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Replying to @Zeusley
Trigger volumes (tons of possibilities for mapmaking) Chapter 1 is about goblins and adds at least 1 more boss. Is gonna be crazy (hype up) Update 6 adds falling blocks, explosives and NoesisGUI Mod browser incoming New modjam starts today on hytalemodding
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Edilan retweeted
From HyUI To NoesisGUI preparing for U6 #Hytale #HytaleModding
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@Simon_Hypixel will Hytale support in game config menu for mods? As you guys are moving to NoesisGUI I think this should be something to consider, imagine I make a worldgen mod but one user wants to disable a certain biome in their world, a config menu would be very user friendly
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Textures are fine, PP/shaders/render, and the use of them needs a ton of work. UI is temporary and evolving, switching to NoesisGUI in the coming months before changing it.
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NPCs will eventually get an editor, and UI will get NoesisGUI! So all in all, we know the pain 😅
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Replying to @Buuz135mods
bro, can't wait for us to swap to NoesisGUI and have template for people to use, because I'm losing my mind seeing these UI lmao
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Replying to @pxl_panda
If you guys are swapping to NoesisGUI will there be a good path of support from this implementation to that one? If .ui is here to stay after the switch then we can manage.
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@slikey I must say, I'm incredibly excited for NoesisGUI in Hytale. Doing this in the current undocumented ui was difficult, to say the least.
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Right now, i believe a lot of the UI is hardcoded, due to them being on process of switching everything to NoesisGUI. I imagine once they have that sorted out, you will be able to do a lot more with the UI.
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Replying to @OlexGameDev
It sounds like "The worse, the better" mindset a bit :) Larian and others managed to make NoesisGui really organic - it's a really visually customizable framework (if you can put up with WPF architecture). Hytale just didn't care about the UI appearance enough...
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This is such an excellent observation! Your game's UI needs to match the look and quality of your game. Minecraft's UI never stood out as looking too good. It fit. HyTale uses NoesisGui which is an amazing UI library but since it looks amazing it may not match the look of your game. I have actually integrated NoesisGui in the past into my solo game but ran into the same stylistic mismatch. Perhaps, you could style it to fix that that is outside of my skill set. So I went back to building my UI. The matching quality and style is more important.
i like hytale so far, but the ui feels very soul-less. something about minecraft's scuffed ui feels much more game-like, whereas hytale's feels like i'm on a SaaS website
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🇯🇵日本語翻訳・ローカライズについて 既存のクライアントが日本語に対応していないため、今後数週間はコミュニティベースの翻訳作業を提供できないそう😣 現在、HytaleはレガシーなGUI フレームワークから、NoesisGUI への移行を進めており、これが完了した後に日本語も対応するとしています
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You will be able to create custom in-game UI menus and HUD, however we aren't using NoesisGUI just yet but instead a custom UI framework
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Jan 10
Hi @Simon_Hypixel , will we be able to easily make UI elements for @hytale using the NoesisGUI Studio ?
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19 Dec 2025
Q2: In the first blogpost the team said “Non-developers can create impressive experiences with minimal technical knowledge” - How accessible will modding be for programmers and non-programmers? First at Early Access and then what’s the vision for the future? A2: I think given the rush to Early Access, you will find different maturity levels within our systems: - Mature: These features are already well supported in our asset editor. They are easily editable within our ingame / prototype node graph editor and require no programming experience. Such features are Blocks, World Generation v2, Items, VFX, Modelling, Animations, Droptables, Crafting, Weather, etc. - Moddable: These features are already feature-rich and extensible but generally lack a good editor integration and workflow. You sometimes need to jump into the underlying JSON files to make changes or write a custom plugin to extend them. Such features are NPCs, Interactions, Inventories, Camera, etc. - Prototype: These features are often hardcoded or not extensible from the server yet. We usually try to make something work before we make it good to avoid the fallacy of premature complexity. We need to make sure we understand the feature in 1, 2, 3, or more different ways in order to understand what abstraction to build. You will encounter quite a few systems like that. Our goal is to bring them into the moddable stage as soon as possible. Such systems are physics, input, shaders, visuals, etc. - Deprecated (for removal): Some systems in the game are going to get removed in favor of a newer system. These systems are in there because we couldn't complete the transition. Such features are custom UIs (we are moving all UIs to NoesisGUI with XML layouts and away from our .ui files), event bus (old event system which was replaced with EcsEvents), etc. We are not just adding features to the game that are required by us. We are adding any feature that makes sense and can be maintained by us. We are always looking for use-cases and limitations to adjust our system design. If you want a feature in: Tell us what you wanted to make and why Hytale prevented that from happening. The better we understand the limitation, the faster we can fix it. (3/14)
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Le rendu évolue : corrections du système de lumière, transition NoesisGUI pour une interface plus flexible, et une forte volonté de garder le style visuel intact.
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