Hytale Update 6 Part 3 Patch Notes: Pre-Release Lands June 11 — Scarak Immunities, Doubled Eternal Corn, New Block Sounds, and an ECS NPC Migration for Modders

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A week after Part 2, Hytale shipped Update 6 Part 3 on Thursday, June 11, 2026 — a polish, fixes, and modder-build pre-release. Scaraks gained immunity to environmental hazards like brambles and to poison, Eternal Corn now yields twice as much Corn, and mushroom, crystal, gem, and glass blocks all got distinct new sounds. The headline fix closes an inventory item-duplication exploit that matters for every server economy. For modders, NPC support objects became ECS components instead of fields on Role and NPCEntity — a breaking change — alongside new APIs for DisableAutoStep, armor MovementSettings, projectile axis control, and voice preference syncing.

The weekly rhythm holds. Update 6 Part 1 landed Thursday, May 28; Part 2 followed on June 4; and right on schedule, on Thursday, June 11, 2026, the Hytale Team updated the Pre-Release Patch Notes for Update 6 in place, with the new section headed "Pre-Release (Update 6 Part 3): June 11th, 2026." If Part 2 was a world-gen and template-overhaul build, Part 3 is the quieter, sharper kind: polish, creature behavior, a stack of meaningful bug fixes, and a genuinely breaking build for NPC modders. Same caveat as every week: this is the pre-release testing branch, not stable. There is no announced Update 6 stable date — the studio has not committed to one publicly, so anyone quoting you a date is guessing. The cadence is weekly pre-release Thursdays, which means the next drop would normally land June 18. Until then, this is the build to be testing if you run a server, maintain server-side mods, or author NPCs. Here is everything in the hytale update 6 part 3 drop, organized by what it actually changes. Combat and Creatures — Scarak Immunities and a Hungrier Mosshorn Two creature changes lead the gameplay side of this hytale pre-release, and both are about behavior rather than spectacle. The bigger one is for Scaraks: they are now immune to environmental hazards such as brambles, and they have also developed immunity to poison. That is a real shift in how Scarak encounters play out. If your server or map leaned on hazard terrain — bramble chokes, poison fields, environmental traps — to wear Scaraks down or funnel them, that lever no longer works on them. Scaraks will push through brambles and shrug off poison, so encounters built around them need to lean on direct combat and positioning instead. It is the kind of tuning change that quietly rebalances any adventure content that used Scaraks as a hazard-vulnerable threat. The lighter touch: tamed Mosshorn have developed a taste for the feedbag and are now attracted to it. That makes herding and managing tamed Mosshorn more predictable for anyone running farms, ranches, or pet-style content — the feedbag becomes a reliable draw rather than a passive item. World, Farming, and Blocks — Leave Your Bed and Double Your Corn A small but welcome cluster of world and farming tweaks lands in hytale update 6 part 3. First, quality of life: sleeping through the night now causes you to leave your bed — "Rise and shine!" No more waking up still tucked in; you stand up when morning comes. Minor, but it is the kind of friction the studio keeps sanding off build over build. On the harvesting side, Arid Palm Leaves and Giant Palm Leaves now drop 1–5 Palm Tree Logs when broken — turning palm foliage into a real wood source rather than waste. The headline farming change, though, is for anyone running an agricultural economy: Eternal Corn crops now yield twice as much Corn. Doubling the yield on an eternal (self-renewing) crop is a meaningful economic buff. If your server runs a corn-based food or trade loop, the supply math just changed — expect cheaper corn and more headroom for corn-derived recipes and trades. It is worth re-checking any shop pricing or quest rewards tuned around the old yield. The Item-Duplication Fix Every Server Owner Should Care About If you read one line of these hytale update 6 patch notes, read this one: fixed inventory items being corrupted or duplicated through malformed move and drop requests. That is an item-duplication exploit fix, and for any server with an economy it is the most important entry in the build. Item dupes are economy-killers. A single reliable duplication bug — here, triggered through malformed inventory move and drop requests — lets players mint infinite copies of valuable items, which collapses scarcity, wrecks shop pricing, and ruins trust in trading. Closing this on the pre-release branch means it gets fixed before it can do damage on stable. If you run a survival, RPG, or economy server, this fix alone is reason to be paying attention to the Update 6 cycle, and reason to get your test environment onto the pre-release branch to confirm your inventory and trading flows behave correctly under it. Part 3 carries a solid run of other fixes worth noting. A crash when throwing a Healing Totem while moving between worlds is resolved. Tamed animals no longer unexpectedly despawn when many of the same animal are nearby — a real relief for anyone running farms or large tamed-animal collections. NPCs that charge no longer stop abruptly when blocks are placed in front of them, which closes a cheap kiting exploit. Saplings are no longer blocked from growing by insufficient root space, and breaking newly-planted Aubergines and Lettuce now correctly returns their seeds. On the presentation side, other players' mouth animations sometimes failing to play during voice chat is fixed, shadow rendering issues are resolved, and gamepad profile support was expanded. New Block Sounds and Polish The steady audio drumbeat that has defined every Update 6 pre-release continues, and Part 3's batch is substantial. Mushroom blocks now play distinct sounds when walked on, damaged, broken, or landed on. Crystal and gem blocks got the same treatment — distinct walk, damage, break, and land sounds. Glass blocks now play distinct walk and landing sounds. And the Kweebec Plushie now plays distinct sounds when hit, broken, or interacted with. Block-specific audio is what makes a world feel tactile rather than generic, and Part 3 keeps filling in that texture. One small UI clarity change rounds out the polish: the "Environment" category was renamed "Personal Environment" for clarity. A rename, not a feature, but the kind of naming cleanup that reduces confusion when players and modders navigate settings. For Modders and Server Owners — The ECS NPC Migration and New APIs This is where hytale update 6 part 3 turns serious for modders, because it carries a genuinely breaking change to how NPCs are built. If you maintain custom NPCs, this section is required reading. The breaking change: NPC support objects — combat, state, and world — are now ECS components instead of fields on Role and NPCEntity. Behavior methods now receive a Ref<EntityStore> plus ExecutionSupport. In practice, any custom NPC sensors, actions, motions, or behavior code you maintain must be updated to the new component-based access pattern — reading support objects off ECS components and through the entity store rather than off fields on the role or entity. As part of the same shift, AlarmStore is now an ECS component and NPCEntity.getAlarmStore() is deprecated. This is the natural continuation of the architecture direction Hytale has been pushing all cycle: behaviors authored as components, not bolted onto monolithic entity classes. It is more work now, but it is the model the engine wants. Do not push custom NPC content to a live server until you have rebuilt against the ECS migration and confirmed nothing still reads the old Role/NPCEntity fields. Alongside the migration, Part 3 ships a useful set of new hytale modding api capabilities: DisableAutoStep. A new block property, DisableAutoStep: true, prevents players from auto-stepping onto a block. That is a precision-build, parkour, and trap-design tool — you can now make blocks that players must deliberately jump onto rather than walk up. Farming obstruction tolerance. New TolerateObstructionsBelowY and TolerateObstructionsAboveY fields on PrefabFarmingStageData let plants tolerate obstructions while growing — more flexible custom crops that do not stall in tight or built-up spaces. Movement-modifying armor. Armor can now modify player movement via MovementSettings — for example speed or jump. That unlocks movement-stat gear, exactly the kind of system RPG and adventure servers want for build-defining equipment. Finer projectile control. Projectiles can now ignore axes via IgnorePitch and IgnoreYaw, plus a new RotationOffset — giving modders precise control over projectile aiming and orientation. Voice preferences exposed to the server. Voice settings are now surfaced via SyncPlayerPreferences with three new fields: VoiceChat, VoiceInput, and VoiceInputMode. Server-side mods can now read player voice configuration. And the Teleport constructor now uses JOML interface types (Vector3dc / Vector3ic), a small but breaking signature change if you call it directly. All of this sits inside the broader Update 6 modding migration that has been rolling out across the cycle — SpawnableWithModelBuilder was renamed to DependencyTrackingBuilder, several chunk methods are deprecated (BlockChunk#getEnvironmentChunk(), WorldChunk#getBlockChunk(), #getBlockComponentChunk(), and #getBlock()), Universe#transferPlayerAsync() now centralizes player world transfers, and ServerVersion moved from dated strings to semver ranges. If you are catching up, our modding API and server plugin development guide walks the plugin lifecycle, and the Update 6 Part 1 patch notes and Part 2 patch notes cover the protocol bump and the world-gen and NPC-template groundwork this build continues. World-gen modders should also keep the World-Gen V2 graph nodes guide handy as that system matures alongside these changes. What Server Owners and Modders Should Do This Week Part 3 has no protocol bump and no connectivity-breaking change — Part 1 already handled the hytale/3 jump — but it does carry a hard breaking change for NPC content and a fix that matters to every economy. Here is the checklist: Migrate your custom NPCs to ECS. If you maintain modded NPCs, this is the priority. NPC support objects are now ECS components, behavior methods take Ref<EntityStore> and ExecutionSupport, and NPCEntity.getAlarmStore() is deprecated. Rebuild your sensors, actions, motions, and behaviors against the new pattern and test before deploying. Validate the item-dupe fix in your setup. The malformed move-and-drop duplication exploit is closed. Get your test server onto the pre-release branch and run your inventory, drop, and trading flows to confirm everything behaves correctly under the fix. Re-tune corn-based economies. Eternal Corn now yields double. If your server runs a corn food or trade loop, revisit shop prices, recipes, and quest rewards tuned to the old yield. Adopt the new APIs where they fit. DisableAutoStep for traps and parkour, MovementSettings armor for RPG gear, projectile axis control for precise weapons, and SyncPlayerPreferences voice fields for server-side voice features — Part 3 hands modders several new building blocks worth wiring in. Keep your listing current. Pre-release weeks are exactly when curious players go hunting for active, well-run servers to try the new build on. Make sure your HytaleCharts server listing is sharp — banner current, heartbeat reporting live player counts, votifier wired up, and your description clear — so the players looking for somewhere to land choose you. Update 6 Part 3 is a polish, fixes, and modder build: Scarak immunities and doubled Eternal Corn retune gameplay, the inventory dupe fix protects every server economy, the new block sounds keep the world feeling tactile, and the ECS NPC migration resets how custom creatures are built. There is no Update 6 stable date announced yet, so treat this as the live edge to test against. Migrate your NPC content, validate the dupe fix, tidy your hytale server list entry, and you are ready for whatever lands next Thursday.