This Town Hall covers Hytale's modding roadmap, including the transition from legacy UI to Noises GUI in Update 6, server-side machinima tools for collaborative movie-making, 3D biome maps for infinite height worlds, and shared source access via private GitHub organization. The team addresses questions about item stack metadata, NPC customization, quest systems, and social integration features like party systems.
深度探索
先修知识
- 暂无数据。
后续步骤
- 暂无数据。
深度探索
HytaleModding Town Hall | 28 May 2026本站添加:
We are live on YouTube.
Are we live on YouTube? Let's see.
>> Oh, this this big this big this big.
>> live on YouTube.
>> Okay.
>> Are we live on YouTube? Let's see.
>> That should be all the ones that we have so far.
>> Awesome.
>> Oh, this this big.
>> Okay, do you want to start now?
>> Which is pretty good. All right, let's see. That should be Neil is a mad capitalist. What was the What was your words per minute again?
Did we talk about that last time?
>> 230, yeah. 230.
>> Yeah, yeah, I remember. Okay, yeah, yeah.
>> Can't stop flexing about it.
>> I mean, fair enough. It's like I'm >> All right, guys.
>> Mine's way way less.
>> Yeah, you good to go.
>> That's okay.
All righty.
Yeah, feel free to do any tweeting and and whatever you need to do.
>> Oh, I forgot about the tweeting.
>> That's fine. Don't you know, no no stress.
>> Don't fight everyone about the stage, guys. It's live.
>> It's all good.
It's all good, you know.
>> Listen, as long as we're here at 7:00 which is the time that we have right now here for me at least, we're going to be okay.
And if anything else delays for a couple of seconds, it's It's going to be fine.
>> It's going to be >> Um All right, let's see.
Oh.
And then that.
>> Okay, so >> Hello, hello. People are coming in.
That's what we want to see.
Yeah.
Real time to get server sources out.
Listen, okay? Just Just wait a second.
>> Should we leak it? No, we don't. Yes or no?
>> But I don't even know I don't even know you see.
Yeah, yeah, yeah, yeah, yeah.
Give it to me. Let's go. We waited for Yeah, yeah, yeah.
All righty. Ah, see this is This is now we're streaming and hello, hello everyone.
>> Welcome, welcome, welcome.
>> You sometimes you just you just you just need to give people like a couple of minutes, you know, it's like you can't always start on the dot. It's uh >> Definitely.
>> It hurts it hurts my German heart to not be punctual like this, but you know, it is what it is.
It's I'm [laughter] kidding. It's It's all It's fine. It's fine.
>> We Oh my god.
>> people they I Are you sure that the average Twitch I Rip broad, I don't think the average Twitch stream has 28 people in it?
>> I mean, if you average them out with like 50,000 viewers and then 10 viewers, you it does average out, I guess.
>> [snorts] >> By the way, guys, I'm going to do some promotion.
Please subscribe.
But you can find your live stream right there and it's recorded as well. And we will publish a transcript, too.
>> Oh, Jesus. Yeah. Yep.
>> Go subscribe.
>> Awesome stuff.
The median Twitch maybe The median Twitch has to 100% be like one.
I know like most people on Twitch or don't have like any um get like zero views.
So um I don't know.
I don't even know quite how that's possible cuz like literally just, you know, turn on your uh uh, own stream, have your mom, your cat, and your friend watch, and you know.
But, I don't know. It's fine. The average I gave does not account for outliers. Okay, that's fair. It's fine.
It's okay.
>> Okay, so first of all, we had that modding Q&A with Slikey, Zero, and Def Slash Null on Tuesday.
It's been really nice, and we are going to share some of the burning questions you guys have.
had >> Exactly.
>> And share the answers.
>> So, >> Are you guys ready?
>> Yeah.
Are you ready? We want to hear some noise. What is the What was the one We want to We see some movement. I'm not seeing enough movement.
Anyone know that meme? Oh, man, that's like That's actually That's actually so old already. It's fine. Um, but yeah, the um, basically, yeah, we talked to Slikey, Zero, Def Slash Null, um, and, um, I think first of all, I mean, I think I'm I can speak for Neil in this case as well. Uh, first of all, like, huge thanks for them to taking the time for the Q&A, cuz, um, that, uh, yeah, that was pretty awesome. And, uh, we like they took really a long time on like release day, when update five released, um, when they still had to fix things with with, uh, you know, and they still took their time after that. So, you know, I got to We got to commend them for that. That's like pretty freaking crazy.
>> Claps, guys.
>> Yeah. So, that's really cool. And we got ourselves some really, really interesting, uh, questions, of course, from the community. And, um, they answered them. And, um, yeah, we'll we'll just go through. Uh, after the, um, after this, the questions and answers will also be published, uh, as Neil Yeah, on on the Hytale, um, modding site.
Right. So, Yeah, exactly. HytaleModding.dev. So, um, you will also be able to take a look at those afterwards.
For the time being in this case, we're going to sort of go through the questions. I'm going to read the answers, maybe add some of the context that um that we had when well, we were talking cuz this is sort of the summary version of it. But generally speaking, um it this already like quite a few things in there that are going to be I think that people are going to really like.
>> Okay, so do you want me to start with the first question?
>> Yeah, let's go.
>> Okay.
I'll be sharing my screen for anyone that wants to see. And I think I've started sharing the screen, yeah?
>> Right.
>> You guys can >> starting off Yep, you can see I'm going to sort of read it out. I mean, you can read it as well, but I I I think otherwise we're just going to sit here for an hour in silence. That doesn't make any sense either. So, yeah, so the first question is when can we expect more documentation regarding custom UIs?
Um, so Sly key basically first of all said that the legacy custom UI system will not get further documentation. The reason for this is the UI is moving to Noises GUI in the coming update update six. That is what um he also tweeted already, but um you know, that's basically confirmed another time.
And Noises um GUI already has its own documentation.
So, that the community basically can use that. Uh any sort of Hytale specific UI docs will also come at some point after the update. There's no timeline for that yet, which we'll get into something um this something about um documentation in a second as well. But generally speaking, um the legacy UI will not be removed in the near future, but it will be retired.
So, it's going to be slowly phased out.
Uh certain things are going to be changed um sort of like piece by piece, um, things are going to be changing. But, the Noises GUI update will come with a big change, so this is from zero.
And, um, basically, they are aware, they want to make sure that the community has the resources to learn how to use it.
So, they are planning on doing some sessions like, um, like basically the Q&A sessions. Um, they also said that we're going to be having multiple session Oh, well, we're going to have sessions semi-regularly, whatever that means, obviously. The team is incredibly, um, busy, right? So, um, you know, taking like a couple of hours every so often to to do these Q&A sessions is, um, is quite a a big investment by them, but they said that they want to do that, so that's really freaking cool.
Uh, but, yeah, they want to provide primary sources for this, um, so, it's going to be awesome in that regard. And then, finally, um, uh, Sly key also said, "We might add scripting support once the client-side visual scripting exists. Possible client-side node-based scripting for the UI later." So, what he was referring to there is that, um, on Noises, um, uh, Oscar, are you talking about the Noises editor? So, from the from the Noises website? Is that what you're referring to? Yes. Uh, they said that you should be able to use that. I recall that correctly, right, Neil?
I'm pretty sure that was the that was the thing. Like, we you should be able to use that, but specifically the scripting port is currently not like or wouldn't be supported. Um, and I think that that's what Sly key >> supported for like a while, right? Until they have actual visual scripting. I think he Yeah, Sly key said that in the in the third update, if you read that.
>> Exactly. And then, that's that's what's the scripting support is referring to.
So, they might do that, uh, but, um, as he says here, you can expect the UI to look more animated and alive over time once Noises, uh, GUI, particles, and shader effects are used uh, and that the legacy system just can't do any of that right now.
And also the UI's won't be hard coded.
So there's a couple of hard coded UI's right now.
You know, the tab menu, the character frame inventories, the crafting benches, all of those are hard coded UI's. But as they are going to be moved over to the Noises system, you will be able to then also modify them via the server. So in theory you could then make completely custom, I don't know, like a furnace UI I guess in that case. So that's already really freaking cool and I think that's that's peak.
Once again, this is one of those things that you know, it's going to take some time cuz you know, they they're just implementing the Noises GUI now on this whole thing.
So um It's going to be piecemeal piecemeal, but still though, it's going to be really cool when the when all of the currently hard coded ones are asset driven as well. Huge.
Yeah, so so that's and that's guys, I just want to say that's just the first question and answer and I'm telling you it's going to get It's going to get really good as well.
It's like it's yeah. It's already pretty good but yeah.
We don't have a date. When can we expect Noises update?
>> Yeah.
>> Oh yeah, there's no date. Yeah. Um >> Yeah, but it's going to happen in update six. It could be a 20 pre-release update. It could be a 50 pre-release update, but it's not going to be update six.
>> Yeah.
>> Hopefully not though. Hopefully not.
>> Um >> Next one.
>> about UI editing replacing when multiple mods want to edit the same thing. Um yeah, I'm not sure about that, but I mean I I think I think it's one of those things where we'll probably cross that bridge when we come to it sort of um kind of an idea I think.
Um but yeah, all right. That's the second, third one. Right, machinima tools. Anyone excited for the machinima tools over here? Do we want like a like a some update on that? Cuz oh boy is there a crazy thing.
So, um yeah, the question was will the machinima tools improve, you know, custom camera angles, keyframe animations, manipulating bones directly in game? And SlyHax to that said yes, the whole system is being rewritten server side, here even mentioning um Arcaniax and Qatar. And this is going to unlock way more capability. Um, and the idea is that the current system was written almost 10 years ago, like which is kind of crazy to think about.
Um, and it is client side only. So, it is all client side and the client spawns entities, those desync from the server.
It's kind of, you know, it's it's it's basically not designed with what is the end goal. So, that's why it's rewritten. Um, it was designed for to make the trailer and now they're completely reworking it from the ground up. And the first system that actually uses the Noesis GUI is the machinima as well, but the underlying tech right now still is the legacy stuff.
But they're going to be be replacing it with a server side. So, spline entities, camera entities live on the server, collaborative editing. So, what So, basically what SlyHax's vision was that is that, you know, one person lays out a spline, others can build a tree, the third can refine the spline, and it's it's all just going to be done on the server. So, you can make movies together on the server all at the same time.
The crazy stuff. Crazy freaking stuff.
And I I'm this one of the ones that I'm also super excited for cuz I think the I think the machinima tools can, I mean, that's that's going to be so crazy.
Multiplayer movie making.
That's going to be a new That's going to be a new type of um That's going to be a new type of let's play.
Let's make a Let's make a movie together in Hytale. Absolutely amazing though.
Yeah, that's their vision for the for the machinima tools. So, what they have right now is um very much the legacy stuff. And the idea also to give like one last type of context, the issue with it being um local is that all of the all of these things are just locally saved, but with a system that works on the server, it would also enable you to play the like basically cutscenes for everyone, right?
So, that would basically make it I mean, this is just what I'm assuming, right?
This is not like this is just my interpretation of it. Um but yeah, let's um uh basically, the idea of you probably being able to like go into a room and then a cutscene plays, and that's just like server-side for that specific player. I I I I think that the possibilities are crazy cool. It's going to be so damn cool.
But yeah.
Those were just two questions, guys, so far, you know, I'm just saying I'm just saying.
>> [gasps] >> It's uh it's pretty cool. It's pretty crazy.
Um but yeah.
>> We also have an update on shared source, guys.
We're going to do do that towards the end.
Um >> Exactly. There is There is an update on shared source, okay? And that's uh >> Crazy.
>> This is how you keep our attention, okay? Oh, we should have said it when we had the 50 people in here.
>> Oh, yeah.
>> How dare you tease us? Well, listen, you got to >> people in here, we're going to I'm waiting till we get 50 people in here.
Tell your friends.
>> Exactly. Exactly. We're going to be like, "Listen, if we don't if we don't get 20 likes on the YouTube stream, like we're not going to continue, okay?
Hello? We need the 20 likes, okay? What is this?" I'm kidding, [laughter] guys.
We're just We're just messing with y'all.
Uh that's fun though. All right. I guess we can uh >> Question number four?
>> take a look at the next one. Yeah, that's um >> Okay, let's go to the >> a small one, but yeah.
>> Yeah, there we go. Rendering.
>> Yes, so that is the screen effects post-processing and currently there's nothing planned for that. So are there any plans to expand the API for screen effects or post-processing?
This feature is not planned as of now, but if we need it for chapter one, we'll work on it. Small per feature rendering work is deep prioritized in favor of render organization. So it's just they don't want to you know, add like crazy complicated things and then have to rework everything again. See question below.
Well, that's well, I mean that does not exist there. Listen, this is this is what I said it's a little bit scuff right now, okay? Rib rob, please, you know, calm down a little bit.
>> [laughter] >> It's just a little bit scuff, you know, it's it's totally fine. We're we're totally good. But yeah, basically when it comes to that and just like they um just like with a lot of the different things that they are they they're wanting to add, it's just one of those things where it doesn't make any sense if they have a legacy system that they pretty much know that is going to become legacy at some point or it already is legacy. They're already working on a modern version of it.
It really doesn't make that much sense to go too much into the legacy system and continue to develop for that. So I think that that's fair, but it is basically the case if they need it for their own workflow, then they will um then they will basically add some small stuff, but right now not not really in in the courts.
>> Guys, 10 people are now on YouTube. So hi guys, uh if you're watching wanting to join the Discord and be in the call directly, you can also join with the link I've shared in the chat.
So we can hit 50 people and everyone knows what's going on with the Java shows.
>> [laughter] >> Exactly.
>> Okay, next up we're going to talk about some item handling.
Get that already. One second.
Boom.
There we go.
>> Yes.
Um that is going to be plans for improving item stack handling. So, changing the name and description at runtime is the first one. Obviously, the feature of that was just recently added, right? So, um some of you might have seen that and that is also backed by the metadata on the stacks.
And currently the metadata does also um allow you to do quite a few things.
Um so, basically the question was is there a planned API for item variants with unique properties per item stack, modifiers, levels, rarities per drop.
We've had a couple of these um pop up in in the in the past. I know that a lot of people want this, but um basically yeah, the the per stack metadata is already supported. So, it should be fairly straightforward for a modder to implement the ability to read metadata from an item stack to you know, damage to do damage modification.
Um however, some things might be more complicated, right? So, stat modifications is what Zero specifically pointed out might be complicated, but yeah, you can store there your own data on the items and the item stacks. So, there's just no built-in way for the stats to change right now, but there's no reason why a mod couldn't implement something. Um but he also said, "I'm sure we'll want um that kind of a thing at some point anyways." So, >> We hit 50 people.
>> Oh, Zero is not here. Okay. Yeah, that's fine. Yeah, cuz Zero also joined.
>> Yeah.
>> It's fine. It's [laughter] fine. It's okay. We're just going to read his We're going to just going to read his answers.
It's going to be fine.
>> Since we hit 50 people, guys, I'm going to finally give you what you want.
>> Oh, boy. See, this is what you this We have to reward people, you know. It is what it is. We have to do that.
>> I'm going to read this one, all right?
Because >> Go for it. Go for it. This is exciting stuff.
>> Okay, shared source.
They've said that all the tech is ready, and as you all know that they're waiting on legal stuff.
But, uh here's the mechanism on how you guys will actually get access. Uh we're going to be There will be a private GitHub organization, and then you can go on the uh account management portal, accounts.hytale.com, and then you can click a button here and enter your GitHub username. You're going to get an invite from the um thing uh uh from the organization, and then you'll be able to read only. It's going to be read only at the start.
And it's And you're going not going to be able to uh accept PRs at launch.
Okay, guys, you're making me laugh now.
Um >> Yeah.
>> Uh And so, that's pretty much it. And I This is not in the document, but they do plan on having uh PRs for uh from like known people from the community, but it's not confirmed yet. It's just something that they're looking at implementing, maybe.
And uh if you guys can read the last sentence, we're going to get it first.
>> Yeah. I mean, basically, just make sure everything works. Yeah.
>> Exactly. But, generally speaking, though, um it's going to be very interesting indeed. Uh and yeah, it's it's coming. I mean, I've said this for I mean, months at this point as well. Legal stuff just takes a lot of time sadly and I do I do understand you know they just want it to be like air tight in terms of legal stuff. So it does make a lot of sense.
But yeah it's going to be very very interesting indeed and um I think that's going to be a a big one.
I think that's going to be a big one and um yeah.
>> It's going to be on get up yeah.
Is sure I didn't say that.
>> [laughter] >> How do you make the quotes things so quickly?
>> Yeah you you it's there's a thing there's a bot.
>> Oh there it is. Okay I see.
>> [laughter] >> That's pretty good. That's that's pretty nice.
Every game studio class at my university has been 6 years and legal still hasn't approved a Steam page. Wow. Okay well that's uh >> It's fine guys.
>> I guess that also depends on how how much money you put into the lawyers but yeah.
>> Yeah.
Okay. What do you guys want to move on to something what's special?
>> Yeah.
I would listen but you have like a whole bunch of stuff still. I mean I know that this is like the one thing that a lot of people who are asking for but we are definitely moving towards it rolling out I mean soon TM as per usual.
>> Soon TM >> Um but yeah let's let's go.
Let's see what we have next.
>> The screenshot didn't save. Give me a moment.
>> Yeah yeah no worries no worries.
That's okay. We had some last minute edits so so sometimes there's like one um >> I'm going to I'm just going to do share three questions at once this time. Enjoy guys.
>> Yes.
Just make sure that's the right one.
>> [laughter] >> It's fine. We don't have like any We don't Yeah yeah No, no. I think that those are No, those are those would be fine. Those would be fine.
Um those are those are good.
>> And there we go. Boom.
>> Yes. That is those ones. Um that is Yes. Those are good. Indeed, right. Um the first one, can we improve how anchor points for mounts are set up? So, um basically picking a bone to attach uh to the player. Now, this is a pain point that they are aware of, but there are some technical complexity here because at the moment the server does not understand animations or animation states. So, there's no way to understand where the bone is to attach the player's position correctly or do any sort of position validation. So, um obviously the this would be really cool, but given the fact that there's a complexity there, it's probably going to be a bit. And then slightly added to it as well, today there's a single mount offset in the configuration, which is a bad solution.
Ideally, it uses an attachment point where the player's animated with the mob itself instead of being at a fixed location. Does make a lot of sense.
Um but yeah, that's the first one when it comes to mounts. Then we get world gen V2.
This one's really interesting. So, world gen V2 currently uses a 2D biome map, but with cubic chunks coming, I think everyone knows what the cubic chunks are, right? The idea is that have infinite world height in the future. Um and the question here is that will we get a 3D biome map? So, Zero said, "As we add the ability to have basically infinite height." Literally what I just said. "It definitely makes sense to also have biomes vertically, so it's definitely a thing we'll look at improving as we go through." I think that's really freaking cool. I mean, I could just imagine I mean, I don't know, man. The possibilities there are just so freaking cool. You can even even going with like huge mountains, you know, you go up the mountain, you can make it literally easily um changeable.
And um I don't know. It's just It's just so cool to just have the ability to then change this. Oh, man. I mean, that's going to be big one.
Bread. That's nice. Nice bread. But, we're not talking about bread. We're talking about mod packs, okay? So, are we getting mod packs either via CurseForge or built-in solution? So, the um we are building and shipping the mod browser in uh in an upcoming update.
So, upcoming update means any of the following ones, right? This is the I I don't know I don't I doubt that it's going to be update six. It's an upcoming update. Uh with the potential to integrate some form of getting mods in a bundled experience. So, mod packs are definitely useful, and we know that uh we want to do it, but there's uh no like the nothing currently planned, right?
So, um the um this was actually des slash null uh saying that I foresee a Steam Workshop-like subscribe model where curators bundle mods that you can subscribe to. I think that's a good I It might be a good enough solution for the time being, but some amount of mod pack bundling obviously has to be the case cuz um I do think that it it makes sense to to make it uh real easy to to just use it in in single players for for mod packs.
But, yeah. That's um that's mod packs.
I'm guessing it could integrate with Steam Workshop eventually with a Steam launch. No idea, but could very well be the case. Um I mean, I think they I think they just used it as an example of how it could feasibly look like.
Um I also suggested something like that RimWorld does where you just have like a JSON file that you literally save, and it just saves the order of mods that are being loaded and um and uh what mods are loaded for like a really really quote unquote easy solution. Um but which is more hacky than anything else. To be fair though, that would be a little bit hacky. Um but I I guess it would still be better than nothing at all, right? That's um that's like the case.
Uh full mod pack feature is a bit more complicated than just a list of mods. It would need configuration overrides.
That's true. I guess that's true. I mean that's why I said uh you know, how um how uh RimWorld does it where I don't know if you need like configuration for configuration overrides um at least there. But yeah, that's fair.
But yeah, that's um I said yeah, will the bundle mod let us make our own custom bundles or no?
As in like I don't understand the question, but that's okay. I'm super excited for the in-game mod browser. I mean it's definitely a thing that Simon talked about a lot. I I think um Slyce also talked about. So, there's definitely um quite a few things that they want to want to do there.
But yeah.
There it is.
Nice. Good stuff.
Do you have the next slide?
Um >> Yeah, uh one second. Just give me a sec.
>> Yeah, no worries. [clears throat] >> We really should have just used uh slideshow, a PPT or something.
>> Yeah, well, I mean it's fine.
It's okay.
>> Okay.
>> Like we said, we had a you know, it's like we were just we are still setting up stuff like 3 seconds before joining.
It's all good.
It's all good. Listen, if if [laughter] it if there's not a little bit of scuff, then it then it's not real, okay? I just >> a hydro modding thing if it's not scuff, man.
>> Well, I mean, just in general, right?
That's like we have to get we have to be a little bit uh >> There we go.
>> You know.
All righty. We got ourselves the splines.
Any plans on adding splines to the game?
Well, we talked about this a little bit before, but you know, basically the idea is splines are something that we will probably have earlier. They show up in two places already, the new server side machinima system, which we literally just talked about, and spline conforming blocky models, where, and this is a quote, "The rendering is kind of easy, but how we how do we actually want to configure it is the harder part." So, that's the idea on splines.
There is going to be splines coming.
What are splines? Aren't splines like just um like uh God damn it, how do you how do you explain that? Oh, they're splines.
They are not they are freaking Oh, come on. Pacific by anyone? They're splines for real, yeah, there you go.
They're curves. Yeah, exactly, curves.
Yeah, yeah, that's what I'm was thinking about. They are a um they are a line that's not straight.
Okay?
Can we get some gauging shot for that?
No, I'm kidding, it's all good. Okay, let's move on. I'm I'm I'm in a silly mood today, okay? I'm in a silly mood today.
Um Anyway, we uh the next question was, "Will the system support micro block chiseling, breaking blocks down into 1/8 or 1/16 voxels?" So, um that was a question that I really wanted to know as well, cuz I think that that's really freaking cool. And um right now they are saying that um if we don't do it for gameplay, then they will probably um you know, you will be able to make a mod for this. And if this um if this tech is in for movable structures, then basically they want to make sure that they have a scaling component so that you can make like teensy tiny movable structures.
So, something akin to micro block chiseling like yes, so chisel and bits kind of like that.
I thought someone was already working on that. I think it should already be possible in with the current tech.
Might be slightly more complicated, but I'm not sure.
Um But yes, it should be doable. Um But yeah, they I they will probably not do it for themselves, but yeah. What about the inverse? Like a really big stuff? Well, I mean scaling would would infer that you can either do like a 0.25 to scale it to 25% of the size or if you do like a point of five, all of a sudden it's five x the size.
Which would be kind of crazy, but I don't know.
I mean you know.
I'm not sure about about any of that, but you know, it's uh It does seem like that's a pretty interesting thing.
Um >> Okay, are you guys ready for the next um slide?
>> Yeah.
What do we also just you know, check in over here? What do we think in so far?
Okay? Good questions and good answers or you know, do we do we need to take a breather?
See, that's what I mean, right? Like that's yeah, take a breather. Let's take like two minutes, okay? Like that's fine. Like we had like we had so much input already, right? We have an NPC question. I think I asked an NPC question. I have to double check, but I think we do.
Um Um yeah, but I did ask an NPC question. Um I do have to just double check.
I- it's like a little bit of a different uh it's it's I don't know if it goes that much into detail about what you're interested in Pacific bite, but there is Oh, no, there is actually one.
Um there is actually one, but I think I have to um get you that uh that question the image to to to Neil just in a second.
It's fine. It's okay. So, what was this with with multitasking?
Yeah, but I'm not sure. Okay, I know, but let's just see. Let me just double-check. Yeah, yeah, yeah. Yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, it's all good. So, but we have uh we have uh one more though, right?
Before we need to do any uh I think we have like two I think we have like I think at least one or two more.
>> We have uh we talked about >> Oh, the NPCs actually I already sent the NPC one. Uh we're totally fine, guys.
It's totally good.
>> Yeah, NPCs, right? I should talk about NPC one, okay. I'm moving on.
>> Yeah.
Those will be definitely have.
>> definitely not ready for this.
>> I Listen, this is we do it live, okay?
>> Yep.
>> Didn't someone literally just did didn't just someone put the GIF in here as well? I'll do it live.
>> Of course.
>> JUST TURN THAT THING ON and do it live.
Exactly, there it is.
>> [laughter] >> Oh, that's such a old clip, man. I think I think many people were not even alive when that came out, but that's okay. Um I don't know if I was alive when that came out actually. Regardless, NPCs and quests. So, can the NPC system change NPCs in real time? So, texture size and attributes without respawning. So, um Zero set, there is no reason why it shouldn't be possible to either be able to change the appearance by swapping out the model and its transform to be scaled larger, and he actually said that he's confident that um some NPCs have the ability to switch their appearance, but um if it doesn't work, then a small reproducible NPC configuration would let us confirm whether it's a bug or just a limitation that shouldn't exist. So, that should definitely be a thing.
And then, um one thing that I was really interested in is um a quest system, and I think that that's really cool. So, as we get closer to adventure mode, um you know, and we diversify and the the NPC system is diversified, uh is there a quest system that is planned? Now, there is already an objective system in the code base. If you haven't seen it, you can take a look at it. It's the objective plugin. Um it has like all the hall mark hallmarks of a um quest system.
So, it is abandoned, but it either makes a reappearance in dungeons, or they might introduce like a new design sort of um in this whole thing.
But yes, uh it is um there is a thing there. I used it. It's not that bad.
Yeah, they I think they just want to they're just not quite sure what they're going to do.
But NPCs, there is an action appearance already from uh so, it's possible to change the model. It just doesn't have the scale override at the moment. We'll look at that. There you go. There you go. That's from uh Zero.
Um that's awesome stuff.
Um but yeah, the question then is just are there going to be implied quests, right? So, you know, craft this, gather this, and then you're done, or is it like explicit quests where you enter a portal, and then you see like on the HUD you have to, you know, uh fight 100 orcs or something like that? Um that's the that's like a design question, not really um for the modders. But then, the most important point here is that any system they introduce for quests, modders will 100% be able to hook into, and yeah.
Right now, if you if you want quests right now, you can use the objective system or the objective plugin over here, which would work today. But um Yeah, and it also should um come with comments once the um once the shared sources are there. So, uh you're going to find like 10-year-old comments or something like that from from Slyky in there. So, that's going to be fun.
>> [laughter] >> Um that's going to be actually like I I do I do wonder. Surely zero, surely you cleaned up some of the comments, right? Or were there like comment comment wars in in the old code base?
>> [laughter] [gasps] >> Oh, that would be crazy.
Cuz there's there's there's like a subreddit for for like funny comments, right?
Anyone knows about it? Yeah, exactly.
This is exactly what I mean. Exactly this one, right? I wrote this code, only got Yes.
Not only God knows. That's exactly what I mean. Right, these types of comments.
Programmers can't comment.
>> I'm sure they can have a lot of comments, right? I'm sure they can have a lot >> I wonder if there's any like that would be really funny. That would be really funny.
Oh.
>> We are not supposed to leave this. We got to We got to clean this up.
Okay, let's move on to the next question.
Cobra is really just doing everything this time.
>> Yeah, it's totally fine, man. It's totally fine. I mean, listen, you're you know Yes, ability. Do you plan on adding the ability to have different mods per world?
Um there is currently no plan to support this kind of feature because the trade-off would cause more complexity and more performance issues for the asset system. Uh so, uh with other improvements to the asset system, it should really not be a problem to have multiple mods on a server and just not use some in some worlds. So, this is a more of an issue with how modders develop their mods so they can be used in some worlds. There is also a further question how our ECS system currently handles system registration, which does limit the ability for Java mods to avoid registering a specific system in a specific worlds.
So, um it would be a um per world mods would be a pain as a mod developer. Yeah. So, um that's fine. Also, um I think there was a long time ago but it got cleaned up.
There's probably still some things.
Okay, well, the first thing that has to happen when the when the sources are here, we go through every every single comment. Now, I'm kidding. It's fine.
It's fine. I'm just memeing, guys. I'm just memeing. It would be funny if there was like a really funny sort of uh um thing anywhere yeah, uh, in there.
>> Okay, guys. And next up, I guess this is our last question.
>> Let me see.
>> Here we go.
>> Yeah, so there's um, node editor, indeed. So, that is the node editor.
Uh, yeah. Uh, is the node editor done or are more tools and nodes coming? World in V2 is not performing enough yet and needs many more features. So, it's continuously going to get more and more features. The node editor is a prototype and it was actually never, um, originally meant to be publicly released and it will move into the asset editor itself. This is, of course, you know, definitely future music, right? We're not, uh, this is not like a thing that's going to happen in like the next update, I assume, but, um I think just generally speaking yeah, yeah. Uh, for the NPC editor, no news. Uh, I I mean, the NPC editor, I think the same sort of thing kind of applies in that, um, I'm pretty sure they, um they don't really want to, um they don't really want to, um keep it Oh, well, the thing that they released, the NPC editor they released, wasn't even supposed to be released at all. It was like a super internal crazy, um, like, I mean, a crazy internal sort of example. So, I'm pretty sure that's, um, that's why it's slightly scuffed, basically. But, um, but yeah.
Um I would love for the node editor to be an in-game window as opposed to tabbing out. I think that is the sort of the point like long long-term vision, right? I mean, we're talking like I I mean, I think I'm I'm going to probably say years in my I guess is where um similar similar to the trigger volumes, I think they do want to move so many things inside of the engine {slash} inside of the game. Um it's just one of those things where it's um it's just taking quite a long time, right? And also, it obviously depends on how the interfaces are structured, how the how the GUI is structured, and um just in general on how how everything there works.
But um yeah, having multiple different editors obviously is not sometimes have two to two and three or two to three asset editors for different servers worlds at the once. Damn. Yeah, that's um That's rough. That's rough. But yeah, basically, I I do think that um that's going to be that's going to be a thing.
>> I was able to find one more question from the depths.
>> Yes.
>> Um Here we go.
Yeah, there there we go.
>> The social integration.
All righty, that is the Let me double-check over here. Um Yeah, so social integration. We plan to have Hypixel-style deep social integration. The whole ecosystem should benefit rather than each server reinventing it. The party system is coming This party system is coming online soon. Ding ding ding. And the goal is in a later update when mini games and short-lived experiences ship that players from a party system Sorry, and players can form a party and then start them with parties basically extensible to other servers. So, you can queue up as a party across servers. And this would unlock rapid replayability.
The mod browser will include creator profiles tied to the main profile system. So, yeah, basically, you're going to go in and um you're going to have parties and the way that I understood it is sort of like you can you can I don't know rank up with your party, you know, you can do like the we're going to have like I don't know um party rank I don't know if a party ranking sort of thing. That's just I'm just inventing like ideas that could be feasible. But at the very least you can go into like cool experiences and be like, "Yo, this is going to be crazy."
Uh this um you know, I don't That'll be interesting. Neil should wipe code the party system. Yeah, I I agree.
That's a very good idea.
That's going to be good.
>> [laughter] >> You said once that you wipe coded and now it's over, right? Now it's it's just it's a meme, right? It is what it is.
>> I just literally downloaded codex.day and said I'm wipe coding.
>> [laughter] >> That's fair.
That's fair.
>> Yeah, I think we're out of questions.
There will be more questions and more answers on the website after this after it's out. We're going to make an announcement and a tweet.
Yeah.
>> So, there's still there's still a couple of things Yeah, there's still a couple of things that are still interesting.
Like I said, there's I would say there's like about I don't know like a handful or something like that maybe a couple more questions that are going to be interesting, but we just need to clean the rest up over here. Like I said, it was a little bit of a time. Any news of the block blocky model node count? Let me actually double check over here. Um no, we do not. There's no It was answered, but we don't have a we don't have a clear on that.
>> Yeah.
Let me check.
Okay, so I mean, we have 18 minutes left. If Zero wants to come around and just answer one or two questions.
>> Yeah, whatever works. Someone Someone is zero to answer. Zero is literally in in in chat right now. Hello, there he is.
>> Hello.
>> Hello.
>> Yeah, I I I did a little digging um after we had a chat about the node limit and there is a uh limit that we're basically running into that prevents us from bumping it at the moment on like older graphics cards where they won't let us upload a buffer bigger than a certain size, so that's where we're kind of hitting some of that.
Um but yeah, we know it's a it's a frustration and we definitely want to improve that in the future, so.
>> There you go, guys. That's uh that's the scoop for you.
My 90 70 appreciates it, okay.
That is yeah, okay, that's fair.
>> [laughter] >> That's fair.
That is extremely fair.
Let me see.
>> If you guys have some questions, put them in bold and put them like this.
Add the format and >> Very high priority is six and beyond.
>> One or two questions, yeah, I guess probably.
>> I think um I'm like super I'm super excited. Uh I think it's super exciting to see all the next things coming.
>> Let's see.
>> Yes, uh I've actively looking into the performance stuff at the moment, Oscar.
That's why the pre-release was semi-late. There was like a bunch of things happening at once.
>> Zero, you should uh confirm the models warning section so you can publish it.
>> [laughter] >> I think I think it's being worked on.
Hold on.
>> No, I don't >> There's like a hundred things still kind of happening at the same time.
>> He needs to wake up Machine. Can wake machine breaker Waker >> Sleeping again? No. What?
Crazy stuff. I didn't wake the machine.
True. Actually true.
>> He's going to smash the monitor, bro.
Don't being caps.
>> The machine broke and now it's being called.
>> Yep. The current uh UI system and support the common UI will with the existing common UI uh break with update six.
Or will there be dual support for the UI systems for a bit?
Um I'm assuming this is asking specifically about like Noises and the current server UI's.
I'll assume you are.
That we want to support both of them side by side for a while because we know that a lot of mods are currently using the custom UI's, so we will have both of them supported and then eventually like we'll let you know way ahead of time when we look at >> Yeah, I think we did talk about it in the Q&A with like Do you have an estimate of how long you're going to give or how many updates you're going to give to the devs to move away from Dark UI's to Noises?
I just missed >> Uh we don't have any idea at the moment, but like we definitely we know that it's used a lot, so we don't >> It's It's not going to be like yeah, it's Noises. Yeah, you have one update to move away.
>> Yeah.
>> Hopefully yeah, okay.
That's good.
>> Right.
>> Uh Pacific byte asks if there are any plans for NPC debug tools.
>> Um I'm not sure. There's definitely I know there's some areas where there's a there's a couple little tools here and there that have been made, but um there's definitely more that can be done to make that easier. Like we I think we talked about this um you know uh when we had a chat briefly. Like there's certain things where we want to eventually expose more information about like what the NPC is doing, so it's easier to understand what's going on um in the behavior tree and stuff like that.
So, yeah, there definitely is things that we want to do there.
Uh it's just there's other things we want to do before we add more uh debug UI's like that.
>> Are you guys planning to I guess to have us uh if you're planning to add more player counts load optimization like uh I think Machine Breaker is doing this, but I I'm like in in the foreseeable future, like >> Yeah, I mean we're actively working on performance. Like we know it's definitely a pain point for some people.
If there's if you have more information, like if you have uh profiles or uh specific information about like hotspots, like things that are actually causing problems for you, like we're absolutely happy to take a look and see what if there's like specific places we should be doing things, but generally speaking like we are working on improving performance across the server and the client.
Um so, there will be changes here and there as we we continue working on that.
>> Okay, yeah.
>> You can always put pin breaking.
>> Of course, yeah. We're going to bug machine maker about it because why not?
Yeah, I think the Spark profiler right now doesn't show much since it's multi-threaded. I'm not sure.
I think some people had issues with that.
Not sure, yeah.
>> I'd need to look into it.
>> Yeah, I mean without any actual like profiler ID or something, you can't do much. I know.
>> Yeah, I mean I definitely can confirm that.
>> Yeah, he [clears throat] had the issue because we're building the physics engine.
And I guess I should not talk much about it.
But he had some issues with Spark.
You didn't? Okay.
>> Oh, jeez.
>> Okay, yeah.
>> You can always put pin breaking.
I finally played with trigger volumes, but they don't appear to work in world gen. Will that be changed?
>> I think we'll try volumes is a pretty new feature. They're going to >> Yeah, that's true.
>> Like I'm Yeah, I I know about this because they're going to iterate it iterate on it like quite a bit.
Like uh they want to add more conditions.
I'm not sure if Zero is he's handling that part, but uh I've Simon told me that they want to add more conditions and more like things you can like more things you can do with the with the world like setting >> Yeah.
>> I think that that's what have been added or something.
But yeah.
>> Yeah, we definitely like it it has the ability to do quite a bit of things at the moment. We just want to find that line where um we've added stuff that is useful, but we don't go too far where we basically have a really complicated system that's trying to effectively be scripting because we know that we actually want to have visual scripting. Right? So, we need to find this area where it makes sense to have certain features now so that people can do things, but uh we don't go so far that we have to basically undo work um by the time we get that.
>> Someone also asked if you're planning to remove the old events like the bucket type events that we have right now and completely move to ECS uh systems and events.
>> Probably not everything.
Um the way that they've sort of been approached is the the events are more like async. They're outside of the worlds.
Whereas the stuff that's in the ECS is more within a world.
So, they they're kind of useful in specific context.
>> Yeah, I mean remove remove uh majority of the bucket events, I guess.
That's what I meant.
>> Yeah, I mean it for the things where it makes sense uh moving them into the these yes and having everything sort of centralized around that. That also makes sense. Um So, yeah, it's definitely on a case-by-case basis kind of thing.
>> Yeah, the trigger volume tool is not as appreciated as it should be. Like, it's a really powerful tool.
>> It's brand new. People will >> Yeah.
>> will learn and and figure out what's going on. There's definitely uh a lot that is doable with it. I'm excited to see what people whip up.
>> Definitely.
>> Also, QBTech said for the longest time I thought trigger volume was just sound triggers.
>> That's what I replied to.
>> [laughter] >> I Oh, yeah, yeah, yeah. There There you go. Yeah, that I I feel like that's uh maybe a couple of people who are not necessarily sure what that means might be like, "Hmm, what am I supposed to do with sounds?"
>> There's a question about uh Vulcan versus OpenGL. Like yes, we absolutely want to modernize our rendering stack.
Uh OpenGL is effectively unsupported. Uh So.
>> I think the last time we talked >> But you guys like it's not going to be moving to Vulcan like very soon, right? Or >> No, like we have um Like I've mentioned a few times, like we have basically a bunch of work to to get out of the way, um to be able to do other things that we want to do, right? And one of those is like making code changes so that we can look at things like modernizing the rendering API so that we can get away from uh the current limitations that the engine has. And so, that is like we could just throw our together and try and kind of make it work, but we want to make sure that we're setting ourselves up for the future as well. So, we're going through and looking at like how can we do this sort of in in a good way so that we're going to set ourselves up to to be able to um work on this long-term, right? Like it needs to stand the test of time.
>> It's really awesome, yeah.
>> Good stuff. Good stuff.
>> I know some people don't like reading the blog posts and uh we have a I want to share a video of the trigger tools uh in from the blog post if someone has not seen it yet.
Take a look at this, guys. It's from the blog post.
And you should guys you should definitely look at it and make like try to read if you want if you even if you don't want to read the blog post. It's really nice.
Gives tons of tons of information on the trigger volume tool.
>> Also, this insane what is possible with that. Like it's just the mind-blowing in in in lot of ways. Like it's so cool.
>> We're just going to be glazing uh trigger volume tools now.
>> Listen, I mean if there's cool tools that are coming out, yeah, exactly.
Then, you know.
Like if it deserves the glaze, then then it deserves a glaze, I mean.
>> Definitely does, yeah.
>> Entire solar systems cow drawing entire solar systems. Listen, I mean it's uh and we're still just in the beginning.
mean, when I think about sort of, you know, what um what Slime Key and Zero and the team are sort of envisioning and Simon with with their like long long-term vision, I mean, I think I think we just scratched the surface of of what's like possible.
>> Definitely, yeah.
>> Oh, yeah.
There we have it.
This is going to be crazy with the with the social stuff. Yeah.
I don't know.
All right. Um are we moving into um closing it, Neil?
What are we thinking?
>> I think, yeah. It's three minutes left.
We can talk about our future plans with the town halls and stuff.
>> Yeah. So, um overall, so first of all, was the second town hall also good? I know the sequel is always like a rough one. Although, I always know that the third one, that's always the one where we got to look out for.
But, um you know, I like the better question format with this one. All right, fair enough. That's okay. Yeah, pretty neat. All right.
Um yeah, and so we also um sat down again um Neil and I and um we decided that we're going to push the um modding town halls to uh every month. So, we're going to target the last Thursday of every month.
Um reasoning it's going to be way more dense in terms of the amount of uh information that we can deliver. And also, um you know, makes the scheduling just a little bit nicer.
Also, probably is going to make it much more likely that um, uh, Hytale Dev can can Excuse me, can join um, cuz having people uh, you know, every like them offering uh, an hour or ish every 2 weeks is feels a little bit uh, you know, a little bit rough, but um, you know, once every month or so maybe we can uh, we can do that. Time slot is also good.
I think I personally think the time slot is great. I mean, Neil lives in a completely different time anyway at this point.
Um, beyond his time zone, I'm pretty sure.
Um, but it it's it's rough when it comes to time zones one way or another, right?
Cuz we're just it's going to be a one of those um, one of those things that's going to be almost impossible to to get properly done with with everyone.
>> Yeah, uh, we shouldn't worry about my time zone. We just worry about your your stuff.
>> Um, well, yeah, that's the game. So, we'll >> Since today is like the last Thursday, I guess, I'm going to turn the event to a recurring one and post an announcement 1 week before the event so you guys can check your own time zones. It's around probably going to be on the same time every month, but we might have to change it up uh, once in a while, but yeah.
So, we should see you on the 25th of June if everything is right.
>> Yeah, that's a pretty good. And um, the rest of the question that we talked about and some more um, like I said like Neil said, will be published on HytaleModding.dev. dev. So, those are going to be available at some point. Uh, you know, given give like guys give Neil a little bit of a break, okay? My man's been working around the clock, so >> [laughter] >> you know, give him some time to to finish that up.
>> Yeah, uh, we should I should probably have the website ready to go very soon.
>> Awesome stuff.
Nice.
>> And yeah, they you can find the town hall recording there if you missed at the starting. And of course like the starting of the the first 30 minutes or 45 minutes you can find on the website because we just went through the answers.
And I'll be posting an announcement about that if anyone missed it.
>> That sounds good.
>> Good stuff.
Yeah, thank you everyone for joining.
And yeah, hope you hope this was interesting to you all.
The I think the questions and answers were awesome and yeah.
All right.
I would say until next time.
>> See you guys.
>> Bye.
相关推荐
Agentforce NOW AMA: Build with React and Salesforce Multi-Framework
SalesforceDevs
490 views•2026-05-28
How agent o11y differs from traditional o11y — Phil Hetzel, Braintrust
aiDotEngineer
450 views•2026-05-28
WEB TECHNOLOGIES UNIT-2 | Degree 4th sem BCOM Computers web technologies unit-2 full explanation💯✅
LearnwithSahera
1K views•2026-05-29
More tests are always better? How to use AI to identify tests that bring little value
Alliance4Qualification
335 views•2026-05-29
Search Algorithms Explained in 60 Seconds! 🤖💨
samarthtuliofficial
218 views•2026-06-01
People of Game of Thrones using JavaScript DOM
AltCampus
296 views•2026-05-30
Introduction to Problem Solving Part - 1 | Lecture 1 | Intermediate DSA
ascensionix
107 views•2026-05-29
🚀 BCS613C Compiler Design | Module 1 to 5 Schema Evaluation 🔥 | VTU 6th Sem 💯 #VTU #bcs613c #exam
Pranavaa-y4y
104 views•2026-06-02











