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Pre-Release Patch Notes (Update 6) - Printable Version

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Pre-Release Patch Notes (Update 6) - Vahste - 06-15-2026

[Image: e8d5c18c-c477-48f8-a409-26fcca2683d0.png]Hi everyone!
Below are the pre-release patch notes for Update 6, which we will update weekly.
As always, if you encounter any bugs, you can report them via the in-game bug reporter, and please submit any feedback via the Feedback Request website. Please make sure to note 'pre-release' in your feedback.

Quote:To access Pre-Release version: Enable via Launcher → Settings → Pre-Release
Thank you for your continued support!
- The Hytale Team
Pre-Release (Update 6 Part 3)[/url]
June 11th, 2026
Entities & Combat
  • Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.
  • Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.
World & Blocks
  • Rise and shine! Sleeping through the night now causes you to leave your bed.
  • Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.
  • Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.
Audio
  • Mushroom blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.
  • Crystal and gem blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.
  • Walking and landing on glass blocks will now play distinct sounds.
  • The Kweebec Plushie will now play distinct sounds when it’s hit, broken or interacted with.
Naming & Categorization
  • The ‘Environment’ category in the Quick Settings has been renamed to ‘Personal Environment’ to make it clearer that these are your own client settings and separate from the world settings.
Bug Fixes
Avatar & Customization Fixes
  • Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.
  • Dying to fall damage while wearing armor will now result in a more appropriate animation playing.
Combat, Entity & Item Fixes
  • NPCs that charge should no longer stop abruptly when blocks are placed.
  • Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.
Block & Item Fixes
  • Fixed a crash that could occur when throwing a Healing Totem while moving between worlds.
  • Saplings will no longer be prevented from growing if there is insufficient room for their roots.
  • Breaking newly-planted Aubergines and Lettuce will now return their seeds.
  • Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.
Creative Fixes
  • Fixed a crash that could occur when spawning NPCs using the /spawn command.
  • The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.
Control & Input Fixes
  • Key bindings will now update correctly when you switch your keyboard layout or language.
  • Keyboard shortcuts will no longer trigger when typing in input fields.
  • Included profiles for more gamepad models. Previously, some gamepads were not recognized properly, resulting in unexpected behavior.
Rendering Fixes
  • Fixed an issue where shadows could appear missing or cut off at certain viewing distances and angles.
Other Fixes
  • Fixed various additional crashes.
  • Fixed a number of typographical errors.
Modder-facing Changes
World Generation
  • Pin labels on the VectorProvider nodes (Adder, Cache, Cross, Multiplier, Normalizer, PlaneProjector, ScalarMultiplier, SetX/Y/Z, Subtracter) were renamed for clarity in the node editor.
Blocks, Prefabs & Farming
  • You can now stop players auto-stepping onto a block. Set 

    Code:

    DisableAutoStep: true
     in its 

    Code:

    BlockMovementSettings
     and players must jump up instead — useful for ledges and fences.
  • Prefab-grown plants (like saplings) can now tolerate obstructions within a height band instead of failing to grow. Add 

    Code:

    TolerateObstructionsBelowY
     / 

    Code:

    TolerateObstructionsAboveY
     to 

    Code:

    PrefabFarmingStageData
     (prefab-relative Y, origin block = 0) to mark a band where blocking world blocks are skipped rather than cancelling growth; 

    Code:

    ReplaceMaskTags
     still controls which blocks get replaced. Built-in saplings now default to 

    Code:

    TolerateObstructionsBelowY: -1
    . (Overlapping bands disable obstruction checks entirely and log a server warning.)
Items, Armor & Projectiles
  • Armor can now change how the player moves. Add a 

    Code:

    MovementSettings
     block to an 

    Code:

    ItemArmor
     asset to override walk/sprint speed, jump height, air control, and more per piece.
  • Projectiles can now ignore where the caster is aiming. Set 

    Code:

    IgnorePitch
     or 

    Code:

    IgnoreYaw
     on a 

    Code:

    LaunchProjectile
     or 

    Code:

    ProjectileConfig
     to lock that axis — handy for traps, turrets, and fixed-direction spells. Add 

    Code:

    RotationOffset
     to nudge the angle.
Protocol & Networking
  • Voice settings are now exposed to the server using the 

    Code:

    SyncPlayerPreferences
    . It has three new fields 

    Code:

    VoiceChat


    Code:

    VoiceInput
    , and 

    Code:

    VoiceInputMode
    .
For Plugin Developers
Code-level changes — content/asset modders can skip this section.
  • Some code has been updated to use the JOML interface types (

    Code:

    Vector3dc
     / 

    Code:

    Vector3ic
    )
    • The 

      Code:

      Teleport
       constructor
    • BlockIterator.iterateFromTo()
  • Custom NPC behavior code needs updating. NPC support objects (combat, state, world, etc.) are now ECS components instead of fields on 

    Code:

    Role
     / 

    Code:

    NPCEntity
    , and behavior methods now receive a 

    Code:

    Ref<EntityStore>
     + 

    Code:

    ExecutionSupport
    . Update any custom Sensors, Actions, or Motions. 

    Code:

    SpawnableWithModelBuilder
     is now 

    Code:

    DependencyTrackingBuilder
    .
  • Plugin code that called 

    Code:

    NPCEntity.getAlarmStore()
     directly should now read the 

    Code:

    AlarmStore
     ECS component instead. Existing saves migrate automatically — no action needed for save files.
Pre-Release (Update 6 Part 2)
June 4th, 2026
Combat, NPCs, Items & Equipment
  • Removed Template_Aggressive_Zombies, its root interactions and its associated attack sequences. Zombies now use Template_Predator.
  • Added new death visual effects to several NPCs.
  • NPCs can now spawn with multiple entity effects active.
  • Added a new Template_Flying_Aggressive template meant to be used by flying hostile NPCs capable of ranged attack. Template_EyeTemplate_Spirit and Template_Scarak_Seeker are now deprecated.
World & Blocks
  • Added the in-dev Graph System to World-Gen V2.
    • Added WhiteNoise Density.
    • Added Transparent MaterialProvider.
    • Added DirectionalJitter Positions.
    • Added VectorOffset Positions.
    • Added Anchor PropDistribution.
    • Added the following VectorProviders: Adder, Cross, Multiplier, Normalizer, Random, ScalarMultiplier, SetX, SetY, SetZ, Subtracter, VectorProjector and PlaneProjector.
  • Added an Explosive Block Component.
  • Added a new Wilderness Tracking system; it identifies areas of the world as being “Near Home” or “Wilderness” based on the player bed locations.
Modding & Creative Tools
  • Added support that allows control of whether a projectile's spawn position rotates with the entity firing it.
  • Implemented dev settings to tweak soft collisions based on entity hitbox volume.
  • Reworked soft collision radius to consider hitbox size.
  • ControlDoorsEffect and DoorInteraction to use a new DoorBlockUtils utility function to avoid duplicate code.
  • Added a Texture Atlas API - Unified API for compositing multiple keyed images into a single GPU texture.
  • The Asset Editor's item preview now respects an item's Model override, matching how the item appears in-game.
Audio
  • Audio Bus and Ducking rework.
    • When multiple sounds play at once, the game needs to decide which sounds to turn down so they don’t overlap and fight in your ear. The new system allows us to have better control over how and when sounds duck and quickly fade out.
  • Added sounds for walking and landing on sticks on the ground.
  • Added a new break sound for Deco_Treasure blocks.
  • Added new sounds for cactus blocks: walk, land, hit and break.
Bug Fixes
Movement Fixes
  • Added a guard to prevent Sprint from toggling while managing the inventory.
  • Reset orientation when dismounting sideways mountable blocks.
  • Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.
  • Fixed sprint toggle mode no longer ending when you stop moving.
  • Sprinting is now preserved after sliding.
  • Fixed rolling failing to negate fall damage.
  • Fixed some controller-related settings resetting between restarts.
Combat, Entity & Item Fixes
  • Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.
  • Fixed Dungeon Variant NPCs not providing the correct memories.
  • Snowy Fir Leaves can be rotated like the other Fir Leaves.
  • Feed Bag can now rotate to player facing direction.
  • Fixed chests disappearing when combined into one while open.
  • Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.
  • Fixed an issue causing livestock to not produce properly.
World & Block Fixes
  • Fixed player always facing North after using the World Map teleportation.
  • Added logic to use a fallback generator when WorldStructure cannot be built.
  • Fixed a series of defects that could cause SingleInstance to generate artifacts.
  • Fixed a defect causing all WorldStructure assets to be dropped when any WorldStructure asset is refreshed, preventing players from joining new instances when loading mods.
  • Texture fixes for Clay Raw Brick Half and Ornate Stone Brick.
Creative, Modding & Plugin Fixes
  • Fixed crash in SpawningContext caused by ground level rotation check when level is below 0.
  • Fixed a crash with the Trigger Volume tool.
  • Fixed /submerge and /set commands for fluids.
  • Fixed client crash when secondary interaction was added to Unarmed.Empty.
  • Updated Trigger Volumes trigger effects to make use of the chunk ref/store for accessing chunk data.
  • Fixed Trigger Volumes spawning broken in worlds.
  • Using /worldgen reload now properly deletes existing Trigger Volumes.
  • Fixed the mod manager warning that read "targets 0.5.1 but the current game version is 0.5.1" when a mod declared a bare `ServerVersion` like `0.5.1`.
  • Fixed the Sculpt Tool crashing world at max world height.
  • Fixed /pedit spawning chests instead of prefab spawners.
  • Fixed Builder Tool Density clamp to a minimum of 0 rather than 1.
  • Changed the durability condition interaction so that it always succeeds when an item is unbreakable.
  • Improved prefab saving support modes, validation and overwrite flow.
  • Quantity field in CraftRecipeAction now requires a minimum quantity so that <0 numbers don’t crash the server.
  • Adjusted caching behavior of search for command tab completion.
  • Fixed Pick Block for Extrude and Line tools.
  • If a duplicate localization key exists in a language file, a warning is now displayed instead of an exception being thrown.
  • Fixed reloading a layered asset pack sometimes reverting a customized asset back to the value it inherited from its parent.
UI & Display Fixes
  • A number of changes were made to the Server Discovery menu.
    • Server addresses are now hidden by default.
    • Fixed text not updating when the game’s language was changed.
    • Server descriptions are now scrollable.
  • Fixed an issue where the social sidebar panel would jitter or snap to incorrect positions after being opened and closed multiple times.
  • Fixed players in the local (Your World) tab all showing the default avatar when their profile was not already cached.
  • Fixed the social sidebar friends scroll list getting stuck when the list was too large.
  • Hardened friends display names from rendering blank in the in-game Social Sidebar.
  • Fixed friend lookups failing when you import a large Discord friends list.
    • Lists over 500 people now load fully instead of erroring out.
  • Fixed Fullscreen toggle loop with F11.
  • Fixed F keys being not usable while UI windows were open in-game, such as the inventory or crafting UI.
  • Fixed double placing in storage & hotbar when using right-click drop.
  • Fixed icons updating when rebinding keyboard or controller keybindings.
Stability & Performance Fixes
  • Fixed a server crash that could occur when using a fluid-placing interaction with an empty hand.
  • Fixed a rare server crash caused by an entity spawning with an invalid rotation.
  • Fixed a client crash that could occur when clicking, typing, or using a controller while reconnecting or returning to the Main Menu.
  • Fixed a client crash that could occur when editing text in multi-line text fields.
  • Fixed a client crash that could occur when near a container holding an item with zero durability.
  • Fixed a memory leak that could occur after ending a session.
  • Fixed a rare crash when reloading assets.
Other Fixes
  • Fixed player death markers not appearing on the map if it occurred far from the spawn point.
  • The in-game bug reporting form now supports video attachments.
  • Fixed inventory input getting cleared when the game loses focus.
  • Fixed audio stuttering when the selected output device is unavailable.
  • Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.
  • Fixed a number of typographical errors.
  • Avatars that reference renamed cosmetics will now be automatically repaired when you log in, instead of preventing you from joining. You'll be shown which cosmetic slots changed.
Pre-Release (Update 6, Part 1, Hotfix 1)
May 29, 2026
Bug Fixes
Movement
  • Sprinting is now preserved when crouch-sliding, instead of dropping back to a walk.
  • Fixed the sprint input not resetting correctly when coming to a stop.
  • Rolling on landing now correctly reduces fall damage.
Stability & Performance
  • Fixed a deadlock that could occur when inviting a friend to a singleplayer world.
  • Fixed a memory leak that could occur after leaving a world.
  • Fixed a rare race condition that could result in incorrect block lighting.
UI
  • Long server descriptions can now be scrolled in the server details menu.
  • Fixed the Friends list scroll getting stuck when the list is long.
  • Fixed a confusing mod compatibility warning shown for mods that target a bare version.
World Generation
  • Fixed WorldStructure assets not reloading correctly.
Pre-Release (Update 6, Part 1)
May 28, 2026
Headline Features
  • Save and reuse Block Palettes with the new Block Palette Presets!
    • A new side tab has been added to the Quick Settings menu to manage your block palettes.
    • Save block palettes as presets and load them back at any time.
    • A new Palette Editor lets you create, save, delete, and restore block palettes, with a color picker and a block eyedropper for selecting palette colors.
World & Blocks
  • Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.
UI & Quality of Life
  • Server Discovery: Servers with more than 4 tags will now show the first 3 tags followed by an overflow indicator. Hovering the overflow indicator displays the remaining tags in a tooltip.
  • The Creative item library will now always delete items dropped into it, including when they are dropped into empty slots.
  • You may now drop items one at a time from a stack in the Creative item library by right-clicking.
  • The 'EU' region name has been updated to 'Europe'.
Modding & Creative Tools
  • Added a new world setting, 'Resolve Block Spawners', which controls whether block spawner blocks resolve into their target blocks (such as whether chests spawn in).
  • The image and OBJ importing tools now use the new TextureComputedColor field (a dominant weighted color average of each item's textures) instead of the particle colors when matching block colors, giving more accurate imports. The importing tools will also filter out special quality items so they cannot be used in imports.
  • Added a new button to the Asset Editor that regenerates the TextureComputedColor field from an item's textures.
  • The Selection Tool has been updated to better handle longer localized text.
    • The Delete button no longer overlaps with the slider.
    • The menu will stay within bounds when displaying longer localized text.
    • Text can now scale smaller for longer localized text.
    • The slider and dropdown widths have been slightly reduced.
Audio
  • Added new break sounds for Trash Piles, combining the clay pot and brazier metal break sounds.
  • Added new break sounds for the Brazier, with a different soundset for each brazier material type. The torch flare sound will no longer play when an unlit brazier is broken.
  • Added new sounds for breaking and walking on Leaves.
  • Added new sounds for breaking Brambles.
  • Added new landing sounds for Cloth blocks, adjusted the walk volume of Cloth blocks, and removed the success sound from Cloth block break.
Bug Fixes
Movement
  • Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.
Combat, Entity & Item Fixes
  • Projectile spawn positions are now derived from the server's authoritative entity transform, with the client-reported position only accepted when it falls within a velocity-based desync allowance.
  • NPC and mount interactions now validate the player's distance to the target entity, preventing modified clients from interacting with NPCs or mounting entities from arbitrary distances.
  • Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.
  • The Brush Sound Volume setting is now correctly applied to all builder tools.
World & Block Fixes
  • Fixed a crash related to block and fluid IDs in chunk lighting being out of range.
  • Fixed an issue where blocks configured to fall would not.
  • Fixed a number of art issues with models, textures, and animations, including the Barrels, Iridescent block, Hardwood Fence texture, Green Mycelium model, small tavern chest clipping, and door clipping.
Creative, Modding & Plugin Fixes
  • The Paste Tool's offset will no longer reset after pasting.
  • The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.
  • The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.
  • Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.
  • Moved some raw strings in the Paste Tool to language keys so they can be localized.
  • Empty blocks in Block Filters will now be parsed correctly (the empty fluid ID is now treated as the empty block ID).
UI & Display Fixes
  • The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".
  • The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.
  • Fixed a client crash that could occur in the inventory drag handler when a server inventory update resized the inventory between mouse-down and mouse-move.
  • Fixed a client crash in mouse element handling that could occur when a mouse-out handler reentrantly cleared the mouse element.
  • When the server kicks, disconnects, or times out a player, the disconnect screen will now show the actual localized reason that was sent by the server, instead of a generic error message.
  • Singleplayer worlds that fail to start will now show the actual error on the disconnect screen, instead of silently returning to the main menu.
  • Singleplayer worlds with a missing world directory will now show a clear "world not found" message on the disconnect screen.
Other Fixes
  • Fixed a number of typographical errors.
  • A corrupt Settings.json will now be automatically recovered from its backup file, instead of crashing the client.
  • Gamepad open failures will no longer be reported as a crash, as they are a local device condition and not a client bug.
Modders Warning Section
PRE-RELEASE PART 2
  • Code:

    BlockChunk#getEnvironmentChunk()
     has been deprecated. Plugins should fetch 

    Code:

    EnvironmentChunk
     directly via the chunk entity ref. Additionally, three methods on 

    Code:

    WorldChunk
     are now deprecated: 

    Code:

    #getBlockChunk()


    Code:

    #getBlockComponentChunk()
    , and 

    Code:

    #getBlock(int, int, int)
    . All three should be replaced with direct component fetches via the chunk entity ref. For 

    Code:

    #getBlock
    , use 

    Code:

    BlockChunk#getBlock(int, int, int)
     fetched from the ref instead.
  • Code:

    ProcessingBenchBlock#getProcessingSlots()
     and 

    Code:

    #getProcessingFuelSlots()
     now return 

    Code:

    ShortSet
     instead of 

    Code:

    Set<Short>


    Code:

    ProcessingBenchWindow#setProcessingSlots(ShortSet)
     and 

    Code:

    #setProcessingFuelSlots(ShortSet)
     now accepts 

    Code:

    ShortSet
     as their parameter type.
  • Code:

    PrefabSaverSettings#isClearSupportValues()
     and 

    Code:

    #setClearSupportValues(boolean)
     have been removed. Plugins must migrate to 

    Code:

    #getSupportMode()
     / 

    Code:

    #setSupportMode(SupportMode)
    . The new 

    Code:

    SupportMode
     enum provides three values: 

    Code:

    KEEP_EXISTING
     (equivalent to the old false), 

    Code:

    REMOVE
     (old true), and 

    Code:

    CALCULATE
     (new; automatically bakes support values from world physics).
  • Code:

    ExplosionUtils#performExplosion(...)
     now requires a 

    Code:

    Rotation3f
     rotation parameter, and passes 

    Code:

    new Rotation3f(0, 0, 0)
     to preserve existing behavior. 

    Code:

    BlockHarvestUtils#performBlockDamage(...)
     now requires a 

    Code:

    boolean isExplosion
     parameter, passed 

    Code:

    false
     to preserve existing behavior.
  • Code:

    ControlDoorsEffect#DoorAction
     has been changed from public to private. External references to this enum must be migrated to 

    Code:

    DoorBlockUtils#DoorState
    , which is now part of the public API and covers the same states.
  • Code:

    SpatialStructure<T>
     has had all method signatures updated to use JOML immutable interface types; parameters previously typed as 

    Code:

    Vector3d
     and 

    Code:

    Vector3i
     are now 

    Code:

    Vector3dc
     and 

    Code:

    Vector3ic
     respectively. Any interface must update its method signatures accordingly.
  • Code:

    DurabilityConditionInteraction
     now returns 

    Code:

    true
     when the held item is unbreakable, instead of 

    Code:

    false
    . Interaction chains that previously used a durability condition as a gate to suppress actions on unbreakable items will now pass through instead.
  • The base permission string for plugins whose manifest name contains spaces will now use underscores in place of spaces. A plugin previously registered as 

    Code:

    "My Plugin"
     in the group 

    Code:

    "com.example"
     had a base permission of 

    Code:

    com.example.my plugin
    ; it is now 

    Code:

    com.example.my_plugin
    . Any hardcoded permission checks or configuration entries referencing the old form must be updated.
  • Code:

    CodecException#getMessage()
     now returns the full enriched message including key and source context. To retrieve the bare constructor-passed message, use the new 

    Code:

    #getRawMessage()
     method instead.
PRE-RELEASE PART 1, HOTFIX 1
  • Code:

    Transport#bind(InetSocketAddress)
     now returns 

    Code:

    CompletableFuture<ServerListener>
     and no longer declares 

    Code:

    throws InterruptedException
    .
PRE-RELEASE PART 1[url=https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-1]
  • The network protocol version has been bumped from 

    Code:

    hytale/2
     to 

    Code:

    hytale/3
    . Clients and servers on the previous protocol version will be unable to connect. A new 

    Code:

    Crash = 7
     

    Code:

    QuicApplicationErrorCode
     has also been added.
  • Code:

    BedsPlugin#getInstance()
     has been renamed to 

    Code:

    #get()
     to match the accessor convention used by 

    Code:

    Universe


    Code:

    NPCPlugin


    Code:

    FarmingPlugin
    , and 

    Code:

    ObjectivePlugin
    .
  • A new shared 

    Code:

    Universe#transferPlayerAsync()
     API has been added, centralising the "remove from world → await target world → addPlayer" pattern. Callers should now use this helper and retain only their own fallback/cleanup logic in 

    Code:

    whenComplete
    .
  • The WorldGen 

    Code:

    SingleInstance
     field has been marked as experimental.
  • Code:

    World#getChunkIfInMemory


    Code:

    World#getChunkIfLoaded


    Code:

    World#getChunkIfNonTicking


    Code:

    World#getChunkAsync
    , and 

    Code:

    World#getNonTickingChunkAsync
     has been deprecated. Chunk data should now be accessed as components from the chunk ref directly.