Hytale Update 6 Hotfixes: Five Patches Later, What Actually Changed

Hytale Update 6 Hotfixes: Five Patches Later, What Actually Changed

|
H
HyServers
|7 min read||

Key Points

  • Networking got the most attention by far, with three separate patches touching port forwarding, NAT traversal, and VPN adapter conflicts.
  • A nasty bug where Update 5 worlds upgraded to Update 6 could leave entities with the wrong position and scale got fixed, but the fix does not repair anything already broken by it.
  • Server owners get a quiet but important one: bans now actually apply to the asset editor connection too, closing a loophole that let banned players keep editing.
  • Memory leaks on both the client and the server got patched, which matters a lot if you're running a world that stays up for days at a time.
  • Creating a world from a mod now asks for confirmation first, since a world can ship with mods that run arbitrary code on your machine.

Update 6 has had a rough couple of weeks. Between August 27 and September 14, the Hytale Team pushed out five separate hotfix patches, 0.6.1 through 0.6.6, and the vast majority of the fixes cluster around one theme: getting people connected to each other without the game falling over. If you've been trying to host or join a world since Update 6 dropped, there's a decent chance one of these patches was aimed directly at whatever was annoying you.

You can read the full, unedited patch notes on Hytale's site, but a lot of it is small internal plumbing. Here's the stuff that actually matters if you run a server or just want your friends to be able to join one.

Networking Was Clearly the Fire

If you squint at the dates, it's obvious the team was triaging connection issues in near real time. 0.6.1 landed the same day as the original post and already includes a fix for sessions routing through VPN adapters like Hamachi, Radmin, or Teredo instead of taking a direct path. That's the kind of bug that quietly tanks latency for anyone who's ever installed a tunneling tool for an older game and forgot about it.

0.6.1 also replaced the old NAT type label on the Online Play screen with plain language about whether friends can actually join, plus a Copy Network Report button for when you need to ask for help. Small UI change, but it's the difference between a support thread full of guessing and someone actually being able to paste a diagnostic log.

Hytale Update 6 hotfix artwork
Update 6 shipped, then immediately needed five follow-up patches to settle down.

Then 0.6.4 went after a weirder bug: two PCs on the same home network could knock out each other's port forward just by opening or joining a world. That's a classic LAN party scenario, roommates or siblings both trying to host, and it was apparently breaking in a way that would've been genuinely confusing to debug from the player side.

By 0.6.6 they were still finding edge cases. Retrying a failed join now actually sets up port forwarding again instead of silently skipping it, and if a router doesn't respond on one connection the game tries others instead of just giving up. None of this is flashy, but connection reliability is the thing that makes or breaks whether a casual multiplayer session even gets off the ground.

Multiplayer sessions now take a direct network path when one is available, instead of running through a VPN adapter or a relay. Latency should improve if you have Hamachi, Radmin, or Teredo installed.

The World Upgrade Bug Server Owners Need to Know About

This is the one with an actual asterisk attached. 0.6.4 fixed a bug where entities with block models saved in Update 5 worlds would end up with the wrong position and scale after upgrading to Update 6. Anyone who built detailed structures using block-model entities and then updated their world probably saw this.

The patch note is blunt about the limitation:

Note: This does NOT repair entities that were already upgraded with the wrong position and scale.

So if your world already made the jump from Update 5 to an earlier Update 6 build, the fix stops new damage but doesn't undo what's already broken. Server owners sitting on a world they haven't upgraded yet should hold off until they're on 0.6.4 or later. Anyone who already upgraded and noticed misplaced entities is probably stuck manually fixing them.

Crashes and Memory Leaks

A few stability fixes are worth flagging separately from the general pile. 0.6.1 fixed a launch crash on older NVIDIA cards spanning the GeForce 400 to 700 series, which is a surprisingly wide range of hardware to have been locked out entirely. 0.6.6 did the same for PCs with Intel integrated graphics, another crash that would've hit a chunk of laptop players rather than anyone running a dedicated GPU.

More relevant if you're running a persistent server: 0.6.5 patched both a client memory leak that built up from joining worlds or switching instances, and a server-side leak where unloaded worlds could stay in memory after their maps generated. Leaks like that are the kind of thing that look fine for the first hour and then slowly chew through RAM until the server needs a restart nobody scheduled. If your server's been getting sluggish or crashing after long uptimes, there's a real chance this patch is the fix you've been waiting for.

Hytale Update 6 hotfix banner
Five patches in under three weeks is an aggressive hotfix cadence, even for a game this early.

Mods and Creative Tools

0.6.1 added the ability to create a world directly from the mod browser by pressing CREATE WORLD once installed, and it now asks for confirmation first. That confirmation step isn't just friction for the sake of it. World mods can bundle code that runs on your machine, so the team is treating it with the same caution you'd want around any third-party download. Worth noting too: a single world mod can spawn as many separate world copies as you want, and uninstalling the mod won't delete worlds you already made from it.

Builders get a handful of smaller but genuinely annoying fixes resolved in 0.6.4 and 0.6.5. Rotating a multi-axis block selection now correctly rotates entities with block models instead of leaving them facing the wrong way. Trigger volumes signalled by NPCs were firing twice instead of once, which is the kind of bug that would've quietly broken anyone's adventure map logic without an obvious cause. And builder tool keybinds no longer stick around and attach themselves to whatever tool you had equipped the next time you load a world.

On the server side, 0.6.5 closed a real loophole: bans now apply to asset editor connections too. Before this, kicking or banning someone apparently didn't cut off their active editor session, which is not a great look for anyone running a build server with open collaboration.

πŸ”

Looking for your next adventure?

The Smaller Stuff Worth Knowing

A few other changes won't change how anyone plays but are good to have on your radar:

  • View radius in config.json is now hard capped at 32 chunks. If you had it set higher, your world or server was failing to start, and 0.6.2 fixed that by just enforcing the cap instead of crashing.
  • Picking up a block no longer sets off its break effects. Apparently lifting an explosive block used to detonate it, which sounds like a fun way to lose a build.
  • NPCs stopped casting shadows at some point and got them back in 0.6.3, now respecting transparent texture areas instead of casting a solid blob.
  • Ambient world audio used to keep looping over the main menu after you left a world. Minor, but the kind of thing that makes a game feel unfinished if it happens every session.

None of these individually are headline news. Taken together with everything above, though, they paint a picture of a team doing rapid cleanup after a launch that clearly had more rough edges than they wanted. Five patches in under three weeks isn't unusual for early access software, but it is a lot, and the heavy weighting toward connection and networking issues suggests that's where the real pain was concentrated for players trying to actually get into multiplayer worlds.

If you're running a server and skipped updating because you didn't want to deal with downtime, 0.6.6 is probably the version you want to be on now. Just double check your world didn't get hit by the entity position bug before you patch, since that part isn't getting retroactively fixed.

πŸ’¬

Stay in the loop with HyServers