#server-plugins-read-only
1 messages Β· Page 4 of 1
funny you mention roblox because thats where i get those player counts at
i developed a game called "Retrostudio" with a few friends
retro studio
thats the game where a bunch of people who want to be like nostalgic and whatever
all time peak was ~2800 so yeah youβre correct
rip they got nuked
oop
oh he got banned
Oop bye purplz
Is there any information on how optimal the servers will be?
looks like he got banned, thank you staff
ye
you have made a mistake
that guy was impersonating me for some unknown reason
They will be back on their next account. They impersonated two others already lol
yeah
so weird bro no one liked that guy
i have not heard the name kohi in a long time π΄
who was it?
someone named "vodez" if im remembering the name correctly
they got banned
Morning
dont worry about it, lets talk about hytale plugins π
well seeing they made a server plugins channel that confirms we will have mods alongside server plugins
Mornin
didn't we already know that?
you probably already did, but to me i didn't
from blog post:
It's possible to mod almost everything in Hytale (content and server-side)
Oh hey 10minutes passed and hes back
im hoping for a roblox-level freedom on modding tools
i said this like lots of times but one can hope
It's possible to mod almost everything in Hytale (content and server-side)
Non-developers can create impressive experiences with minimal technical knowledge
A few guides or videos will be enough for most people to start creating
We will provide server source code access within several months, once we're legally ready to do so
Dedicated server support and data-driven content configuration
We're being mindful of backward compatibility as we iterate
You can create your own custom servers, maps, adventures, etc
More details will be given in a future blog post
based on that you probably will
i mean yea thatβs one way of saying it, i do intend to work at roblox in the future
Yeah we'll see when it relases, if it is, im modding it day 1
^
why doesn't anyone think of using grpc instead. There won't be any need to wait for an api...
cuz its gonna be udp
Most will probably not use gRPC
grpc and protobuf was made for this exact purpose tho, then again i code my plugins in csharp.
and http/2 has too much overhead for a game
Would make it more difficult to debug and maintain, especially during prototyping/development
Ease of development is probably preferable to network efficiency during early access
if you don't do the packets correctly that's true
I mean in short as long as you accomplish what you want how you want. Then any thing is game.
running code within the game process and interacting with it over some network api are totally different...
not true ur throwing a grpc, http/2 header, and tcp header on top of your packets
but its probs using udp anyways, as it should
I'd say at the very least 92 to 200 bytes per packet on each tick, which is probably less than 70ΞΌ, per entity/event
my setup rn uses this and works ok with events
hi everybody!
hello octobrain
heyo
π
and I just realized this is server plugins oops i'll go to discussion
π
for what
for like bosses and pathfinding, I need to process each player move event and block update
sounds like more work than just modding the server, which we're told is going to be source available
I'm pretty sure you would loop through all the lore instead of using persistent data containers btw, let me know if that isn't the case : )
i'd loop through every player, then every players item, then every single lore until i found it.
but looping through all the lore is slow, accessing itemmeta then the pdc for whatever use is the fastest unless theres reason why
wrong
...
then id use grpc to contact my proxy
π€
"Sodium Chloride" Kind of conversation right now.
@plain canyon youre on to nothing bruv
yawn
you like glue?
anyways just use gRPC and make ur own api so its ready when hytales out
this doowy guy is a downy
thanks for taking the piss : )
is it necessary to talk like that though?
yes
I find it hard to be a fabric softener. <joke>
it's how the average terminally online gamer interacts with everyone i guess
i mean if it's okay for you to not follow the first rule in #rules-and-info then yeah sure keep going
some people just straight up missed that channel i guess
prplz aren't you quite literally terminally online?
isn't your purpose to be terminally online?
i find that comment ironic
hey im just saying words, take them how you want
im just here to talk about hytale plugins friend
prplz why do you loop through all the lore instead of using persistent data containers
would you use chatgpt to code?
Whelp im off since this chat is primarily going to be judging and "pretentious attitudes" Gn/mornin all
is this a reference or something that im not getting?
i use chatgpt to loop through all the lore
.
must've been the wind : )
he's just a fan
Im a fan too
speaking of fans, time to cool off for a bit have fun
Why canβt i send gifs this server is lame as hell.
Hi
i still do not know who kohi is
Kohi on hytale π³π³π³π³π³
I believe it was the one that merged with the lion client stuff right?
Merged with badlion then badlion got sold to lunar then they give the ip back to prplz
Ahh I thought it was the same one. Thanks for the short recap
i see
Very known server a lot of ppl love it
I never played it as I was just a builder at the time not a pvper
Idk that server
Glory to Albania brother π¦π±π¦π±π¦π±π¦π±π¦π±
Holy throwback
The average kohi player has a family of 5 now
@marsh zealot how old are you
Hi al3x 
is there already any info on in which language modding and scripting will be?
Yea, c++.
Alr thanks
Blog post says the current engine is mainly C# and Java. People are saying that scripting may additionally use JavaScript but I don't know the source for that
the C++ engine is being dropped, though
Hmm they say you will be able to create things without having a lot of knowledge
yeah they mentioned some sort of visual drag and drop thing like Unreal Engine's Blueprints. Not sure where on the timeline that is, though
I'm assuming it'll be like Roblox in that regard? prebuilt tools to make scripting more intuitive
I guess it would make sense to have a modding & scripting done in JS. They can embed V8 to run modders' scripts, and make it possible to reload scripts on the fly.
At least, if I was a Hytale dev, that's how I'd do it
that was what the new engine would be like, a roblox competitor, but its scrapped now, so it'll go back to what it was originally supposed to be, its own game/minecraft competitor
In the legacy engine it was said that the server software is written in java so IMO it will be like a spigot/paper plugin but just in another way ^^
I so happy i been sit on this from day 1 wait for this day the years of hold all new zealand website ips not as waste now just got wait a bit longer. now just got hope all old meber come back
What programming language will we use for making plugins if anyone know?
Prob java and c# (question mark)
A lot of people are talking about javascript for scripting and Simon also said he has plans for a visual drag and drop thing like Blueprints
You actually don't, maybe even ui's can be modded from the server side
Then the client would only be a dumb drawing client that does nothing but draws what the server says
It kinda means that solo modded isnt possible no?
Most games like Minecraft also runs the server in single player
Ooooooh I see
Then it's just on your machine and only you access it
it can be possible
So itβs not such of a problem, doing only client-side would even cause issue on servers nah?
just neeed ALOT of data coming from server
Yeah that would mean that UI would be from data, i know mc mods like fancy menu which uses assets on local machine so itβs different
you think we would be able to, say, gather sound input per player instance on the server side?
probably not right
Things like proximity chat and voice I think already in game Simon said once or that they wanna do that by there own in the future
There already is voice chat via plugins in Minecraft, why not Hytale? I donβt think voice packets will be impossible but yeah, integrated would be much better
yeah, later on, but do you think we would be able to gather mic input?
without a client
It's actually quite a security issue I think would be much more pleased if the game handles my mic input and send it to server instead of a mod listing to my mic and mybe sending it off to third parties
fair, they did say they limit stuff if it intervenes with security
But I hope they reconsider shader modding. There could be so many cool things when we would have acesss to shaders.
there really needs to be a FAQ of these things or something
so we can't modify the ui?
Again just an information from the server to the client, use this shader
Probably via scripting, but that's speculation
hope so
that being said I'm pretty sure it was mentioned they're writing that - a blogpost detailing modding capabilities specifically
After what I read years ago you won't be able to make own shader but rather rely on FX effects where I'm not even sure if we can make completely new ones :C
you probably can, since that would limit alot
yeah generally client mod limitation would be bad
If the community wish is big enough they will find ways to make that possible, keep in mind that this don't gonna be a new hype title game where you don't hear anything in three weeks but rather building with the community for years
You're totally right ! Imagine if each server could dev some really unique stuff without having each user download a specific client or a specific set of mods ? That's be insane ! It would mean that modded-servers would finally really thrive, because there wouldn't be any real wall between the players and the servers ! That would be a breakthrough and groundbreaking !
also if you want to modify a specific part of the game and server doesn't support it you would need to wait the devs to imnplement that
I thinks that exactly how they approach/vision things to be
probably java
That'd create so many opportunities, that'd be insane ! I'm already in the starting block to create a server on launch, and if I can mod it only from the server-side... That's a long and distant dream coming true !
I can't wait to code my own java plugins, I love coding stuff like that and programming is my thing so I could probably get really creative
Yeah I'm just wating to get my hands on the game im a senior programmer at day and a hytale modder at night 
i said this earlier, but this is such an old post and it really like is hypocritical to what i feel like the vision is for hytale. It seemed like the hypixel team was fed up with minecraft and wanted something with better modding support and stuff they could customize more. I think hytale will have a lot of client side modification support. Hypixel has been trying to create stuff on their server that could be easily made if mojang created some client side modification features like custom items and mobs for Hypixel skyblock. It just doesnt make sense if hytale doesnt have better support. My takeaway from this is that modding will be mainly done on the server but the server can pass data like textures and items and sounds and UIs to the client and hopeuflly they can pass scripts maybe to the client so they can have their own logic?? but idk.
not being able to mod the client would stop hackers though or to an extent
they can implement sandboxing
They will modify it anyways
Custom items and mods can all come from the server
"stop hackers" - probably not, but maybe reduce the amount of script kiddies yes
I haven't done a lot with Garry's Mod but iirc that's all server-side as well, right?
Client side scripting and tooling overall can allow that. No need for modding if your game includes everything needed to change the behavior of virtually everything
i just hope they find a better way to deal with it unlike on hypixel its self
you can hardly join any game without finding one
This gonna be like MTA.
Awesome
Yeah I'm on phone didn't see that :)
A hybrid mode with server-side + client-side, with API official, secure distribution can be better, like Roblox, VRChat, like, client can receive shaders, advanced shaders.
Server API (Gameplay, entities, persistence, logic)
Client API (UI, HUD, graphics, effects, animations, particles)
Server-Side authoritative logic
Client-Side presentation, graphics, effects
Sandbox security, no cheating, no malware
This allows beautiful, modern effects without cheating risks (because the server still controls gameplay).
didin't they say they had tools that allows you to still change stuff so wouldn't needing client side modification be redundant
yes, if the tools are good enough.
Is there any chance plugins could be written in c# as well?
unlikely
simon recognizes the need of moding for this game, i am sure they will be good
unless you can find a way to compile C# to jvm bytecode ^^
thought the engine is part c# part Java thats why i asked
the game is written with both java and c# you dont think they would add both?
i believe also, this is the promenince
but i guess the server runtime is on java
the client is written in C# but we will only be able to modify the server that's written in Java
probably not in the launch, i feel that they will need a lot of feedback to bring a good modding experience
they're going to switch to Rust in the future to make it better
ohh okay
hmm idk he did talk about how modding needs to be in the game for it to survive. At the very least i think it will be decent
A channel with tech discussions i guess would make sense here, i guess more documentation will come at launch though
where did you get this info?
just joke
i was like
lol
wasnt funny π
lol
plot twist
hahahahaha jkjk
rust = blazingly fast
rust = blazingly hard
OH WERE GO AGAIN"
i do wounder how they are gonna make it cross platform eventually
I heard that for server plugins, you'll have to choose between Rust or Assembly
i am praying they dont do a mojang and make 2 versions
rust = no more devs to mod anything
if the client is written in c#, dotnet is crossplatform
i heard that for server plugins, you'll have to choose between uxn and zig
depends on the underlying framework
jaskdjsadkasj
And modding will only be compatible with Windows's Notepad
and linux ed
atleast may it be notepad++
I thought they said that they gonna switch to Haskell
works only on TempleOS
Finally, modding in HolyC
HolyC#*
will we have to do mods like optfine, sodium?
hope not
depends on the reason right?
performance will probs be there out of the box, zoom and stuff, i don't think thats supported
Wouldn't be great if we need performance mods
I mean it will probably be a thing at first - the game has been stated to be not fully baked, I expect that QoL and performance mods will be some of the first ones to hit the stage
have they announced anything like a marketplace for mods/plugins? like the mc one?
I think that, being ex-minecraft players, they understand the "pain" that players face, so they'll fix those things that Mojang ignores
and there will not be that kind of performance boost mods since we are not allowed to change the client side
It'll be funny to see how fast "basic" plugins (like WorldGuard/WorldEdit/Perms/...) will be developed
i assume the original devs will port them instantly
since its java again, only the api changes
logic remains
On the client side, hytale allows for "content" addition so I think you won't be able to add core functionalities like optimisation. That also means the game will have to perform better than what Minecraft used to be, the staff will probably focus on improving performance
yes
realistically even mc nowdays, doesn't perform that bad
at least not as bad as it used to be 10y ago
Will the server be multi-threaded?
If not, I hope they will implement a way to seamlessly transfer a player from a server to an other
no info on that yet
considering that mods are server-bound I imagine transferring player from one server to another will not be available out-of-the-box
I'm curious about how they'll prevent client side modding tho. They obviously won't make it easy, but you can't disable it completely. Kernel anticheat maybe? That comes with its own cons
iirc Hypixel has been asking Mojang for transfer packets for years so hopefully Hytale will have something native for that
will be very interesting to see how the "oss vs paid" discussion will go when it comes t plugins, mc plugin devs will try to benefit fromt he new game if they can instantly port plugins
I really hope no obnoxious player-side anticheats are in this, imo player behavior should be verified by server-side based on state information
good thing riot is not here then
You can't always do that
gameplay is server-side so checks could be done there for unusual inputs
Depends on implementation and server-client protocol.
i mean you kinda can
probably the engine riot developed used vaguard but since they are returning to the legacy one they just dont have enough time
x-ray, players tracker, path finding, can all be done locally and have nothing to do with the server
If you don't send players the excess data, xray and player tracking is not possible
even x-ray can be handled on the server if it has enough computing power
you dont have to send all block info to the client
What
its a point of view, for me nothing, but to another guy who have potato pc not, when you need a mod to gain 30 more FPS, which is something Mojang has completely neglected
this is like already a thing on minecraft servers lol, just send wrong data for blocks that a player should not be able to see
anyways without proper tech docs we cant really predict that
They prevent x-ray but they can't catch players using it
Yep, a lot of this depends on the details of implementation.
they can
if you use it to see fake data, are you actually benefitting?
imagine a mod that displays players hitbox, or a helper for bow shots. That's client side
i mean at that points its like i dont think you need an anti cheat for that
You do tho, it's still cheating
to see hit boxes is not really a big thing
as i said, it all depends on what data the client receives and renders
its built into mc lol
yeah literally lol
It's just an example.
bad example
You took only one of the example I gave tho
i mean the other one is like bow counter
everything is possible and everything is counterable, this is an ongoing issue on all games, no hytale will solve it
to see how many shots you have?
i mean thats not really cheating its also techically built into mc if you have the arrows in your hotbar
you see how people script on league even with vanguard
I think hy sea is talking about a projectile trajectory tracing tool
maybe a good example would be a freecam cheat
No, imagine a mod that tells you where to shoot so that your arrow falls exactly where you want it to (visual indicator)
trajectories?
Ya
thats an interesting one yeah
Yeah that too
could that also be blocked by sending wrong data to the client or to an extent
again doesn't that depend on the physics engine and whether thats calculated on the server side?
yea thats what i am thinking
I don't think trajectory tracing could be blocked in any way
trajectory tracing is just maths
i mean i can 100% see it being implemented in different ways
Nope. It can be handled on the server, but a client can mimic it
yeah, unless there's like hidden variables that are not revealed to the client (but that would also be confusing for a player)
make it bf6, add dispertion, slightly random outcome everytime (how bows actually work) and solved, no?
Reverse engineering on trajectories is quite easy tho
you dont need the actual variables to predict that kind of thing
ehhhhh i think that would be very annoying
thats what I was thinking about too, but that would be annoying for players
Imagine being riot and working on valorant: let's prevent this by adding spreading
could be configurable, for adventure servers you can limit it or turn it off, for pvp stuff its realistic
it's an interesting issue for sure
on fps like that you have recoil control to solve that
i am just praying that they will do better then they have for hypixel
I'd also posit the argument that maybe trajectory assistants shouldn't be counted as cheats and should be built into the game as an optional toggle
what if you could only hold the bow back for a certain amount of time?
not a bad shout, as grenade trajectories also exist in fps
Could also be good for people with motion issues, makes for a good feature for accessibility
That's just denying the fact that there can be client side modifications that can't be detected by the server. Whether or not they should be acceptable or not isn't the issue
But yeah this is a pretty interesting topic @hidden glade good argument
could work, again depends on the setting, on adventure/exploring servers it makes sense and it adds something, on pure fun pvp it would bhe annoying
i mean its better then constant random trajectories
hytale will only be truly protected against Xray if the client literally NEVER receives underground data ahead of time
you could argue that π
i kinda hope thats true
but honestly from how hytale looks all i wanna do is explore them caves
i love how we have architected anti cheats while we dont even know the release date
community is excited and thats good
lol
i mean considering they already plan to announce the date in a few days i am hoping real soon
well I'm sure a lot of people here are very interested in game development and game design
Which works in theory but isn't applicable. That would mean the server would need to send you "next" block data at the exact time you break a block. Even with a 10ms ping that would be noticeable
how many people do actually play vanilla mc nowdays
plus its pretty important especially if you take a look at current hypixel its borderline impossible to play without coming in contact with cheaters
everyone cares about multiplayer and mods
if the april fools infinity snapshot counts as "vanilla" - I do
i actually tend to play vanilla more the mods((besides fps mods ofc))
Was the server rewritten to Java or C++, I don't remember
it could be radius based
the majority
java
and actually I played on a more or less vanilla server last year, though I did use a client-side minimap mod
by mods i really mean modded/plugin based servers
really? thats interesting ngl, haven't touched that in years
i think its just bc i like nostalgia i tend to play older version of mc hahaha
1.7 was the vibe cant lie
usally people use free hosting services as athernos to play vanilla
it doesnβt stream blocks on break. it streams blocks inside a visibility region and only updates hidden placeholders when the face becomes exposed, there is no latency problem, because nothing is being sent βafterβ the break, only revealed
client-side cheats always exist, but they are harmless if the server sends zero hidden information, you canβt stop client mods, but you can starve them of data
minecraft 20w14β my beloved
iv been palying through all the old beta versions
1.7 and 1.12 are still the best versions
1.12 or 1.12.2?
i think 1.8 was when the downfall started π
1.12.2
agreed
modding nowadays is more like vanilla+
Wasnt that when mojang got sold?
pretty much
Correct me if im wrong
wouldn't know, but probably
"only updates hidden placeholders when the face becomes exposed" == on break, or am I missing something
Also "revealed" as you explained it is done client side, so that's beside the point
if they do hytale correctly i wounder if mc will die
Also why is there a slowmode in here and not in #game-discussion ? π
or actually make mojang get off there asses
We're too fast
making a geopolitical server for minecraft btw
Obviously, please slow down.
please dont bring stocks to mc
to keep the game-discussion freaks in game-discussion 
no real money, lol
only items in game
server going strong πͺ
capitalism all over again smh
to be quite objective, probably not
lmao
let a girl dream smh
there are some smart ways to handle xray and they are not that hard, radius based block info, cryptographicly hiding info that can be decoded locally on block break and many other stuff
mc will always be the sandbox
that's client side.
no, exposure doesnβt mean break. Exposure is any event where a hidden cell becomes potentially visible like chunk load, lighting update. and reveal is not client-side, the client only has placeholders. The server sends the actual block type the moment the block becomes legitimately visible
It's a geopolitical server. You can make your country communist without using a stock market
The 2 week minecraft Phase is like a phoenix
if it's not client side, there's latency involved.
even worse
exposure is a visibility event, not a block-break event, so the client never knows the true block type until the server sends it, so no mod can reveal ores that were never transmitted
nice ragebait
huh?
me saying communist are bad is rage bait?
the times we live in damn
the client already has the data skeleton, it just receives the identity
Mods, smite this political discussions
very minimal
Receives as in, the server sends it to the client? Latency.
0.1ms
unless you can break 10 blocks deep in a single second thats not an issue
again radius based, not the exact next block...
if youre going to xray for the next block you would find it anyway it doesnt matter
the reveal happens during the mining animation, which lasts ~300β500ms, and
a 10ms packet lands long before the animation finishes, so the player never sees any latency
so you may delay the data for the block 5 blocks away from you, but you aint gonna need it anyways
but u keep kinda adjusting the rules of the problem so it fits yuor solution tho XD
Do y'all think Hytale will run on 20 tps as well? ^^
the main point being: servers can't detect and prevent everything a client does
i mean there are anti xray plugins that kinda do that
no no i don't all you need is a 2-3 block radius, which is reasonable, but again i agree with @covert shadow here i doubt the delay will be noticable, you can transmit data on block starting to break, by the animation end youll have the next block data
Can we talk about how ugly the Java 21 logo has become
hopefully π
you assumed a client that waits for block data at break time, thatβs the wrong model
i like how this chat more turned into arguing over xray
hahah it's an interesting topic but yeah not my point at all
i get what you mean by servers not being able to detect everything i 100% get that, but i do think you can detect a lot of things
visibility is pre-buffered in a radius, the client already has the geometry, and the server only sends the block identity when it becomes exposed. Latency isnβt visible because nothing large is streamed after the break
like weird movement, weirdly amount of lets say diamond ore you pick up in a certain amount of time
they changed the logo?
You are correct
from what I can see on Java Branding and Licensing Guidelines the logo is still the same, so I'm not sure what you're talking about
i think the game would also be a big turn off for most (me included) if it was a kernel level anti cheat
Latency doesn't only depend on the amount of data sent. If the servers are in chicago and I'm playing in the UK, you could send a byte and it would still take 100ms
It's this ugly mascot now
lol...
What even is that
thats my java 21 right there!!!!!!!!!!!!!!
this mascot has been around for ages, it's not new
fr
Yh but now the .jar files have this thing on them instead of the coffee mug
π
show?
and i personally think its pretty cute all things considered
I lowk deleted Java 21 the second I saw it, let me reinstall it
lol
lol what, change your icon theme man what has java 21 got to do with this
why cant we have tea logo for java smh
do they not let people change the file icons anymore or something, idk i'm out of the loop
I actually like everything added in Java 21 I js can't stand the logo
yeah, of course, long physical distance adds latency no matter how small the packet is, but that still doesnβt matter here, because the client never waits for the block data at the exact moment of the break, latency only matters when the player is forced to wait, which doesnβt happen in this model
pretty sure you can
Too much work bro
just download ore oreobfsucator and be done with it smh
this chat for the past hour has been about x ray lol
honestly I'm confused because I'm pretty sure that's not what you said earlier, but anyways I've gotta go so I have to stop the discussion here
Interesting talk tho!
this hypes me coding in java again π₯Ή
can we just talk about how #game-discussion is all like hypixel X input here
the un talked about portion of the discord server
i love these square emojis lol
api when
pretty sure they talked about it a while ago
or recent not sure
There will be a blog post elaborating on the modding capabilities in the near future, as far as I understand
SDK when
Now we need luckperms ported to Hytale
ΠΠ°ΠΏΠΈΡΠΈΡΠ΅ ΠΌΠ½Π΅ Π² Π»Ρ Π΅ΡΠ»ΠΈ Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ Π½Π°ΠΏΠΈΡΠ°ΡΡ ΠΏΠ»Π°Π³ΠΈΠ½
What will be the first plugin you guys will code when the EA is released?
or just write your own one lol
Permissions is relatively simple, we will have good ones Day one
kotlin port
My prediction on how modding will be:
Server-side plugins will be done in Java, similar to how it was done in Bukkit. Client-side modifications will be done in Javascript (run via an embedded V8 engine). It'll be possible to communicate between your Java plugin and your JS script.
When a player will connect to a server, they will be download all the assets (Textures, 3D models, Javascript scripts, ...) bundled by the plugins on the server
Isn't it c# for client
my prediction is java is the base and js is just an interface for people who don't want to deal with java. and c# for the game modding
I modded in various games and this is how it works
mixed opinion on js tbh
You can embed a V8 engine to run Javascript code from a C# codebase (With Clearscript, for example).
You can easily expose your C#/Java variables to the JS sandbox
yup
oh no not u π
π
guys I wanna ask to server owners, what kind of plugins would you want?
Good call, could be done like that
we can't tell what we want but we don't have any access and information of what we can create
Your prediction is probably correct.
I know Java isn't perfect, but I'm glad the server side is in Java since it's the language I have the most experience with
java is perfect in this case
It's not even known if Hytale will have anti-cheat
platform independent, everyone who modded minecraft will be able to mod hytale with little learning
they have an anti cheat engineer in the core team
no chance, its a multiplayer game
it must have one
In that case, I hope they do it server-side.
yeah
im guessing something like mc, control is given to the server owners
in case of official servers im guessing a ban will be for the entire official server network
if someone is cheating is it getting a ban from the game or from official servers
they won't ban ur game compeletly right?
Probably Chromium Webview for UI work.
Clientside Scripting which might be synced with server probably in C#
In a 2019 tweet, Simon said that it won't be possible to modify the client (like in Minecraft), so scripting will probably be used to manage it.
global bans are risky because it opens a door for exploits from the server owner
artifically triggering anticheat auto-banning people that join the server
yeah that makes sense
Holy use of ram
Either that, or they expose functions in the Javascript sandbox like openWindow(x, y, width, height) so that client-side scripts can play around with the UI
I don't think server owners can cause global ban, but I am asking what happens when you cheat on official servers. are you getting a perma ban from the game?
The JS would call the function, and behind it it would be C# code that renders the window
I guess there is the game UI, with elements which can be used with C# clientside and if you want custom stuff, you need to use Webview and just use anything you can put in a browser.
Maybe also 3D Webview rendering on objects
I'm worried about the performance issues that could cause.
up to the devs, but i would rather have official bans stick to official servers
Watching YouTube ingame 
especially in terms of misbehaving bans related to chat
Since it's an overlay, there is no performance issue with the game client itself
something not allowed on official servers might be allowed on community ones
do you think they will allow monetization fully?
hopefully, dont see why not
no monetization means little interest from potential server owners
minecraft cut hypixel's most of income with just an update
corpos dont understand players well, this is a different project by different type of company
different interests and whatnot
I think it's okay, V8 is fast.
Passing data between C#-land and JS-land might cost a little bit, though. but if JS is only called for specific events (button clicked on the UI, the player breaks a block, ...), it's okay
Time will tell, I guess !
Yeah..
all I can say is modding will be gucci. not some simple thing
Does anyone have any idea when the documentation might be released?
It's always much larger overhead when you go from one application to another.
It depends on how you display and store data.
Trying to sync data with your webview each tick isn't the best approach x)
JS is fast enough for 99% of things
Hopefully at the beginning
JS != WebView
The UI would still be rendered in whatever technology is used to draw it in C#
It's just that UI event (clicks, ...) would be resolved JS-side
It's not rendered in the game
I really hope that there is a way for the client to download mods from the server so you don't need to manually install the proper mods.
However, there must must some security safeguards as being able to remotely execute code on anyone who connects to your hytale server is a disaster waiting to happen.
While showing a list of mods is a start and asking for permission to download is a start, the server could put something malicious in a random mod. I propose that there is an official source for mods where mods are guaranteed to be safe such that they can be reviewed, and your client downloading a mod outside that prompts a warning (can be ignored, but it's important it appears)
You automatically dl them on the connection
I guess it would be done if trust, mid signatures and reporting
simon tweeted in 2019 that people won't be able to install local mods at all
The code of the client-side mods can be sandboxed in a JS engine
yeah and possibilites with sandboxed environment are very low
na
Ok, there's sandboxing that's pretty good. Glad to know it's been considered
there will be malicious mods but I'm 100% sure they will get a fix
Clientside scripting will be limited, no need to be worried
just the same as garrys mod really, someone might write a backdoor to spawn items or stuff like that with their shared plugin
so let's say you have an unity game and you can use loaders such as melonloader and then patch the game itself. this is some kind of external modding. hytale won't need it
that's a good point of why people should never trust closed source plugins
If the server architecture is well made, you shouldn't care about that.
Clients shouldn't be allowed to create synced stuff without server permission
yeah, there should be option to allow client mods or not
Probably in singleplayer?!
well considering a plugin could be a combination of server and client, that is something to take note of
Somebody will do probably texture mods, but server can override it with their own
Coming from GTA V scripting for multiplayer servers (FiveM, alt:V, RAGE Mp) and that's how they handle it there:
You have to download stuff from the server, client loads exact plugins like everyone else. Overrides game default data on client pc for that session. (Textures, Animations, Sounds whatever)
That's how multiplayer anticheat for client modding works there.
yeah thats not exactly what im talking about, imagine you download a cool plugin online for your hytale server that adds both to client and server which also has a backdoor to communicate to the server to spawn items, thats deffo a possibility and happened over and over back in garrys mod
I hope a lot can be modified and added (input, models, textures, mobs, gui, functional items & blocksβ¦)
I mean, that's an issue for the server owner then if you trust anyone x)
I know this is probably a bit late at this point but to add to the earlier anticheat discussion
doesnt need to be a malicious backdoor even, just bad client-server communication can be a vulnerability
As I've discovered on looking further into this there are some very strong indications that there will be a user-side anticheat of some sort, just unclear of what kind.
user-side?
user-side = don't over speed
client-side I mean
Only things I can imagine for client anticheat is modifying position or velocity data. Anything else should be handle by the server-side part
As long as it's not at the kernel level, I won't have a problem.
Yeah there are some concerning phrasings tbh, but it remains to be seen.
I wonder if Riot ever planned for Vanguard?
ages ago i used to join gmod darkrp servers and injected some dll to read the clientside and shared scripts, there was a silly SetMoney network variable without any serverside checks that anyone could just set, i totally destroyed the servers economy by running a simple custom clientside script lmao
Yeah, server-side issue. So basically no anticheat clientside needed x)
yeah, personally i dont think native clientside anticheat in hytale is a requirement, minecraft works well without it aswell
we just need to make devs aware of safe client-server communication
If there is a position check and velocity threshold serverside, that should already work
that's what i think as well but the phrasing strongly implies there will be a native clientside anticheat
To elaborate on what I'm talking about
Well...
do we have any info on what server requirements might be?
Sounds more like they won't allow game modifications by editing native game files
Cloudflare is down π
Hytale Privacy Policy, 2.0 (2025-10-10), Section 3:
We collect the following categories of personal data:
<...>
Anti-cheat and integrity signals: runtime integrity checks, suspicious process and memory signatures, device/account linkages, ban evasion signals, and enforcement history.
<...>
bro cloudflare plsssssss
probably heavily depends on the player amount youre going for
Cloudflare couldn't handle the Hytale storyline and collapsed
i mean that could totally fix lazy cheat engine users, but since the client is in C# i also think this might be very easily bypassable
π The Poor Intern who caused this is going to get RAILED
we'll see
"suspicious process and memory signatures" though
that particular phrase is a bit worrying to me, but i guess we'll wait and see
not if you manage to skip that check fully
Are there more things we should be concerned about clientside cheating than these?
- sending wrong position data to server (teleport)
- modifiy client velocity (speed hack)
- modify client game files to get an advantage (see through textures whatever)
- esp for player data which gets synced from the server (bone positions, wallhack)
it just depends on how deeply anti cheat is integrated in the client
I think these are problems that will be solved over time.
I mean as server owner you already can prevent texture client mods by extracting default texture pack and let each client connecting to your server download and use it
Maybe that's already a default thing as anticheat feature and you can use a custom pack, if you want
It's a little weird to do that
Wrong chat π
bruh
Yeah, ik. But it's kinda safe, bcs if you have a clientside checksum check, this can be blocked x)
I'd rather trust my server files than any client files
- collect data from unsuspecting users
- people who know how to bypass don't
Maybe it's a remnant from the RIOT days
Not allowed to modify the client is interesting.. logical but interesting. Either way Iβm glad to see i dont need to get good at C# lol
Probably not a remnant from Riot - I checked the privacy policy on an archive from June 2025 and those sections were not there. This looks freshly written.
or well unless you mean more so in the philosophical sense
I am wondering if this will negatively affect day 1 linux compatability
I hope it's better than it sounds - but it remains to be seen.
blog post says linux and mac likely won't be day 1
dayum
If there will be problems, i am sure linux users will just fix it for their version of arch, or just use vine
If it's a particularly hostile anticheat, wine/proton will not work - though there are other means around it all.
Unless they prevent wine from working, we call that the riot classic
Indeed, but for now they position the game as an open beta, so i don't really think they will bother with anticheat, maybe...
I think when he says that we're not allowed to modify the client, it's that you're not allowed to directly modify it
I think we'll able to bundle a bunch of client-side scripts alongside our server-side plugins that will be downloaded when you join a server.
This is probably more realistic. Anticheat will either be barebones and expanded on with time or a future endeavor.
Hopefully itβs not like Minecraft with server owners have to deal with AC only.
I foresee a similar system like Roblox could be implemented where they sandbox and encrypt the custom server/client data. Which wonβt stop everyone but will at least be better than nothing. And add some okay protection against rippers
This is most likely correct as client-side mods are already confirmed.
I've never played it, but I think it's pretty much how Roblox works
Are they? I'm seeing conflicting claims on that
From blog
What you can expect:
It's possible to mod almost everything in Hytale (content and server-side)
Non-developers can create impressive experiences with minimal technical knowledge
A few guides or videos will be enough for most people to start creating
We will provide server source code access within several months, once we're legally ready to do so
Dedicated server support and data-driven content configuration
We're being mindful of backward compatibility as we iterate
You can create your own custom servers, maps, adventures, etc
More details will be given in a future blog post
am i like blind, i don't see where it talks about client-side 
Itβs content delivery
That's not client side modding
i don't think "content" means "client side modding", but i suppose it is ambiguous - so remains to be seen
Hmm
No but their blog posts in the past support client side. So once they release more modding info soon we will know for sure
It means data will be sent to clients like recipes in Minecraft, but it can also mean code like in Roblox
I'm greatly looking forward to seeing the blog post when they decide to fully cover how modding will actually work, as a lot of things are unclear at the moment.
Thatβs all Iβm here for π
Same
Maybe also data packs and stored locally on the client pc, encrypted ofc
Why would it be encrypted?
Content protection and custom server implementation protection would be one reason
Paid creators who sells it through a plattform with license system don't want that your stuff gets directly download on hundreds of PC without paying for it, when they wanna use it on their servers
Can you explain further how things being encrypted on the client protect the server?
It's not a protection for the server
Then they wouldn't use a server
More for the creators of the stuff which gets used on the server
Ah, cloudflare is still down π
"Monitoring - A fix has been implemented and we believe the incident is now resolved. We are continuing to monitor for errors to ensure all services are back to normal."
Someone is definitively getting fired
Seems fine for me
Welcome to the world of cloud computing
I know it, most of the websites I used today were affected but since the cloudflaree announcement it seems fixed
Probably located in western europe then
Hey! I started working at Cloudflare last week and today they approved my first PR, let's gooo
Submit a PR to get things working again cheers
YOU DIT IT
DIDN'T YOU ???
Anyone planning on making a stargate plugin ?
You are not in the CF Discord...
Pr stands for personal revenge doesnt it
Why? They're calling me to the HR office in 5 minutes to congratulate me
good meme
Hopefully server side will be Linux compatible as I want to make an egg for my server host right away. But donβt want to deal with proton/wine for it with docker
+1
Pretty sure it should be, after all server code should be in Java and it doesnβt do any rendering (so no ties to platform specific rendering backends) + itβs coming from people with experience hosting servers and everyone knows that if you can you host on Linux
Thatβs what I was thinkingβ¦ looking at you space engineers
Imagine creating something like Spigot/Bukkit Api to code server plugins. Would be wild
Native modding should allow this to not be needed π
yeah, i was joking
Also depending on if C# client uses DX or Vulkan/OpenGL it should be possible to run even the client natively on Linux too
Based on their site eula we will be limited to interacting with the client itself. But they are going to try to support Linux/Mac so might not be day one but will be down the road
I didnβt mean it from modding perspective but in generalβ¦ since If its DX then proton or DXVK etc would be necessary, if its VK/GL then just installing netcore runtime and maybe providing platform specific native libraries should be enough to get it running
As for serverside only modding it makes ton of sense since even singleplayer is usually just an embedded server⦠so its waste of time to make two mod apis for two different languages etc.
Largest hurdle for day 1 linux compatability is the client side anticheat
I think the plan is native Linux/mac support. So hopefully that means extensible with ac
The runtime checks might make wine/proton unable to work
all depends on what anti-cheat measures they will have in place since generally anti-cheats can be quite invasive...
I don't think they said "Windows only" but rather "PC only" since the reason for that is that consoles and phones don't have "support" for JIT (there are restrictions about allocating memory pages marked as executable at runtime) so one has to use AOT which is always a pain with languages built around JIT (Java, C# etc.) - hence the "new engine" which was C++
They will not be focusing on anything but pc for now. Cross platform will be much later. But they did say for Linux/Mac they are gonna try
If mods are able to be loaded automatically by the client, whats the point of plugins? unless maybe they can coexist.
So thatβs good hope for Linux only users
Mods/plugins can be interwoven ambiguously. So we will see how they are gonna treat these two words once they release more info
server-side mods/plugins are one and the same, there is/will be official mod API... and clients will fetch necessary data from the server upon joining (similar to minecraft datapacks) but all the custom logic will run on the server-side and clients will just broadcast commands (like interaction) to the server.
considering it's java i don't see any reason why it shouldn't be
unless its like hardcoded for windows lol
It would be a disaster if any random server could run unchecked code on your computer lol
So ofc it works like that
arent servers gonna be able to have custom content/assets?
Maybe for Ui there will be some Lua like things, or constructors
I bet on constructors
I've seen sooo many platforms trying to provide "full unrestricted c# client-side scripting" it's not even nice... but yes, for security, performance, and ease of maintenance it makes sense to have just one mod-api in one place... and that is server
But that will be lame, I want more controll
i still hope this is the UI we're getting. i love it.
I consider mods and plugins the same since at the end of the day it will be a zip or jar file containing assets and logic that will get loaded ("plugged-in") by the server on startup etc...
This UI is very good ngl
and a client upon joining the server, auto switches to that version... smart
so servers arent forced to stay updated.. and can work with the version they are on.
Would be nice to have platform for uploading them
the server would host them.. ur client will download them.. afaik?
they load textures, meshes etc.. i.e. visual assets and necessary metadata like custom blocks, custom UIs etc. but all the logic stays on the server
exactly, server has them locally and provides the assets for the clients joining... prime example of this would be minecraft's datapacks
as for "mod marketplace" sorta thing, iirc there's curseforge page for hytale already existing
That could be reaaaaaly nice, but by that logic, u can host with virus mods and client will download it
im pretty sure they got that stuff handled..
I mean there will be protection for that. But exploits will be possible still
code/logic is server-side (in java) client will only receive structured metadata such as textures, sounds, meshes and then something like json-based metadata which describe what, where and how
Well, that why there 100 percent would be soe curseforge like platform
hmm
Sounds good
so essentially the server is gonna stream content to the client?
at least that's what the team said (server-side modding only) and my experience of 15+ years in game-dev tells me π
What do you think about their world chunk system?
I didn't followed news, so i can't really tell what they done with it
client will download a "datapack" from the server on joining form which client will get the textures, meshes, and knowledge about custom blocks, entities etc... and then server will tell it what to do where to spawn those entities etc... so I wouldn't say stream (as that implies ad-hoc streaming of files when neded) but yeah generally
i see, very cool!
I'd expect standard 2D grid of chunks (or 3D cubic chunks) there's nothing special about chunking itself, it's mostly world-gen that's responsible for the "zones" etc.
slightly off topic but simon said we are on step 2.. releasing the game.. π
Well, cubic chunks, in my opinion, can be optimised and are faster than regular 2D ones.
Plus less limits for generation itself, but will need a crazy maintance
i think just about every channel on this server is off-topic in this primordial chaos era of this server
maybe except #blockbench π
once people have something to keep them on topic (i.e. "They dropped documentation for the mod APIs..." or "they dropped hytale, let's mod") then channels will get more on-topic... but for now especially here it's pretty much chaos since all we can do is speculate at this point in time
true
are there any servers/subreddits/forums/etc. that have a collection of resources/information regarding hytale server hosting/managing?
Letβs talk about plugins that we have zero info on!
C# is crossplatform btw
there's nothing known yet, pretty much "hytale is back"
nope. not yet. we need the official forums for that.
there was supposed to be forums, idk if they canceled that. i hope not
Do we have a place to give suggestions for this server? Having a Simon tweet tracker channel would be cool
#announcements exist
The website has room for it and seems like it might be possible. I hope they donβt go discord forum route π€
yeah but those don't have all of his tweets, I guess as long as all the actual content also gets uploaded there it's fine
Like soeone said there, give us API before the open test, and we could prepare
yep yep, I knjow... to be more precise it's the .net core that's cross-platform, but only Windows, Mac, Linux since consoles have limits of JIT (as I've described in other posts) and that specific message was more about rendering APIs such as DirectX (Windows only - natively... with proton/DXVK etc.. can run on linux) or Vulkan (generally multi-platform, might need MoltenVK on mac because Apple is being Apple) or OpenGL (natively supported on Windows and linux... deprecated on mac... because again... apple being apple)
My only question is how "networks" are gonna play out, its def not gonna be like MC where you need proxy and backend servers...
"Apple is being Apple" - Random dude in the internet, 2025
nit: it's just ".NET" starting with 5
Based on old info. Integrated hub system was a forefront of a thought. But yeah probably gonna be the same way mc is
perhaps NativeAOT can do something about that
I'll always call it .netcore nobody's going to change my mind ever π π
Β―_(γ)_/Β―
I mean, you are right. There are some applications out there still using 4.8 framework x)
possibly, but as Simon has said they're currently focusing on PC for now because every platform brings it's own specific problems and quirks and so it's more work to keep them all up and running
wishing best of luck π
Somewhere any where has something old running. Like a school we took over for IT had 2008 servers stillβ¦ doing everythingβ¦ in 2025β¦
hoped they went with C# for server as well
god... I wish if it was "only" 4.8... I'm still dealing with some apps using 3.5 and older... since corpos like to keep their custom millenia old software until it crashes and burns
As long the machine has no access to internet, keep it running
if it work why change?
Oh you know. The fact that security updates ended many years ago, and schools are targets for malicious activities
because at a certain point it's more work to keep it up and running and more importantly secure than to switch to newer version/alternatives.... but yes... that's exactly what most casual users (and managers) like to say
My local car paint workshop still runs old Windows 98 PC with their mixing software on it, bcs the manufacturer of it closed the doors long ago x)
This is sadly a common thing. I have several old images of proprietary software that we virtualize on new hardware so that they keep running
rocking on that windows 98 'puter is kind of based tbh
I just keep them on a local network with no external access
community servers gonna go crazy
it's not connected to the internet so it's fine... I know bunch of CNC machines and or POS systems that run things like 95 or even msdos... my aunt's accounting software is still written for msdos (and they ship things with dosbox to make it run on new versions of windows) but they all have one thing in common, they're not connected to the internet
I wanna nuke it already, somebody has to publish nuke mod as admin tool
i like how server ops can change player camera position and lock it.
atleast that's what this is implying
Iβm curious how plugin / server modding is gonna go tbh.
Like, will it work similarly to Minecraft in which plugins donβt need to be on the client, but (some) mods need to be, or will Hytale auto download the necessary mods? IDK just thinking LMAO
if anyone has an idea itβd be cool to know π
Mods won't be possible on the client, everything is provided by the server
The final suite for all type of content and creative outlits is gonna be great.
This
So the way that its gonna work is that servers are gonna have mods/plugins, essentialy each server is gonna have its own version of the game, and when u connect, your client, will automatically downlaod all the assets/content the server has.
gone are the days where you need to install each mod yourself afaik
so gmod custom servers then?
Agreed thats my understanding too from what ive read
basically yeah
neato
which is gonna enable so many creative minds
RTS like regin of nether would be funny
But difenetly, first thing I would like to see is some parasite mod
Wait RTS could actually go crazy your right lol
Fully fledged Zombies server with this type of environment π₯
Zombies? Dinosaurs? Zombie Dinosaurs!
Yeah
It's part of "clients will fetch necessary data"
They will fetch additional textures, models, ...
zombified dinos :O
zombie dino that can fly
Hmmmm, dinofied Zombies?!
zombie dragon?
fear
Client side scripting
Do you want to traumatize an entire server?
that would be terrifying to see
As a GM I can say, I give most hardship to the one I love most
:3
Actually, would be interesting how there will work that moment, when u want cut your project to other modules so they will have dependency, or writing own library for other own mods
:3
:3
we need an "essentials" plugin for hytale servers XD
It's literally hytale is
Wouldn't Hytale have an essentails already?
true
I think we can get straight into building, like for example minigames like bedwars
i hope so!
They said those minigames will not be there at start
#SimonHireGolderite
beautiful. source engine level work, love that.
each server will essentially be its own vision which is cool
Simon need hire Sam Hide (jokes on me, but that could be best piar manager)
My whole goal for this system once more info is given is building out a full custom experience. Things like spigot plugins and things like forge/fabric mods interwoven for custom server features. I think the first project of mine is going to be a coreprotect like system with block tracking/change tracking
i think with us being able to load actual mods - i dont see a reason for "plugins" xD but idk.
Once again I think its a bit ambigious for plugins/mods because plugins are mods. Modifications.
What IDE are you using for java nowadays? I left for C# 15 years ago... something from jetbrains?
IntelliJ
I use IntelliJ
Not for Java, right?
Java is perfectly integrated
VSCode is more an editor no?
it is
Java can work in VSCode but it is a meh experience imo
I've never actually tried using Java in VS Code, I should give it a try.
I also made a mod in MC with VScode
Time for netbeans
It can require tweaking but it's the most reliable.
I hate IntelliJ and it's indexing loading time !
they said that normal people can create experiences without needing to know how to code that much
IntelliJ gang
Maybe with kotlin?
I love vscode for anything non jvm but intelliJ is unmatched for java IMO
Put respect on kotlins name
It's prob still advantageous if you know how to code, especially for advanced stuff
me putting that $100 founder edition on credit card π₯
Anyone who uses java who doesnt like kotlin just hasnt used it
Kotlin is never used in tech company.
10 years of Java programming never use Kotlin :/
Ive used kotlin in both tech companies ive worked at
I think a lot of them are slowly shifting over since its all JVM
tbf one was a startup though
What Kotlin (except syntax) bring on ?
notepad++
Kotlins just pythonβified java, easier syntax, more out of the box functions
mental stability(?
fixes a certain billion dollar mistake
Its just better dev experience
Does java have something like linq/pipe&filter yet? Pattern matching?
Even if I like python and much simpler language.
I don't think it's fit for "minimal technical knowledge"
Yes, it's very good, the programming experience is different.
not linq, but streams are old, and switch pattern matching was introduced in 21
Yes with Stream (java 8), pattern matching added in java 21
My interpretation of their βminimal technical knowledgeβ is theyβll have some tooling to do basic moding stuff
stream api?
Node-based coding π
Perhaps like the datapacks on M (I don't know if I can use that name here)
modern Java is slowly catching up and copying Kotlin's features
Im sure you could say minecraft
Yes, that's what i mean. I can work with that then, assuming ht supports those versions π
If not take me away
Good haha
Yes, Java even have a "var" keyword (val equivalent)
var exists in Kotlin for mutable variables
Tbf i havent used recent java versions in a while and have heard its gotten a lot better but yeah i dont know kotlin just be βbetter javaβ in my eyes
Plus i do some android development for work too which is now primarily kotlin based
Still love java though
I think Hytale will use Java 8 (I'm just guessing based on the dates), so it will be possible.
Is Scala still a thing? π
scala?
Might as well be php
I think it's still the most popular FP language
what's that?
Yes, I would say Java is better for programming. The Kotlin API is also amazing; you don't waste time with things that are already implemented.
yes, i never saw it used but it still exist
~Was~ is a language trying to adress the shortcomings of java, also compiles to the jvm
It looks like Python
they added Python like indentation syntax in Scala 3, optional braces
Good oportunity to brush up on these things, get out of the .net bubble
Why do such a disgusting thing?
The .NET bubble is safe, and secure. Why would you ever want to leave? π
Adventure mode 
there's a rift of projects being stuck in Scala 2 and some making the move to 3
copying python in more than one way it seems
It looks like Python for jvm
so what plugins are yall gonna be making / looking forwards to see?
burn kweebec -> charcoal
can u make them a tleast in hytale style so they arent completely out of place
OFCOURSE
u bet RP community is gonna take off
REVIVIMOS CARAJOOOOOOOOOOOOOO
Like blocky style all the way
canal equivocado
perdon
xd
gaaaaaaaaaaaa
jaja, todo habla espaqui
A UHC in Hytale would be great
Gonna see a bunch of RP servers soon
OH RIGHT
Also Hunger Games
I'm looking at you BastiGHG
i'll probably try to do a simple story / quest based thing
i wanna relive this
Could someone please tell me whether there is an API available for mod/add-on developers?
let's recreate this please
some people will make a plugin/mod to support Kotlin ?
yeah
kotlin directly compiles into JVM bytecode, should work out of the box?
nice, i learn Kotlin at school ! With that i can try do something.
YOU KNOW WHAT I WANNA SEE? A HIDE N SEEK SERVER!
not totally, at least with MC Java, you need an intermediate
It's probably the same in Hytale.
i think it's due to the dependence
my home
like prop hunt?
oh.. yeah prop hunt!
i mean that should be easy to mod on code level, the biggest difficulty is the dedicated maps and their spec layouts that takes the most effort.
Guys can we have a plugin that just plays the metal pipe sound effect every time someone joins a server thanks
that would actually be possible but would get annoying fast lmao
Already done, just waiting for the sound API docs
is there any API doc available?
I can't send gifs for some reason but just pretend this message is the smiling Friends Mr Boss dapping up Pim gif
There ain't even game available what do you mean is there API docs π
ok
He from the future be nice smh
likely to be the case but we can't know util it open
who knows what early is π
They will probably release it soon
We will probably get the alpha or beta release I forget which one it is within the next few months or less
not really a release but yes that what they said
I ment the API not the game
i think it will be release with the first game release, so we can dev and test, instead of dev blind
same thing, the API is expected to change a lot so its not really a release and more a dev build
I see it as a sandbox / training ground to get my hands dirty and gain experience. Learn the tools, etc.
Guys I have the alpha 100% real (GONE WILD) (9/10 Riot employees HATE this method)
(this is the only channel I can seemingly post images in for some reason)
Probably bcs nobody tried it. Now they will prohibite it, thanks
How'd you get it lol ?
My dad's uncle's boyfriend's sons cats mother in law works at Riot
at bottom i can see 2021 so i don't really trust that image
She gave me a link to softonic that had a download for the latest alpha that includes the new unannounced mob, hairless chickens
Alright, but the menu screen seems legit nonetheless.
This is because it's the OG engine they forgot to update that string to say 2025 it's definitely real
Can you play it?
When I booted up the game it actually gave me a popup that says Simon has my IP and will bomb my house if I share anything beyond the title screen trust me
no way
"Don't believe everything you read on the internet" - Abraham Lincoln
with a pipe bomb or a missle?
that screen is fake btw
Puffle? Like club penguin puffle?
Nuke
Dude, yes, I knew I liked you
Yes.... look at my username as well :)
My series 0 red blue and green puffle plushies are chilling on my bed π
:o
theres a server that is exclusively about club penguin merch
you might like it
just change your nickname and we'll see
I actually can't because you have to go into settings to do that and that's past the title screen
Hypixel devs can totally back me up definitely
Just don't ping them or dm them or anything
well you don't need to share settings screen, so basicaly you are safe, if you just quickly change your nickname
Simon actually just stopped by my house he said I cant change the nickname yet actually yeah
You just missed him he's a really chill guy but he was like "please don't change the nickname or share any more totally real screenshots"
simon has him in a chokehold
I even offered to buy hytale from him for $12 I had in my wallet so I could share more screenshots but he said no
He said Microsoft offered him $13 so he's thinking about that one first
can we ban these clowns?
Alright alright I'll stop haha
Tbh I didn't expect this bit to go on as long as it did
The image came from a tweet from a hytale YouTuber, apparently it's an old screen cap from an old YouTube ad for the game
I wonder if we'll get a server akin to 2B2T
2B2T typer server would be so unbelievably fun at the start before people start sweating the combat to death
i think it's almost bound to happen, that anarchy itch has to be scratched
Probably, but cheating wont be a thing since clientside mods are prohibited
you doubt cheaters brother
they will reverse engineer the client in days & have a modded client within a week
No I don't, but I this time the anticheat will be handeled by the Hytale team
brother, they dont have access to vangaurd anymore
That's a good thing tbh
which is definitely bound to be good, but i doubt they can facilitate all of the modding features without a few loopholes
They will still have an anticheat right?
thank god, linux compat is a must
your not wrong but its just gonna take a long time
right... clientside modifications being prohibited always held back cheaters...
yeah i really want to play on my steam deck
Never said that
at some point, most likely, but i DOUBT that on launch
LMAOOOO
Yeah maybe, I really hope they do, maybe they are allowed to use it?
and steam machines if priced well may be a factor for linux
they won't have access to Vanguard, they'll have to use their own anticheat
i also highly-doubt Vanguard would even be comaptible with the legacy client
too sad they dont stick to the c++ engine 
i'd rather them stray from the C++ engine, i personally am an avid bedrock hater
The reason I think 2b2t is a success is because Minecraft doesn't do anything against cheaters, its up to the server to decide, but in Hytale its very strict, so a server like 2b2t on Hytale is like a honeypot for the anticheat team/mods
i wish riot had like a 5% stake still so we can get LoL cosmetics and other stuff
Oh right, maybe its not even C# compatible
but not enough where they are still beholden to them
rather have mostly free cosmetics instead of a ingame store
you can get them with mods though if the community makes something
but like where does it state that clientside modifications are prohibited?
yes & no, Hytale is giving server operators their own creative freedom over their servers, so aslong as it's not something that strictly affects Hytale i doubt they'll step in
true, i dont know if they would be global tho
seems like modding is allowed (client and server sided)
why not
like if a hacker were to target Hytale auth servers, then they'd step in, but if it's a client side hack client used for a server that ALLOWS cheating, itll be fine
I think they are talking about the server in this case, the server can edit content and server-side
copyright :/ im sure riot would be kind enough to let them use it but you never know they might not
Hm, this can be interpreted in two ways though. e.g. "you can modify content from the server-side"
how tf would you modify game files from a server
The client could download the content from the server, as the server could dictate it. Similar to Minecraft datapacks
resourcepacks arent new content
Resourcepacks in Minecraft != Hytale (server-side) mods
true, but yeah you can make it client sided if you make it yourself
You download the content before joining a server, there is a blogpost about that
i'm like 99% sure they're gonna allow both Server & Client side modding, not everyone wants to ONLY play mods on a server lmao
