u/RiverShards

▲ 163 r/hytale

CHAPTER 1: Out of the Breach -- Boss Fight previews, official release time, and more important info!

Hytale Boss Fights!

>The Feastmaster and Gobliterator await you in the new dungeon: The Deepworks! Hard mode is available for Gobliterator, but it's not recommended for most players. Cursebreaker Edition owners can now claim their free extra game copy in the account portal.

Release Time:

>Chapter I: Out of the Breach releases tomorrow, 10 AM ET, October 12th

Chapter 1 Trailer:

>The full Chapter I: Out of the Breach trailer (2m40s) will also be released tomorrow, 10 AM ET, October 12th!

Minigames:

Original Post

>The first set launches tomorrow (October 12th) at 10 AM ET alongside Chapter I: Out of the Breach!
We will be sharing our assets, code, simple API, and much more in regards to minigames in the near future, we want the community to benefit from our efforts and do better than us! The minigames page will eventually feature community games, stay tuned! A rising tide lifts all boats!

x.com
u/RiverShards — 4 days ago
▲ 190 r/hytale

Slikey is looking for community input/sentiment on Hytale's fluid system, which is pending a rework!

For those who don't use Twitter, place your input/feedback/thoughts in the replies to this post so Slikey can see it.

xcancel.com
u/RiverShards — 3 months ago
▲ 717 r/hytale

Hytale - Chapter 1 Blog Post - Coming July 17th, 10 AM EST

Simon has confirmed a blog post revealing content for Chapter 1 is coming July 17th, 10 AM EST.

u/RiverShards — 3 months ago
▲ 496 r/hytale

Simon is working on a blog post for some of the content coming in Chapter 1

Text of Tweet One:

>Some thoughts on Hytale Early Access Chapter 1 and why we've been so quiet about it!

>The plan so far has been to keep all new content hidden until release day, so the first chapter lands as one big surprise. I still believe in that for impact, but there's a downside I've been thinking about: until we have a chapter or two actually out, all you see from us is weekly patches and foundation work, and from your point of view it's fair to wonder if the new content is actually happening. And our reality is that the hard part internally right now is keeping track of everything in production at once, not finding things to show!

>But actions speak louder than words, and we haven't shipped new content yet. That's by design btw: we're not trying to push sales before the game can make a great first impression. Still, asking everyone to run on faith for months isn't great either. We know how that went in the past.

>So I'm going to be more open about what's behind the scenes. I'm putting together a proper blog post explaining some of what we're working on for Chapter 1 and more, since quite a bit of what's in production isn't chapter content at all. A few of these things are honestly blog post material on their own, and a couple deserve a mini showcase down the line. But expect this one to be light on final visuals, mostly explanations and work-in-progress peeks: the polished reveals stay with the release itself, where the hype belongs.

>Give me a week or so to put together the blog post!

Text of Tweet Two:

>It will show some content and list many features, so I suggest avoiding the blog post if you want to keep it a surprise. We will try to keep it low on visuals where possible, though.

>It's a unique situation because we are a newly rebuilt studio from the ground up, and players can't run on faith alone when they haven't seen a chapter or two from the team yet.

>Ideally after a chapter or two we return to a more secretive production, as we are planning to work on very exciting features that deserve a big element of surprise.

u/RiverShards — 3 months ago
▲ 145 r/hytale

Update 6 - Pre-Release 2 - June 4th, 2026

Link to previous patch notes.

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Link to source 

Pre-Release (Update 6 Part 2)

June 4th, 2026

Combat, NPCs, Items & Equipment

  • Removed Template_Aggressive_Zombies, its root interactions and its associated attack sequences. Zombies now use Template_Predator.
  • Added new death visual effects to several NPCs.
  • NPCs can now spawn with multiple entity effects active.
  • Added a new Template_Flying_Aggressive template meant to be used by flying hostile NPCs capable of ranged attack. Template_Eye, Template_Spirit and Template_Scarak_Seeker are now deprecated.

World & Blocks

  • Added the in-dev Graph System to World-Gen V2.
    • Added WhiteNoise Density.
    • Added Transparent MaterialProvider.
    • Added DirectionalJitter Positions.
    • Added VectorOffset Positions.
    • Added Anchor PropDistribution.
    • Added the following VectorProviders: Adder, Cross, Multiplier, Normalizer, Random, ScalarMultiplier, SetX, SetY, SetZ, Subtracter, VectorProjector and PlaneProjector.
  • Added an Explosive Block Component.
  • Added a new Wilderness Tracking system; it identifies areas of the world as being “Near Home” or “Wilderness” based on the player bed locations.

Modding & Creative Tools

  • Added support that allows control of whether a projectile's spawn position rotates with the entity firing it.
  • Implemented dev settings to tweak soft collisions based on entity hitbox volume.
  • Reworked soft collision radius to consider hitbox size.
  • ControlDoorsEffect and DoorInteraction to use a new DoorBlockUtils utility function to avoid duplicate code.
  • Added a Texture Atlas API - Unified API for compositing multiple keyed images into a single GPU texture.
  • The Asset Editor's item preview now respects an item's Model override, matching how the item appears in-game.

Audio

  • Audio Bus and Ducking rework.
    • When multiple sounds play at once, the game needs to decide which sounds to turn down so they don’t overlap and fight in your ear. The new system allows us to have better control over how and when sounds duck and quickly fade out.
  • Added sounds for walking and landing on sticks on the ground.
  • Added a new break sound for Deco_Treasure blocks.
  • Added new sounds for cactus blocks: walk, land, hit and break.

Bug Fixes

Movement Fixes

  • Added a guard to prevent Sprint from toggling while managing the inventory.
  • Reset orientation when dismounting sideways mountable blocks.
  • Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.
  • Fixed sprint toggle mode no longer ending when you stop moving.
  • Sprinting is now preserved after sliding.
  • Fixed rolling failing to negate fall damage.
  • Fixed some controller-related settings resetting between restarts.

Combat, Entity & Item Fixes

  • Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.
  • Fixed Dungeon Variant NPCs not providing the correct memories.
  • Snowy Fir Leaves can be rotated like the other Fir Leaves.
  • Feed Bag can now rotate to player facing direction.
  • Fixed chests disappearing when combined into one while open.
  • Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.
  • Fixed an issue causing livestock to not produce properly.

World & Block Fixes

  • Fixed player always facing North after using the World Map teleportation.
  • 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 a defect causing all WorldStructure assets to be dropped when any WorldStructure asset is refreshed, preventing players from joining new instances when loading mods.
  • Texture fixes for Clay Raw Brick Half and Ornate Stone Brick.

Creative, Modding & Plugin Fixes

  • Fixed crash in SpawningContext caused by ground level rotation check when level is below 0.
  • Fixed a crash with the Trigger Volume tool.
  • Fixed /submerge and /set commands for fluids.
  • Fixed client crash when secondary interaction was added to Unarmed.Empty.
  • Updated Trigger Volumes trigger effects to make use of the chunk ref/store for accessing chunk data.
  • Fixed Trigger Volumes spawning broken in worlds.
  • Using /worldgen reload now properly deletes existing Trigger Volumes.
  • Fixed the mod manager warning that read "targets 0.5.1 but the current game version is 0.5.1" when a mod declared a bare `ServerVersion` like `0.5.1`.
  • Fixed the Sculpt Tool crashing world at max world height.
  • Fixed /pedit spawning chests instead of prefab spawners.
  • Fixed Builder Tool Density clamp to a minimum of 0 rather than 1.
  • Changed the durability condition interaction so that it always succeeds when an item is unbreakable.
  • Improved prefab saving support modes, validation and overwrite flow.
  • Quantity field in CraftRecipeAction now requires a minimum quantity so that <0 numbers don’t crash the server.
  • Adjusted caching behavior of search for command tab completion.
  • Fixed Pick Block for Extrude and Line tools.
  • If a duplicate localization key exists in a language file, a warning is now displayed instead of an exception being thrown.
  • Fixed reloading a layered asset pack sometimes reverting a customized asset back to the value it inherited from its parent.

UI & Display Fixes

  • A number of changes were made to the Server Discovery menu.
    • Server addresses are now hidden by default.
    • Fixed text not updating when the game’s language was changed.
    • Server descriptions are now scrollable.
  • Fixed an issue where the social sidebar panel would jitter or snap to incorrect positions after being opened and closed multiple times.
  • Fixed players in the local (Your World) tab all showing the default avatar when their profile was not already cached.
  • Fixed the social sidebar friends scroll list getting stuck when the list was too large.
  • Hardened friends display names from rendering blank in the in-game Social Sidebar.
  • Fixed friend lookups failing when you import a large Discord friends list.
    • Lists over 500 people now load fully instead of erroring out.
  • Fixed Fullscreen toggle loop with F11.
  • Fixed F keys being not usable while UI windows were open in-game, such as the inventory or crafting UI.
  • Fixed double placing in storage & hotbar when using right-click drop.
  • Fixed icons updating when rebinding keyboard or controller keybindings.

Stability & Performance Fixes

  • Fixed a server crash that could occur when using a fluid-placing interaction with an empty hand.
  • Fixed a rare server crash caused by an entity spawning with an invalid rotation.
  • Fixed a client crash that could occur when clicking, typing, or using a controller while reconnecting or returning to the Main Menu.
  • Fixed a client crash that could occur when editing text in multi-line text fields.
  • Fixed a client crash that could occur when near a container holding an item with zero durability.
  • Fixed a memory leak that could occur after ending a session.
  • Fixed a rare crash when reloading assets.

Other Fixes

  • Fixed player death markers not appearing on the map if it occurred far from the spawn point.
  • The in-game bug reporting form now supports video attachments.
  • Fixed inventory input getting cleared when the game loses focus.
  • Fixed audio stuttering when the selected output device is unavailable.
  • Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.
  • Fixed a number of typographical errors.
  • 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.

Modders Warning Section

PRE-RELEASE PART 2

  • BlockChunk#getEnvironmentChunk() has been deprecated. Plugins should fetch EnvironmentChunk directly via the chunk entity ref. Additionally, three methods on WorldChunk are now deprecated: #getBlockChunk(), #getBlockComponentChunk(), and #getBlock(int, int, int). All three should be replaced with direct component fetches via the chunk entity ref. For #getBlock, use BlockChunk#getBlock(int, int, int) fetched from the ref instead.
  • ProcessingBenchBlock#getProcessingSlots() and #getProcessingFuelSlots() now return ShortSet instead of Set&lt;Short&gt;. ProcessingBenchWindow#setProcessingSlots(ShortSet) and #setProcessingFuelSlots(ShortSet) now accepts ShortSet as their parameter type.
  • PrefabSaverSettings#isClearSupportValues() and #setClearSupportValues(boolean) have been removed. Plugins must migrate to #getSupportMode() / #setSupportMode(SupportMode). The new SupportMode enum provides three values: KEEP_EXISTING (equivalent to the old false), REMOVE (old true), and CALCULATE (new; automatically bakes support values from world physics).
  • ExplosionUtils#performExplosion(...) now requires a Rotation3f rotation parameter, and passes new Rotation3f(0, 0, 0) to preserve existing behavior. BlockHarvestUtils#performBlockDamage(...) now requires a boolean isExplosion parameter, passed false to preserve existing behavior.
  • ControlDoorsEffect#DoorAction has been changed from public to private. External references to this enum must be migrated to DoorBlockUtils#DoorState, which is now part of the public API and covers the same states.
  • SpatialStructure&lt;T&gt; has had all method signatures updated to use JOML immutable interface types; parameters previously typed as Vector3d and Vector3i are now Vector3dc and Vector3ic respectively. Any interface must update its method signatures accordingly.
  • DurabilityConditionInteraction now returns true when the held item is unbreakable, instead of false. Interaction chains that previously used a durability condition as a gate to suppress actions on unbreakable items will now pass through instead.
  • The base permission string for plugins whose manifest name contains spaces will now use underscores in place of spaces. A plugin previously registered as "My Plugin" in the group "com.example" had a base permission of com.example.my plugin; it is now com.example.my_plugin. Any hardcoded permission checks or configuration entries referencing the old form must be updated.
  • CodecException#getMessage() now returns the full enriched message including key and source context. To retrieve the bare constructor-passed message, use the new #getRawMessage() method instead.

PRE-RELEASE PART 1, HOTFIX 1

  • Transport#bind(InetSocketAddress) now returns CompletableFuture&lt;ServerListener&gt; and no longer declares throws InterruptedException.
u/RiverShards — 4 months ago
▲ 170 r/hytale

Hytale Patch Notes - Update 5 - May 26th, 2026

Link to previous patch notes.

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Link to source.

FEATURES & HEADLINE UPDATES

Trigger Volume Tool

  • Create your own scripted encounters with the new Trigger Volume Tool! The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when conditions are met, such as when players enter or exit them, or break blocks within them. Volumes are saved to the world and can be included in prefabs, enabling scripted encounters, environmental effects, area transitions, and other interactive moments without writing any code.
    • Place, resize, rotate, and configure trigger volumes directly in-game through a dedicated UI, with visual gizmos so you can see exactly where each volume sits in the world.
    • Multi-select and group volumes to move, edit, or duplicate them in bulk. Use the keybind ‘Shift+D’ to duplicate them quickly!
    • Save trigger volumes as part of prefabs so entire interactive setups can be reused in any build.
    • Select from over 20 built-in effects, including playing sounds, VFX, velocity changes, weather, teleportation, game mode changing, inventory adjusting, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.
    • Each effect can be configured to trigger when only specific circumstances are met. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behavior.
    • Built with mod support in mind so that modders can create their own custom effects.

WHAT IS IT?

A Trigger Volume is an invisible 3D shape you place in the world. Think of this like a tripwire, but it can be a box, sphere, or cylinder of any size!

Nothing about it is visible to players during normal play. It sits there, quietly watching and waiting. When something happens inside of it (for example: a player walks in, a creature walks out, an arrow flies through, a block gets broken, etc.) it can react by running a desired effect.

A volume might play a sound, spawn an NPC, move platforms, open a door, send a message in the player's chat, give the player an item, or even change the weather. You decide!
In addition to these effects, you can also have conditions attached - for example, rules like “only fire once”, “only fire after 5 seconds of standing in the volume”, or “only fire if the blocktype is this specific type”.

You can group volumes together. The whole set of them act as one big region or share the same logic.
Because they are just shapes and rules, there’s no coding required! You place them, point and click to configure them in a GUI, and the server will do the rest. That said, if you want to extend it, we have modding API available for new events, conditions, and effects.

The UI allows you to make scripted events or effects without needing to code anything!

THE POTENTIAL OF THIS TOOL

As you can imagine, there is a lot of potential with this tool. Trigger Volumes will be the building blocks behind a lot of what makes a world feel ‘alive’. Ambushes, story beats, hidden discoveries, puzzles, and safe zones can all be built on top of them.

Controller Support

  • Controller support arrives in its first iteration!
    • Plug in an Xbox, PlayStation, or Nintendo Switch controller and Hytale picks it up. Move, fight, explore, and navigate menus with a controller. The movement-stick dead zone is tunable from 5% to 95% in Settings.
    • This is just the beginning. Some advanced features may still require a keyboard and mouse, and we'll continue refining the experience based on your feedback.

HOW WE GOT HERE & WHERE WE’RE GOING

Hey all! Likaos here. I am the developer who spearheaded a lot of the controller support. I'd like to take a moment to give you all some insight into how we arrived here and where we are headed.

Controller support has been one of the most-requested features from the community, and we wanted to do it right. Hytale was originally built around mouse and keyboard, top to bottom. So, we knew translating that to a controller would prove to be a difficult task.

The "ideal" plan was to wait for the UI rework that's coming, and then design controller support around it from day one: UI, menus, inventory, everything thought through for a gamepad from the start. However, that meant asking players to wait months longer to plug in their controller, and we didn't want to rush the new UI just to get there faster. So, we took a second path: build temporary controller support on top of the current UI, ship it now, and in the meantime we will design the long-term version properly.
In-game settings displaying the new gamepad menu.

ON THE DEV SIDE:

  • Defining the controls: Pierre and MewSoul had already laid down good defaults for the gameplay side, but pretty much nothing was mapped for menus and UI. A lot of that had to be figured out from scratch.
  • Rebuilding the input system: The old one wasn't ready for any of this. It needed multi-binding support, proper analog axis handling, and updated libraries so Xbox, PlayStation, and even Nintendo Switch controllers would all work.
  • Adapting the gameplay: This was actually the smoother part. Making icons and hints swap dynamically depending on what you're holding, hooking a single stick into movement the way players expect, adding sensitivity options. Lots of polish, but the foundations were there.
  • The UI (the real fight): Almost none of this existed. One thing that saved me was a rework I did a few months back on item-stack interactions (the press-vs-hold split), which gave us a way to do drag-and-drop with a gamepad.
  • Everything else was QoL grind: where to put the binds so they feel natural, how to use the mouse wheel cleanly, how to navigate menus quickly. We could have placed a virtual cursor in there, but in Hytale a huge chunk of UI time is inventory management. A virtual cursor would have made that painful. So instead there's a grid-based navigation system with custom rules for moving between menus. It's not perfect, but compared to where it started, I'm honestly pretty happy with where it landed.

This isn't the final word on controller support. This is a way to get a controller into your hands now so you don't have to wait, and to make Hytale more accessible to more players today.

WHAT’S NEXT?

With this foundation in place, the longer-term plan includes:

  • Wider controller compatibility and modern input features like gyro aiming and Steam Input.
    • A UI that's genuinely designed for gamepad: clearer layouts, better flow, more accessibility options.
    • More ergonomic default bindings, plus much deeper rebinding so you can fully tailor how you play.

Thanks for being patient with us on this one. Plug a controller in, give it a try, and let us know what feels off. Your feedback is going to directly shape the version that lands with the UI rework.

Social Sidebar

  • Stay connected with the new Social Sidebar!
    • You can now add friends, see who’s online, invite them to your world, and join theirs directly from the Main Menu.
    • Discord friends can be added as Hytale friends in-game, and the Social Sidebar will reflect any changes they make to their Avatar.
    • You can also favorite friends to keep them at the top of your list, and block players you'd rather not interact with.
    • Toast notifications will appear in-game when a friend sends you a request or invites you to their world. Incoming friend requests can be turned off in your social settings.
    • This feature is not available on parent-managed accounts.\

This is just the first step. More social features are coming to improve how you join friends, invite others, and connect with the community.

>

Server Discovery

  • Explore new worlds with Server Discovery!
    • Server owners may now submit their servers via the ‘Server Profiles’ section of the Hytale account page. Servers that meet the Server Owner Policies and pass manual review will appear in the new in-game Server Discovery page.
    • Explore featured servers that are hand-picked by the Hytale team. These are high-quality experiences highlighted for the community to enjoy.
    • Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.
    • Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.
    • This feature is not available on parent-managed accounts.

>

Music & Audio

  • Audio Occlusion and Diffraction have been implemented
    • This feature uses raycasting between sound sources and the listener, muffling audio depending on what materials divide the two.
    • Sound will also now ‘bend’ around corners and through doorways instead of being muffled.
  • Over 1 hour of new music has been added!
    • New music will now be heard throughout the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.
    • This includes new day and night exploration tracks, short form pieces, and ambient fragments.

Have a listen to one of the new tracks, 'Persevere'!

Creative Mode Placement Settings

  • Several new Placement Settings have been added to the Creative Mode Quick Settings
    • Selecting ‘Place Mode: Replace’ will change the block you’re looking at to match the one held.
    • Selecting ‘Place Mode: Type Replace’ will change the material of the block you’re looking at with the material of the one held, without changing the block’s shape.
    • Selecting ‘Place Mode: Extrude’ will allow you to click and drag to fill a line in with the held block.
    • Selecting ‘Place Mode: Draw’ will allow you to click and drag to draw on any plane or surface freely.
    • Selecting ‘Place Mode: Fast Place’ will place blocks faster.
    • Added an ‘Eraser’ option that will allow you to left-click and drag to break blocks more quickly. This can be active at the same time as place settings so that you can place and erase at the same time.
    • Added a ‘Free Place’ option that will allow you to place blocks in any direction at any time, so clicking and dragging will no longer lock block placement to a single plane or surface.
    • Added a ‘No Physics’ option that will allow you to place blocks ignoring their placement rules.
    • Added a ‘Highlight Block Target’ option that will highlight the block currently being looked at.

Item Name & Description Overrides

  • Customize items further with per-stack name and description overrides
    • Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.
    • Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.

ADDITIONAL HEADLINE FEATURES

  • Express yourself with new emotes!
    • High five your friends or show off your latest gear in a dance-off. The emote wheel has been updated with new graphics and 9 new animations.
  • Finding and using commands just got a whole lot easier
    • Chat commands now feature tab-autocomplete and a suggestion UI, making it quicker than ever to find the right command.
    • Press Tab to cycle through suggestions, or Shift+Tab to browse variant options.
  • Combined the Extrude and Flood Tools into a reworked Extrude Tool
    • In addition to extruding and shrinking blocks on the surface you’re looking at, you can also add materials to mimic the shape of that surface using different blocks.
    • Customize selections further by selecting different filters such as ‘Same Material’ or ‘Same Shape’ before extruding or shrinking.
    • Adjust the tool’s extrusion strategy for greater control of which blocks are extruded or shrunk.
    • Fill empty space with the ‘Fill mode’, replacing air whilst respecting block boundaries.
  • Get a better look at your prefabs before placing them!
    • The prefab list now displays an interactive 3D preview of the selected prefab. You can now rotate, tilt, zoom, and pan the preview to make sure you pick the perfect prefab.
    • Creators, take note: this 3D preview functionality can also be configured for custom server UIs! Here's an example made by one of our developers who has created a mock-up Tower Defense UI.
  • Player movement has been reworked to use a Hierarchical Finite State Machine!
    • It does not provide new gameplay features (for now). This is part of a larger ongoing rework that will allow us to implement new movement features more easily in the future.
    • This new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.
  • Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via Crowdin.
    • To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.

QUICK NOTE ON LAUNCHER & DATA STORAGE CHANGES

Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in %HYTALE%/UserData. A launcher update will change this behaviour to the following:

  • The Release patchline will continue using %HYTALE%/UserData/
  • Non-release patchlines will now use their own directories under %HYTALE%/data/
  • For example, Pre-release files will now be found within %HYTALE%/data/pre-release/

Existing non-release patchlines will automatically duplicate existing worlds, mods, and game settings to the new location. Once migrated, patchlines will no longer share data.

LAUNCHER NOW SUPPORTS OLDER VERSIONS

As with any major update, some mods may need time to catch up. If your Update 4 worlds aren't loading properly, try creating a fresh world with mods disabled to see if that's the cause.

We also now support older versions of the game via our launcher for an extended period of time, which means if your mods are not updated yet you can go back to Update 4.

>

Avatar & Customization

  • Avatars will now perform new mouth animations when voice chat is being used.
  • Added 9 new animations to the emote wheel.

Combat, Items & Equipment

  • The Deployable Turret has had a change of heart and will now treat its owner as an ally.
  • Item entities now have hitboxes that better resemble the item dimensions.
  • Capturing an NPC with a Capture Crate will now update the model icon for the crate within your inventory to reflect the NPC captured. This will only apply to NPCs captured after this update.
  • Shortbows and Crossbows can no longer attack or use signature abilities when they have no durability remaining.
  • Crossbows can no longer be reloaded when they have no durability remaining.
  • Arrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.
  • All chest stack sizes have increased from 10 to 25.
  • The Watering Can and Fertilizer can no longer be repaired.
  • Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager’s Workbench.
  • Scarak Spit Clump and Small Scarak Spit Clump now break in a single hit.
  • The Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist’s Workbench will no longer require a Voidheart.
  • The Crystal Fertilizer Bag recipe at the Alchemist’s Workbench has had the number of Crystal Shards required lowered from 50 to 25.
  • Added a number of Test_Motion_Charge NPCs.
  • The icons for Bronze Pipes and Zinc blocks have been updated.
  • Fish Bait (Wild) has been given an updated model.
  • Improved the appearance of Burn, Freeze, and Poison status visual effects.
  • Updated the particle effects for unarmed attacks.
  • Updated the descriptions for Crude Repair Kits.
  • Item descriptions have been added to the following items:
    • Adamantite Ingot, Cobalt Ingot, Copper Ingot, Iron Ingot, and Thorium Ingot
    • Light Leather, Medium Leather, and Heavy Leather
    • Bloodcap Spawn Bag and Blood Leaf Seed Bag
    • Zone 3 Taiga Portal
    • Small Stamina Potion, Stamina Potion, and Large Stamina Potion

World & Blocks

Block Breaking Particles & Sounds

  • Bamboo, Dark Temple, Light Temple, Lost Civilization, Overgrown Temple, Sandswept, and Tavern Shelves now require multiple hits to break.
  • Updated the block breaking particles and sound effects for a number of blocks, including:
    • Medium Scarak Egg Sack and Ancient Sack
    • Sandswept Platform, Bed, Sign, Trapdoor, and Wardrobe
    • Lost Civilization Bench, Bookshelf, Candle, Counter, Door (Medium and Large), Shelf, Torch, Sign, and Table
    • Scarak Hive Chest (Small and Large), Door (Large), Platform, Window, and Scarak Vine
    • Primordial Scarak Brazier, Chest (Small and Large), Ladder, Planter, Platform, and Window
    • Dark Temple Door (Standard and Large), and Platform
    • Light Temple Door (Standard, Medium, and Large), Shelf, Stool, Table, and Wardrobe
    • Overgrown Temple Bed, Door, Platform, Stool, and Window
    • Small Wooden Bench, Small Wooden Counter, and Wooden Shutter
    • Snowy Winter Bush, Fern, and Jungle Fern Trunk
    • Wet Dirt, Wet Dirt - Half Slab, and Wet Dirt Stairs
    • Aqua, Basalt, Calcite, Chalk, Slate, and Volcanic Gravel blocks
    • Aqua, Basalt, Calcite, Chalk, Mossy, Slate, and Volcanic Gravel Half Slab blocks
    • Aqua, Basalt, Calcite, Chalk, Ice, Marble, Mossy Stone, Quartzite, Red Sandstone, Sandstone, Shale, Slate, Stone, Volcanic, and White Sandstone Rubble
    • Statue of a Slumbering Deity

Other World & Block Changes

  • Improved world-gen V2 thread allocation to improve server stability during intense workloads.
  • Added Gold Pipe - Large, Gold Pipe - Long, and Gold Pipe - Large Mouthpiece blocks.
  • FlammabilityConfigs for the Fire fluid ticker can now change block states upon burning blocks.
  • Goldenwood is now found more often throughout Zone 4, including within some cities and villages.
  • Bamboo, Feran, and Lost Civilization Bookshelves may now be stacked on top of each other.
  • Rope Blocks placed vertically can now be extended downwards by placing additional Rope Blocks beneath them.
  • Royal Magic Couches can now be sat on.
  • Crops will now check if there is room to grow before advancing to the next growth stage. If there isn’t sufficient space, the crops will reset to the start of the current stage in their growth cycle.
  • Opening and closing doors will now break any intersecting soft blocks, such as crops, and drop their respective items.
  • All Black Build, Gray Build, Gray Dark Build, Gray Light Build, White Build, and Build Lightsource blocks can no longer be broken in a single hit, but break faster when using a pickaxe.
  • Crouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • Pressing ‘Alt’ will no longer eject players from beds.
  • Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.
  • Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.
  • Cold Grass, Dry Grass, Full Grass, Lush Grass, Sunny Grass, and Withered Grass can now be crafted at the Farmer’s Workbench.
  • Updated the texture for decorative metals.

UI & Quality of Life

  • Added the Social Sidebar, allowing you to add friends, see who’s online and join their worlds directly from the Main Menu.
  • Added the Server Discovery page, allowing you to browse, search and favorite community-run servers from in-game.
  • Added controller support in its first iteration, with full menu navigation and gameplay support.
  • News updates will now appear in a tile carousel on the Main Menu.
  • The input system now accounts for action context when resolving input conflicts.
  • Improved item container operations performance through better data structures.
  • A key binding has been added to open the Asset Editor. By default, this is bound to ‘Alt+B’.
  • Added ‘Ctrl+F’ search support for all server-driven custom pages.
  • You can now set keybindings to use modifiers on mouse buttons.
  • The movement stick dead zone settings for the gamepad may now be set between 5% and 95%.
  • Added a ‘Clear Inventory’ button in Creative Mode. Pressing it twice deletes all items in the Inventory, Backpack, equipped slots, and Utility radial menu.
  • Weapon tooltips will now display damage data. This initial pass is intended to enable easier comparisons between weapons rather than provide a complete breakdown. Some limitations apply for now.
  • The number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.
  • Bug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the ‘Add Screenshots’ button.
  • Added a new Bug report category for localization.
  • Opting to submit feedback will now open the Hytale Feature Requests page.
  • Notifications are now displayed upon creating or deleting an asset pack.
  • The asset editor now supports CJK fonts.
  • Map markers can now display CJK glyphs when previewed on the map.
  • Added missing translations for various validation and verification errors.
  • Improved the plural handling for messages regarding mods.
  • Item grids, such as the inventory, backpack, creative inventory, and workbench interfaces, will now highlight where the cursor is positioned to make it easier to locate.
  • Settings that include sliders will now have their labels update more regularly when dragging the slider.
  • Improved the Creative Inventory search sorting.

Modding & Creative Tools

Sculpt & Brush Tools

  • Combined the Smooth Brush Tool behavior into the Sculpt Brush Tool. As a result, the Smooth Brush Tool has been removed. The new Sculpt Brush Tool can be found in the Basic Tools section of the Creative Inventory and has an updated UI, legend, localization and defaults that match the combined tool. Changes to this tool include:
    • Smoothing performance has improved by approximately 6x.
    • Sculpt Mode can now be set to either ‘Full3D’, ‘Heightmap’, or ‘Flat’.
    • Sampling can now be set to ‘Normal’, ‘Uniform’, ‘Gaussian’, ‘Neighbor’, or ‘Square’.
    • Erosion Strength can now be adjusted.
    • Existing, nearby blocks can now be set as the material.
    • Fluids in the area can now be set to be fixed, cleared, or ignored.
    • Non-full blocks will be treated as invalid smoothing samples and cleared from the area.
  • The previous Sculpt behaviour is available as a deprecated ‘OldSculpt’.
  • Updated the UI panel used to support creating masks with Brush Tools. Changes include:
    • Brush filters may now be accessed by clicking on an empty slot in a mask block selector.
    • Mask presets may now be saved and loaded.
    • Mask types can now be negated and inverted.
    • Masking commands, such as ‘>Rock_Stone’ may now be used within the UI panel.
    • Mask information can now be previewed.
    • Mask presets that have been saved with the /gmask command may be used.
  • Masking for fluids is now supported and a new brush filter has been added for them.
  • Added scripted brush versions of kernel erosion and fluid fixing for node/scripted brush workflows.
  • Brush filters will now skip over blocks they could not parse, preventing them from breaking.

Paste, Selection & Prefab Tools

  • Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.
  • The Paste Tool can now flip copied selections before pasting using a keybind. This is ‘F’ by default.
  • The Selection Tool now has a keybind to switch to the Paste Tool. This is ‘V’ by default.
    • If you have a Paste Tool in your inventory, it will be placed on your hotbar. If your hotbar is full, it will instead swap positions with the Selection Tool.
    • If you don’t have a Paste Tool in your inventory, it will place one in your hotbar. If your hotbar is full, the Selection Tool will instead be overwritten with a Paste Tool.
  • Added a ‘/shrink’ command that shrinks the selected area to fit non-air blocks.
  • Players can now preview prefabs when using the '/prefab load' command.

Entity Tool

  • A number of changes have been made to the Entity Tool:
    • All actions now support undo/redo.
    • A scale option has been added for NPCs in the summon menu.
    • You may now right-click to cycle between overlapping entities under your cursor.
    • When cycling between targets, there is now a highlighted entity preview.
    • You may now hold ‘Shift’ while scrolling to place entities with finer precision.
    • NPCs are now frozen immediately when spawned.
    • Frozen NPCs now automatically play their idle animations.
  • The ‘Spawn Entity’ menu now includes a ‘Freeze on Spawn’ checkbox.

Node Editor & World-Gen

  • Added a ‘/worldgen 2 create’ command and UI for setting up a WorldGen V2 asset-pack and starter biome for editing. Asset packs created with this command will be enabled by default.
  • Added node editor support for macOS and Linux.
    • Note: To launch the node editor on Linux, use the following command:

NE="$HOME/.var/app/com.hypixel.HytaleLauncher/data/Hytale/install/release/package/game/latest/Client/NodeEditor" &amp;&amp; flatpak run --command="$NE/NodeEditor" --socket=x11 --nosocket=wayland --cwd="$NE/" com.hypixel.HytaleLauncher

  • Added world-gen-v1 mod event hooks and asset types for modifying biome content.
  • Added Prop, Positions and Prop Distribution asset file support to the Node Editor.
  • Exposed the OverrideAllProps property in the Node Editor for WorldGen V2.
  • Drop-down menus are now used for enum values in World-Gen V2 nodes.
  • The Node Editor will now display 'Skip' options for all nodes that support them.

Further Modding & Creative Additions

  • Added the Trigger Volume Tool, allowing you to place 3D volumes that trigger effects.
  • Added several new Placement Settings to the Creative Mode Quick Settings.
  • Combined the Extrude and Flood Tools into a reworked Extrude Tool.
  • Added per-stack name and description overrides for items.
  • Added initial tech support to enable falling blocks.
  • Added a new FallingBlockImpact type: ExplodeFallingBlockImpact. This performs an explosion when a falling block configured with it hits another solid block when falling.
  • Added ExplosionConfig to BlockType. This does not make the block explosive on its own, it is used by ExplodeFallingBlockImpact, and will be used by other systems in future as a single data point for explosions related to the block.
  • Added a ModelParticle array and a SoundEventID parameter to ExplosionConfig, which the Explosive System will now use to perform accompanying effects, instead of relying on ancillary systems.
  • Added a new instance: Gym_Arena.
  • Added a new NPC: Test_Dummy_Damage. It has 100 Health and is unaffected by knockback.
  • Added a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume Tool can be used.
  • The instance NPC_Faction_Gym has been removed.
  • Instances have now been grouped together into folders.
  • Added a ‘Fog’ checkbox to the Creative Mode Quick Settings Menu. This can be used to hide the fog that generates towards the end of your View Distance.
  • Moved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.
  • Replaced the Environment category reset button from the Creative Mode Quick Settings with a ‘Reset to Defaults’ button.
  • When the Creative Mode Quick Setting ‘No Physics’ is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.
  • When the Creative Mode Quick Setting ‘Free Place’ is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • Even-sized creative brushes are now fully supported.
  • Creative Brushes now have Lowest and Highest Origin modes that align the shape’s actual world-Y extremes to the target block.
  • Removed the Mirror option in the Paint Brush Tool.
  • Prefab rotation shortcuts now rotate clockwise and use orientation for the ‘Shift+R’ rotations.
  • Players may now hold down the keys to adjust the movement speed multiplier in Creative Mode.
  • Updated a number of keybindings for Creative Tools.
  • Warps created by Teleporter blocks are now protected from accidental changes with the ‘/warp set’ and ‘/warp remove’ commands. This can be overridden by adding the ‘--force’ flag to the command.
  • Asset packs containing instance configs will now correctly override base game or lower priority pack assets.
  • Added interpolation type support for BlockyAnimation.
  • ProjectileComponent#getCreatorUuid has been exposed, allowing plugins to determine the creator of a ProjectileComponent.
  • Migrated custom Vector types to JOML equivalents.
  • Added a TextureComputedColor property to item assets, calculated via a dominant weighted color average of each of the block’s textures.
  • Added PrefabBaseCheck options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.

Permissions & Commands

  • Added tab-autocomplete and a suggestion UI for chat commands.
  • A permissions system overhaul has taken place, with permissions no longer being tied to gamemode. You can give friends a role based on the permissions you want them to have, instead of having to ‘/op’ them.
  • Updated the permissions system to allow inheritance, thread safety, autocomplete, namespacing, and some new commands. All existing commands have been migrated into new permission groups.
  • Added the /locate command which can be used to quickly find the coordinates of, or teleport to, specific biomes, zones, regions, and prefabs.
  • Added the ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.
  • Added three new ‘/kit’ commands which will each replace your equipment and inventory with a preconfigured kit:
    • ‘/kit adamantite’ provides a full adamantite loadout with weapons, blocks, and food.
    • ‘/kit debug’ provides some armor used for testing purposes and some decorative flags.
    • ‘/kit iron’ provides a full iron loadout with weapons, blocks, and food.
  • Updated the ‘/lighting’ command messages.

Audio

  • Added over an hour of new music across the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.
  • Implemented a raycasting probe model for reverb and ambience detection. This is a first step towards proper occlusion, diffraction and reverb zone handling.
  • Sounds may now play differently depending on whether the player is in first or third person.
    • In first person, held items with ambient loops, such as torches, now play the sound offset to their position.
    • In third person, sounds now play at the player entity position and are thus spatialized in 3D as if they were playing for a remote player.
  • Overhauled music handling to utilize more flexible music containers.
  • Overhauled the music system. Many file names and their locations have been changed as a result.
  • Split music tracks into individual music containers with translated names, laying the groundwork for future functionality.
  • Implemented support for music layers.
  • Cave music within the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers will now crossfade between layers and environment change instead of swapping entire tracks.
  • Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set AudioStates.
  • Players that you have blocked will now automatically be muted.
  • Added an additional glass breaking sound effect to blocks such as potion bottles and the ‘Glowing Royal Magic Potion’.
  • Bone blocks now have updated sounds when hit, broken, walked on, and landed on.
  • Reeds now play a sound when broken.

Naming & Categorization

Grey to Gray Standardization

  • All instances of 'Grey' in block names have been renamed to 'Gray’.
    • This affects Light Grey, Grey, and Dark Grey items.
  • Ash Grey, Grey, and Purple Grey hair gradient customization options are now referred to as Ash Gray, Gray, and Purple Gray respectively.
  • Dark Grey, Light Grey, and Blue Grey jean fabric customization options are now referred to as Dark Gray, Light Gray, and Blue Gray respectively.

Iridescent Processed Brick Renames

  • Iridescent Processed - Decorative is now referred to as Iridescent Processed Brick - Decorative.
  • Iridescent Processed - Ornate is now referred to as Iridescent Processed Brick - Ornate.
  • Iridescent Processed Ornate - Corner is now referred to as Iridescent Processed Brick - Ornate Corner.
  • Iridescent Processed Ornate - Half Slab is now referred to as Iridescent Processed Brick - Ornate Half Slab.
  • Iridescent Processed Ornate - Horizontal is now referred to as Iridescent Processed Brick - Ornate Horizontal.
  • Iridescent Processed Ornate - Stairs is now referred to as Iridescent Processed Brick - Ornate Stairs.

Wild Wisteria Renames

  • Wisteria Tree Trunk is now referred to as Wild Wisteria Tree Trunk.
  • Wisteria Roots is now referred to as Wild Wisteria Roots.
  • Wisteria Branch - Corner is now referred to as Wild Wisteria Branch - Corner.
  • Wisteria Branch - Long is now referred to as Wild Wisteria Branch - Long.
  • Wisteria Branch - Short is now referred to as Wild Wisteria Branch - Short.

Instance Renames

  • The instance Movement_Gym has been renamed Gym_Movement.
  • The instance NPC_Gym has been renamed Gym_NPC.

Other Renames

  • Aqua - Beam is now referred to as Aqua Stone - Beam.
  • Aqua - Stairs is now referred to as Aqua Stone - Stairs.
  • Aqua - Half Slab is now referred to as Aqua Stone - Half Slab.
  • Volcanic - Stairs is now referred to as Volcanic Stone - Stairs.
  • Black Build Pipe Corner is now referred to as Black Build Pipe - Corner.
  • White Build Pipe Corner is now referred to as White Build Pipe - Corner.
  • Snow Brick - Half Slab is now referred to as Snow - Half Slab.
  • The shorter Apple Branch is now referred to as Apple Branch - Short.
  • The longer Apple Branch is now referred to as Apple Branch - Long.
  • The big Wet Fern is now referred to as Big Wet Fern.
  • The darker Green Clay - Smooth block is now referred to as Dark Green Clay - Smooth.
  • Wooden - Fence is now referred to as Wooden Fence.
  • The Stone Brazier is now referred to as an Earth Brazier.
  • The Common Pink Flower is now referred to as Pink Pitcher Flower.
  • Lava Shellfish are now referred to as Lava Coelacanths.
  • The Localization report category has been renamed Translation.

Backend & Performance

  • Reworked player movement to use a Hierarchical Finite State Machine.
  • Improved upon back-end systems to support further localization.
  • Improved upon numerous back-end systems to enhance performance.
    • Void maps in particular will experience improved performance in this update.Localization
  • Added Simplified Chinese as an in-game language, with Dutch, Finnish, Italian and Norwegian translations available via Crowdin.

reddit.com
u/RiverShards — 5 months ago
▲ 205 r/hytale

Update 5 - Pre-Release 9 - May 21st, 2026

Link to previous patch notes.

----

Link to source 

Pre-Release (Update 5, Part 9)

May 21, 2026

Headline Features

  • **Explore new worlds with Server Discovery!**Note: Only the UI will be going live with this pre release update, join us next week for the release of update 5 to see the full list of servers and full feature in action.
    • Server owners may now submit their servers via the ‘Server Profiles’ section of the Hytale account page. Servers that meet the Server Owner Policies and pass manual review will appear in the new in-game Server Discovery page.
    • Explore featured servers: hand-picked by the Hytale team, these are high-quality experiences highlighted for the community to enjoy.
    • Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.
    • Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.
    • This feature is not available on parent-managed accounts.
  • Customize items further with per-stack name and description overrides!
    • Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.
    • Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.
  • Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via Crowdin.
    • To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.

Combat, Items & Equipment

  • Shortbows and Crossbows now have additional checks to prevent attacks or signature abilities being used if they have no durability remaining.
  • Crossbows have an additional check to prevent reloading if they have no durability remaining.

World & Blocks

  • Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.
  • Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.
  • Improved world-gen V2 thread allocation to improve server stability during intense workloads.

UI & Quality of Life

  • You can now set keybindings to use modifiers on mouse buttons.
  • The Social Sidebar UI has been given some cosmetic adjustments.

Modding & Creative Tools

  • Trigger Volumes may now define conditions that gate when effects are triggered.
    • These conditions can include information related to the player permissions, game mode, inventory state, cooldowns, or random chance.
    • Effects are now classified as either Success Effects or Rejection Effects.
    • Conditions and effects are evaluated per event, allowing a single trigger volume to respond to multiple event types.
  • Trigger Volumes can now respond to additional events, such as tags being added or removed, or blocks being placed or broken. Conditions may be used to filter these events.
  • The Trigger Volume UI has been updated, merging the List, Edit, and Quick Settings interfaces into a single panel.
    • This comes with numerous additional features such as the ability to duplicate effects, reposition effects within the list, collapsible categories, improved visibility of group inheritance and separation of different events, and more!
  • Trigger Volumes may now affect the entity that is the source of a projectile.
  • Trigger Volume delete/disable/enable events for tagged volumes have been merged into their existing non-tag effects. For example, ‘DeleteTaggedVolumes’ into ‘DeleteVolumes’.
  • Added a TextureComputedColor property to item assets, calculated via a dominant weighted color average of each of the block’s textures.
  • Added PrefabBaseCheck options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.
  • Added a ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.

Audio

  • Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set AudioStates.
  • Bone blocks now have updated sounds when hit, broken, walked on, and landed on.
  • Reeds now play a sound when broken.

Bug Fixes

Movement

  • Items may now be dropped while sprinting.
  • Sprinting will now end immediately once Stamina has depleted.
  • Players will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.
  • Rolling should again be possible for the entire intended roll duration, and play the corresponding sound.
  • Sliding should again be possible upon exiting rolling.
  • Falling through non-solid blocks that slow the player will now correctly impact velocity.
  • Travelling very short distances with Signature Abilities should no longer result in an unexpected amount of fall damage.

Combat, Entity & Item Fixes

  • Fixed a crash that could occur with armor with Equipped interactions, such as some debug items.
  • Fixed a crash that could occur when an NPC gets untracked in an unloaded chunk.
  • Fixed a crash that could occur when NPCs were spawning near walls or obstacles.
  • Broodmothers will now only spawn Louses when there are none nearby.
  • When crafting, items will no longer be considered valid components in their own recipe.
  • Blocking with spears will now display the blocking UI.
  • Bear hitboxes have been modified to include more of its head.

World & Block Fixes

  • Larger prefabs will now spawn on more level ground to prevent floating structures.
  • Lanterns now require a tool or fist to break.
  • Coffins that have been opened now require a tool or fist to break.
  • Removed a floating block from the Forgotten Temple.

Creative, Modding & Plugin Fixes

  • Left clicking with Builder Tools other than the Paint Tool will no longer overwrite the selected material with Air.
  • The Machinima Tool’s playback speed field will no longer immediately resnap back to 60.
  • Entities that the Entity Tool interacts with will no longer despawn.
  • Fixed an issue with Trigger Volume tags not saving between sessions.
  • The ‘/gmask load’ command will now work correctly when loading a mask preset.
  • Gamemode side effects, such as adjusting lighting, will now wait until the server confirms you have permission. This prevents screen flickering from occurring when some commands are used.
  • Reloading an asset pack will no longer cause all item and block entities to be reset to 1.0 scaling.
  • The Fly Camera can once again only be activated in Creative Mode.
  • Modded NPCs that use ActionSpawn will now use corrected aiming logic and launch NPCs far more accurately at targets.
  • Fixed ListPositionProvider corruption when used as a child of ScalerPositionProvider or OffsetPositionProvider.
  • Fixed DistanceToBiomeEdgeDensity context not being passed to gradient nodes when using the TerrainDensity in the biome’s MaterialProvider.
  • Trigger Volume delay effects will now work correctly if Trigger Volumes are present in multiple worlds.
  • Item entities placed by the Entity Tool will show the pickup hint interaction again.
  • Entities modified by the Entity Tool should no longer despawn.
  • Changing collision hitboxes of entities with the Entity Tool no longer requires you to switch to the none option first.
  • Item entities placed with the Entity Tool can no longer be picked up by walking over them.

UI & Display Fixes

  • Fixed a crash that could occur within the Bug Reporting interface.
  • Fixed a crash that could occur with map markers.
  • Screen fade effects that occur during world transfers will now continue if the player is kicked from the server during the effect.
  • The top navigation bar will now display when accessing the Settings from the Main Menu.
  • The cursor-locator overlay will no longer display in parts of the Creative Inventory where no item is present.
  • The UI will no longer suggest that you can tame the corpse of a creature that has just been killed. Sorry, necromancers.
  • Weapon VFX trails will now be positioned correctly.
  • When a player dies mid-attack, their weapon will no longer continuously display trail/slash effects.
  • When a player joins a portal world, the folder name will no longer be included in the message.
  • The Bug Reporting interface will now correctly count the number of attached files.
  • Fixed some typographical errors.

Audio Fixes

  • The sounds that are played upon taking damage and upon dying will no longer overlap.
  • Volume settings will now be applied to the Selection Tool.

Modders Warning Section

PRE-RELEASE PART 9

  • HudManager#getCustomHud() and HudManager#setCustomHud(PlayerRef, CustomUIHud) have been removed. Plugins must migrate to the keyed API (#getCustomHud(key), #addCustomHud(PlayerRef, CustomUIHud)). Additionally:
    • CustomUIHud#DEFAULT_KEY has been removed.
    • The single-argument CustomUIHud(PlayerRef) constructor has been removed.
    • CustomUIHud now exposes an #onRemove() lifecycle hook that subclasses should override to clean up when the HUD layer is torn down.
  • BlockEntity#addForce, Velocity#addForce, MotionController#addForce, and Role#addForce have all been renamed to #addVelocity. Role#forceVelocity has been renamed to #setVelocity. MotionController#getForce has been renamed to #getExternalVelocity.
reddit.com
u/RiverShards — 5 months ago
▲ 178 r/hytale

Update 5 - Pre-Release 8 - May 14th, 2026

Link to previous patch notes.

----

Link to source 

Pre-Release (Update 5, Part 8)

May 14, 2026

Headline Features

  • Player movement has been reworked to use a Hierarchical Finite State Machine!
    • It does not provide new gameplay features (for now). This is part of a larger ongoing rework that will allow us to implement new movement features more easily in the future.
    • This new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.

Launcher & Data Storage Changes

These changes will go live with a launcher update shortly before today’s pre-release.

Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in %HYTALE%/UserData. Shortly before today’s pre-release update goes live, a launcher update will change this behaviour to the following:

  • The Release patchline will continue using %HYTALE%/UserData/
  • Non-release patchlines will now use their own directories under %HYTALE%/data/
  • For example, Pre-release files will now be found within %HYTALE%/data/pre-release/

Existing non-release patchlines will automatically duplicate existing worlds, mods, and game settings to the new location. Once migrated, patchlines will no longer share data.

New installations will use this structure by default.

Avatar & Customization

  • Updated the Dance Boogie animation.

Combat, Items & Equipment

  • Added a number of Test_Motion_Charge NPCs.

UI & Quality of Life

  • The number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.
  • The movement stick dead zone settings for the gamepad may now be set between 5% and 95%.

Modding & Creative Tools

  • Combined the Smooth Brush Tool behaviour into the Sculpt Brush Tool. As a result, the Smooth Brush Tool has been removed. The new Sculpt Brush Tool can be found in the Basic Tools section of the Creative Inventory and has an updated UI, legend, localization and defaults that match the combined tool. Changes to this tool include:
    • Smoothing performance has improved by approximately 6x.
    • Sculpt Mode can now be set to either ‘Full3D’, ‘Heightmap’, or ‘Flat’.
    • Sampling can now be set to ‘Normal’, ‘Uniform’, ‘Gaussian’, ‘Neighbour’, or ‘Square’.
    • Erosion Strength can now be adjusted.
    • Existing, nearby blocks can now be set as the material.
    • Fluids in the area can now be set to be fixed, cleared, or ignored.
    • Non-full blocks will be treated as invalid smoothing samples and cleared from the area.
  • The previous Sculpt behaviour is available as a deprecated ‘OldSculpt’.
  • Updated the UI panel used to support creating masks with Brush Tools. Changes include:
    • Brush filters may now be accessed by clicking on an empty slot in a mask block selector.
    • Mask presets may now be saved and loaded.
    • Mask types can now be negated and inverted.
    • Masking commands, such as ‘>Rock_Stone’ may now be used within the UI panel.
    • Mask information can now be previewed.
    • Mask presets that have been saved with the /gmask command may be used.
  • Masking for fluids is now supported and a new brush filter has been added for them.
  • Brush filters will now skip over blocks they could not parse, preventing them from breaking.
  • Added scripted brush versions of kernel erosion and fluid fixing for node/scripted brush workflows.
  • Added a ‘Fog’ checkbox to the Creative Mode Quick Settings Menu. This can be used to hide the fog that generates towards the end of your View Distance.
  • Added a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume tool can be used. Load this prefab from the Prefab List and then paste it using the Paste Tool to add it to your world.
  • Added a /shrink command that shrinks the selected area to fit non-air blocks.
  • Warps created by Teleporter blocks are now protected from accidental changes with the ‘/warp set’ and ‘/warp remove’ commands. This can be overridden by adding the ‘--force’ flag to the command.
  • Players can now preview prefabs when using the '/prefab load' command.
  • Players may now hold down the keys to adjust the movement speed multiplier in Creative Mode.
  • Added a new FallingBlockImpact type: ExplodeFallingBlockImpact. This performs an explosion when a falling block configured with it hits another solid block when falling.
  • Added ExplosionConfig to BlockType. This does not make the block explosive on its own, it is used by ExplodeFallingBlockImpact, and will be used by other systems in future as a single data point for explosions related to the block.
  • Adds a ModelParticle array and a SoundEventID parameter to ExplosionConfig, which the Explosive System will now use to perform accompanying effects, instead of relying on ancillary systems.

Bug Fixes

Movement

  • Players can now correctly climb onto blocks such as the Simple Wooden Bed and the Farmer’s Workbench.

World & Block Fixes

  • Workbenches may now be upgraded multiple times without needing to close and reopen the UI.
  • Teleporters will no longer hijack or delete Warps that were not associated with them.
  • Players will now receive an error message when attempting to claim a bed that has already been claimed.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur with empty blocksets.
  • Added a fallback for model animations if none are available elsewhere.
  • The /submerge command can now unsubmerge blocks.
  • Empty blocks, which don’t have collisions, may now be configured to affect movement.
  • Fixed the hotbar container not correctly initializing with an index of 0.
  • Fixed an issue where block entities sometimes wouldn't render correctly when loaded with the Entity Tool.
  • Fixed an issue where block entities could not be pitched or rolled.
  • Rotating blocks will now preserve UV rotation, preventing textures from rendering incorrectly.

UI & Display Fixes

  • Fixed an issue that could result in the Backpack and its upgrades becoming permanently locked.
  • Wider Avatar customizations should now render fully when spun around on the Main Menu.
  • Grass plants will no longer render with dark shading at their base when viewed at a distance.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.
    • Void maps in particular should experience improved performance this update.

Modders Warning Section

PRE-RELEASE PART 8

  • LivingEntity#canBreathe has been removed. Breathing state is now tracked via the new BreathingComponent ECS component. Systems that read #canBreathe directly must migrate to BreathingComponent. To override NPC breathing behaviour, register a handler on the new BreathingCheckEvent instead.
  • SpawningContext#WorldChunk has been removed. The field previously exposed raw chunk data directly on the context; world and chunk data are now passed through as parameters via the chunk store and chunk references. Plugins that accessed SpawningContext#WorldChunk must be updated to use the chunk store API.
  • ServerVersion on plugins and asset packs is no longer a dated string (YYYY.MM.DD-&lt;sha&gt;). Packs with the old format load as wildcard with a log warning. Authors should declare a range such as &gt;=0.5.0 &lt;0.6.0 or ^0.5.0. Note: &gt;=0.5.0 does not match 0.5.0-pre.3.
reddit.com
u/RiverShards — 5 months ago
▲ 218 r/hytale

Link to previous patch notes.

----

Link to source 

Pre-Release (Update 5, Part 7)

March 7, 2026

Headline Features

  • Controller support arrives in its first iteration!
    • Move, fight, explore, and navigate menus with a controller. This is just the beginning. Some advanced features may still require a keyboard and mouse, and we’ll continue refining the experience based on your feedback.
  • Express yourself with new emotes!
    • High five your friends or show off your latest gear in a dance-off. The emote wheel has been updated with new graphics and 9 new animations.
  • Preview your prefabs in this pre-release!
    • The prefab list now displays an interactive 3D preview of the selected prefab. You can now rotate, tilt, zoom, and pan the preview to make sure you pick the perfect prefab.
    • Creators, take note: this 3D preview functionality can also be configured for custom server UIs!

Combat, Items & Equipment

  • Arrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.

World & Blocks

  • Crouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • Pressing ALT will no longer eject players from beds.

UI & Quality of Life

  • Item grids, such as the inventory, backpack, creative inventory, and workbench interfaces, will now highlight where the cursor is positioned to make it easier to locate.
  • Settings that include sliders will now have their labels update more regularly when dragging the slider.
  • Added ‘CTRL+F’ search support for all server-driven custom pages.

Modding & Creative Tools

  • Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.
  • Prefab rotation shortcuts now rotate clockwise and use orientation for the ‘SHIFT+R’ rotations.
  • The Paste Tool can now flip copied selections before pasting using a keybind. This is ‘F’ by default.
  • The Selection Tool now has a keybind to switch to the Paste Tool. This is ‘V’ by default.
    • If you have a Paste Tool in your inventory, it will be placed on your hotbar. If your hotbar is full, it will instead swap positions with the Selection Tool.
    • If you don’t have a Paste Tool in your inventory, it will place one in your hotbar. If your hotbar is full, the Selection Tool will instead be overwritten with a Paste Tool.
  • The Selection Tool options will no longer have ‘Show Trigger Volumes’ active by default.
  • When the Creative Mode Quick Setting ‘No Physics’ is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.
  • When the Creative Mode Quick Setting ‘Free Place’ is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • The Trigger Volume Tool now includes tooltips.
  • Trigger Volumes may now be duplicated using the keybind ‘SHIFT+D’. Like other keybinds, this can be configured in the settings.
  • The Trigger Volume Tool settings now includes a toggle that can be used to cancel delayed effects when the entities leave the volume.
  • The ‘Effect Asset’ field for the Trigger Volume Tool may now be cleared by selecting ‘(None)’.
  • The ‘Play Vfx’ effect for the Trigger Volume Tool now includes options to change the scale, rotation, and duration of the visual effects.
  • The ‘Teleport’ effect for the Trigger Volume Tool now includes options to rotate the triggering entity, or use the position field as an offset from the triggering entity.
  • The ‘Set Velocity’ effect for the Trigger Volume Tool now supports options to set the velocity relative to the direction the player is looking.
  • Added a ‘Set Music’ effect to the Trigger Volume Tool, which can force or clear music for the triggering player.
  • Added a ‘Give Item’ effect to the Trigger Volume Tool, which grants a selected item and quantity, with configurable full-inventory behavior.
  • Added a ‘Run Root Interaction’ effect to the Trigger Volume Tool, which can be used to run the selected root interaction asset on the triggering entity.
  • Added a ‘Set Game Mode’ effect to the Trigger Volume Tool, which sets the triggering player to the selected game mode.
  • The ‘Spawn Entity’ menu now includes a ‘Freeze on Spawn’ checkbox.
  • Instances have now been grouped together into folders.
  • Grouped Trigger Volume effects and settings now save and load through prefabs, pasting prefabs and generated prefabs.
  • The instance ‘NPC_Faction_Gym’ has been removed.
  • Added a new instance: ‘Gym_Arena’.
  • Added a new NPC: ‘Test_Dummy_Damage’. It has 100 Health and is unaffected by knockback.
  • Added three new /kit commands which will each replace your equipment and inventory with a preconfigured kit:
    • ‘/kit adamantite’ provides a full adamantite loadout with weapons, blocks, and food.
    • ‘/kit debug’ provides some armor used for testing purposes and some decorative flags.
    • ‘/kit iron’ provides a full iron loadout with weapons, blocks, and food.
  • Asset packs created with the ‘/worldgen2 create’ command will now be enabled by default.

Audio

  • Cave music within Zones 1, 2, and 3 will now crossfade between layers and environment change instead of swapping entire tracks.
  • Added an additional glass breaking sound effect to blocks such as potion bottles and the ‘Glowing Royal Magic Potion’.

Naming & Categorization

  • The instance ‘Movement_Gym’ has been renamed ‘Gym_Movement’.
  • The instance ‘NPC_Gym’ has been renamed ‘Gym_NPC’.
  • The ‘Localization’ report category has been renamed ‘Translation’.

Bug Fixes

Combat, Entity & Item Fixes

  • Predators, such as Wolves, will no longer lose momentum while chasing their targets.
  • Repair Kits can now be used to repair items stored within the backpack.

World & Block Fixes

  • Furnaces will no longer expel their contents and move away upon being sprayed by a Watering Can.
  • Blocks containing ore will no longer spawn ore inside other blocks when broken, causing it to be ejected upwards.
  • Fixed an issue where reconnecting to the same server caused a ‘Player removed from world!’ error.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur when pressing specific hot keys with the Selection Tool.
  • Builder Tools will now correctly be able to select the targeted material when the brush dimensions are at even values.
  • The Paste Tool will now only paste one prefab if the right mouse button is held down.
  • Previews should no longer render incorrectly for fluids.
  • Undoing a pasted spawn marker now properly removes any NPCs they spawned.
  • Trigger volumes that exist within prefabs that have been placed during world generation now function correctly.
  • Selected ungrouped volumes created with the Trigger Volume Tool now use a clearer highlight color.
  • Duplicated trigger volumes no longer share an effect list.
  • Non-solid blocks such as leaves can now be targeted again after using the Paste Tool.
  • Entities spawned via the Spawn Entity menu will now spawn at the specific scale value set.
  • The search fields within the Trigger Volume Tool now require real text matches.

UI & Display Fixes

  • Fixed an issue where the game could stutter when entering the audio menu in singleplayer.
  • Fixed an issue where the builder tool legend pages would sometimes not update.
  • Fixed a number of inconsistencies with the Prefab load menu.
  • Fixed double-click false positives that could occur when rapidly clicking across different buttons.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.

Audio Fixes

  • UI and SFX should now play at the correct volume when the audio output mode is set to Headphone Stereo.

Modders Warning Section

PRE-RELEASE PART 7

  • RunCommandEffect (trigger volume effect) and CommandInteraction (item interaction) have been removed, along with PermissionBypassSender and the bypassCommandPermissions field on MacroCommandBuilder / MacroCommandBase.
  • DamageResistances on EntityEffects and ItemArmor now use ResistanceModifier (Flat / Percent) instead of the previous Modifier enum. The old values were applied as 1 \- damageResistance; the new enum makes the intent explicit.
  • Emote assets gain a HideItemInHand field. If you author custom emotes that should hide the held item during play, set this on the emote asset.
  • GameplayConfig.Plugin.PortalOrigin.MaxConcurrentFragments is a new config field (default unchanged from the previous hardcoded value). Server operators that want to raise or lower the portal-origin fragment cap can now do so without a code change.
  • MacroCommand now supports subcommands. Existing single-action macros continue to work; if you want to compose nested commands inside a macro, the new subcommand structure is available in MacroCommandBuilder.
  • BuilderTools now exposes a public API for modders to register custom undo actions. If your plugin performs world edits that should integrate with the builder undo stack, register through this API instead of relying on internal hooks.
reddit.com
u/RiverShards — 5 months ago
▲ 258 r/hytale

Link to previous patch notes.

----

Link to source 

---

Pre-Release (Update 5, Part 6)

April 30, 2026

Headline Features

  • Create your own scripted encounters with the new Trigger Volume Tool! The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when players enter, exit, or remain inside them. Volumes are saved to the world and can be included in prefabs, enabling scripted encounters, environmental effects, area transitions, and other interactive moments without writing any code.
    • Place, resize, rotate, and configure trigger volumes directly in-game through a dedicated UI, with visual gizmos so you can see exactly where each volume sits in the world.
    • Multi-select and group volumes to move, edit, or duplicate them in bulk.
    • Save trigger volumes as part of prefabs so entire interactive setups can be reused in any build.
    • Select from over 15 built-in effects, including sounds, VFX, velocity changes, weather, teleportation, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.
    • Each effect can be configured to activate when players enter, exit, or remain inside the volume. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behaviour.
    • Built with mod support in mind so that modders can create their own custom effects.
  • Several new Placement Settings have been added to the Creative Mode Quick Settings!
    • Selecting ‘Place Mode: Replace’ will change the block you’re looking at to match the one held.
    • Selecting ‘Place Mode: Type Replace’ will change the material of the block you’re looking at with the material of the one held, without changing the block’s shape.
    • Selecting ‘Place Mode: Extrude’ will allow you to click and drag to fill a line in with the held block.
    • Selecting ‘Place Mode: Draw’ will allow you to click and drag to draw on any plane or surface freely.
    • Selecting ‘Place Mode: Fast Place’ will place blocks faster.
    • Added an ‘Eraser’ option that will allow you to left-click and drag to break blocks more quickly. This can be active at the same time as place settings so that you can place and erase at the same time.
    • Added a ‘Free Place’ option that will allow you to place blocks in any direction at any time, so clicking and dragging will no longer lock block placement to a single plane or surface.
    • Added a ‘No Physics’ option that will allow you to place blocks ignoring their placement rules.
    • Added a ‘Highlight Block Target’ option that will highlight the block currently being looked at.
  • Over 1 hour of new music has been added!
    • New music will now be heard throughout Zones 1, 2, and 3.
    • This includes new day and night exploration tracks, short form pieces, and ambient fragments.

Combat, Items & Equipment

  • The Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist’s Workbench no longer require a Voidheart.
  • The Crystal Fertilizer Bag recipe at the Alchemist’s Workbench has had the number of Crystal Shards required lowered from 50 to 25.

UI & Quality of Life

  • Weapon tooltips will now display damage data. Note that there are currently some known limitations with obtaining damage numbers. This initial pass is meant to allow easier comparisons between weapons, rather than a full breakdown of all possible damage numbers.
  • Added a new Bug report category for localization.
  • Bug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the ‘Add Screenshots’ button.
  • Added social notification toasts for friend requests and world invites.
  • Players you aren’t friends with may now be blocked via the Local tab.

Modding & Creative Tools

  • Moved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.
  • Replaced the Environment category reset button from the Creative Mode Quick Settings with a ‘Reset to Defaults’ button.

Audio

  • Players that you have blocked will now automatically be muted.
  • Overhauled the music system. Many file names and their locations have been changed as a result.

Naming & Categorization

  • Common Pink Flower is now referred to as Pink Pitcher Flower.

Bug Fixes

Avatar & Customization

  • Shaped Sneakers, Punk Skirt, and Plaid Skirt should now render correctly.

Combat, Entity & Item Fixes

  • Healing Totems will now heal once again.
  • Broken Rail Carts no longer qualify for exemption from gravity.
  • Crabs and Lobsters can now breathe in water.
  • The filled Watering Can will now render at the correct scale.
  • Fixed an issue in which NPCs would not hold their configured main or off-hand item.

World & Block Fixes

  • Fixed an issue where modifications to block hitboxes could leave behind invisible collision and ghost outlines in existing worlds. This affected many Fishing Trap blocks placed prior to Update 4. Any existing invisible collision and ghost outlines can be removed by punching or interacting with them.
  • The Stained Windows block (Prototype_Window_Single) has been labeled as a Developer item and will no longer appear in the Creative Inventory. This block will not be removed from worlds it has already been placed in.
  • The Wall Poster and Small Wall Poster now have placement rules requiring them to be placed against solid blocks.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur when pasting numbers into the asset editor.
  • Sprinting will now scale properly with Creative Mode’s move speed setting.
  • Copying and pasting an ItemContainer, like a chest, will now correctly place any copied items in the pasted block instead of dropping them to the ground.
  • The /spawn command will now spawn entities at the correct height.
  • The /undo command will now correctly return the selection box to its previous location.
  • The /replace command will now mask non-empty blocks by default when no ‘from’ value is given.
  • Block rotation previews will now rotate correctly when using the ‘R’ hotkey.
  • The ‘Pause Time’ checkbox in the Creative Mode Quick Settings should now be toggleable. Note that this pauses the client’s local time and does not control the world server time.
  • The ‘Show Tool Notifications’ Creative Mode Quick Setting should now show notifications correctly.
  • The node editor will no longer add incorrect metadata causing validation failures.

UI & Display Fixes

  • Fixed a crash that could occur on the Main Menu.
  • Fixed a memory leak related to certain UI elements.
  • Fixed an issue preventing numbers from being entered into specific fields.
  • Fixed an issue preventing name changes from being applied on servers.
  • Item previews within workbenches will now render with the correct texture.
  • The Social Sidebar should now render correctly when scrolling quickly or opening, and should no longer get stuck mid-animation.
  • Fixed some input edge cases for the Social Sidebar.
  • The Social Sidebar will now render above the pause menu overlay.
  • Builder Tool tooltips should now use the correct background.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.

Modders Warning Section

PRE-RELEASE PART 6

  • DisplayNameComponent is now runtime-only and no longer persisted. The persisted component is now PersistentDisplayName. If you were setting or reading the DisplayName entity-component key on custom NPCs or entities (via JSON prefabs or the ECS API), update to use PersistentDisplayName instead. Custom prefabs that still hold a DisplayName key will have it promoted automatically on first load, but you should update your assets regardless.
  • InteractionContext#getOwningEntity has been annotated u/Nullable to reflect that the method can return null values. If your custom interaction code calls this method without a null check, add one to avoid a potential NullPointerException.
  • CollisionResult#getCollisionEntities has changed from holding Entity objects to holding entity refs.
  • EntityContactData#assign now takes an entity ref instead of an Entity object.
  • Player#notifyPickupItem is now a static method.
reddit.com
u/RiverShards — 6 months ago