#hytale-qna-live
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@fair smelt Will there be a way to use in game commands in a file, similar to datapacks?
Also, without client side, how would you approach the idea of vr?
How soon after the game's release can we expect documentation on the server network protocol to mod fully custom servers. I know the server source code isn't going to be public for a while after due to you needing to clear things up with it. I'm also assuming it's TCP?
Will modding tools allow us to create minigames like the top-down perspective shooter we saw in the trailer during EA or after? Or was that mostly machinima as proof of concept?
When can we expect to see the Blockbench plugin available?
Are there achievements planned?
Do you vear vigs?
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Will Hytale require an internet connection if you’re playing singleplayer? If so, will mods be available to use while offline?
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How would modding in a new weapon type work? We saw the AK47 in the gameplay trailer, but I assume we need to configure the projectiles and everything?
@fair smelt will Hytale use my RTX 5080 way more than other block games? I don't know whether anything has been said about dedicated graphics and whether you'll utilize frame generation or raytracing? can I make a mod for a boat that allows walking on and interactions with the boat and anything i decide to add to it? like making sure the collision box allows that?
also will more sophisticated mods be able to work once you have the moving structures will it be available to the modders?
@fair smelt For Hytale modding / user-generated content, will the pipeline only support Blockbench’s .bb model format, or will other 3D model formats also be supported?
I have planned on making a test run with specific era device that I have. the test run has the goal of seeing how playable Hytale is on older gen devices. is there something to keep in mind, like settings or optimizations while using these devices while playing Hytale? I will post further information about the device, if needed.
I have a few questions:
- more for curiosity, is the hytale engine made from scratch including 3D rendering?
- will it be eventually possible to make a mod kinda like ComputerCraft but on hytale using the modding tools? (it was fun to play around with CC lol)
- is the hytale server just like a .jar you launch just like Minecraft?
- how big (in file size) is hytale currently?
- would hytale work on Linux even without an official build yet with something like Wine/Proton?
How much can we mod the engine itself? E.g. can we change the way lighting works entirely? How easy would it be to mod in something like full-bright?
Will Hytale servers simply be jar files, so they will also work on Linux servers?
Will there be an official server list at launch ?
will there be a web browser inside of hytale? this would be useful to display webpages such as server webstores and third-party voting sites to players, so they never even have to leave the game to checkout or to vote
A few community members are wondering if plugins/server mods affect client code. When you join a server and it automatically downloads mods, what exactly is being put on the client, if anything? Is the client able to do more than just read the data?
PROFESSIONAL CREATORS — QUESTIONS
• How will mod publishing work in Hytale?
• Will there be an official system similar to the Bedrock Marketplace, with validation to prevent inappropriate or unsafe content?
• Will Hytale offer any built-in way for professional creators to monetize their mods and asset packs?
- The planned ingame linking system (connecting levers, doors, spawners, triggers) is compared to DOOM SnapMap. Will this support logic gates and conditional triggers?
- How complex can adventure maps get with just ingame tools versus needing Java plugins?
- Which specific client behaviors are "not yet exposed to the server" that modders should know about?
- What is the current state of NPC behavior editing, is the JSON sensor/action system the only option right now?
@fair smelt whats the goal concurrent users (CCU)? Is there any specific tech being used to achieve higher CCU?
Hi, in terms of client moddification, will it be akin to Roblox development? Wherein we can write client scripts using Hytale provided tools and then Hytale will be responsible for replicating the client scripts to the user when they connect? Or will modifying the client be not possible at all in any way, shape, or form? If so, how is it possible that we'll be able to modify things like controls and player camera then?
Can we edit player velocity / change the player movement to allow for wallrunning, sliding, etc? If so how will client side prediction be managed?
Will there be a form of lag compensation we can take advantage of?
Relating client prediction, how will no rubberbanding be done with custom movement code when client wont execute the server mod code
Minecraft java doesn't have native Controller support, Vintage Story doesn't have native controller support, so seeing that you intend to add it to Hytale is amazing. My moms a huge gamer and we both play only with controllers, so not being able to show her vintage story or play heavily modded minecraft suucks!
is controller support planned to be implemented during or after early access?
minecraft mods tend to use a lot of the different keyboard keys to open their own menus, which makes it difficult to use those mods with a controller.
how will controllers interact with mods that implement new menus?
any thoughts on (new) Steam Controller and/or steam machine/os/frame (vr?? :flushy: ) compatibility?
Hello! I have some beginner programming experience in python (basic fundamentals). How can I best prepare to get the most out of Hytale content and use it as a platform to learn and improve my modding/programming skills?
@fair smelt Will Hytale support PayPal and other payment methods when buying the game
Will mobs be able to pass through solid blocks without destroying them (like worm enemies in Terraria for example)?
- will there be an client sided anticheat
- what rendering engine will be used ? (open gl or vulkan or what)
- will the client be obfuscated
@fair smelt PLEASE MAKE THIS CHANNEL ONLY YOU TALKING AND COPY QUESTONS OVER FROM #discussion
RIP Slikeys sanity ^^
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What is the underground limit of Blocks?
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Is there a block that is the Bedrock version?
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Are there any sort of "Farlands" in Hytale? And if so... what are the total measurements of the procedurally generated entire map?
@fair smelt hi When will there be templates for hytale in BlockBench?
What will the inventory management be like?
Hello Slikey, some questions for you:
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Do you guys have plans to add a global anticheat? If so, how it would work?
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What measures will you take to prevent players who haven’t purchased the game from joining online servers? This is very important to avoid issues like cheating, exploiting or gaining unfair advantages in minigames/experiences.
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Regarding the server EULA, what kinds of rules can we expect about what can and cannot be created and monetized?
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Will servers require too much RAM to host experiences? How many players would we be able to have on a single server/instance?
Can you describe Hytale's world file format and serialization approach? Is it a SQLite database with serialized data (Protobuf/BinaryWriter), or a custom solution? Will the schema be documented at launch?
And Is the all block/entity model data stored as readable JSON files, or do models made with the Hytale Blockbench plugin get added as a compressed format?
Does the interaction system you mentioned previously support adding analog inputs (and using those analog values)?
Mainly asking because I was interested in trying to mod VR support into the client, but I saw you mention it was compiled with AOT compilation, which is definitely far beyond my skill set, and I thought maybe I could adapt the injector method for modding VR rendering into other games, and then make fake system controller(s) with the various inputs and mod it in "normally". If that ends up being feasible to try, anyways.
Kotlin
With the backend being Java will we see any support for using Kotlin?
Monetization
How will we be able to monetize in terms of in game purchases or will we have to build out our own infrastructure much like other Minecraft servers?
Bounty
When yhe bounty was mentioned are you guys looking for additions or support with fixing/rewriting existing content?
User Interface
Will we be using the visual editor belonging to the UI framework you said you are moving to or are we going to have to use your tools?
It would be a bad experience to need to make UI with code.
Is there going to be forums website similar to hypixel minecraft server
and is Hytale playable offline mode ❓
How far do you guys plan for players will be able to go with automation? Will we get only very basic things, or will you be able to make automatic mob grinders and the like?
Can you also remove items instead of just modifing them? I.e. a custom gamemode would be possible with less items?
@fair smelt what are the steps to create a server, will you have to port forward, etc
What is up with cencorship in mods? Like will racial, personal or other hatred causing mods and nsfw mods be banned? If yes, will it be automatically handled or will some of the staff handle this? Also,will there be something related to Technoblade?
Hi Slikey, how will programming support work for mods and plugins? Will there be an API, and how extensive will it be? Also, will there be examples or documentation available for developers?
I was wondering: What happens to my assets or systems when I make them available on my server and players join? Are my files just lying around so that others can take them and create their own server with them, or are they stored or packaged on the client in a way that prevents them from being opened?
Not sure if this is a 'modding' question - but how will "texture packs" work in Hytale? Will they just be a mod, or will they be separate like in Minecraft?
What can we expect from the different editions of the game?
Do you know if there will be any official tutorial videos for modding or is that a task the team trusts the community to do?
Two Questions:
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Will there be a native solution to the "every single tech mod adds their own instance of $COMMONLY_USED_ORE" problem? I'd imagine truly universal reimplementations have potential for upstreaming but that obviously can't be done for everything.
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Are there any plans to make it easier for individuals to host servers for smaller groups (that aren't on the same LAN) without the rigamarole of port-forwarding? Something like a native e4mc?
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How easy is it to modify the player movement to add stuff like wall sliding?
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Will there be support for OBJ/FBX files in the future? (to aid with things such as machinima)
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Will there be a form of lag compensation we can take advantage of?
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Will a form of rigid bodies / physics objects be supported? (to allow things like rag dolls, bouncy ball, etc)
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There will be no need for BungeeCord like proxiesIf proxies are discouraged how will server scaling work? -
How quickly will it take for official documentation for modding comes out?
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Will there be any official docker images for hosting the server or will that be on the community?
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Will there be a need for us to create anti-cheat mods?
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Would you be open on joining an unofficial modding community we are working on?
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Would you be open to the idea of recording the process of creating a simple mod (like the glider) and release it?
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Will we be able to modify existing entities and their hitboxes?
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Which physics engine does Hytale use?
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In the server instances where block breaking is disabled, to what degree can players edit the world? Does this apply to ALL blocks (such as trees or vegetation) or only to hard blocks like rock, grass? Does this mean players can ADD blocks but not break them?
You said we will always be forced to the newest version of the game, no version selecting.
What about the servers, will they be able to run custom versions? Because every update could make the mods having to be updated as well.
Are the hitboxes/hurtboxes custumizable? So we can maybe do something like monster hunter, where if you slash a tail, it falls off.
Hello! Not related to modding but currently, Russia is partially blocking the QUIC protocol, especially regarding foreign IP addresses. My question is, does Hytale support anything other than QUIC as a protocol transport for servers?
We are planning to release a public Gitbook which will hold documentation. You will also be able to browse our source code directly. Documentation will be sparse in the beginning but we are working on filling it up. A lot of it wasn’t maintained over the years of development and we have to catch up.
@fair smelt A few tips for the development team, have you considered the following important chunk optimizations?
Cached chunks (server avoids re-sending chunks previously sent to clients):
Each chunk stores a modification ID marking its last change (block place/break) and sends it to clients when they load the chunk.
Clients cache up to N chunks to RAM + secondary memory.
When a client requests a chuck it had previously received, it sends the server its cached modification ID to the server.
The server compares the received modification ID with its own modification ID for that chunk.
If they match, the chunk hasn't changed and the server sends a “no change” packet and the client reuses its local copy.
If they differ, the server sends the updated chunk with the new modification ID.
Uninteracted chunks (server never sends uninteracted chunks to clients):
If a chunk has never been altered, the server sends a "generate chunk" packet instead of the full chunk packet.
The client generates the chunk locally using the shared seed and world-generation parameters provided by the server on join.
Interacted chunks (server avoids sending the full chunk data every time):
As for uninteracted chunks, the chunk is generated client side by the player with the shared seed and world-generation parameters.
The server then sends only the changed blocks (block ID + block index within the chunk) to the client.
The client updates the chunk only with the received changes.
If the size of these changes exceeds the size of the full chunk, the server sends the full chunk.
These chunk optimizations save a TON of bandwidth and CPU allowing servers to support hundreds more players.
Will Hytale support post processing effects like bloom, vignettes, or HDR tonemapping and color correction?
Hiya,
When will we know the full capabilities of the Modding API?
I'm mainly curious in terms of what S2C functionality there is, so that we can work out what mods are completely impossible without hacky solutions, i.e proximity voice chat.
Another question, will there be a EULA for server owners? And if so, what sort of content can we expect to be prohibited?
Thanks :)
Hi Slikey! Will PayPal be an option to purchase Hytale on release?
How would servers work on release? Would there be an option to run a server on your own computer or would you need prior knowledge in server hosting? This is coming from someone whose only experience with server hosting is through free server hosters like aternos.
@fair smelt
please clarify
The 16 min gameplay footage showed a battle axe which was able to
- attack from the axe side
2)attack from the handle side
3)block attacks(which from the looks of it all melee weapons can)
I am assuming that normal attacks will be assigned MB1(left clock) and blocking will be assigned to MB2(right click).
As for the "attacking with handle" part, I think it will be based on combos, like "movement key + left click".
We saw that attacking with shield cost stamina, so I am assuming these combos too will work similarly, this is great because it will seperate normal movement with combat combo based movement, so you don't accidentally do the wrong attack move.
I find this to be an interesting aspect of combat.
My second question is based on weapon abilities, will we be able to switch them? Or are they hard locked to a specific weapon.
I assuming it's the latter for now, but I think the former will be better for a long term vision.
The abilities can be based on "ruins", attaching different ruins to weapons will then give different special abilities and ultimates.
The block seems too overpowered so it will instead consume stamina to tank a hit, different weapons will take different amounts of stamina ranging from daggers taking the lowest to Hammers/maces taking the most
-What will the diffrences be between the editions like does cursebreaker give me anything besides just cosmetics
- will there be Bungeecord for hytale
- will there be a ingame shop for mods
- seeing therre all server-side how does one mod its singleplayer world
Will the mods have a github style so anyone can participate? and is it even better to merge 2 mods into one by also merging the same admins?
question, do you know if we will be able to play with our friends on the same world from the launch?
Will we be able to get the map shown in the trailer, especially the one with the mountain in the middle of the shot and the road with the campfire, would be insane to stand there ingame
How strong are the Machinima tools, and or the 'vision' you guys have for it? Complete control over the camera in-game with the tools? Able to attach the camera to other entities / creatures for different 'angles / shots'?
Can you modify and adjust the 'machinima' tools to add anything we'd deem missing?
Hi!
- Could you please let me know if there will be a mod browser and mod pages, similar to the Steam Workshop or Modrinth?
- For example, would it be possible for developers to create flexible mod pages with screenshots, subtitles, and other features to make the publishing experience more engaging and improve mod discovery for players?
@fair smelt
Hello, the question about map structure. Is it chunk based or cuboid based (2d chunk coords or 3d) Is there a way to increate world height?
How should we create server networks such as Hypixel? Should we use transfer packets and have some communication between servers while having all ports exposed, or should we as a community still create a proxy (or will you guys provide one eventually)?
What will be the limiting factor in the amount of players on at once?
Visual Scripting will be our way to replace commands. We don't plan to have command blocks and rather use something accessible like visual scripts for asset packs.
VR is a limitation we won't be able to overcome anytime soon.
Hello!
Can we create mods based on licenses (such as League of Legends, Pokémon, etc.) or is it illegal?
Will there be Zones in Exploration Mode for Early Access or will the player spawn in the infinite lands?
@fair smelt I know that the client modding will not be supported, but will we actually not be able to do ANYTHING on the client? It's a little sad that I wouldn't even be able to make small quality of life changes like "vanilla tweaks" in minecraft, is there any way you could add a very restricted client modding so there are no security issues, like minecraft resource packs but even more restricted, to just changing textures and sounds for example?
Content protection: Is the custom content we make protected in any way? For example custom models,ui's or can anyone steal them easily from the server and put them to their own server?
PROFESSIONAL CREATORS — QUESTIONS
• How will mod publishing work in Hytale?
• Will there be an official system similar to the Bedrock Marketplace, with validation to prevent inappropriate or unsafe content?
• Will Hytale offer any built-in way for professional creators to monetize their mods and asset packs?
Same questions as Nikolas
@fair smelt How much does the game weigh?
Programming language questions
It was mentioned that the server is in Java and the client in C#. Will we get to use C# for anything, or will we be exclusively using java to modify the game programmatically. Signed, a huge fan of C#. 🙂
@fair smelt will there be a third party oauth login that we can use for web projects to alow for people to sign in using there existing hytale accounts?
how much control do mods have over the game, Are they limited to changing and adding simple features to the game or can they completely modify the gameplay into something entirely different
In regards to Mobs and NPC's, By default is their pathing random with spawn parameters near of in X Structure, Or do they have defined drawn zones around structures that they patrol? I ask because in the 16 minute preview, the Outlanders lost aggro on simon very quickly, and was wondering if that was due to individual aggro range or if he had left a zone that the Ai was meant to guard.
How does resource progression currently work, and how much depth is there currently to that system? (Can we turn dirt into sand, can we generate stone with water and lava, etc.)
Working with the two world generation methods that you guys currently have, what does a Hytale world look like, is it the same kind of patchwork biome system that Minecraft has, or is it Bands that are arranged so the further you are from the spawn the higher zone that you are in, or is it separate planes that you end up teleporting to?
In terms of complexity how much ease of use is there to tweak vanilla mobs or blocks with new functions, will I just be able to make a new snippet of code inside of the existing file for the vanilla mob and have that reference a Mod file that acts as my library? Or will I have to make a separate file that then points to a Vanilla asset.
Will there still be a focus on ambient life and creatures? A big selling point for me was the tiny mobs interacting with one another and their environment, making it feel more alive. Like owls on a tree branch, or the fox chasing the horned rabbit in the trailer, will that still be added to the game later on in developement?
Will there be boats?
will yo be able to invite friends directly to your singleplayer world?
Hello Slikey, a question about World Generation.
Simon said that actually Infinite World Generation is disabled but we can enable it if we edit the config.
Does Hytale have a similar bug to the Farlands? Or the hard limit is just a wall? Or just the game crashes?
Thank you if you answer this question.
@fair smelt Will Hytale support PayPal and other payment methods
@fair smelt What about the collision in the game? If you make a car, it won't go beyond the blocks? Will it be possible to play soccer with cars like in rocket league?
Number one: How much storage will the game take up?
Number two: Will there be a playtime counter similar to steam?
Number three: What time will we be able to pre-order roughly (Not asking for the day, just the time)
Thank you!
What are your plans for server discovery?
Will servers have access to the friends list of players so friends can interact with each other?
What are the limitations with server side modding you guys are running into/expect modders to run into the most?
@fair smelt Do we have the capabilities to create instances in single-player worlds?
hi, what purchase options will be avaiable to buy hytale, is there a variant to buy in russia?
Will there be seasons (i.e. will Kweebec villages in Zone 1 experience winter)? And will weather be localized and configurable by biome and season?
will the game have a story? What is the structure of the vanilla game? Will there be a certain "way" to play it?
@wind shadow Will it be possible in the future to invite your friends to your own Orvis world, as if we were on a server, without having to use an external website (Athernos) or server?
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Sandboxing the mods: What sort of permissions will the mod jars have within the server process? Network requests? Reading/writing files? Will they be sandboxed or have as much access as the server? This has significant security ramifications.
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World binary format: What kind of format will the saves be using to store chunks and entities? Something like NBT? Something totally different?
Will it be possible to create a moving object (like airship, planes) on which blocks can be placed?
there any mechanic or planned feature that allows blocks (or just block like objects) to be positioned and rotated using floating-point transforms instead of being locked to the integer grid?
for instance : in minecraft there is a falling sand block as an entity with a block model and hitbox which lets it move freely do you have something similar to that?
if so:
how much control do we have over their behavior?
can we customize their physics/mesh? (gravity, drag, collisions, the default model, ...)?
can we override their update logic (custom tick behavior, interpolation, constraints, ...)?
are there any optimization considerations or limits we should keep in mind if we spawn a lot of these (batching/instancing, simplified collision shapes, client side only simulation, lod for physics, ...)? and to what extent do we have the freedom to implement our own optimizations to this?
@fair smelt QoL about visual scripting, so you said idea is based on Blueprints, can we expect some reroute nods? Math expression? and some inspiration from Blender Geometry nodes?
What Achivments are in the game atm?
Will modders be able to have control over the player camera to introduce a new view perspective?
is there a default texturing process when it comes to models inside of hytale? i know your block models are 32x32, there have been reveals where we could count the pixels on each block, but what about models? it seems like they have more pixels than blocks, are they 64x64? i want to texture my models to fit in next to default models, thank you
will there be something like steam workshop?
What are the minimum requirements to run Hytale?
How will the game versioning be handled?
is there anyting equvilent to world painter in the works?
You will NOT download code. We want to NOT expose our community to "remote code execution" exploits. It is sandboxed. Right now all you download is configuration and assets. We plan to resolve some of this using visual scripts which is fully sandboxed.
Will there be advanced enemy ai - enemies exchanging information between each other, different society systems based on the enemy type?
Will there be a way to import Minecraft sensitivity into Hytale? My sensitivity in Minecraft is 40%, and if Hytale used the same formula, it would be convenient not to have to recalculate anything.
Are you guys considering to at some point add the ability to paint blocks different colours just like you can do in terraria?
@fair smelt
Question about the Hair customization for Hytale: What hairstyle options will be available in Hytale? Will we be limited to the styles shown in the older blog posts, or will there be a wider variety—such as dreads, afros, mullets, twists, and more?
- As said previously, BungeeCord would not be a thing in Hytale. So, suppose a network of the size of Hypixel, how would you load balance players into multiple servers and what not.
- Ping issues with the server-side UIs would be a thing? Anything to make the experience better for people with ping
and idea about the limit on the number of players on a single server and how badly does having more players on a single server effect performance?
Yes, we are working on a system so you can join the singleplayer of your friend.
@fair smelt In the server instances where block breaking is disabled, to what degree can players edit the world? Does this apply to ALL blocks (such as trees or vegetation) or only to hard blocks like rock, grass? Does this mean players can ADD blocks but not break them?
I have some questions about modding:
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Is that possible to load obj models into Hytale?
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I remember that in old blog posts (probably from 2020-21), a gradient coloring system was described, but how would it work?
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This is a strange question, but it is still useful for some models that require an exact size. What is the size of a Hytale block in meters, and is it 1 meter by 1 meter like in MC, or do you use different sizes (the question is not about pixel sizes, but about the size of the blocks themselves)?
@fair smelt Do mobs collide with each other? Can we push other players if we are too close? 
Hello, first of all, thank you for allowing us to ask you this question and thank you for your attention.
I would like to examine how Hytale handles civilized NPCs, such as Kweebecs, Trorks, and other intelligent species. My goal is to create a system of dynamic villages, integrated into the world generation, in which each generated village has NPCs that populate the village and have their own behaviors, routines, and interactions.
I would also like to implement a system of relationships between the player and each village (friendly, neutral, hostile, etc.).
Given the current technical limitations of early access, is such a system even possible?
I have been thinking about possible solutions for tracking villages, where we could create a centralized list that would contain all the generated villages, each village having its own data (relationship with the player, villagers, etc.).
What interests me most is how far the customization of NPC AI can go.
In any case, I am very happy that you are continuing the project and I wish you the best of luck and strength for the future!
Thank you again for wanting to complete this very good project.
when can we start registering for accounts? will they release an exact date and time or just some date?
The protocol uses QUIC. The current data layer runs on an older custom serialization format we are not happy with and plan to replace after launch.
We don’t have any protocol docs we can share yet, and those will arrive later when we release the shared source.
Dont you think that making the scripting visual can make a lot of limitations for devs?
How are you going to combat prediction issues on high latency client sessions with custom/modded NPC behaviour?
How will server monetisation work?
Will dedicated servers be available for creation at the time of early access launch?
which graphics api is Hytale using? (Vulkan, OpenGL etc.)
Sorry if it was asked already, but will it be possible to add comlpex mods for handling player input? For example, having the player's control inputs result in different behavior depending on a held item.
chat congestion in mc is a big problem because they only have one chat where everything is spammed, and you can use plugins there to try to improve it, but ultimately everything is spammed in one chat and it is not very intuitive — will there be multiple chat channels with a visual interface such as tabs to clean up chat? can i have two separate chats open at the same time? will there be chat notifications upon username mention, similar to pings on discord? i know local voice chat has been mentioned but i am much more worried about text chat because mc’s is a mess
The real question is: Can we expect a basic documentation at EA launch for proper implementation of custom models into the game?
Basic requirements like texture sizes, file formats, etc
In the current state of the game, how many players are able to play on a server ? Do you think you will be able to drastically improve this number after the release ?
does the dash feature seen in previous clips (some years ago) still exist? or is there a "dodge" mechanic for combat?
will allow other launchers for the game like prism launcher for minecraft?
Can you use mods to make custom skins and use them everywhere or can you only use skins made in the character creator?
We will let the community handle this. You will be able to use CurseForge, Modrinth, etc. to discover mods. We want to bring it into the game in the future but we need more time.
• Will Hytale offer any built-in way for professional creators to monetize their mods and asset packs?
That is up to the community using the established platforms for now. We need to learn more here and don't want to create an ingame walled garden on day 1.
Do you intend to have playable fantasy races as part of the survival/base game, or are they more of an NPC thing?~✨
Will it be possible to add or create shaders or texture packs?
Will there be plans to allow any other languages such as C# for modding ?
Hello, I hope you are having a good day, development team. I have a question. Would it be possible to manage user device input for mods such as voice chats or similar through game modding?
Will hytale ever have a certain type of template that can be used to allow interaction in different ways between mods. By using some kind of basic inheritance that allows for a blueprint that can be used as interaction between possible content type mods that can call upon other mods to get a certain type of food item for a certain function.
Or a certain type of mechanic that can be then added to a general categories of food that is perishable by adding a freshness modifier to the entire basic food template through a certain mod.
Or might there ever be?
hey
Hello, will it be possible to play with a friend in Early Access? Will there be shared servers? How will this work in Russia? Or will there be a separate server for us?
Will the visual scripting source be saved in a readable format for version control?
Will Hytale be an unlocked framerate or does it have a 60/120fps frame cap? I have a 180hz monitor and would like to target that framerate if my rig allows
Are there any plans to add anything similar to redstone in hytale?
A dynamic ecosystem where AI recognizes allies, rivals, prey, territories, & social behavior.
Day 1. You can host them yourself or use GSPs (Game Server Providers) such as Nitrado.
@fair smelt if i buy one edition of the game (example, the supporter edition), will i be able to upgrade to cursebreaker by paying the difference in price between the two editions, or will i have to pay the whole $70?
I really want to ask the developers how the server component of the game will work. In other words, will players be able to play Hytale in single-player mode without an internet connection, and at the same time develop mods? Or will Hytale only be playable with a valid connection to the "global server" (the first example of such a system that comes to mind is Genshin Impact).
I would also like to know if there will be a global marketplace in the game with a list of mods from players with moderation, and if it will be possible to install hytale modifications from open sources (github?).
is oscar gavin the only composer? are there more? is there anyone specifically you would like to compose for the game in the future?
Yes
Will there be some things that are so complicated that it would require java or will the visual scripting be able to everything java can?
@fair smelt Will modding capability include the ability to model moving collision boxes, e.g. for building large scale ships?
Sorry for offtop, but I really like the Outlanders in Zone 3. Can you please tell me if I can befriend them or side with them in the story? @fair smelt
Linux Support?
I have a question: Will we definitely not see a steampunk-style or Minecraft redstone-style technology (automation) system in the game in the future, or is there a chance it will be added later?
Can i code in typescript?
Will this system be rear for/near release?
@fair smelt (non-technical) The old UI (hotbar) was amazing.
The old UI was easily readable, clear, colors pleasing to look at, and its style fit Hytale better.
The old UI in question can be seen in the Skeleton Dungeon Raid clip and more.
The new one is too cartoonish, new gen, and bright.
This is my strong opinion, but lmk what you think!
Hello, @fair smelt ! do you believe that it will be possible to release the mac version in early access or in a near period?
Para que el juego crezca de manera horizontal y no solo vertical ( osea progresivamente vas cambiando de armas y luego no las usas casi ) si hacen como un sistema de titulos, ya que no habra árbol de habilidades, que cada titulo te de cierto bonus ( mas velocidad de ataque o mas estamina o daño a cierto tipo de mob) que se consigan matando cierta cantidad de mobs, jefes , complementar mazmorras o cosas asi
Can Hytale's in-game servers handle 100 players online?
If you're planning to include an anticheat, will it be a less invasive variety than something like a Kernel-level AC?
What about temporary Linux compatibility through WINE before the official Linux release?
Will there be a hunger system in the game?
Simon said:
"Hytale will take 0% from modders and server owners for at least the first 2 years.
We will trust that they bring us players; that is all.
We will not have any exclusivity clauses.
By the players, for the players."
What do you mean? I never heard of any modders/server owners that paid fees to the developers. Does Hypixel pay Mojang a certain amount each month? Will it cost a fee just to have a server or mod?
@fair smelt How is your day? 😊
Heya @fair smelt ! i got two questions :3
Will server owners have set of rules that needs to be followed such as Hytales TOS as no gambling mechanics allowed?.
Is support for Linux looking good? or should i switch to Windows for the time being to play the Game.
What’s the status on the Mac and Linux versions? Can we expect them at launch?
Can y’all use some C418 music
mass of the fermenting dregs pfp!!!! i love it
Will the development tools themselves be moddable?
We use stamina but you could add one in a mod.
I'm gonna keep my questions brief cuz this channel is a LOT wow
-
Mixin support? I love the push for a modding api but no matter what it will never cover everyone's use case and providing the tools to do it the hard way would be nice
-
sad to hear that the client is compiled to native, but makes sense, will there ever be any options for customized rendering on the client not natively supported by hytale? for example custom frame buffers or custom rendering passes
-
connected to the previous question, are there any ways of customizing hytale's post processing pipeline, i.e. color correction or hdr?
-
does Hytale have some equivalent of Minecraft block entities? i.e. blocks that are ticked regularly and can hold instance specific data
-
what kind of binary format are you using to store level data? if custom will you be releasing the specification for it so third party tools can serialize / deserialize to it?
thanks, hope you have a nice day ❤️
@fair smelt Hello !
I'm not really used to java, can other programming language be used along Java ? will this be allowed ?
@fair smelt i'm curious how the world generation works example being how minecraft has a bedrock layer when you go down too far, and will hytale have some sort of farlands?
Will any part of hytale be able to be downloaded for free
will there be option to have black scaliea option in character customization?
How user friendly would you rate the modding experience for Hytale as of now? Is it hard to learn? What skills would you expect someone to have for making this process easier? Is it similar to modding in minecraft?
How will gravity work in Hytale, in the gameplay video we see trees collapse when you cut through their trunk, will I be able to building floating structures or if I build say a tower and remove its entire foundation will it collapse?
How's your day, Slikey?
You will be able to play single-player without an internet connection
@fair smelt How will the payment work? Will we Brazilians be able to pay via Pix? (the most commonly used payment method here)
Hi, how are you?
Are we gonna be able to port our survivals (or game files) from exploration mode to adventure mod?
I read on a tweet (I think it was from Simon but I don't remember very well) that exploration mode will become adventure mode with time, but I think it's a good idea to keep a game mode without story, just for survival
I don't know how will be the game but for things like SMP (Survival Multiplayer) I think it's a good idea to let players and creators quit the story and just play
Sorry for bad english and bothering you
How will mods work to create a story?
Would it be possible to create a story similar to Orbis? Perhaps make a D&D adventure book for Hytale.
Will it be possible to create custom avatar parts, at least through mods
Hii, what amount the game will be in memory?
When is the Blockbench plugin released?
We are working on finishing it up. Some of you may remember the trailer showing the “Hytale Model Maker” - we abandoned it. When we started Hytale, there was no “block game” standard solution so we had to make our own. The times have changed and Blockbench has become the de-facto standard that everyone is using. We partnered with Blockbench Creator Jannis to bring you a high quality Blockbench plugin and use it internally too.
We want to make sure it is supporting modelling and animation before we release it. If it is ready before the game launches, we will release it ahead of the game itself. The latest point in time would be with the launch of the game.
Hello ! Will there be a way to look / install mod from the launcher or at least with an integrated interface ?
Could you release the new engine (standalone, in its current state)? Would be interesting to see how far it got, how it managed to integrate flecs/ecs in general, its systems design, approach to ressources etc. Seems like a waste to throw it away.. so why not give it to the gamedev community :)
Simon said that the lighting system is being upgraded. Does that affect the good lighting that already exists by replacing everything? Or will you just improve the bad bits?
Hi, will the game have classes like in an RPG, or will it be more open-ended?
will the game be on steam ?
Would different foods give buffs, more stamina and such, like in Valheim?
what about system poop?
Will Linux dedicated server files be available initially?
There is no technical difference between exploration mode and adventure mode. We are simply calling it exploration mode due to the lack of an actual adventure / story. It will be the same and all your mods carry over.
Yes, the server runs on any platform that support Java 25.
Since a lot of features are built on prototypes will they be refined/stablized over time and made more compatible with mods?
Will a form of rigid bodies / physics objects be supported? (to allow things like ragdolls, bouncy ball, etc)
Can you steal interfaces/models from the servers to your own?
are there any voxel game specific optimizations that Hytale uses?
The "True hytale experience" is expected to be achieved with modifications and custom experiences or the vanilla game will be base vision of the team?
In moding tools is there will be tools for easier porting mods to newer version if they change to the point of mod not working on them?
how will mods work, and can I make them using github(for issues and PRs)? (for example, the HBM nuclear tech mod for minecraft, because they have their own github)
Is it allowed to do a clone of Hytale with C++ for study purposes and doing it open source? Getting all the credits to the original game without of course.
Will you do anything to get in contact with/promote specific subcommunities? eg. the modding community
Will we be able to move UI elements around? If so, will the servers be able to turn that off to keep them in the places they intend?
will the preorder start date be announced before they start so we can be ready?
Are you all focused on giving a better underlying (coding) experience with moding, or will you not be adding in features unless it can only be used within visual scripting?
Any potential for a Blender plugin? I just have much more experience with blender than blockbench & would prefer using that if it'll be possible lol
In the future, will you incorporate technology/mechanic systems combined with magic and steampunk?
Will the team make wood cutting and mining look like in the trailer? (In the trailer, the ores vibrate when you mine them)
I also second wanting to know how easy physics will be to implement/if the engine already allows for physics?
Will it be possible to pay the pack via PayPal?
And will other dimensions be included?
might the process of publishing a mod be strict or have lots of loopholes for creators?
Will there be a need for us to create anti-cheat mods? Is locking down the client/built-in anticheat a high priority?
Will "Modpacks" "Modlists" be a thing?
Would love to know what is included in the different supporter packs? Or when we will know?
@fair smelt I was wondering if you're able to share if there will be limitations to the nicknames we're gonna be able to pick? (for example, minecraft has a 3 character minimum)
Will there be a menu in game for finding and adding mods?
Hey. From your communication it is clear that modding is a large part of the vision for the game. I fear that this may leave the base game "hollow", so is the goal still to make a full game, or more something like a complete sandbox which is designed to be modded in differnt ways?
i don’t know who i need to bring this to the attention of, but the new logo on your website has a weird line visible in what should be alpha space after the E in hytale — also think your old logo with the straight Y was better, and i think the community would agree with me on this, the new logo has a Y that runs into the T at the top and no other letter does in the logo does this, and it looks very crowded there between the YT, i’m just wondering if there was a reason for the logo change other than a general refresh which may not have been needed in this instance — but hey, if this is one of the only missteps you make, i can’t really complain — grateful to have a game! ☺️
How soon after release will the server discovery be live and before that is it just external advertising methods for servers?
How often should we expect our mods to break as Hytale gets updated?
Also,
Are there any more concrete details on how the development bounty system will work?
Where will they be posted and what form will the rewards come in?
**Regarding the documentation aspect, is there any
objective in providing official documentation in the
style of a PHP/JavaScript/Node/Minecraft Scripting API? **
That is exactly our plan with the factions in adventure mode. We already have living world interactions like a bear attacking a deer. It is just something that requires configuration which we need time for. You will find a quite powerful NPC system under the hood even allowing flocks / groups of NPCs that keep a herd together.
@fair smelt Will we be able to make new blocks, items and mobs in both Blockbench and Hytale?
We are planning to release a public Gitbook which will hold documentation. You will also be able to browse our source code directly. Documentation will be sparse in the beginning but we are working on filling it up. A lot of it wasn’t maintained over the years of development and we have to catch up.
Hello, I have a question. When people run their own servers, what kind of moderation commands are there? Do you all have a moderation/admin panel for server owners and their staff, or would they need to make their own with mods?
@fair smelt just so you know i am copying every answer somewhere to send a summarized message at the end
@fair smelt Hello there Slikey, i have some questions for you.
- Will we be able to have access to advanced AI configurations and/or scripting for mobs, to configure their behaviors and eventual interactions between other mobs?
- What are, eventually, current modding limitations (i'm only talking about server-side), like if there's something we likely not be able to implement yet, perhaps because Visual Scripting is not ready?
- How will eventual monetization of mods work?
- Will we be able to implement, for example...in a totally customized server experience (like FPS), like levelling up, storing 'multiple characters and player saves (and eventually deleting them).
- Will be the preorder start when release date is announced so we can prepare our wallets?
- How moddable the physics will be? Will we be able to modify the player moveset?
- What if a mod gets abandoned or no longer maintaned and the frequent updates will break them?
The trees use a block physics system, this is defined for some blocks but not everything. Blocks you place will not break from physics in the same way so you can build a floating base, or a house out of logs, etc.
@fair smelt Will there be any basic tutorials for how to mod for beginners created by the Hytale team during early access?
Are Cubic Chunks used? If so, is there a world height?
After the Early Release, that's planify to play another race in Hytale ?
Is there any way for people to implement fully client side things like "Zoom Mod" or "Minimap Mod" or even "Custom Skins", "Custom Models" or idk what else? Cause afaik the game was supposed to be very free (in like freedom) and be very open to modding but now we get to hear that especially the client itself (client-side-modding) will not be made easy to mod and even somewhat "obfuscated", right? That's actually the only thing that I don't really like about the current vision of Hytale, at least as of my current understanding.
@fair smelt What about the MacOS version? Can we expect the first build soon after early access release? Maybe porting using Game Porting Tools won't be too difficult
Hey @fair smelt!! I've been thinking about something in particular that's been on my mind; will we be able to see the names of mods before we join a server? Especially in the case of where you might want to know if a server has server plugins that could affect the gameplay in a significant way since I'm sure many servers will utilise popular mods.
Also, if somebody were to build their own mod database browser, could they hook into the game in any way? Whether that'd be having the ability to use URIs to send download links to the client so that it can start the download, or potentially some sort of integrated way to search any mod database available?
Hi Slikey - thanks for doing this Q&A.
Given how Simon has said that you are drawing from code stretched across a huge number of branches right now as you push toward getting the game released as soon as possible. We all understand the importance of "breaking the curse", but is the team expecting some tech debt to accrue because of this, or are steps still being taken to limit problems for the future?
Blockbench send post about Hytale plugin. When that plugin will be avilable?
would interest me too
Not right now. The voxel storage tech is undergoing changes as we speak and it may change in the future.
@fair smelt When creating our character, will we be able to choose a race or faction, like the Ferans?
@fair smelt take a long breath
- Did you have write a modding documentation ? answered Gitbook
- Does mod be server only will bring limitation ?
- Are you french ? I already see some member of team (or old team)
Will we we able to use our own player models in multiplayer servers or will the server creator be able to assign to each individual player. For example when playing with friends
Will the Hytale server be open source or at least partially available at launch? It would be great to see some good practice examples.
One message removed from a suspended account.
@fair smelt
As the story mode develops over time, will the oceans be REQUIRED to enter in order to complete quests? (I have severe thalassaphobia (fear of the ocean 😭 so this more of a question to my personal)
when adventure mode releases will we beable to transition our exploration worlds into adventure ones? very important to me as i plan on startimg a foreverworld
hey @fair smelt ! can you explain how the zones and the procedural generation works in the game? like are zones randomised like is it like i can go from zone 1 to 2 and back to zone 1 or is it fixed? how are different zones connected to each other and how does the ocean work with all this? thank you so much
Will the Blockbench plugin be open source as well?
Will Hytale have worldgen seeds we can work with and share, like in Minecraft and Terraria? Specifically in early access, but in general too.
Regarding Hytale Version Updates
you've mentioned there will be no way for users to choose older versions (to avoid the chaos of supporting many versions for servers). Do you have a plan in place for when a Hytale update breaks mods in a major way?
This could cause serious harm to servers if there's no way for them and their users to stay on an old build while they fix the mod
What information is sent in the 4kb when transferring the player to a new server? Is it built to be modified?
I know that we don’t have a release date for the game yet, but do we have a release date for when we can buy any of the tiers/reserve usernames?
A few questions about servers
- For creator-made servers, how will discovery work? Will there be a browser for the top servers, like in Roblox or Fortnite? Is it like default minecraft where there is only an IP they must enter to join, and it will be left to 3rd parties to host server lists?
- Will microtransactions be allowed on said servers? Will there be restrictions on stuff like gambling, p2w, etc.?
Slikey said, If they finish it before the game then they will release it early, otherwise with the game's release.
i apologize for the amount of text but here are my questions: 1)Discord:will there be a permanent chanel for q&a
2Discord:)could we get a channel for suggestions for the game (for both devs and modders)
3)Discord:could you make a bot sending answers to most common asked questions?
(FAQ COPY/PASTE
-When can I buy it?
Unknown, but release date announcement next week
-Where can I buy it?
Most likely the Hytale Website but it's not announced yet
-Will it run on Linux/Mac/PS5?
Only Windows at first, with Linux/Mac later, then to consoles
-Will it be on Steam?
Potentially in the future, but for now no
-What's included with supporter/curse breaker edition?
Unique cosmetics such as capes and hats base games has all the functionalities.
-Is there regional pricing?
No game is $20, supporter $35, curse breaker $70
4)Game:will you be able to make our own skins? And will cosmetics will be more like additional elements, differently shaped capes, tails, ears, etc. I hope we will be able to make skins in limited skope like in Minecraft java edition to make art skins like plague doctor, Monty python's Spanish inquisition, templar, cenomorph etc with pixel art. Ofc with limitations to skins for example report option to limit inappropriate ones
5)Game:I am so curious how the game systems will work as Simon said crafting might make you to create a village will there be a room making system where you will be able to craft items only in specific rooms with specialized npcs maybe through them like blacksmithing workshop, woodworking workshop etc.
6)Game:will there be trinkets (items with effects when you just hold them in inventory)?
7)Game:Will it be easily moldable to add equipment slots and new eq types like necklaces, rings, bracelets belts, armguards, masks etc.?
8)Game:Will it be possible to recreate vintage story/don't starve in the game (mechanics like hunger, food spoilage, sanity drain, seasons/temperatures)?
Will it be able to mod or create a player skin for yourself in single player. Let's say I wanna mod to make myself as Kris form deltarune, do you think I'll be able to do that? So like mc skins ig?????
I would love to know the answer to the first question.
Hi, Slikey, will the translation or localization of the game be fully community-based? If so, will we need to use the modding tool or something like that to do it ourselves? I am really excited for the game and I would like to take part in bringing the game to as many people as possible 
Hi admins, about the minigames, can we expect a hytale version of skyblock after a couple time of minigames release? For me and a lot of people skyblock was their best minecraft experience and i would love to see how the skyblock team would perform without being held by minecraft limitations
The lighting engine changes are supposed to fix the model / voxel inconsistencies. Currently models only have a single light value while full blocks have gradients of light. We need to fix the models also having those gradients.
Also static lights and dynamic lights (a place torch and a hand-held torch) are producing lights differently. We need to fix that too.
yes, you can mod yourself into a potato if you want
@fair smelt, just one question about arcitecture support. Is ARM supported or only x86? Could you play using a Windows VM on Mac? Could Windows for ARM laptops play? Thank you!
Will there be a marketplace in the launcher for all external-generated content? mods, maps, plugins,etc.
@fair smelt so, is there going to be a way for server plugins to access the file system and read/write files? And If there's going to be, will it be contralled by the engine? Like the engine choices which directory can be modified?
For the first they don’t want to release any minigame. They focus on the main thing.
Will there be In person events like Minecons, curious because id love to see it for the game. I know its jumping a few hoops but I have always loved the aspect of being there for a time period of a game. Cosmetics players love to show off playing from that time period.
Names will be unique of course which is also super exciting! @wind shadow
Yes
Addendum to this question, would there be something similar to Rust with how it has a staging branch that can be used to help devs have something to test against before full release?
Do you think that the restriction on client-side mods could create a hard limitation, such as people not being able to create mods related to voice chat, shaders, etc.?
@fair smelt Will there be an SDK to add the Hytale Item Modeler into your own Hytale project?
also will there be a third party Oauth login that we can use for web projects to allow for people to sign in using there existing hytale accounts?
Will there be any advancements or challenges in Hytale that players can complete as they play the game? 😄
It's probably inevitable that mods will need upkeep, but how much of a focus is there on being able to make a mod and it just, works for a while? (as in across versions.)
will you wear wigs
Are there dinosaurs if so are they tamable
even into a dinosaur and cause 4 types of destruction?
Hello Slikey, thanks for holding a Q&A.
Are you, or any member of the team, able to share what the username requirements are so we can think of possible names incase ours isnt pickable? Thanks <3
Yes 🩷
@fair smelt Your blog post talked about tools available today. How/where can aspiring modders/coders get access to those tools so we can begin crafting our personal visions for Hytale?
When will the PC specs be released?
Yes, not yet
will there be a player cap in multiplayer
will there be a from of "marketplace" for mods?
When will themed language channels be added?
Bump
@fair smelt @wind shadow Hi! I had a question about cosmetics and modding. Since the game seems like it may include purchasable cosmetics__ in the future__, and mods are restricted to servers rather than clients, I’m wondering what the policy will be for custom cosmetic mods. Will players be allowed to create and use their own cosmetic items through server-side mods, or will custom cosmetics be restricted to avoid conflicts with official, purchasable cosmetics?
Thanks for any clarification!
I have a question for you @wind shadow ,
Will have some sort of redstone system to the game? Adding in some automation feature will spawn in more communities within hytale and will be extremely beneficial to the game.
When can we pre-order?
Can we expect a EULA document to govern the sale of mods, plugins, or other 'Hytale-made content for Hytale' to release w/ the first launch of Early Access?
@fair smelt Hi, I have a question for you. In your opinion, where will it be easier to make mods — in Minecraft or in Hytale?
What safety features can we expect? What will be your policy on malicious, hateful and/or explicit content? What kind of ways will you deal with servers/creators that create that kind of content? Will you have a dedicated team of content moderators?
Are different worlds running on different tickloops so you wouldnt have to start a bunch of jvm instances for a lot of small worlds(like a new world for each skyblock island)
The current available magic implementations can be used to adapt them into a tech/automation mod or it is better to create everything from scratch?
That is not intended. Servers will control your avatar.
is there some electricity thing we can use to make cpus?
when is the announcement of the fifth and sixth zones and What percentage of the game haven't you mentioned yet? @wind shadow please ,
It's my birthday today.
Is the goal to reduce friction more with modding? The way it was described sounded a little clunky where for example to load as a different model you had to load into adventure, pop into creative, change models, then go back to adventure. I can imagine stories one could play through where they might want to be a different model to tell a different story. That sounds pretty challenging right now.
As well as creating mods like Create would be pretty impossible or a version of wiring/electricity. I think it’s cool to push the boundaries of what’s possible and it just sounds difficult as is.
Hey, team of Hytale!
I've been wondering about the transfer packets and the usage of them in networks (such as minigames).
Is it expected that we solely use these for these networks or will there be a proxy supplied by the team aswell?
Thanks a lot!
How easy will it be for beginners to start modding? Like will the docs be explained in a way so people with limited knowledge be able to make mods? Or will we need to be quite proficient in Java already
@fair smelt Will the game have open world with a massive size of map. And if so what would be the size of said map?
What do each of the three versions of Hytale have?
Will serverside modding be additive, or will there also be options to use subtractive modding, such as in the case of Minecraft using Mixins? In other words, will you be able to change core serverside code using the officially supported mods?
Simon i want an oficial kweebec plushie, Will You do it?
Will the game be able to use shader packs like in Minecraft?
Are we able to recreate NPC's behavior and interaction from other games. Something like Dragon Age Origins - Hytale Version or how NPCs should work being farmer, settlers, smith and so forth as in some settlement games like The Settlers or Farthest Frontier?
@fair smelt Will you provide a UGC platform to share plugins or other creative content E.g. like Steam workshop
will there be a full weather system? like light rain and then full on thunderstorms and light snow fall and then blizzards and same with sand storms, and possibly things like typhoons or tornados. and or will this be something modable? thank you!
Will we be able to modify any of the client side stuff like UIs for example? (To use on any server).
If client side mods won't be supported for a long time are you planning to implement QoL features yourself? Maybe UI customization and such things.
Also Is there any plans for official multi-server functionality? Or only with modding?
Maybe any info on backend optimization, or it's too early?
About the anticheat,how will it work?Minecraft has many hackers and is easy to modify.Will Hytale be the same or harder to hack?If the game includes solid protection and servers add their own systems, it should be safer than Minecraft.What can you tell us about it?
i know the gun added at the end of the gameplay showcase was just for lols, but is it planned for there be actual firearms / atleast primitive black powder weapons such as muskets and cannons in the game?
will players be able to make their own skin textures like in minecraft?
Will Java, json, and visual scripting be the only necessary languages for server modding?
If I have a mod made for minecraft, how difficult would you think it'd be to transfer the logic over and have it function in Hytale?
On the same vain, could someone import models made in Blender into Hytale or is it limited to BlockBench?
Will Parental Controls be able to control what mods kids can download? And if so will mods be properly reviewed/rated?
@fair smelt Will server owners/administrators have the ability to log player changes in the world (such as breaking/changing blocks and container access) and roll-back damages to easily repair griefing?
@fair smelt @fair smelt Got any plans for implementation of magic not only on combat but also on agriculture, mining, construction in exploration/adventure mode?
It will be local pricing in the future?
will the Q and A be archived for veiwing later?
Hi hytale team, I noticed each tier of the game grants cosmetics. Will our characters be fully customizable, like in Minecraft with freely editable skins and some cosmetics like capes for example?
Or will customization be restricted only to premade cosmetics, similar to locked‑down capes?
Will Hytale follow a mixed model, with certain cosmetics fixed but skins freely customizable?
I’d really value full personalization over preset options, could you clarify?
can you tell us more about the decision to release hytale as a paid game rather than F2P as riot was probably going to require? i can understanding needing to recoup some investment immediately, and while others are celebrating the prices, i am of the belief that this was a misstep because if you are prioritizing modders, we will have many less players on day 1, it will be a slow build rather than immediate access to millions of players online — it will also recreate the general, what i believe to be a bad mindset, that a lot of people on mc have, that i have seen echoed across reddit many times — “but i already paid for the game, i shouldn't have to pay for your server, you should do this for free, you shouldn't make money off of other people's games” i know there is probably no changing this now, but i would like more insight into the reasoning behind the prices and why you did not think you could go F2P without riot and still have this be a very successful game for you like riot’s games are for them, as well as a very successful game for modders because when players have not already spent money up front, they are more likely to be willing to spend money on third-party custom experiences
We plan to share the server as shared source after release, we don't have an exact timeline yet as we are still working on the legal side.
Will there be visual scripting tools for creating shaders, or will it be purely code?
@fair smelt Will there be a system like this: players create mods, and developers take these mods and add the ones they need to the game? Will there be any rewards for these modders?
We aim for macOS support after release
Yes
- Can you create a channel for suggestions? (this way you actually know what people prefer looking at upvotes)
- Will Hytale use UDP?
- Will you add a native server side anti-cheat in the future?
- When will the client support Linux?
Is our custom model's or interfaces protected in anyway? Can anyone rip them of and use them?
It is real and we have tech debt. There is no way around it. We try to keep that as an "our"-problem. I can't promise that mods won't break initially. It is the cost of getting the game better and better. Eventually we want to move to a proper deprecation policy where we give mod makers time to understand when features are changing and try to keep backwards compatibility for as long as possible.
How often will mods break with each update and what have you done so far to prevent them breaking every update? It would be amazing if we could just make a mod and leave it be without having to update it every patch.
Are you guys working on more zones apart from the 4 current zones?
Do we have minimum system requirements yet to run the game?
@fair smelt What are you planning to do with the Magic system? How deep will it be? Will there be necromancy?
F2P is bad, a lot of bots will enter and gg
@fair smelt Will we (eventually ofc) get built-in creative building tools similar to Axiom, or at least a modding API "powerful" enough to allow such mods?
Something like WorldEdit no longer is good enough for the building im doing :D
@zenith flame @fair smelt will Hytale be playable in offline mode ❓ and will the discovery/marketplace for mods/UGC or however you're going to call it have good quality assurance
Will there be microtransactions in the game? If so, will they be cosmetic? @fair smelt
What is the state of multi-threading in the game? Does it scale well with more cores?
@wind shadow If you spill a bucket of water, will it become an endless source like in Minecraft or will it be something else like in Terraria?
Can you elaborate on this ? Does that mean the stamina bar function also in some sort of way as a hunger meter ? Like having the max stamina decreasing with time if you don’t eat ?
I take this time to also ask more about the food and cooking system, different food give you different buffs besides healing ? Like how it work on valheim and how does the cooking system works in general, it just heating up some meats, vegetable or you can mix and match these to create different dishes ( like Zelda or raft )?
Will we be able to easily adapt models that we already have made to be usable in hytale when the plugin is released? Or is there something specific that would make this hard/impossible?
Have you thought about any item or ability to turn into a fish or bird, for mobility? I'd like to be a fish, okay 🐟 🫧
You were speaking about there being development bounties. Would this be shared rewards for goals or will this be one person is only given "credit" for it in full?
Is there an anti cheat?
Will the network protocol specifications be avaliable online?
Also, just out of curiosity, for the C# client what implementation of QUIC was used?
Hi, I really appreciate how close you are with the community in order to make this game grow with our feedback in mind as a priority.
That being said I've got a few questions.
- Will we be able to add commands ourselves through mods/plugins?
- Will there be anything similar to minecraft selectors? Like "Player X has a tag, score, items, etc" and will we be able to create our own systems/mechanisms of what can be triggered by detecting certain events? (player actions, position, mobs, blocks, etc).
- Some things have been already shown like map creation tools, modding and the asset editor, but will the base game have some moderation tools? Like player punishments/history? And what actions can already be logged?
- In terms of information stored for servers, will there be an in-built database, will it be file based or will we have to set up an external database?
No, hardware tests are undergoing right now. All I can say for now that you will not a new $1000 PC. We aim to make it as accessible as possible and I think we are in a good place right now.
Will Hytale use UDP?
One of the changes made in the last 3 months is moving to QUIC, which is reliable UDP and supports unreliable channels.
- Will we get hytale before gta 6?
- How will the servers work for hytale?
- Will modding work on console version of hytale?
- What is the rating for hytale?
- Will hytale support raytracing?
- Do you have ideas on what to expect from early access?
My company want to host hytale servers do we need a license?
Same time we build a community forum for talks is it allowed / welcome as well?
Regards from 🇩🇪
@fair smelt why not make use of steam's workshop? Would be a great way of making mods/maps/texture packs easier to find
Hello, to briefly introduce myself, I have been developing various hacks and exploits for Minecraft for about 3 years. I’m not working on a large scale; I do this on my own. Apart from 2-3 pieces of code added to anticheats and exploit-fixer plugins because of me, and my own hack that I have developed and sold over the past 3 years, I haven’t contributed significantly to anything else.
The topic of serverside modding is particularly interesting to me because in the past, games like CS and GMod faced serious issues due to this system. Ultimately, serverside mods are automatically downloaded to the player’s device, meaning it only automates the mod installation process, which creates significant security risks. What measures are being planned to address this?
Additionally, one of the key factors that has kept Minecraft thriving for years is clientside modding. Mod developers can create their own mod loaders (Forge, NeoForge, Fabric, etc.) and use their own mapping systems (like Yarn), which provides both freedom and a broad ecosystem for the community. Serverside modding does not offer these possibilities. While this system makes mod installation easier for players, have the advantages of clientside modding been considered? Have the risks and drawbacks been thoroughly evaluated?
In short, serverside modding saves players a 5-10 minute mod installation, but I believe it introduces far more security risks compared to clientside modding. It shouldn’t overshadow the long-term benefits that clientside modding provides, like in Minecraft. What solutions or plans does the team have for this?
Also, if the system will not require loading assets or mods directly to our devices—so it won’t cause the security risks I mentioned (for example, if it works like Minecraft’s system for downloading resource packs from servers, instead of the old CS-style system)—have the factors I mentioned for the community been considered?
As an ordinary player, I don’t know how valuable my personal opinion is, but I think serverside modding is more disadvantageous compared to clientside modding.
Since my English is at a B2 level, I may have made some grammar or spelling mistakes, but I hope I have explained myself clearly.
In some aspects yes, others there is more work to be done
Will gears in Hytale be able to be forged or found with modifiers similar to how Terraria does it to increase their stats?
what makes cursebreaker different from the previous tier (other than the price ofc)
What are the limitations with server side modding that you are currently running into or expect modders to run into the most? Also, are there any long-term plans, 6+ years into the future, for expanding the ways players can experience Hytale, such as VR?
You will be able to very easily, no need for a business agreement / contract with us. All you have to do is agree to our EULA / TOS.
Will it be possible, despite server-side modding, to create client-side mods that only change the UI, for personal use (through roundabout means or unofficially)?
Self hosted servers? Can you connect self hosted servers with other servers over a hub world?
Which version of Java will Hytale be using?
How real do you think is the possibility of Mac/Linux support, at least as of right now?
Minecraft doesn't care about cheaters, whereas Hytale will do everything it can to prevent cheating. You can expect anti-cheat measures similar to those used by Riot Games, for example.
after early release or after official v1 release?
How will name reservation work? What's the minimum amount of characters? And which characters are allowed?
hello devs! we can reserve our nickname free, or we must buy game, and then we can reserve our nickname?
Thx
@fair smelt How does backwards compatability work if not everything is going to be in the game yet?
25
A matter of time. We are modernizing the codebase. We want to make it happen and we are working on support right now.
@fair smelt can we play offline?
Is the Ecoligy simulated like wolves and sheep or is it a more basic stuff spawns in?
Will Hytale have things you Need to buy Inside the game like cosmetics and such?
@fair smelt Will there be a 'buy code/game for a friend' option for those who live in Russia or Belarus?
Are you going to support oauth/player identification for external systems, such as a server owner's website?
Since one of the goals is for beginners to be able to mod on the game, is there gonna be some tutorial for that?
As someone who never modded but would love to, this would be a massive push
As a tech nerd i really appretiate the future documentations and everything. My question is, will be able to have server presets like in the Minecraft multiplayer menu where we have our servers saved for quick join, or we will need to copy paste the ip every time we joining somewhere?
He said recently that we won't be able to play old versions like with Minecraft, if that's that you mean
Will there be a Steam version or it will be available only in your launcher? And what about regional prices? Will it be same in all countries or not?
Hi silkey is gifting coming out in beta, like giving the game to friends.
Does hytale have any chance of being compatible with some shaders/raytracing system? (Player made or not)
@fair smelt will there be a bug reporting tool in-game? Seems like we’ll be testing the game in a way as we play, would love to be able to help callout any blatant bugs for fixing!
Will the early access game come with decent building? I mean, a variety of blocks, crafting recipes for blocks, etc. ⚒️
sliky I am curious how particle rendering works in the creative studio
is it possible at all to change like the light trails of weapons or add particles surrounding the player itself for cosmetic purposes?
Hello. Will you be making a class type system for the game? Something like maybe getting some kind of tokens you could be a farmer/swordsmith/magician and then upgrade it with more tokens? (It shouldn't need to be as only 1 class)
I don't know if this has been answered before ://
Thank u for the Q&A 🫃
@fair smelt What about the system of farms and animal husbandry? The trailer showed that there was a huge variety of food. Will there be a cooking system?
@fair smelt will there be server plugin documentation or any modding docs available ever? or at release? or something the community should be working towards when we get our hands on the code base @fair smelt will server plugins be able to make http requests to 3rd parties? for example custom store or shops, databases, apis, etc @zenith flame
Regarding world gen; with tools such as Worldpainter not being available right away, how can server owners create custom maps (or at least segregated large islands or land masses)?
Also, does the snow in the game have 8 layers lime it does in MC?
They've explictly stated that they will not be using any form of direct anti-cheat like a kernal anti-cheat.
The main form of anticheat here is the fact that basically everything is entirely done server side and not client side and that the client is compiled as through .Net NativeAOT which means instead of shipping the client as C# you'll be recieving a compiled version of the client that lacks any symbols and is pure machine code (1's and 0's).
What is the idea behind deciding to have something after 2 years to charge/take money server owners/modders? Is it likely a discovery platform people can put their servers/mods on and get paid from or an actual cut?
Maybe that's not the intention so probably best to clear that up ahead of time for people looking to invest their time (and money possibly) into Hytale.
Also why not expose client-side things to the modding community? This will make life hellish for certain server owners with having to install mods to please everyone playing their server rather than giving the power to the client to customize their game and will lead to the same forge/neoforge/fabric hell like on Minecraft.
I have made mods for Minecraft for a long time, some big, some small but not even having say resource packs or things like that is sad and removes a lot of possible creativity.
Also how will client-side prediction work if we don't have client-side mods?
there are difficult modes? Easy, medium and hard? or more?
@fair smelt How does multiplayer work? Can I host a LAN world like in Minecraft and use a custom character there or do I have to host a server and be limited to preset cosmetics? I just want to play with my brother and use a custom character.
Will Hytale's servers be joined via an IP address like play.server, or will it be a server list like in FiveM?
1: Is there a system in place or planned to deal with chunks (un)loading? I noticed minecraft players frequently create machines to keep their chunks active and I feel like hytale offers a way to counter these issues
2: How much data can a block handle? And is there a best practice on how to handle interactive blocks?
what are the payment methods for Hytale
Heyo! Just curious if there are anymore details about the state of oceans? Would it be possible to make content for them with modding?
@fair smelt Do you plan to localize chat rooms here in Discord, so everybody can have their questions answered, even if they don't speak english? 🇩🇪
What are the current limitations on how many players can be in a single instance together? How big can a server be before you would need to split it into subservers?
@fair smelt You mentioned client side mods are practically impossible because it compiles to machine code. Will server mods be powerful enough to run custom code on the client? ~~Will it be powerful enough to, lets say, make a custom shader? ~~If so, Or a QOL mod that you'd want to use in other places (like mouse tweaks for example)are there going to be any way to persist those modifications on the client side across servers? An example usecase would be that you get a shader from a server and want to use it in another server.
I expect that the biggest limitation for now is the lack of super custom UI / input. We are expanding functionality but we also think it is in a good place right now.
Mods like custom shaders or VR - basically anything invasive to the renderer are a problem until we find a way to sandbox such functionality and make them server-side compatible.
@fair smelt Does the client support microphone input as of the early access; and if not, are there plans to do so in the future? (For the purposes of voice chat mods primarily)
Does the game support some form of floating blocks or blocks detached from the world? Similar to valkyrian skies in minecraft?
Hi @fair smelt , is the game currently available in Russian? Do you think Russian payment systems will work?
When will we be able to pre-order the game?
will you be able to automatically swap the game version when connecting to a server?
Currently requires compiling for at least Java 21 but we plan to ship with a Java 25 JVM.
on the post about modding you said "We plan to open development bounties for specific improvements and features", can you give more details about how this gonna work?
@wind shadow Could you give a ballpark figure: How much did you spend for the IP? 25 million , above or below
How many cosmetics are we expecting to see in early access?
And are official forums planned for early access?
I have a simple question regarding the UI, perhaps this cannot be answered: when connecting to a dedicated server, will there be a loading screen? Will it be easily editable? Like it is today in FiveM?
First of all, thank you for what you're doing for the game! @fair smelt
Do you plan to add the taming system after or before early access? I really like Ark and I would be very happy to see such a system working in Hytale!
will hytale have boats?
what kind of RP features will be available at launch/which ones are planned?
Will there be a way to collaborate on mods with other players?
Will World Gen updates work similarly to minecraft where you only need to explore new chunks (or cull old/unused ones) to see its affects? I like the idea of a forever world that and I hope it’s supported early on
How are attack chains handled?
It uses the 'interaction system', which is a data asset (json) type that lets you define many ways that items interact and benefit from being read by both the client and server, meaning you can have data-driven client-side interpolation to remove lag. Those combo chains are defined as interactions that you'll be able to edit and apply to other items.
based on weapon abilities, will we be able to switch them? Or are they hard locked to a specific weapon.
With a data asset mod (no code) you can use a crossbow model and hold it like a bat that shoots missiles on left click if you want, then move/reuse the missiles interaction to the Q ability on a new, different stick item.
Are boar in the game at launch? I need to make one a pet.
We are trying to figure out the details. We know that we want to give back to contributors. We want to work with the community and take contributions and we don't want to just take them for free.
The exact details are still up in the air and it is something we need to figure out.
That's really outside of the game ?
Assets and code are pretty much already done outside of the game
Code can be made collaborative using tools such as git
Greetings!
- Is there a buff/debuff system in the game? Can we create new status effects and stats?
- Will it be possible for server owners to modify/add custom elements to player nametags? (Such as displaying active effects below their name)
- Will it be possible to modify the HUD to add new systems like a mana bar?
Thank you for your time!
@fair smelt Does the game have a built-in behavior tree system for creature AI?
So Hytale client will be like a display server and all state will be kept on the server? Including movement, physics, etc? What about lag? Is there prediction?
please, tell me that Technoblade nickname will be reserved for the technodad
@fair smelt When will access to the game's language files be granted for creating translations into other languages?
I'm very interested in this because I want to be a contributor. 👀
- For player-hosted minigame servers on release, will there be a discovery platform like those used by Roblox or Fortnite? If not, will there be an API so 3rd parties can make server lists?
- Can player-hosted servers have microtransactions?
@fair smelt
@zenith flame On the server instances where block breaking is disabled for parallellization, to what degree can instanced worlds be edited? Can players ADD blocks but not destroy them? Does this also affect vegetation and trees? Are there "dynamic blocks" that play nicely with parallel instance tech?
@fair smelt will Hytale run on weak PCs? for example, an intel core i3 10 generation with HDMI 2.1.
Will there be some sort of arbitrary execution/client-side scripting on the clients that join your server; e.g. not forcing the server to do all logic?
there's an anticheat mentioned in the privacy policy though
- Will there be shaders, if not are they planned to be added later on?
- The launcher doesn't seem to have a version selector in the showcase video; is it at somewhere else, will it be added later or will the game always be locked for the latest version?
- Are there plans for any automation content?
- Will servers of hytale be able to make money like in minecraft? and will hytale give its own payment processor like in mc bedrock or will servers gonna have to set it themselves like in mc java?
- What ways of transportation are currently in the game or are planned to be added?
- Will there be an alternative for mc's map arts?
On the topic of player models and making changes it is my understanding that
- it is only available in singleplayer and private servers, with public servers restricting character customization to Hytale presets
and - any player model customization needs to be done in creative mode prior to using in exploration/adventure mode.
My questions now are
- Is it possible to create a server that provides it's own customization options specifically tailored to the server?
Specific example being that I want custom player models with custom limbs, I'm looking to see if that's feasible.
- On the topic of private vs public server is there an established definition yet?
Like is public just officially endorsed or does it mean anything publicly advertised on any sort of website and free to join?
Will the simplicity of modding at some point be resemblant to Hypixel Housing?
Will the modding be entirely in your own IDE or just Visual Studio Code? And will be your own IDE?
“For Hytale modding / user-generated content, will the pipeline only support Blockbench’s .bb model format, or will other 3D model formats also be supported?"
Guy take turns idk if they can keep up
@fair smelt Do you have a date when I can purchase and receive the beta test?
Will you be able to build moving structures like boats / airships like in the Valkyrian Skies minecraft mod?
Will there be an in-game method to giving feedback and reporting bugs? For making community participation more accessible.
We plan to get you documentation when we can but it may not be until we release the server shared source which will be after release.
Server plugins will be able to do anything you want. Connect to DB's make web requests, etc. its just plain Java. You can then if you want expose some of those features in-game with things like commands, or even expose them to be used in assets if you wish.
What will be the modding limitation ?
@fair smelt Will you guys use OpenGL for rendering?
In hytale we see that the core armor system is Helmet, chest, gauntlet, and leggings, is there a possibility that gauntlets as a weapon type would be possible to be added?
Yes, we have a "status effects" system which allows you to add buffs / debuffs.
Name tags are currently quite limitted. We are doing the NoesisGUI transition right now which MAY potentially make nameplates much more customizable.
Yes you can add more stuff to the HUD using the "custom UI" system.
So no personal skins ?
On the page to buy Hytale or during checkout, will you make it clear to potential buyers that the game - as previously stated by Hytale Staff - is launching in a state that can be considered broken, unfun, and/or unfair, that the Early Access is intended for people who are okay with those risks, and that buyer should take that into serious consideration before they buy the game? Or will there be something similar to this at least?
Does this mean we will no longer have the "in real time collaboration" function with making models together?
@fair smelt
will you guys ban mods that add gambling systems?
for example basic lottery (for items or currency) or even as far as card based games go (blackjack, poker, etc)
and also a question to mods on the server - will there be an automod bot set up or no? it would be very useful instead of the report command
can someone buy to be tester in this current phase
Will the game be playable offline (as in no internet connection)?
Hello @fair smelt . Will languages like Russian, Brasillian, French, Chinese be available on the game release date?
Will we eventually see a magic based gameplay sometime soon before Early Access launch? Been wanting to see how it plays out.
Will there be automation methods or something similar to redstone?
Can we design our own custom skins like in Minecraft?
Does exist a faction system in the game? If yes, how it works?
what is the graphical engine for hytale and what if any modern features will be included eg raytracing, hardwareraytracing, upscaling, framegen, instanced rendering ect
Any chance we could have true dual wielding as apposed to the partnered system with daggers given magic is planned to be more in depth I feel allowing for multiple weapons (and there partnered ability's) would be a comparable in complexity and can be done with only one additional keybind would be block and q for second ability
how are you guys planning ahead to not incure technical debt both in a performance sense but also in a graphical capability's sens
How does your colored blocklight tech work
more info on instanced dungeons and instancing tech
Are you guys doing ok?
I wanna remind you guys to stay hydrated, take breaks, and be proud of your work.
Yall are doing just fine, I promise
Currently its by direct IP but we plan to do server discovery after release which will make it much smoother for both players and servers.
@fair smelt Will Hytale feature commands for non-devs players? (Like in the 16 minutes gameplay we can see that Simon type commands like in Minecraft)
Currently we use OpenGL 3.3 to stay compatible with Mac.
In the future we may move to Vulkan / Metal but that is up to the rendering team. We are comitted to keeping the artstyle exactly where it is right now. We always want to make the game to run on cheaper hardware and more platforms but it is a loooooooooong path.
🫶 (Offtopic: Why not allow reactions on this channel?)
Can you alr preorder hytale?
@fair smelt
Will hytale have such potential to release a platform of modpack compendium to support cross-mod interaction and introduce what is going on in a mod?
Like dictionary mod to bridge up electric in Minecraft, we have rf, flux, w different units and items and their usage. just like we have a lot of copper in minecraft mod, or even vanilla minecraft right now... copper is copper they are interchangable items in every crafting recipesss..
@wind shadow i don't know if this has already been asked but will there be paid cosmetics? My friends heard about the price and are skeptical over whether or not hytale will become a monetization nightmare.
will hytale be an ubisoft like license game....
like
not owning?
or do you guys belive in owning digital games?
@fair smelt this is probably a stupid question but can you sit down anywhere? or does it have to be on a chair
Will we be able to play using other races? For example, animals, elves, ogres... with significant gameplay changes between them.
Will Hytale be an unlocked framerate or does it have a 60/120fps frame cap?
You can run the game at uncapped framerate and make your GPU heat up your room as you wish!
have any large established servers / networks from mc been granted any kind of earlier access to hytale to port their servers over to be online right away before anyone else has the chance to? has anyone been given any kind of head start?
So, I wanted to know for a mod I wanted to do, how does the character work? Could it be changed or replaced momentaniously or has concrete saved datas?? So I wanted to do a race mod that could transform into a second phase or smh (arachnne), so uhh, would there already be something similar in the game to work with??
(First time in a Q&A;-;)
On the opposite end, will you guys be creating alchemy in the game? Or a combination of alchemy and magic? I would love to be able to make my own spells.
I know barely anything about Hytale unfortunately, so I apologize if the contents of my question is already ingame.
-# When replying with this please do make sure to have Ping on Reply turned on. Not monitoring the channel so I don't wanna miss the answer is all. Apologies if that's rude!
@zenith flame hello 👋 I have 2 questions regarding the pre-order and avatar creation:
- Will we be able to buy the pre-order packs via google play? this does concern me since not everyone has a credit card
- Will we be able to change the race of our avatar? for example undead (skeleton) because so far that didn't seem to be the case unless I missed something.
Is there going to be single player mode or is it online (server) only? And if there is single player will i be able to bring friends to my world?
When the game is released to a early access phase, will there be an official wiki for game information lookup? It seems like an important thing that could be picked up by the fanbase, but will probably be riddled with misinformation at the start.
I guess a super silly question I have is will there be a Hypixel style server for Hytale 
Do any structures in exploration mode have build or break protection?
Will storage be a big issue? As in a ton of stuff to store. Do you have storage solutions planned/in the game already?
Will proton be able to run Hytale
In the future when playing with your friends on Hytale will you need to have a dedicated server similar to Minecraft? Or can you host it from your own device similar to a lot of Steam games if your playing survival generally.
Someones proably asked this already but will we have a faction system that causes enemies to attack our base?
I know thats proably for later as you all fix up the ai to be more interactive with one another but say we messnwith the outlanders will they eventual trying to get to us in our base?
How does hytale chunks work? I know that it uses cubic chunks but have they changed at all?
@fair smelt Will Transfer Pakets for Server networks be ready on early accsess release so we can start with networks or will this come later?
Will there be something like schematics? If so, what file format will they have?
We don't have anything like that at launch. Simon said that designers will need to look into that but ultimately you could make a mod that adds such functionality.
@fair smelt I have a question: if I create my own skin in Workbench, is there any way I can use it on Hytale servers? Like in Minecraft?
Will the documentation for servers and the creation of plugins/mods be released before the game? I’d like to develop a server and launch it on the game’s day one, will that be possible?
How much depth are we speaking with mods? Can we re-write the whole game in some sort of way (obvs we would have engine limitations)
I think that is simply something we have to wait to see. Most of our core game is changeable. You can make your own version of orbis with custom world generation, custom NPCs, custom weapons, custom blocks. If you really wanted you could toss out all our content and start from scratch by making your very own adventure mode / map that is using none of our game.
How will Hytale handle player reporting across different servers? Will players be able to report cheaters or abusive behavior directly to Hytale, or will this responsibility fall to individual server owners? In addition, how will moderation be managed, who will oversee it, and how will anti cheat measures be monitored on servers that are modded?
A kind of second question, does the client then always record the players to see what they're doing or something? I'm not sure. Like maybe kind of ShadowPlay-ish?
Will it be possible to change the scale of Players and NPCs? If so what effect if any, will it have on them?
How many maximum people could Hytale theoretically support on a single server ?
Hey @fair smelt !! When we open the map or inventory in Hytale, will our character still be able to move? maybe even an autorun option?
@fair smelt I'd like to know if there's a possibility of advanced weapon modifications in the early access release, as I'd like to try tinkering with the game's programming and modifying the interaction of the magical weapons based on the game Magicka, This game features countless power combinations and even possible combos with other players where elements combine, as well as magic clashes like in Harry Potter, and spell reflections. Reflections of spells by enchanted weapons and, especially, dynamic magical shields like Gandalf's from Lord of the Rings—is this possible, or will it ever be possible?
What was your motivation behind Hytale’s modding strategy?
We didn’t make a game to compete with anyone else. We are still the same group that is the Hypixel minigame network and we wanted to overcome the creative limitations we had. We wanted to create an environment where we are solving the problems that we had so that people like us can thrive and express their creativity in the way we always wanted.
Will we see new elements in Hytale?
Hi. Will the game use LOD while rendering distant blocks/entities, improving performance?
Hi Slikey! Thanks for this opportunity. I have a multi-part question regarding the technical shift to the new engine:
-
Scripting Language: With the transition to C++, what will be the primary method for community scripting? Will we have access to a higher-level language (like Lua, C#, or Python) for gameplay logic, or will it rely primarily on visual scripting / native C++ modules?
-
Client-Side Freedom: Since Hytale is server-authoritative, to what extent can modders manipulate the client locally? Will "Client-Side Only" mods (like accessibility tools, custom HUDs, or shader tweaks) be possible without server permission?
-
Asset Pipeline: Will the new engine support direct imports from industry-standard tools (like Blender or Blockbench) for complex meshes, or is the Hytale Model Maker still the exclusive entry point for all visual assets?
-
Performance Limits: regarding the "new tech": Does the engine support multi-threading for entity processing better than legacy voxel engines? What are the hard limits we should expect regarding concurrent entities or physics objects?
Can’t wait to see what the team has been cooking!
Is it possible to summon something to fight along side you / call for help from a befriended faction? If not, is this planned for the future? I'd love to fight alongside a kweebec. Thank you!
Will it be possible to generate a limited world where, instead of an invisible wall at the edges, there is for example a snowstorm that slowly freezes the player and kills them?
At launch the cosmetics will be tied to the supporter and deluxe edition. We will NOT have any P2W monetization, now and ever. We will only do cosmetics mini packs (alongside ton of free ones) when we launch minigames to support the infrastructure costs as there will be NO monetization added to the official Hytale minigames at all. We are aiming at low price cosmetics, no bullshit. Because the game cost money, we can afford to be fair with montization while also keeping the price of the game low. Cosmetics will support us, YouTubers and others to create an ecosystem that is fair to players.
I’m curious, is there still a plan to have shapeshifting in the game?
Like in the trailer where the girl turns into the dragon and flies away?
Have you guys got any intention of collaborating with a competitive scene to help moderate and prevent toxicity/cheating ie providing a clientside anticheat etc?
Hiya just one question is there axolotls in the game????
have u guys done testing on Linux with proton or wine?
Hi Simon, in Hytale will it be possible to create Minecraft-style farms and take advantage of specific mechanics like spawning of mobs for them?
Hi, i mainly have one question @fair smelt
If "client mods are not supported", am i right in assuming that we won't be able to mod core gameplay mechanics such as: player and camera movement, adding/editing combat abilities?
I would guess that you could expose APIs to the server plugins that allow for example setting camera and movement, but won't that be a very UX for players with high-ping connections?
An example:
would a "spiderman" class be able to be implemented in the game in a server? Which would mean giving player the ability to crawl on walls while also setting their camera angle relative to walls and what not, shooting webs etc.
Other examples:
a MATMOS-Like mod (add environment sounds to the game)
a ragdoll physics mod (e.g, add boulders falling and what not)
TL;DR:
will we be able to change core game mechanics?
Any plans on expanded oceans and sailing?
Yes! We have a sophisticated "prefab" system and even an ingame editor for them. Stay tuned for the creative tools reveal 🙂
Hi @fair smelt I noticed the Machinima tab in the gameplay footage did not have a drop-down menu. Will we still be able to create cinematics out of the box or will that be a feature added later?
ever since i saw the first trailer, i wondered if any tech mods would be possible, like thermal, gregtech ect
How do cosmetics work in a server setting? Will servers be allowed to create their own set of player models for players, ignoring the cosmetics that a player might own?
Will there be a strict EULA similar to M***ecraft's for server's only monetizing around cosmetics / limits around gamba?
How does the multiplayer function at the moment? Is it only setting up servers or is there a peer-to-peer way to play through the game?
Does that "No P2W monetization" also affect player-made servers?
Right now I added potions of transformation in the alchemy, it's useless and just for fun. But I'm sure some of you will mod into doing cool stuff with it.
A question I want answered too 🙏🏻🤝
How interactable [will be]/are entities?
-
Can entities be on each other? For example:
I create entity of a boat, then inside it there are kweebecs that can move, anywhere inside that boat -
What actions can 1 entity cause to another entity? For example:
We know that others creatures can attack us, eat our cheese (mouse), can they take our items and use as theirs? -
Is it possible to code entity that destroy environment?
-
How restrictive is player entity? Can player behave like a raptor? ( I mean change in the pov, change of the model, change of the stats, etc)
Wonder if hypixel skyblock gon exist in hytale eventually
We created the Hytale announcement trailer in 2018 using exactly that machinima tool. Yes, you will be able to use them and make cinematics.
Hello! How limited will early access be? If at all?
@wind shadow will there be a NPC/colony system similar to necesse / terraria
@fair smelt How big will be updates like vintage story size or minecraft size
Will there be a timer on the hytale page for when Name reservations are opened up, or would that make everyone pool in at once to much?
Is there plans to create a race selector, ex: being a kweebec?
Will worlds always stay compatible with the latest version of the game?
So if I for example created a world and then didn't play for half a year, would my save still be compatbile?
I second this question!
Hey @wind shadow @fair smelt ❤️ Regarding dungeons: will they be entered seamlessly from the overworld, or will they load as separate instanced areas (like entering a portal into a different phase)? Thanks a lot!
How will we be able to reserve names? Will we receive it in order based on the time we registered from the old system or is website registration be scrapped and a new method we will be reserving names with?
May I ask if it will be possible to create libraries, frameworks, or APIs?
Yes, you can create Java libraries and frameworks. Let me give you an example: We are not adding text-based scripting. We are not stopping anyone from adding a Lua library as a Java plugin and maintaining that. If you want to add a library for machine learning NPC controllers, go ahead. You have full control over the server and you can do anything you want with it.
How will version changes work with mods? One of my pain points with Minecraft modding is having to update for each version. Will there be backwards compatibility with mods, or will we need to update them whenever Hytale updates?
@fair smelt @wind shadow @zenith flame Will Hytale support PayPal and other payment methods when buying the game
are there classes? and progressions systems for them?
will there be quests in the game
Can mods add content without needing to close and reload the game?
Will there be tutorials for modding?
About modding: Will there be some kind of event system like the one in Spigot? If yes, will this be ready at release?
You said we will always be forced to the newest version of the game, no version selecting. What about the servers, will they be able to run custom versions?
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.
Will asset modding support other formats like .fbx for animations/models ? In case we want to use other tools for asset modding like Blender
will hytale be available on steam or only standalone
I wanted to know whether NPCs and other entities in Hytale are handled fully asynchronously ?
@wind shadow , only one question, we know that Brazil is the biggest public for this , will you at launch add the popular pix payment for the game
Hi @fair smelt, what language should I use to create mods? I want to start in this field of making mods. What would I need to learn to create mods and which language?
will new engine scaraks be implemented alongside legacy engine scaraks the same way new engine kweebecs will be implemented alongside legacy engine kweebecs?
Sorry it wasn't clear. It is not available to you today. We have them available today and they will be available when the game launches.
Hot-reload is supported for most asset types. We're working with partners to try and provide some modding tutorials.
we will need an extra laucher to run our hytale modded ?
Will there be some kind of marketplace where mods can be downloaded without third-party platforms?
Hi Simon, will there still be things from races we can turn into or will it just be a normal human?
Note: we are aware that the slowmode is long, so we are going back up the chat to read earlier messages that are more modding oriented
I am very curious what graphics API Hytale uses. Does it use DirectX11 or 12 or does it use something like Vulcan?
Will cursebreaker players have the first pick of usernames? pls answer!
also will you do anything to prevent name sniping for profits?
Slikey said Java earlier.
Could the game be purchased by WeChat or Alipay?
@fair smelt
@wind shadow
Is the cursebreakers edition going to include multiple game keys like the old founders edition was going to
Will you be able to switch freely between versions?
Minecraft Hypixel did some weird things with multi version support. Would something like that be possible?
Server web3 on hytale possible ?
Are servers, mods and all the custom content going to be accessible for anyone to create, or is it going to be locked behind a partnership or verification system like Minecraft’s bedrock marketplace ?
what paymetod will game have when game release=)
I have some questions about the future portal dungeons. Im guessing these won't be out until adventure mode but I still have some questions about them:
Recently It was mentioned on a tweet that the game supports an instance system for dungeons. However. It also indicates that block breaking is disabled there.
The original devlog indicated that only SOME blocks wouldn't be breakable (Assuming the plan was walls so you can't skip the dungeon, but you could take furniture/place your own).
Whats the final plan? Will we still be able to place blocks on dungeons? Would be sad to miss on the game's core mechanics in what Im assuming will be the main story dungeons.
Hi Simon, I'd like to know if you're considering any future collaborations on Hytale? A practical example would be something like Terraria-Hytale. @wind shadow
That is quite a large topic and we have a worldgen blog post being written.
Can a single server host multiple “worlds” and send players between them? Is that a native feature or would a plugin be required to transfer players?
Are there plans for a Hytale supported mod browser, possibly in-game?
will there be any moderation (chat, mods, etc) and if so how strict will it be?
will all players be human by default or will we have access to character creation with other races?
will there be a web browser for mods that u can dowload and use for your own game later in the game?
Let me figure out the details - I hope so but no promise.
@fair smelt
How much we will be paying for Hytale on Brazil?
Which payment methods we will be using on Brazil?
For context, we are currently using Pix or parcel pricing on most purchases, so I'd like to know if there will be other purchase systems on our country, such as Pix or Mastercard. If you can't answer that, could you send this question to Simon?
For further context, ff 1 dollar was equivalent of 1 real, we would be paying $375 or more for the Cursebreaker Edition, while the Americans would pay only $70 dollars. Either that or we would be paying $100 or more for the Standard Edition, while the Americans would be paying $20 dollars.
Also, the current conversion is not enough information for us to know the actual pricing, due to taxes being included on the international products.
May be i'm a little off topic , but I wonder if on future would be possible have some NPCs that help you on basic stuff, like basic crafting or farming , would help your home feel more immersive 🙂
will there be water magic?
@fair smelt Hello! You mentioned in this q&a no code is being downloaded and executed on the client, and said that it is sandboxed. Sorry for my lack of technical knowledge on this matter but it'd be great if you could clarify:
- Does the sandboxing refer to limiting the scope of what Java plugins can do, or does it just mean that code execution is limited to the server?
- If it's the former, than can I remove these limitations to potentially for code that I deem trustworthy, say the code that I had written, to extend the mod's functionality?
Will servers run fully authoritative simulation, or will there be hybrid client/server logic?
Can we scale worlds across multiple machines (sharding, sector servers, etc.)?
Is there an internal limit on player count per shard or world?
Will you provide an official pipeline for importing custom models, textures, and animations?
Is there support for external tools like Blender or Substance Painter? @wind shadow
@fair smelt @wind shadow Hello! Will Russians be able to buy the game?
How much CPU do you have? 
There are many factors to this such as player view distance, NPC count, mods, etc.. The server can have many features disabled to boost performance. We are still in the process of collecting data and doing performance improvements so can't provide specific numbers yet.
@fair smelt @wind shadow In your blog post from the 17th, you mentioned the team had over 30 people, and recently Simon said there are now over 50. That's surprising!
I'd like to know if the team is managing to get the game moving quickly towards early access.
I'd also like to know if part of the team will be taking end-of-year holidays.
How name reservations will work, as soom as i pay i will be able to reserve my name?
Can you go into detail about the block rotation functionality? Will it support spherical rotation, as in Blockbench for example? Or at least 45 degree rotation (for certain isometric style builds etc.)?
Any built in anti-cheat on client-side/server-side? or do we have to develop one just like minecraft?
At launch will there already be parts of visual scripting available or will that come to a later date and at first we will need to use text based scripting?
Will hytale have oficial Kotlin bindings for us that like the weird java brother @fair smelt / @wind shadow ?
And what kind of payment system will there be?
will the character creation have as much depth at early access as we have seen in the past blog posts?
Will player avatars only be human looking characters, or is there a chance we'll be able to make anthro avatars, for example reptilian/dragonborn characters?
@fair smelt
NoesisGUI
When is the full transition to NoesisGUI planned?
Since there are currently limitations on customizing the user interface with mods,
will we be able to use all the features of NoesisGUI on the server side and fully control the user interface?
will all players be human by default or will we have access to character creation with other races?
The base game is our top priority. We believe that all the effort we put into modding is worthless if we do not offer a compelling and immersive experience in the base game. Orbis is our focus and the way we make the adventure mode happen is by building the systems using an architecture that also enables modders. The whole thing co-exists and build off each other. We are very determined to make an amazing adventure mode and keep it updated long into the future.
Will the game be playable offline (as in no internet connection)?
Is there gonna be a countdown for when name reservations are available?
Modding Question: Will mods be able to create new mechanics for the game for players to be able to interact with and have to manage to maintain benefits/stave off debuffs? Thinking like Food/Hunger, Thirst, and Energy/Sleep. Or to get more into potential horror mods, Sanity, Fear, and such things like that?
How can I contact you for Careers? Would like to help with my Game Dev/QA Engineer talent, even for volunteering if possible
Hello, from what i saw in the gameplay video the combat seems to be mostly first person-like, using the mouse/camera to aim, will there be any accessibility feature (for PvE/adventure mode only) that help with that kind of aiming? for example Zelda/Elden ring's targeting system to lock the view onto an enemy, or aim assist, or anything for people who doesn't play much with a mouse and keyboard and would risk of often missing their attacks either in first or third person.
@fair smelt With you wanting to simplify server setup for everyone, would there be a way in the future to stress test the system and automatically configure the server for best performance based on the results?
Will it be possible to import an image onto the game to trace in the map editor? I have a fantasy map i would like to create and that sort of tool would be nice.
@wind shadow how you pretend protect the users against malicious files made for hytale?
NoesisGUI is just exposed at the client side and we just started the transition. The goal will be to use our abstraction over NoesisGUI, so no you won't have full access to the NoesisGUI SDK.
We try to make it as powerful as possible and react to community feedback.
Does server use multiple cores for world?
@fair smelt Will P2W be allowed on servers?
I recall something from a previous qna about not being able to have client-side mods. does that mean we won't be able to have like minecraft equivalents of optifine or sodium etc?
I saw that a VR mod is currently impossible because of being too intrusive. Would it be possible for one of the devs to add the basic intrusive stuff that a modder could build an actual VR mod off of? For example, I know of some modders for Unreal Engine games who asked for the developers to add the basic stock VR plugins so a VR mod could be created. Would anything like this be possible?
not really a question about the game itself but I would really like an official ambient OST video (with the full current OST in one video). maybe with the in-game fireplace sounds and indoor pov rain sounds or snow in the visuals. :]
Simon I have a question, how are you planning to do the weapon balancing and gear system? Which option suits Hytale best currently and for it's vision going forward:
A.Will it be like Minecraft where you upgrade tiers based on ores and crafting gear (aka iron->diamond->netherite).
B. Maybe have base gear made of ores and heavy metals, but have special crafting recipes for cooler gear/epic legendary loot? Using special mob drops like a dragons heart, or a saber tootha fang, runes or magic infusions.
C. Maybe have craftable base gear, but most of the high-end legendary+ gear will be only obtainable through drops from mobs/bosses.
D. A mixture of all of these would be start with base wood and ore gear to craft, and then upgrade said gear down the road with mob drops such as runes, gemstones, etc. all this while keeping the highest of tiers of gear or ingtedients as drops only from bosses (this would be my preferred choice)
hello, hope the team is doing okay! I wanted to know if we are going to have the tools to create a system to interact with NPCs like you could do on a visual novel on simple words, a custom UI where I could click and i guess some window will pop-up above the NPC's head, like the question marks on the 16m gameplay
We are releasing a EULA will all applicable terms. I don't want to shortcut the legal speak by saying yes or no because usually it is more nuanced than that.
@fair smelt Are there plans for options for animal-like faces, ears, or tails for our avatars?
@fair smelt will there be a peaceful mode for players who wish to avoid monsters and just build? Or ways to make certain areas of the map mobless?
What can we expect in terms of how Updates are handled? Say the community believes all weapon durability needs to be buffed because it's frustratingly low or some balance oversight, will you guys have the ability to hotfix push updates frequently, or will they release on a timed schedule internally like weekly and we have to wait for batched fixes/content updates?
hello the game will support custom skins (we'll be able to make skin on blockbench, and put in the game), or the game will have a character creator in game ?
For the Builders area, do you think it's superior to World Edit or other classic building plugins (Arceon, Axiom, Metabrushes, etc.)? Or could we create additional plugins for the Builders Tools section, allowing the community to expand it?
Are the hitboxes/hurtboxes custumizable? So we can maybe do something like monster hunter, where if you slash a tail, it falls off.
We have sub-hitboxes but I think the system needs work. We have large bosses but I am not sure if the hit registration is properly registering which sub-hitbox was hit. If you have an idea for a monster-hunter style boss fight and you try to implement it, please give me a list of the issues / blockers you encounter and we will prioritize them. We have so many boss models in Hytale and we want to make those boss fights epic, so we will definitely need that for adventure mode anyway.
For the Machinima tool in the creation tool menu, i know that it was said(and tell me if im wrong) that it will be like the one used in the trailer originally but, will any other feature be added to it like, flashback is a great example of a very good Machinima mod that was made to replace repaly mod, has alot of features to it to help creators so im wondering if there's any plans to add some cool stuff to it?
how restrictive will building be in terms of how/where blocks can be placed, and will we be able to freeze block updates?
Is the game CPU oriented or It's more balanced between GPU and CPU ?
how are you slikey
Hi, will there be the possibily to create texturepacks during the early access ?
Will you provide example packs/assets for creators to get used to it upon/before release or will we have to figure it our at first ?
So heres a qusetion : Does the interaction between entitys stop when they are out of render distance?
Could we get a brief summary of said EULA either by yourself or Simon, I have some Minecraft server owners debating making the switch to hytale and are debating the costs
as someone who has spent many years creating models for your game, but hit pause on texturing due to what i call “the flamingo problem”
-- we know your blocks are 32x32 because we can count the pixels from many screenshots
-- when you released the flamingo photo, we took approximately one pixel from the blocks and pasted that pixel onto the flamingo’s eye, which revealed the eye to be 4 smaller pixels inside that one black pixel, so the assumption is that model textures are 64x64
-- this is a 32x32 block under a base character, we know from another screenshot that characters such as skeletons are two blocks tall
-- but this would suggest that characters are 4 blocks tall, which we know they are not, so they’ve been scaled to be approximately 2 blocks tall
so, we've got 32x32 blocks, characters two blocks tall, but with 64x64 graphics
correct me if I’m wrong about anything here, but basically my question is, if i want to texture all of my models to match hytale's default style so they don’t stick out like a sore thumb next to official models, what are the default texturing standards for models and blocks? is there a consistent standard that always applies?
I would like to know this too. How are you Slikey?
Few Questions!
- How optimized is the conversion of Node-Based Visual Scripting to actual code that runs?
- Are the Player Hitboxes Square like in Minecraft? And how customizable are they for modification? And can they rotate?
- Will the Y Coordinate be up/down, or will the Z Coordinate be up/down?
Does the Hytale client use kernel-level anti-cheat? I'm curious if - assuming a Linux release won't be available on launch, if we could still run Hytale via wine and lutris hacks.
Q: Will the noesisgui system be accessible within the hytale client or will it need to be externally loaded and then imported like blockbench models?
Yes, when a chunk leaves every player's render distance, the chunk and it's entities are unloaded to conserve RAM.
I know you might not have the exact answer, but is the release of Hytale really close, or is it still a bit far off?
I don't currently have a PC to run it on. Will it be possible to play it in a couple of months with Boosteroid or GeForce Now or some other similar program?
Its a mix. Each world has their own main thread for the core logic but then can use parallel execution for some tasks.
Its not perfect and we have improvements we want to make but it will make use of a multi-core machine.
@fair smelt Will it be possible to add credits to mods if they are created as a team? If so, will it also be possible to distribute the profit generated directly to each member without one having to divide it later?
Anticheat?
will you guys add real assassin features like stealth, backstabbing, or invisibility for daggers? Or would that have to come from modders later?
Hello! Not related to modding but currently, Russia is partially blocking the QUIC protocol, especially regarding foreign IP addresses. My question is, does Hytale support anything other than QUIC as a protocol transport for servers?
Hi
I get why you went back to the original Java-based game engine, all the modders / developpers coming from MC are used to it, it makes sense.
What I’m curious about is whether this is a final direction or just the most practical one for the current production goals. Could the C++ engine be revived later, or even replaced by something more modern (Rust, hybrid architecture, etc.) if the project’s scale demands it?
I’m just trying to understand whether the Java choice is long-term strategic or more of a pragmatic step for now.
You will have it soon with the pre-orders launching. I can't say it yet as we are in the final stages of legal approval. Sorry to leave it vague 🙁
How does the progression look like?
Minecraft has very simple progression so I am wondering how long the progression is
Myself and others signed up for the beta/mailing a long time ago when the game was announced/first trailer released, is that information still being considered for things like name creation or is it going to be fresh when the login/register goes live?
Maybe it was asked before but much of russian players wanna know if will we be able to buy game in Russia?
When could we possibly see first documentations of the server api?
as a big fan of mage/arcana/any magic roles in games, how would you guys rate the depth of the magic in game?
How much ram would be required for a modded server with multiple plugins and under a dozen people? Ballpark estimate of course I want to order a vps yearly to save money. @fair smelt
Hey Team, thanks for all the work you've done and will do. One question regarding the Server-Sided UI: Will Accessibility Options be available in the future that can be configured locally? I don't think everyone has the same needs regarding accessibility and it's an important topic. Thanks again
Hello, @fair smelt, thank you for what you guys are doing, i too have a few questions:
- Are there going to be blog(s) or any official sort of media explaining or teaching mod-making and other player-made modifications to the game for those who are interested?
- Is the game only going to be available on official website to purchase via one's card or will there be any other options in the long-term (steam, pre-paid cards etc...)
- Will there (not necessarily immediately at EA) be options to customize the world one is about to generate for themself? Things to choose to turn on/off and so on...
Thank You!1
We fully rely on QUIC. I am sorry when governments are doing such things 🙁
Is there an estimate on when pre-orders will drop? And from there how long till early access is out?
Good afternoon, @fair smelt , how are you?
Regarding server management and multiple instances, will we have control over that? Creating multiple instances and redirecting players between them? If so, will they support different mod/plugin packs? For example, we have a gun-play minigame, and then I go to a skyblock where the mods are completely different — or will the player need to connect to the server manually to switch between them?
Is there going to be a system similar to Minecraft for making/using servers, or will players be able to join each other through in game connection using either peer to peer, or dedicated servers?
@wind shadow what are the different payment methods available?
For the playtest happening next week, will this be including seeing if hytale will work properly on linux and mac machines? As a linux user I would really like to play the game at launch!
Hello, I have a question: will the game be available for purchase in Russia and Ukraine?
@wind shadow what about Payment methods?, For those who dont have USD paysafe would ideal option since if you have other currency than USD paysafe can easily be 1 solution for those persons. Like back of day when i bought game that had USD and i have euro's I hadded use Paysafe to buy the game that Had USD. It worked well so thats why i would consider asking from team consider it as another payment option when you release pre order/full game.
Please see this great summary: #blockbench message
@wind shadow @fair smelt How will mod creation work? Can it be done entirely in Java, just like in Minecraft?
Hi, will there be official Docker images or Pterodactyl eggs planned for the servers, or will that be up to the community?
I realy hope there will be paypal to pay for the game ^^"
Would not being able to have client side mods mean that having a different texture pack than others on the same server is impossible? I think that would be a bit sad.
Sorry to to ask I'm sure it's been answered and I am trying to keep up, but on Minecraft it is so difficult to host a dedicated server with 1-10 friends currently you need to pay for a server or have a spare PC to keep running ECT can you explain step by step how easy it will be to load into a game with friends day one
Hello. I have a question. Can we or not make ours maps or new bioms?
Hello, will the game be available in Russia or such region like it?
Is there gonna be a modloader in game?
Can you create chunk loaders so chunks are loaded even when not in render distance
What is your server architecture going to be like? Specifically how will hosting work (me and a few fellows got a box ready)
Hello! What is the extent of Avatar customization by default, will Custom Textures be applicable, or will it be presets, or a Loadout Character Creator system?
You don't need to learn java for all the mods. If you just want to add more NPCs, Items, Crafting Recipes, etc. all you have to do is use our ingame tools or modify the JSON files.
Is it possible to get a server moderator to pin all the answers in this channel?
Let's say I create a custom t-shirt mod. Will everyone on the server, or something similar, be able to see the t-shirt I created without downloading the mod or anything specific?
There will be a summary posted
Hi @fair smelt, how strict is the EULA gonna be compared to Minecraft?
@wind shadow @fair smelt Will it be possible to buy the game and play it in Russia?
Hi,
Will there be anything sold as a subscription based service on Hytale? Other than server hosting, if there will be server hosting sold.
Can servers introduce paid services (ranks) and if so, to what general extent are they able (allowed) to?
Cubic chunks or minecrafty chunks?
You said chunks will get unloaded when outside of everyone's render distance.
Does that also stop for example crops from growing?
Is there a way to force load a chunk or build a chunk loader if that's something you might need?
Hello, @fair smelt and @wind shadow!
Can we reserve our nicknames in the near future, or will we have to buy one of the three editions to do so?
Also, will there be translations into other languages in the game itself?
Additionaly, will the game feature directional attacks and blocks, similat to what Mortal Online 2 uses?
Do you hire juniors level designer for you team?
I appreciate your time and response in advance. 🤝
@wind shadow @fair smelt How are you?)
The hour is over and I'll post some further replies. Thank you all for the questions so far, let me get through some more and take it back to #discussion ❤️
Is it possible to load obj models into Hytale?
The client and assets pipeline accept .blockymodel, a custom format. The official BlockBench plugin will allow you to export to this format.
a gradient coloring system was described, but how would it work?
There is a tint setting in chunk data which lets you pick the... tint of certain blocks.
You absolutely can without writing any Java code. It is all going to be done using our powerful world generation algorithm and tools on top of it. You can also use creative mode to build impressive builds and share them as "prefabs" or share your entire world save.
It is completely free and open to absolutely everyone. There is no partnership / walled garden. If you have the base edition of the game, you can use all the tooling and we will not hide any tooling behind any paywall or contract.
All players are human by default and can only be changed while ingame using the Model Change feature in creative mode.
We plan to update very frequently, especially in the beginning. We are constantly looking for feedback and if you all band together to create a storm, we will see it and listen, we make this game great together.
When the server source code is shared shortly after launch of the game.
We are currently doing a hiring freeze until after launch. The team is locked in and when we need additional hands, we will post job openings. We try to keep the team as small as possible because our organization style is very unique and vulnerable to over-hiring. So we maintain our close-knit group stable and then very slowly hire when there are serious needs that we could otherwise not overcome.
Good, happy and focussed on making Hytale 🙂 Thank you all for the questions, I will continue to answer questions whenever I have a slither of time between tasks ❤️ We are so glad to have you all be so eager to get your hands on the game and you don't need much patience anymore... Stay tuned for the release date announcement!