Hard Hoof 0.5.0
Curse Maven Snippet
What's new
Everything since 0.4.0-alpha.1. The 0.5.0-a1 preview on CurseForge had an early part of it.
Hard Hoof is now one jar. Core, Tech, Portals and Adventure ship inside a single
hardhoof-<version>.jar. Remove the old separate Hard Hoof jars before you install it.
Computers
- The Terminal runs Hard Hoof OS (it was VoltOS): a windowed desktop with floppy and hard disks and a shell that lists what fits as you type.
- The Horn: Ctrl+Space (or just type on the desktop) finds apps, commands, windows and themes, and works out sums as you type.
- Themes: Horn, Paper, Phosphor, Amber, Blueprint, Alpine, Synth and Contrast, or your own. The Appearance app changes the whole screen at once.
- Every window tab has a goat eye that shows what its program is doing. Windows snap to halves and quarters.
- Apps: Files, Editor, Terminal, Storage, System, Help, Research, Worlds, and new Printer (the Matter Printer's field a layer at a time: break, mine all, place), Zone (size the zone by dragging it; switch its rules) and Devices (every machine the computer reaches, what it is doing, and what a program can ask it).
- Toys: Hoof Hop, Mines, Stack, Sketch, Beats (a drum machine on the computer's speaker), Calc, Sky and Map. Every one is Volt you can read and change.
- Volt, a small programming language for your own programs, running on the computer itself.
- Server racks: the Server Rack, Valve Chassis and Transistor Chassis, and a Console to use them. Chassis take CPU, memory, drive and network card parts.
- Upgradable Terminals: fit a CPU, memory and a network card in the Drives drawer.
- Parts carry the name of the company that made them.
- Networking: Network Cards, Routers and the Exchange. Build local networks, get a public address, and connect bases.
- Accounts: first-boot setup, logins, several users, screen lock, and company domains.
- Research Lab: per-player research that unlocks blueprints and ready-made programs. It is a shortcut, never a wall.
Electronics
- The Small Electronics Lab etches boards from blueprints: Logic Board, Power Board and microcontrollers. It can also salvage old boards back into parts.
- Microcontrollers: burn a Volt program onto a chip, then chain up to four in a Microcontroller Frame.
Power and factories
- New twin-lead power cable, dyeable when insulated. The Coal Generator shows where its energy goes.
- A source asked for more than it has now gives all of it. Before, machines hungrier than their generator, like a charging Dimension Creator, pulled the wire down to a quarter of its power.
- Electric Furnace I: smelting on power.
- Item logistics: Item Pipes, powered Item Tanks, and the Item Controller.
- Assembler: crafts whole chains from storage (logs to planks to sticks to tools). The Storage app gets and crafts items.
- Steam power: Water Pump, Fluid Pipe, Boiler and Steam Turbine.
- Fluid Tanks and the Fluid Controller: store fluids and move them where you choose, with the
fluidscommand. - Battery Bank: stores 200 kJ on a wire. It charges from a source's spare power, backs the source up when machines want more, and runs the wire alone when no source does.
- Data Cable: connects Terminals to machines across a factory. The Network Probe and Name Tags name machines for programs.
Adventure
- Character progression: XP comes on its own, from every orb, from kills by the mob's level, and a little from ores and ripe crops. Spend it on nine stats in the character sheet (H, then Character). The HUD shows your vitals, a tuft bar, and a feed of where XP came from.
- Races: Human, Dwarf, Elf, Hoofkin and Construct, each with stats, a passive and an ability on
- Free to change until level 5.
- Skills grow by doing: Combat, Archery, Mining, Foraging, Farming and Arcana, with a perk each level and milestones at 10, 25 and 50.
- Mob levels: hostile mobs get stronger with distance, depth, dimension, world age and nearby players. Elites and champions carry affixes such as Vampiric, Swift, Armored, Frost and Venomous. Health bars show each mob's level; Jade shows its affixes.
- Gear (G): ten ring slots, an amulet and a belt. Craft rings from Overworld gems; legendary rings and amulets drop from elites.
- Magic: tuft powers spells. The Rune Desk writes them from glyphs and reads like a spell: glyphs in writing order, only the ones that can come next raised, and each part beside what it does and costs. Tuft Wands, Spell Scrolls, and rings and weapons you can imbue.
- Backrooms Level 0: a new dimension (
/backrooms). - The Slumber Party, a novelty item: eight beds around a stick.
- Big Floppa, a caracal, lives in savannas, badlands and deserts. Tame one with raw meat and it follows you, fights beside you, sits when told, and wears a collar you can dye.
- The field guide has a Creatures topic: a page for each mob, also on its spawn egg in JEI.
Portals
- See-through portals with seamless crossing between dimensions (operator tools for now).
- New worlds start as a Hard Hoof Planet: a 256-chunk Overworld that loops, with no edge. Default and the other world types are one click away; Re-Create keeps the old world's type.
- Continents: Hard Hoof worlds have a set number of named continents (five by default, 55% sea) with straits between them, coastal and inland mountain ranges, open plains, rivers that flow downhill to the sea in wide valleys, lowland lakes, archipelagos, and the newer biomes (pale garden, dappled forest, old growth birch and more). Below ground: lush caves, dripstone and the deep dark. Worlds made before this keep their land.
- Customize for Hard Hoof Planet: styles (Continents, One continent, Archipelago, Highlands, Flatlands, Water world), size and shape (square or wide), continents, sea, land, climate, biome size, rivers, caves and structures, beside the real map of the world you will get. New map rolls a fresh seed.
- World map (M) on any Hard Hoof planet: the whole planet with named continents, relief, a grid and the equator, you, the spawn and other players. Right-click to mark a named place that everyone on the planet sees.
- Crossing the seam of a big planet no longer snaps the view to fog and fades it back.
- Strongholds are spread over the planet on dry land (nine on the default world) and Eyes of Ender point the short way round the loop. Before, most of vanilla's strongholds fell outside the planet and were never built.
Interface
- Horn and Hide: every screen was redrawn in one hard-edged style: warm plates on hard shadows, no glass and no glow.
- Every machine wears a goat eye that shows what it is doing, and a status line above your inventory that says why, or what to do next.
- A blueprint folds out beside each machine: its ports on an unfolded cube, every number it runs on, and how it works.
- Setups: machines that are part of a build (pump, boiler, turbine, rack, Dimension Creator, Gateway) keep a live checklist of what is in place; the blueprint's latch turns gold while something is missing.
- The field guide is a notebook: goals and numbered steps stand out, and a new page explains how to read any machine. The radial menu has the goat eye at its hub.
- Each machine has a help button that opens its field-guide page. Screens fit at GUI scale 3 on 720p.
- The rubber tree was redrawn, and grows taller.
Survival and multiplayer
- Every item can be got in survival (
tools/survival_audit.pychecks it). Pipes and copper wire break fast with a pickaxe; rubber leaves with a hoe. - The Matter Printer's field outline is much easier to see.
Changed and removed
- The hand-drawn gate editor was replaced by blueprints. A NOT gate you proved in the old lab becomes the Digital logic research.
- The Terminal recipe now takes two Logic Boards.
- Sodium was removed from the companion pack.
Coming next
- More creatures, tiered machines, and Hoofprint visual programming.
This mod has no additional files

