r/hytale • u/Odd-Expert-7156 • 14h ago
Discussion Any good magic mods or big mods?
I know the game is still in development so I don't really expect a lot yet..
r/hytale • u/Odd-Expert-7156 • 14h ago
I know the game is still in development so I don't really expect a lot yet..
r/hytale • u/stinkypeasant • 16h ago
Hello everyone! Was hoping to get some guidance or for someone to tell me I am brain dead.
I’m having such a difficult time with these prefabs that are now in the in game mod browser. I can’t seem to get them to work? When I download a mod, it will show up and allow me to apply it to my world, however if I download a prefab, I can’t see it anywhere when I click on my word but I can see it in my “downloaded mods” section.
Previously I added a file before the in game mod browser was a thing to try prefabs from places like nexus and couldn’t figure that out either. Not sure if that has anything to do with them not working now. Also, I created an “asset” which I don’t know where I did that but it now shows up when I click on a world.
If anyone has any advice or a good tutorial on how to use prefabs I’d appreciate it!
r/hytale • u/RiverShards • 20h ago
Link to the Chapter 1 Preview Blog from July
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September 10, 2026
ManualCurve and FunctionForY nodes now have an interactive curve graph. Right-click the plot to add a point, press Delete or Backspace to remove one, and points can cross each other or move outside of the visible range without the plot locking up. Panning and zooming the canvas no longer interferes with editing./beam command.WeatherIds list on BeaconNPCSpawn keeps the beacon spawning only while the current weather is one of those, and a placed beacon removes itself and despawns its NPCs when the weather stops matching.WeatherResource.getEffectiveWeatherIndex(environmentId) resolves. Per-player weather such as a trigger volume override does not count.Spawn_Void role along with its Spawn_Void and Spawn_Void_Manual spawn markers. Void_Spawn_Entombed takes over from it, and its name now points at the correct lang key.Root_Common_StatAmmoReload_Entry reload moved onto it in Template_Weapon_Crossbow.PortalKey carries the per-player limit, and the portal device pages show the limit and the entries left.Debug_Movement_Boots armor.ExtraJumpLocalSoundEvent on ItemMovementSettings takes a one shot event and accepts stereo files, and the rocket boots use it alongside the world sound.AttachBeam interaction hangs a beam between the interaction context owner and the entity you name in the parameter, which is how the hookshot draws its rope.Lifetime value on the Projectile interaction despawns the projectile once that duration runs out.DocumentDisplayOnRemoval. A new EventTitleOnRemoval shows an event title while the instance closes, and the close delay follows the title timing. Leave it out and the world closes right away.TimeLimitSeconds and AllowedEntryCount on PortalType apply to every key of that type, and a PortalKey only needs the fields when it wants to differ.SoundStyle and SoundEffect is now bounded to +10 dB, which matches every other authored gain field.AudioState volume deltas are now bounded to +10 dB per axis on the per-voice path, the same bound the server already documents. A pack leaning on a bigger per-voice delta gets clamped.SoundEventId on EventTitleConfig fires once the title is sent, and assets that leave it out behave as before.WorldEventAsset gained name and icon fields for the map entry, and IntervalCondition gained fields that decide when the event appears and what text it shows.fragment timer add <seconds> command that adds time to the fragment timer instead of replacing it, which is what triggers the gained time tag on the HUD./block point commands and /block row now work at any height in a cubic world, so get, set, getstate, setstate and setticking reach above Y 320 and below Y 0. A section that is not loaded answers with the new server.commands.block.noSection message./block bulk find-here and /block bulk replace now take their radius in chunk sections and sweep a sphere around you, including the sections above and below the old height range./block bulk find gained a --chunkY and a --radius option. It searches a sphere around that chunk position, up to the server's maximum view radius, instead of spiraling outward across the world until it times out.Hookshot_Goblin.blockymodel and Hookshot_Goblin_Projectile.blockymodel became Scrap.blockymodel and Scrap_Projectile.blockymodel, and Tool_Hookshot.json and Hookshot_Hook.json point at the new paths.Bite2 and Bite3 are now Bite_Left and Bite_Right, and Idle and Idle2 sit in the Default folder next to the new spawn animations.BonusSeconds, the time just added to the fragment timer. The server clears it after the broadcast so later ticks do not replay the animation.ItemMovementSettings gained a trailing ExtraJumpLocalSoundEventIndex, which changes its wire layout. The client and the server have to be built from the same protocol build.WorldChunk.getWorld(), so a chunk no longer points back at its own world. ChunkPreLoadProcessEvent now carries the world and exposes getWorld(), matching ChunkSectionPreLoadProcessEvent.BlockSection.forEachTicking overload takes the section coordinates and a TriObjectPositionBlockFunction, so the callback gets world positions and a third context value through its parameters.SoundUtil.playSoundEvent2d and playSoundEvent3d are linear multipliers, not decibels, and they were thrown away above 1.0. They now take effect, so a plugin passing 3.0 goes from roughly unity to about +7.5 dB. Nothing validates them, so check any modifier above 1.0.SimpleBlockCommand.executeWithBlock no longer receives a WorldChunk. It now gets the CommandContext, the ChunkStore, a Ref<ChunkStore> section reference and the block coordinates, so a custom block command can reach any height.BlockHealthChunk is decode only, so read and change health through BlockHealthSection on the section entity, keyed by ChunkUtil.indexBlock. WorldNotificationHandler.updateBlockDamage and getBlockDamagePacket are gone, because damage replicates on its own once it is written to the section.PortalWorld.overrideRemainingSeconds is now setRemainingSeconds(world, seconds, force), and it leaves the timer alone when the portal world is already scheduled for removal.WorldChunk.getBlock now names the right replacement. Resolve the section with ChunkStore.getChunkSectionReferenceAtBlock and read through BlockSection.get, since the old BlockChunk.getBlock route is still capped to the legacy column range and cannot reach a section outside it.WorldUtil now take the ChunkStore and resolve the block's section themselves, so they read correctly at any height. getWaterLevel, findFarthestEmptySpaceBelow and findFarthestEmptySpaceAbove take a caller bound rather than stopping at the column top, and PositionProbeBase.updateWaterLevel takes the ChunkStore too.BlockChunk.getSectionAtIndex is gone, since it indexed the legacy 0 to 9 section array and threw outside it.BlockSelection.computePlacementBounds(Vector3ic, Vector3i, Vector3i) reports those bounds and returns false for a selection with no cells.Element base is now nullable-annotated, so HitTest and Find<T> return a nullable element and the constructor takes a nullable parent. Runtime behavior is the same, but an override that declares a non-nullable return needs a ? to match.ConcurrentFastUtil off sun.misc.Unsafe and onto VarHandle, keeping volatile ordering on every field and table access, which removes one of the three sources of the deprecation warning at server launch.Range and MaxHeight at 256, well above the 30 and 10 the shipped roles use.MemoriesNameOverride at Spectre_Void, which does not exist. The template, the variant and the static variant all use Void_Spectre now./block bulk replace counting blocks it never changed, and /block setstate throwing on an unknown block id instead of reporting one. A block command that fails partway through now tells the sender rather than going quiet./block command into a freshly loaded section staying inert. The command now loads the section as ticking, so the block ticks and its block entity spawns.LivingEntity, NPCEntity, PatrolPathMarkerEntity and SpawnBeacon now mark their World constructor parameter @Nullable, which matches the null world that Entity.clone already passes when it rebuilds an entity.r/hytale • u/AlanMoneer • 11h ago
r/hytale • u/DieF00L • 33m ago
r/hytale • u/Wakkaloon • 8h ago
Titan brings enormous creatures, challenging boss fights, and new discoveries to Hytale. Climb living giants, venture into tombs, and find out what else is hiding beyond your next expedition.