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Release notes

QuantumHy Changelog

In Development

Hytale • Latest version 0.2.1

Changelog version 0.2.1 0.2.0 → 0.2.1 • July 1, 2026

Added

  • Ring-weighted density: center chunks count fully, outer scan rings less (all entity types, no species tables)
  • baselineShrinkFraction: light trim even when density is open
  • Chunk-load shrink: extra pull from loaded + streaming chunk count (separate from LeanCore hot/sim radius)
  • configVersion migration: upgrades QuantumHy.json from 0.2.0 on load; logs each remapped field

Changed

  • Recalibrated defaults for normal play: density 1.0/4.0 per chunk, LOD 2.0x, vertical cull 32 blocks, visible entity cap 80
  • MSPT governor: enter 48, sustain 4s, pressure density multiplier 1.45
  • Normal gameplay benchmark (~5 min each, CapFrameX): +42% average FPS, +60% P5, +155% 1% low average, 95% less time under 60 FPS (mod on vs off)
  • README and benchmark chart images updated (including comparison chart)

Fixed

  • Config migration no longer skipped when Gson ran the no-arg constructor before overlaying JSON (configVersion field default)
  • Partial v1 migrations (old thresholds stuck at 0.2.0 values) repaired on configVersion 2

Notes

  • Server-side only. Install QuantumHy-0.2.1.jar over 0.2.0
  • Existing QuantumHy.json migrates on first boot; delete the file if you want a clean 0.2.1 default sheet
Changelog version 0.2.0 0.1.0 → 0.2.0 • June 30, 2026

Added

  • Entity cull system: vertical (Y) prune and optional per-player visible entity cap (maxVisibleEntitiesPerPlayer)
  • /q command: status, help, and perf subcommands, with a runtime snapshot in status output
  • Spawn stream pause: holds ambient spawn while a player’s ChunkTracker still has chunks loading
  • MSPT pressure governor: trims render levers when server tick time climbs (client effects on by default, world levers opt-in)
  • Mod list icon (256×256) and updated manifest description

Changed

  • LeanCore coexistence: clear knob ownership; QuantumHy yields chunk streaming when LeanCore throughput governance is on
  • Adaptive pass: circular density scan, fewer allocations per tick, cached tracker reads
  • Density curve: smoothstep between low/high thresholds so view changes feel less snappy at the edges
  • Entity visible cap: bounded nearest heap instead of a full sort when capping visible entities
  • Pressure shutdown: parallel world restore within one timeout budget
  • README: CapFrameX benchmark section, test PC specs, chart images, new gameplay videos

Fixed

  • /q status and /q help now run correctly
  • Config write failures are surfaced in the log
  • LeanCore bridge no longer double-writes client view radius or chunk send rate when both mods are installed

Notes

  • Server-side only. Install QuantumHy-0.2.0.jar over 0.1.0
  • Existing QuantumHy.json is kept; new keys are added on first run with safe defaults
Changelog version 0.1.0 0.0.0 → 0.1.0 • June 30, 2026

Added

  • First public release (0.1.0)
  • Adaptive chunk view radius: samples entity density around each player and pulls their client view radius in when it gets crowded, back out in the open, never above what the player asked for
  • Adaptive entity stream radius: shrinks how far entities are streamed to the client in mob-heavy spots, driven by the same density signal. The big win when you are looking at a crowd
  • Global entity LOD culling: drops small and distant entities sooner, server-wide, with one tunable knob
  • Density smoothing: an exponential moving average so a moving player’s view radius does not flip-flop on momentary spikes
  • LeanCore takeover: if LeanCore is installed, QuantumHy turns off LeanCore’s client view-radius governance on startup and drives it itself, no config change on either side
  • Verbose logging: one log line per world per pass with each player’s density and the exact view decision

Notes

  • Server-side only. It helps where it is installed, never on a server you merely join
  • Config is created at first run as QuantumHy.json in the plugin data folder