
Hytale Update 4: Patch Notes, Proximity Voice Chat, & More
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Block by block, Hytale continues to grow, and already, update four is ready for players to use in singleplayer and on the servers they own! So, today, we explore the Hytale Update 4 patch notes, the new blocks it adds, and how you can enable proximity voice chat on a server with friends.
Players who wish to enable voice chat can now speak to each other in-game, with voices growing more distant the farther they are away. Additionally, players submerged or in caves will find that their voices sound accurate to the location, creating immersive experiences perfect for both friends and content creation alike. Proximity voice is disabled for players by default and comes with a variety of configuration options for server owners.
Over 500 new blocks have been added, with some making their way into survival while the rest are for general creativity. Survival highlights include new gravel blocks, stairs and half slabs for rock, cloth, smooth clay, and dirt blocks, and complete block sets for limestone, slate, chalk, and cooled magma. As for creative, the biggest addition was a new subset of blocks meant for sci-fi builds called Cybercity blocks.
Character customization and expression received some major updates as well! By holding down the “X” key in-game, players can now express themselves with a variety of default emotes. These include “Chicken”, “Kill”, “Laugh”, “Punch”, and “Tongue”, with many more on the way. Additionally, emotes can be created and shared by modders for players to expand what is available on their personal servers.
Alongside the emote wheel, seven new hairstyles were added, and three were updated. We have listed them all below.
New
Proximity voice is most exciting alongside friends! Hytale Update 4 servers can be created for free with home hosting, but we recommend paid hosting due to the resources and RAM a Hytale server often demands. Paid hosting is offered here at BisectHosting and many other places around the web.
Update Highlights
Proximity Voice Chat
500 New Blocks
Over 500 new blocks have been added, with some making their way into survival while the rest are for general creativity. Survival highlights include new gravel blocks, stairs and half slabs for rock, cloth, smooth clay, and dirt blocks, and complete block sets for limestone, slate, chalk, and cooled magma. As for creative, the biggest addition was a new subset of blocks meant for sci-fi builds called Cybercity blocks.
Emotes & Expanded Hairstyles
- Afro
- Big Afro
- Frizzy Buns
- Long Dreadlocks
- Puffy Twin Dreads
- Dreads Fade
- Star Puffs
- Puffy Bubble Braids
- Afro Puffs
- Puffy Bun
How to Make Hytale Update 4 Servers
Proximity voice is most exciting alongside friends! Hytale Update 4 servers can be created for free with home hosting, but we recommend paid hosting due to the resources and RAM a Hytale server often demands. Paid hosting is offered here at BisectHosting and many other places around the web.
Hytale Update 4 Patch Notes
AVATAR & COSMETICS- Added an Emote Wheel! Express yourself in-game by holding down the ‘X’ key. This keybinding can be changed in the Settings menu.
- Added 5 new Emotes:
- Chicken, Kill, Laugh, Punch, and Tongue
- Added the ability for some emotes to loop. The Emote Wheel will display an icon to indicate which emotes currently loop.
- Added 7 new Hairstyles:
- Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs
- Updated 3 existing Hairstyles:
- Puffy Bubble Braids, Afro Puffs, and Puffy Bun
- The player Avatar will now animate differently when falling from a great height.
- One of the Basic Sandals cosmetics is now referred to as Leather Sandals.
- Long Sleeved Tunic is now referred to as Cotton Tunic.
- Puffy Ponytail is now referred to as Puffy Bun.
- Added Pink Crystal Shards, dropped from Pink Crystals.
- Fishing traps may now be placed closer to other blocks, in shallow water, and will now always display their placement preview.
- The bow can no longer be drawn if you have no ammunition.
- Hatchets, pickaxes and shovels will now also lose durability if used on wood.
- Numerous changes to how Watering Cans function:
- They now use a Template parent and have configurable width and depth for area of effect watering
- They can now be charged to water a 3x3 area
- Their capacity has increased from 20 to 50
- They can be placed on the ground when crouching, returning empty Watering Cans if broken
- They now water exclusively with the Secondary interaction key for consistency with the Hoe.
- Sickles may now be swung repeatedly by holding down the input.
- Item tooltips will no longer display the entity stat MagicCharges.
- The previews for the ‘Crude Bed’, ‘Crude Repair Kit’ and ‘Iron Repair Kit’ have been updated.
- Updated the visual effects for Sword impacts.
- Updated the visual effects for the Harvest Trophy.
- ‘Seaweed - Middle’ is now referred to as ‘Stacked Seaweed’.
- ‘Red Cobble Blocks’ are now referred to as ‘Red Sandstone Cobble Blocks’.
- ‘White Cobble Blocks’ are now referred to as ‘White Sandstone Cobble Blocks’.
- Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White.
- Projectiles launched by the LaunchProjectile interactions now use the FlyIdle animation instead of the Idle animation.
- Health Potions:
- 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.
- 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.
- Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5.
- 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.
- 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.
- Stamina Potions:
- All Stamina Potions are consumed faster to account for default stamina regeneration.
- Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5.
- Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10.
- Stamina Potions now restore 60% stamina instantly and have a stack size of 5.
- Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10.
- Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1.
- Energy Potions:
- Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5.
- Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10.
- Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5.
- Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10.
- Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1.
- Normal and Large potions have updated models.
- Iridescent potions have updated textures.
- All consumable potions now use the Potion_Template and have item Quality levels.
- A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items.
- Added Tiers 3, 4 and 5 to the Alchemist’s Bench.
- Removed Tiers 9 and 10 from the Farmer’s Workbench.
- Workbenches will now continue processing items even if their chunks are unloaded.
- Workbenches will now resume processing items if their full output slot is emptied.
- Workbenches will now use the world game for their calculations instead of real time.
- Due to the above change, Workbenches will now display a warning tooltip if world time is stopped.
- Workbenches now display how many items are currently queued to be crafted.
- Workbenches now display the rarity of items you can create.
- Coloured Cloth Blocks can now be refined correctly at the Builder’s Workbench.
- More Sapling varieties may now be crafted at the Farmer’s Workbench.
- All Rock, Wood and Metal full blocks can now be used to craft Half Slabs and Stairs at the Builder’s Workbench.
- Removed all Runic sets from the Builder’s Workbench. They remain accessible through the Creative Inventory.
- Gold Ingots can now be converted to Gold Bricks using the Builder’s Workbench.
- The crafting requirements for Health, Stamina, and Energy potions have been reworked.
- Added Copper and Iron Sickles, craftable at the Farming Workbench.
- The Builder’s Workbench has had its crafting time reduced from 2 seconds to instant.
- The Campfire, Crude Bedroll and Wooden Chest have had their crafting time reduced from 1 second to instant.
- The Crude Torch has had its crafting time reduced from 0.5 seconds to instant.
- Empty Small and Large Potion Bottles can now be crafted at the Alchemist’s Workbench.
- Blood, Storm and Azure crop seeds are now crafted at the Alchemist’s Workbench and have had their crafting requirements changed.
- Crystal Fertilizer has been added and can be crafted at the Alchemist’s Workbench. It is a requirement for Blood, Storm and Azure crops.
- Blood, Storm and Azure plants can be salvaged at the Salvager’s Workbench to produce their respective petals.
- Workbench assets are now configured to have a BenchBlock component, rather than exist with a ‘crafting’ state.
- 40 new blocks have been added to the Cloth block set, including stairs and half slabs for each colour.
- Over 30 new blocks have been added to the Cooled Magma block set, including bricks, cobble, stalactites and rubble.
- Over 20 new blocks have been added to the Chalk block set, including cobble and rubble.
- Over 10 new blocks have been added to the Slate Brick block set.
- Over 10 new blocks have been added to the Limestone block set, and its textures have been expanded upon.
- Added a Dead Coral block set, accessible in Creative Mode.
- Added half slabs for most naturally occurring rock types.
- Added stairs with connections for all natural rock types.
- Added beams for all naturally occurring rock types.
- Added gravel and gravel half slabs for all rock types.
- Added stalactites and rubble for Magma Cooled and Chalk sets.
- 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.
- Updated the coloured Clay textures.
- Added the Apple, Camphor, Spiral, and a fully redesigned Frostwood tree species.
- All existing tree types have had their tree growth stages configured.
- Sapling textures have been added for each tree species.
- Seedbag textures and icons have been updated for all saplings.
- Stormbark trees have had their roots removed.
- Fire, Ice and Bamboo trees now have branches and roots, and its wood can be crafted into stairs and half slabs.
- Roof blocks for all build sets now properly connect dynamically.
- Expanded existing hide and leather tent roofs with steep/shallow variations.
- Added yellow, green, white, and dark blue Cloth Roof block sets.
- Added red, orange, yellow, dark green, and blue Modern Cloth Roof block sets, accessible via the Creative Inventory.
- Added T-junction and four-way junction support for all fences and walls.
- Added Iron, Copper, Zinc and Bronze modern metal block sets, including new pipe blocks.
- Added a selection of coloured Lightsource blocks.
- Added Neon Signs, Windows, Posters, and an Arcade Machine for the Cybercity set.
- Added 5 new ‘Build’ greyboxing block sets for Creative mode use.
- Added a Red Flag and Orange Flag for Creative mode constructions.
- Added some seasonal decorations, accessible via the Creative Inventory.
- Added some decorative moving boxes, accessible via the Creative Inventory.
- 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.
- Standardized display names for half slabs, stairs, roofs, metal blocks, beams, bricks, and sandstone types.
- The smaller of the two Campfire blocks is now referred to as ‘Small Campfire’.
- ‘Summer Grass’ is now referred to as ‘Sunny Grass’.
- ‘Wooden Wall - Crossed Trestle’ blocks have been renamed to indicate their colour.
- Added a Backup management interface that will attempt to recover broken worlds.
- Reconfigured the Oasis Portal Spawns to ensure players spawn within the oasis basin.
- Updated the Oasis Biome to improve performance.
- Worlds can now be configured to disable fluids from spreading. This can be further customized using the command /world settings disabledfluidtickers.
- Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly.
- Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow.
- Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required.
- Pillars may now be placed sideways.
- The Lumberjack Lamp may now be placed facing different directions.
- Decorative chains and brick beams can now support more decorative blocks hanging from them.
- Windows and Cloth Roof blocks no longer require other blocks to support them.
- Chandeliers can hang from more block types.
- Blue Winter Seaweed now produces bubbles and the amount of oxygen it grants has been modified.
- Coloured Wooden Wall and Smooth Clay blocks have been polished to match natural clay counterparts.
- Adjusted the dirt fragment spawner colour to match neutral soil.
- Improved handling of extreme coordinates.
- Reworked item containers to block components, reducing lag and preventing issues with chests when unloading.
- Reduced allocation in various areas for spawn positions. This should improve the performance of various world generation features.
- Dirt and Grass block variations now have a family assigned.
- A template has been created for Soils.
- Overhauled the world generation prop system, adding new modular features and deprecating monolithic ones.
- Defeated NPCs will now trigger death particles and drop items when their body disappears.
- Black and white wolves will now fight as a pack, periodically attempting to flank their prey and attempting to retreat when injured.
- Elemental Golems have had their animations and interactions updated.
- Temple Golems now each drop their respective gem type.
- Earth Crystal Golems drop Emeralds.
- Flame Crystal Golems drop Rubies.
- Frost Crystal Golems drop Sapphires.
- Sand Crystal Golems drop Zephyrs.
- Thunder Crystal Golems drop Topazes.
- Moose have been slowed down by 20%.
- Goats and Goat Kids have updated animations.
- Skrill can now lay eggs.
- Reduced the number of checks required to be performed whether an NPC was able to breathe.
- Added a new separation mode to NPCs, which is less random and easier to control. This is backwards compatible with existing NPC configurations.
- Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed.
- Added new conditions and a filter to allow NPCs to act or use attacks based on being buffed or debuffed.
- 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.
- Proximity Voice Chat has been added. More information can be found in the Headline Features section.
- 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.
- Genesis has been returned to the game in Zone 4.
- Traveling Band has been added to Zone 1 during the night.
- Placeholder music and ambience has been added to Zone 4 caves and sewers.
- Zone 1 mountain ambience will now differ based on the player’s altitude.
- Updated reverb functionality for Caves, Forest, Mountain & Savanna.
- Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water.
- Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows.
- Pausing the game will now muffle non-UI sounds instead of silencing them.
- Recording and restoring memories now plays sound effects.
- Increased the max number of sound event layers from 4 to 8.
- Audio emitters have been updated to allow users to better specify where sounds are played from.
- Updated block sound set assets to support parenting.
- Added the Torch_Stone sound set for stone torches.
- 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.
- 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.
- The backpack in the Player Inventory now shows how many item slots are currently being used.
- Gatherable items now result in a ‘Pick’ interaction hint.
- Doors, fences and trapdoors now result in an ‘Open’ interaction hint.
- Tooltips now use explicit text styling.
- Personal, shared and player markers will now always be visible on the Map.
- The Server Player list now also includes an option to mute individual players.
- Added the ability to write complex strings in commands.
- Examples being “/say”, or “/ban <reason>” commands with potentially multiple apostrophes.
- Instance teleportation is now added to the teleport undo history.
- Items used for Creative Tooling may now be marked as ‘Technical’.
- Reorganized the Creative Mode quick settings.
- Reorganized the settings into more appropriate categories and removed redundant settings.
- Simplified wording for complex-looking quick settings.
- Added a new Quick Replace setting.
- Updated the drag grip icon in the Creative Mode quick settings.
- Added client & server log shortcuts to Creative Tools Help Menu.
- Updated the audio debug information within the F7 profiling window.
- Introduced two configurable world map radius limits: per-world and server-wide.
- Added the ability to configure a per-world override on minimap radius.
- Added the ability to configure a server-wide clamp on minimap radius.
- Moved the Noesis UI folder from Game/ to Shared/
- Moved the Fonts/ folder into the Noesis UI project folder UI/
- Halved the bandwidth usage of the worldmap.
- Cleaned up the input system.
- Introduced a font fallback support cache.
- Added Ukrainian language option.
- Updated the charset to include the Latin Extended-A range.
- Implemented support for CJK fonts.
- Updated the CJK font atlases to contain punctuation symbols.
- Added support for Traditional Chinese glyphs.
- Increased font quality for Simplified and Traditional Chinese.
- 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.
- Added the ability to replace characters typed with other characters.
- 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
- Updated the localization that takes place upon disconnecting to cover more cases.
- Added localization support for the Machinima tool.
- Added additional translation support for map marker keys, the ui-gallery command window and backup frequency world settings.
- Updated the protocol, supporting formatted and translated messages being displayed upon being disconnected from a server.
- Cleaned up localization code.
- 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.
- Players can now select which mods folder to create their asset pack in.
- 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.
- Prefabs loaded from asset packs now override internal ones.
- Added an icon to clearly identify modded worlds.
- Players can now specify a fallback server for when players disconnect unexpectedly.
- 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.
- Added ‘Time of Day’ and ‘Weather’ to the Creative Mode Quick Settings menu that will adjust the environment for the client only.
- Added a ‘Reset Environment’ button to the Creative Mode Quick Settings menu that resync’s the client and server’s environmental settings.
- Server exits due to ‘MOD_ERROR (code 9)’ will now provide an option to navigate directly to the new Mod Management UI screen.
- Error messaging has been added to the /copy command for when too many blocks are selected.
- Added the ‘/pedit back’ command to quickly alternate to and from the prefab editor world.
- The ‘.mach speed’ command will now only target the active actor.
- Added item HUD UI support, allowing for Custom UIs to be created for all items.
- Added PlayerRemovedFromWorldEvent that allows plugin developers to create customisable, optional messages that can be broadcast when someone leaves the world.
- Added ‘Spawn’ settings to the PortalType asset, including SpawnProviderOverride, allowing developers to specify where a return portal is placed.
- Added the ability to have triggered cooldowns for input actions.
- Added a new debug flag, VisPath, enabling visualization of NPC pathing.
- Added the /npc descriptors command, which generates an NPC descriptors file.
- NPC templates have had the following adjustments:
- They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime
- Action elements can now be selectively disabled with the Enabled flag
- The Beacon action’s Range field can now be computed from template variables.
- Relocated the StatModifiersManager to the EntityStatMap component.
- All Rock Beams have been made children of Rock_Stone_Beam.
- All Gravel blocks have been reparented to Soil_Gravel and Soil_Gravel_Half.
- Resource types now reference item IDs directly.
- All instances of the HardRocks gather type have been replaced with Rocks.
- Added support for config schema generation.
- Implemented the ability to trigger sounds in a Noesis UI.
- Implemented CommandInteraction which adds the ability to run a command from an interaction.
- Started work to move the server to use the JOML math library.
- Added commands for server admins to bootstrap the auto-update layout from a bare JAR file.
- The Creative Inventory for Creative Tools has been re-organized!
- The first page contains tools that are most commonly used, or are good introductory tools.
- The second page contains tools that have more specific uses.
- The third page contains brush filters.
- The fourth page contains tools and blocks related to prefab editing.
- The fifth page contains tools related to making machinima.
- 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.
- Overhauled the /replace command:
- Moved swap and regex from flags into subcommands, allowing each variant to use arguments without conflicts
- Added block mask support to the ‘from’ argument, enabling spatial mask syntax like >Block or !Block
- Added additional validation.
- Builder tool inputs (arguments) have been made optional and no longer sorted alphabetically.
- Builder tools can now have their inputs sorted based on how they are placed in the item's JSON.
- Added shape and size inputs back to builder tools that had them missing.
- Removed check-boxes for enabling the ‘Empty’ filter in mask settings.
- Added undo group size quick settings for Builder Tools, allowing for easier undoing of larger edits.
- Added support for prefabs to undo in scripted brushes.
- The Undo shortcut can now be used while not holding any creative tools in Creative mode.
- Enhanced the material support for Builder Tools to now include holders, fillers, fluids and other storable types.
- Improved the /rotate and /flip command reliability.
- Players can now specify a default rotation angle and axis for Creative Brushes.
- Scripted brushes can now rotate shapes using rotation angle, axis and origin of rotation.
- 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.
- Updated the size scaling and made it easier to select various Creative Tool Gizmos.
- Updated the Selection Tool’s Rotation Gizmo to make rotating selections more intuitive.
- The Selection Tool can now be closed by right clicking with the shift key held down.
- The Selection Tool will now allow you to select a region without holding down the left mouse button.
- The performance of all Creative Tools has been improved significantly, typically allowing more blocks to be previewed, faster than before.
- Significantly improved the performance of the Creative Tool’s previews.
- The Sculpt Tool can once again use the material selector.
- The material selector will now show material percentages.
- The Grass Brush has been re-added and updated to work on most surfaces.
- Empty brush and tool edits no longer get registered to the tool history, or trigger notifications.
- The deselect command will now be registered to the tool history.
- Fluid changes now contribute towards the block count when saving Creative Tool edits to history.
- Changes made with tints are saved to the tool’s history.
- Added a legend to the Tint brush.
- Tints now support blending and varying opacities.
- Players can now blend colours and pick colour existing tints using Shift + LMB.
- The Laser Pointer tool may now be used to direct others’ attention towards the sky.
- Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R.
- Added a hotkey to travel between the Prefab Editor World and the last world visited. By default this is ALT+T.
- Added legends to tools that require a lot of configuration but did not previously have them.
- Implemented high DPI for the asset editor.
- Updated the NodeEditor to Noesis 3.2.1.
- The Node Editor now includes tooltips for world-gen V2 nodes.
- Improved the order of props within the Node Editor menu.
- Migrated from polling to events within Builder tools and Machinima.
- Implemented support for Windows ClickLock feature.
- Fixed a crash that could occur related to mount movement.
- Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index.
- Fixed a NullPointerException error that can occur with incorrectly configured gathering fields.
- Fixed an edge case with NPCs getting stuck if they lost a jumping target under certain conditions.
- Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks.
- NPCs will no longer follow items at an infinite range.
- Mounts will no longer be able to sprint indefinitely in fluids.
- Mount movement settings should no longer linger if the mount is killed by a teleporter.
- Spawn particles should now be fixed for NPCs.
- Projectiles, such as the hatchets that Trorks throw, have been adjusted to use movement states to prevent them from spinning forever.
- Fixed client-predicted arrows getting stuck in ladders.
- Attacking with charged Mace swings with low mouse sensitivity will no longer cause the player to become stuck.
- Fixed an issue where mount movement settings were reverted as soon as they were applied.
- Fixed some items, such as salt and tropical fences, dropping as something entirely different.
- Kebabs and Skewers will now be held properly in the hand.
- Eating food will no longer reset your mouse sensitivity.
- Wheat is no longer edible.
- Stacked Seaweed can no longer be eaten to cause a missing interaction error.
- Ammo is no longer consumed in Creative Mode.
- Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped.
- Updated farming tools to require specific items to build rather than specific resource types.
- Watering cans should no longer skip valid blocks when watering.
- Crude shovels now correctly reference Stone Rubble in their recipe.
- Feedbags and Fertilizer are now categorized as Tools rather than Potions.
- Updated the descriptions for Petal items.
- Updated the descriptions for Rubble items to use the parent description only.
- The Humanoid Detail Boxes have been updated to resolve a HitBox issue.
- Improved the performance of entities that prioritize various attitudes.
- Fixed a crash that could occur at extreme coordinates.
- Fixed an exception error that could occur with prefab props having empty paths.
- Fixed a NPE that can occur when a Crafting Bench is broken whilst in use.
- Fixed NPE in WorldSpawningSystem caused by wrongly asserted chunk components.
- Worlds will no longer turn transparent at sunset.
- Added clamping to prevent fog from rendering inverted.
- Fixed a bug where some encounters did not properly inherit the weather of surrounding areas.
- Trees no longer overlap structures within Zone 4.
- Sewers will now generate correctly in Zone 4, always, and only, under cities.
- Updated the River & Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds.
- Fixed BaseHeight positions not working with Offset Positions.
- Fixed some trees being able to break blocks around them when growing.
- Portal devices will now refund fragments if the portal worlds fail to generate.
- Fixed an issue preventing use of partially-fuelled workbenches.
- Blocks that have been destroyed by fire may no longer be interacted with as if they were undamaged.
- Gravel blocks are no longer unbreakable.
- Placed Cane Ornaments are no longer unbreakable.
- Tavern Planters now take multiple hits to break, and are broken faster with a hatchet.
- Feran Ribs and Small Green Crystals can now be placed correctly.
- Floating torches may no longer be placed on the north side of Stone Pillars.
- Fixed an issue where portals could be invalidated by interacting with the device too quickly.
- Gravel blocks made up of two vertical Gravel slabs will no longer unexpectedly break if adjacent blocks are broken.
- Lava will now correctly burn entities as entity effects no longer incorrectly overwrite themselves.
- Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights.
- Decayed tilled soil will now update correctly once it has fully decayed.
- Furnaces should no longer attempt to process items when disabled.
- Fixed an issue with Salvage Benches not processing items correctly.
- The Harvest Trophy now correctly displays interaction hints.
- Redwood is now considered a Softwood.
- Lumberjack Paintings no longer prompt players to interact with them.
- Frozen Castle Platforms have had their hitboxes extended.
- Royal Beds have had their hitboxes adjusted and the sleeping position improved.
- Larkspur now drops the correct items when broken.
- Placing Greenwood, Tropical, Deadwood or Cobble Hollow roof variants will now place the correct block.
- Stacked slabs should now consume and drop the correct number of items.
- All half slabs should now stack correctly and drop the correct number of items when broken.
- Iron chains now render correctly when held.
- Runic Beams have had their textures updated.
- Concrete roof textures have been fixed.
- Fixed various particle colors and block effect IDs.
- The T1 Furnace is now less transparent at certain angles.
- Player avatars will now enter Minecarts instead of Minecarts teleporting under the player.
- Fixed various duplicate item names.
- Fixed stalactites and rubble not belonging to the correct block sets.
- Added some additional block set references to blocks that were missing them.
- Fixed some incorrect references with the Rock_Shale_Cobble_Corner item.
- Fixed SeedOverride for Spawn Positions.
- 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.
- Improved the performance of world generation.
- Improved the performance for chunk reference storage.
- Fixed a crash that could occur with the Asset Editor on startup.
- Fixed a crash that could occur when attempting to use Creative Tools with invalid or missing data.
- Fixed a crash when adding a number in the timeline editor.
- Fixed a crash that occurred when selecting nodes on the Node Editor.
- Fixed a crash when scrolling quickly between brushes with large previews.
- Fixed a crash related to duplicate property keys when editing JSON source in the Asset Editor.
- Fixed large previews rendering incorrectly with the Paste Tool.
- Players can no longer find themselves rotated and translated with the Selection Tool.
- The Selection Tool’s selection box will now remain stationary when rotating its contents.
- The Selection Tool’s Rotation Gizmo position will now correctly reset to center after undoing an action.
- Fixed an issue preventing 1x1x1 selections with the Selection Tool.
- Fixed a bug preventing NPC scaling with the Entity Tool.
- Fixed entities not remaining frozen from the Entity Tool if the player leaves and rejoins the world.
- Line Brush notifications no longer include unnecessary decimal places for diagonal lines.
- Fixed interpolation issues with the Brush tool on the axis plane.
- Fixed a bug causing players to die in the Crossroads if the player exited out of the prefab editor.
- Fixed a bug with the prefab editor menus causing players to sometimes be teleported to the wrong location.
- Fixed a bug causing prefab anchors to incorrectly despawn.
- Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small.
- Fixed the Machinima Tool’s ActiveKeyFrame being displayed when there was no active one.
- Fixed a bug preventing the .mach speed command from applying to the whole scene.
- Fixed a number of stability issues relating to Undo/Redo with the Node Editor.
- The Node Editor now handles renaming node types better.
- Fixed mask blocks in brush settings being removed upon re-opening the mask setting UI.
- XZ flips should now flip blocks correctly when they are pitched or rolled.
- Fixed a bug where incorrect blocks would appear when rotating or translating fluids.
- 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.
- The hitboxes for rotated blocks should now match their visuals.
- The /importobj command once again allows singleplayer world owners to import any object from any path.
- Fixed the /plugin reload command when a plugin has dependencies.
- Fixed the /replace command ignoring empty blocks.
- Fixed a bug with Single Player worlds and image importing permissions.
- Fixed logger warnings for missing animation keys.
- Fixed a crash that could occur when trying to display corrupted world preview images.
- Fixed a crash that could occur when hovering over resource slots.
- Fixed a crash that could occur when the number of memories required to unlock a craftable item isn’t retrieved correctly.
- Fixed various crashes that can occur if UI elements are missing.
- Fixed a crash that could occur with nameless map markers.
- Fixed a crash that can occur with Entity UI elements.
- Fixed a crash when swapping cameras during world transitions.
- Fixed a crash that can occur when servers send null interface commands.
- Dynamic lighting should now render better when Shading Quality is set to Low.
- The Voice Chat UI will now be hidden if the HUD is toggled off via F8.
- The Voice Chat UI will now be hidden if voice chat has been disabled.
- The Builder Tool Legend UI will no longer display a page number if there’s only one page.
- Players on servers will find that their configured maximum character length of messages will now be better adhered to.
- Localized text that occurs within modals, such as within the Machinima Tool, will now render correctly.
- Fixed a number of instances where localized text would cause clipping issues.
- The profiling panel’s FPS stats and overlay now use real frame intervals, making them more consistent when Vsync or frame pacing is active.
- Fixed map markers sometimes not appearing on the compass.
- Map markers now take into account map scaling when determining if they are being hovered over.
- Cleared first person animations when mounting NPCs.
- Fixed an issue where certain inputs could result in item stacks being dropped from the inventory rather than single items.
- Fixed an issue with the Utility item wheel being offset when dragging and dropping stacks within the wheel.
- Fixed an issue where player marker toggle settings didn’t persist across sessions.
- Holding ENTER when opening the Chat no longer discards the next key pressed.
- Fixed an issue where holding down the ‘Invert camera’ key and changing between items on the hotbar could cause the camera to reposition rapidly.
- Fixed an issue where the mouse input could sometimes become stuck.
- Fixed an issue where the ‘Reset To Defaults’ could cause some events to be lost.
- Fixed various typographical issues.
- Fixed various issues with localized text extending outside of the default UI.
- Fixed plural localization for mod and asset packs that failed to load or are outdated.
- Fixed shutdown messages not being localized.
- Various incorrect translations have been rectified.
- Entering a world will no longer result in the incorrect music or ambience playing temporarily.
- Fixed an issue where background music could resume from the middle of the track when returning to an area.
- Fixed an issue where spatial and center sources of audio could temporarily desync.
- Updated a number of assets that were utilizing duplicate sound sets:
- Eggsac will now use the Cocoon sound set
- Wood_Breakable will now use the Wood sound set
- Tombstone will now use the Stone sound set
- Poop will now use the Mud sound set.
- Brazier, Torch and Campfire sounds and sound sets will now play correctly and use parenting.
- Cleaned up Ore, Window and both Pot sound sets.
- Sounds within the UI should now play correctly.
- Scarak Cocoons and Spider Cocoons will no longer continue to make noise after bursting.
- Lumberjack Lantern’s ambient SFX has been updated.
- Fixed an issue where a number of block sets were using the sound sets for other material types.
- Filters should now be bound sound effects sooner, fixing issues where some sounds would not be muffled underwater.
- Fixed a number of minor issues within the audio module.
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