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PingIt

Communicate with your team without typing or talking. Point, click, and let the ping do the talking.

File Details

PingIt-1.8.0.jar

  • R
  • Mar 3, 2026
  • 1.42 MB
  • 38
  • Early Access

File Name

PingIt-1.8.0.jar

Supported Versions

  • Early Access

PingIt 1.8.0 Changelog

New Features

  • Block Info toggle — New toggle in /pingit binds to show/hide block names on pings
  • Item Info toggle — New toggle in /pingit binds to show/hide item names on pings
  • Dropped item detection — Pinging toward dropped items now detects them (searches the item spatial resource directly, which getAllEntitiesInSphere was skipping)
  • Friendly block/item names — Block pings now show translated names (e.g. "Yellow Mushroom Shelf") instead of raw IDs ("Plant Crop Mushroom Shelve Yellow") via I18nModule
  • Item ping proximity clear — Picking up a pinged item clears the ping at 2 blocks instead of 5

Bug Fixes

  • Offhand punch restored — Ping Device in offhand no longer blocks punching when main hand is empty. Item now uses "Primary": "Root_Unarmed_Attack_Swing_Left" (matching Crude Torch's pattern) so the unarmed punch animation plays through when the device isn't selected.
  • Hotbar transfer desync fixed — Moving the Ping Device from offhand to hotbar (or vice versa) no longer permanently breaks all interactions. The packet filter now sends CancelInteractionChain for every consumed chain, so the client's interaction state machine properly resets instead of getting stuck waiting for server acknowledgment.
  • Red confetti on item pings fixed — Pinging dropped items no longer applies entity effects or triggers proximity-clear particles (the red Hedera_Scream burst that appeared ~3 seconds after pinging a berry)
  • NPC beacon beams no longer linger — Beams now use position-based respawn with proper lifecycle instead of fire-and-forget entity-attached particles
  • Block beams no longer tiny — Distance-based beam scaling (4x at 24m, 7x at 49m, etc.)

Internal Improvements

  • Block ping anchor entities use bare 0.001f-scale Mouse model instead of NPC-based approach (fixes spawn failures after ~2 spawns per session)
  • Entity LOD culling disabled for beam anchors (prevents beams from vanishing at ~105m)
  • Distance HUD widened to 700px with 28-char name truncation to prevent overflow

Root cause of the dropped item detection fix: Hytale has 3 separate spatial indexes — entity, player, and item. TargetUtil.getAllEntitiesInSphere() only checks entity + player. Dropped items live exclusively in the item spatial resource. The fix queries EntityModule.get().getItemSpatialResourceType() directly.