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		<title><![CDATA[Hytale Forum - Portal]]></title>
		<link>https://hytaleforum.xyz/</link>
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		<pubDate>Tue, 16 Jun 2026 10:15:59 +0000</pubDate>
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			<title><![CDATA[Pre-Release Patch Notes (Update 6)]]></title>
			<link>https://hytaleforum.xyz/thread-7.html</link>
			<pubDate>Mon, 15 Jun 2026 16:43:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
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			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/e8d5c18c-c477-48f8-a409-26fcca2683d0.png" loading="lazy"  alt="[Image: e8d5c18c-c477-48f8-a409-26fcca2683d0.png]" class="mycode_img" />Hi everyone!<br />
Below are the pre-release patch notes for <span style="font-weight: bold;" class="mycode_b">Update 6</span>, which we will update weekly.<br />
As always, if you encounter any bugs, you can report them via the in-game bug reporter, and please submit any feedback via the <a href="https://hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">Feedback Request website</a>. Please make sure to note <span style="font-weight: bold;" class="mycode_b">'pre-release'</span> in your feedback.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color">To access Pre-Release version: Enable via Launcher → Settings → Pre-Release</span></blockquote>
<span style="color: #ffffff;" class="mycode_color">Thank you for your continued support!<br />
- The Hytale Team<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Pre-Release (Update 6 Part 3)</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p3" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
</span><span style="font-weight: bold;" class="mycode_b">June 11th, 2026</span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Entities &amp; Combat</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#entities-combat" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Blocks</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Rise and shine! Sleeping through the night now causes you to leave your bed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Mushroom blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crystal and gem blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Walking and landing on glass blocks will now play distinct sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Kweebec Plushie will now play distinct sounds when it’s hit, broken or interacted with.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Naming &amp; Categorization</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#naming-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Avatar &amp; Customization Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-avatar-customization-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dying to fall damage while wearing armor will now result in a more appropriate animation playing.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">NPCs that charge should no longer stop abruptly when blocks are placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Block &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-block-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when throwing a Healing Totem while moving between worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Saplings will no longer be prevented from growing if there is insufficient room for their roots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Breaking newly-planted Aubergines and Lettuce will now return their seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when spawning NPCs using the /spawn command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Control &amp; Input Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-control-input-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Key bindings will now update correctly when you switch your keyboard layout or language.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Keyboard shortcuts will no longer trigger when typing in input fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Included profiles for more gamepad models. Previously, some gamepads were not recognized properly, resulting in unexpected behavior.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rendering Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-rendering-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where shadows could appear missing or cut off at certain viewing distances and angles.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed various additional crashes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modder-facing Changes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">World Generation</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blocks, Prefabs &amp; Farming<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-blocks-prefabs-farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now stop players auto-stepping onto a block. Set <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DisableAutoStep: true</code></div></div><span style="color: #ffffff;" class="mycode_color"> in its <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockMovementSettings</code></div></div><span style="color: #ffffff;" class="mycode_color"> and players must jump up instead — useful for ledges and fences.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefab-grown plants (like saplings) can now tolerate obstructions within a height band instead of failing to grow. Add <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsBelowY</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsAboveY</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabFarmingStageData</code></div></div><span style="color: #ffffff;" class="mycode_color"> (prefab-relative Y, origin block = 0) to mark a band where blocking world blocks are skipped rather than cancelling growth; <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ReplaceMaskTags</code></div></div><span style="color: #ffffff;" class="mycode_color"> still controls which blocks get replaced. Built-in saplings now default to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsBelowY: -1</code></div></div><span style="color: #ffffff;" class="mycode_color">. (Overlapping bands disable obstruction checks entirely and log a server warning.)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Items, Armor &amp; Projectiles<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-items-armor-projectiles" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Armor can now change how the player moves. Add a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>MovementSettings</code></div></div><span style="color: #ffffff;" class="mycode_color"> block to an <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ItemArmor</code></div></div><span style="color: #ffffff;" class="mycode_color"> asset to override walk/sprint speed, jump height, air control, and more per piece.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles can now ignore where the caster is aiming. Set <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>IgnorePitch</code></div></div><span style="color: #ffffff;" class="mycode_color"> or <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>IgnoreYaw</code></div></div><span style="color: #ffffff;" class="mycode_color"> on a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>LaunchProjectile</code></div></div><span style="color: #ffffff;" class="mycode_color"> or <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProjectileConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> to lock that axis — handy for traps, turrets, and fixed-direction spells. Add <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>RotationOffset</code></div></div><span style="color: #ffffff;" class="mycode_color"> to nudge the angle.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Protocol &amp; Networking<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-protocol-networking" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Voice settings are now exposed to the server using the <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SyncPlayerPreferences</code></div></div><span style="color: #ffffff;" class="mycode_color">. It has three new fields <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceChat</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceInput</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceInputMode</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">For Plugin Developers<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-for-plugin-developers" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-style: italic;" class="mycode_i">Code-level changes — content/asset modders can skip this section.</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Some code has been updated to use the JOML interface types (<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3dc</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3ic</code></div></div><span style="color: #ffffff;" class="mycode_color">)<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Teleport</code></div></div><span style="color: #ffffff;" class="mycode_color"> constructor</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">BlockIterator.iterateFromTo()</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Custom NPC behavior code needs updating. NPC support objects (combat, state, world, etc.) are now ECS components instead of fields on <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Role</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCEntity</code></div></div><span style="color: #ffffff;" class="mycode_color">, and behavior methods now receive a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Ref&lt;EntityStore&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> + <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExecutionSupport</code></div></div><span style="color: #ffffff;" class="mycode_color">. Update any custom Sensors, Actions, or Motions. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SpawnableWithModelBuilder</code></div></div><span style="color: #ffffff;" class="mycode_color"> is now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DependencyTrackingBuilder</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Plugin code that called <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCEntity.getAlarmStore()</code></div></div><span style="color: #ffffff;" class="mycode_color"> directly should now read the <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>AlarmStore</code></div></div><span style="color: #ffffff;" class="mycode_color"> ECS component instead. Existing saves migrate automatically — no action needed for save files.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Pre-Release (Update 6 Part 2)</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p2" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-weight: bold;" class="mycode_b">June 4th, 2026</span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, NPCs, Items &amp; Equipment</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#combat-npcs-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Removed <span style="font-weight: bold;" class="mycode_b">Template_Aggressive_Zombies</span>, its root interactions and its associated attack sequences. Zombies now use <span style="font-weight: bold;" class="mycode_b">Template_Predator</span>.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new death visual effects to several NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs can now spawn with multiple entity effects active.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <span style="font-weight: bold;" class="mycode_b">Template_Flying_Aggressive</span> template meant to be used by flying hostile NPCs capable of ranged attack. <span style="font-weight: bold;" class="mycode_b">Template_Eye</span>, <span style="font-weight: bold;" class="mycode_b">Template_Spirit</span> and <span style="font-weight: bold;" class="mycode_b">Template_Scarak_Seeker</span> are now deprecated.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Blocks</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the in-dev Graph System to World-Gen V2.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added WhiteNoise Density.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Transparent MaterialProvider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added DirectionalJitter Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added VectorOffset Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Anchor PropDistribution.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the following VectorProviders: Adder, Cross, Multiplier, Normalizer, Random, ScalarMultiplier, SetX, SetY, SetZ, Subtracter, VectorProjector and PlaneProjector.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Explosive Block Component.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Wilderness Tracking system; it identifies areas of the world as being “Near Home” or “Wilderness” based on the player bed locations.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Creative Tools</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modding-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added support that allows control of whether a projectile's spawn position rotates with the entity firing it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented dev settings to tweak soft collisions based on entity hitbox volume.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked soft collision radius to consider hitbox size.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">ControlDoorsEffect</span> and <span style="font-weight: bold;" class="mycode_b">DoorInteraction</span> to use a new <span style="font-weight: bold;" class="mycode_b">DoorBlockUtils</span> utility function to avoid duplicate code.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Texture Atlas API - Unified API for compositing multiple keyed images into a single GPU texture.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Asset Editor's item preview now respects an item's Model override, matching how the item appears in-game.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Audio Bus and Ducking rework.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added sounds for walking and landing on sticks on the ground.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new break sound for <span style="font-weight: bold;" class="mycode_b">Deco_Treasure</span> blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for cactus blocks: walk, land, hit and break.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a guard to prevent Sprint from toggling while managing the inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reset orientation when dismounting sideways mountable blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sprint toggle mode no longer ending when you stop moving.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting is now preserved after sliding.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed rolling failing to negate fall damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some controller-related settings resetting between restarts.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Dungeon Variant NPCs not providing the correct memories.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snowy Fir Leaves can be rotated like the other Fir Leaves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feed Bag can now rotate to player facing direction.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed chests disappearing when combined into one while open.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue causing livestock to not produce properly.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-block-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed player always facing North after using the World Map teleportation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added logic to use a fallback generator when WorldStructure cannot be built.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a series of defects that could cause SingleInstance to generate artifacts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Texture fixes for Clay Raw Brick Half and Ornate Stone Brick.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-modding-plugin-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed crash in SpawningContext caused by ground level rotation check when level is below 0.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash with the Trigger Volume tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed /submerge and /set commands for fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client crash when secondary interaction was added to Unarmed.Empty.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Trigger Volumes trigger effects to make use of the chunk ref/store for accessing chunk data.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Trigger Volumes spawning broken in worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Using /worldgen reload now properly deletes existing Trigger Volumes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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`.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Sculpt Tool crashing world at max world height.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed /pedit spawning chests instead of prefab spawners.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Builder Tool Density clamp to a minimum of 0 rather than 1.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changed the durability condition interaction so that it always succeeds when an item is unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved prefab saving support modes, validation and overwrite flow.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Quantity field in CraftRecipeAction now requires a minimum quantity so that &lt;0 numbers don’t crash the server.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted caching behavior of search for command tab completion.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Pick Block for Extrude and Line tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">If a duplicate localization key exists in a language file, a warning is now displayed instead of an exception being thrown.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed reloading a layered asset pack sometimes reverting a customized asset back to the value it inherited from its parent.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui-display-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A number of changes were made to the Server Discovery menu.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Server addresses are now hidden by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed text not updating when the game’s language was changed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server descriptions are now scrollable.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the social sidebar panel would jitter or snap to incorrect positions after being opened and closed multiple times.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed players in the local (Your World) tab all showing the default avatar when their profile was not already cached.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the social sidebar friends scroll list getting stuck when the list was too large.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hardened friends display names from rendering blank in the in-game Social Sidebar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed friend lookups failing when you import a large Discord friends list.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lists over 500 people now load fully instead of erroring out.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Fullscreen toggle loop with F11.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed F keys being not usable while UI windows were open in-game, such as the inventory or crafting UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed double placing in storage &amp; hotbar when using right-click drop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed icons updating when rebinding keyboard or controller keybindings.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Stability &amp; Performance Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-stability-performance-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a server crash that could occur when using a fluid-placing interaction with an empty hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare server crash caused by an entity spawning with an invalid rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when clicking, typing, or using a controller while reconnecting or returning to the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when editing text in multi-line text fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when near a container holding an item with zero durability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a memory leak that could occur after ending a session.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare crash when reloading assets.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed player death markers not appearing on the map if it occurred far from the spawn point.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The in-game bug reporting form now supports video attachments.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed inventory input getting cleared when the game loses focus.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed audio stuttering when the selected output device is unavailable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Pre-Release (Update 6, Part 1, Hotfix 1)<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p1-hotfix-1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>May 29, 2026<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Bug Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sprinting is now preserved when crouch-sliding, instead of dropping back to a walk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the sprint input not resetting correctly when coming to a stop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rolling on landing now correctly reduces fall damage.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Stability &amp; Performance<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-stability-performance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a deadlock that could occur when inviting a friend to a singleplayer world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a memory leak that could occur after leaving a world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare race condition that could result in incorrect block lighting.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Long server descriptions can now be scrolled in the server details menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Friends list scroll getting stuck when the list is long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a confusing mod compatibility warning shown for mods that target a bare version.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed WorldStructure assets not reloading correctly.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Pre-Release (Update 6, Part 1)<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>May 28, 2026<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Headline Features<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#headline-features" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Save and reuse Block Palettes with the new Block Palette Presets!</span><br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A new side tab has been added to the Quick Settings menu to manage your block palettes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Save block palettes as presets and load them back at any time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">World &amp; Blocks<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">UI &amp; Quality of Life<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Creative item library will now always delete items dropped into it, including when they are dropped into empty slots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now drop items one at a time from a stack in the Creative item library by right-clicking.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The 'EU' region name has been updated to 'Europe'.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Modding &amp; Creative Tools<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modding-creative-tools-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new button to the Asset Editor that regenerates the TextureComputedColor field from an item's textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool has been updated to better handle longer localized text.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Delete button no longer overlaps with the slider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The menu will stay within bounds when displaying longer localized text.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Text can now scale smaller for longer localized text.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The slider and dropdown widths have been slightly reduced.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Audio<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added new break sounds for Trash Piles, combining the clay pot and brazier metal break sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for breaking and walking on Leaves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for breaking Brambles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new landing sounds for Cloth blocks, adjusted the walk volume of Cloth blocks, and removed the success sound from Cloth block break.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Bug Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-3" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Brush Sound Volume setting is now correctly applied to all builder tools.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-block-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to block and fluid IDs in chunk lighting being out of range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where blocks configured to fall would not.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-modding-plugin-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Paste Tool's offset will no longer reset after pasting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved some raw strings in the Paste Tool to language keys so they can be localized.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty blocks in Block Filters will now be parsed correctly (the empty fluid ID is now treated as the empty block ID).</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui-display-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash in mouse element handling that could occur when a mouse-out handler reentrantly cleared the mouse element.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Singleplayer worlds that fail to start will now show the actual error on the disconnect screen, instead of silently returning to the main menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Singleplayer worlds with a missing world directory will now show a clear "world not found" message on the disconnect screen.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A corrupt Settings.json will now be automatically recovered from its backup file, instead of crashing the client.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gamepad open failures will no longer be reported as a crash, as they are a local device condition and not a client bug.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Modders Warning Section<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">PRE-RELEASE PART 2</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockChunk#getEnvironmentChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been deprecated. Plugins should fetch <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>EnvironmentChunk</code></div></div><span style="color: #ffffff;" class="mycode_color"> directly via the chunk entity ref. Additionally, three methods on <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>WorldChunk</code></div></div><span style="color: #ffffff;" class="mycode_color"> are now deprecated: <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlockChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlockComponentChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlock(int, int, int)</code></div></div><span style="color: #ffffff;" class="mycode_color">. All three should be replaced with direct component fetches via the chunk entity ref. For <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlock</code></div></div><span style="color: #ffffff;" class="mycode_color">, use <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockChunk#getBlock(int, int, int)</code></div></div><span style="color: #ffffff;" class="mycode_color"> fetched from the ref instead.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProcessingBenchBlock#getProcessingSlots()</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getProcessingFuelSlots()</code></div></div><span style="color: #ffffff;" class="mycode_color"> now return <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShortSet</code></div></div><span style="color: #ffffff;" class="mycode_color"> instead of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Set&lt;Short&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color">. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProcessingBenchWindow#setProcessingSlots(ShortSet)</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setProcessingFuelSlots(ShortSet)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now accepts <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShortSet</code></div></div><span style="color: #ffffff;" class="mycode_color"> as their parameter type.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabSaverSettings#isClearSupportValues()</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setClearSupportValues(boolean)</code></div></div><span style="color: #ffffff;" class="mycode_color"> have been removed. Plugins must migrate to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getSupportMode()</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setSupportMode(SupportMode)</code></div></div><span style="color: #ffffff;" class="mycode_color">. The new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SupportMode</code></div></div><span style="color: #ffffff;" class="mycode_color"> enum provides three values: <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>KEEP_EXISTING</code></div></div><span style="color: #ffffff;" class="mycode_color"> (equivalent to the old false), <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>REMOVE</code></div></div><span style="color: #ffffff;" class="mycode_color"> (old true), and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CALCULATE</code></div></div><span style="color: #ffffff;" class="mycode_color"> (new; automatically bakes support values from world physics).</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionUtils#performExplosion(...)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now requires a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Rotation3f</code></div></div><span style="color: #ffffff;" class="mycode_color"> rotation parameter, and passes <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>new Rotation3f(0, 0, 0)</code></div></div><span style="color: #ffffff;" class="mycode_color"> to preserve existing behavior. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockHarvestUtils#performBlockDamage(...)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now requires a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>boolean isExplosion</code></div></div><span style="color: #ffffff;" class="mycode_color"> parameter, passed <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>false</code></div></div><span style="color: #ffffff;" class="mycode_color"> to preserve existing behavior.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ControlDoorsEffect#DoorAction</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been changed from public to private. External references to this enum must be migrated to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DoorBlockUtils#DoorState</code></div></div><span style="color: #ffffff;" class="mycode_color">, which is now part of the public API and covers the same states.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SpatialStructure&lt;T&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> has had all method signatures updated to use JOML immutable interface types; parameters previously typed as <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3d</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3i</code></div></div><span style="color: #ffffff;" class="mycode_color"> are now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3dc</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3ic</code></div></div><span style="color: #ffffff;" class="mycode_color"> respectively. Any interface must update its method signatures accordingly.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DurabilityConditionInteraction</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>true</code></div></div><span style="color: #ffffff;" class="mycode_color"> when the held item is unbreakable, instead of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>false</code></div></div><span style="color: #ffffff;" class="mycode_color">. Interaction chains that previously used a durability condition as a gate to suppress actions on unbreakable items will now pass through instead.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The base permission string for plugins whose manifest name contains spaces will now use underscores in place of spaces. A plugin previously registered as <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>"My Plugin"</code></div></div><span style="color: #ffffff;" class="mycode_color"> in the group <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>"com.example"</code></div></div><span style="color: #ffffff;" class="mycode_color"> had a base permission of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>com.example.my plugin</code></div></div><span style="color: #ffffff;" class="mycode_color">; it is now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>com.example.my_plugin</code></div></div><span style="color: #ffffff;" class="mycode_color">. Any hardcoded permission checks or configuration entries referencing the old form must be updated.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CodecException#getMessage()</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns the full enriched message including key and source context. To retrieve the bare constructor-passed message, use the new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getRawMessage()</code></div></div><span style="color: #ffffff;" class="mycode_color"> method instead.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">PRE-RELEASE PART 1, HOTFIX 1<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-1-hotfix-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Transport#bind(InetSocketAddress)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CompletableFuture&lt;ServerListener&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> and no longer declares <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>throws InterruptedException</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">PRE-RELEASE PART 1[url=https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-1]</a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The network protocol version has been bumped from <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>hytale/2</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>hytale/3</code></div></div><span style="color: #ffffff;" class="mycode_color">. Clients and servers on the previous protocol version will be unable to connect. A new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Crash = 7</code></div></div><span style="color: #ffffff;" class="mycode_color"> <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>QuicApplicationErrorCode</code></div></div><span style="color: #ffffff;" class="mycode_color"> has also been added.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BedsPlugin#getInstance()</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been renamed to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#get()</code></div></div><span style="color: #ffffff;" class="mycode_color"> to match the accessor convention used by <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Universe</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCPlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FarmingPlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ObjectivePlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new shared <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Universe#transferPlayerAsync()</code></div></div><span style="color: #ffffff;" class="mycode_color"> 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 <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>whenComplete</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The WorldGen <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SingleInstance</code></div></div><span style="color: #ffffff;" class="mycode_color"> field has been marked as experimental.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfInMemory</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfLoaded</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfNonTicking</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkAsync</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getNonTickingChunkAsync</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been deprecated. Chunk data should now be accessed as components from the chunk ref directly.</span><br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/e8d5c18c-c477-48f8-a409-26fcca2683d0.png" loading="lazy"  alt="[Image: e8d5c18c-c477-48f8-a409-26fcca2683d0.png]" class="mycode_img" />Hi everyone!<br />
Below are the pre-release patch notes for <span style="font-weight: bold;" class="mycode_b">Update 6</span>, which we will update weekly.<br />
As always, if you encounter any bugs, you can report them via the in-game bug reporter, and please submit any feedback via the <a href="https://hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">Feedback Request website</a>. Please make sure to note <span style="font-weight: bold;" class="mycode_b">'pre-release'</span> in your feedback.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color">To access Pre-Release version: Enable via Launcher → Settings → Pre-Release</span></blockquote>
<span style="color: #ffffff;" class="mycode_color">Thank you for your continued support!<br />
- The Hytale Team<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Pre-Release (Update 6 Part 3)</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p3" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
</span><span style="font-weight: bold;" class="mycode_b">June 11th, 2026</span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Entities &amp; Combat</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#entities-combat" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Blocks</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Rise and shine! Sleeping through the night now causes you to leave your bed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Mushroom blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crystal and gem blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Walking and landing on glass blocks will now play distinct sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Kweebec Plushie will now play distinct sounds when it’s hit, broken or interacted with.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Naming &amp; Categorization</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#naming-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Avatar &amp; Customization Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-avatar-customization-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dying to fall damage while wearing armor will now result in a more appropriate animation playing.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">NPCs that charge should no longer stop abruptly when blocks are placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Block &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-block-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when throwing a Healing Totem while moving between worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Saplings will no longer be prevented from growing if there is insufficient room for their roots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Breaking newly-planted Aubergines and Lettuce will now return their seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when spawning NPCs using the /spawn command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Control &amp; Input Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-control-input-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Key bindings will now update correctly when you switch your keyboard layout or language.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Keyboard shortcuts will no longer trigger when typing in input fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Included profiles for more gamepad models. Previously, some gamepads were not recognized properly, resulting in unexpected behavior.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rendering Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-rendering-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where shadows could appear missing or cut off at certain viewing distances and angles.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed various additional crashes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modder-facing Changes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">World Generation</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blocks, Prefabs &amp; Farming<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-blocks-prefabs-farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now stop players auto-stepping onto a block. Set <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DisableAutoStep: true</code></div></div><span style="color: #ffffff;" class="mycode_color"> in its <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockMovementSettings</code></div></div><span style="color: #ffffff;" class="mycode_color"> and players must jump up instead — useful for ledges and fences.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefab-grown plants (like saplings) can now tolerate obstructions within a height band instead of failing to grow. Add <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsBelowY</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsAboveY</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabFarmingStageData</code></div></div><span style="color: #ffffff;" class="mycode_color"> (prefab-relative Y, origin block = 0) to mark a band where blocking world blocks are skipped rather than cancelling growth; <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ReplaceMaskTags</code></div></div><span style="color: #ffffff;" class="mycode_color"> still controls which blocks get replaced. Built-in saplings now default to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TolerateObstructionsBelowY: -1</code></div></div><span style="color: #ffffff;" class="mycode_color">. (Overlapping bands disable obstruction checks entirely and log a server warning.)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Items, Armor &amp; Projectiles<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-items-armor-projectiles" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Armor can now change how the player moves. Add a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>MovementSettings</code></div></div><span style="color: #ffffff;" class="mycode_color"> block to an <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ItemArmor</code></div></div><span style="color: #ffffff;" class="mycode_color"> asset to override walk/sprint speed, jump height, air control, and more per piece.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles can now ignore where the caster is aiming. Set <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>IgnorePitch</code></div></div><span style="color: #ffffff;" class="mycode_color"> or <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>IgnoreYaw</code></div></div><span style="color: #ffffff;" class="mycode_color"> on a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>LaunchProjectile</code></div></div><span style="color: #ffffff;" class="mycode_color"> or <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProjectileConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> to lock that axis — handy for traps, turrets, and fixed-direction spells. Add <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>RotationOffset</code></div></div><span style="color: #ffffff;" class="mycode_color"> to nudge the angle.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Protocol &amp; Networking<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-protocol-networking" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Voice settings are now exposed to the server using the <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SyncPlayerPreferences</code></div></div><span style="color: #ffffff;" class="mycode_color">. It has three new fields <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceChat</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceInput</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>VoiceInputMode</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">For Plugin Developers<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modder-facing-changes-for-plugin-developers" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-style: italic;" class="mycode_i">Code-level changes — content/asset modders can skip this section.</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Some code has been updated to use the JOML interface types (<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3dc</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3ic</code></div></div><span style="color: #ffffff;" class="mycode_color">)<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Teleport</code></div></div><span style="color: #ffffff;" class="mycode_color"> constructor</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">BlockIterator.iterateFromTo()</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Custom NPC behavior code needs updating. NPC support objects (combat, state, world, etc.) are now ECS components instead of fields on <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Role</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCEntity</code></div></div><span style="color: #ffffff;" class="mycode_color">, and behavior methods now receive a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Ref&lt;EntityStore&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> + <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExecutionSupport</code></div></div><span style="color: #ffffff;" class="mycode_color">. Update any custom Sensors, Actions, or Motions. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SpawnableWithModelBuilder</code></div></div><span style="color: #ffffff;" class="mycode_color"> is now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DependencyTrackingBuilder</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Plugin code that called <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCEntity.getAlarmStore()</code></div></div><span style="color: #ffffff;" class="mycode_color"> directly should now read the <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>AlarmStore</code></div></div><span style="color: #ffffff;" class="mycode_color"> ECS component instead. Existing saves migrate automatically — no action needed for save files.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Pre-Release (Update 6 Part 2)</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p2" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-weight: bold;" class="mycode_b">June 4th, 2026</span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, NPCs, Items &amp; Equipment</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#combat-npcs-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Removed <span style="font-weight: bold;" class="mycode_b">Template_Aggressive_Zombies</span>, its root interactions and its associated attack sequences. Zombies now use <span style="font-weight: bold;" class="mycode_b">Template_Predator</span>.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new death visual effects to several NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs can now spawn with multiple entity effects active.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <span style="font-weight: bold;" class="mycode_b">Template_Flying_Aggressive</span> template meant to be used by flying hostile NPCs capable of ranged attack. <span style="font-weight: bold;" class="mycode_b">Template_Eye</span>, <span style="font-weight: bold;" class="mycode_b">Template_Spirit</span> and <span style="font-weight: bold;" class="mycode_b">Template_Scarak_Seeker</span> are now deprecated.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Blocks</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the in-dev Graph System to World-Gen V2.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added WhiteNoise Density.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Transparent MaterialProvider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added DirectionalJitter Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added VectorOffset Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Anchor PropDistribution.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the following VectorProviders: Adder, Cross, Multiplier, Normalizer, Random, ScalarMultiplier, SetX, SetY, SetZ, Subtracter, VectorProjector and PlaneProjector.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Explosive Block Component.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Wilderness Tracking system; it identifies areas of the world as being “Near Home” or “Wilderness” based on the player bed locations.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Creative Tools</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modding-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added support that allows control of whether a projectile's spawn position rotates with the entity firing it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented dev settings to tweak soft collisions based on entity hitbox volume.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked soft collision radius to consider hitbox size.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">ControlDoorsEffect</span> and <span style="font-weight: bold;" class="mycode_b">DoorInteraction</span> to use a new <span style="font-weight: bold;" class="mycode_b">DoorBlockUtils</span> utility function to avoid duplicate code.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Texture Atlas API - Unified API for compositing multiple keyed images into a single GPU texture.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Asset Editor's item preview now respects an item's Model override, matching how the item appears in-game.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Audio Bus and Ducking rework.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added sounds for walking and landing on sticks on the ground.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new break sound for <span style="font-weight: bold;" class="mycode_b">Deco_Treasure</span> blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for cactus blocks: walk, land, hit and break.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes</span><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a guard to prevent Sprint from toggling while managing the inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reset orientation when dismounting sideways mountable blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sprint toggle mode no longer ending when you stop moving.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting is now preserved after sliding.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed rolling failing to negate fall damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some controller-related settings resetting between restarts.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Dungeon Variant NPCs not providing the correct memories.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snowy Fir Leaves can be rotated like the other Fir Leaves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feed Bag can now rotate to player facing direction.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed chests disappearing when combined into one while open.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue causing livestock to not produce properly.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-block-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed player always facing North after using the World Map teleportation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added logic to use a fallback generator when WorldStructure cannot be built.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a series of defects that could cause SingleInstance to generate artifacts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Texture fixes for Clay Raw Brick Half and Ornate Stone Brick.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-modding-plugin-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed crash in SpawningContext caused by ground level rotation check when level is below 0.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash with the Trigger Volume tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed /submerge and /set commands for fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client crash when secondary interaction was added to Unarmed.Empty.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Trigger Volumes trigger effects to make use of the chunk ref/store for accessing chunk data.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Trigger Volumes spawning broken in worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Using /worldgen reload now properly deletes existing Trigger Volumes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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`.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Sculpt Tool crashing world at max world height.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed /pedit spawning chests instead of prefab spawners.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Builder Tool Density clamp to a minimum of 0 rather than 1.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changed the durability condition interaction so that it always succeeds when an item is unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved prefab saving support modes, validation and overwrite flow.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Quantity field in CraftRecipeAction now requires a minimum quantity so that &lt;0 numbers don’t crash the server.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted caching behavior of search for command tab completion.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Pick Block for Extrude and Line tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">If a duplicate localization key exists in a language file, a warning is now displayed instead of an exception being thrown.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed reloading a layered asset pack sometimes reverting a customized asset back to the value it inherited from its parent.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui-display-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A number of changes were made to the Server Discovery menu.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Server addresses are now hidden by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed text not updating when the game’s language was changed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server descriptions are now scrollable.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the social sidebar panel would jitter or snap to incorrect positions after being opened and closed multiple times.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed players in the local (Your World) tab all showing the default avatar when their profile was not already cached.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the social sidebar friends scroll list getting stuck when the list was too large.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hardened friends display names from rendering blank in the in-game Social Sidebar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed friend lookups failing when you import a large Discord friends list.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lists over 500 people now load fully instead of erroring out.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Fullscreen toggle loop with F11.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed F keys being not usable while UI windows were open in-game, such as the inventory or crafting UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed double placing in storage &amp; hotbar when using right-click drop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed icons updating when rebinding keyboard or controller keybindings.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Stability &amp; Performance Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-stability-performance-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a server crash that could occur when using a fluid-placing interaction with an empty hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare server crash caused by an entity spawning with an invalid rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when clicking, typing, or using a controller while reconnecting or returning to the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when editing text in multi-line text fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash that could occur when near a container holding an item with zero durability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a memory leak that could occur after ending a session.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare crash when reloading assets.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed player death markers not appearing on the map if it occurred far from the spawn point.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The in-game bug reporting form now supports video attachments.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed inventory input getting cleared when the game loses focus.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed audio stuttering when the selected output device is unavailable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Pre-Release (Update 6, Part 1, Hotfix 1)<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p1-hotfix-1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>May 29, 2026<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Bug Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sprinting is now preserved when crouch-sliding, instead of dropping back to a walk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the sprint input not resetting correctly when coming to a stop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rolling on landing now correctly reduces fall damage.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Stability &amp; Performance<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-stability-performance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a deadlock that could occur when inviting a friend to a singleplayer world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a memory leak that could occur after leaving a world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a rare race condition that could result in incorrect block lighting.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Long server descriptions can now be scrolled in the server details menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Friends list scroll getting stuck when the list is long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a confusing mod compatibility warning shown for mods that target a bare version.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed WorldStructure assets not reloading correctly.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Pre-Release (Update 6, Part 1)<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#pre-release-u6p1" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>May 28, 2026<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Headline Features<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#headline-features" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Save and reuse Block Palettes with the new Block Palette Presets!</span><br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A new side tab has been added to the Quick Settings menu to manage your block palettes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Save block palettes as presets and load them back at any time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">World &amp; Blocks<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#world-blocks-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">UI &amp; Quality of Life<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Creative item library will now always delete items dropped into it, including when they are dropped into empty slots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now drop items one at a time from a stack in the Creative item library by right-clicking.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The 'EU' region name has been updated to 'Europe'.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Modding &amp; Creative Tools<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modding-creative-tools-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new button to the Asset Editor that regenerates the TextureComputedColor field from an item's textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool has been updated to better handle longer localized text.<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Delete button no longer overlaps with the slider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The menu will stay within bounds when displaying longer localized text.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Text can now scale smaller for longer localized text.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The slider and dropdown widths have been slightly reduced.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Audio<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#audio-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added new break sounds for Trash Piles, combining the clay pot and brazier metal break sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for breaking and walking on Leaves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new sounds for breaking Brambles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new landing sounds for Cloth blocks, adjusted the walk volume of Cloth blocks, and removed the success sound from Cloth block break.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Bug Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-3" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Movement</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-movement-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat, Entity &amp; Item Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-combat-entity-item-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Brush Sound Volume setting is now correctly applied to all builder tools.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-world-block-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to block and fluid IDs in chunk lighting being out of range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where blocks configured to fall would not.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-creative-modding-plugin-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Paste Tool's offset will no longer reset after pasting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved some raw strings in the Paste Tool to language keys so they can be localized.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty blocks in Block Filters will now be parsed correctly (the empty fluid ID is now treated as the empty block ID).</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-ui-display-fixes-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a client crash in mouse element handling that could occur when a mouse-out handler reentrantly cleared the mouse element.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">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.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Singleplayer worlds that fail to start will now show the actual error on the disconnect screen, instead of silently returning to the main menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Singleplayer worlds with a missing world directory will now show a clear "world not found" message on the disconnect screen.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Fixes<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#bug-fixes-other-fixes-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a number of typographical errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A corrupt Settings.json will now be automatically recovered from its backup file, instead of crashing the client.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gamepad open failures will no longer be reported as a crash, as they are a local device condition and not a client bug.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font">Modders Warning Section<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">PRE-RELEASE PART 2</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-2" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockChunk#getEnvironmentChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been deprecated. Plugins should fetch <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>EnvironmentChunk</code></div></div><span style="color: #ffffff;" class="mycode_color"> directly via the chunk entity ref. Additionally, three methods on <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>WorldChunk</code></div></div><span style="color: #ffffff;" class="mycode_color"> are now deprecated: <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlockChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlockComponentChunk()</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlock(int, int, int)</code></div></div><span style="color: #ffffff;" class="mycode_color">. All three should be replaced with direct component fetches via the chunk entity ref. For <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getBlock</code></div></div><span style="color: #ffffff;" class="mycode_color">, use <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockChunk#getBlock(int, int, int)</code></div></div><span style="color: #ffffff;" class="mycode_color"> fetched from the ref instead.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProcessingBenchBlock#getProcessingSlots()</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getProcessingFuelSlots()</code></div></div><span style="color: #ffffff;" class="mycode_color"> now return <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShortSet</code></div></div><span style="color: #ffffff;" class="mycode_color"> instead of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Set&lt;Short&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color">. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProcessingBenchWindow#setProcessingSlots(ShortSet)</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setProcessingFuelSlots(ShortSet)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now accepts <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShortSet</code></div></div><span style="color: #ffffff;" class="mycode_color"> as their parameter type.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabSaverSettings#isClearSupportValues()</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setClearSupportValues(boolean)</code></div></div><span style="color: #ffffff;" class="mycode_color"> have been removed. Plugins must migrate to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getSupportMode()</code></div></div><span style="color: #ffffff;" class="mycode_color"> / <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#setSupportMode(SupportMode)</code></div></div><span style="color: #ffffff;" class="mycode_color">. The new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SupportMode</code></div></div><span style="color: #ffffff;" class="mycode_color"> enum provides three values: <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>KEEP_EXISTING</code></div></div><span style="color: #ffffff;" class="mycode_color"> (equivalent to the old false), <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>REMOVE</code></div></div><span style="color: #ffffff;" class="mycode_color"> (old true), and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CALCULATE</code></div></div><span style="color: #ffffff;" class="mycode_color"> (new; automatically bakes support values from world physics).</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionUtils#performExplosion(...)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now requires a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Rotation3f</code></div></div><span style="color: #ffffff;" class="mycode_color"> rotation parameter, and passes <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>new Rotation3f(0, 0, 0)</code></div></div><span style="color: #ffffff;" class="mycode_color"> to preserve existing behavior. <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockHarvestUtils#performBlockDamage(...)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now requires a <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>boolean isExplosion</code></div></div><span style="color: #ffffff;" class="mycode_color"> parameter, passed <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>false</code></div></div><span style="color: #ffffff;" class="mycode_color"> to preserve existing behavior.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ControlDoorsEffect#DoorAction</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been changed from public to private. External references to this enum must be migrated to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DoorBlockUtils#DoorState</code></div></div><span style="color: #ffffff;" class="mycode_color">, which is now part of the public API and covers the same states.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SpatialStructure&lt;T&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> has had all method signatures updated to use JOML immutable interface types; parameters previously typed as <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3d</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3i</code></div></div><span style="color: #ffffff;" class="mycode_color"> are now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3dc</code></div></div><span style="color: #ffffff;" class="mycode_color"> and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Vector3ic</code></div></div><span style="color: #ffffff;" class="mycode_color"> respectively. Any interface must update its method signatures accordingly.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>DurabilityConditionInteraction</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>true</code></div></div><span style="color: #ffffff;" class="mycode_color"> when the held item is unbreakable, instead of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>false</code></div></div><span style="color: #ffffff;" class="mycode_color">. Interaction chains that previously used a durability condition as a gate to suppress actions on unbreakable items will now pass through instead.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The base permission string for plugins whose manifest name contains spaces will now use underscores in place of spaces. A plugin previously registered as <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>"My Plugin"</code></div></div><span style="color: #ffffff;" class="mycode_color"> in the group <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>"com.example"</code></div></div><span style="color: #ffffff;" class="mycode_color"> had a base permission of <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>com.example.my plugin</code></div></div><span style="color: #ffffff;" class="mycode_color">; it is now <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>com.example.my_plugin</code></div></div><span style="color: #ffffff;" class="mycode_color">. Any hardcoded permission checks or configuration entries referencing the old form must be updated.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CodecException#getMessage()</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns the full enriched message including key and source context. To retrieve the bare constructor-passed message, use the new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#getRawMessage()</code></div></div><span style="color: #ffffff;" class="mycode_color"> method instead.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">PRE-RELEASE PART 1, HOTFIX 1<a href="https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-1-hotfix-1" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Transport#bind(InetSocketAddress)</code></div></div><span style="color: #ffffff;" class="mycode_color"> now returns <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>CompletableFuture&lt;ServerListener&gt;</code></div></div><span style="color: #ffffff;" class="mycode_color"> and no longer declares <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>throws InterruptedException</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">PRE-RELEASE PART 1[url=https://hytale.com/news/2026/5/pre-release-patch-notes-update-6#modders-warning-section-pre-release-part-1]</a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The network protocol version has been bumped from <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>hytale/2</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>hytale/3</code></div></div><span style="color: #ffffff;" class="mycode_color">. Clients and servers on the previous protocol version will be unable to connect. A new <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Crash = 7</code></div></div><span style="color: #ffffff;" class="mycode_color"> <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>QuicApplicationErrorCode</code></div></div><span style="color: #ffffff;" class="mycode_color"> has also been added.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BedsPlugin#getInstance()</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been renamed to <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>#get()</code></div></div><span style="color: #ffffff;" class="mycode_color"> to match the accessor convention used by <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Universe</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NPCPlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FarmingPlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ObjectivePlugin</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new shared <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Universe#transferPlayerAsync()</code></div></div><span style="color: #ffffff;" class="mycode_color"> 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 <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>whenComplete</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The WorldGen <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SingleInstance</code></div></div><span style="color: #ffffff;" class="mycode_color"> field has been marked as experimental.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfInMemory</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfLoaded</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkIfNonTicking</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getChunkAsync</code></div></div><span style="color: #ffffff;" class="mycode_color">, and <br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>World#getNonTickingChunkAsync</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been deprecated. Chunk data should now be accessed as components from the chunk ref directly.</span><br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hytale Patch Notes - Update 5]]></title>
			<link>https://hytaleforum.xyz/thread-6.html</link>
			<pubDate>Mon, 15 Jun 2026 16:37:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-6.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/d6c87c14-3f00-4128-866a-22f91324f0e4.png" loading="lazy"  alt="[Image: d6c87c14-3f00-4128-866a-22f91324f0e4.png]" class="mycode_img" /><br />
Update 5 is out! Headlining the release is the new Trigger Volume Tool for scripting encounters in-game without code, alongside controller support, Server Discovery for browsing community servers, a new Social Sidebar with a friends list and Discord integration!<br />
The changelog also has a long list of improvements, fixes, and quality-of-life changes. A lot of those came from feedback and bug reports we've been getting from our community, which has been hugely helpful!<br />
On Updates vs Chapters: each Update brings system improvements, tooling, and polish that keep the game evolving between bigger releases. Chapters are the bigger moments: new content, new mechanics, and where the Cursebreaker Arc lore slowly kicks in. Chapter 1 is in the works.<br />
Lastly, a huge thank you to everyone who entered the Hytale New Worlds Modding Contest! The bar the community set was higher than we expected, and some of the entries pushed the modding tools in directions we hadn't anticipated. Check out the winners and their projects in our <a href="https://hytale.com/news/2026/5/hytale-new-worlds-modding-contest-retrospective" target="_blank" rel="noopener" class="mycode_url">retrospective post</a>!<br />
Okay, now let's dive into all of Update 5's content!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]FEATURES &amp; HEADLINE UPDATES<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#features-headline-updates" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Trigger Volume Tool</span></span>[/b]<span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Create your own scripted encounters with the new Trigger Volume Tool!</span>[/b]<br />
The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when conditions are met, such as when players enter or exit them, or break blocks within them. Volumes are saved to the world and can be included in prefabs, enabling scripted encounters, environmental effects, area transitions, and other interactive moments without writing any code.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Place, resize, rotate, and configure trigger volumes directly in-game through a dedicated UI, with visual gizmos so you can see exactly where each volume sits in the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Multi-select and group volumes to move, edit, or duplicate them in bulk. Use the keybind ‘Shift+D’ to duplicate them quickly!</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Save trigger volumes as part of prefabs so entire interactive setups can be reused in any build.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Select from over 20 built-in effects, including playing sounds, VFX, velocity changes, weather, teleportation, game mode changing, inventory adjusting, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Each effect can be configured to trigger when only specific circumstances are met. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behavior.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Built with mod support in mind so that modders can create their own custom effects.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]WHAT IS IT?</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool-what-is-it" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>A Trigger Volume is an invisible 3D shape you place in the world. Think of this like a tripwire, but it can be a box, sphere, or cylinder of any size!<br />
<img src="https://cdn.hytale.com/7823460d-9c62-4c54-a329-314a5b644b60.png" loading="lazy"  alt="[Image: 7823460d-9c62-4c54-a329-314a5b644b60.png]" class="mycode_img" /><br />
Nothing about it is visible to players during normal play. It sits there, quietly watching and waiting. When something happens inside of it (for example: a player walks in, a creature walks out, an arrow flies through, a block gets broken, etc.) it can react by running a desired effect.<br />
A volume might play a sound, spawn an NPC, move platforms, open a door, send a message in the player's chat, give the player an item, or even change the weather. You decide!<br />
In addition to these effects, you can also have conditions attached - for example, rules like “only fire once”, “only fire after 5 seconds of standing in the volume”, or “only fire if the blocktype is this specific type”.<br />
You can group volumes together. The whole set of them act as one big region or share the same logic.<br />
Because they are just shapes and rules, there’s no coding required! You place them, point and click to configure them in a GUI, and the server will do the rest. That said, if you want to extend it, we have modding API available for new events, conditions, and effects.<br />
<img src="https://cdn.hytale.com/e82563a1-386f-47b4-879e-4c80ecf1df69.png" loading="lazy"  alt="[Image: e82563a1-386f-47b4-879e-4c80ecf1df69.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">[i]The UI allows you to make scripted events or effects without needing to code anything!<br />
</span>[/i]<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]THE POTENTIAL OF THIS TOOL</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool-the-potential-of-this-tool" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>As you can imagine, there is <span style="font-style: italic;" class="mycode_i">[i]a lot</span>[/i] of potential with this tool. Trigger Volumes will be the building blocks behind a lot of what makes a world feel ‘alive’. Ambushes, story beats, hidden discoveries, puzzles, and safe zones can all be built on top of them.<br />
Here's a compilation from our Level Designers of what's possible without writing a single line of code.<br />
<br />
<br />
<br />
Tag us on <a href="https://x.com/Hytale" target="_blank" rel="noopener" class="mycode_url">X/Twitter</a> with <span style="font-weight: bold;" class="mycode_b">[b]#Hytale</span>[/b] when you build something. We want to see what you make with this!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Controller Support</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Controller support arrives in its first iteration!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Plug in an Xbox, PlayStation, or Nintendo Switch controller and Hytale picks it up. Move, fight, explore, and navigate menus with a controller. The movement-stick dead zone is tunable from 5% to 95% in Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This is just the beginning. Some advanced features may still require a keyboard and mouse, and we'll continue refining the experience based on your feedback.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]HOW WE GOT HERE &amp; WHERE WE’RE GOING</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-how-we-got-here-where-were-going" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>Hey all! Likaos here. I am the developer who spearheaded a lot of the controller support. I'd like to take a moment to give you all some insight into how we arrived here and where we are headed.<br />
Controller support has been one of the most-requested features from the community, and we wanted to do it right. Hytale was originally built around mouse and keyboard, top to bottom. So, we knew translating that to a controller would prove to be a difficult task.<br />
The "ideal" plan was to wait for the UI rework that's coming, and then design controller support around it from day one: UI, menus, inventory, everything thought through for a gamepad from the start. However, that meant asking players to wait months longer to plug in their controller, and we didn't want to rush the new UI just to get there faster. So, we took a second path: build temporary controller support on top of the current UI, ship it now, and in the meantime we will design the long-term version properly.<br />
<span style="font-weight: bold;" class="mycode_b">[b]<img src="https://cdn.hytale.com/bd178949-585a-419a-90c1-3972edfa157a.png" loading="lazy"  alt="[Image: bd178949-585a-419a-90c1-3972edfa157a.png]" class="mycode_img" /></span>[/b]<span style="font-style: italic;" class="mycode_i">[i]In-game settings displaying the new gamepad menu.<br />
</span>[/i]<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">ON THE DEV SIDE:<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-on-the-dev-side" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Defining the controls:</span>[/b] Pierre and MewSoul had already laid down good defaults for the gameplay side, but pretty much nothing was mapped for menus and UI. A lot of that had to be figured out from scratch.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Rebuilding the input system:</span>[/b] The old one wasn't ready for any of this. It needed multi-binding support, proper analog axis handling, and updated libraries so Xbox, PlayStation, and even Nintendo Switch controllers would all work.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Adapting the gameplay:</span>[/b] This was actually the smoother part. Making icons and hints swap dynamically depending on what you're holding, hooking a single stick into movement the way players expect, adding sensitivity options. Lots of polish, but the foundations were there.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]The UI (the real fight):</span>[/b] Almost none of this existed. One thing that saved me was a rework I did a few months back on item-stack interactions (the press-vs-hold split), which gave us a way to do drag-and-drop with a gamepad.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Everything else was QoL grind:</span>[/b] where to put the binds so they feel natural, how to use the mouse wheel cleanly, how to navigate menus quickly. We could have placed a virtual cursor in there, but in Hytale a huge chunk of UI time is inventory management. A virtual cursor would have made that painful. So instead there's a grid-based navigation system with custom rules for moving between menus. It's not perfect, but compared to where it started, I'm honestly pretty happy with where it landed.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">This isn't the final word on controller support. This is a way to get a controller into your hands now so you don't have to wait, and to make Hytale more accessible to more players <span style="font-style: italic;" class="mycode_i">[i]today</span>[/i].<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WHAT’S NEXT?<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-whats-next" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>With this foundation in place, the longer-term plan includes:</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Wider controller compatibility and modern input features like gyro aiming and Steam Input.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A UI that's genuinely designed for gamepad: clearer layouts, better flow, more accessibility options.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More ergonomic default bindings, plus much deeper rebinding so you can fully tailor how you play.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Thanks for being patient with us on this one. Plug a controller in, give it a try, and let us know what feels off. Your <a href="https://hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">feedback</a> is going to directly shape the version that lands with the UI rework.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Social Sidebar</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#social-sidebar" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Stay connected with the new Social Sidebar!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now add friends, see who’s online, invite them to your world, and join theirs directly from the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Discord friends can be added as Hytale friends in-game, and the Social Sidebar will reflect any changes they make to their Avatar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can also favorite friends to keep them at the top of your list, and block players you'd rather not interact with.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Toast notifications will appear in-game when a friend sends you a request or invites you to their world. Incoming friend requests can be turned off in your social settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This feature is not available on parent-managed accounts.\</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">This is just the first step. More social features are coming to improve how you join friends, invite others, and connect with the community.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Server Discovery</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#server-discovery" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Explore new worlds with Server Discovery!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Server owners may now submit their servers via the ‘Server Profiles’ section of the <a href="https://accounts.hytale.com/" target="_blank" rel="noopener" class="mycode_url">Hytale account page</a>. Servers that meet the <a href="https://hytale.com/server-policies" target="_blank" rel="noopener" class="mycode_url">Server Owner Policies</a> and pass manual review will appear in the new in-game Server Discovery page.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Explore featured servers that are hand-picked by the Hytale team. These are high-quality experiences highlighted for the community to enjoy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This feature is not available on parent-managed accounts.<span style="font-weight: bold;" class="mycode_b">[b]<img src="https://cdn.hytale.com/11d83d42-f6fd-4cab-902c-b36886d49669.png" loading="lazy"  alt="[Image: 11d83d42-f6fd-4cab-902c-b36886d49669.png]" class="mycode_img" /></span>[/b]</span><br />
</li>
</ul>
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Music &amp; Audio</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#music-audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Audio Occlusion and Diffraction have been implemented</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">This feature uses raycasting between sound sources and the listener, muffling audio depending on what materials divide the two.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sound will also now ‘bend’ around corners and through doorways instead of being muffled.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Over 1 hour of new music has been added!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New music will now be heard throughout the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This includes new day and night exploration tracks, short form pieces, and ambient fragments.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Have a listen to one of the new tracks, 'Persevere'!<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Creative Mode Placement Settings</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#creative-mode-placement-settings" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Several new Placement Settings have been added to the Creative Mode Quick Settings</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Replace’ will change the block you’re looking at to match the one held.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Type Replace’ will change the material of the block you’re looking at with the material of the one held, without changing the block’s shape.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Extrude’ will allow you to click and drag to fill a line in with the held block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Draw’ will allow you to click and drag to draw on any plane or surface freely.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Fast Place’ will place blocks faster.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an ‘Eraser’ option that will allow you to left-click and drag to break blocks more quickly. This can be active at the same time as place settings so that you can place and erase at the same time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Free Place’ option that will allow you to place blocks in any direction at any time, so clicking and dragging will no longer lock block placement to a single plane or surface.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘No Physics’ option that will allow you to place blocks ignoring their placement rules.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Highlight Block Target’ option that will highlight the block currently being looked at.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Item Name &amp; Description Overrides</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#item-name-description-overrides" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Customize items further with per-stack name and description overrides</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]ADDITIONAL HEADLINE FEATURES</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#additional-headline-features" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Express yourself with new emotes!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">High five your friends or show off your latest gear in a dance-off. The emote wheel has been updated with new graphics and 9 new animations.<br />
</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Finding and using commands just got a whole lot easier</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Chat commands now feature tab-autocomplete and a suggestion UI, making it quicker than ever to find the right command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Press Tab to cycle through suggestions, or Shift+Tab to browse variant options.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Combined the Extrude and Flood Tools into a reworked Extrude Tool</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">In addition to extruding and shrinking blocks on the surface you’re looking at, you can also add materials to mimic the shape of that surface using different blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Customize selections further by selecting different filters such as ‘Same Material’ or ‘Same Shape’ before extruding or shrinking.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjust the tool’s extrusion strategy for greater control of which blocks are extruded or shrunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fill empty space with the ‘Fill mode’, replacing air whilst respecting block boundaries.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Get a better look at your prefabs before placing them!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The prefab list now displays an interactive 3D preview of the selected prefab. You can now rotate, tilt, zoom, and pan the preview to make sure you pick the perfect prefab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creators, take note: this 3D preview functionality can also be configured for custom server UIs! Here's an example made by one of our developers who has created a mock-up Tower Defense UI.<br />
</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Player movement has been reworked to use a Hierarchical Finite State Machine!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">It does not provide new gameplay features (for now). This is part of a larger ongoing rework that will allow us to implement new movement features more easily in the future.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via <a href="https://crowdin.com/project/hytale-game" target="_blank" rel="noopener" class="mycode_url">Crowdin</a></span>[/b].<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]QUICK NOTE ON LAUNCHER &amp; DATA STORAGE CHANGES</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#quick-note-on-launcher-data-storage-changes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/UserData</span>[/b]. A launcher update will change this behaviour to the following:</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The <span style="font-weight: bold;" class="mycode_b">[b]Release</span>[/b] patchline will continue using <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/UserData/</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Non-release</span>[/b] patchlines will now use their own directories under <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/data/</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">For example, <span style="font-weight: bold;" class="mycode_b">[b]Pre-release</span>[/b] files will now be found within <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/data/pre-release/</span>[/b]</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Existing non-release patchlines will automatically duplicate existing worlds, mods, and game settings to the new location. Once migrated, patchlines will no longer share data.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">LAUNCHER NOW SUPPORTS OLDER VERSIONS<a href="https://hytale.com/news/2026/5/update-5-patch-notes#quick-note-on-launcher-data-storage-changes-launcher-now-supports-older-versions" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>As with any major update, some mods may need time to catch up. If your Update 4 worlds aren't loading properly, try creating a fresh world with mods disabled to see if that's the cause.<br />
We also now support older versions of the game via our launcher for an extended period of time, which means if your mods are not updated yet you can go back to Update 4.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color">To access older updates, such as Update 4: Enable via Launcher → Settings → Patchline → v0.4</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Avatar &amp; Customization</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#avatar-customization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Avatars will now perform new mouth animations when voice chat is being used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 9 new animations to the emote wheel.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Combat, Items &amp; Equipment</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#combat-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Deployable Turret has had a change of heart and will now treat its owner as an ally.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item entities now have hitboxes that better resemble the item dimensions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Capturing an NPC with a Capture Crate will now update the model icon for the crate within your inventory to reflect the NPC captured. This will only apply to NPCs captured after this update.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortbows and Crossbows can no longer attack or use signature abilities when they have no durability remaining.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crossbows can no longer be reloaded when they have no durability remaining.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Arrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All chest stack sizes have increased from 10 to 25.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Watering Can and Fertilizer can no longer be repaired.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Spit Clump and Small Scarak Spit Clump now break in a single hit.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist’s Workbench will no longer require a Voidheart.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crystal Fertilizer Bag recipe at the Alchemist’s Workbench has had the number of Crystal Shards required lowered from 50 to 25.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a number of Test_Motion_Charge NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The icons for Bronze Pipes and Zinc blocks have been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fish Bait (Wild) has been given an updated model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the appearance of Burn, Freeze, and Poison status visual effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the particle effects for unarmed attacks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Crude Repair Kits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item descriptions have been added to the following items:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Adamantite Ingot, Cobalt Ingot, Copper Ingot, Iron Ingot, and Thorium Ingot</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light Leather, Medium Leather, and Heavy Leather</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bloodcap Spawn Bag and Blood Leaf Seed Bag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 3 Taiga Portal</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Stamina Potion, Stamina Potion, and Large Stamina Potion<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]World &amp; Blocks<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Block Breaking Particles &amp; Sounds</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks-block-breaking-particles-sounds" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Bamboo, Dark Temple, Light Temple, Lost Civilization, Overgrown Temple, Sandswept, and Tavern Shelves now require multiple hits to break.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the block breaking particles and sound effects for a number of blocks, including:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Medium Scarak Egg Sack and Ancient Sack</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sandswept Platform, Bed, Sign, Trapdoor, and Wardrobe</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lost Civilization Bench, Bookshelf, Candle, Counter, Door (Medium and Large), Shelf, Torch, Sign, and Table</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Hive Chest (Small and Large), Door (Large), Platform, Window, and Scarak Vine</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Primordial Scarak Brazier, Chest (Small and Large), Ladder, Planter, Platform, and Window</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dark Temple Door (Standard and Large), and Platform</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light Temple Door (Standard, Medium, and Large), Shelf, Stool, Table, and Wardrobe</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overgrown Temple Bed, Door, Platform, Stool, and Window</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Wooden Bench, Small Wooden Counter, and Wooden Shutter</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snowy Winter Bush, Fern, and Jungle Fern Trunk</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wet Dirt, Wet Dirt - Half Slab, and Wet Dirt Stairs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Slate, and Volcanic Gravel blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Mossy, Slate, and Volcanic Gravel Half Slab blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Ice, Marble, Mossy Stone, Quartzite, Red Sandstone, Sandstone, Shale, Slate, Stone, Volcanic, and White Sandstone Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Statue of a Slumbering Deity<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Other World &amp; Block Changes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks-other-world-block-changes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved world-gen V2 thread allocation to improve server stability during intense workloads.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Gold Pipe - Large, Gold Pipe - Long, and Gold Pipe - Large Mouthpiece blocks.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FlammabilityConfigs</code></div></div><span style="color: #ffffff;" class="mycode_color"> for the Fire fluid ticker can now change block states upon burning blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Goldenwood is now found more often throughout Zone 4, including within some cities and villages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bamboo, Feran, and Lost Civilization Bookshelves may now be stacked on top of each other.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rope Blocks placed vertically can now be extended downwards by placing additional Rope Blocks beneath them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Royal Magic Couches can now be sat on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crops will now check if there is room to grow before advancing to the next growth stage. If there isn’t sufficient space, the crops will reset to the start of the current stage in their growth cycle.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Opening and closing doors will now break any intersecting soft blocks, such as crops, and drop their respective items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Black Build, Gray Build, Gray Dark Build, Gray Light Build, White Build, and Build Lightsource blocks can no longer be broken in a single hit, but break faster when using a pickaxe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pressing ‘Alt’ will no longer eject players from beds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cold Grass, Dry Grass, Full Grass, Lush Grass, Sunny Grass, and Withered Grass can now be crafted at the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the texture for decorative metals.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]UI &amp; Quality of Life</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Social Sidebar, allowing you to add friends, see who’s online and join their worlds directly from the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Server Discovery page, allowing you to browse, search and favorite community-run servers from in-game.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added controller support in its first iteration, with full menu navigation and gameplay support.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">News updates will now appear in a tile carousel on the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The input system now accounts for action context when resolving input conflicts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved item container operations performance through better data structures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A key binding has been added to open the Asset Editor. By default, this is bound to ‘Alt+B’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Ctrl+F’ search support for all server-driven custom pages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now set keybindings to use modifiers on mouse buttons.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The movement stick dead zone settings for the gamepad may now be set between 5% and 95%.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Clear Inventory’ button in Creative Mode. Pressing it twice deletes all items in the Inventory, Backpack, equipped slots, and Utility radial menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Weapon tooltips will now display damage data. This initial pass is intended to enable easier comparisons between weapons rather than provide a complete breakdown. Some limitations apply for now.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the ‘Add Screenshots’ button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Bug report category for localization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Opting to submit feedback will now open the <a href="https://accounts.hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">Hytale Feature Requests page</a>.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Notifications are now displayed upon creating or deleting an asset pack.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The asset editor now supports CJK fonts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Map markers can now display CJK glyphs when previewed on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing translations for various validation and verification errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the plural handling for messages regarding mods.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item grids, such as the inventory, backpack, creative inventory, and workbench interfaces, will now highlight where the cursor is positioned to make it easier to locate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Settings that include sliders will now have their labels update more regularly when dragging the slider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the Creative Inventory search sorting.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Modding &amp; Creative Tools<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Sculpt &amp; Brush Tools</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-sculpt-brush-tools" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Combined the Smooth Brush Tool behavior into the Sculpt Brush Tool. As a result, the Smooth Brush Tool has been removed. The new Sculpt Brush Tool can be found in the Basic Tools section of the Creative Inventory and has an updated UI, legend, localization and defaults that match the combined tool. Changes to this tool include:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Smoothing performance has improved by approximately 6x.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sculpt Mode can now be set to either ‘Full3D’, ‘Heightmap’, or ‘Flat’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sampling can now be set to ‘Normal’, ‘Uniform’, ‘Gaussian’, ‘Neighbor’, or ‘Square’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Erosion Strength can now be adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Existing, nearby blocks can now be set as the material.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fluids in the area can now be set to be fixed, cleared, or ignored.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Non-full blocks will be treated as invalid smoothing samples and cleared from the area.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The previous Sculpt behaviour is available as a deprecated ‘<br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>OldSculpt</code></div></div><span style="color: #ffffff;" class="mycode_color">’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the UI panel used to support creating masks with Brush Tools. Changes include:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Brush filters may now be accessed by clicking on an empty slot in a mask block selector.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask presets may now be saved and loaded.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask types can now be negated and inverted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Masking commands, such as ‘&gt;Rock_Stone’ may now be used within the UI panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask information can now be previewed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask presets that have been saved with the /gmask command may be used.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Masking for fluids is now supported and a new brush filter has been added for them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added scripted brush versions of kernel erosion and fluid fixing for node/scripted brush workflows.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Brush filters will now skip over blocks they could not parse, preventing them from breaking.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Paste, Selection &amp; Prefab Tools</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-paste-selection-prefab-tools" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Paste Tool can now flip copied selections before pasting using a keybind. This is ‘F’ by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool now has a keybind to switch to the Paste Tool. This is ‘V’ by default.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">If you have a Paste Tool in your inventory, it will be placed on your hotbar. If your hotbar is full, it will instead swap positions with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">If you don’t have a Paste Tool in your inventory, it will place one in your hotbar. If your hotbar is full, the Selection Tool will instead be overwritten with a Paste Tool.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘/shrink’ command that shrinks the selected area to fit non-air blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now preview prefabs when using the '/prefab load' command.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Entity Tool</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-entity-tool" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A number of changes have been made to the Entity Tool:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All actions now support undo/redo.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A scale option has been added for NPCs in the summon menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now right-click to cycle between overlapping entities under your cursor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When cycling between targets, there is now a highlighted entity preview.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now hold ‘Shift’ while scrolling to place entities with finer precision.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs are now frozen immediately when spawned.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frozen NPCs now automatically play their idle animations.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The ‘Spawn Entity’ menu now includes a ‘Freeze on Spawn’ checkbox.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Node Editor &amp; World-Gen</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-node-editor-world-gen" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a ‘/worldgen 2 create’ command and UI for setting up a WorldGen V2 asset-pack and starter biome for editing. Asset packs created with this command will be enabled by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added node editor support for macOS and Linux.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Note: To launch the node editor on Linux, use the following command:</span><br />
</li>
</ul>
</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NE="&#36;HOME/.var/app/com.hypixel.HytaleLauncher/data/Hytale/install/release/package/game/latest/Client/NodeEditor" &amp;&amp; flatpak run --command="&#36;NE/NodeEditor" --socket=x11 --nosocket=wayland --cwd="&#36;NE/" com.hypixel.HytaleLauncher</code></div></div><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added world-gen-v1 mod event hooks and asset types for modifying biome content.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Prop, Positions and Prop Distribution asset file support to the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Exposed the OverrideAllProps property in the Node Editor for WorldGen V2.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Drop-down menus are now used for enum values in World-Gen V2 nodes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor will now display 'Skip' options for all nodes that support them.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Further Modding &amp; Creative Additions</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-further-modding-creative-additions" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Trigger Volume Tool, allowing you to place 3D volumes that trigger effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added several new Placement Settings to the Creative Mode Quick Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Combined the Extrude and Flood Tools into a reworked Extrude Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added per-stack name and description overrides for items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added initial tech support to enable falling blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color"> type: <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplodeFallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color">. This performs an explosion when a falling block configured with it hits another solid block when falling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockType</code></div></div><span style="color: #ffffff;" class="mycode_color">. This does not make the block explosive on its own, it is used by <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplodeFallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color">, and will be used by other systems in future as a single data point for explosions related to the block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ModelParticle</code></div></div><span style="color: #ffffff;" class="mycode_color"> array and a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SoundEventID</code></div></div><span style="color: #ffffff;" class="mycode_color"> parameter to <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionConfig</code></div></div><span style="color: #ffffff;" class="mycode_color">, which the Explosive System will now use to perform accompanying effects, instead of relying on ancillary systems.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new instance: Gym_Arena.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new NPC: Test_Dummy_Damage. It has 100 Health and is unaffected by knockback.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume Tool can be used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The instance NPC_Faction_Gym has been removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Instances have now been grouped together into folders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Fog’ checkbox to the Creative Mode Quick Settings Menu. This can be used to hide the fog that generates towards the end of your View Distance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Replaced the Environment category reset button from the Creative Mode Quick Settings with a ‘Reset to Defaults’ button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When the Creative Mode Quick Setting ‘No Physics’ is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When the Creative Mode Quick Setting ‘Free Place’ is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Even-sized creative brushes are now fully supported.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative Brushes now have Lowest and Highest Origin modes that align the shape’s actual world-Y extremes to the target block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed the Mirror option in the Paint Brush Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefab rotation shortcuts now rotate clockwise and use orientation for the ‘Shift+R’ rotations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players may now hold down the keys to adjust the movement speed multiplier in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of keybindings for Creative Tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warps created by Teleporter blocks are now protected from accidental changes with the ‘/warp set’ and ‘/warp remove’ commands. This can be overridden by adding the ‘--force’ flag to the command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Asset packs containing instance configs will now correctly override base game or lower priority pack assets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added interpolation type support for <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockyAnimation</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProjectileComponent#getCreatorUuid</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been exposed, allowing plugins to determine the creator of a ProjectileComponent.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Migrated custom Vector types to JOML equivalents.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TextureComputedColor</code></div></div><span style="color: #ffffff;" class="mycode_color"> property to item assets, calculated via a dominant weighted color average of each of the block’s textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabBaseCheck</code></div></div><span style="color: #ffffff;" class="mycode_color"> options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Permissions &amp; Commands</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-permissions-commands" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added tab-autocomplete and a suggestion UI for chat commands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A permissions system overhaul has taken place, with permissions no longer being tied to gamemode. You can give friends a role based on the permissions you want them to have, instead of having to ‘/op’ them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the permissions system to allow inheritance, thread safety, autocomplete, namespacing, and some new commands. All existing commands have been migrated into new permission groups.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the /locate command which can be used to quickly find the coordinates of, or teleport to, specific biomes, zones, regions, and prefabs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added three new ‘/kit’ commands which will each replace your equipment and inventory with a preconfigured kit:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">‘/kit adamantite’ provides a full adamantite loadout with weapons, blocks, and food.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘/kit debug’ provides some armor used for testing purposes and some decorative flags.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘/kit iron’ provides a full iron loadout with weapons, blocks, and food.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the ‘/lighting’ command messages.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Audio</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added over an hour of new music across the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a raycasting probe model for reverb and ambience detection. This is a first step towards proper occlusion, diffraction and reverb zone handling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sounds may now play differently depending on whether the player is in first or third person.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">In first person, held items with ambient loops, such as torches, now play the sound offset to their position.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">In third person, sounds now play at the player entity position and are thus spatialized in 3D as if they were playing for a remote player.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled music handling to utilize more flexible music containers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the music system. Many file names and their locations have been changed as a result.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Split music tracks into individual music containers with translated names, laying the groundwork for future functionality.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented support for music layers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cave music within the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers will now crossfade between layers and environment change instead of swapping entire tracks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>AudioStates</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players that you have blocked will now automatically be muted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an additional glass breaking sound effect to blocks such as potion bottles and the ‘Glowing Royal Magic Potion’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bone blocks now have updated sounds when hit, broken, walked on, and landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reeds now play a sound when broken.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Naming &amp; Categorization<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Grey to Gray Standardization</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-grey-to-gray-standardization" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All instances of 'Grey' in block names have been renamed to 'Gray’.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">This affects Light Grey, Grey, and Dark Grey items.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ash Grey, Grey, and Purple Grey hair gradient customization options are now referred to as Ash Gray, Gray, and Purple Gray respectively.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dark Grey, Light Grey, and Blue Grey jean fabric customization options are now referred to as Dark Gray, Light Gray, and Blue Gray respectively.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Iridescent Processed Brick Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-iridescent-processed-brick-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed - Decorative is now referred to as Iridescent Processed Brick - Decorative.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed - Ornate is now referred to as Iridescent Processed Brick - Ornate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Corner is now referred to as Iridescent Processed Brick - Ornate Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Half Slab is now referred to as Iridescent Processed Brick - Ornate Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Horizontal is now referred to as Iridescent Processed Brick - Ornate Horizontal.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Stairs is now referred to as Iridescent Processed Brick - Ornate Stairs.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Wild Wisteria Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-wild-wisteria-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Wisteria Tree Trunk is now referred to as Wild Wisteria Tree Trunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Roots is now referred to as Wild Wisteria Roots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Corner is now referred to as Wild Wisteria Branch - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Long is now referred to as Wild Wisteria Branch - Long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Short is now referred to as Wild Wisteria Branch - Short.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Instance Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-instance-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The instance Movement_Gym has been renamed Gym_Movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The instance NPC_Gym has been renamed Gym_NPC.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Other Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-other-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Aqua - Beam is now referred to as Aqua Stone - Beam.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua - Stairs is now referred to as Aqua Stone - Stairs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua - Half Slab is now referred to as Aqua Stone - Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Volcanic - Stairs is now referred to as Volcanic Stone - Stairs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Black Build Pipe Corner is now referred to as Black Build Pipe - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">White Build Pipe Corner is now referred to as White Build Pipe - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snow Brick - Half Slab is now referred to as Snow - Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The shorter Apple Branch is now referred to as Apple Branch - Short.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The longer Apple Branch is now referred to as Apple Branch - Long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The big Wet Fern is now referred to as Big Wet Fern.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The darker Green Clay - Smooth block is now referred to as Dark Green Clay - Smooth.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wooden - Fence is now referred to as Wooden Fence.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Stone Brazier is now referred to as an Earth Brazier.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Common Pink Flower is now referred to as Pink Pitcher Flower.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lava Shellfish are now referred to as Lava Coelacanths.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Localization report category has been renamed Translation.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Backend &amp; Performance</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#backend-performance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reworked player movement to use a Hierarchical Finite State Machine.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved upon back-end systems to support further localization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved upon numerous back-end systems to enhance performance.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Void maps in particular will experience improved performance in this update.<br />
<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Localization</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#localization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Simplified Chinese as an in-game language, with Dutch, Finnish, Italian and Norwegian translations available via <a href="https://crowdin.com/project/hytale-game" target="_blank" rel="noopener" class="mycode_url">Crowdin</a>.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Bug Fixes<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Avatar &amp; Customization Fixes</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-avatar-customization-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Flat Styled &amp; Wedge Shoes will now render correctly with socks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shaped Sneakers, Punk Skirt, and Plaid Skirt will now render correctly.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Movement Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-movement-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sprinting and scrolling will now work on macOS.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now correctly climb onto blocks such as the Simple Wooden Bed and the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rolling will again be possible for the entire intended roll duration, and play the corresponding sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sliding will again be possible upon exiting rolling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting will now end immediately once Stamina has depleted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting will now scale properly with Creative Mode’s move speed setting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items may now be dropped while sprinting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Falling through non-solid blocks that slow the player will now correctly impact velocity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stepping from a block with non-default friction onto an entity with a solid hitbox will no longer cause the player to slide about.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Travelling very short distances with Signature Abilities will no longer result in an unexpected amount of fall damage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]NPC Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-npc-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur under specific circumstances with NPC movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when an NPC gets untracked in an unloaded chunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when NPCs were spawning near walls or obstacles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs submerged underwater will no longer be locked in place.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will now correctly hold their configured main or off-hand item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will now animate correctly when strafing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Predators, such as Wolves, will no longer lose momentum while chasing their targets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moose will no longer immediately take notice of players when they join the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Broodmothers will now only spawn Lice when there are none nearby.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Modded NPCs that use <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ActionSpawn</code></div></div><span style="color: #ffffff;" class="mycode_color"> will now use corrected aiming logic and launch NPCs far more accurately at targets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities that breathe air will no longer spawn submerged in liquid.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crabs and Lobsters can now breathe in water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skeletons will no longer fall through the floor when emerging from coffins.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Bear's hitbox has been modified to include more of its head.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Encountering Scaraks will now correctly unlock the associated Memories.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Combat, Entity &amp; Item Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-combat-entity-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when damage sources have no associated hotbar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur during projectile physics.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with armor with <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Equipped</code></div></div><span style="color: #ffffff;" class="mycode_color"> interactions, such as some debug items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items stored in the backpack will no longer lose durability if the world is configured to not have an inventory penalty on death.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Repair Kits can now be used to repair items stored within the backpack.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Capture Crates will no longer reset the cooldowns of captured entities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When crafting, items will no longer be considered valid components in their own recipe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Healing Totems that have been placed will now heal 5 health per second for 10 seconds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Block entities now use transform rotation instead of head rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities that cease to exist will no longer emit light.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Broken Rail Carts no longer qualify for exemption from gravity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wielding an Adamantite Hatchet will no longer prevent Torch placement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocking with spears will now display the blocking UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Fishbone Harpoon now throws the correct model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Winter Bauble will now be held correctly in the hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The filled Watering Can will now render at the correct scale.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the descriptions for Azure Logs, Azure Trunks, Crystalwood Logs, and Crystalwood Trunks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wild Wisteria Sapling descriptions now specify they yield Goldenwood instead of Darkwood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed references to non-existent item descriptions.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Block Rendering Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-block-rendering-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Rotated blocks will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Multi-axis rotations will now be composed correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ores that extrude into another chunk will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pipe Corners will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Yellow Mushroom Mycelium will now render correctly once placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The bottom of Grass blocks will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Grass textures will now render correctly when being broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where UVs were not properly computed for blocks with custom models.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gray Build Pipe and Gray Build Pipe - Corner will now render more gray.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gray Clay - Smooth will no longer occasionally render as cyan.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Block Rotation &amp; Rendering Fixes</span>[url=https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-block-rotation-rendering-fixes]</a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a number of issues relating to multi-axis block rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocks with Variant rotations set will now flip correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Block rotation previews will now rotate correctly when using the ‘R’ hotkey.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative Tool previews will now rotate and render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rotating blocks will now preserve UV rotation, preventing textures from rendering incorrectly.</span><br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/d6c87c14-3f00-4128-866a-22f91324f0e4.png" loading="lazy"  alt="[Image: d6c87c14-3f00-4128-866a-22f91324f0e4.png]" class="mycode_img" /><br />
Update 5 is out! Headlining the release is the new Trigger Volume Tool for scripting encounters in-game without code, alongside controller support, Server Discovery for browsing community servers, a new Social Sidebar with a friends list and Discord integration!<br />
The changelog also has a long list of improvements, fixes, and quality-of-life changes. A lot of those came from feedback and bug reports we've been getting from our community, which has been hugely helpful!<br />
On Updates vs Chapters: each Update brings system improvements, tooling, and polish that keep the game evolving between bigger releases. Chapters are the bigger moments: new content, new mechanics, and where the Cursebreaker Arc lore slowly kicks in. Chapter 1 is in the works.<br />
Lastly, a huge thank you to everyone who entered the Hytale New Worlds Modding Contest! The bar the community set was higher than we expected, and some of the entries pushed the modding tools in directions we hadn't anticipated. Check out the winners and their projects in our <a href="https://hytale.com/news/2026/5/hytale-new-worlds-modding-contest-retrospective" target="_blank" rel="noopener" class="mycode_url">retrospective post</a>!<br />
Okay, now let's dive into all of Update 5's content!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]FEATURES &amp; HEADLINE UPDATES<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#features-headline-updates" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Trigger Volume Tool</span></span>[/b]<span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Create your own scripted encounters with the new Trigger Volume Tool!</span>[/b]<br />
The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when conditions are met, such as when players enter or exit them, or break blocks within them. Volumes are saved to the world and can be included in prefabs, enabling scripted encounters, environmental effects, area transitions, and other interactive moments without writing any code.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Place, resize, rotate, and configure trigger volumes directly in-game through a dedicated UI, with visual gizmos so you can see exactly where each volume sits in the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Multi-select and group volumes to move, edit, or duplicate them in bulk. Use the keybind ‘Shift+D’ to duplicate them quickly!</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Save trigger volumes as part of prefabs so entire interactive setups can be reused in any build.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Select from over 20 built-in effects, including playing sounds, VFX, velocity changes, weather, teleportation, game mode changing, inventory adjusting, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Each effect can be configured to trigger when only specific circumstances are met. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behavior.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Built with mod support in mind so that modders can create their own custom effects.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]WHAT IS IT?</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool-what-is-it" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>A Trigger Volume is an invisible 3D shape you place in the world. Think of this like a tripwire, but it can be a box, sphere, or cylinder of any size!<br />
<img src="https://cdn.hytale.com/7823460d-9c62-4c54-a329-314a5b644b60.png" loading="lazy"  alt="[Image: 7823460d-9c62-4c54-a329-314a5b644b60.png]" class="mycode_img" /><br />
Nothing about it is visible to players during normal play. It sits there, quietly watching and waiting. When something happens inside of it (for example: a player walks in, a creature walks out, an arrow flies through, a block gets broken, etc.) it can react by running a desired effect.<br />
A volume might play a sound, spawn an NPC, move platforms, open a door, send a message in the player's chat, give the player an item, or even change the weather. You decide!<br />
In addition to these effects, you can also have conditions attached - for example, rules like “only fire once”, “only fire after 5 seconds of standing in the volume”, or “only fire if the blocktype is this specific type”.<br />
You can group volumes together. The whole set of them act as one big region or share the same logic.<br />
Because they are just shapes and rules, there’s no coding required! You place them, point and click to configure them in a GUI, and the server will do the rest. That said, if you want to extend it, we have modding API available for new events, conditions, and effects.<br />
<img src="https://cdn.hytale.com/e82563a1-386f-47b4-879e-4c80ecf1df69.png" loading="lazy"  alt="[Image: e82563a1-386f-47b4-879e-4c80ecf1df69.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">[i]The UI allows you to make scripted events or effects without needing to code anything!<br />
</span>[/i]<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]THE POTENTIAL OF THIS TOOL</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#trigger-volume-tool-the-potential-of-this-tool" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>As you can imagine, there is <span style="font-style: italic;" class="mycode_i">[i]a lot</span>[/i] of potential with this tool. Trigger Volumes will be the building blocks behind a lot of what makes a world feel ‘alive’. Ambushes, story beats, hidden discoveries, puzzles, and safe zones can all be built on top of them.<br />
Here's a compilation from our Level Designers of what's possible without writing a single line of code.<br />
<br />
<br />
<br />
Tag us on <a href="https://x.com/Hytale" target="_blank" rel="noopener" class="mycode_url">X/Twitter</a> with <span style="font-weight: bold;" class="mycode_b">[b]#Hytale</span>[/b] when you build something. We want to see what you make with this!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Controller Support</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Controller support arrives in its first iteration!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Plug in an Xbox, PlayStation, or Nintendo Switch controller and Hytale picks it up. Move, fight, explore, and navigate menus with a controller. The movement-stick dead zone is tunable from 5% to 95% in Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This is just the beginning. Some advanced features may still require a keyboard and mouse, and we'll continue refining the experience based on your feedback.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]HOW WE GOT HERE &amp; WHERE WE’RE GOING</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-how-we-got-here-where-were-going" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span><br />
</span>Hey all! Likaos here. I am the developer who spearheaded a lot of the controller support. I'd like to take a moment to give you all some insight into how we arrived here and where we are headed.<br />
Controller support has been one of the most-requested features from the community, and we wanted to do it right. Hytale was originally built around mouse and keyboard, top to bottom. So, we knew translating that to a controller would prove to be a difficult task.<br />
The "ideal" plan was to wait for the UI rework that's coming, and then design controller support around it from day one: UI, menus, inventory, everything thought through for a gamepad from the start. However, that meant asking players to wait months longer to plug in their controller, and we didn't want to rush the new UI just to get there faster. So, we took a second path: build temporary controller support on top of the current UI, ship it now, and in the meantime we will design the long-term version properly.<br />
<span style="font-weight: bold;" class="mycode_b">[b]<img src="https://cdn.hytale.com/bd178949-585a-419a-90c1-3972edfa157a.png" loading="lazy"  alt="[Image: bd178949-585a-419a-90c1-3972edfa157a.png]" class="mycode_img" /></span>[/b]<span style="font-style: italic;" class="mycode_i">[i]In-game settings displaying the new gamepad menu.<br />
</span>[/i]<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">ON THE DEV SIDE:<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-on-the-dev-side" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Defining the controls:</span>[/b] Pierre and MewSoul had already laid down good defaults for the gameplay side, but pretty much nothing was mapped for menus and UI. A lot of that had to be figured out from scratch.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Rebuilding the input system:</span>[/b] The old one wasn't ready for any of this. It needed multi-binding support, proper analog axis handling, and updated libraries so Xbox, PlayStation, and even Nintendo Switch controllers would all work.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Adapting the gameplay:</span>[/b] This was actually the smoother part. Making icons and hints swap dynamically depending on what you're holding, hooking a single stick into movement the way players expect, adding sensitivity options. Lots of polish, but the foundations were there.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]The UI (the real fight):</span>[/b] Almost none of this existed. One thing that saved me was a rework I did a few months back on item-stack interactions (the press-vs-hold split), which gave us a way to do drag-and-drop with a gamepad.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Everything else was QoL grind:</span>[/b] where to put the binds so they feel natural, how to use the mouse wheel cleanly, how to navigate menus quickly. We could have placed a virtual cursor in there, but in Hytale a huge chunk of UI time is inventory management. A virtual cursor would have made that painful. So instead there's a grid-based navigation system with custom rules for moving between menus. It's not perfect, but compared to where it started, I'm honestly pretty happy with where it landed.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">This isn't the final word on controller support. This is a way to get a controller into your hands now so you don't have to wait, and to make Hytale more accessible to more players <span style="font-style: italic;" class="mycode_i">[i]today</span>[/i].<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WHAT’S NEXT?<a href="https://hytale.com/news/2026/5/update-5-patch-notes#controller-support-whats-next" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>With this foundation in place, the longer-term plan includes:</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Wider controller compatibility and modern input features like gyro aiming and Steam Input.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A UI that's genuinely designed for gamepad: clearer layouts, better flow, more accessibility options.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More ergonomic default bindings, plus much deeper rebinding so you can fully tailor how you play.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Thanks for being patient with us on this one. Plug a controller in, give it a try, and let us know what feels off. Your <a href="https://hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">feedback</a> is going to directly shape the version that lands with the UI rework.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Social Sidebar</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#social-sidebar" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Stay connected with the new Social Sidebar!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now add friends, see who’s online, invite them to your world, and join theirs directly from the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Discord friends can be added as Hytale friends in-game, and the Social Sidebar will reflect any changes they make to their Avatar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can also favorite friends to keep them at the top of your list, and block players you'd rather not interact with.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Toast notifications will appear in-game when a friend sends you a request or invites you to their world. Incoming friend requests can be turned off in your social settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This feature is not available on parent-managed accounts.\</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">This is just the first step. More social features are coming to improve how you join friends, invite others, and connect with the community.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Server Discovery</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#server-discovery" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Explore new worlds with Server Discovery!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Server owners may now submit their servers via the ‘Server Profiles’ section of the <a href="https://accounts.hytale.com/" target="_blank" rel="noopener" class="mycode_url">Hytale account page</a>. Servers that meet the <a href="https://hytale.com/server-policies" target="_blank" rel="noopener" class="mycode_url">Server Owner Policies</a> and pass manual review will appear in the new in-game Server Discovery page.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Explore featured servers that are hand-picked by the Hytale team. These are high-quality experiences highlighted for the community to enjoy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This feature is not available on parent-managed accounts.<span style="font-weight: bold;" class="mycode_b">[b]<img src="https://cdn.hytale.com/11d83d42-f6fd-4cab-902c-b36886d49669.png" loading="lazy"  alt="[Image: 11d83d42-f6fd-4cab-902c-b36886d49669.png]" class="mycode_img" /></span>[/b]</span><br />
</li>
</ul>
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Music &amp; Audio</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#music-audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Audio Occlusion and Diffraction have been implemented</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">This feature uses raycasting between sound sources and the listener, muffling audio depending on what materials divide the two.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sound will also now ‘bend’ around corners and through doorways instead of being muffled.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Over 1 hour of new music has been added!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New music will now be heard throughout the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This includes new day and night exploration tracks, short form pieces, and ambient fragments.</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Have a listen to one of the new tracks, 'Persevere'!<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Creative Mode Placement Settings</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#creative-mode-placement-settings" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Several new Placement Settings have been added to the Creative Mode Quick Settings</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Replace’ will change the block you’re looking at to match the one held.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Type Replace’ will change the material of the block you’re looking at with the material of the one held, without changing the block’s shape.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Extrude’ will allow you to click and drag to fill a line in with the held block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Draw’ will allow you to click and drag to draw on any plane or surface freely.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Selecting ‘Place Mode: Fast Place’ will place blocks faster.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an ‘Eraser’ option that will allow you to left-click and drag to break blocks more quickly. This can be active at the same time as place settings so that you can place and erase at the same time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Free Place’ option that will allow you to place blocks in any direction at any time, so clicking and dragging will no longer lock block placement to a single plane or surface.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘No Physics’ option that will allow you to place blocks ignoring their placement rules.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Highlight Block Target’ option that will highlight the block currently being looked at.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Item Name &amp; Description Overrides</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#item-name-description-overrides" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Customize items further with per-stack name and description overrides</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]ADDITIONAL HEADLINE FEATURES</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#additional-headline-features" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Express yourself with new emotes!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">High five your friends or show off your latest gear in a dance-off. The emote wheel has been updated with new graphics and 9 new animations.<br />
</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Finding and using commands just got a whole lot easier</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Chat commands now feature tab-autocomplete and a suggestion UI, making it quicker than ever to find the right command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Press Tab to cycle through suggestions, or Shift+Tab to browse variant options.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Combined the Extrude and Flood Tools into a reworked Extrude Tool</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">In addition to extruding and shrinking blocks on the surface you’re looking at, you can also add materials to mimic the shape of that surface using different blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Customize selections further by selecting different filters such as ‘Same Material’ or ‘Same Shape’ before extruding or shrinking.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjust the tool’s extrusion strategy for greater control of which blocks are extruded or shrunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fill empty space with the ‘Fill mode’, replacing air whilst respecting block boundaries.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Get a better look at your prefabs before placing them!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The prefab list now displays an interactive 3D preview of the selected prefab. You can now rotate, tilt, zoom, and pan the preview to make sure you pick the perfect prefab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creators, take note: this 3D preview functionality can also be configured for custom server UIs! Here's an example made by one of our developers who has created a mock-up Tower Defense UI.<br />
</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Player movement has been reworked to use a Hierarchical Finite State Machine!</span>[/b]<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">It does not provide new gameplay features (for now). This is part of a larger ongoing rework that will allow us to implement new movement features more easily in the future.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via <a href="https://crowdin.com/project/hytale-game" target="_blank" rel="noopener" class="mycode_url">Crowdin</a></span>[/b].<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]QUICK NOTE ON LAUNCHER &amp; DATA STORAGE CHANGES</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#quick-note-on-launcher-data-storage-changes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span>Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/UserData</span>[/b]. A launcher update will change this behaviour to the following:</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The <span style="font-weight: bold;" class="mycode_b">[b]Release</span>[/b] patchline will continue using <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/UserData/</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]Non-release</span>[/b] patchlines will now use their own directories under <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/data/</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">For example, <span style="font-weight: bold;" class="mycode_b">[b]Pre-release</span>[/b] files will now be found within <span style="font-weight: bold;" class="mycode_b">[b]%HYTALE%/data/pre-release/</span>[/b]</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color">Existing non-release patchlines will automatically duplicate existing worlds, mods, and game settings to the new location. Once migrated, patchlines will no longer share data.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">LAUNCHER NOW SUPPORTS OLDER VERSIONS<a href="https://hytale.com/news/2026/5/update-5-patch-notes#quick-note-on-launcher-data-storage-changes-launcher-now-supports-older-versions" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>As with any major update, some mods may need time to catch up. If your Update 4 worlds aren't loading properly, try creating a fresh world with mods disabled to see if that's the cause.<br />
We also now support older versions of the game via our launcher for an extended period of time, which means if your mods are not updated yet you can go back to Update 4.</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="color: #ffffff;" class="mycode_color">To access older updates, such as Update 4: Enable via Launcher → Settings → Patchline → v0.4</span></blockquote>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Avatar &amp; Customization</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#avatar-customization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Avatars will now perform new mouth animations when voice chat is being used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 9 new animations to the emote wheel.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<br />
Combat, Items &amp; Equipment</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#combat-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Deployable Turret has had a change of heart and will now treat its owner as an ally.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item entities now have hitboxes that better resemble the item dimensions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Capturing an NPC with a Capture Crate will now update the model icon for the crate within your inventory to reflect the NPC captured. This will only apply to NPCs captured after this update.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortbows and Crossbows can no longer attack or use signature abilities when they have no durability remaining.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crossbows can no longer be reloaded when they have no durability remaining.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Arrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All chest stack sizes have increased from 10 to 25.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Watering Can and Fertilizer can no longer be repaired.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Spit Clump and Small Scarak Spit Clump now break in a single hit.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist’s Workbench will no longer require a Voidheart.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crystal Fertilizer Bag recipe at the Alchemist’s Workbench has had the number of Crystal Shards required lowered from 50 to 25.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a number of Test_Motion_Charge NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The icons for Bronze Pipes and Zinc blocks have been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fish Bait (Wild) has been given an updated model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the appearance of Burn, Freeze, and Poison status visual effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the particle effects for unarmed attacks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Crude Repair Kits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item descriptions have been added to the following items:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Adamantite Ingot, Cobalt Ingot, Copper Ingot, Iron Ingot, and Thorium Ingot</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light Leather, Medium Leather, and Heavy Leather</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bloodcap Spawn Bag and Blood Leaf Seed Bag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 3 Taiga Portal</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Stamina Potion, Stamina Potion, and Large Stamina Potion<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]World &amp; Blocks<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Block Breaking Particles &amp; Sounds</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks-block-breaking-particles-sounds" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Bamboo, Dark Temple, Light Temple, Lost Civilization, Overgrown Temple, Sandswept, and Tavern Shelves now require multiple hits to break.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the block breaking particles and sound effects for a number of blocks, including:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Medium Scarak Egg Sack and Ancient Sack</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sandswept Platform, Bed, Sign, Trapdoor, and Wardrobe</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lost Civilization Bench, Bookshelf, Candle, Counter, Door (Medium and Large), Shelf, Torch, Sign, and Table</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Hive Chest (Small and Large), Door (Large), Platform, Window, and Scarak Vine</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Primordial Scarak Brazier, Chest (Small and Large), Ladder, Planter, Platform, and Window</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dark Temple Door (Standard and Large), and Platform</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light Temple Door (Standard, Medium, and Large), Shelf, Stool, Table, and Wardrobe</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overgrown Temple Bed, Door, Platform, Stool, and Window</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Wooden Bench, Small Wooden Counter, and Wooden Shutter</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snowy Winter Bush, Fern, and Jungle Fern Trunk</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wet Dirt, Wet Dirt - Half Slab, and Wet Dirt Stairs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Slate, and Volcanic Gravel blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Mossy, Slate, and Volcanic Gravel Half Slab blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua, Basalt, Calcite, Chalk, Ice, Marble, Mossy Stone, Quartzite, Red Sandstone, Sandstone, Shale, Slate, Stone, Volcanic, and White Sandstone Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Statue of a Slumbering Deity<br />
</span><br />
</li>
</ul>
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Other World &amp; Block Changes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#world-blocks-other-world-block-changes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved world-gen V2 thread allocation to improve server stability during intense workloads.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Gold Pipe - Large, Gold Pipe - Long, and Gold Pipe - Large Mouthpiece blocks.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FlammabilityConfigs</code></div></div><span style="color: #ffffff;" class="mycode_color"> for the Fire fluid ticker can now change block states upon burning blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Goldenwood is now found more often throughout Zone 4, including within some cities and villages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bamboo, Feran, and Lost Civilization Bookshelves may now be stacked on top of each other.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rope Blocks placed vertically can now be extended downwards by placing additional Rope Blocks beneath them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Royal Magic Couches can now be sat on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crops will now check if there is room to grow before advancing to the next growth stage. If there isn’t sufficient space, the crops will reset to the start of the current stage in their growth cycle.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Opening and closing doors will now break any intersecting soft blocks, such as crops, and drop their respective items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Black Build, Gray Build, Gray Dark Build, Gray Light Build, White Build, and Build Lightsource blocks can no longer be broken in a single hit, but break faster when using a pickaxe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pressing ‘Alt’ will no longer eject players from beds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cold Grass, Dry Grass, Full Grass, Lush Grass, Sunny Grass, and Withered Grass can now be crafted at the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the texture for decorative metals.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]UI &amp; Quality of Life</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Social Sidebar, allowing you to add friends, see who’s online and join their worlds directly from the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Server Discovery page, allowing you to browse, search and favorite community-run servers from in-game.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added controller support in its first iteration, with full menu navigation and gameplay support.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">News updates will now appear in a tile carousel on the Main Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The input system now accounts for action context when resolving input conflicts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved item container operations performance through better data structures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A key binding has been added to open the Asset Editor. By default, this is bound to ‘Alt+B’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Ctrl+F’ search support for all server-driven custom pages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now set keybindings to use modifiers on mouse buttons.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The movement stick dead zone settings for the gamepad may now be set between 5% and 95%.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Clear Inventory’ button in Creative Mode. Pressing it twice deletes all items in the Inventory, Backpack, equipped slots, and Utility radial menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Weapon tooltips will now display damage data. This initial pass is intended to enable easier comparisons between weapons rather than provide a complete breakdown. Some limitations apply for now.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the ‘Add Screenshots’ button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Bug report category for localization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Opting to submit feedback will now open the <a href="https://accounts.hytale.com/suggestions" target="_blank" rel="noopener" class="mycode_url">Hytale Feature Requests page</a>.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Notifications are now displayed upon creating or deleting an asset pack.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The asset editor now supports CJK fonts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Map markers can now display CJK glyphs when previewed on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing translations for various validation and verification errors.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the plural handling for messages regarding mods.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item grids, such as the inventory, backpack, creative inventory, and workbench interfaces, will now highlight where the cursor is positioned to make it easier to locate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Settings that include sliders will now have their labels update more regularly when dragging the slider.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the Creative Inventory search sorting.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Modding &amp; Creative Tools<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Sculpt &amp; Brush Tools</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-sculpt-brush-tools" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Combined the Smooth Brush Tool behavior into the Sculpt Brush Tool. As a result, the Smooth Brush Tool has been removed. The new Sculpt Brush Tool can be found in the Basic Tools section of the Creative Inventory and has an updated UI, legend, localization and defaults that match the combined tool. Changes to this tool include:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Smoothing performance has improved by approximately 6x.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sculpt Mode can now be set to either ‘Full3D’, ‘Heightmap’, or ‘Flat’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sampling can now be set to ‘Normal’, ‘Uniform’, ‘Gaussian’, ‘Neighbor’, or ‘Square’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Erosion Strength can now be adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Existing, nearby blocks can now be set as the material.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fluids in the area can now be set to be fixed, cleared, or ignored.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Non-full blocks will be treated as invalid smoothing samples and cleared from the area.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The previous Sculpt behaviour is available as a deprecated ‘<br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>OldSculpt</code></div></div><span style="color: #ffffff;" class="mycode_color">’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the UI panel used to support creating masks with Brush Tools. Changes include:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Brush filters may now be accessed by clicking on an empty slot in a mask block selector.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask presets may now be saved and loaded.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask types can now be negated and inverted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Masking commands, such as ‘&gt;Rock_Stone’ may now be used within the UI panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask information can now be previewed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mask presets that have been saved with the /gmask command may be used.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Masking for fluids is now supported and a new brush filter has been added for them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added scripted brush versions of kernel erosion and fluid fixing for node/scripted brush workflows.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Brush filters will now skip over blocks they could not parse, preventing them from breaking.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Paste, Selection &amp; Prefab Tools</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-paste-selection-prefab-tools" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Paste Tool can now flip copied selections before pasting using a keybind. This is ‘F’ by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool now has a keybind to switch to the Paste Tool. This is ‘V’ by default.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">If you have a Paste Tool in your inventory, it will be placed on your hotbar. If your hotbar is full, it will instead swap positions with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">If you don’t have a Paste Tool in your inventory, it will place one in your hotbar. If your hotbar is full, the Selection Tool will instead be overwritten with a Paste Tool.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘/shrink’ command that shrinks the selected area to fit non-air blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now preview prefabs when using the '/prefab load' command.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Entity Tool</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-entity-tool" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A number of changes have been made to the Entity Tool:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All actions now support undo/redo.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A scale option has been added for NPCs in the summon menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now right-click to cycle between overlapping entities under your cursor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When cycling between targets, there is now a highlighted entity preview.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You may now hold ‘Shift’ while scrolling to place entities with finer precision.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs are now frozen immediately when spawned.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frozen NPCs now automatically play their idle animations.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The ‘Spawn Entity’ menu now includes a ‘Freeze on Spawn’ checkbox.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Node Editor &amp; World-Gen</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-node-editor-world-gen" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a ‘/worldgen 2 create’ command and UI for setting up a WorldGen V2 asset-pack and starter biome for editing. Asset packs created with this command will be enabled by default.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added node editor support for macOS and Linux.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Note: To launch the node editor on Linux, use the following command:</span><br />
</li>
</ul>
</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>NE="&#36;HOME/.var/app/com.hypixel.HytaleLauncher/data/Hytale/install/release/package/game/latest/Client/NodeEditor" &amp;&amp; flatpak run --command="&#36;NE/NodeEditor" --socket=x11 --nosocket=wayland --cwd="&#36;NE/" com.hypixel.HytaleLauncher</code></div></div><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added world-gen-v1 mod event hooks and asset types for modifying biome content.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Prop, Positions and Prop Distribution asset file support to the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Exposed the OverrideAllProps property in the Node Editor for WorldGen V2.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Drop-down menus are now used for enum values in World-Gen V2 nodes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor will now display 'Skip' options for all nodes that support them.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Further Modding &amp; Creative Additions</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-further-modding-creative-additions" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Trigger Volume Tool, allowing you to place 3D volumes that trigger effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added several new Placement Settings to the Creative Mode Quick Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Combined the Extrude and Flood Tools into a reworked Extrude Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added per-stack name and description overrides for items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added initial tech support to enable falling blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>FallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color"> type: <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplodeFallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color">. This performs an explosion when a falling block configured with it hits another solid block when falling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> to <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockType</code></div></div><span style="color: #ffffff;" class="mycode_color">. This does not make the block explosive on its own, it is used by <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplodeFallingBlockImpact</code></div></div><span style="color: #ffffff;" class="mycode_color">, and will be used by other systems in future as a single data point for explosions related to the block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ModelParticle</code></div></div><span style="color: #ffffff;" class="mycode_color"> array and a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>SoundEventID</code></div></div><span style="color: #ffffff;" class="mycode_color"> parameter to <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ExplosionConfig</code></div></div><span style="color: #ffffff;" class="mycode_color">, which the Explosive System will now use to perform accompanying effects, instead of relying on ancillary systems.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new instance: Gym_Arena.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new NPC: Test_Dummy_Damage. It has 100 Health and is unaffected by knockback.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume Tool can be used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The instance NPC_Faction_Gym has been removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Instances have now been grouped together into folders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Fog’ checkbox to the Creative Mode Quick Settings Menu. This can be used to hide the fog that generates towards the end of your View Distance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Replaced the Environment category reset button from the Creative Mode Quick Settings with a ‘Reset to Defaults’ button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When the Creative Mode Quick Setting ‘No Physics’ is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When the Creative Mode Quick Setting ‘Free Place’ is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Even-sized creative brushes are now fully supported.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative Brushes now have Lowest and Highest Origin modes that align the shape’s actual world-Y extremes to the target block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed the Mirror option in the Paint Brush Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefab rotation shortcuts now rotate clockwise and use orientation for the ‘Shift+R’ rotations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players may now hold down the keys to adjust the movement speed multiplier in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of keybindings for Creative Tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warps created by Teleporter blocks are now protected from accidental changes with the ‘/warp set’ and ‘/warp remove’ commands. This can be overridden by adding the ‘--force’ flag to the command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Asset packs containing instance configs will now correctly override base game or lower priority pack assets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added interpolation type support for <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>BlockyAnimation</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ProjectileComponent#getCreatorUuid</code></div></div><span style="color: #ffffff;" class="mycode_color"> has been exposed, allowing plugins to determine the creator of a ProjectileComponent.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Migrated custom Vector types to JOML equivalents.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>TextureComputedColor</code></div></div><span style="color: #ffffff;" class="mycode_color"> property to item assets, calculated via a dominant weighted color average of each of the block’s textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>PrefabBaseCheck</code></div></div><span style="color: #ffffff;" class="mycode_color"> options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Permissions &amp; Commands</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#modding-creative-tools-permissions-commands" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added tab-autocomplete and a suggestion UI for chat commands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A permissions system overhaul has taken place, with permissions no longer being tied to gamemode. You can give friends a role based on the permissions you want them to have, instead of having to ‘/op’ them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the permissions system to allow inheritance, thread safety, autocomplete, namespacing, and some new commands. All existing commands have been migrated into new permission groups.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the /locate command which can be used to quickly find the coordinates of, or teleport to, specific biomes, zones, regions, and prefabs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added three new ‘/kit’ commands which will each replace your equipment and inventory with a preconfigured kit:<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">‘/kit adamantite’ provides a full adamantite loadout with weapons, blocks, and food.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘/kit debug’ provides some armor used for testing purposes and some decorative flags.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘/kit iron’ provides a full iron loadout with weapons, blocks, and food.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the ‘/lighting’ command messages.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Audio</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added over an hour of new music across the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a raycasting probe model for reverb and ambience detection. This is a first step towards proper occlusion, diffraction and reverb zone handling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sounds may now play differently depending on whether the player is in first or third person.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">In first person, held items with ambient loops, such as torches, now play the sound offset to their position.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">In third person, sounds now play at the player entity position and are thus spatialized in 3D as if they were playing for a remote player.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled music handling to utilize more flexible music containers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the music system. Many file names and their locations have been changed as a result.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Split music tracks into individual music containers with translated names, laying the groundwork for future functionality.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented support for music layers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cave music within the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers will now crossfade between layers and environment change instead of swapping entire tracks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>AudioStates</code></div></div><span style="color: #ffffff;" class="mycode_color">.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players that you have blocked will now automatically be muted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an additional glass breaking sound effect to blocks such as potion bottles and the ‘Glowing Royal Magic Potion’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bone blocks now have updated sounds when hit, broken, walked on, and landed on.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reeds now play a sound when broken.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Naming &amp; Categorization<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Grey to Gray Standardization</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-grey-to-gray-standardization" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All instances of 'Grey' in block names have been renamed to 'Gray’.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">This affects Light Grey, Grey, and Dark Grey items.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ash Grey, Grey, and Purple Grey hair gradient customization options are now referred to as Ash Gray, Gray, and Purple Gray respectively.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dark Grey, Light Grey, and Blue Grey jean fabric customization options are now referred to as Dark Gray, Light Gray, and Blue Gray respectively.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Iridescent Processed Brick Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-iridescent-processed-brick-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed - Decorative is now referred to as Iridescent Processed Brick - Decorative.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed - Ornate is now referred to as Iridescent Processed Brick - Ornate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Corner is now referred to as Iridescent Processed Brick - Ornate Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Half Slab is now referred to as Iridescent Processed Brick - Ornate Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Horizontal is now referred to as Iridescent Processed Brick - Ornate Horizontal.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent Processed Ornate - Stairs is now referred to as Iridescent Processed Brick - Ornate Stairs.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Wild Wisteria Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-wild-wisteria-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Wisteria Tree Trunk is now referred to as Wild Wisteria Tree Trunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Roots is now referred to as Wild Wisteria Roots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Corner is now referred to as Wild Wisteria Branch - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Long is now referred to as Wild Wisteria Branch - Long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wisteria Branch - Short is now referred to as Wild Wisteria Branch - Short.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Instance Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-instance-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The instance Movement_Gym has been renamed Gym_Movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The instance NPC_Gym has been renamed Gym_NPC.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Other Renames</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#naming-categorization-other-renames" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Aqua - Beam is now referred to as Aqua Stone - Beam.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua - Stairs is now referred to as Aqua Stone - Stairs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Aqua - Half Slab is now referred to as Aqua Stone - Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Volcanic - Stairs is now referred to as Volcanic Stone - Stairs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Black Build Pipe Corner is now referred to as Black Build Pipe - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">White Build Pipe Corner is now referred to as White Build Pipe - Corner.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Snow Brick - Half Slab is now referred to as Snow - Half Slab.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The shorter Apple Branch is now referred to as Apple Branch - Short.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The longer Apple Branch is now referred to as Apple Branch - Long.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The big Wet Fern is now referred to as Big Wet Fern.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The darker Green Clay - Smooth block is now referred to as Dark Green Clay - Smooth.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wooden - Fence is now referred to as Wooden Fence.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Stone Brazier is now referred to as an Earth Brazier.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Common Pink Flower is now referred to as Pink Pitcher Flower.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lava Shellfish are now referred to as Lava Coelacanths.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Localization report category has been renamed Translation.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Backend &amp; Performance</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#backend-performance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reworked player movement to use a Hierarchical Finite State Machine.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved upon back-end systems to support further localization.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved upon numerous back-end systems to enhance performance.<br />
<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Void maps in particular will experience improved performance in this update.<br />
<span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Localization</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#localization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Simplified Chinese as an in-game language, with Dutch, Finnish, Italian and Norwegian translations available via <a href="https://crowdin.com/project/hytale-game" target="_blank" rel="noopener" class="mycode_url">Crowdin</a>.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Bug Fixes<br />
</span>[/b]<a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]<span style="font-size: large;" class="mycode_size">Avatar &amp; Customization Fixes</span></span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-avatar-customization-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span>[/b]</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Flat Styled &amp; Wedge Shoes will now render correctly with socks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shaped Sneakers, Punk Skirt, and Plaid Skirt will now render correctly.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Movement Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-movement-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sprinting and scrolling will now work on macOS.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now correctly climb onto blocks such as the Simple Wooden Bed and the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rolling will again be possible for the entire intended roll duration, and play the corresponding sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sliding will again be possible upon exiting rolling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting will now end immediately once Stamina has depleted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sprinting will now scale properly with Creative Mode’s move speed setting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items may now be dropped while sprinting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Falling through non-solid blocks that slow the player will now correctly impact velocity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stepping from a block with non-default friction onto an entity with a solid hitbox will no longer cause the player to slide about.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Travelling very short distances with Signature Abilities will no longer result in an unexpected amount of fall damage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]NPC Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-npc-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur under specific circumstances with NPC movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when an NPC gets untracked in an unloaded chunk.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when NPCs were spawning near walls or obstacles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs submerged underwater will no longer be locked in place.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will now correctly hold their configured main or off-hand item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will now animate correctly when strafing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Predators, such as Wolves, will no longer lose momentum while chasing their targets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moose will no longer immediately take notice of players when they join the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Broodmothers will now only spawn Lice when there are none nearby.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Modded NPCs that use <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ActionSpawn</code></div></div><span style="color: #ffffff;" class="mycode_color"> will now use corrected aiming logic and launch NPCs far more accurately at targets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities that breathe air will no longer spawn submerged in liquid.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crabs and Lobsters can now breathe in water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skeletons will no longer fall through the floor when emerging from coffins.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Bear's hitbox has been modified to include more of its head.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Encountering Scaraks will now correctly unlock the associated Memories.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Combat, Entity &amp; Item Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-combat-entity-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when damage sources have no associated hotbar.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur during projectile physics.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with armor with <br />
<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>Equipped</code></div></div><span style="color: #ffffff;" class="mycode_color"> interactions, such as some debug items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items stored in the backpack will no longer lose durability if the world is configured to not have an inventory penalty on death.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Repair Kits can now be used to repair items stored within the backpack.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Capture Crates will no longer reset the cooldowns of captured entities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When crafting, items will no longer be considered valid components in their own recipe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Healing Totems that have been placed will now heal 5 health per second for 10 seconds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Block entities now use transform rotation instead of head rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities that cease to exist will no longer emit light.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Broken Rail Carts no longer qualify for exemption from gravity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wielding an Adamantite Hatchet will no longer prevent Torch placement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocking with spears will now display the blocking UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Fishbone Harpoon now throws the correct model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Winter Bauble will now be held correctly in the hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The filled Watering Can will now render at the correct scale.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the descriptions for Azure Logs, Azure Trunks, Crystalwood Logs, and Crystalwood Trunks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wild Wisteria Sapling descriptions now specify they yield Goldenwood instead of Darkwood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed references to non-existent item descriptions.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Block Rendering Fixes</span><a href="https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-block-rendering-fixes" target="_blank" rel="noopener" class="mycode_url"></a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Rotated blocks will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Multi-axis rotations will now be composed correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ores that extrude into another chunk will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pipe Corners will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Yellow Mushroom Mycelium will now render correctly once placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The bottom of Grass blocks will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Grass textures will now render correctly when being broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where UVs were not properly computed for blocks with custom models.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gray Build Pipe and Gray Build Pipe - Corner will now render more gray.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gray Clay - Smooth will no longer occasionally render as cyan.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">[b]Block Rotation &amp; Rendering Fixes</span>[url=https://hytale.com/news/2026/5/update-5-patch-notes#bug-fixes-block-rotation-rendering-fixes]</a>[/b]</span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a number of issues relating to multi-axis block rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocks with Variant rotations set will now flip correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Block rotation previews will now rotate correctly when using the ‘R’ hotkey.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative Tool previews will now rotate and render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rotating blocks will now preserve UV rotation, preventing textures from rendering incorrectly.</span><br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hytale Patch Notes - Update 4]]></title>
			<link>https://hytaleforum.xyz/thread-5.html</link>
			<pubDate>Mon, 15 Jun 2026 16:20:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-5.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_a01cc3a2-61eb-4e11-b84e-853c01afb95e.png" loading="lazy"  alt="[Image: blog_cover_a01cc3a2-61eb-4e11-b84e-853c01afb95e.png]" class="mycode_img" />It's been 10 weeks since early access launched, and this is already our 4th update!<br />
There's still a lot of work ahead of us. Our first updates were mostly bug fixes and foundational work. Not the flashiest stuff, but it's necessary. We're reworking major parts of the game, and that groundwork needs to be solid before we can build on top of it. We're really happy with the pace the team has been hitting, and once the foundations are in place, content will start rolling out fast.<br />
Update 4 is another foundation update at its core. The new blocks, for example, are the palette for the worlds, biomes, and dungeons we're building. Voice chat, emotes, and the social improvements are the first pieces of a much larger social layer that includes minigames. Everything here feeds into what comes next.<br />
We're grateful for the continued support and feedback. It's allowing us to grow the team even further. We've been hiring a lot of talented people and will continue to in the coming weeks!<br />
Speaking of which, the <a href="https://hytale.curseforge.com/newworldscontest/" target="_blank" rel="noopener" class="mycode_url">Hytale New Worlds Modding Contest</a> is still running in collaboration with CurseForge. &#36;100,000 USD prize pool, 65 total winners. Beyond the prizes, this contest is one of the ways we find talent. We believe in hiring from the community, and if you love working on worldgen, NPCs, or custom experiences, we want to see what you can do!<br />
To stay up to date, follow us on <a href="https://x.com/Hytale" target="_blank" rel="noopener" class="mycode_url">X/Twitter</a>, <a href="https://www.instagram.com/hytalegame/" target="_blank" rel="noopener" class="mycode_url">Instagram</a>, and <a href="https://bsky.app/profile/hytale.bsky.social" target="_blank" rel="noopener" class="mycode_url">Bluesky</a>, or join the official <a href="https://discord.gg/hytale" target="_blank" rel="noopener" class="mycode_url">Hytale Discord server</a>.<br />
And now, here's everything in Update 4!</span><br />
<span style="color: #ffffff;" class="mycode_color">]</span><br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">FULL UPDATE 4 CHANGELOG<br />
</span><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
<span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">AVATAR &amp; COSMETICS<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-avatar-cosmetics" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added an Emote Wheel! Express yourself in-game by holding down the ‘X’ key. This keybinding can be changed in the Settings menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 5 new Emotes:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Chicken, Kill, Laugh, Punch, and Tongue</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability for some emotes to loop. The Emote Wheel will display an icon to indicate which emotes currently loop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 7 new Hairstyles:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated 3 existing Hairstyles:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Puffy Bubble Braids, Afro Puffs, and Puffy Bun</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The player Avatar will now animate differently when falling from a great height.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">One of the Basic Sandals cosmetics is now referred to as Leather Sandals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Long Sleeved Tunic is now referred to as Cotton Tunic.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Puffy Ponytail is now referred to as Puffy Bun.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">ITEMS &amp; EQUIPMENT<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Pink Crystal Shards, dropped from Pink Crystals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fishing traps may now be placed closer to other blocks, in shallow water, and will now always display their placement preview.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The bow can no longer be drawn if you have no ammunition.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hatchets, pickaxes and shovels will now also lose durability if used on wood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Numerous changes to how Watering Cans function:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">They now use a Template parent and have configurable width and depth for area of effect watering</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They can now be charged to water a 3x3 area</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Their capacity has increased from 20 to 50</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They can be placed on the ground when crouching, returning empty Watering Cans if broken</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They now water exclusively with the Secondary interaction key for consistency with the Hoe.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sickles may now be swung repeatedly by holding down the input.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item tooltips will no longer display the entity stat MagicCharges.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The previews for the ‘Crude Bed’, ‘Crude Repair Kit’ and ‘Iron Repair Kit’ have been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the visual effects for Sword impacts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the visual effects for the Harvest Trophy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Seaweed - Middle’ is now referred to as ‘Stacked Seaweed’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Red Cobble Blocks’ are now referred to as ‘Red Sandstone Cobble Blocks’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘White Cobble Blocks’ are now referred to as ‘White Sandstone Cobble Blocks’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles launched by the LaunchProjectile interactions now use the FlyIdle animation instead of the Idle animation.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">POTION CHANGES<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-potion-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Health Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lesser Health Potions now restore 15% health instantly and another 15% after 5 seconds for 30% total restored. They have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Health Potions now restore 15% health instantly and another 30% after 5 seconds for 45% total restored. They have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Health Potions now restore 25% health instantly and another 50% after 5 seconds for 75% total restored. They have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Health Potions now restore 35% health instantly and another 55% after 5 seconds for 90% total restored. They have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stamina Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All Stamina Potions are consumed faster to account for default stamina regeneration.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stamina Potions now restore 60% stamina instantly and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Energy Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Normal and Large potions have updated models.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent potions have updated textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All consumable potions now use the Potion_Template and have item Quality levels.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">CRAFTING &amp; WORKBENCHES<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-crafting-workbenches" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Tiers 3, 4 and 5 to the Alchemist’s Bench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed Tiers 9 and 10 from the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now continue processing items even if their chunks are unloaded.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now resume processing items if their full output slot is emptied.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now use the world game for their calculations instead of real time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Due to the above change, Workbenches will now display a warning tooltip if world time is stopped.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches now display how many items are currently queued to be crafted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches now display the rarity of items you can create.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Coloured Cloth Blocks can now be refined correctly at the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More Sapling varieties may now be crafted at the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Rock, Wood and Metal full blocks can now be used to craft Half Slabs and Stairs at the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed all Runic sets from the Builder’s Workbench. They remain accessible through the Creative Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gold Ingots can now be converted to Gold Bricks using the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The crafting requirements for Health, Stamina, and Energy potions have been reworked.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Copper and Iron Sickles, craftable at the Farming Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Builder’s Workbench has had its crafting time reduced from 2 seconds to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Campfire, Crude Bedroll and Wooden Chest have had their crafting time reduced from 1 second to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crude Torch has had its crafting time reduced from 0.5 seconds to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty Small and Large Potion Bottles can now be crafted at the Alchemist’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure crop seeds are now crafted at the Alchemist’s Workbench and have had their crafting requirements changed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crystal Fertilizer has been added and can be crafted at the Alchemist’s Workbench. It is a requirement for Blood, Storm and Azure crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure plants can be salvaged at the Salvager’s Workbench to produce their respective petals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbench assets are now configured to have a BenchBlock component, rather than exist with a ‘crafting’ state.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WORLD &amp; BLOCKS<br />
<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Block Sets &amp; Materials</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-new-block-sets-materials" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">40 new blocks have been added to the Cloth block set, including stairs and half slabs for each colour.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 30 new blocks have been added to the Cooled Magma block set, including bricks, cobble, stalactites and rubble.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 20 new blocks have been added to the Chalk block set, including cobble and rubble.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 10 new blocks have been added to the Slate Brick block set.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 10 new blocks have been added to the Limestone block set, and its textures have been expanded upon.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Dead Coral block set, accessible in Creative Mode.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rock &amp; Soil Expansion<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-rock-soil-expansion" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added half slabs for most naturally occurring rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added stairs with connections for all natural rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added beams for all naturally occurring rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added gravel and gravel half slabs for all rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added stalactites and rubble for Magma Cooled and Chalk sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Performed a consistency pass on Dirt and Grass block sets, adding full grass, stairs, and half slabs for all existing dirt types, plus new Wet and Lush dirt types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the coloured Clay textures.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wood &amp; Tree Systems<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-wood-tree-systems" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Apple, Camphor, Spiral, and a fully redesigned Frostwood tree species.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All existing tree types have had their tree growth stages configured.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sapling textures have been added for each tree species.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Seedbag textures and icons have been updated for all saplings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stormbark trees have had their roots removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fire, Ice and Bamboo trees now have branches and roots, and its wood can be crafted into stairs and half slabs.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Roof Blocks<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-roof-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Roof blocks for all build sets now properly connect dynamically.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Expanded existing hide and leather tent roofs with steep/shallow variations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added yellow, green, white, and dark blue Cloth Roof block sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added red, orange, yellow, dark green, and blue Modern Cloth Roof block sets, accessible via the Creative Inventory.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fences &amp; Walls<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-fences-walls" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added T-junction and four-way junction support for all fences and walls.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cybercity Assets (Creative Mode)<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-cybercity-assets-creative-mode" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>We are releasing a first subset of sci-fi blocks for creative building!</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Iron, Copper, Zinc and Bronze modern metal block sets, including new pipe blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a selection of coloured Lightsource blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Neon Signs, Windows, Posters, and an Arcade Machine for the Cybercity set.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Additional Creative Assets (Creative Mode)<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-additional-creative-assets-creative-mode" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added 5 new ‘Build’ greyboxing block sets for Creative mode use.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Red Flag and Orange Flag for Creative mode constructions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some seasonal decorations, accessible via the Creative Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some decorative moving boxes, accessible via the Creative Inventory.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Naming, Display Conventions &amp; Categorization<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-naming-display-conventions-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added ‘Wood’, ‘Metal’, ‘Cloth’ and ‘Technical’ subcategories and removed the ‘Structural’ subcategory within the Creative Inventory. Several blocks have now been moved to these new categories.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Standardized display names for half slabs, stairs, roofs, metal blocks, beams, bricks, and sandstone types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The smaller of the two Campfire blocks is now referred to as ‘Small Campfire’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Summer Grass’ is now referred to as ‘Sunny Grass’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Wooden Wall - Crossed Trestle’ blocks have been renamed to indicate their colour.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Additional World &amp; Blocks Changes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-additional-world-blocks-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a Backup management interface that will attempt to recover broken worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reconfigured the Oasis Portal Spawns to ensure players spawn within the oasis basin.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Oasis Biome to improve performance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Worlds can now be configured to disable fluids from spreading. This can be further customized using the command /world settings disabledfluidtickers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pillars may now be placed sideways.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Lumberjack Lamp may now be placed facing different directions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Decorative chains and brick beams can now support more decorative blocks hanging from them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Windows and Cloth Roof blocks no longer require other blocks to support them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Chandeliers can hang from more block types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blue Winter Seaweed now produces bubbles and the amount of oxygen it grants has been modified.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Coloured Wooden Wall and Smooth Clay blocks have been polished to match natural clay counterparts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the dirt fragment spawner colour to match neutral soil.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved handling of extreme coordinates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked item containers to block components, reducing lag and preventing issues with chests when unloading.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced allocation in various areas for spawn positions. This should improve the performance of various world generation features.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dirt and Grass block variations now have a family assigned.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A template has been created for Soils.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the world generation prop system, adding new modular features and deprecating monolithic ones.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Entities &amp; Encounters<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-entities-encounters" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Defeated NPCs will now trigger death particles and drop items when their body disappears.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Black and white wolves will now fight as a pack, periodically attempting to flank their prey and attempting to retreat when injured.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Elemental Golems have had their animations and interactions updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Temple Golems now each drop their respective gem type.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Earth Crystal Golems drop Emeralds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Flame Crystal Golems drop Rubies.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frost Crystal Golems drop Sapphires.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sand Crystal Golems drop Zephyrs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thunder Crystal Golems drop Topazes.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moose have been slowed down by 20%.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Goats and Goat Kids have updated animations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skrill can now lay eggs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced the number of checks required to be performed whether an NPC was able to breathe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new separation mode to NPCs, which is less random and easier to control. This is backwards compatible with existing NPC configurations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new conditions and a filter to allow NPCs to act or use attacks based on being buffed or debuffed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a non-scaled switch response curve for the Combat Action Evaluator. This will enable the returning of an initial state value before a defined switch point and a final state value upon reaching it.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Proximity Voice Chat has been added. More information can be found in the Headline Features section.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented dual source blending with a center source to improve the audio experience with the Headphones (Stereo) setting. Positional audio should now feel less in one ear.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Genesis has been returned to the game in Zone 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Traveling Band has been added to Zone 1 during the night.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placeholder music and ambience has been added to Zone 4 caves and sewers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 1 mountain ambience will now differ based on the player’s altitude.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated reverb functionality for Caves, Forest, Mountain &amp; Savanna.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pausing the game will now muffle non-UI sounds instead of silencing them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Recording and restoring memories now plays sound effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased the max number of sound event layers from 4 to 8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Audio emitters have been updated to allow users to better specify where sounds are played from.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated block sound set assets to support parenting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Torch_Stone sound set for stone torches.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Quality of Life<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Players may now have multiple instances of Hytale running simultaneously. To reduce the risk of save corruption, players are advised against opening the same world multiple times simultaneously.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now hold the Drop Item button and mouseover items in your inventory to drop stacks of items in Adventure Mode, or destroy them in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The backpack in the Player Inventory now shows how many item slots are currently being used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gatherable items now result in a ‘Pick’ interaction hint.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Doors, fences and trapdoors now result in an ‘Open’ interaction hint.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tooltips now use explicit text styling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Personal, shared and player markers will now always be visible on the Map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Server Player list now also includes an option to mute individual players.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to write complex strings in commands.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Examples being “/say”, or “/ban &lt;reason&gt;” commands with potentially multiple apostrophes.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Instance teleportation is now added to the teleport undo history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items used for Creative Tooling may now be marked as ‘Technical’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reorganized the Creative Mode quick settings.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reorganized the settings into more appropriate categories and removed redundant settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Simplified wording for complex-looking quick settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Quick Replace setting.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the drag grip icon in the Creative Mode quick settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added client &amp; server log shortcuts to Creative Tools Help Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the audio debug information within the F7 profiling window.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Introduced two configurable world map radius limits: per-world and server-wide.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to configure a per-world override on minimap radius.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to configure a server-wide clamp on minimap radius.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the Noesis UI folder from <span style="font-style: italic;" class="mycode_i">Game/</span> to <span style="font-style: italic;" class="mycode_i">Shared/</span></span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the <span style="font-style: italic;" class="mycode_i">Fonts/</span> folder into the Noesis UI project folder <span style="font-style: italic;" class="mycode_i">UI/</span></span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Halved the bandwidth usage of the worldmap.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up the input system.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Localization and Font Changes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-localization-and-font-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Introduced a font fallback support cache.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Ukrainian language option.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the charset to include the Latin Extended-A range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented support for CJK fonts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the CJK font atlases to contain punctuation symbols.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for Traditional Chinese glyphs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased font quality for Simplified and Traditional Chinese.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added detection upon the game starting as to whether the user needs to load an additional font (CJK) if they have ‘Use System Language’ set.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to replace characters typed with other characters.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">For example, various languages use different apostrophes; They will now be replaced with a unified one to allow players seamless item searching regardless of the apostrophe used</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the localization that takes place upon disconnecting to cover more cases.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added localization support for the Machinima tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added additional translation support for map marker keys, the ui-gallery command window and backup frequency world settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the protocol, supporting formatted and translated messages being displayed upon being disconnected from a server.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up localization code.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Tools<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-modding-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Mod Management UI has been updated and moved to its own section within the World Settings Screen. You can now view mod versions, icons, and other details. A warning icon is displayed when a mod targets a different game version.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now select which mods folder to create their asset pack in.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Asset Pack Save Browser that lets users select or create asset packs to save prefabs into. This replaces the previous behaviour of always saving to the server’s default prefabs directory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefabs loaded from asset packs now override internal ones.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an icon to clearly identify modded worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now specify a fallback server for when players disconnect unexpectedly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now use any unique substring of a command argument to access that command argument. For instance, if there are only the arguments ‘--cat’ and --dog’, ‘--at’ will return the former.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Time of Day’ and ‘Weather’ to the Creative Mode Quick Settings menu that will adjust the environment for the client only.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Reset Environment’ button to the Creative Mode Quick Settings menu that resync’s the client and server’s environmental settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server exits due to ‘MOD_ERROR (code 9)’ will now provide an option to navigate directly to the new Mod Management UI screen.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Error messaging has been added to the /copy command for when too many blocks are selected.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ‘/pedit back’ command to quickly alternate to and from the prefab editor world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The ‘.mach speed’ command will now only target the active actor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added item HUD UI support, allowing for Custom UIs to be created for all items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added PlayerRemovedFromWorldEvent that allows plugin developers to create customisable, optional messages that can be broadcast when someone leaves the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Spawn’ settings to the PortalType asset, including SpawnProviderOverride, allowing developers to specify where a return portal is placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to have triggered cooldowns for input actions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisPath, enabling visualization of NPC pathing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the /npc descriptors command, which generates an NPC descriptors file.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPC templates have had the following adjustments:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Action elements can now be selectively disabled with the Enabled flag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Beacon action’s Range field can now be computed from template variables.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Relocated the StatModifiersManager to the EntityStatMap component.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Rock Beams have been made children of Rock_Stone_Beam.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Gravel blocks have been reparented to Soil_Gravel and Soil_Gravel_Half.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Resource types now reference item IDs directly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All instances of the HardRocks gather type have been replaced with Rocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for config schema generation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented the ability to trigger sounds in a Noesis UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented CommandInteraction which adds the ability to run a command from an interaction.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Started work to move the server to use the JOML math library.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added commands for server admins to bootstrap the auto-update layout from a bare JAR file.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Tools<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-modding-tools-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Creative Inventory for Creative Tools has been re-organized!<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The first page contains tools that are most commonly used, or are good introductory tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The second page contains tools that have more specific uses.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The third page contains brush filters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The fourth page contains tools and blocks related to prefab editing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The fifth page contains tools related to making machinima.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Creative Tool: Revolve. This new tool allows you to paste rotations of your current selection any number of times or fully around a center point.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the /replace command:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Moved swap and regex from flags into subcommands, allowing each variant to use arguments without conflicts</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added block mask support to the ‘from’ argument, enabling spatial mask syntax like &gt;Block or !Block</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added additional validation.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Builder tool inputs (arguments) have been made optional and no longer sorted alphabetically.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Builder tools can now have their inputs sorted based on how they are placed in the item's JSON.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added shape and size inputs back to builder tools that had them missing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed check-boxes for enabling the ‘Empty’ filter in mask settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added undo group size quick settings for Builder Tools, allowing for easier undoing of larger edits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for prefabs to undo in scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Undo shortcut can now be used while not holding any creative tools in Creative mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Enhanced the material support for Builder Tools to now include holders, fillers, fluids and other storable types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the /rotate and /flip command reliability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now specify a default rotation angle and axis for Creative Brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted brushes can now rotate shapes using rotation angle, axis and origin of rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted brushes that have an item associated with them will now load the item with the brush. If an item is not associated with the brush, it will instead load the template item with basic parameters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the size scaling and made it easier to select various Creative Tool Gizmos.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Selection Tool’s Rotation Gizmo to make rotating selections more intuitive.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool can now be closed by right clicking with the shift key held down.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool will now allow you to select a region without holding down the left mouse button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The performance of all Creative Tools has been improved significantly, typically allowing more blocks to be previewed, faster than before.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Significantly improved the performance of the Creative Tool’s previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Sculpt Tool can once again use the material selector.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The material selector will now show material percentages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Grass Brush has been re-added and updated to work on most surfaces.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty brush and tool edits no longer get registered to the tool history, or trigger notifications.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The deselect command will now be registered to the tool history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fluid changes now contribute towards the block count when saving Creative Tool edits to history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changes made with tints are saved to the tool’s history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a legend to the Tint brush.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tints now support blending and varying opacities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now blend colours and pick colour existing tints using Shift + LMB.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Laser Pointer tool may now be used to direct others’ attention towards the sky.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a hotkey to travel between the Prefab Editor World and the last world visited. By default this is ALT+T.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added legends to tools that require a lot of configuration but did not previously have them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented high DPI for the asset editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the NodeEditor to Noesis 3.2.1.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor now includes tooltips for world-gen V2 nodes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the order of props within the Node Editor menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Migrated from polling to events within Builder tools and Machinima.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Accessibility<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-accessibility" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Implemented support for Windows ClickLock feature.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">BUG FIXES &amp; PERFORMANCE IMPROVEMENTS<br />
</span><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat, NPC &amp; Item Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-combat-npc-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur related to mount movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a NullPointerException error that can occur with incorrectly configured gathering fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an edge case with NPCs getting stuck if they lost a jumping target under certain conditions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will no longer follow items at an infinite range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mounts will no longer be able to sprint indefinitely in fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mount movement settings should no longer linger if the mount is killed by a teleporter.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Spawn particles should now be fixed for NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles, such as the hatchets that Trorks throw, have been adjusted to use movement states to prevent them from spinning forever.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client-predicted arrows getting stuck in ladders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Attacking with charged Mace swings with low mouse sensitivity will no longer cause the player to become stuck.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where mount movement settings were reverted as soon as they were applied.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some items, such as salt and tropical fences, dropping as something entirely different.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Kebabs and Skewers will now be held properly in the hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Eating food will no longer reset your mouse sensitivity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wheat is no longer edible.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stacked Seaweed can no longer be eaten to cause a missing interaction error.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ammo is no longer consumed in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated farming tools to require specific items to build rather than specific resource types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Watering cans should no longer skip valid blocks when watering.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crude shovels now correctly reference Stone Rubble in their recipe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feedbags and Fertilizer are now categorized as Tools rather than Potions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Petal items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Rubble items to use the parent description only.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Humanoid Detail Boxes have been updated to resolve a HitBox issue.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance of entities that prioritize various attitudes.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-world-block-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur at extreme coordinates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an exception error that could occur with prefab props having empty paths.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a NPE that can occur when a Crafting Bench is broken whilst in use.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed NPE in WorldSpawningSystem caused by wrongly asserted chunk components.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Worlds will no longer turn transparent at sunset.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added clamping to prevent fog from rendering inverted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug where some encounters did not properly inherit the weather of surrounding areas.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trees no longer overlap structures within Zone 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sewers will now generate correctly in Zone 4, always, and only, under cities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the River &amp; Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed BaseHeight positions not working with Offset Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some trees being able to break blocks around them when growing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Portal devices will now refund fragments if the portal worlds fail to generate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing use of partially-fuelled workbenches.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocks that have been destroyed by fire may no longer be interacted with as if they were undamaged.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gravel blocks are no longer unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placed Cane Ornaments are no longer unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tavern Planters now take multiple hits to break, and are broken faster with a hatchet.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feran Ribs and Small Green Crystals can now be placed correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Floating torches may no longer be placed on the north side of Stone Pillars.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where portals could be invalidated by interacting with the device too quickly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gravel blocks made up of two vertical Gravel slabs will no longer unexpectedly break if adjacent blocks are broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lava will now correctly burn entities as entity effects no longer incorrectly overwrite themselves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Decayed tilled soil will now update correctly once it has fully decayed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Furnaces should no longer attempt to process items when disabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with Salvage Benches not processing items correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Harvest Trophy now correctly displays interaction hints.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Redwood is now considered a Softwood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lumberjack Paintings no longer prompt players to interact with them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frozen Castle Platforms have had their hitboxes extended.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Royal Beds have had their hitboxes adjusted and the sleeping position improved.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Larkspur now drops the correct items when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placing Greenwood, Tropical, Deadwood or Cobble Hollow roof variants will now place the correct block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stacked slabs should now consume and drop the correct number of items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All half slabs should now stack correctly and drop the correct number of items when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iron chains now render correctly when held.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Runic Beams have had their textures updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Concrete roof textures have been fixed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various particle colors and block effect IDs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The T1 Furnace is now less transparent at certain angles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player avatars will now enter Minecarts instead of Minecarts teleporting under the player.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various duplicate item names.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed stalactites and rubble not belonging to the correct block sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some additional block set references to blocks that were missing them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some incorrect references with the Rock_Shale_Cobble_Corner item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed SeedOverride for Spawn Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced the amount of memory V2 Worldgen uses when loading prefabs. This should also result in faster asset reload speed, viewport refresh, and world creation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance of world generation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance for chunk reference storage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Tool, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-creative-tool-modding-plugin-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with the Asset Editor on startup.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when attempting to use Creative Tools with invalid or missing data.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when adding a number in the timeline editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that occurred when selecting nodes on the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when scrolling quickly between brushes with large previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to duplicate property keys when editing JSON source in the Asset Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed large previews rendering incorrectly with the Paste Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can no longer find themselves rotated and translated with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool’s selection box will now remain stationary when rotating its contents.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool’s Rotation Gizmo position will now correctly reset to center after undoing an action.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing 1x1x1 selections with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug preventing NPC scaling with the Entity Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entities not remaining frozen from the Entity Tool if the player leaves and rejoins the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Line Brush notifications no longer include unnecessary decimal places for diagonal lines.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed interpolation issues with the Brush tool on the axis plane.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug causing players to die in the Crossroads if the player exited out of the prefab editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug with the prefab editor menus causing players to sometimes be teleported to the wrong location.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug causing prefab anchors to incorrectly despawn.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Machinima Tool’s ActiveKeyFrame being displayed when there was no active one.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug preventing the .mach speed command from applying to the whole scene.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of stability issues relating to Undo/Redo with the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor now handles renaming node types better.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed mask blocks in brush settings being removed upon re-opening the mask setting UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">XZ flips should now flip blocks correctly when they are pitched or rolled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug where incorrect blocks would appear when rotating or translating fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed issues relating to rotation that would cause numerous instances of incorrect behaviour with entities, liquids, and previews being offset, unrotated, hidden, rotated incorrectly or duplicated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The hitboxes for rotated blocks should now match their visuals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The /importobj command once again allows singleplayer world owners to import any object from any path.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the /plugin reload command when a plugin has dependencies.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the /replace command ignoring empty blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug with Single Player worlds and image importing permissions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed logger warnings for missing animation keys.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-ui-display-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when trying to display corrupted world preview images.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when hovering over resource slots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when the number of memories required to unlock a craftable item isn’t retrieved correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various crashes that can occur if UI elements are missing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with nameless map markers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that can occur with Entity UI elements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when swapping cameras during world transitions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that can occur when servers send null interface commands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dynamic lighting should now render better when Shading Quality is set to Low.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Voice Chat UI will now be hidden if the HUD is toggled off via F8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Voice Chat UI will now be hidden if voice chat has been disabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Builder Tool Legend UI will no longer display a page number if there’s only one page.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players on servers will find that their configured maximum character length of messages will now be better adhered to.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Localized text that occurs within modals, such as within the Machinima Tool, will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of instances where localized text would cause clipping issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The profiling panel’s FPS stats and overlay now use real frame intervals, making them more consistent when Vsync or frame pacing is active.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed map markers sometimes not appearing on the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Map markers now take into account map scaling when determining if they are being hovered over.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleared first person animations when mounting NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where certain inputs could result in item stacks being dropped from the inventory rather than single items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with the Utility item wheel being offset when dragging and dropping stacks within the wheel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where player marker toggle settings didn’t persist across sessions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Holding ENTER when opening the Chat no longer discards the next key pressed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where holding down the ‘Invert camera’ key and changing between items on the hotbar could cause the camera to reposition rapidly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the mouse input could sometimes become stuck.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the ‘Reset To Defaults’ could cause some events to be lost.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various typographical issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various issues with localized text extending outside of the default UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed plural localization for mod and asset packs that failed to load or are outdated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed shutdown messages not being localized.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Various incorrect translations have been rectified.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-audio-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Entering a world will no longer result in the incorrect music or ambience playing temporarily.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where background music could resume from the middle of the track when returning to an area.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where spatial and center sources of audio could temporarily desync.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of assets that were utilizing duplicate sound sets:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Eggsac will now use the Cocoon sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wood_Breakable will now use the Wood sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tombstone will now use the Stone sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Poop will now use the Mud sound set.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Brazier, Torch and Campfire sounds and sound sets will now play correctly and use parenting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up Ore, Window and both Pot sound sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sounds within the UI should now play correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Cocoons and Spider Cocoons will no longer continue to make noise after bursting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lumberjack Lantern’s ambient SFX has been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where a number of block sets were using the sound sets for other material types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Filters should now be bound sound effects sooner, fixing issues where some sounds would not be muffled underwater.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of minor issues within the audio module.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">A NOTE ON THE MOOSE[url=https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-a-note-on-the-moose]</a></span></span><br />
</span>Moose have been slowed down by 20%. <span style="font-style: italic;" class="mycode_i">We are monitoring the situation following a recent incident that we are not prepared to discuss at this time.</span><br />
<img src="https://cdn.hytale.com/965325a9-c469-48fa-94bd-0953c8137324.png" loading="lazy"  alt="[Image: 965325a9-c469-48fa-94bd-0953c8137324.png]" class="mycode_img" /><br />
</span>]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_a01cc3a2-61eb-4e11-b84e-853c01afb95e.png" loading="lazy"  alt="[Image: blog_cover_a01cc3a2-61eb-4e11-b84e-853c01afb95e.png]" class="mycode_img" />It's been 10 weeks since early access launched, and this is already our 4th update!<br />
There's still a lot of work ahead of us. Our first updates were mostly bug fixes and foundational work. Not the flashiest stuff, but it's necessary. We're reworking major parts of the game, and that groundwork needs to be solid before we can build on top of it. We're really happy with the pace the team has been hitting, and once the foundations are in place, content will start rolling out fast.<br />
Update 4 is another foundation update at its core. The new blocks, for example, are the palette for the worlds, biomes, and dungeons we're building. Voice chat, emotes, and the social improvements are the first pieces of a much larger social layer that includes minigames. Everything here feeds into what comes next.<br />
We're grateful for the continued support and feedback. It's allowing us to grow the team even further. We've been hiring a lot of talented people and will continue to in the coming weeks!<br />
Speaking of which, the <a href="https://hytale.curseforge.com/newworldscontest/" target="_blank" rel="noopener" class="mycode_url">Hytale New Worlds Modding Contest</a> is still running in collaboration with CurseForge. &#36;100,000 USD prize pool, 65 total winners. Beyond the prizes, this contest is one of the ways we find talent. We believe in hiring from the community, and if you love working on worldgen, NPCs, or custom experiences, we want to see what you can do!<br />
To stay up to date, follow us on <a href="https://x.com/Hytale" target="_blank" rel="noopener" class="mycode_url">X/Twitter</a>, <a href="https://www.instagram.com/hytalegame/" target="_blank" rel="noopener" class="mycode_url">Instagram</a>, and <a href="https://bsky.app/profile/hytale.bsky.social" target="_blank" rel="noopener" class="mycode_url">Bluesky</a>, or join the official <a href="https://discord.gg/hytale" target="_blank" rel="noopener" class="mycode_url">Hytale Discord server</a>.<br />
And now, here's everything in Update 4!</span><br />
<span style="color: #ffffff;" class="mycode_color">]</span><br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">FULL UPDATE 4 CHANGELOG<br />
</span><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog" target="_blank" rel="noopener" class="mycode_url">[/url]</span><br />
<span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">AVATAR &amp; COSMETICS<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-avatar-cosmetics" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added an Emote Wheel! Express yourself in-game by holding down the ‘X’ key. This keybinding can be changed in the Settings menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 5 new Emotes:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Chicken, Kill, Laugh, Punch, and Tongue</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability for some emotes to loop. The Emote Wheel will display an icon to indicate which emotes currently loop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added 7 new Hairstyles:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated 3 existing Hairstyles:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Puffy Bubble Braids, Afro Puffs, and Puffy Bun</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">The player Avatar will now animate differently when falling from a great height.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">One of the Basic Sandals cosmetics is now referred to as Leather Sandals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Long Sleeved Tunic is now referred to as Cotton Tunic.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Puffy Ponytail is now referred to as Puffy Bun.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">ITEMS &amp; EQUIPMENT<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-items-equipment" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Pink Crystal Shards, dropped from Pink Crystals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fishing traps may now be placed closer to other blocks, in shallow water, and will now always display their placement preview.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The bow can no longer be drawn if you have no ammunition.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hatchets, pickaxes and shovels will now also lose durability if used on wood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Numerous changes to how Watering Cans function:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">They now use a Template parent and have configurable width and depth for area of effect watering</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They can now be charged to water a 3x3 area</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Their capacity has increased from 20 to 50</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They can be placed on the ground when crouching, returning empty Watering Cans if broken</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">They now water exclusively with the Secondary interaction key for consistency with the Hoe.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sickles may now be swung repeatedly by holding down the input.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Item tooltips will no longer display the entity stat MagicCharges.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The previews for the ‘Crude Bed’, ‘Crude Repair Kit’ and ‘Iron Repair Kit’ have been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the visual effects for Sword impacts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the visual effects for the Harvest Trophy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Seaweed - Middle’ is now referred to as ‘Stacked Seaweed’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Red Cobble Blocks’ are now referred to as ‘Red Sandstone Cobble Blocks’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘White Cobble Blocks’ are now referred to as ‘White Sandstone Cobble Blocks’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles launched by the LaunchProjectile interactions now use the FlyIdle animation instead of the Idle animation.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">POTION CHANGES<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-potion-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Health Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lesser Health Potions now restore 15% health instantly and another 15% after 5 seconds for 30% total restored. They have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Health Potions now restore 15% health instantly and another 30% after 5 seconds for 45% total restored. They have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Health Potions now restore 25% health instantly and another 50% after 5 seconds for 75% total restored. They have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Health Potions now restore 35% health instantly and another 55% after 5 seconds for 90% total restored. They have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stamina Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">All Stamina Potions are consumed faster to account for default stamina regeneration.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stamina Potions now restore 60% stamina instantly and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Energy Potions:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Normal and Large potions have updated models.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iridescent potions have updated textures.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All consumable potions now use the Potion_Template and have item Quality levels.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">CRAFTING &amp; WORKBENCHES<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-crafting-workbenches" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Tiers 3, 4 and 5 to the Alchemist’s Bench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed Tiers 9 and 10 from the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now continue processing items even if their chunks are unloaded.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now resume processing items if their full output slot is emptied.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches will now use the world game for their calculations instead of real time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Due to the above change, Workbenches will now display a warning tooltip if world time is stopped.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches now display how many items are currently queued to be crafted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbenches now display the rarity of items you can create.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Coloured Cloth Blocks can now be refined correctly at the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More Sapling varieties may now be crafted at the Farmer’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Rock, Wood and Metal full blocks can now be used to craft Half Slabs and Stairs at the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed all Runic sets from the Builder’s Workbench. They remain accessible through the Creative Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gold Ingots can now be converted to Gold Bricks using the Builder’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The crafting requirements for Health, Stamina, and Energy potions have been reworked.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Copper and Iron Sickles, craftable at the Farming Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Builder’s Workbench has had its crafting time reduced from 2 seconds to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Campfire, Crude Bedroll and Wooden Chest have had their crafting time reduced from 1 second to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crude Torch has had its crafting time reduced from 0.5 seconds to instant.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty Small and Large Potion Bottles can now be crafted at the Alchemist’s Workbench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure crop seeds are now crafted at the Alchemist’s Workbench and have had their crafting requirements changed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crystal Fertilizer has been added and can be crafted at the Alchemist’s Workbench. It is a requirement for Blood, Storm and Azure crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure plants can be salvaged at the Salvager’s Workbench to produce their respective petals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Workbench assets are now configured to have a BenchBlock component, rather than exist with a ‘crafting’ state.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WORLD &amp; BLOCKS<br />
<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Block Sets &amp; Materials</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-new-block-sets-materials" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">40 new blocks have been added to the Cloth block set, including stairs and half slabs for each colour.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 30 new blocks have been added to the Cooled Magma block set, including bricks, cobble, stalactites and rubble.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 20 new blocks have been added to the Chalk block set, including cobble and rubble.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 10 new blocks have been added to the Slate Brick block set.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Over 10 new blocks have been added to the Limestone block set, and its textures have been expanded upon.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Dead Coral block set, accessible in Creative Mode.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rock &amp; Soil Expansion<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-rock-soil-expansion" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added half slabs for most naturally occurring rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added stairs with connections for all natural rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added beams for all naturally occurring rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added gravel and gravel half slabs for all rock types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added stalactites and rubble for Magma Cooled and Chalk sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Performed a consistency pass on Dirt and Grass block sets, adding full grass, stairs, and half slabs for all existing dirt types, plus new Wet and Lush dirt types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the coloured Clay textures.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wood &amp; Tree Systems<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-wood-tree-systems" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added the Apple, Camphor, Spiral, and a fully redesigned Frostwood tree species.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All existing tree types have had their tree growth stages configured.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sapling textures have been added for each tree species.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Seedbag textures and icons have been updated for all saplings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stormbark trees have had their roots removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fire, Ice and Bamboo trees now have branches and roots, and its wood can be crafted into stairs and half slabs.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Roof Blocks<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-roof-blocks" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Roof blocks for all build sets now properly connect dynamically.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Expanded existing hide and leather tent roofs with steep/shallow variations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added yellow, green, white, and dark blue Cloth Roof block sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added red, orange, yellow, dark green, and blue Modern Cloth Roof block sets, accessible via the Creative Inventory.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fences &amp; Walls<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-fences-walls" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added T-junction and four-way junction support for all fences and walls.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cybercity Assets (Creative Mode)<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-cybercity-assets-creative-mode" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span>We are releasing a first subset of sci-fi blocks for creative building!</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Iron, Copper, Zinc and Bronze modern metal block sets, including new pipe blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a selection of coloured Lightsource blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Neon Signs, Windows, Posters, and an Arcade Machine for the Cybercity set.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Additional Creative Assets (Creative Mode)<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-additional-creative-assets-creative-mode" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added 5 new ‘Build’ greyboxing block sets for Creative mode use.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a Red Flag and Orange Flag for Creative mode constructions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some seasonal decorations, accessible via the Creative Inventory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some decorative moving boxes, accessible via the Creative Inventory.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Naming, Display Conventions &amp; Categorization<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-naming-display-conventions-categorization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added ‘Wood’, ‘Metal’, ‘Cloth’ and ‘Technical’ subcategories and removed the ‘Structural’ subcategory within the Creative Inventory. Several blocks have now been moved to these new categories.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Standardized display names for half slabs, stairs, roofs, metal blocks, beams, bricks, and sandstone types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The smaller of the two Campfire blocks is now referred to as ‘Small Campfire’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Summer Grass’ is now referred to as ‘Sunny Grass’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">‘Wooden Wall - Crossed Trestle’ blocks have been renamed to indicate their colour.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Additional World &amp; Blocks Changes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-world-blocks-additional-world-blocks-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a Backup management interface that will attempt to recover broken worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reconfigured the Oasis Portal Spawns to ensure players spawn within the oasis basin.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Oasis Biome to improve performance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Worlds can now be configured to disable fluids from spreading. This can be further customized using the command /world settings disabledfluidtickers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pillars may now be placed sideways.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Lumberjack Lamp may now be placed facing different directions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Decorative chains and brick beams can now support more decorative blocks hanging from them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Windows and Cloth Roof blocks no longer require other blocks to support them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Chandeliers can hang from more block types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blue Winter Seaweed now produces bubbles and the amount of oxygen it grants has been modified.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Coloured Wooden Wall and Smooth Clay blocks have been polished to match natural clay counterparts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the dirt fragment spawner colour to match neutral soil.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved handling of extreme coordinates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked item containers to block components, reducing lag and preventing issues with chests when unloading.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced allocation in various areas for spawn positions. This should improve the performance of various world generation features.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dirt and Grass block variations now have a family assigned.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A template has been created for Soils.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the world generation prop system, adding new modular features and deprecating monolithic ones.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Entities &amp; Encounters<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-entities-encounters" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Defeated NPCs will now trigger death particles and drop items when their body disappears.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Black and white wolves will now fight as a pack, periodically attempting to flank their prey and attempting to retreat when injured.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Elemental Golems have had their animations and interactions updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Temple Golems now each drop their respective gem type.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Earth Crystal Golems drop Emeralds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Flame Crystal Golems drop Rubies.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frost Crystal Golems drop Sapphires.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sand Crystal Golems drop Zephyrs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thunder Crystal Golems drop Topazes.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moose have been slowed down by 20%.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Goats and Goat Kids have updated animations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skrill can now lay eggs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced the number of checks required to be performed whether an NPC was able to breathe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new separation mode to NPCs, which is less random and easier to control. This is backwards compatible with existing NPC configurations.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new conditions and a filter to allow NPCs to act or use attacks based on being buffed or debuffed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a non-scaled switch response curve for the Combat Action Evaluator. This will enable the returning of an initial state value before a defined switch point and a final state value upon reaching it.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Proximity Voice Chat has been added. More information can be found in the Headline Features section.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented dual source blending with a center source to improve the audio experience with the Headphones (Stereo) setting. Positional audio should now feel less in one ear.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Genesis has been returned to the game in Zone 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Traveling Band has been added to Zone 1 during the night.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placeholder music and ambience has been added to Zone 4 caves and sewers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 1 mountain ambience will now differ based on the player’s altitude.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated reverb functionality for Caves, Forest, Mountain &amp; Savanna.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pausing the game will now muffle non-UI sounds instead of silencing them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Recording and restoring memories now plays sound effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased the max number of sound event layers from 4 to 8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Audio emitters have been updated to allow users to better specify where sounds are played from.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated block sound set assets to support parenting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the Torch_Stone sound set for stone torches.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Quality of Life<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-ui-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Players may now have multiple instances of Hytale running simultaneously. To reduce the risk of save corruption, players are advised against opening the same world multiple times simultaneously.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now hold the Drop Item button and mouseover items in your inventory to drop stacks of items in Adventure Mode, or destroy them in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The backpack in the Player Inventory now shows how many item slots are currently being used.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gatherable items now result in a ‘Pick’ interaction hint.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Doors, fences and trapdoors now result in an ‘Open’ interaction hint.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tooltips now use explicit text styling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Personal, shared and player markers will now always be visible on the Map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Server Player list now also includes an option to mute individual players.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to write complex strings in commands.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Examples being “/say”, or “/ban &lt;reason&gt;” commands with potentially multiple apostrophes.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Instance teleportation is now added to the teleport undo history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Items used for Creative Tooling may now be marked as ‘Technical’.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reorganized the Creative Mode quick settings.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reorganized the settings into more appropriate categories and removed redundant settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Simplified wording for complex-looking quick settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Quick Replace setting.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the drag grip icon in the Creative Mode quick settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added client &amp; server log shortcuts to Creative Tools Help Menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the audio debug information within the F7 profiling window.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Introduced two configurable world map radius limits: per-world and server-wide.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to configure a per-world override on minimap radius.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to configure a server-wide clamp on minimap radius.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the Noesis UI folder from <span style="font-style: italic;" class="mycode_i">Game/</span> to <span style="font-style: italic;" class="mycode_i">Shared/</span></span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved the <span style="font-style: italic;" class="mycode_i">Fonts/</span> folder into the Noesis UI project folder <span style="font-style: italic;" class="mycode_i">UI/</span></span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Halved the bandwidth usage of the worldmap.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up the input system.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Localization and Font Changes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-localization-and-font-changes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Introduced a font fallback support cache.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Ukrainian language option.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the charset to include the Latin Extended-A range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented support for CJK fonts.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the CJK font atlases to contain punctuation symbols.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for Traditional Chinese glyphs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased font quality for Simplified and Traditional Chinese.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added detection upon the game starting as to whether the user needs to load an additional font (CJK) if they have ‘Use System Language’ set.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to replace characters typed with other characters.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">For example, various languages use different apostrophes; They will now be replaced with a unified one to allow players seamless item searching regardless of the apostrophe used</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the localization that takes place upon disconnecting to cover more cases.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added localization support for the Machinima tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added additional translation support for map marker keys, the ui-gallery command window and backup frequency world settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the protocol, supporting formatted and translated messages being displayed upon being disconnected from a server.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up localization code.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Tools<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-modding-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Mod Management UI has been updated and moved to its own section within the World Settings Screen. You can now view mod versions, icons, and other details. A warning icon is displayed when a mod targets a different game version.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now select which mods folder to create their asset pack in.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Asset Pack Save Browser that lets users select or create asset packs to save prefabs into. This replaces the previous behaviour of always saving to the server’s default prefabs directory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prefabs loaded from asset packs now override internal ones.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an icon to clearly identify modded worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now specify a fallback server for when players disconnect unexpectedly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now use any unique substring of a command argument to access that command argument. For instance, if there are only the arguments ‘--cat’ and --dog’, ‘--at’ will return the former.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Time of Day’ and ‘Weather’ to the Creative Mode Quick Settings menu that will adjust the environment for the client only.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a ‘Reset Environment’ button to the Creative Mode Quick Settings menu that resync’s the client and server’s environmental settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server exits due to ‘MOD_ERROR (code 9)’ will now provide an option to navigate directly to the new Mod Management UI screen.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Error messaging has been added to the /copy command for when too many blocks are selected.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ‘/pedit back’ command to quickly alternate to and from the prefab editor world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The ‘.mach speed’ command will now only target the active actor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added item HUD UI support, allowing for Custom UIs to be created for all items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added PlayerRemovedFromWorldEvent that allows plugin developers to create customisable, optional messages that can be broadcast when someone leaves the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added ‘Spawn’ settings to the PortalType asset, including SpawnProviderOverride, allowing developers to specify where a return portal is placed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to have triggered cooldowns for input actions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisPath, enabling visualization of NPC pathing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the /npc descriptors command, which generates an NPC descriptors file.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPC templates have had the following adjustments:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Action elements can now be selectively disabled with the Enabled flag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Beacon action’s Range field can now be computed from template variables.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Relocated the StatModifiersManager to the EntityStatMap component.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Rock Beams have been made children of Rock_Stone_Beam.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All Gravel blocks have been reparented to Soil_Gravel and Soil_Gravel_Half.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Resource types now reference item IDs directly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All instances of the HardRocks gather type have been replaced with Rocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for config schema generation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented the ability to trigger sounds in a Noesis UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented CommandInteraction which adds the ability to run a command from an interaction.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Started work to move the server to use the JOML math library.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added commands for server admins to bootstrap the auto-update layout from a bare JAR file.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Tools<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-modding-tools-creative-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Creative Inventory for Creative Tools has been re-organized!<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The first page contains tools that are most commonly used, or are good introductory tools.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The second page contains tools that have more specific uses.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The third page contains brush filters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The fourth page contains tools and blocks related to prefab editing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The fifth page contains tools related to making machinima.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new Creative Tool: Revolve. This new tool allows you to paste rotations of your current selection any number of times or fully around a center point.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Overhauled the /replace command:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Moved swap and regex from flags into subcommands, allowing each variant to use arguments without conflicts</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added block mask support to the ‘from’ argument, enabling spatial mask syntax like &gt;Block or !Block</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added additional validation.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Builder tool inputs (arguments) have been made optional and no longer sorted alphabetically.<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Builder tools can now have their inputs sorted based on how they are placed in the item's JSON.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added shape and size inputs back to builder tools that had them missing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed check-boxes for enabling the ‘Empty’ filter in mask settings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added undo group size quick settings for Builder Tools, allowing for easier undoing of larger edits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added support for prefabs to undo in scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Undo shortcut can now be used while not holding any creative tools in Creative mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Enhanced the material support for Builder Tools to now include holders, fillers, fluids and other storable types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the /rotate and /flip command reliability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now specify a default rotation angle and axis for Creative Brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted brushes can now rotate shapes using rotation angle, axis and origin of rotation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted brushes that have an item associated with them will now load the item with the brush. If an item is not associated with the brush, it will instead load the template item with basic parameters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the size scaling and made it easier to select various Creative Tool Gizmos.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the Selection Tool’s Rotation Gizmo to make rotating selections more intuitive.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool can now be closed by right clicking with the shift key held down.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool will now allow you to select a region without holding down the left mouse button.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The performance of all Creative Tools has been improved significantly, typically allowing more blocks to be previewed, faster than before.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Significantly improved the performance of the Creative Tool’s previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Sculpt Tool can once again use the material selector.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The material selector will now show material percentages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Grass Brush has been re-added and updated to work on most surfaces.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Empty brush and tool edits no longer get registered to the tool history, or trigger notifications.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The deselect command will now be registered to the tool history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fluid changes now contribute towards the block count when saving Creative Tool edits to history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changes made with tints are saved to the tool’s history.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a legend to the Tint brush.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tints now support blending and varying opacities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can now blend colours and pick colour existing tints using Shift + LMB.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Laser Pointer tool may now be used to direct others’ attention towards the sky.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a hotkey to travel between the Prefab Editor World and the last world visited. By default this is ALT+T.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added legends to tools that require a lot of configuration but did not previously have them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented high DPI for the asset editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the NodeEditor to Noesis 3.2.1.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor now includes tooltips for world-gen V2 nodes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the order of props within the Node Editor menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Migrated from polling to events within Builder tools and Machinima.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Accessibility<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#full-update-4-changelog-accessibility" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Implemented support for Windows ClickLock feature.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">BUG FIXES &amp; PERFORMANCE IMPROVEMENTS<br />
</span><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements" target="_blank" rel="noopener" class="mycode_url"></a></span><br />
</span><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat, NPC &amp; Item Fixes</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-combat-npc-item-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur related to mount movement.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a NullPointerException error that can occur with incorrectly configured gathering fields.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an edge case with NPCs getting stuck if they lost a jumping target under certain conditions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">NPCs will no longer follow items at an infinite range.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mounts will no longer be able to sprint indefinitely in fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mount movement settings should no longer linger if the mount is killed by a teleporter.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Spawn particles should now be fixed for NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Projectiles, such as the hatchets that Trorks throw, have been adjusted to use movement states to prevent them from spinning forever.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client-predicted arrows getting stuck in ladders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Attacking with charged Mace swings with low mouse sensitivity will no longer cause the player to become stuck.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where mount movement settings were reverted as soon as they were applied.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some items, such as salt and tropical fences, dropping as something entirely different.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Kebabs and Skewers will now be held properly in the hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Eating food will no longer reset your mouse sensitivity.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wheat is no longer edible.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stacked Seaweed can no longer be eaten to cause a missing interaction error.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ammo is no longer consumed in Creative Mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated farming tools to require specific items to build rather than specific resource types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Watering cans should no longer skip valid blocks when watering.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crude shovels now correctly reference Stone Rubble in their recipe.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feedbags and Fertilizer are now categorized as Tools rather than Potions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Petal items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the descriptions for Rubble items to use the parent description only.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Humanoid Detail Boxes have been updated to resolve a HitBox issue.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance of entities that prioritize various attitudes.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-world-block-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur at extreme coordinates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an exception error that could occur with prefab props having empty paths.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a NPE that can occur when a Crafting Bench is broken whilst in use.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed NPE in WorldSpawningSystem caused by wrongly asserted chunk components.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Worlds will no longer turn transparent at sunset.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added clamping to prevent fog from rendering inverted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug where some encounters did not properly inherit the weather of surrounding areas.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Trees no longer overlap structures within Zone 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sewers will now generate correctly in Zone 4, always, and only, under cities.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the River &amp; Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed BaseHeight positions not working with Offset Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some trees being able to break blocks around them when growing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Portal devices will now refund fragments if the portal worlds fail to generate.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing use of partially-fuelled workbenches.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blocks that have been destroyed by fire may no longer be interacted with as if they were undamaged.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gravel blocks are no longer unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placed Cane Ornaments are no longer unbreakable.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tavern Planters now take multiple hits to break, and are broken faster with a hatchet.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Feran Ribs and Small Green Crystals can now be placed correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Floating torches may no longer be placed on the north side of Stone Pillars.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where portals could be invalidated by interacting with the device too quickly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Gravel blocks made up of two vertical Gravel slabs will no longer unexpectedly break if adjacent blocks are broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lava will now correctly burn entities as entity effects no longer incorrectly overwrite themselves.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Decayed tilled soil will now update correctly once it has fully decayed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Furnaces should no longer attempt to process items when disabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with Salvage Benches not processing items correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Harvest Trophy now correctly displays interaction hints.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Redwood is now considered a Softwood.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lumberjack Paintings no longer prompt players to interact with them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Frozen Castle Platforms have had their hitboxes extended.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Royal Beds have had their hitboxes adjusted and the sleeping position improved.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Larkspur now drops the correct items when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Placing Greenwood, Tropical, Deadwood or Cobble Hollow roof variants will now place the correct block.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Stacked slabs should now consume and drop the correct number of items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All half slabs should now stack correctly and drop the correct number of items when broken.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iron chains now render correctly when held.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Runic Beams have had their textures updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Concrete roof textures have been fixed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various particle colors and block effect IDs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The T1 Furnace is now less transparent at certain angles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player avatars will now enter Minecarts instead of Minecarts teleporting under the player.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various duplicate item names.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed stalactites and rubble not belonging to the correct block sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added some additional block set references to blocks that were missing them.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some incorrect references with the Rock_Shale_Cobble_Corner item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed SeedOverride for Spawn Positions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced the amount of memory V2 Worldgen uses when loading prefabs. This should also result in faster asset reload speed, viewport refresh, and world creation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance of world generation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved the performance for chunk reference storage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Creative Tool, Modding &amp; Plugin Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-creative-tool-modding-plugin-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with the Asset Editor on startup.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when attempting to use Creative Tools with invalid or missing data.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when adding a number in the timeline editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that occurred when selecting nodes on the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when scrolling quickly between brushes with large previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to duplicate property keys when editing JSON source in the Asset Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed large previews rendering incorrectly with the Paste Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players can no longer find themselves rotated and translated with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool’s selection box will now remain stationary when rotating its contents.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Selection Tool’s Rotation Gizmo position will now correctly reset to center after undoing an action.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing 1x1x1 selections with the Selection Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug preventing NPC scaling with the Entity Tool.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entities not remaining frozen from the Entity Tool if the player leaves and rejoins the world.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Line Brush notifications no longer include unnecessary decimal places for diagonal lines.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed interpolation issues with the Brush tool on the axis plane.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug causing players to die in the Crossroads if the player exited out of the prefab editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug with the prefab editor menus causing players to sometimes be teleported to the wrong location.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug causing prefab anchors to incorrectly despawn.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the Machinima Tool’s ActiveKeyFrame being displayed when there was no active one.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug preventing the .mach speed command from applying to the whole scene.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of stability issues relating to Undo/Redo with the Node Editor.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Node Editor now handles renaming node types better.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed mask blocks in brush settings being removed upon re-opening the mask setting UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">XZ flips should now flip blocks correctly when they are pitched or rolled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug where incorrect blocks would appear when rotating or translating fluids.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed issues relating to rotation that would cause numerous instances of incorrect behaviour with entities, liquids, and previews being offset, unrotated, hidden, rotated incorrectly or duplicated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The hitboxes for rotated blocks should now match their visuals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The /importobj command once again allows singleplayer world owners to import any object from any path.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the /plugin reload command when a plugin has dependencies.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed the /replace command ignoring empty blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug with Single Player worlds and image importing permissions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed logger warnings for missing animation keys.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-ui-display-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when trying to display corrupted world preview images.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when hovering over resource slots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur when the number of memories required to unlock a craftable item isn’t retrieved correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various crashes that can occur if UI elements are missing.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that could occur with nameless map markers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that can occur with Entity UI elements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when swapping cameras during world transitions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash that can occur when servers send null interface commands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dynamic lighting should now render better when Shading Quality is set to Low.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Voice Chat UI will now be hidden if the HUD is toggled off via F8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Voice Chat UI will now be hidden if voice chat has been disabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Builder Tool Legend UI will no longer display a page number if there’s only one page.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players on servers will find that their configured maximum character length of messages will now be better adhered to.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Localized text that occurs within modals, such as within the Machinima Tool, will now render correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of instances where localized text would cause clipping issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The profiling panel’s FPS stats and overlay now use real frame intervals, making them more consistent when Vsync or frame pacing is active.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed map markers sometimes not appearing on the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Map markers now take into account map scaling when determining if they are being hovered over.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleared first person animations when mounting NPCs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where certain inputs could result in item stacks being dropped from the inventory rather than single items.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with the Utility item wheel being offset when dragging and dropping stacks within the wheel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where player marker toggle settings didn’t persist across sessions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Holding ENTER when opening the Chat no longer discards the next key pressed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where holding down the ‘Invert camera’ key and changing between items on the hotbar could cause the camera to reposition rapidly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the mouse input could sometimes become stuck.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where the ‘Reset To Defaults’ could cause some events to be lost.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various typographical issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various issues with localized text extending outside of the default UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed plural localization for mod and asset packs that failed to load or are outdated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed shutdown messages not being localized.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Various incorrect translations have been rectified.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio Fixes<a href="https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-audio-fixes" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Entering a world will no longer result in the incorrect music or ambience playing temporarily.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where background music could resume from the middle of the track when returning to an area.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where spatial and center sources of audio could temporarily desync.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of assets that were utilizing duplicate sound sets:<br />
<br />
</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Eggsac will now use the Cocoon sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wood_Breakable will now use the Wood sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tombstone will now use the Stone sound set</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Poop will now use the Mud sound set.</span><br />
</li>
</ul>
</li>
<li><span style="color: #ffffff;" class="mycode_color">Brazier, Torch and Campfire sounds and sound sets will now play correctly and use parenting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up Ore, Window and both Pot sound sets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Sounds within the UI should now play correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scarak Cocoons and Spider Cocoons will no longer continue to make noise after bursting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lumberjack Lantern’s ambient SFX has been updated.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where a number of block sets were using the sound sets for other material types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Filters should now be bound sound effects sooner, fixing issues where some sounds would not be muffled underwater.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a number of minor issues within the audio module.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">A NOTE ON THE MOOSE[url=https://hytale.com/news/2026/3/hytale-patch-notes-update-4#bug-fixes-performance-improvements-a-note-on-the-moose]</a></span></span><br />
</span>Moose have been slowed down by 20%. <span style="font-style: italic;" class="mycode_i">We are monitoring the situation following a recent incident that we are not prepared to discuss at this time.</span><br />
<img src="https://cdn.hytale.com/965325a9-c469-48fa-94bd-0953c8137324.png" loading="lazy"  alt="[Image: 965325a9-c469-48fa-94bd-0953c8137324.png]" class="mycode_img" /><br />
</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hytale Patch Notes - Update 3]]></title>
			<link>https://hytaleforum.xyz/thread-4.html</link>
			<pubDate>Mon, 15 Jun 2026 16:08:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-4.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_c45813e9df083c6cf5657213c2e1884e_hytale2026_02_17_14_23_18_1.png" loading="lazy"  alt="[Image: blog_cover_c45813e9df083c6cf5657213c2e18...3_18_1.png]" class="mycode_img" /></span><br />
<span style="color: #ffffff;" class="mycode_color">Hytale's 3rd update is here, four weeks into Early Access! Our release rhythm going forward: weekly pre-release patches for testing, bundled into a stable update every 2 to 6 weeks once things feel solid.<br />
Beyond regular updates, we're building chapters, larger content drops that unfold the Cursebreaker arc in Exploration Mode. We won't spoil the story, but here's the shape of it: the Cursebreaker arc is how Hytale progresses through Early Access, chapter by chapter, until the final chapter puts Orbis within reach and we step into full release.<br />
We've been growing the team, and we're proud to say that several hires have come straight from the modding community! Thank you for your support, your feedback, and for being here from the start!<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><br />
Headline Features<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#headline-features" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Animal Taming</span> - Added an early version of taming! Some of the friendlier animals you find in your adventures can now be tamed, provided you have their favourite food in hand</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals can be petted with an empty hand and fed once in a while - some of them can also be milked, sheared, or mounted</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals won't run away from players (unless they're hit), and will occasionally greet them</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">User-Placed Map Markers</span> - Create custom markers anywhere on your map with customizable names, icons, and colors</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Share markers with other players in multiplayer</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New gameplay settings to toggle marker visibility on map and compass</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Delete markers via the map context menu</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Localization</span> - Brazilian-Portuguese and Russian have been added as our first new in-game language options, kicking off the first phase of our localization efforts. A huge thank you to our community translators who have been instrumental in making this happen! Additional languages will be introduced in the coming weeks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Avatar Presets</span> - Edit, save, and swap between up to 5 Avatar customizations</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Sickles</span> - Added Sickles, capable of harvesting multiple crops in a single swing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Climbing Overhaul</span> - Updated climbing, enabling side-stepping, dropping down, and rotating around ropes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Fire Spread System &amp; Goblin Flamethrower</span> - Added a new fire spread system (fluid ticker) and the Goblin Flamethrower</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Can be used to unleash flames upon nearby foes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative mode only for now</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grass Spreading</span> - Added random block ticking and the spreading of grass</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Anchor UI System</span> - Added an Anchor UI system, enabling server plugins to add UI elements to client pages, such as the world map. This will allow modders to insert into various predefined points as we add them<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Avatar &amp; Cosmetics<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#avatar-cosmetics" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">New Clothing &amp; Accessories:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New Hat: Tweed Hat</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Overtop: Mage Shirt</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Shoes: Styled Flats, Wedge Shoes, Shaped Sneakers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New color variations for Fashionable Shoes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Construction Hard Hat</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Spiked Bracelets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hairband</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 new Skirts (Plaid and Punk)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Black and Red Iron color variation for metals</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Hair &amp; Face:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">6 new Haircuts: Spikey Mohawk, Magical Pigtails, Double Braided Ponytail, Long Braided Ponytail, Puffy Bubble Braids, and one additional new haircut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for the Morning haircut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">4 new Facial Hair Styles: Split Moustache, Pinstripe Moustache, Anchor Beard, Viking Beard</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 additional Eye Shapes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 new Makeup Variations (Blush and Eyeliner)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Other:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Overpants are now referred to as Legwear<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat &amp; Items<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#combat-items" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Weapon Adjustments &amp; Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Adjusted damage value inconsistencies and upgrade differences across some weapon tiers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the guarding stamina costs that were previously misconfigured for certain drop-only weapons</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All spear types should now consistently stack up to 5 and be throwable</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated ranged weapon aiming ballistics</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved accuracy</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added randomized hitbox offsets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added VisAiming debug flag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortbows and Crossbows can now use ammo directly from the backpack</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Necromancy Grimoire Improvements:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Summons no longer take damage from their summoner (and vice versa)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Summons now respond when the player is attacked, not just when attacking</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Summons are faster and more aggressive</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added variety to the types of skeletal minions that are raised, including a ranged variant</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NPC &amp; Enemy Changes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Refactored Rhino Toad attacks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated several NPCs with improved target switching behavior</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Misc:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved in-hand positioning for Ingots and Sticks<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gameplay<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#gameplay" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Map &amp; Navigation:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated map marker icons and improved their display resolution</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player names are now always rendered on the map and are more readable when zoomed in</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Compass now shows different icons based on vertical distance (above/below you)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Teleport option is now hidden for map markers when in Adventure gamemode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Player, Spawn, and Home icons</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved World Map marker text clarity</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Inventory &amp; Interaction:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sort keybind now works in the player's inventory</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added "Take All" functionality for processing bench output items</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shift-dragging now quickly transfers items between inventories</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked utility wheel quick swap to include the inactive slot</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Crafting &amp; Benches:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reduced Farming Bench tier requirement for Chicken Coop from 5 to 3</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the requirements for Farmers Benches:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tier 4 now requires Drywood Log instead of Redwood Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tier 6 now requires Redwood Log instead of Drywood Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the crafting times for several early-game items:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crude ammo, weapons, and tools now craft instantly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Builders Bench craft time reduced from 3 seconds to 2 seconds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Chicken Coop craft time reduced from 4 seconds to 2 seconds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dough is now produced using refillable Tankards</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tankards are now crafted via the Farming Bench</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World &amp; Entities:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Doors no longer close when blocked by entities or players</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Teleporters now require you to clear a short distance before re-use</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Minecarts no longer move when stuck</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Kweebec Chests now support placing blocks on top</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed NPCs in a Coop transforming into other NPCs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed being able to capture a dead NPC with the Capture Crate</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Klops Merchant no longer trades signs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ophidiophobia mode now replaces Hatworm with Larva_Silk model</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Systems:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved Fluid, Mounts, and Crafting systems</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved multiple modules: Teleporter, NPCReputation, NPCObjectives, Farming, Memories, Camera, and Bed<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blocks &amp; World<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#blocks-world" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">New Blocks &amp; Variants:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Re-added Incandescent Volcanic Rock</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New block textures and variants:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thorium Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Basalt Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Magma Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mud Dry Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated crack variants for 4 Ore blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Lime block variants:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Gravel</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Rock</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Medium Lime Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Stalactite (Large and Small)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Textures:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated Cobalt texture</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Weather &amp; World Settings:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Default_Flat and Default_Void weather configurations for their respective world instances<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Content &amp; Encounters<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#content-encounters" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Environments &amp; Regions:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added complex spawn locations in the Taiga region, especially near rivers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved weather VFX for Zone 1</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Integrated new Outlander village environment</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Refactored encounters across all zones</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new encounter environments:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 3 Trork</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 4 Village and Forest</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 4 non-Forest and non-Swamp biomes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Standardized spawn marker deactivation range to 150</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NPCs &amp; Creatures:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a green variation of the Rhino Toad</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of prefabs, removing workbenches and chicken coops from several of them</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Furnaces:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added T2 Furnace</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New model, textures, and animations</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for T1 Furnaces<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated sword swing and impact sounds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented separation between Stereo Headphone and HRTF Headphone modes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Output mode options have been extended to cover Speakers (Stereo), Headphones (Stereo), and Headphones (3D Audio)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased max instance limit for Furnace opening sounds<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Quality of Life</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Bed sleeping notifications</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Notifications and SFX now play when other players attempt to sleep</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Window Size option in video settings</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved container action keybind indicators to a better position</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated chest/bench keybind tooltips when keybinds are unassigned</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated workbench chest connection radius text to be clearer</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated feedback interface</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bug reports separated from other feedback</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warps are now sorted alphabetically in Teleporter UI</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced context menu background opacity</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up text and updated death messages</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented HideFromTooltip in EntityStatType</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a confirmation message when attempting to swap Avatar Presets with unsaved changes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Avatar Presets counter to the Add Preset button</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved navigation of longer server lists</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a scrollbar to aid navigation for users with a large number of mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Font Fallback Support</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Client now fetches glyphs from fallback fonts when missing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Enables support for non-Latin languages</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Noto Sans as a secondary fallback font for Cyrillic glyphs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked item tooltips to better support localization</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased the dimensions of some UI elements to better support localization<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Tools<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#modding-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Mod Management:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added mod enable and disable support from UserData/Saves/&lt;save&gt;/mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added server version checks for plugins and asset packs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Newly created asset packs are now enabled by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added option to skip mod validation in single player</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mod validation issues now block server startup unless flagged</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a warning when loading into worlds with missing mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added duplicate plugin detection warnings</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Creative Tools:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Creative Hub is now referred to as the Crossroads</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a 'Return to Crossroads' button on the World Map for Creative Worlds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added /layer command</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Applies layering to selected areas</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Paste tool:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hold-down key support</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Undo and redo</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Smoother multi-directional movement</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changed the draft brush shape to Sphere, instead of Cube</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities will now rotate and render in the Selection tool's rotate/translate mode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added parameter to toggle replacing empty block materials</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Machinima:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Removed some older debug commands and improved validation for the Machinima tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to change the playback speed within the Machinima tool</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Debug &amp; Visualization:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added 3D audio source visualization for debugging</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added NPC sensor and view debugging visualization</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisLeashPosition, enabling visualization of NPC leashing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisFlock, enabling visualization of flock membership and structure</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Technical:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">MapEditor and ListEditor now use correct models</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Test NPC for showcasing multi-interaction setups</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated packet handlers for builder tools to utilize the World packet handler for world-specific packets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Renamed light radius to bright radius and set the default to 1 so that light color is maintained</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added exact rotation support for Materials</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Bound PositionProvider for Spawn Meshes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added YSampled Density node</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Performance optimization for WorldGen V2</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added configurable spawn positions for portal biomes<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Performance, Stability &amp; Bug Fixes[url=https://hytale.com/news/2026/2/hytale-patch-notes-update-3#performance-stability-bug-fixes]</a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Security:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed directory traversal vulnerabilities in worlds and prefabs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an exploit that could allow users to run commands on behalf of other connected players</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Performance:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved world generation performance</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Optimized client asset sizes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the world map and chunk updates to use their own streams</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World Configuration &amp; Reliability:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved World Configuration Reliability</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Atomic file saving</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated backup handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Corrupted worlds now display warnings and modal dialogs</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Crash Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to creative tool previews when undoing &amp; re-applying very large changes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when a skin fails to be saved</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash on Linux when opening a folder without Nautilus installed</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when overriding read-only asset packs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed spawn suppression system crashing when regenerating chunks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed plugin-related world crash handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added startup exception handling for plugins</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed multiple Null Pointer Exceptions</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed filler blocks not breaking in some cases (e.g. large doors)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed block placement mis-predictions</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Volcanic Cobble incorrect spawning</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Magma Adamantite block tiling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed upside-down stair connections</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sharp biome interpolation</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed missing biomes on biome map</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Darkwood Decorative Block drops</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed WorldStructure spawn Y constraints</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed V2 WorldGen environment saving</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed MaterialCache prefab loading</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Outlander house anchor offsets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some Apple Trees floating off the ground</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fire spreading above 256 blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed village furniture items incorrectly requiring a pickaxe to break</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed cloud rendering issues during weather transitions</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Mount &amp; Travel Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed issues when changing worlds while mounted:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed minecart mount state not being removed correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed horse mount state not clearing correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed screen fade issues that could occur during world transfers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed chunk saving deadlocking when removing a world</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed respawning inside a portal world leaving the player in a zombified state</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Gameplay Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed spawn seeds initializing to zero</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crop hitboxes and produce resource types</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed dropped item IDs for BottleTree and Crystal Trunk</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed pickup items missing components</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed dying causing some carried items to become unusable due to durability</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some fish spawning in lava</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed interactions without entities</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the player hitbox when sitting and sleeping</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed full-bright toggling not applying when entering Creative mode</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed localization issue with maximize window setting</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed tooltip name wrapping issues</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed cosmetic ordering issues</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed incorrect mod list display</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Slothian gradient mapping</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed key binding information not displaying correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed debug frustums not rendering</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed advanced workbench model display</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed performance metrics affected by FPS cap and VSync</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Audio Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed water emitter radius so audio plays properly in stereo instead of just the left ear</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed audio emitter entities not playing correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fluid ambient effects not triggering properly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed extreme audio panning with HRTF</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed ambient and bench sound origins</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Plugin Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed EntityTrackerSystems validation gaps</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed hardcoded keybindings</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed manual spawn beacon command</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Teleporter name overrides and SFX</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Machinima player teleport behavior</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Camera Translation Gizmo mode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed server configurations incorrectly enabling all mods by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client worlds not enabling backups by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing validation to reduce IllegalStateExceptions</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed copied entities incorrectly sharing data structures</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Other:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved null and data-flow handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed multiple memory leaks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated some grammar and removed some typos</span><br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_c45813e9df083c6cf5657213c2e1884e_hytale2026_02_17_14_23_18_1.png" loading="lazy"  alt="[Image: blog_cover_c45813e9df083c6cf5657213c2e18...3_18_1.png]" class="mycode_img" /></span><br />
<span style="color: #ffffff;" class="mycode_color">Hytale's 3rd update is here, four weeks into Early Access! Our release rhythm going forward: weekly pre-release patches for testing, bundled into a stable update every 2 to 6 weeks once things feel solid.<br />
Beyond regular updates, we're building chapters, larger content drops that unfold the Cursebreaker arc in Exploration Mode. We won't spoil the story, but here's the shape of it: the Cursebreaker arc is how Hytale progresses through Early Access, chapter by chapter, until the final chapter puts Orbis within reach and we step into full release.<br />
We've been growing the team, and we're proud to say that several hires have come straight from the modding community! Thank you for your support, your feedback, and for being here from the start!<br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><br />
Headline Features<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#headline-features" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Animal Taming</span> - Added an early version of taming! Some of the friendlier animals you find in your adventures can now be tamed, provided you have their favourite food in hand</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals can be petted with an empty hand and fed once in a while - some of them can also be milked, sheared, or mounted</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tamed animals won't run away from players (unless they're hit), and will occasionally greet them</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">User-Placed Map Markers</span> - Create custom markers anywhere on your map with customizable names, icons, and colors</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Share markers with other players in multiplayer</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New gameplay settings to toggle marker visibility on map and compass</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Delete markers via the map context menu</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Localization</span> - Brazilian-Portuguese and Russian have been added as our first new in-game language options, kicking off the first phase of our localization efforts. A huge thank you to our community translators who have been instrumental in making this happen! Additional languages will be introduced in the coming weeks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Avatar Presets</span> - Edit, save, and swap between up to 5 Avatar customizations</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Sickles</span> - Added Sickles, capable of harvesting multiple crops in a single swing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Climbing Overhaul</span> - Updated climbing, enabling side-stepping, dropping down, and rotating around ropes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Fire Spread System &amp; Goblin Flamethrower</span> - Added a new fire spread system (fluid ticker) and the Goblin Flamethrower</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Can be used to unleash flames upon nearby foes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Creative mode only for now</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grass Spreading</span> - Added random block ticking and the spreading of grass</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Anchor UI System</span> - Added an Anchor UI system, enabling server plugins to add UI elements to client pages, such as the world map. This will allow modders to insert into various predefined points as we add them<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Avatar &amp; Cosmetics<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#avatar-cosmetics" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">New Clothing &amp; Accessories:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New Hat: Tweed Hat</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Overtop: Mage Shirt</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Shoes: Styled Flats, Wedge Shoes, Shaped Sneakers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New color variations for Fashionable Shoes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Construction Hard Hat</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Spiked Bracelets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hairband</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 new Skirts (Plaid and Punk)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Black and Red Iron color variation for metals</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Hair &amp; Face:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">6 new Haircuts: Spikey Mohawk, Magical Pigtails, Double Braided Ponytail, Long Braided Ponytail, Puffy Bubble Braids, and one additional new haircut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for the Morning haircut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">4 new Facial Hair Styles: Split Moustache, Pinstripe Moustache, Anchor Beard, Viking Beard</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 additional Eye Shapes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">2 new Makeup Variations (Blush and Eyeliner)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Other:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Overpants are now referred to as Legwear<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat &amp; Items<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#combat-items" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Weapon Adjustments &amp; Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Adjusted damage value inconsistencies and upgrade differences across some weapon tiers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the guarding stamina costs that were previously misconfigured for certain drop-only weapons</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All spear types should now consistently stack up to 5 and be throwable</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated ranged weapon aiming ballistics</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved accuracy</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added randomized hitbox offsets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added VisAiming debug flag</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortbows and Crossbows can now use ammo directly from the backpack</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Necromancy Grimoire Improvements:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Summons no longer take damage from their summoner (and vice versa)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Summons now respond when the player is attacked, not just when attacking</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Summons are faster and more aggressive</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added variety to the types of skeletal minions that are raised, including a ranged variant</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NPC &amp; Enemy Changes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Refactored Rhino Toad attacks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated several NPCs with improved target switching behavior</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Misc:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved in-hand positioning for Ingots and Sticks<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gameplay<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#gameplay" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Map &amp; Navigation:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated map marker icons and improved their display resolution</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player names are now always rendered on the map and are more readable when zoomed in</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Compass now shows different icons based on vertical distance (above/below you)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Teleport option is now hidden for map markers when in Adventure gamemode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Player, Spawn, and Home icons</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved World Map marker text clarity</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Inventory &amp; Interaction:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Sort keybind now works in the player's inventory</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added "Take All" functionality for processing bench output items</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shift-dragging now quickly transfers items between inventories</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked utility wheel quick swap to include the inactive slot</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Crafting &amp; Benches:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Reduced Farming Bench tier requirement for Chicken Coop from 5 to 3</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the requirements for Farmers Benches:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tier 4 now requires Drywood Log instead of Redwood Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tier 6 now requires Redwood Log instead of Drywood Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the crafting times for several early-game items:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crude ammo, weapons, and tools now craft instantly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Builders Bench craft time reduced from 3 seconds to 2 seconds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Chicken Coop craft time reduced from 4 seconds to 2 seconds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dough is now produced using refillable Tankards</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tankards are now crafted via the Farming Bench</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World &amp; Entities:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Doors no longer close when blocked by entities or players</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Teleporters now require you to clear a short distance before re-use</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Minecarts no longer move when stuck</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Large Kweebec Chests now support placing blocks on top</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed NPCs in a Coop transforming into other NPCs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed being able to capture a dead NPC with the Capture Crate</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Klops Merchant no longer trades signs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Ophidiophobia mode now replaces Hatworm with Larva_Silk model</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Systems:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved Fluid, Mounts, and Crafting systems</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved multiple modules: Teleporter, NPCReputation, NPCObjectives, Farming, Memories, Camera, and Bed<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blocks &amp; World<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#blocks-world" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">New Blocks &amp; Variants:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Re-added Incandescent Volcanic Rock</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New block textures and variants:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thorium Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Basalt Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Magma Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mud Dry Cracks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated crack variants for 4 Ore blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Lime block variants:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Gravel</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Rock</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Medium Lime Rubble</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lime Stalactite (Large and Small)</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Textures:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated Cobalt texture</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Weather &amp; World Settings:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Default_Flat and Default_Void weather configurations for their respective world instances<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Content &amp; Encounters<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#content-encounters" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Environments &amp; Regions:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added complex spawn locations in the Taiga region, especially near rivers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved weather VFX for Zone 1</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Integrated new Outlander village environment</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Refactored encounters across all zones</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new encounter environments:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 3 Trork</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 4 Village and Forest</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Zone 4 non-Forest and non-Swamp biomes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Standardized spawn marker deactivation range to 150</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NPCs &amp; Creatures:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added a green variation of the Rhino Toad</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated a number of prefabs, removing workbenches and chicken coops from several of them</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Furnaces:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added T2 Furnace</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New model, textures, and animations</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for T1 Furnaces<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#audio" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Updated sword swing and impact sounds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented separation between Stereo Headphone and HRTF Headphone modes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Output mode options have been extended to cover Speakers (Stereo), Headphones (Stereo), and Headphones (3D Audio)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased max instance limit for Furnace opening sounds<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI &amp; Quality of Life</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added Bed sleeping notifications</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Notifications and SFX now play when other players attempt to sleep</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Window Size option in video settings</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Moved container action keybind indicators to a better position</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated chest/bench keybind tooltips when keybinds are unassigned</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated workbench chest connection radius text to be clearer</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated feedback interface</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bug reports separated from other feedback</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warps are now sorted alphabetically in Teleporter UI</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced context menu background opacity</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cleaned up text and updated death messages</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented HideFromTooltip in EntityStatType</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a confirmation message when attempting to swap Avatar Presets with unsaved changes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an Avatar Presets counter to the Add Preset button</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved navigation of longer server lists</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a scrollbar to aid navigation for users with a large number of mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Font Fallback Support</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Client now fetches glyphs from fallback fonts when missing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Enables support for non-Latin languages</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Noto Sans as a secondary fallback font for Cyrillic glyphs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked item tooltips to better support localization</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased the dimensions of some UI elements to better support localization<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Tools<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#modding-tools" target="_blank" rel="noopener" class="mycode_url"></a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Mod Management:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added mod enable and disable support from UserData/Saves/&lt;save&gt;/mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added server version checks for plugins and asset packs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Newly created asset packs are now enabled by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added option to skip mod validation in single player</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mod validation issues now block server startup unless flagged</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a warning when loading into worlds with missing mods</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added duplicate plugin detection warnings</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Creative Tools:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Creative Hub is now referred to as the Crossroads</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a 'Return to Crossroads' button on the World Map for Creative Worlds</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added /layer command</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Applies layering to selected areas</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated Paste tool:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hold-down key support</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Undo and redo</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Smoother multi-directional movement</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Changed the draft brush shape to Sphere, instead of Cube</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Entities will now rotate and render in the Selection tool's rotate/translate mode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added parameter to toggle replacing empty block materials</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Machinima:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Removed some older debug commands and improved validation for the Machinima tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added the ability to change the playback speed within the Machinima tool</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Debug &amp; Visualization:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added 3D audio source visualization for debugging</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added NPC sensor and view debugging visualization</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisLeashPosition, enabling visualization of NPC leashing</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new debug flag, VisFlock, enabling visualization of flock membership and structure</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Technical:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">MapEditor and ListEditor now use correct models</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Test NPC for showcasing multi-interaction setups</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated packet handlers for builder tools to utilize the World packet handler for world-specific packets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Renamed light radius to bright radius and set the default to 1 so that light color is maintained</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/2/hytale-patch-notes-update-3#world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added exact rotation support for Materials</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Bound PositionProvider for Spawn Meshes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added YSampled Density node</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Performance optimization for WorldGen V2</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added configurable spawn positions for portal biomes<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Performance, Stability &amp; Bug Fixes[url=https://hytale.com/news/2026/2/hytale-patch-notes-update-3#performance-stability-bug-fixes]</a></span></span><br />
</span><span style="font-weight: bold;" class="mycode_b">Security:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed directory traversal vulnerabilities in worlds and prefabs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an exploit that could allow users to run commands on behalf of other connected players</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Performance:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved world generation performance</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Optimized client asset sizes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the world map and chunk updates to use their own streams</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World Configuration &amp; Reliability:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved World Configuration Reliability</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Atomic file saving</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated backup handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Corrupted worlds now display warnings and modal dialogs</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Crash Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a crash related to creative tool previews when undoing &amp; re-applying very large changes</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when a skin fails to be saved</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash on Linux when opening a folder without Nautilus installed</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a crash when overriding read-only asset packs</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed spawn suppression system crashing when regenerating chunks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed plugin-related world crash handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added startup exception handling for plugins</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed multiple Null Pointer Exceptions</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">World &amp; Block Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed filler blocks not breaking in some cases (e.g. large doors)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed block placement mis-predictions</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Volcanic Cobble incorrect spawning</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Magma Adamantite block tiling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed upside-down stair connections</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sharp biome interpolation</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed missing biomes on biome map</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Darkwood Decorative Block drops</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed WorldStructure spawn Y constraints</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed V2 WorldGen environment saving</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed MaterialCache prefab loading</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Outlander house anchor offsets</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some Apple Trees floating off the ground</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fire spreading above 256 blocks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed village furniture items incorrectly requiring a pickaxe to break</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed cloud rendering issues during weather transitions</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Mount &amp; Travel Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed issues when changing worlds while mounted:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed minecart mount state not being removed correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed horse mount state not clearing correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed screen fade issues that could occur during world transfers</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed chunk saving deadlocking when removing a world</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed respawning inside a portal world leaving the player in a zombified state</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Gameplay Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed spawn seeds initializing to zero</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crop hitboxes and produce resource types</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed dropped item IDs for BottleTree and Crystal Trunk</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed pickup items missing components</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed dying causing some carried items to become unusable due to durability</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some fish spawning in lava</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed interactions without entities</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted the player hitbox when sitting and sleeping</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed full-bright toggling not applying when entering Creative mode</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">UI &amp; Display Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed localization issue with maximize window setting</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed tooltip name wrapping issues</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed cosmetic ordering issues</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed incorrect mod list display</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Slothian gradient mapping</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed key binding information not displaying correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed debug frustums not rendering</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed advanced workbench model display</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed performance metrics affected by FPS cap and VSync</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Audio Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed water emitter radius so audio plays properly in stereo instead of just the left ear</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed audio emitter entities not playing correctly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fluid ambient effects not triggering properly</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed extreme audio panning with HRTF</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed ambient and bench sound origins</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Modding &amp; Plugin Fixes:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed EntityTrackerSystems validation gaps</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed hardcoded keybindings</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed manual spawn beacon command</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Teleporter name overrides and SFX</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Machinima player teleport behavior</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed Camera Translation Gizmo mode</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed server configurations incorrectly enabling all mods by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed client worlds not enabling backups by default</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing validation to reduce IllegalStateExceptions</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed copied entities incorrectly sharing data structures</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Other:</span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved null and data-flow handling</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed multiple memory leaks</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated some grammar and removed some typos</span><br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hytale Patch Notes - Update 2]]></title>
			<link>https://hytaleforum.xyz/thread-3.html</link>
			<pubDate>Mon, 15 Jun 2026 15:58:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-3.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_e9ac7f05f9c5f040aed38eb226a1872d_blog_cover_option2.png" loading="lazy"  alt="[Image: blog_cover_e9ac7f05f9c5f040aed38eb226a18...ption2.png]" class="mycode_img" /></span><br />
<br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cosmetics &amp; Customization<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#cosmetics-customization" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New Avatar customization options have been added for everyone.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bandit Mask + Side Knot (Variant)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blindfold + Thick (Variant)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bandage Blindfold + Thick, Left Eye, Right Eye (Variants)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Vampire Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cute Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Orc Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added white color to fantasy cotton cosmetic colors</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for the following haircuts:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Single Side Pigtail</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hair Stick Bun</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Simple Bobcut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fighter Buns</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Smart Elven</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Windswept</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new armor slot visibility toggles next to equipped armor, accessible directly in the character panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server hosts can disable/enable this feature to enforce rules for PvP/Immersion purposes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved animations for capes when the player is running.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gameplay &amp; Balance<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#gameplay-balance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A new item was added that allows the user to raise skeletal minions from nearby bone piles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Has a chance to drop from the large Praetorian Skeleton.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adamantite now requires a Thorium or Cobalt pickaxe to be mined.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mining and pickaxe progression has been adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lower tier pickaxes now deal much less damage to higher tier ore blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Upgrading to a higher quality pickaxe significantly reduces the amount of hits required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Buffed Polar Bears.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More decorative light recipes have been added to the furniture bench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The following NPCs will now drop Medium Hide instead of Light Hide:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bison</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Boar</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cow</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Horse</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warthog</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Magma Toad has been adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tongue damage has been significantly reduced.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">It now alternates between its Tongue attack and a new ability: Headbutt</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Petals are now craftable in the furniture bench under Textiles category.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This makes them renewable as Yellow Petals can be farmed from growing Sunflower Seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All crafting requirements used to make different colored Petals are renewable resources.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lighter variants for each Cloth Block can now be crafted using a combination of Petals.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">WorldGen V2 has been prepared for public documentation to help modders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Default_Flat &amp; Default_Void templates have been added using World Gen V2.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Creative Hub Portal now spawns with World Gen V2 flat worldgen.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Results in clear weather and limited fog, but only works in new creative worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Major refactor of ore placement in all zones. - <span style="font-weight: bold;" class="mycode_b">[b]<span style="font-style: italic;" class="mycode_i">[i]You will need to explore new chunks for old worlds to see this change.</span>[/i]</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Results in more ores, especially in Devastated Lands undergrounds.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Farming<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Eternal crops no longer break from accidental weapon damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased tilled soil lifetime.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Now lasts longer between 1.2 to 1.5 days.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed soil decay under fully grown crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now hold torches in your offhand while using the Hoe and Seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Breaking fully grown Eternal crops will drop their Seeds back.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Harvested crops can now be placed on the ground when crouching.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Recipe requirement costs have been adjusted for Hoes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hoes now unlock at different farming bench tiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Copper is now Tier 2 instead of Tier 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iron is now Tier 4 instead of Tier 8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thorium has been added at Tier 6.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI / UX<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#ui-ux" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved the editor block tooltip descriptions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tooltips will now display the name of colors when hovering over color options in the Avatar Customization menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made improvements to the visibility of the hotbar active-slot by increasing contrast and adding a diamond indicator.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This makes it easier to see the hotbar active-slot, when in brighter environments like the Howling Sands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The categories of Memories are now sorted alphabetically when being viewed via <span style="font-style: italic;" class="mycode_i">[i]"The Heart Of Orbis".</span>[/i]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted Brush QoL improvements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing entries to filters, and removed invalid blocks from filters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various bugs in existing scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added decoration and cave brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed redundant scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the JumpIfBlockType node to use a single offset instead of a list of offsets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Inventory interaction updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Better double click handling, you can now click faster.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shift + Clicking on armor will now directly equip it if no armor is currently equipped in the respective slot.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">QERT shortcut keybinds have been added for the inventory "quick actions" (put all, pull all, quickstack and sort).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortcuts now display in the tooltip when hovering over "quick action" buttons such as "Sort Items By Type (T)".</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">An "FPS counter overlay" option has been added to the settings menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This can be found under General &gt; User Interface.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The current FPS will be displayed in the top right corner of the game when this is enabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made various improvements to player markers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player markers now display on the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed "Player: " prefix from the player markers on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player names will always render on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added toggle buttons for map/compass visibility in the maps player list.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players at different heights will have a different icon (up/down indicators) in the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Ophidiophobia accessibility mode. </span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This can be found under Gameplay &gt; Accessibility.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Turns Snake models into Hatworms.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio &amp; Visual Effects<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#audio-visual-effects" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added all missing basic Rex sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the bones item drag/drop inventory sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug in a Howling Sands cave track.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated all food particle tints.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes, Tech &amp; Stability<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#bug-fixes-tech-stability" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Introduced a server auto-update system, including configuration options and new commands for update management.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>UpdateModule</code></div></div><span style="color: #ffffff;" class="mycode_color"> core plugin and integrated it into the server boot process, allowing the server to check for and apply updates, notify players, and handle staged updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Introduced <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>UpdateConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> in <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>HytaleServerConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> with fields for enabling updates, check intervals, notification preferences, patchline selection, backup options, and auto-apply modes. Includes serialization support and getter/setter methods.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new shutdown reason <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShutdownReason.UPDATE</code></div></div><span style="color: #ffffff;" class="mycode_color"> to indicate when the server should restart to apply a staged update.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>/update</code></div></div><span style="color: #ffffff;" class="mycode_color"> commands and detailed server messages for checking, downloading, applying, and managing updates, including player notifications and auto-apply warnings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the release workflow to include launcher scripts (<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>start.sh</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>start.bat</code></div></div><span style="color: #ffffff;" class="mycode_color">).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made improvements to rendering shadows to fix various issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed middle click "pick block" when the hotbar is full in creative mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Now when middle clicking a block in creative mode when the inventory is full, it will replace the current slot with the newly picked item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Asset Editor will now display documentation in tooltips.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed issues with Mantling detection which resulted in many unintended behaviours.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a fix to persist cleared keybinds across sessions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made some adjustments to improve weather transitions to reduce jarring visuals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More improvements will be made in future updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue when using teleporters to avoid accidental collisions by applying an offset.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rail carts now consume correctly and place properly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bed respawning in unloaded chunks has been fixed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixes an issue where the collision checks always failed if there were no loaded chunks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Major server stability, validation, ECS, localization and timeout improvements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Refilling containers now targets the closest block of water rather than requiring you to aim at a block behind/under water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some types of items displaying oversized placement previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with the Berserker haircut texture tiling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed glasses textures from inheriting the cosmetic colour on their lens highlights.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added permissions for world map teleporting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prevents players from sending packets to the server and teleporting anywhere they want without Op.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Emerald Wilds dungeon and other environments have been fixed. - <span style="font-weight: bold;" class="mycode_b">[b]<span style="font-style: italic;" class="mycode_i">[i]You might hear new soundtracks!</span>[/i]</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sending player marker updates while map isn't open.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed player markers flickering when hovered on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Other players names are more readable when zoomed in on the map.<br />
<br />
[url=https://hytale.com/news/2026/1/hytale-patch-notes-update-2]Official News Post</a></span><br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_e9ac7f05f9c5f040aed38eb226a1872d_blog_cover_option2.png" loading="lazy"  alt="[Image: blog_cover_e9ac7f05f9c5f040aed38eb226a18...ption2.png]" class="mycode_img" /></span><br />
<br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cosmetics &amp; Customization<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#cosmetics-customization" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New Avatar customization options have been added for everyone.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bandit Mask + Side Knot (Variant)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Blindfold + Thick (Variant)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bandage Blindfold + Thick, Left Eye, Right Eye (Variants)</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Vampire Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cute Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Orc Mouth</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added white color to fantasy cotton cosmetic colors</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated visuals for the following haircuts:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Single Side Pigtail</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hair Stick Bun</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Simple Bobcut</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fighter Buns</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Smart Elven</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Windswept</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new armor slot visibility toggles next to equipped armor, accessible directly in the character panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Server hosts can disable/enable this feature to enforce rules for PvP/Immersion purposes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved animations for capes when the player is running.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gameplay &amp; Balance<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#gameplay-balance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">A new item was added that allows the user to raise skeletal minions from nearby bone piles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Has a chance to drop from the large Praetorian Skeleton.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adamantite now requires a Thorium or Cobalt pickaxe to be mined.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Mining and pickaxe progression has been adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lower tier pickaxes now deal much less damage to higher tier ore blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Upgrading to a higher quality pickaxe significantly reduces the amount of hits required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Buffed Polar Bears.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More decorative light recipes have been added to the furniture bench.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The following NPCs will now drop Medium Hide instead of Light Hide:</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bison</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Boar</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cow</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Horse</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Warthog</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Magma Toad has been adjusted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tongue damage has been significantly reduced.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">It now alternates between its Tongue attack and a new ability: Headbutt</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Petals are now craftable in the furniture bench under Textiles category.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This makes them renewable as Yellow Petals can be farmed from growing Sunflower Seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All crafting requirements used to make different colored Petals are renewable resources.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Lighter variants for each Cloth Block can now be crafted using a combination of Petals.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">World Generation<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#world-generation" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">WorldGen V2 has been prepared for public documentation to help modders.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New Default_Flat &amp; Default_Void templates have been added using World Gen V2.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Creative Hub Portal now spawns with World Gen V2 flat worldgen.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Results in clear weather and limited fog, but only works in new creative worlds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Major refactor of ore placement in all zones. - <span style="font-weight: bold;" class="mycode_b">[b]<span style="font-style: italic;" class="mycode_i">[i]You will need to explore new chunks for old worlds to see this change.</span>[/i]</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Results in more ores, especially in Devastated Lands undergrounds.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Farming<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Eternal crops no longer break from accidental weapon damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Increased tilled soil lifetime.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Now lasts longer between 1.2 to 1.5 days.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed soil decay under fully grown crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">You can now hold torches in your offhand while using the Hoe and Seeds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Breaking fully grown Eternal crops will drop their Seeds back.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Harvested crops can now be placed on the ground when crouching.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Recipe requirement costs have been adjusted for Hoes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Hoes now unlock at different farming bench tiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Copper is now Tier 2 instead of Tier 4.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Iron is now Tier 4 instead of Tier 8.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Thorium has been added at Tier 6.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">UI / UX<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#ui-ux" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Improved the editor block tooltip descriptions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Tooltips will now display the name of colors when hovering over color options in the Avatar Customization menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made improvements to the visibility of the hotbar active-slot by increasing contrast and adding a diamond indicator.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This makes it easier to see the hotbar active-slot, when in brighter environments like the Howling Sands.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The categories of Memories are now sorted alphabetically when being viewed via <span style="font-style: italic;" class="mycode_i">[i]"The Heart Of Orbis".</span>[/i]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Scripted Brush QoL improvements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added missing entries to filters, and removed invalid blocks from filters.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various bugs in existing scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added decoration and cave brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed redundant scripted brushes.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the JumpIfBlockType node to use a single offset instead of a list of offsets.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Inventory interaction updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Better double click handling, you can now click faster.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shift + Clicking on armor will now directly equip it if no armor is currently equipped in the respective slot.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">QERT shortcut keybinds have been added for the inventory "quick actions" (put all, pull all, quickstack and sort).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Shortcuts now display in the tooltip when hovering over "quick action" buttons such as "Sort Items By Type (T)".</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">An "FPS counter overlay" option has been added to the settings menu.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This can be found under General &gt; User Interface.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The current FPS will be displayed in the top right corner of the game when this is enabled.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made various improvements to player markers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player markers now display on the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed "Player: " prefix from the player markers on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Player names will always render on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added toggle buttons for map/compass visibility in the maps player list.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Players at different heights will have a different icon (up/down indicators) in the compass.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added Ophidiophobia accessibility mode. </span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">This can be found under Gameplay &gt; Accessibility.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Turns Snake models into Hatworms.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Audio &amp; Visual Effects<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#audio-visual-effects" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added all missing basic Rex sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the bones item drag/drop inventory sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed a bug in a Howling Sands cave track.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated all food particle tints.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes, Tech &amp; Stability<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-2#bug-fixes-tech-stability" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Introduced a server auto-update system, including configuration options and new commands for update management.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>UpdateModule</code></div></div><span style="color: #ffffff;" class="mycode_color"> core plugin and integrated it into the server boot process, allowing the server to check for and apply updates, notify players, and handle staged updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Introduced <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>UpdateConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> in <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>HytaleServerConfig</code></div></div><span style="color: #ffffff;" class="mycode_color"> with fields for enabling updates, check intervals, notification preferences, patchline selection, backup options, and auto-apply modes. Includes serialization support and getter/setter methods.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added a new shutdown reason <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>ShutdownReason.UPDATE</code></div></div><span style="color: #ffffff;" class="mycode_color"> to indicate when the server should restart to apply a staged update.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>/update</code></div></div><span style="color: #ffffff;" class="mycode_color"> commands and detailed server messages for checking, downloading, applying, and managing updates, including player notifications and auto-apply warnings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated the release workflow to include launcher scripts (<br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>start.sh</code></div></div><span style="color: #ffffff;" class="mycode_color">, <br />
<br />
</span><br />
<div class="codeblock"><div class="title">Code:</div><br /><div class="body" dir="ltr"><code>start.bat</code></div></div><span style="color: #ffffff;" class="mycode_color">).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made improvements to rendering shadows to fix various issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed middle click "pick block" when the hotbar is full in creative mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Now when middle clicking a block in creative mode when the inventory is full, it will replace the current slot with the newly picked item.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Asset Editor will now display documentation in tooltips.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed issues with Mantling detection which resulted in many unintended behaviours.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Implemented a fix to persist cleared keybinds across sessions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Made some adjustments to improve weather transitions to reduce jarring visuals.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">More improvements will be made in future updates.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue when using teleporters to avoid accidental collisions by applying an offset.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Rail carts now consume correctly and place properly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Bed respawning in unloaded chunks has been fixed.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixes an issue where the collision checks always failed if there were no loaded chunks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Major server stability, validation, ECS, localization and timeout improvements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Refilling containers now targets the closest block of water rather than requiring you to aim at a block behind/under water.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some types of items displaying oversized placement previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue with the Berserker haircut texture tiling.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed glasses textures from inheriting the cosmetic colour on their lens highlights.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added permissions for world map teleporting.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Prevents players from sending packets to the server and teleporting anywhere they want without Op.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Emerald Wilds dungeon and other environments have been fixed. - <span style="font-weight: bold;" class="mycode_b">[b]<span style="font-style: italic;" class="mycode_i">[i]You might hear new soundtracks!</span>[/i]</span>[/b]</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed sending player marker updates while map isn't open.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed player markers flickering when hovered on the map.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Other players names are more readable when zoomed in on the map.<br />
<br />
[url=https://hytale.com/news/2026/1/hytale-patch-notes-update-2]Official News Post</a></span><br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hytale Patch Notes - Update 1]]></title>
			<link>https://hytaleforum.xyz/thread-2.html</link>
			<pubDate>Mon, 15 Jun 2026 15:53:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-2.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_4666219169b117610c44205c41707e4f_e208b945a93c8dc6a00a8257309badb9_undergroundjungledinorun_01_raw.png" loading="lazy"  alt="[Image: blog_cover_4666219169b117610c44205c41707...01_raw.png]" class="mycode_img" /></span><br />
<br />
<span style="color: #ffffff;" class="mycode_color"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1" target="_blank" rel="noopener" class="mycode_url"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Hytale Patch Notes - Update 1</span></span><br />
</a>Welcome to the first Hytale update! Today, we are releasing new content alongside a range of fixes and quality-of-life improvements. We are committed to maintaining a rapid patching cadence to address issues and improve the game as quickly as possible.</span><br />
<span style="color: #ffffff;" class="mycode_color"><br />
<span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">World &amp; Environment</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-world-environment" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added dinosaurs and other NPCs to populate the underground jungles. They currently use placeholder behaviours and are a work in progress.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] These new NPCs required a change to the environment in the biome, so you will need to generate new unexplored areas to see them.</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Devastated Lands sewers now have proper atmospheric effects and creature spawns.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Areas beneath volcanoes now use volcanic environmental effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entity placements, textures, and interiors in Feran villages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed an invisible filler block behind the bench in the Forgotten Temple.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">NPCs &amp; Creatures</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-npcs-creatures" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added knockback resistance to NPCs that previously did not have it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fire-themed NPCs and creatures should now be immune to fire damage. However, they'll still catch on fire for now.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crystal Earth Golem's combat behavior and spin attack have been improved.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skeletons should no longer take drowning damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Kweebecs should now be immune to the environmental damage caused by cactus and brambles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Replaced Trork Shaman placeholder summon animation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added proper loot tables to Kweebecs and Trorks in the Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Livestock should no longer climb on top of the Chicken Coop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cautious wildlife predators, such as the Fox, should no longer engage players unless attacked.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Crafting, Items &amp; Farming</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-crafting-items-farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Backpack and its upgrades are now easier to obtain:Base backpack now requires a Tier 1 Workbench (down from Tier 2).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Base backpack cost reduced to 8 Medium Leather (down from 16).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Upgrading the backpack for the first time now requires a Tier 2 Workbench (down from Tier 3).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light, Medium, and Heavy Hide now take 10 less seconds to process into Leather.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crafting benches can now pull materials from chests within 14 blocks horizontally (up from 7) and 6 blocks vertically (up from 4).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Processing benches now display item tooltips in the upgrade requirements panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All raw fruits and vegetables should now only grant Health Regen I. Cooking them grants additional benefits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dropped items should no longer get stuck on the side of blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Torches and other handheld light sources can now be placed on the ground when equipped in the Utility Slot while wielding a pickaxe or a hatchet.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pickaxes and hatchets are now only swung when using the primary action.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Corn now gives 1 Essence Of Life instead of 4 when exchanged in the Farming Bench as it was previously misconfigured making it better than higher tier crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fully grown Cauliflower and Pumpkin no longer drop regular seeds when broken by hand or with any tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fully grown Eternal Crops no longer drop eternal seeds when broken by hand or with any tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wood Logs now display their respective "wood type"</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: Oak Log will display "Hardwood" in It's Tooltip.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When a crafting recipe previously required a type of "Trunk" this is now displayed correctly as "Log" instead.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: "Hardwood Trunk" is displayed as "Hardwood Log" in the recipe requirements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When a crafting recipe requires a specific Log Type (Such as Hardwood) the tooltip now displays which Trees can drop that type of Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: "Softwood Log" will display "Banyan, Beech and Aspen" in It's tooltip. </span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Woodcutter's Block no longer displays as "Dev" item quality, and no longer has it's un-used processing bench interaction it is now a decorative furniture block that can also be crafted in the Furniture Bench.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Audio &amp; Visual Effects</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-audio-visual-effects" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New hit and break sounds for stone.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New hit and break sounds for ores with additional layered effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Horses now properly play running sounds while mounted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Torch burn loop replaced with a softer ambient sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted volumes for cocoon breaking, pig, piglet, and warthog sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced pitch variation on sword swings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new ore breaking particles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added fruit eating particles. More to come later for other food types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new particle effect now appears above an NPC's head when absorbing their memory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated health potion visual effects with new glitter, glow, and spiral particles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed rope offset when held in hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed hand positioning for various plants, flowers, and foliage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">UI, Performance &amp; Quality of Life</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-ui-performance-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now sleep starting at 7:30 PM.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an information panel explaining the Memories system when interacting with The Heart of Orbis for the first time. Can be viewed again by clicking on the '?' in the top-left corner of the Memories UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Toggle Fullscreen, Switch HUD, and Take Screenshot can no longer be bound to mouse buttons.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The game now warns when launching pre-release versions or opening worlds from different versions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Field of view while sprinting is now limited to 160° to prevent hyper-drive effect.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cancelling LAN server discovery now works correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The interaction system now handles server lag spikes better.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Character Customization<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-character-customization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New eye types: Cat Eye, Demonic Eyes, Goat Eye, Reptile Eye.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New mouth options: Large Mouth, Tiny Lips.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New hair color: Lavender.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked Bangs hairstyle and brightened Dark Brown color.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Featherbound Hood is now correctly showing for the Supporter edition.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat &amp; Balance<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-combat-balance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Weapon attacks should now check for line of sight.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The regular Burn effect now generally deals less damage. Burn applied by lava remains unchanged.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cactus and brambles now deal the Environmental damage type.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Commands &amp; Server<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-commands-server" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed argument order for teleport commands. /tp &lt;player&gt; &lt;targetPlayer&gt;</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Give command now supports specifying item durability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Whitelist and ban commands now support both online usernames and offline UUIDs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The server now uses "Bottleneck Bandwidth and Round-trip propagation time" (BBR) congestion control for QUIC.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved authentication and session token error handling.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes &amp; Stability[url=https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-bug-fixes-stability]</a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a misconfiguration that allowed weapon Charged Attacks to not consume Stamina correctly when swapping to another hotbar slot at the right time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed signature ready sound playing incorrectly in adventure mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed regular expression parsing in /replace command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where signature attacks could be used without signature energy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some items allowing longer interaction ranges than intended.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fluid flow behavior when stacking water sources.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when using non-English folder names for screenshots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when selecting certain hairstyles with variants.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash caused by corrupt cached avatar previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when the memories plugin fails to load.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where rewards from restoring memories were granted too early and did not match the correct number of memories required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed "waiting for chunks" taking too long at &lt;128 view distance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when updating player model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed localization loop affecting Norwegian language users.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed race condition in instance teleport that caused entity removal and re-add issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed session refresh for singleplayer servers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various issues with crop growth where certain crops like Tomatoes would not grow correctly, chunks are now saved when a farming block updates.</span><br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><img src="https://cdn.hytale.com/variants/blog_cover_4666219169b117610c44205c41707e4f_e208b945a93c8dc6a00a8257309badb9_undergroundjungledinorun_01_raw.png" loading="lazy"  alt="[Image: blog_cover_4666219169b117610c44205c41707...01_raw.png]" class="mycode_img" /></span><br />
<br />
<span style="color: #ffffff;" class="mycode_color"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1" target="_blank" rel="noopener" class="mycode_url"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Hytale Patch Notes - Update 1</span></span><br />
</a>Welcome to the first Hytale update! Today, we are releasing new content alongside a range of fixes and quality-of-life improvements. We are committed to maintaining a rapid patching cadence to address issues and improve the game as quickly as possible.</span><br />
<span style="color: #ffffff;" class="mycode_color"><br />
<span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">World &amp; Environment</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-world-environment" target="_blank" rel="noopener" class="mycode_url">[/url]</span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added dinosaurs and other NPCs to populate the underground jungles. They currently use placeholder behaviours and are a work in progress.</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">[b]NOTE:</span>[/b] These new NPCs required a change to the environment in the biome, so you will need to generate new unexplored areas to see them.</span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Devastated Lands sewers now have proper atmospheric effects and creature spawns.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Areas beneath volcanoes now use volcanic environmental effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed entity placements, textures, and interiors in Feran villages.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Removed an invisible filler block behind the bench in the Forgotten Temple.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">NPCs &amp; Creatures</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-npcs-creatures" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Added knockback resistance to NPCs that previously did not have it.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fire-themed NPCs and creatures should now be immune to fire damage. However, they'll still catch on fire for now.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The Crystal Earth Golem's combat behavior and spin attack have been improved.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Skeletons should no longer take drowning damage.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Kweebecs should now be immune to the environmental damage caused by cactus and brambles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Replaced Trork Shaman placeholder summon animation.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added proper loot tables to Kweebecs and Trorks in the Whisperfrost Frontiers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Livestock should no longer climb on top of the Chicken Coop.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cautious wildlife predators, such as the Fox, should no longer engage players unless attacked.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Crafting, Items &amp; Farming</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-crafting-items-farming" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">The Backpack and its upgrades are now easier to obtain:Base backpack now requires a Tier 1 Workbench (down from Tier 2).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Base backpack cost reduced to 8 Medium Leather (down from 16).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Upgrading the backpack for the first time now requires a Tier 2 Workbench (down from Tier 3).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Light, Medium, and Heavy Hide now take 10 less seconds to process into Leather.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Crafting benches can now pull materials from chests within 14 blocks horizontally (up from 7) and 6 blocks vertically (up from 4).</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Processing benches now display item tooltips in the upgrade requirements panel.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">All raw fruits and vegetables should now only grant Health Regen I. Cooking them grants additional benefits.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Dropped items should no longer get stuck on the side of blocks.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Torches and other handheld light sources can now be placed on the ground when equipped in the Utility Slot while wielding a pickaxe or a hatchet.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Pickaxes and hatchets are now only swung when using the primary action.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Corn now gives 1 Essence Of Life instead of 4 when exchanged in the Farming Bench as it was previously misconfigured making it better than higher tier crops.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fully grown Cauliflower and Pumpkin no longer drop regular seeds when broken by hand or with any tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fully grown Eternal Crops no longer drop eternal seeds when broken by hand or with any tool</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Wood Logs now display their respective "wood type"</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: Oak Log will display "Hardwood" in It's Tooltip.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When a crafting recipe previously required a type of "Trunk" this is now displayed correctly as "Log" instead.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: "Hardwood Trunk" is displayed as "Hardwood Log" in the recipe requirements.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">When a crafting recipe requires a specific Log Type (Such as Hardwood) the tooltip now displays which Trees can drop that type of Log</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Example: "Softwood Log" will display "Banyan, Beech and Aspen" in It's tooltip. </span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Woodcutter's Block no longer displays as "Dev" item quality, and no longer has it's un-used processing bench interaction it is now a decorative furniture block that can also be crafted in the Furniture Bench.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Audio &amp; Visual Effects</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-audio-visual-effects" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New hit and break sounds for stone.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New hit and break sounds for ores with additional layered effects.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Horses now properly play running sounds while mounted.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Torch burn loop replaced with a softer ambient sound.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Adjusted volumes for cocoon breaking, pig, piglet, and warthog sounds.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reduced pitch variation on sword swings.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added new ore breaking particles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added fruit eating particles. More to come later for other food types.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">A new particle effect now appears above an NPC's head when absorbing their memory.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Updated health potion visual effects with new glitter, glow, and spiral particles.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed rope offset when held in hand.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed hand positioning for various plants, flowers, and foliage.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">UI, Performance &amp; Quality of Life</span><span style="font-size: 1pt;" class="mycode_size"><a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-ui-performance-quality-of-life" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">You can now sleep starting at 7:30 PM.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Added an information panel explaining the Memories system when interacting with The Heart of Orbis for the first time. Can be viewed again by clicking on the '?' in the top-left corner of the Memories UI.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Toggle Fullscreen, Switch HUD, and Take Screenshot can no longer be bound to mouse buttons.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The game now warns when launching pre-release versions or opening worlds from different versions.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Field of view while sprinting is now limited to 160° to prevent hyper-drive effect.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cancelling LAN server discovery now works correctly.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The interaction system now handles server lag spikes better.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Character Customization<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-character-customization" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">New eye types: Cat Eye, Demonic Eyes, Goat Eye, Reptile Eye.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New mouth options: Large Mouth, Tiny Lips.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">New hair color: Lavender.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Reworked Bangs hairstyle and brightened Dark Brown color.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Featherbound Hood is now correctly showing for the Supporter edition.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Combat &amp; Balance<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-combat-balance" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Weapon attacks should now check for line of sight.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The regular Burn effect now generally deals less damage. Burn applied by lava remains unchanged.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Cactus and brambles now deal the Environmental damage type.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Commands &amp; Server<a href="https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-commands-server" target="_blank" rel="noopener" class="mycode_url"></a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed argument order for teleport commands. /tp &lt;player&gt; &lt;targetPlayer&gt;</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Give command now supports specifying item durability.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Whitelist and ban commands now support both online usernames and offline UUIDs.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">The server now uses "Bottleneck Bandwidth and Round-trip propagation time" (BBR) congestion control for QUIC.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Improved authentication and session token error handling.<br />
</span><br />
</li>
</ul>
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: 'Lexend Variable', Lexend, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bug Fixes &amp; Stability[url=https://hytale.com/news/2026/1/hytale-patch-notes-update-1#hytale-patch-notes-update-1-bug-fixes-stability]</a></span></span></span></span><ul class="mycode_list"><li><span style="color: #ffffff;" class="mycode_color">Fixed a misconfiguration that allowed weapon Charged Attacks to not consume Stamina correctly when swapping to another hotbar slot at the right time.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed signature ready sound playing incorrectly in adventure mode.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed regular expression parsing in /replace command.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where signature attacks could be used without signature energy.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed some items allowing longer interaction ranges than intended.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed fluid flow behavior when stacking water sources.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when using non-English folder names for screenshots.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when selecting certain hairstyles with variants.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash caused by corrupt cached avatar previews.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when the memories plugin fails to load.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed an issue where rewards from restoring memories were granted too early and did not match the correct number of memories required.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed "waiting for chunks" taking too long at &lt;128 view distance.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed crash when updating player model.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed localization loop affecting Norwegian language users.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed race condition in instance teleport that caused entity removal and re-add issues.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed session refresh for singleplayer servers.</span><br />
</li>
<li><span style="color: #ffffff;" class="mycode_color">Fixed various issues with crop growth where certain crops like Tomatoes would not grow correctly, chunks are now saved when a farming block updates.</span><br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Thread Test]]></title>
			<link>https://hytaleforum.xyz/thread-1.html</link>
			<pubDate>Sun, 14 Jun 2026 02:00:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hytaleforum.xyz/member.php?action=profile&uid=1">Vahste</a>]]></dc:creator>
			<guid isPermaLink="false">https://hytaleforum.xyz/thread-1.html</guid>
			<description><![CDATA[This is a thread test which I'll be utilizing to verify the functionality of a variety of features.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Here's a Spoiler</span><br />
<br />
This one is a spoiler that I'm testing!<br />
<br />
Yaaaaay!<br />
<br />
Weeeee!<br />
<br />
What's up?!<br />
<br />
</div>
		</div>]]></description>
			<content:encoded><![CDATA[This is a thread test which I'll be utilizing to verify the functionality of a variety of features.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Here's a Spoiler</span><br />
<br />
This one is a spoiler that I'm testing!<br />
<br />
Yaaaaay!<br />
<br />
Weeeee!<br />
<br />
What's up?!<br />
<br />
</div>
		</div>]]></content:encoded>
		</item>
	</channel>
</rss>