#server-plugins-read-only

1 messages · Page 36 of 1

stray pasture
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I have read yalls two names as the same name twice now...

west elk
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we do have the same first name ^^

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I'm guessing you have profile images disabled in discord?

stray pasture
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No, I have them enabled - You can disable them?

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Brain is just fried. 😄

west elk
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Yeah in Appearance -> Message Spacing -> Compact

stray pasture
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What in the world!? - I hate this

delicate crag
#

Pretty sure they are offering pre-orders.

languid valve
#

Honestly if that 🤣

willow scroll
#

is this true?

west elk
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@willow scroll

distant bramble
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Is there already an egg to make it work in, for example, Pterodactyl?

west elk
distant bramble
#

Ok Thanks for the Quick answer

west elk
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You can bet that there will be an egg relatively quickly after release though. And even if not, the plain Java egg will work just fine

distant bramble
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Okay, thank you for your help.

slim mesa
#

How did I get tagged?

west elk
#

because he replied to you without unclicking the mention

slim mesa
#

I thought it was weird because I sent that message like 3 weeks ago

formal burrow
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And that's how I got there

slim mesa
#

But why did my forward get forwarded when they could have forward the message I forwarded

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I just hate having my name near a thing I just found out thanks to someone else, makes me feel like I am getting "credit" for not actually doing anything

fallow leaf
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Does anybody know the port (even better, dns srv tag) the hytale server will use, or is that not released yet?

west elk
fallow leaf
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Thank you, is there a confirmed SRV record?

west elk
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srv record will not be supported at release. looking if i can find a quote for that as well

fallow leaf
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Thanks, will set up forwarding ahead of time

west elk
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found it

fallow leaf
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LGTM, yeah DNS sucks to code for

stone cedar
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yeah in c# most people use DnsClient.NET i think although i feel like that shouldnt be too hard to implement it just takes time to get it in and i assume they already have their hands full

strange tapir
west elk
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would also ignore the hosts file and stuff

scarlet spoke
stone cedar
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yeah DoT and DoH seem to be unsupported by the looks of it

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that sucks

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would have been a nice neat option given that i now implement it basically it wasnt too much of a hastle

scarlet spoke
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Maybe something we get with .NET 12 in System.Net.Dns Hypixel_LMAO

stone cedar
scarlet spoke
main moon
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😶‍🌫️

kind mantle
#

Does anyone know if FOV and perspective can be forced via plugin?

shrewd bluff
#

This chat is much cooler

boreal radish
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agree

shrewd bluff
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😎

boreal radish
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a little too cool tho i need a blanket

hybrid pine
#

Any here playing GTA 5 Online

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I have hack of GTA 5 Online

shrewd bluff
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nobody cares

boreal radish
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i dont have any of the gtas

shrewd bluff
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i got gta 6

boreal radish
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im old and not with the times
i dont have tf2 or fortnite either

shrewd bluff
boreal radish
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yet both are played

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not really big into half life either
but master of orion now theres a classic

shrewd bluff
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chillax unc

boreal radish
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real

stray pasture
delicate quest
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still no clue for hytale server proxying for creating hub infrastructure? 🙁

upbeat storm
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There is a transfer packet

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It will work for most people. There is no proxy.

kindred crescent
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Slikey on Twitter:

Whenever someone starting out programming asks me "what language should I learn": C#. It is not even close. It is by far the best balance of performance, usability, learnability and ecosystem support.

C# will absolutely dominate application development and I am willing to die on this hill.

stone cedar
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and then as mentioned there is a transfer packet but you can proxy servers based on sni and such if you really want to

kindred crescent
stray pasture
kindred crescent
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He's talking a bunch on Twitter right now. About programming languages and engine

sacred tulip
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The programming language you start with should depend on what you want to first build and no other reason.

summer loom
summer loom
# sacred tulip Why not?

Because it is a lot of concepts to learn at once, and doesn't feel as rewarding.

The advantage of learning something like Python, Java, Lua, etc. is that you can make something that you are proud of much faster and not get stuck and annoyed

sacred tulip
summer loom
wet vine
sacred tulip
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Can you debug C# programs outside of VsCode? It gave me some problems when I tried

wet vine
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I kinda say not rust because I really wouldn't want to teach someone to start pulling in random dependencies which NPM and cargo are really good at miss teaching you to.

sacred tulip
summer loom
wet vine
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With C# you have to understand encapsulation unless you ignore that...

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So you could just not tell them about pointers for about 30 minutes before they are ready.

stray pasture
summer loom
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Very often an intro C#/Java class won't talk about OOP for the first section, you will just be writing code in the main method

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I think the issue is that all of us have programming experience, and we all got it in different ways, so its really hard to imagine what not knowing anything about programming is like

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We are just guessing

stray pasture
wet vine
sacred tulip
wet vine
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So I am preaching about something I didn't do myself because I find it valuable to learn low level stuff today and am studying that.

vernal niche
delicate crag
stray pasture
wet vine
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Like. You should at least know a Turing machine, what structs are, how strings are stored, how your computer jumps around in memory, what tokenization is and what is a standard library

stray pasture
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Everyone always hides the hard stuff. Maybe stop hiding real concepts and we would have less issues. I still believe learning c is the best entry to programming. Everything is based on it

wet vine
stray pasture
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C does what you tell it. Does hide and allows you to shoot yourself in the foot. Doesn't have the whole OOP craziness that is usually the hardest part of learning programming. And makes you clean up after your self. All of the basics covered.

summer otter
summer loom
summer otter
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Besides I'm crazy for saying this but I love memory management in c and c++ for that matter

wet vine
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But like... You don't need to know line by line how the python virtual machine operates. You should just know that, hey, this is a stack based thing, written in some order language that executes the tokenized output of my code.

summer otter
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just the control >:)

stray pasture
stray pasture
wet vine
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Though, a full walk through of how implementation details of python sounds awful lol

stray pasture
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Python, C# is a great example of AI.

AI hides all of the things much like higher level languages. Vibecoding is the visual that people who never really learn what goes on are.

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You just need to know that "blank" works.

But HOW, -> AI in a nut shell.

summer loom
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The sad part about AI is that people can get into programming and "write" really complex programs, without knowing anything, and then one day they are going to hit a wall and won't have the motivation to learn in order to solve the issue.

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But at the same time they are sorrounded by people telling them "You have to use AI, if you don't you will be left behind" and its really easy to turn to a magical tool that will solve all your problems, until one day it doesn't.

summer otter
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This is why I call software engineers problem solvers we engineeer the software, and coders just people who know the syntax and maybe problem solve here and there

stray pasture
summer otter
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but mostly use higher level concepts

wet vine
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I really should try to learn opengl again

stray pasture
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Programming is "problem solving", Coding is typing.

We have been trying to abstract and remove the coding part otherwise we would still be using asm or C. Python would need to exist.

stray pasture
# wet vine I really should try to learn opengl again

Learning OpenGL isnt what you want. OpenGL is a pipeline a specification. Your more or less wanting to learn shaders, and algorithms for the content side of the pipeline.

Use a library LibGDX or Monogame build your actual systems and visuals ontop.

summer otter
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I think everyone truly interested in building software not just for projects or money but for the understanding and skills. Should learn to be a software engineer and learn how the internals work and not only "best practices" like MVC, although great it doesn't work well for all scenario's and then this time could be spend on something else. MVC and other best practices can always be learned in a last year course or even during internships

stray pasture
delicate crag
sacred tulip
stray pasture
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I would recommend not creating and initializing within a while loop

summer otter
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the problem is right now you will keep making int pointers and never clean them up. This app will eventually crash your pc

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or the app itself whichever comes first (buffer overflows are scary)

odd dew
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Is there already some docs, showcase, etc... ?

stray pasture
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No

odd dew
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😭🙏

summer otter
stray pasture
delicate crag
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I wanted to catch her offguard with leaky code

summer otter
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I'm curious what DSY is cooking this time

stray pasture
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Though if you want some nice AI assistance that isn't Claude or anything. Tabby with Qwen2.5-Coder - 7Billion param runs fantastically!

Not to much AI but not to stupid its worse autocomplete - gives a good speed of auto complete (Doesn't remove the thinking)

silver cloak
#

opinion on gemini?

delicate crag
# delicate crag I wanted to catch her offguard with leaky code

My frist ever interaction with memory leaks was back in the warcraft 3 era and making custom maps. When you've created anything inside a map you MUST null it otherwise it will leak eventually.

local group g = CreateGroup()
call GroupEnumUnitsInRect(g, GetPlayableMapRect(), null)
call ForGroup(g, function MyCallback)

This would leak, so you had to

call DestroyGroup(g)
set g = null

to remove it. Countless hours went into understanding and fixing this, since the WorldEditor back then didn't tell you where you've made a mistake. It would just "compile" the map and run it.

stray pasture
silver cloak
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gemini got god tier img generation. I love it

stray pasture
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Oh for image gen, yeah all for it. (I ain't that talented)

silver cloak
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coding wise idk, I haven't tried it. No LLM has helped me :/

stray pasture
silver cloak
stray pasture
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? - Explain

silver cloak
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I can't run it..

stray pasture
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Oh why not?

silver cloak
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I got an rx 560 💀 + ryzen 5

stray pasture
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Anything higher than the 7B overthinks. (Like using StackOverflow)

delicate crag
silver cloak
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Honestly its fine 😭

stone cedar
tall osprey
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Is it confirmed yet whether it's visual scripting only, or if we can write plugins with text-based java

upbeat storm
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From my understanding visual scripting won't even be supported yet on EA, or will at least not be super fleshed out. Java plugins are the main way to make content

scarlet spoke
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@vernal niche Any RCON commands already documentated for Hytale?

stone cedar
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wait it has rcon? i thought it doesnt

scarlet spoke
stone cedar
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oh as a plugin you mean

scarlet spoke
stone cedar
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jesus i mean third party

scarlet spoke
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Only the protocol and the sandboxed client methods are part of the "core"

stone cedar
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im aware of the architecture but i hoped one can put 1 and 1 together and assume i meant third party aka not included by default

vernal niche
stone cedar
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sorry if it sounds like im upset or such but it did feel quite pedantic to get "Everything is a plugin" as an "answer"

wet vine
boreal radish
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i was gonna say "minecraft commands arent that painful if its under like 500 characters" but couldnt quite bring myself to it

wet vine
boreal radish
#

ah

vernal niche
wet vine
# vernal niche I am not familiar with developing commands for Minecraft, but I would not call t...

Bassically the way minecraft commands work is that your text is parsed into several types of tokens. Then each command specifies an order of tokens it expects in a tree built using method chaining. This is painful because that turns the command system into a pseudo programming language where each function has it's own bespoke syntax. It also tends to produce some god awful code.

On the user side... it mostly works. It's clunky, unintuitive and requires a learning curve. But we all have bashed through this with 15 years of muscle memory now. For scripting, as in datapacks, it's just horrible but that's not a concern for hytale.

west elk
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Keep in mind Hytale doesn't support autocomplete yet (as of the creative mode video)

boreal radish
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is that so bad?

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also, lords of minecraft? like the way ancient minecraft server?

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with the rp yt channel

west elk
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yep lol

boreal radish
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it was dead by the time i found it

west elk
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it's getting relaunched if you're still interested. more focused on rp and progression

wet vine
# boreal radish is that so bad?

Well, i have a particular hate bone for brigader (the thing that handles minecraft commands), and hate the way that code is laid out as it's a massive mess of generics.

But, yeah, nah. It's workable if not great.

boreal radish
west elk
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no, not having autocomplete isn't bad. But without it, it makes sense that Hytale's command system is easier to develop for since that is where most of Minecraft's complexity comes from

wet vine
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So as a server admin you can just click the dang button

west elk
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plugins can define their own ui 🔥

wet vine
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maybe with a webUI for the management console instead of WebRCON too.

west elk
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WebRCON will be a 3rd-party plugin. I bet there will ba a ton of other 3rd-party plugins for server managemenet as well

sacred tulip
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What kind of commands for a plugin would you ever need to write that doesn't just take an array of strings

west elk
hollow grove
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I've got a server with a fresh install of ubuntu, does any one know what version of java the Hytale server requires?

wet vine
west elk
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Java 25 is confirmed 👍

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default port is udp/5520

naive heath
west elk
naive heath
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awesome

rose atlas
#

Awesomesauce

quaint fern
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Hypixel should shift to heytal

fringe ore
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Nah

quaint fern
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Why

fringe ore
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Wdym, hypixel shifts to hytale? Like they stop hypixel?

quaint fern
fringe ore
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Ohhh I see a hypixel server on hytale

west elk
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They will

quaint fern
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Yup

west elk
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just not at launch

quaint fern
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I don't think till global launch hypixel will not make the server

humble bronze
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Have they said anything about how servers will be deployed, can we self host like MC or will we be forced to use their hosting?

If they want a 20% cut it doesn’t seem like there’s many avenues they can go. If server purchases are forced to be made in game this can easily be bypassed with webhooks if servers are actually being given creative freedom and contracts seem likely but how would that work on a mass scale of self hosted servers that gain little to moderate traction

west elk
fringe ore
humble bronze
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Have they stated this anywhere though? Them partnering with nitrado and the lack of communication regarding servers makes me think that’s the route they are going.

west elk
west elk
fringe ore
boreal radish
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most recent

west elk
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No, "Hytale Modding Strategy and Status"

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from Nov 20th

humble bronze
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The server files being open source doesnt mean we’ll be able to host them though.

fringe ore
humble bronze
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They can prevent the client from interacting with servers not run on their network.

west elk
fringe ore
#

Ohhh ok interesting

west elk
humble bronze
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I completely understand what you’re saying and this entire time I thought that too but I’m starting to think assuming it’ll be like Minecraft’s hosting isn’t realistic if they want a cut of server profits.

fringe ore
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So they are opening up contributions from the public? What does that do or look like? Public improvement?

humble bronze
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Minecraft forces you to abide by their Eula and that’s it

west elk
west elk
fringe ore
#

Was not expecting that

delicate crag
kindred crescent
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I don't see how they could take a % from private third parties

vernal niche
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You can also host with us NitraDuck_Cool but that's up to you

fringe ore
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Honestly, hytale is gonna be a wild west for a little while. Everyone gonna be active everywhere with the splurge of new servers, its sorta exciting in a way a new fresh start away from Minecraft with the same or better potential

formal burrow
#

think of it as the Roblox robux system... let's just hope it's not 70%+ goes to them

kindred crescent
subtle turret
#

*sneaks in* Making plugins and mods will be nice to do again.

#

Who to ping to remove spam? ^^

formal burrow
#

wow the mods are quick

kindred crescent
subtle turret
versed bronze
west elk
versed bronze
#

Ty

west elk
#

Shared Source Server
We commit to releasing the server source code as soon as we are legally able to. Expect this within 1-2 months after release.
[...]
This will let you:

  • [...]
  • Contribute improvements and bug fixes back to us if something bothers you enough that you don't want to wait.
fathom pelican
#

Hey everyone. https://discord[.]com/channels/523059903812599811/1455006002880450738

I did my first ever thing after aging 25 years waiting for game side documentation. I figured subjecting myself to JavaScript was the next best thing. Hypixel_ThisIsFine

delicate crag
frail mountain
#

Hi guys, I think I made that question like... 3 times
And always got some different answers
Can someone who knows explain to me: can we process things on the client?

I'm not talking about client side mods
And I'm not talking about mods at all

Let's say somebody joins my server and they see custom HUD
And then, let's say for example they have "Apple counter" in their HUD, which counts how many apples they have in inventory
That's just for example

So, I don't wanna process how many apples somebody has and then send this info to the client ON SERVER SIDE
Instead, I wanna process this stuff ONLY on client, so the client will keep track AND process how many apples it has and what to show on the hud

Such thing can really help with server performance

So, does anybody know anything about this?

vast dawn
#

that entirely depends on what hytale exposes in the modding api

sacred tulip
vast dawn
#

Empowering modders without exposing players: We want modders to benefit from their work and build a future they can rely on, with as much freedom as possible - without exposing players to the security and safety risks that exist on some other modding platforms.

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Server Plugins - Java .jar files
Extend the functionality of the server programmatically.
Extremely powerful and allows deep modifications to the gameplay experience and core server system.
Use them to build minigames, economies, commands, custom logic, new asset type, and more.
Data Assets - JSON files
Drive gameplay behaviour and define core content:
Blocks, items, NPCs
World generation
Drop tables, loot, and more.
Art Assets - Sounds, models, textures
Provide the visual and audio representation of game elements.
We support Blockbench for creating Hytale models, textures, and animations.
Save Files - Worlds and Prefabs
Share whole worlds or specific builds.
Prefabs are used in creative tools and world generation to place prebuilt structures like trees, houses, or large landmarks.

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It might be possible through Data Assets

frail mountain
frail mountain
vast dawn
#

after thinking about it for some bit, I highly doubt they will allow arbitrary code executing on the client

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if they were to allow modded server-managed client execution at all, it would be through a strict API like "here is a button and when you click it you can do an increment method or a decrement method and nothing else"

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in minecraft, mods and modpacks are vetted, and you are opting in to a mod, but in hytale, there is no such process from the player's perspective.
a server could absolutely have a malicious mod and players would be none the wiser

vast dawn
hollow musk
silver cloak
silver cloak
#

Cookies, where you can store keys LOCALLY

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On server join -> Check player preferences cookie ->
-> exists -> read preferences
-> doesn't exist -> create preferences

west elk
#

Client-side scripting is also not arbitary code execution

scarlet spoke
# silver cloak Cookies, where you can store keys LOCALLY

You mean local storage. Cookies will be send with a HTTP request.

Since server is authority, you basically handle it serverside anyways.

Like this Pseudo code:
player.localStorage.has("key");
player.localStorage.get("key");
player.localStorage.set("key", value);

silver cloak
#

When you join a server you download textures (if any) so it wouldn't be a bad idea to download a custom hytale key storage

scarlet spoke
#

May lay in the server folder and stays there or in AppData

silver cloak
#

def a good idea

vast dawn
# west elk Client-side scripting is also not arbitary code execution

my concern is that a malicious mod on the server can then execute code on the client, potentially doing something for as long as the player is logged on, like making a keylogger or a crypto miner just as examples... using the client resources for things they really shouldn't be doing

west elk
#

I bet the reason we don't really know anything about client side scripting yet is because it's in it's infancy and everything is still on the table

vast dawn
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even if a keylogger is out of scope for the modding api, a crypto miner is just maths and you can't block that

silver cloak
#

How is a keylogger going to work?

scarlet spoke
# vast dawn even if a keylogger is out of scope for the modding api, a crypto miner is just ...

That's not gonna work at all lol
The client is sandboxed in it's own universe. If it would harm the client, the server wouldn't offer a method to call it.
Even if you write your own server with quic protocoll and send malicious data, the client doesn't know that and will be always up-to-date.
Even if the server sends the game assets, the client API endpoints can't execute anything of it, if the method isn't built-in the client

vast dawn
#

:shrug: just an example. I was thinking about how minecraft now has the ability to read key inputs to directly hook them

silver cloak
west elk
silver cloak
west elk
#

I can totally see a hashing function be implemented on the client side using basic math nodes

vast dawn
silver cloak
#

I am still trying to understand how it will work

west elk
#

it all depends on what they make available for us

scarlet spoke
#

You can only communicate with the client with the QUIC protocoll or with json files, which the client knows the format and only accept it. You can't manipulate anything of it to harm other clients

silver cloak
west elk
# scarlet spoke There are no "client-side" scripts.

x com/slikey/status/2000348066101268677

We said we don't want client modding but client-local scripts are something we can absolutely support. It would hinge on a very limitted API but absolutely within the realm of possibility and doesn't violate any of our core principles to UGC.

vast dawn
silver cloak
#

The only threat when it comes to viruses is "plugin downloads"

silver cloak
#

He is referring to the visual scripting language (like unreal blueprint)

west elk
#

yeah me too

silver cloak
#

It literally says

It would hinge on a very limitted API but absolutely within the realm of possibility and doesn't violate any of our core principles to UGC.

scarlet spoke
#

That's a clientside API which offers limited access to the game for e.g. TeamSpeak plugins to communicate with

silver cloak
#

Only thing you should worry about is downloading malicious plugins

scarlet spoke
#

That's basically a headset port and you can listen to the music whatever the sealed music player is playing. Only the server can change the song

scarlet spoke
silver cloak
#

Well you are supposed to execute it in order to work

scarlet spoke
#

I mean, if you download anything from the internet by "believing" and run it on your local machine, well. Good luck 😄

silver cloak
#

Yeah that's what I am saying

scarlet spoke
#

Before I'm willingly run an external plugin, which I could build by myself with the source code, I'll simply copy that plugin by myself x)

delicate crag
#

We don't run any code on the client, we just download models, textures, sounds etc. The code is executed on the server. Unless I've gravely misunderstood something...

silver cloak
#

Correct, the server handles the logic

scarlet spoke
delicate crag
#

So why is there talk about malicious code then?

scarlet spoke
#

If you install malicious plugins on your local machine for a local server and run the server with administrator permissions, it's game over

delicate crag
scarlet spoke
#

I mean, it sounds dumb to run a server as admin (or root lol) but you know, there are always some people who will do that what's in the instructions x)

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In this point I trust AI more than any other human-written guide when it comes to install stuff to my server Hypixel_LMAO

delicate crag
#

I know what you guys mean, back in the CS 1.6 era you could crash someone's game or corrupt their system files via server plugins, in that case it was a fundamental error in how the server handled the code and made the client behave.

silver cloak
#

That was 20 years ago...

delicate crag
#

Yeah...

scarlet spoke
#

Well, Source changed it, it is pretty stable, still

keen charm
silver cloak
#

cant wait for cod hytale servers

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or gta hytale servers

delicate crag
#

My only concern is that hytale doesn't turn into slop that is roblox

scarlet spoke
delicate crag
keen charm
scarlet spoke
delicate crag
#

That's how nowadays viruses do it anyway

#

I am not a computer scientist and my explanation is like super high level

scarlet spoke
#

Well, servers usually run on Linux, so

delicate crag
#

Ye, but you can download and run it on a windows machine, that was his point anyway, that you download and run said file

near raptor
#

I saw in ViaVersion's latest update message they warned again about malicious jars. In server plugins, it has happened in the past that .jars contain malicious code.

#

But I believe that reputable platforms where you can download mods / plugins in Minecraft also offer some kind of virus scanning. It's a bit like with e.g. Nexusmods, which also scans for viruses in mods for other games. Sure, it can't catch it all, but at least they recognize the risks.

silver cloak
near raptor
#

I mean, it still happens

nimble crater
#

When will we be more involved in server development, API management, etc.?

near raptor
#

When the game releases

autumn ridge
fathom pelican
fathom pelican
sterile venture
fathom pelican
#

It’s so cool they’re supporting native Linux. Means I can develop and playtest on the same machine

boreal radish
#

ooh nice
glad they got it

naive heath
#

Thought I was about to have to do everything on my laptop ☠️

fervent bronze
#

guys should i do bad apple inside hytale?

#

imma also try making spheres

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since hytale hates them apparently

fallow stream
#

I AM SO READY TO LEARN HOW TO MAKE STUFF IN HYTALE

fossil valley
fallow stream
shut wharf
#

.

peak fjord
#

D-12

formal burrow
#

Happy New Year! I hope the Hytale crew and the community can figure out how to blow up this game this year and get people to show up from across Tiktok, Reels, and Shorts

balmy vessel
#

Happy new year (:

rich fox
#

Happy new year, may 2026 bring us plenty of plugins and tons of server customization! 💯

silver cloak
#

Happy new year !!!

acoustic vale
summer otter
#

java

loud valley
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The Hytale server requirements similar to minecraft?

summer otter
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not completely, let me explain

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Currently from what some older messages told us (yes it's a month old so may be outdated already) the first few players will likely use 1GB/player of memory until we get to players sharing chunks together. As chunks seem to take a lot of memory space. Tickwise it tries to run at 30tps so I would also expect a bit more cpu load due to that.

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70 players were able to run on 12GB DDR5 R9 7950x

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but crashed after 45 min and had degraded performance

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probably due to having not enough memory is my guess

loud valley
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So we need a better server machine?

sterile venture
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I’m sure it will change and as with all servers “it depends” unfortunately. Depends how many players, mods, ext

summer otter
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most likely

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agreed

sterile venture
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Honestly I’d be happy if Hytale has better scaling support than Minecraft, hopefully with hypixel behind it they will do that 🤞🤞🤞

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like running multiple instances of the server pointing to the same data

summer otter
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that's possible to do already indeed, but to synchronize the data between servers need to be added yourself

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like there is a sql chunk storage container option

sterile venture
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Cause running multiple servers is better than one big bad one

summer otter
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probably also for other stored data types

sterile venture
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oh they store it in Sql or am I missing something?

summer otter
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you can decide to do that

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they have 3 pre build storage options from what I read

sterile venture
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That’s honestly pretty sweet. Kubernetes here I come lol

summer otter
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I can link to the messages if you want

sterile venture
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That be helpful 😁

silver cloak
summer otter
summer otter
silver cloak
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Yeah…

sharp lake
summer otter
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That would be amazing ❤️

scarlet spoke
sharp lake
delicate crag
sacred tulip
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So chunks are saved to disk after only generation? Wouldn't it make more sense to only do this when the chunk is modified?

summer otter
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then the chunk gets generated every single time. Yes it stores less data but requires far more compute

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so it's choosing between two evils. ANd which one is bigger is then the question

delicate crag
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I would suppose it works like in Minecraft. Chunks are saved on generation and modification and then loaded and unloaded dynamically

sharp lake
stray pasture
boreal radish
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wow they took a while to paste everywhere

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you would think the bot would do it simultaneously

stray pasture
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Slow mode is kriptonite.

boreal radish
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at least here its only 10 seconds

sharp lake
stray pasture
# sharp lake It'd be loaded into RAM either way It's just whether or not we save it to disk ...

Loaded into ram after its cached is totally different than computationally recreating.

Saving to disk after creation just means its reading and placing not mathematically finding those positions one uses way more CPU

I haven't worked out any other algorithm on my own voxel system. As logically I haven't found a way that makes sense. The better option would be to serialized the data into possible shorthand or db. Keeps it small, and if serialized well could act as compression.

Lastly that data must go somewhere. 😄 disk is the only place that exists. You can offload it to another disk

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I am so excited for Snows message!!!

So suspenseful!

sacred tulip
# stray pasture The chunk needs to be generated to be modified. It caches the world. I cant find...

I'm not so concerned about world sizes more about chunk generation/load speed. I would imagine reading and writing to disk is more expensive for open world exploration than re-generation since many chunks are only visited once and never again, right? Because whenever you revisit a non-modified chunk (often the case in open worlds) you must wait for the disk read to finish.

And for this last point I guess this depends on player behavior but multiple players generating many chunks simultaneously would probably cause worse cache locality compared to re-generation if storing non modified chunks on disk.

My hypothesis is that disk read with poor locality is slower than chunk generation. I guess this is something that can be tested after release since it depends on their chunk generation algorithm.

summer otter
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modern ssds are way quicker than the complex math it takes to generate those chunks, but I do get where you're coming from

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especially considering very old games where this was not viable due to io read write limitations. But the generation opn cpu will limit the player experience as it ws time that could be spend on something else like entity calculations, player anti cheat etc

stray pasture
summer otter
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I agree with niklas

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but the memory likely won't hold the whole world of generated chunks as that would simply not fit without an extensive algroitthm which then causes it to compute more and more

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it would more likely keep the in view distance chunks +2 maybe in memory

loud raft
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do you guys have any resources for learning ECS?

stray pasture
loud raft
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i think i understand the concept of it.

entities are containers
components are data
and systems mutate the data in the components (?)

spiral marsh
# stray pasture This is inaccurate. Ram speed is always faster, reasons why games run within mem...

That RAM speed is faster than calculating chunk data using multiple noise functions is obvious. Snow did write about disk speed though, so I don’t know why this discussion went to RAM. RAM is required either way, if generating chunks or if loading from disk, so that’s out of question.
Nowadays disk I/O is barely a bottleneck anymore - even if it would be: slap the server in a RAM disk. But noise functions (multiple for the spectrum of features) are expensive and storing once-generated chunks is the only sane way imo.

stray pasture
spiral marsh
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That sounds like data loss waiting to happen.

stray pasture
# loud raft i think i understand the concept of it. entities are containers components are ...

Yes. Each entity is a container (id)

Each entity gets components and those components house (systems)

One update loop loops through all entities updating each system per entity.

Transform component houses posX,Y,Z, and rotationX,Y,Z specific to that components. You mutate this. Mutable or non mutable, its just a state change.

Lol if I didnt put my project on my git server I could send you that for a resource. But its locked behind my server...

stray pasture
daring lodge
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im going to do something disgusting with chunks and entities

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make everything just a presized arrays instead of classes, and access by index

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all native types

stray pasture
summer otter
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advice think about how to differentiate from different blocks. Is it just an int in an array or something else?

summer otter
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but that gets translated to an int in the backend

stray pasture
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... (I knew that...) 🙃

daring lodge
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i feel like a single block is 1kb

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by how much ram is used

summer otter
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and then you need to think about special blocks like chests and stuff

vernal niche
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A chunk is ~27kb on disk

stray pasture
daring lodge
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not bad

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where is all the ram going to Hypixel_Sad

summer otter
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it's on disk not in ram

daring lodge
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or when its serialized to disk its very small

summer otter
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disk vs ram can be quite different

vernal niche
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Disk does some compression shenanigans

daring lodge
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but if it can be that small on disk i assume the objects are very large

summer otter
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I guess a chunk without compression is likely 128kb in memory

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which can be optimized a bit but not by a lot without adding extra compute

naive heath
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Is it smaller than a Minecraft chunk?

stray pasture
summer otter
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32 x 32 x 32

daring lodge
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32 tall too?

pure locust
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Sorry guys, all the ram will be used for AI, therefore there will be no Hytale servers

naive heath
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It dependa on what a chunk is too

delicate crag
vernal niche
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32 x 32 x 32 x 10 to be exact

daring lodge
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we got Y chunks??

stray pasture
stray pasture
summer otter
daring lodge
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thats very good for bandwith tbh

stray pasture
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WHOOOO! - DDR4 is coming back!!! Asus just changed their production!

maybe

pure locust
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Hytale will be 4D. Please review hyperspace, manifolds, orthogonal axes, and non-Euclidean block placement before starting a new world.

vernal niche
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Antichamber Hytale mod when

stray pasture
delicate crag
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Isn't it already 4D? Time and stuff

stray pasture
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Nah, you can't interact with it as a dimension. its still a concept.

sharp lake
stray pasture
sharp lake
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What do you think it means when a chunk is "loaded"?

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It's stored in RAM, you just read the memory that's allocated for it

stray pasture
spiral marsh
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(Disk would be persisting rather than caching in this case)

sharp lake
stray pasture
sharp lake
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If your server is almost entirely exploration, then you don't want to waste the time or storage on permanently saving these regions that are only ever visited once

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Normally we tackle this by simply marking chunks as unmodified, until they are modified later
Then you "prune" them, or just exclude them from world exports

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We don't know how heavy the computations will be because it depends on the kind of world you're generating
If it's just an endless hexagonal grid, it'll be dirt cheap to calculate
And a complete waste of storage space to store lol

stray pasture
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Well, we have a good idea. Voxel generation of anything near Minecraft are quite substantial. Could be 50 - 200ms of compute time.

If it were cheap enough, why wouldn't all voxel games use determinism and just regenrate on the fly?

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You point is valid. If there is no reason to keep a chunk and its rarely visited then caching it is useless.,

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You could just use something of a cache that rotated untouched data out keeping your storage small.

^ if you don't know what that chunk will be, cache it (its cheap and fast) - Rotate it out after some time when nobody visits it.

sharp lake
# stray pasture Well, we have a good idea. Voxel generation of anything near Minecraft are quite...

Some voxel games literally do, even Cube World does to this day
And I'd argue that Cube World shouldn't have, their world is too complex
But not all worlds are complex, as I was saying
Grids and basic noise are both going to be immensely cheap to calculate, you can easily weigh pros and cons of never storing such worlds to disk
It's not a landslide victory unless you've optimized the storage format, which is a lot more complex than changing your disk caching rules

stray pasture
sharp lake
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Yes, exactly
If your world is simple or has regions that are only visited once, there are benefits

stray pasture
# sharp lake Yes, exactly If your world is simple or has regions that are only visited once, ...

But you would have to know what those are, or your server is going to be working overtime to keep those things generated on a timely mannor (You going to want some good hardware)

Trade off is storage vs hardware.

Storage is practically free for most hosts. Its the compute that costs a bulky amount

(Unless this is a small personal server for some friends)

We never really defined what we are building for. 😄

Or a specific gamemode built such as a rogue like

sharp lake
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We never defined what we're building for because we're just discussing the reasons you would do it
And there are lots of reasons because servers are going to be extremely varied in resources and gameplay

stray pasture
sharp lake
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You just gave two examples where it'd make sense, there are lots of applications

stray pasture
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Yeah, there are times it makes sense. However they are small and usually temp. usually you would just use an instance and clear it aftward. - Your essentially talking about a truly disposable world as it shouldn't persist. If people were building, you will for sure have chunks that would be common and should be saved.

(Not built on chunks, this would be unmodified)

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The cache everything, prune - or something akin to rotating cache, if untouched would still be efficient here.

summer otter
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There are things to be said for both honestly. It determines on storage vs compute limitations, luckily hytale is so customizable that you can easily swap things out

formal burrow
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maybe not people who have spent more than a couple hours in this server

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Steve Jobs once said about a company's expansion that the marketers usually take over and make the design decisions over the engineers. He was a massive scumbag but he's right. The survival of a company, if no one is using their tech or product, it doesn't matter how good your engineers are. I am a little afraid but Simon is purposely running at a loss for now. The only way this game really blows up is if people start making videos and people who have never heard of Hytale start watching

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we only need one Pewdiepie to carry the game

stray pasture
# summer otter There are things to be said for both honestly. It determines on storage vs compu...

It is the abstract statement, not the thought.

The concept is not to cache unnecessary, but the statement was to not cache the world what so ever unless modified. - Sounds great but then there are real implementations to effectively do this. That one is pretty much the most inefficient choice. - Though there is a single instance I can see it used.

I am just pointing out that implementation vs concept can be two very different things yet achieve the same.

summer otter
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depends on how you read that question as you can also read it as, only store the data added or removed from the chunk

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but that caching in memory still can take place which makes it viable and totally different

daring lodge
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what if chunks are just the generated thing + WAL log, and players generate the chunk client side and all just have an offset requesting from server

silver cloak
sacred tulip
stray pasture
daring lodge
rustic solstice
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Brasil!!!
12 days remain

meager oar
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Do you know if some servers get an early access? Or do all servers start implementing their plugins on the release date.

meager oar
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Ok, nice thanks

grand tundra
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Hi there

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I'm new here. Is there any blog post or article about making servers for Hytale?

sharp lake
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We can't send links here 🙈
Just look at their blog, they have a post

grand tundra
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Ok, thank ya

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I saw you guys were talking about chunking system but I didn't get it if you guys took it from an article or something else

summer otter
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There are some snippets of code in channnels let me grab some of those for you

grand tundra
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That'd be awesome

north carbon
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This may help ya tinyurl. com/hytale-modding

grand tundra
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It's been a while since my last time coding Java for Minecraft Plugins, so I had to get back since Hytale is coming out

summer otter
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https://discord*.com/channels/523059903812599811/1428794280868184064/1449868302414385245
https://discord
.com/channels/523059903812599811/1428794280868184064/1449723059706532002
https://discord
.*com/channels/523059903812599811/1428794280868184064/1449718578457739324

grand tundra
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Thank yoou

loud valley
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Maybe we got official server?

grand tundra
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Oh I thought those mentions were in that channel

summer otter
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https://hytalemodding*.*dev/en
is one of the upcoming projects from the community with a lot of extra resources regarding hytale modding it has all current info but will later also post cusotm docs once the jars release

grand tundra
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@summer otter, about the chunking system: Does it also mean that we can choose what data to save and load it for a specific chunking system? Like taking as example SWM which saves and load only necessary data for small maps. Could I do it tho?

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Since I saw there is an interface to implement my own saving and load strategy

summer otter
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I think you would need to overwrite some code and therefore disable the main plugin but it should be quite straightforward since you can copy the example code form them and modify it to your needs

grand tundra
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Got it

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Did they mention any snippets on changing player's UI? Like opening a chest to use as GUI in Minecraft?

summer otter
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noesis ui

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but then with a java like interface, they showed some small snippets as well

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https://discord*.*com/channels/523059903812599811/1428794280868184064/1441272972756389969

stray pasture
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It sounds as long as you conform to their interface you can basically change what you want.

grand tundra
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Nice

tame oriole
tired vine
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can you already make plugins? I saw this plugin called FancyCore for hytale but idk if its just code thats been prepared for launch

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cuz you cant download the actual jar yet

summer otter
fluid patio
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i wonder how long it will take to port luckperms over. it is pretty abstracted as far as i remember

stray pasture
tired vine
fluid patio
languid valve
stray pasture
tired vine
fluid patio
summer otter
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they have basic perms but nothing advanced

tired vine
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a lot of stuff we needed plugins for in mc is already in the base game like worldedit

tired vine
stray pasture
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Wait, world edit is base game of MC? Oh you mean Hytale? 😄 Ignore

summer otter
tired vine
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altho it is storing data so ye i agree it will likely not be added in the game

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do we actually know if we get an api btw? or do we only get to compile the jar or whatever

summer otter
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you need to decompile the jar

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at a later point in time we get docs

tired vine
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so someone will need to make an api simular to paper to do stuff more easily? cuz i assume the decompiled jar will be a bit simular of how u use nms in minecraft

summer otter
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it has a plugin manager build in
and some wrappers around the packet stuff

tired vine
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idk tho i dont know anything about that advanced stuff.

summer otter
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but idk how advanced though

tired vine
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lets hope for the best

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cant wait to play

fluid patio
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as long as we dont need to juggle around as much with reflections its ok

summer otter
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most of the features in the server are just plugins with modules

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some are still hardcoded but they try to seperate the server jar protocol and core game functionaility completely/to a big extent.

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my words so I may have misinterpreted somethings

fluid patio
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hopefully it is

vernal niche
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Madelyn speaks the truth

silver bronze
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Oh hey André! Nice to get a confirmation on some things from you. Would you rate the development experience with the api adequate for now?

vernal niche
summer otter
vernal niche
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For example at the moment, I'm working on a "HotPluginReload", a plugin that checks folders for new JAR files (e.g. your maven output directory when developing a plugin), unloads the current version of that plugin from the server, including all plugins that depend on that plugin, copies the JAR and loads all plugins again. Simply to speed up feedback cycles when developing plugins.

And to a large degree I'm just plugging existing functionality of the server together. I don't need to build a feature that unloads or loads a plugin at runtime - that already exists.

silver bronze
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Oh that's cool, yeah I assumed this was already present but if it's easy to make by yourself that's just as great

true socket
vernal niche
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But the core statement I was trying to get at: This stuff is really easy to add. The existing code doesn't fight you when you try to build something like this.

fleet isle
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Any idea how well the plugin unloading and loading works? Cause in Bukkit it's not so great

vernal niche
# fleet isle Any idea how well the plugin unloading and loading works? Cause in Bukkit it's n...

Plugins have a setup, start, and shutdown function that you should implement.

Generally if you use the shutdown function to "clean up" after yourself (stop threads, remove event registrations, these things) then unloading and loading should just work.

I kinda hope that the plugin for hot reloading is so appealing that plugin developers have a reason to properly implement that shutdown handling, simply to make their own dev cycles faster.

stone cedar
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hot reloading plugins? oh boi im actually excited for devving now

rose atlas
fleet isle
rose atlas
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slikey confirmed there's permissions in hytale we can manage

stone cedar
fleet isle
stone cedar
silver bronze
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Yeah thats what André was working on no?

stone cedar
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id be more interested how this would work with plugins that add items for example

vernal niche
# stone cedar doesnt it just need to be the plugin you wanna hot reload?

Yeah that, and all plugins that depend on your plugin.

E.g. there's the Nitrado:WebServer plugin and the Nitrado:Query plugin that depends on the web server. I have both in my test setup. And if I make a change to WebServer, i first need to unload Query, then unload WebServer, load the new WebServer, and then the new Query.

But obviously I can decide which plugins are part of my dev/test setup

stone cedar
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like would unloading custom items result in some sort of placeholder item or would it delete the items from the world

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although idk how the item system works so /shrug
id hope it doesnt use numeric ids but some sort of modname:itemname combo

vernal niche
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I think it's important to note that there is a difference between Plugins and Asset Packs.

I do not believe that adding a new item (including appearance) actually requires a Plugin (i.e. Java Code). Only adding new behavior does.

So if you make a code change to the behavior, then the item will still exist while the plugin is unloaded.

If your new item is just different values for existing behavior (idk, a sword with a knockback that can yeet someone into the sun) you don't need Java code, it's just a json config change and that supports hot reloading out of the box.

stone cedar
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hm i see

vernal niche
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I really wanna set up the "Incredible Greatsword of Yeet" now

light lance
#

the smacking stick

summer sapphire
summer otter
#

André you have ofcourse had some first hand experience. I don't know how much you delved into the specifics but when adding a prop (so a block or something) what were the size constraints? And would decreasing the uv maps to for example 16x16 whilst the textures stay 32x32 help in performance gains. The reason I ask is as I want to explore creating a very advanced LOD plugin. With 32 states for every prop. + 128 enlarged state colors with 32 states growing that are just 1 pixel. Which would still give us the ability to have 32768 different blocks still in the overworld (which seems plenty to me, otherwise we need to find some way around that). This is assuming every block is stored as 1 int and not 1 long. If it's a long I will enhance the color space to full RGB and make it 1B blocks being able to be in game. Well let me know. This LOD system if possible could in theory make a 64 chunks render distance in performance most likely load 1M blocks in view. Although the server needs to do a lot of heavy lifting for this by prerendering all the 64 different possible states for each chunk. But in my use case storage is not that much of a limiting factor. Well let me know if you know any 🙂

vernal niche
summer otter
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It's completely okay it's something I will then dive into once hytale releases

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I appreciate your time trying to answer those questions regardless. You do some amazing work André

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not only for this community but also your company

scarlet spoke
# summer otter André you have ofcourse had some first hand experience. I don't know how much yo...

You probably even don't need LOD for textures, bcs the textures are already loaded since a block of the same type is probably in close range.

Investing time in this plugin kinda makes no sense, cause the client isn't the bottleneck.
You can store tons of textures in the gddr.

The only current mod which would make sense is adding Distance Horizont with chunks which are sent to the client pre-calculated for static blocks without entities.

summer otter
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It can make sense if you're gpu compute lmited not vram limited. And it's more than just UVs as it also tries to make vertices less complicated and things like bigger blocks that will have less vertices therefore

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but we have to test to see if uv maps of smaller texture sizes have any rendering impact for the client

scarlet spoke
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I don't think that's a big problem.

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Usually the render-workflow should be:
Server sends chunk data -> client add textures of any block/entity which is in the chunk to the gddr -> client renders blocks/entities which are in close range, LoS or emitting anything.

The goal is to utilize every component in your system.
File system -> CPU -> RAM -> GPU -> GDDR. If you find a way to balance this for every system, that's the holy grail of game development

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But that would require client access, which we don't have Hypixel_Sad

summer otter
#

with that I can agree with, but I will try my best from server side to see what we can optimize as well

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even if it doesn't make sense at first

scarlet spoke
#

I guess optimizing chunk storage can be the best point for performance boost, if you let the server handle more frequent chunk storage you could utilize only chunks which are in the projection of the client vision

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Really depends on the server etc. Reducing chunk render distance is probably way easier

shut pilot
#

hello everyone, my name is MindKore and im verry exited to play Hytale and make some fun content, can i ask something? how its gonna work with the servers? is it like minecraft u need to buy a real?

stray pasture
stray pasture
summer otter
#

They have some LOD system but I will make some assumptions here and expect it to not be optimal but making it optimalnrequires a special server with more resources

stray pasture
#

Basically, your talking about writing a client to optimize the absolute giggles out of voxels.

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Without rendering voxels you can store PLENTY - But this is a client problem not a server problem. Its the rendering that is the bottleneck, many polygons. 😄

vernal niche
#

I feel like decoupling view distance from simulation distance might be a big lever.

With the relatively low min specs for clients I am not sure that the rendering is the first bottleneck

stray pasture
# vernal niche I feel like decoupling view distance from simulation distance might be a big lev...

Sort of, as far as I understand it the client is a dumb client - it received data from the server (if we are talking about dedicated hosting its not on your PC) - This means that the client doesn't need to simulate just needs to produce that visual result. So as long as the server knows what exists and can push that data, the client should be able to render it until it cannot render. - It is a poly count/mesh issue at the end of the day not really a data issue.

Specifically for LOD at least, now getting to simulate that much data is a different story and that is the server side.

#

Basically you can optimize how to draw that world all you want, but can the client actually handle all of this descriptions at once? - Well that is where the prior statement of back face culling, viewport rendering, and stuff like greedy meshing would come into play as that directly eliminates much of the poly count and mesh required to draw.

^ We can't access this, its the client.

#

All of this is still speculation because I can't read their source, nor do I know what they are doing 🙃 - Take it with a grain of salt

orchid nimbus
#

Does anyone know if they did any raw tests on player count and RAM/CPU usage?

Or if it compares to or is lower than Minecraft.

sterile venture
# summer otter They have some LOD system but I will make some assumptions here and expect it to...

I know other are saying this too, but you keep saying this and this just isn’t the case. Don’t mean to be rude the server does not handle this, it’s a client issue. You are talking about optimizing settings for the client which is fair and optimizing server settings, which is what you would do for any application you are hosting. Take Minecraft hosting, if you spawn 1000 mobs around the player that’s gonna tax the players system. A more powerful server isn’t going to solve this, rather a better way of handling that if you really must have that many entities which again is a client thing. You can have a stupid strong server which will easily handle that 1000 mobs but that doesn’t mean a players client can handle that when it comes to rendering

fiery vine
#

People debating about chunk management.

And here i am wondering how client-side visual scripting works and whether it involves behaviors and value converters for xaml

wondering if they'll open a github repo for a community lib so we can contribute UX focused client-side nodes.

sharp lake
#

it would be interesting to have a public forum for client-side spec changes

placid narwhal
placid narwhal
placid narwhal
placid narwhal
placid narwhal
austere girder
#

I think someone needs to check their internet connection

balmy vessel
sharp lake
scarlet spoke
# stray pasture Basically you can optimize how to draw that world all you want, but can the clie...

I don't think that's an issue we really have to care about. The dev of Sodium is part of the Hytale team.

The only thing you could optimize is chunk storage serverside for each player by changing the method from "bubble" to "viewport + close range" which would probably take way more server resources.

So optimizing how chunks are stored should be the first big improvement at first.

You could split it into different chunk storages, which only holds simple static blocks or pre-rendered blocks on bootup to only show blocks which are at a surface.

Optimizing texture/poly count handling is completly part of Hytale's task list

prisma olive
#

What kind of database do you think would be optimal for chunk storage?

#

I was thinking about Scylla

silver cloak
#

Doesn't hytale have its own chunk storage algo from hypixel mcserver?

sacred tulip
west elk
# silver cloak Doesn't hytale have its own chunk storage algo from hypixel mcserver?

No way to know if they're moving that tech over to Hytale, but they developed "Slime Region Format", a custom chunk storage format that permits databases as a data source and makes it easier to sync player-created chunks across servers for Hypixel. Their internal implementation is private but you can check out "Slime World Manager" for the open source version

shy osprey
#

Hello, Have a Hytale Developer API docs?

summer otter
summer otter
shy osprey
summer otter
#

You can decompile the jar though

shy osprey
summer otter
#

Its not obfuscated so you can just read what the code does

#

And how to interface with it but we have to wait for launch

summer otter
# sterile venture I know other are saying this too, but you keep saying this and this just isn’t t...

I was never talking about a stronger server although that is needed for some of my stuff to still run smooth. Due to the fact that the server will impact how the client renders stuff through changing what it needs to render by guving different data. Yet 1000 nearby mobs well no chance I can fix a lot outside of maybe some mob culling but that would quickly become too expensive on the server. Yet its a start to optimize from so maybe with some development we are able to pull it of for such entities.

#

Maybe hytale has a better culling algorithm but in minecraft it still pushes all the data even unseen blocks to the gpu and culls only the unseen impossible faces. Which I get and this is why xray even works. If hytale does a better job at culling I don't have to do part of this through server code otherwise well we got a lot of work ahead

shy osprey
summer otter
#

Docs will likely come some months after early access release

#

Server jar with early access release

shy osprey
summer otter
#

Exactly

shy osprey
silver cloak
#

I am confident the hytale modding guide community will cook documentation few hours after launch

#

and for that I deeply love them

civic mortar
#

Exactly...people rush to open a server, but the game will probably be so unstable. The game will have big changes in these 3 months, so no need to rush anything.

#

Every patch will break most of the thing you added

silver cloak
#

It's def not a good idea to design an mmo rpg though

#

Don't forget, hytale itself is a bunch of "plugins" all together

civic mortar
#

The game will change so much in 3 months that it's useless to make something

#

You can make a vanilla-style and open to start promoting.

supple flume
#

Hi, I’m planning to create my own RPG Hytale server and I’m looking for someone to collaborate with on this project. I’m interested in a serious partnership and ensuring that permissions and control over the server are well-managed and secure for both side.

I have experience in minecraft server if you have any question you’re free to ask.

stray pasture
stray pasture
# summer otter That's why I want to reduce those by adding more props and the server selects lo...

This isnt an LOD issue and it cant be, you would have to lessen the information provided from the server. Essentially culling server side to specific players. But it has zero achievement on your prior statements. It just means it achieves a roblox style optimization. All data sent to PC, remove half of it for mobile. Doesn't change how anything is rendered. Just changes what is even rendered.

This is very likely doable, but if your having to do that, this may require reflection as to why, in the sense of what is causing such an issue to require to actively render less it would point to a server issue.

(I could see packet manipulation much like MC NMS preventing to receive any block data from being sent to the player unless exposed to the players view) - But wills this even be required is unknown

Hytale is being built off of MCs issues. I can make an assumption they chose this architecture to control that, but would we not also assume this type of stuff should be built in or at least planned?

We do have very little info so I like your planning.

sterile venture
summer otter
#

it's client stuff indeed, BUT servers send data on what needs to be rendered so if we never send the data in the first place it gets culled in this manner of speaking. Or we send a lower vertex model. It's very overly simplified now but this is the general gist

#

In minecraft atleast this manner of thinking allowed me to optmize clients joining my server with up to 5x as much fps

#

I say up to as it depends on specs and such, lower end achieved more than higher end

sterile venture
#

Right and what you just said was optimized settings for a server that sends less information for a client to renders. Those are client side mods in Minecraft that do that, you could I guess have a plugin that has the server send less but that would be a plugin tweaking settings you can’t normally change on a server. I do understand why your saying, that’s a client side mod

#

FabouslyOptimized Comes to mind which boosts FPS and performance much like you are saying, it’s entirely client side and does wonders

summer otter
#

I did this by a spigot plugin but required me to change several packet handlers

#

as long as you're creative enough and dare to break the norm you will find out that more is possible.
Even colored lights and other stuff

#

without shader packs

sterile venture
#

For sure, but there is something to be said about solving the right problem in the right place. That’s a client side thing, and yes even custom blocks are possible with a resource pack and a server side plugin

summer otter
#

true, you can basically add around 1.3k for free without needing to use very fps reducing blocks

#

but with that being said a lot is possible, and even though it's better for a client mod. That doesn't mean servers can't help reduce some load. As clients otherwise need more ssd space and such.

#

it's not for all servers, as you will quickly have 64x the normal world size

sterile venture
#

What your talking is more design. Going back to my example yes its bad design to throw 1000 mobs at a client as the client probably wont handle that

summer otter
#

but it will at least help a client new or old to be optimized. It makes it harder though to approach due to it being approached from a server but that doesn't mean it's a bad idea as my goal is to make it even run on very old pcs

#

with stable 60+ fps atleast my server experiences

regal current
summer otter
sterile venture
#

making a client run on very old PC's is a thing minecraft mods already do

summer otter
#
  1. client side modding will be minimal at first and may stay like this, 2. not all users have a lot of ssd space
#

or if you meant for minecraft

#

well in minecraft the issue was that even with those mods other things could still be optmized

sterile venture
#

I know this has been said but these optimizations may be not needed, and tbh any game has minimums. The performance mods I was talking about sound like they will bge native to hytale.

Either or

summer otter
#

I even got 2x the performance with sodium installed when I ran this method on a remote server

sterile venture
#

Whats the plugin if you dont mind me asking?

summer otter
#

Custom made

#

and very experimental needs updating for more recent version

sterile venture
#

Any docs or field tests of it

#

that are public

summer otter
#

basically what it did, is similar to anti xray plugins but instead of showing just random ores I showed air after a certain depth layer, and did the same with frontal blocks but to a less extreme extent. What I did do though instead of generating the layeers again and again I pre renderedthose layers in a seperate format such that I had to render the world in 1 time really well (take around 3 irl days for 10kx10k) and then you can just use it. It could be optimized much more for the server but it was a proof of concept. And no I only tested it myself and with some friends who had lower end pcs, and they also noticed fps increases. Which for me was already a sign of it working. And it's fps increase compared to the same world without this plugin. But it was with 3 people total so I can't truly say anything about the big findings, although I did also test using my mum her 15 year old pc. which got the most improved results of all. Yet it's a trend that shows potential but still requires more testing to see if it's for everyone

old moon
#

I hope ECS and data oriented memory layout will help with those 1000 entities people will try to render/process at once both on client and server side.

#

All depends how the meshes, shaders and particles are handled though

sterile venture
summer otter
#

exactly

#

I have more experimental optmization stuff but those were less optimized and showed less promising results

sterile venture
old moon
sterile venture
#

Not familiar with burst compilation personally. I’m really hoping for better container support / scaling support which it sounds like Hytale is thinking about this and solving some of the reasons Minecraft doesn’t play nice with it

#

Also hoping Itzg makes a repo for Hytale or joins the team. That’s basically the standard right now 🤣🤣🤣

old moon
#

I am sure they will!

light lance
sterile venture
#

lets go!!!!

stray pasture
#

Just keep in mind, performance is likely going to be negligible. This engine was developed around 2015 and is stated to be 4 years old, I am going to guess it is going to run on a 2015 machine, their benchmarks state so. - my 4090 is going to rip through anything that stands in its way, I feel performance for rendering is going to be the least of our worries. Don't optimize too early. We likely won't have to considering the actual development team will focus optimization themselves. (With proven experience in the subject.)

stray pasture
tawdry berry
sterile venture
#

Certainly wanna make it accessible to as many as possible but if your running extremely old hardware it’s not necessarily fair to expect the game to run well for you

delicate crag
sacred tulip
#

That's counterintuitive I would expect voxel engines to run slower than regular games

full sleet
#

Hello! When do ptherodactyl eggs appers?

silver bronze
#

We need the server jar for that, so ASAP after release I suppose

fiery vine
#

Was reading and someone changed her name sus

stray pasture
sharp lake
#

The engine itself is going to be more intensive, but it benefits from less polygons
Assuming they do some aggressive optimizations for polygon count on terrain

#

Such optimizations are pretty common though, so it's not a wild assumption to make
And they already provided recommended specs, so judging on that they're implemented already

#

Minimum Requirements (1080p @ 30 FPS)

  • OS: 64-bit Windows 10 (version 1809), Windows 11
  • CPU: Intel Core i5-7500 (or equivalent), AMD Ryzen 3 1200 (or equivalent)
  • RAM:
    • Singleplayer, with dedicated graphics: 8 GB
    • Singleplayer, with integrated graphics: 12 GB
    • Multiplayer-only: 8 GB
  • GPU:
    • Integrated:
      • Intel UHD Graphics 620
      • AMD Radeon Vega 6
    • Dedicated:
      • NVIDIA GTX 900 Series
      • AMD Radeon 400 Series
      • Intel Arc A-Series
    • Note: A graphics card with up-to-date drivers supporting at least OpenGL 4.1 is required. Future versions of Hytale may additionally require support for Vulkan 1.3 and DirectX 12.
  • Storage: SATA SSD with 20 GB of free space
  • Network: 2 Mbit/s connection for multiplayer (UDP/QUIC compatible).
#

The Steam Deck runs at 800p, and beats the Vega 6 by a noticeable margin
So on paper, it'll hit be able to match the refresh rate on minimum graphics

sharp lake
boreal radish
#

apparently theres some website you can test if you make the requirements

sharp lake
#

They'd just be estimating based on the hardware specs like we are here
What we do know is that the Steam Deck doesn't hit the recommended CPU specs, but we also know that those are for singleplayer specs
So it can almost definitely hit minimum but might not be able to hit recommended, and it's probably not going to hit 90hz on an OLED model

delicate crag
#

Well, the steamdeck is able to run stuff that on paper shouldn't run on it. So hardware reqs are just something to be aware of but wont make it or break it.

sharp lake
fiery vine
#

I hope that even if they dont support controllers, at least they leave the some api so we can make mods to implement it

sharp lake
#

Steam Input will be able to bridge the gap at least partially, so Steam Deck on day 2 of early access isn't going to be unplayable

#

At least one person will toss together a community configuration within the first few days, assuming they don't just publish one themselves

delicate crag
#

playable = 30+ fps

sharp lake
boreal radish
#

really?

#

Hytale Recommended Requirements
CPU: Intel Core i5-10400 (or equivalent), AMD Ryzen 5 3600 (or equivalent)
RAM: 16 GB
VIDEO CARD: Intel Iris Xe Graphics;NVIDIA GTX 900 Series;AMD Radeon 400 Series
OS: 64-bit Windows 10 (version 1809), Windows 11
SHADER MODEL VERSION: 6.0

sharp lake
#

systemrequirementslab*.*com/cyri/requirements/hytale/19825

#

Here are the Hytale System Requirements (Minimum)

CPU: Intel Core i3-3210 3.2 GHz / AMD A8-7600 APU 3.1 GHz or equivalent
CPU SPEED: Info
RAM: 2 GB
VIDEO CARD: Intel HD Graphics 4000 / Nvidia GeForce 400 Series / AMD Radeon HD 7000
PIXEL SHADER: 5.0
VERTEX SHADER: 5.0
OS: Windows 7 and up

Hytale Recommended Requirements

CPU: Intel Core i5-4690 3.5GHz / AMD A10-7800 APU 3.5 GHz or equivalent
CPU SPEED: Info
RAM: 4 GB
VIDEO CARD: GeForce GT 710 Series / AMD Radeon RX 200 Series
DEDICATED VIDEO RAM: 256 MB
PIXEL SHADER: 5.0
VERTEX SHADER: 5.0
OS: Windows 10
boreal radish
#

and

Here are the Hytale System Requirements (Minimum)
CPU: Intel Core i5-7500 (or equivalent), AMD Ryzen 3 1200 (or equivalent)
RAM: 8 GB
VIDEO CARD: Intel UHD Graphics 620;NVIDIA GTX 900 Series;AMD Radeon 400 Series
OS: 64-bit Windows 10 (version 1809), Windows 11
SHADER MODEL VERSION: 6.0

#

idk what shader model is but

sharp lake
#

What's the link?

fallow stag
#

DEDICATED VIDEO RAM: 256 MB is a meme or isnt it ?

boreal radish
#

www.systemrequirementslab*.*com/cyri/requirements/hytale/28985

sharp lake
#

Lmao they have multiple entries for Hytale
We should absolutely not be referring people to this site

#

That one doesn't even have a game description like the other one

boreal radish
#

yeah they do

sharp lake
#

They recommend the same machines for both entries, despite the different specs, and have affiliate links for all of them 🙈

cinder latch
#

will making gui's be possible?

sharp lake
fiery vine
#

they will be (most likely) server driven ui, also i remember they say something like use noesisgui for nameplates so i expect to be able to use some 3d world ui

supple flume
#

The plugin will only be available in java ?

summer otter
gray timber
fiery vine
#

They have a .ui format using json style

summer otter
#

noesisGUI should be xml based if I understood the docs correctly and is quite similar to HTML ofcourse with many differences, but if you know how HTML works this should be pretty easy to learn

#

but maybe they made a json wrapper around it

fiery vine
#

Xaml is so easy and noesis have a editor u can also use blend from vs community noesisgui is based on wpf

#

With ResourceDictionary maybe people can make styles for default ui

sage spindle
#

Anyone know if dedicated servers will support clustering?

shut delta
#

Any news on potential hytale login for third party sites ?

placid atlas
sterile venture
viscid wren
fringe ore
#

Stop counting, it just makes hytale feel longer to come out lol

vernal niche
lament haven
#

If anyone is interested in collaborating on a cyberpunk-themed server, shoot me a dm

scarlet spoke
west elk
#

Works the same as the proxy, but without having to keep the connection alive

west elk
#

so you can send them to the most empty one

#

or the one they have the lowest ping to

#

or a static one based on their id

scarlet spoke
west elk
#

the transfer packet is what contains the address/port of the server the client should connect to

scarlet spoke
west elk
vernal niche
#

So the code level name for this is ClientReferral

It's a packet that the server sends to the client. It contains the HostAddress and a data payload, which is a raw byte array

The client that receives that packet then connects to the provided HostAddress and sends the data payload as part of the auth process

scarlet spoke
#

Where is the load balancing Hypixel_LMAO

west elk
#

in your logic

vernal niche
#

The server can use arbitrary logic which HostAddress to return to the client. Implementing different load balancing algorithms through that should be straight forward

scarlet spoke
west elk
#

if you mean that with "changing the way how the player connects to another server" then yeah

scarlet spoke
#

But, that means:

You have to verify that the player can connect to the server with a queue system, otherwise it may happen that two or more players joins the server at the same time and if the server is full, the connection will be dropped.

#

So basically:

Server 1 looks into DB/API whatever, which server is free -> Server 1 request transfer for player X to Server 2 -> Accepts -> Queue player X -> Wait for connection (30 secs timeout) -> Tell Server 1 all good, let's go -> send transfer packet to client -> client disconnects -> client connects with transfer packet + payload to Server 2

vernal niche
#

You don't necessarily have to tell Server 2 that the player is coming. You can put all required info in the payload.

Server 2 can also decline the connection (e.g
if it's full) by simply transferring the user back.

There was also some talk about fallback addresses (where the client should connect if connection fails) but I'm not sure if that's in yet

scarlet spoke
west elk
#

would a reverse proxy be less complicated?

scarlet spoke
west elk
vernal niche
scarlet spoke
#

Hmm, sad NitrAPI doesn't offer renting game servers Hypixel_LMAO
If you reach peak player count, simply rent more game servers for 3 days

vernal niche
scarlet spoke
#

Oh, well, thought it's on Service

vernal niche
scarlet spoke
#

Do we have player management with the API for Hytale already at launch or still planned?

vernal niche
#

Not clear yet. The next few days are gonna be fun

scarlet spoke
vernal niche
#

If you end up building such plugins, make sure to check out the Nitrado:WebServer plugin, that handles authentication and authorization for you

#

There's a post about it on the hytale Modding discord

pulsar obsidian
#

.

sterile dove
#

Will we have noesisgui on release?

west elk
jolly leaf
vernal niche
fleet isle
#

I hate SSL certificates

vernal niche
misty gyro
#

I mean with the right libs its not a pain working with it ^^ but managing that stuff sucks to be fair xD

@modern shuttle which plugins will be provided direclty at the launch by nitrado?

vernal niche
vocal escarp
viscid wren
#

Damn 10 days till hytale comes out

#

I want to make a server but not sure if I'll be able to

summer otter
#

Why would you not be able to

chrome tundra
#

10 days until the DDOS attack and no one can play 🙃

boreal radish
#

if this comes real i will know who to blame

viscid wren
boreal radish
#

or do you mean a natural one by all the popularity like how the website went down for reserving usernames

summer otter
viscid wren
fiery vine
#

People downloading, login, new buyers, etc. Natural DDoS

boreal radish
#

i always laugh a bit when i see people rushing to get on on like the 13th
it should still be there the 14th or like 8 hours after release

vocal escarp
boreal radish
#

likely chosen on purpose
gives them wednesday-friday as classic workdays with less people and hopefully devs online and active

#

also probably lightens the load

chrome tundra
west elk
#

Tuesday is a great day to deploy a new system to production. Monday is for preparation and dry-run and then you have 4 days to put out fires

fiery vine
#

Well just is download and login so i think will be fine quickly

fringe ore
#

For example - loads to the next server when user still on server, then when ready it does the transfer no loading screen

fiery vine
#

Oh the loading screen, i wish we can make custom loading screens like just a splashart+progessbar but also a animation of the player falling in a portal till all assets are loaded

stray pasture
fringe ore
stray pasture
#

Interactive loading screens. Snake, rules

fringe ore
smoky torrent
#

How are people posting plugins already on “Modtale”

unborn reef
vernal niche
upbeat storm
#

I always assumed it was seamless since they're pitching it as a replacement for reverse proxies

vernal niche
tired falcon
#

Is there a link to more info? I assume it’s a control panel?

Edit: I also see it allows account linking to an external web app

Edit2: thank you for all the questions you answer in the community

vernal niche
# tired falcon What does WebServer do? All the other seem to be pretty intuitive

There's a more in-depth explanation on the hytalemodding[.]dev Discord, but it's a plugin that other plugins can register to, to expose http endpoints, with support for player authentication and permission checks using Hytale's built in permission system, plus service accounts (bot users).

Essentially we want to provide a good solution that people can just use to spin up an HTTP endpoint, instead of opening their own http port, as that's a nightmare to support as a server provider

viscid wren
#

Everyone talking about developing, and plugins when the game base isn't even released yet and have no clue what their doing

Btw, if you dont know c++ goodluck

tired falcon
#

Server api is Java ☕️

viscid wren
#

You've got a lot to learn bucko

#

Start doing research on hytale, and understanding the mechanics

#

🤦

scarlet spoke
viscid wren
# scarlet spoke Stop trolling

I'm not trolling. I own 3 minecraft servers with over 100+ players bedrock and java including developing a hytale server

My hytale server is currently in 3rd place

#

End of conversation

scarlet spoke
strange tapir
tired falcon
#

I’m really excited for this launch. Been writing plugins since it was called Bukkit

boreal radish
#

no way admin appearance

scarlet spoke
tired falcon
boreal radish
#

lmao

delicate crag
#

Zero just couldnt believe what he was reading and had to step in

strange tapir
strange tapir
boreal radish
#

oh yeah also the top bar says "Discussion about making Java server plugins."

strange tapir
#

¯_(ツ)_/¯

silver bronze
#

Imagine having done all this work for Hytale as a project and this is what you have to deal with, kudos to you Zero 😄

vernal niche
#

Nah online discourse these days is "haha you reacted to me spreading misinformation, I ragebaited you, haha noob" 🫠

boreal radish
#

"its not ragebait you just lied" moment

vestal bramble
#

Hello everyone, how are you? I think I'm gonna start learning Java soon to make plugins & stuff

#

I'm already learning C# so xD

boreal radish
#

i love how it is java because im already learning that anyway

scarlet spoke
strange tapir
vestal bramble
tired falcon
#

It’s twice as much C as C++

vestal bramble
#

Hypixel_LMAO Hilarious

vernal niche
delicate crag
#

The only C you need to learn is HolyC. Everything else is heresy

boreal radish
#

C++++

boreal radish
vestal bramble
silver bronze
#

I don't think I'm invited to visit the Holy C

vestal bramble
tired falcon
silver bronze
#

Never too late to learn 😂

vestal bramble
#

😂 Go pal

tired falcon
#

I think I am going to develop a player state serialization library first

#

To read/write inventory slots and stats and items etc. because that will likely be a nightmare

vestal bramble
vestal bramble
tired falcon
#

Hmm I tried to post a GitHub link for a Minecraft player data serializer I made a long time ago but it was blocked

vestal bramble
#

Ohh sad

#

Wanna sent it to me? So I can see a little. I would love to work with someone or at least help for stuff like these

tired falcon
#

Sent

#

But I think there’s gonna be a big need for utility libraries

silver bronze
#

Absolutely, but there'll also probably be a lot of competition and disagreement in the early days

tired falcon
#

We will need something like ProtocolLib I bet unless the Hytale devs expose everything to us

#

I think the vibes for first party modding vs third party (like Minecraft) will be very different.

Like if mojang had released an actual plugin api protocollib wouldn’t need to exist

#

And I read we won’t have version specific obfuscation either. (Or any obfuscation at all)

#

So it’ll just be a less hostile environment to mod in

silver bronze
#

I don't have the quote on me but server jar should be unobfuscated, no official documentation on day 1 but they encourage you to decompile

#

We are releasing the server as shared source - you will have the source code with no obfuscation and all our comments in it. You can run very heavily modified versions of the server. If you really want to and you have the technical skills, you can make your own Hytale server software. I know some Rust programmers are already warming up the keyboard. You have to make sure you keep the protocol compatible with the latest version of the client though.

tired falcon
#

Wait is it a plugin API or are we just modding the server???

#

Bukkit style hooks or nah?

delicate crag
#

We essentailly have server source

silver bronze
tired falcon
#

Dm me pls

silver bronze
#

Sent a friend req as you have dms off for this server

vocal escarp
#

@vernal niche
Ah I don't need the actual game server to do any of the heavy lifting.
I've essentially created a user managed white list.

As I haven't seen Hytale's structure I've avoided adding it yet but I can give an example using Minecraft.

Essentially you have two separate elements. The site and the game server.
The site in which case is a forum, has a user configurable area where they can provide a username. This then stores the usernames of players in a database. This database is then semi exposed via an api. In this case I'll use the example /api/verify/minecraft

The game server when a player joins, queries the api like so: /api/verify/minecraft?uuid=00000000-0000-0000-0000-000000000000 which would return either a success or a failure.

Thank you, but I shouldn't need all those bells and whistles.

silver cloak
viscid wren
#

Is there still no server API documentation for plugins

summer otter
#

there won't be for atleast a month or longer to come

viscid wren
#

Oof

boreal radish
#

classic

viscid wren
#

How will people be able to make plugins? Decompile the server.jar and overriding methods?

viscid wren
summer otter
#

although there is some API for it which you have to figure out yourself

viscid wren
#

I've never tried to do that with Minecraft, always just used the spigot events 😅

sharp lake
frigid basalt
#

Won't the server API already be comprehensive enough that you would only need to "hook" it without having to modify the server jar?

sharp lake
#

code injection and stuff is genuinely really easy anyway, so you don't need to modify the jar anyway

summer otter
#

for the biggest part but it would depend on what crazy stuff you are planning to do

sharp lake
#

but yeah they plan to have a comprehensive api, i don't have expectations high for that at launch though

radiant elm
#

hello there! not sure if it was already mentioned but what is the JDK the game will be using?

obtuse vessel
#

So on launch can you self host with like a server.jar or something?

scarlet spoke
magic orbit
#

SO before launch we cant do anything about making plugins n stuff?

#

Meaning that all servers will be vanilla on launch?

tired pasture
#

Griefing intensifies

boreal radish
#

griefing those trork encampments certainly

tired pasture
#

will be funny without rules/plugins .Admin goes offline , chaos erupts

magic orbit
#

the bigger issue will be keeping the server from not crashing

tired pasture
#

cap settings ,Decline player connections

limber mica
#

Really curious to see the limits of performance server-wise, if we need a 64gb ram server to host 200 players will be a pain

#

Same goes for networking bandwidth consumption

scarlet spoke
viscid wren
tired pasture
#

at the start will be rough , but if the server is open source , optimization won't be a problem later on,anyone can contribute

limber mica
#

I wasn’t specifically thinking about open world, more on a skyblock multiple instance like optic

#

But I didn’t mention it so my bad

viscid wren
#

Yeah I don't think I really have the resources to host a big server like I want 😔

astral owl
#

Hello all. I’m trying to network with modders/developers. Feel free to add me Hypixel_Wink

turbid rose
vernal niche
vocal escarp
silver cloak
vocal escarp
rose atlas
#

less than 11 days guys!

vocal escarp
turbid rose
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"Verification"

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Shame there's no OAuth provider from Hytale but not the end of the world

random magnet
fringe ore
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yeah many vanilla servers,

i wonder what things will kick off as the basis of a protected server,

worldGuard/Admin Menus/Command Ranks/ etc etc

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and how long until those start popping up

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as that will be a pain point for sure

vocal escarp
modern spruce
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hey fellas, has the Hytale team commented on what mod or plugin development will be like?

stray pasture
fringe ore
turbid rose
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I think a lot of people are over complicating a flow of Web auth with someone's hytale account, it really isn't going to be too difficult

modern spruce
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thanks for the answer guys Hypixel_ThisIsFine

near raptor
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Eh, in order to sign in with someone's Minecraft account via OAuth (Xbox Live account) it is like a 50-step process, so surely it can't be worse.

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TL;DR of how auth works in Minecraft for your own web applications:

  • First create an app in Azure Entra ID
  • Get your app approved by Mojang
  • Call Entra ID OAuth2
  • Get the code grant, trade it for an access token (so far, normal OAuth2 stuff)
  • Use the access token to authenticate at Xbox Live (oh no, where is this going)
  • Get an Xbox Live access token (great, another access token)
  • Trade the Xbox Live access token for an XSTS token (yay, more tokens!)
  • Trade the XTS token for a Minecraft access token (4th token in the flow...)
  • Now with the Minecraft access token, you can finally call minecraftservices API to retrieve a UUID

So yes, it couldn't be much worse

candid spire
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Hi, I'm not sure if this is the right channel to ask this, so if it isn't, Im sorry.

I'm looking to see if it's possible to create Hytale servers yet on your own computer, as I've seen images but haven't found anything. Can someone confirm if it is possible? If so, where do i can download it?

Sorry for bad english

formal burrow
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I would advise NOT using the microsoft packages for VSCode and use Oracle's... They want you to make a REDHAT ACCOUNT to install the JDK with that extension pack

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Intellij is likely best for Java but I would trust VSCode or Cursor better to use AI

random magnet
formal burrow
daring lodge
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cant you just make a custom server in any language just to accept the handshake packet, verify and close, atleast thats what i did to verify link mc accounts

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no clue how quic works and if it closes like tcp

formal burrow
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Just do what NameMC does to link accounts, make a server, on the Hytale server/discord, have them enter the IGN, give them a 10 min code, have the other account join that server and enter the 10 minute code