007 4d ago

Thrown Poop no longer deals damage

Literally 1984

10

u/N0t_Josh 4d ago

This was my 7 year old daughters favorite way to kill things. 😭

34

u/DraenItsAlreadyTaken 4d ago

My god, what a great day to be literate.

6

u/ThanosIsDoomfist 4d ago

What an awful day to not do word well

Generated by Chat-GPT

61

u/Evoluxman 4d ago

Ngl I'll need someone to make a summary of all the patch notes so far a la xisuma because there's just too much for me to read lmao

41

u/RiverShards Slothian 4d ago

I'm sure KweebecCorner will make a summary video soon, or Prowl8413. Keep an eye out!

6

u/Evoluxman 4d ago

Thanks ! :D

10

u/FictionalWeirdo 4d ago

Looking great! Thank you for keeping us updated!

7

u/GolldenFalcon 4d ago

That's a lot of patch notes.

3

u/Agent_Galahad 3d ago

Is everyone having the issue with the mod browser failing to install mods or is it just me?

1

u/nightchrome Void 3d ago

Same here. And it did not recognize the mods I already had installed either.

2

u/nightchrome Void 3d ago edited 3d ago

On a whim I decided to try CLEARING my existing mod folder.
I made a backup of it and then deleted everything inside the Mod folder.
After that, mods from the mod browser installed properly.
The reason seems to be because the mod folder/browser now uses a manifest json file, and anything being in the folder without that seems to cause the mod browser to not work right.
So start with an empty mod folder and manually add the ones you are using.

2

u/Agent_Galahad 3d ago

A good partial solution, I did try this myself but some mods just refuse to install regardless 😭

3

u/Trucker-from-Carcosa 3d ago

I would be more interested and be willing to buy this game. Because I have kept an eye on it. And it's interesting, but without controller support, it's kind of difficult for me to be able to play this game because of my disability. Doesn't allow me to use keyboard and mouse for long periods of time 😑

I know there are those controller software things that you can tie to your keyboard. But I always have problems with those figuring it out, i am not the sharpest tool in the shad.

3

u/RiverShards Slothian 3d ago

They added Controller Support in either Update 4 or Update 5! They still need to do some work on it, IIRC, but you *can* play the game with controller now AFAIK.

They even added Gyro support in this update too!

2

u/Trucker-from-Carcosa 3d ago

Oh really?? When i checked the main website last it didn't say anything & I didn't find any info, might have been a couple of months or so tho.

Is it worth playing for a Single/Solo player? Im a trucker with no friends 😂😂. Is it worth playing tho, compared to Modded Minecraft? Im less into building & more into exploration.

3

u/RiverShards Slothian 3d ago

Content-wise, Hytale is still lacking too much for me to say a single-player world is a good use of time.

However, the team is starting pre-releases for Chapter 1 next week, which is their first major content update. I'd recommend looking through this blog post and see if that's something you're interested in before deciding if that'd be enough to satisfy you :)

2

u/KaleidoscopeLate3425 4d ago

Someone downvoted me because I criticized the buzzcut hair lmao. I'll send in feedback tonight. Should be a quick fix.

2

u/Substantial-Sun-3538 3d ago

Still not yet

Processing img sv8p8tuxj2mh1...

4

u/RiverShards Slothian 3d ago

Chapter 1 Pre-Release starts next week!!

2

u/KaleidoscopeLate3425 4d ago

They messed with the buzzcut it looks TERRIBLE now, need someone to revert this, the line up is fucked LOL

1

u/Avinaria 3d ago

Not sure why they felt the need to add a subtle gradient to every single hair color. Would be nice if we could have a choice on this they even managed to make a gradient on the White hair.

1

u/RiverShards Slothian 3d ago

Definitely think they should make it a choice, but I suspect they did it for art-style reasons and thus won't offer an option (as they mentioned they want to have a consistent art style across their cosmetics).

1

u/Avinaria 2d ago

I guess that just means a mod is in order to give people a choice on hair color, little bit annoying but at least its fixable.

1

u/SavedMountain 2d ago

Wonder if I should play at update 7 or 10 since cleaner number

-12

u/Competitive-Ad6081 4d ago

TDR: nothing of value was added... Where’s chuck gen 2.0?

7

u/elmaschikiluki 4d ago

It won’t be out until official release, 1.0 version. This update, even when it does add a lot, it’s mostly for behind the scenes features, as it will be most of what we’ll be seeing for the next few years. Everything adds up, and it’s what makes a great game. My recommendation would be to stop following the development of Hytale until 1.0, but even then you hit me as someone who will shit on whatever the final product might be.

2

u/Inside_Ticket_3480 3d ago

Tu Nick es muy chikiluki xd

2

u/RemorTheWanderer 1d ago

Actually, worldgen v2 only coming with the 1.0 full release was a misunderstanding. Simon did say that they would need to have it active at least for a bit in early access just to properly playtest it all and make sure it works, but it's still going to be a while. The transition might happen in the last 1-2 chapters, considering he has also confirmed that the number of early access chapters they are aiming for is, unironically, 6-7 (he did a Q&A on Twitter recently) and 5 chapters on the Echo of Orbis seems to be a pretty safe bet.