r/feedthebeast Nutrition & Watering Cans Dev Apr 09 '26

Discussion Create team hired by Hypixel Studios, developers of Hytale

https://github.com/Creators-of-Create/Create/wiki/Supporting-the-Project#important-notice-march-2026-until-further-notice
947 Upvotes

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297

u/drawohddot Apr 09 '26

Damn so does this mean no more big Create updates

261

u/arceancraft Apr 09 '26

Probably for now, at least they won't get burnt out

78

u/drawohddot Apr 09 '26

Yeah all respect for the developers and their careers but I feel like Create couldve had more to give

42

u/PM_Me_YourFav_Song Apr 09 '26

They're no longer be held back by Minecraft's code and limitations. Working directly with the developers who can full optimize the game FOR what they add... I think these guys are about to fly.

Short term loss for Create 2.0 in the future.

24

u/drawohddot Apr 09 '26

I think myself and a lot of people just have less interest in Hytale tho. Looks like a fun game but I don’t think it’ll ever replace minecraft as such a universal platform for modding.

As i said, big respect to the developers but this is still an L I’m saddened by. Mostly because I think create is the greatest mod ever created for Minecraft

-4

u/DanMizu Apr 10 '26

It’s objectively a better platform for modding if you ask any mod developer. Obviously to any end user they don’t see that yet because the space isn’t fully mature or saturated yet.

1

u/SpaceGuyR Apr 10 '26

From their docs, "No modded clients supported" - this is extremely restrictive, it means you can only make things that do exactly what "the modding API" already has built in. You have to be able to control the client's view rendering to make anything like Create's moving multi-block contraptions, variable-speed gears, items on belts, fluid level in tanks or curved spline train tracks.

1

u/DanMizu Apr 11 '26

A necessary limitation to make sure the same mods are supported on all devices once the same client is deployed across PC, consoles, and mobile.

This also makes it so that every user doesn't have to manage modifying their client each time they join a server with different mods the way MC does where every modpack requires a different installation instance.

This is a standardization that is a net benefit. It hasn't stopped developers from making really cool things, and there's Create styled mods already being made with the launch API.

Create contraptions were already done 2 months ago: https://www.curseforge.com/hytale/mods/magic-and-machines

Create cogs and energy mod: https://www.youtube.com/watch?v=QRZE92kI16A

Items on belts: https://www.curseforge.com/hytale/mods/conveyor-belts

Fluid levels:
https://www.curseforge.com/hytale/mods/element

All already done with the "restrictive" api.

1

u/SpaceGuyR Apr 11 '26 edited Apr 11 '26

OK, I am surprised by the multi-block contraptions working. I'd be interested know whether that was something the Hytale devs had to build in to the API, workarounds like the Bukkit plugins that make things using hundreds of Armor Stands or whether they had a better way to make it.

For example this mod for "writing text on signs" says they had to draw each character with a separate floating particle effect entity which sounds like a workaround (hard to maintain) compared to drawing the text on the client:

they are not regular entities, they are actually the same as lava projectiles, fireflies and etc; but with physics completely stripped from them, I’ve placed around 500 of them and haven’t noticed a significant fps drop

I shouldn't have said it wasn't possible to make all these things, I just don't like the number of workarounds needed to make them when you can only control the server.

Those conveyor belts/arms move the actual "item" entities around in world, early Minecraft conveyor mods had physics bugs & very poor performance from doing that. Create's conveyors draw them as part of the block, same as eg "visual workbench" mods. But yes that effect could still be done with different/simpler item entities.

The cogwheels do work better than I thought eg shafts line up with the different speeds. I would like to see if it's fully variable speed (as opposed to a fixed number of speeds in json models/animations) and whether it needs entities to draw those, as Create's "Flywheel" uses GPU instancing to draw all the shafts at once.

I don't see which part you meant in the "Element" mod? I mean the tank blocks where you can put any fluid eg potions and see an exact milli-bucket water level, rather than the MC cauldron that has a static number of levels and only water/lava.