Joined July 2011
13 Photos and videos
Ktar retweeted
📢 Hytale's Third Modding Contest is here! 📢 Create a Hytale Mod in 7 days Compete for $5,000 (USD) in prizes, funded by Hypixel Studios! The best mods will be judged LIVE by @ItsBuddhaCat, @RyanHCode, @KweebecCorner, @Kaupenjoe and @_Hawkon! Starts June 15th. Learn more information about the timeline, prizes and more here 👇🏻 hytalemodjam.com/
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Ktar retweeted
May 27
ICYMI: Hytale’s Update 5 is out! We want to shine a spotlight on our new Trigger Volume Tool which allows you to place persistent 3D volumes that trigger configurable effects when conditions are met. Think of these 3D volumes as tripwires that are completely invisible to the player. However, when something happens inside of it (a player walks into it, a creature walks out, a block is placed, an arrow is shot, etc.) it will react by running a desired effect. Here’s a compilation from our Level Designers demonstrating what's possible with this tool. Not a single line of code was written to do this. 100% UI based scripting! 🤯
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Ktar retweeted
May 26
📢 Hytale’s Update 5 is now LIVE! 📢 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! ▶️ Read it here: hytale.com/news/2026/5/updat… FEATURES & HEADLINE UPDATES - Trigger Volume Tool - Controller Support - Social Sidebar & Discord Integration - Server Discovery - 1 hour of new music - 9 New Emotes Updated Emote Wheel - Prefab 3D Previewer - Simplified Chinese is now in-game - Launcher now supports older versions of the game Thank you for all your continued support and feedback! 💚 #Hytale
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May 26
Can't wait for Trigger Volumes to fully release in Update 5 tomorrow! You'll all have to show me what you make!
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Apr 2
Chat command tab-complete feature now available on the latest Hytale pre-release today!
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Mar 23
If you work with the entity tool in Hytale, I'd definitely check out this mod that allows you to optimize groupings of entities into single models. Looks incredibly useful!
"Model Creator" 1.1.0 out now on CurseForge! Convert any in-game entities/prefabs into a single Blockymodel. I also ran some performance tests and the results are pretty impressive: Entities heavily impact performance, while converted models have almost no performance impact. The video shows examples for both, as well as a performance comparison. If you’re building larger setups, this can make a huge difference! Curseforge: curseforge.com/hytale/mods/m… Github: github.com/marggx/ModelCreat… #Hytale #HytaleModding #Blockbench
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Mar 3
Hytale $100,000 modding contest is now live! Holy cow thats a lot of money. I can't wait to see what you all can make!
We're launching our first official Hytale modding contest with $100,000 in total prizes! But this isn't just a contest. This is the start of something much bigger. My vision for Hytale has always been that modders should be celebrated, not sidelined. The people who pour their creativity into pushing the boundaries of what's possible in the game deserve to be front and center. They deserve to be rewarded. Think of it like esports, but for modders. We want to build an ecosystem where talent rises to the top, where the community recognizes and elevates the people making incredible things. This contest is the first step. There will be many more. For this first contest, we chose World Gen V2 and NPC as two of our three categories very intentionally. These are areas where we know extraordinary talent exists, and honestly, we're scouting. If you blow us away, don't be surprised if we reach out. We want the best modders in the world working alongside us. And looking ahead: over the coming months, we'll be rolling out more modding tools, an in-game mod browser, and a lot more. We're also thinking deeply about how players can directly reward the modders they love, without turning the game into a shopping mall. It should be fair for players and meaningful for creators. This is just the beginning.
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Ktar retweeted
Very happy to announce that I am now working on the @Hytale team! I am very excited to be working alongside @Ktar5 to make Hytale Creative Mode the best it can be! 🔥 Thank you all for all the years of support on my plugins 🙏 I'll still be working on Minecraft stuff!
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Feb 11
Some great bugfixes and QoL features in Pre-Release 3.3. Really excited getting to continually improve the player experiences in Creative Mode and beyond! We've got amazing stuff cooking for the future.
Pre-Release Patch Notes (Feb 11, 2026) Update 3 (Part 3 of 3) Enable via Launcher → Settings → Pre-Release The release of Update 3, including its 3 parts, is scheduled for next week! HEADLINE FEATURES - Added a very basic, 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! - 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! - Tamed animals won't run away from players (unless they’re hit), and will occasionally greet them. - Added Sickles, capable of harvesting multiple crops in a single swing. - Updated climbing, enabling side-stepping, dropping down, and rotating around ropes. - 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. - Brazilian-Portuguese and Russian have been added as our first new in-game language options, kicking off the first phase of our localization efforts. Additional languages will be introduced in the coming weeks. CONTENT - Updated a number of prefabs, removing workbenches and chicken coops from several of them. - Added a green variation of the Rhino Toad. - Updated the requirements for Farmers Benches: - Tier 4 now requires Drywood Log instead of Redwood Log. - Tier 6 now requires Redwood Log instead of Drywood Log. - Updated the crafting times for several early-game items: - Crude ammo, weapons, and tools now craft instantly. - Builders Bench craft time reduced from 3 seconds to 2 seconds. - Chicken Coop craft time reduced from 4 seconds to 2 seconds. - Overpants are now referred to as Legwear. - Added random block ticking and the spreading of grass. - Shortbows and Crossbows can now use ammo directly from the backpack. - Updated several NPCs with improved target switching behavior. - The flamethrower VFX has been updated, and the weapon now attacks faster. - Implemented separation between Stereo Headphone and HRTF Headphone modes. Output mode options have been extended to cover Speakers (Stereo), Headphones (Stereo), and Headphones (3D Audio). MODDING & TOOLS - Added a warning when loading into worlds with missing mods. - The Creative Hub, where players initially find themselves on Creative Worlds, is now referred to as the Crossroads. - Added a ‘Return to Crossroads’ button on the World Map for Creative Worlds. - Removed some older debug commands and improved validation for the Machinima tool. - Added the ability to change the playback speed within the Machinima tool. - Added a new debug flag, VisLeashPosition, enabling visualization of NPC leashing. - Added a new debug flag, VisFlock, enabling visualization of flock membership and structure. - Updated packet handlers for builder tools to utilize the World packet handler for world-specific packets. - Renamed light radius to bright radius and set the default to 1 so that light color is maintained. - Changed the draft brush shape to Sphere, instead of Cube. - Entities will now rotate and render in the Selection tool’s rotate/translate mode. UI/UX - Reworked item tooltips to better support localization. - Increased the dimensions of some UI elements to better support localization. - Added a confirmation message when attempting to swap Avatar Presets with unsaved changes. - Added an Avatar Presets counter to the Add Preset button. - Improved navigation of longer server lists. - Added a scrollbar to aid navigation for users with a large number of mods. - Added Noto Sans as a secondary fallback font for Cyrillic glyphs. BUGFIXES & OTHER IMPROVEMENTS - Updated the world map and chunk updates to use their own streams. - Fixed a crash related to creative tool previews when undoing & re-applying very large changes. - Fixed a crash when a skin fails to be saved. - Fixed a crash on Linux when opening a folder without Nautilus installed. - Added missing validation to reduce the number of IllegalStateExceptions that may be encountered. - Fixed an issue whereby copied entities could share data structures incorrectly. - Fixed an issue whereby debug frustums would not render. - Fixed an issue whereby key binding information would not display correctly. - Fixed an issue whereby some Apple Trees would float off the ground. - Adjusted the player hitbox when sitting and sleeping. - Fixed an issue with the spawn suppression system crashing upon regenerating chunks. - Fixed an issue where respawning inside of a portal world would leave the player in a zombified state. - Fixed an issue with full-bright toggling that prevented full brightness occurring when entering Creative mode. - Fixed an issue with server configurations enabling all mods by default. - Fixed an issue whereby some unlucky fish would spawn in lava. - Fixed a number of village furniture items incorrectly requiring a pickaxe to break. - Fixed a number of issues related to clouds when the weather transitions. - Fixed an issue with fire spreading above 256 blocks. - Fixed an issue with durability whereby dying would cause some carried items to incorrectly become unusable. - Fixed an issue with client worlds not enabling backups by default, if not otherwise configured. - Fixed a number of memory leaks. - Updated some grammar and removed some typos.
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Ktar retweeted
Let's see that love from the @hytale community! Just posted my first ever video featuring a deep dive into #hytale Creative mode & It's INSANE!! 🔥@Simon_Hypixel
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Jan 29
For anyone making UI in Hytale, this is a must! Using the .UI Markup files is much better than code-generating the UI. Check it out :)
Some good news for modders making custom UI: we have just published a vscode extension that we have already used internally that adds some basic syntax highlighting for our .ui file format that is now directly available in VS Code marketplace.visualstudio.com…
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Jan 29
What an amazing opportunity for modders. Get your modding gears turning and win some prizes! Can't wait to see the results! 🎆
🚀 Hytale's First ModJam is here! Create a Hytale mod in 96 hours, compete for $4,000 in prizes, and get judged live by @KweebecCorner, @kaupenjoe, @hawkon, and @inthelittlewood. Proudly sponsored by @Nitrado 🗓️Starts in 24 HOURS! 🌐hytalemodjam.com
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Jan 22
#Hytale Update 2 Creative Mode changelog as of today: * Added ability to skip layers in layer brush * Added player as anchor options to prefab save and /copy commands/tools * Fix broken tint brush * Fix liquids and weighted block types in /replace command * Fix rendering of selection preview when swapping off the tool or exiting prefab editor * Standardize server file list browsers and add asset pack support for importing objs/pngs, and unify file list browsers. * Prevent deleting/selecting players with entity tool * Fix selection tool deleting Editor_Empty blocks when undesired * Interaction hints persist between restart on pickupable entity tool objects * Added tooltips to lots of creative blocks * Add various creative tool feedback messages for things that silently occurred
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Jan 22
At least 7 creative mode fixes and minor tweaks were added as well. Bigger creative mode features and upgrades coming soon with Update 3. Maybe I'll post the full creative mode changelog tomorrow.
Hytale Update 2 – Patch Notes (Pre-Release) Enable via Launcher → Settings → Pre-Release Cosmetics & Customization • New mask face accessories (available for all editions) • Armor slot visibility toggle (host-enforced for PvP/immersion) • New mouth variants: Vampire, Cute, Orc (all editions) • Berserker haircut tiling fixed • Updated haircuts, cape animations, petals & cloth visuals Gameplay & Balance • New magic! Necromancy grimoire! Drops from Skeleton Praetorian, lets you raise up to 5 skeletal minions from bone piles (5-min duration or until summoner dies) • Adamantite now requires a Thorium or Cobalt pickaxe • Pickaxe progression reworked: mining speed now scales with pickaxe quality • Faster rail karts (still not great, but faster!) • Tower exploit fixed (NPCs can now throw rocks at players) • Buffed polar bears and multiple skeleton types • All crops can now place produce in the world • Missing decorative light blocks added to furniture bench • Adjusted hide drops (Light → Medium for some NPCs like cows) • Added permission for world map teleporting • Magma Rhino Toad attack updates (…maybe accidental buff) World Generation • WorldGen V2 prepared for public documentation (modder support) • New Default_Flat & Default_Void templates using WorldGen V2 • Hub Portal now spawns with V2 flat worldgen (clear weather, limited fog, new worlds only) • Major ore placement refactor in all zones – More ores, especially in Devastated Lands underground – Requires new chunks in existing worlds • Zone 1 dungeon environment fixes new environment fixes (you might hear new soundtracks) Farming • Eternal crops no longer break from weapon damage • Increased tilled soil lifetime • Fixed soil decay under fully grown crops UI / UX • Improved editor block tooltips • Clothing color tooltips added • Better hotbar active-slot contrast (diamond indicator, helpful in Howling Sands) • Memory categories sorted alphabetically • Scripted Brush QoL improvements • Inventory interaction updates (e.g. new keybind to pull all items from chests) • Optional FPS counter overlay • Player markers added to compass • Ophidiophobia accessibility mode Audio • Added basic Rex sounds additional audio fixes Bug Fixes, Tech & Stability • Server self-updater • Shadow improvements • Pick block works when hotbar is full • Asset editor documentation fixed • Mantling fixes • Keybind persistence fixed • Improved weather transitions (still not perfect, but smoother) • Teleporter offset fixed • Rail karts now consume & place correctly • Bed respawn in unloaded chunks fixed • Food particle tint updates • Major server stability, validation, ECS, localization & timeout improvements Important Notes We aim to release this update this weekend. Please help us test and report bugs (in-game or reply here if you find something major)! If all goes well, we will update everyone on Friday or Saturday! Update 3 is already in the works, and we are planning a longer pre-release period to give modders and servers time to catch up and update. As more and more modders and servers create content, we want to make our updates more predictable to maintain stability across the ecosystem.
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Jan 18
Me and some friends made a (mostly) exploration base together. We call it the Chicken Base. #Hytale
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Jan 13
Hytale has been released! Show me what you make with the Creative Tools!
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Jan 13
Hytale tomorrow. I'm at peace. The creative tools feel great. Work to do of course. Couldn't be more excited to launch this game with this team. So much talent and passion from every single member. Show me what you make with the creative tools tomorrow! 💚
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