Hard Hoof 0.6.0
Curse Maven Snippet
What's new
The biggest Hard Hoof yet. The one jar now carries six parts: Core, Tech, Portals, Adventure, and two new ones, Environment and Magic. Back up your worlds before you update: 0.5 worlds keep their terrain, but saves are not guaranteed between versions before 1.0.
Players on a server must run the server's exact Hard Hoof and NeoForge build. The refusal names both, and a stray old Hard Hoof jar beside the new one is called out in the log and on the title screen.
The Tall World (preview)
- A new world height, chosen on purpose. Customize a Hard Hoof Planet and pick Height: Tall for a world from y -1536 to +1535: seas a kilometre deep and peaks a kilometre high. Classic stays the default.
- Real relief. Continental shelves and slopes, abyssal plains, ocean trenches, mid-ocean ridges, seamounts, high ranges, island chains with atolls, submarine canyons, glaciers in U-shaped valleys, fjords and lakes, and ten Tall biomes by depth and climate.
- Geology. Ores follow the rock they form in: copper and gold on volcanic arcs, iron and diamond pipes in old continents, coal seams in basins, gold and tin in rivers. Every ore also turns up everywhere in small amounts, so nothing is locked to one place. Firedamp and blackdamp pockets, aquifers and artesian springs.
- Seeing it. You see up to 768 blocks above and below you, fog weighs height at half, deep water darkens, and far mountains and sea floor are drawn out to about 4 km.
- The world map (M) shows exact heights from -2032 to 2031.
Environment (new)
- Every place has air, pressure, temperature and depth. The Plumb HUD shows them, and the barometer, altimeter, depth gauge and thermometer read them.
- Your body answers. Hypoxia and mountain sickness up high; nitrogen narcosis, oxygen toxicity and
decompression sickness down deep; hypothermia, frostbite and heat illness. Each has its real name, stages, a
cause line and a cure, and you acclimatise over time. Forgiving numbers by default;
realistic_environmentswitches to the real ones. 90 vanilla mobs have their own tolerances. - Dive gear. Mask, fins, wetsuit and drysuit, the scuba tank and hand pump, and a dive computer that reads your tissues: ceiling, next stop, no-stop time, time to surface and gas left.
- Pressure machines. The compressor fills cylinders, the air separator splits air (with a helium column, so helium comes from air anywhere), and the gas blender mixes breathing gases. Build a pressure hull into a habitat that pumps out the sea a layer at a time and holds air at 1 atm, with an airlock whose hatches won't open against the sea, and a recompression chamber that treats the bends on a real treatment table. Every machine pays the least work physics allows, and the new Pressure app runs them from a Terminal.
Weather and time
- Local weather. Storm cells form from each planet's climate and ride its wind belts. Rain and snow fall
where the storm is, drizzle fades at its edges, rain slants with the wind, and a full blizzard closes the view
and piles snow.
/weatheracts where you are. - Lightning that warns and harms nothing. Bolts warn before they can hit a player and never burn or strip. Thunder arrives after its flash, from the bolt's direction, with a subtitle ("Thunder, 6 s, NW").
- Forecasting. The barometer gives pressure, its trend in words and a forecast; the wind vane swings into the wind and names its force and where the low lies.
- Local time. On planets of 128 chunks and up, the time of day follows longitude: the far side of the world is
in night while you are in day, and dusk is a soft line across the far terrain. Mobs, spawners and
/timeread the local hour. - Nights never skip. A bed sets your spawn, five seconds asleep counts as rest, and a Dawn overlay counts down to local morning. The straw bed naps at any hour.
- New game rules:
local_weather,lightning,blizzard_snow_depth,storm_frequency,weather_speed.
Magic (new)
Spells now belong to schools, grouped in families. You rise in a school by using it; ranks come on their own, spreading yourself thin slows you, and resting helps. The Rune Desk has family and school tabs, and the Grimoire (H wheel) has a page for every school. Each school starts at a practice you can craft anywhere.
- Elements: Earth, Water, Fire and Air. Spells cost what their physics costs: pushing downhill is free, lifting pays. Wet, Chilled, Frozen, Scorched, Scalded and Breathless.
- Fabric: Space (Blink, Weightless, Swap), Time (Quicken, Lag, Recall, Stasis), Void (Hold, Veil, Suppress, Hollow) and Electric (Shock, Charge into any machine's battery, Ground, Lodestone, Call Lightning in a storm).
- Oneiromancy: dreams. Sleep, dream, and catch Dream Thread on the Sleep Loom: Whisper to a friend, Lull a mob to sleep, Night-light against phantoms, and Incubation answered in your next dream.
- Mind and Eldritch: Soothe, Rally, Dread, Beguile, Command; afflictions with real names that never harm on their own; the Listening Stone and Insight.
- Necromancy and Xenomancy: remains, Ask the Dead, Raise, Drain; the Binding Circle, pacts with the beings of the Fold, and two familiars, the Lampwisp and the Tallymite.
- Witchery and Divine: the Kettle brews by virtue, the garden's Bloom, poppets and witch bottles; four Powers with deeds, taboos, shrines and favour.
- Pestilence: strains to culture and survive. Illness is now part of the world for everyone: food poisoning, colds, influenza and wound infections spread and are cured with remedies, and you keep your immunity.
- Harmful spells pass over allies, and Heat Ward, Pressure Ward and Lee protect you from the environment.
Adventure
- Seven resistances. They grow with your level, take stat points, and come from armour and gear. An ailment weaker than your resistance can't take hold.
- Nerve. A new meter: darkness, the deep, being hunted and being far from home drain it; light, company, music, a campfire, home and sleep restore it. Run out and you are Overwhelmed, then find your footing.
- Conditions. Every effect on you says what it is, where it came from, how long is left and how to end it: the Conditions screen (H wheel, or K) and a HUD strip.
- Summons. Summoned creatures follow, guard or attack, never turn on allies, and end at their time, at dawn or when you leave.
- Seven new animals, each with its own calls:
- Honey Badger (savannas, badlands): small, armoured and fearless. It raids full beehives for honey, and the bees' poison never takes on it. Hit one and it holds a grudge. Hand it honeycomb and it digs something up.
- Seabunny (warm and lukewarm oceans): a fluffy sea slug on the reef. Scoop one up in a water bucket. Whatever bites it is poisoned.
- Gazelle (savannas): watches everything. Sneak up holding wheat and it lets you come close; run at it and the herd bolts, stotting as it goes. Fawns drop flat and keep still.
- Leopard Seal (frozen oceans): hauls out on ice to sleep and stalks strangers who swim near. Feed it fish and it trusts you, and now and then brings you a fish.
- Owl (forests, taiga): sleeps on a branch by day and hunts rabbits and bats at night. It coughs up Owl Pellets, which break into bone meal.
- Meerkat (deserts, savannas): one stands sentinel while the colony forages; at its bark they all dive into the sand. They sunbathe at dawn and sleep underground at night.
- Blobfish (the Tall World's continental slope, 600 to 1,200 m down): bring one up and it slumps into the blob.
- Big Floppa now hunts meerkats and gazelle fawns.
- Depth counts the ground over your head, not your height, for mob levels and underground perks.
- Blinks stop before walls and gaps, and cost nothing when there is no room.
Power and factories
- Tiers T1 to T10. Machines climb one ladder of ages. A Tier Kit rebuilds a machine in place and keeps everything in it. The Electric Furnace now runs from T1 to T10. The first machine you power in each age gets a toast and a No. 1 maker stamp, and the Field Guide has a Tiers chapter.
- Ore processing and the Steel Age. The Hammer Mill, Crusher and Ore Washer, a coke-fired blast furnace, steel, and the kits to reach T4. Field Guide topic: Ore and steel.
- Dowsing Goggles outline ore nearby and haze veins farther out.
- Machines keep working while you're away. The Coal Metal Former, Coal Generator, Battery Bank, Electric Furnace (every tier) and Small Electronics Lab keep running exactly as if you had stayed when their chunks unload. Come back and everything is where it would have been. A wire driven by a Steam Turbine still pauses while unloaded.
- The Steam Turbine gives only the power its steam pays for. One hot Boiler still runs it at the full 240 W; with less steam it gives less, and its machines show a brownout.
- The Battery Bank takes and gives energy to other mods' machines.
- New tier art: cast iron and copper for T1 machines, bronze hoops for the boiler and turbine, and tier badges on tanks, pipes and cables.
Getting around
- Rope, rope ladders and rope coils. Hang them, extend them, rappel down with sneak, climb with jump.
- Lifts. A pulley platform with crank, brake and counterweight; a headframe with an electric winch or steam winder, a cage and an ore skip; landings.
- Zip lines, a diving bell you top up with a bellows pump, and a water-balance lift that runs on falling water.
Computers
- Volt weather.
sys.weather,sys.radarandsys.lightning, and a new Weather app with a rain radar and a forecast. The taskbar clock shows local time. - Computers keep running when you walk away, and after a restart. A Terminal, rack bay, Router or Exchange
whose chunk unloads carries on where it was, and a server restart resumes every program instead of rebooting.
Idle computers sleep until something happens, so they cost almost nothing. Devices it can't reach while their
chunk is unloaded answer
offline: <label> is not loadedinstead of vanishing. For now an unloaded computer runs on its own stored charge (about 30 seconds for an idle Terminal), then stops and boots again when you come back. - A program runs the same way every time, and can sleep until a machine changes.
sys.envreads the water and air around a computer.- Fixed: a disk with a long file no longer kicks the player carrying it, and long files survive saving. Busy Terminals no longer overflow the network, and typing echoes at once over lag.
Multiplayer
- Teams. Guild-style teams (
/teams) with Leader, Inviter, Member and Guest roles. Teammates see each other on the world map, and friendly fire is off by default. - Waypoints. Pins start private; publish them, send them to a player, or share them with your team.
- Pets and summons can't hurt their owner, and pets don't hurt players while PvP is off.
Portals
- Doorways use far less memory. A view into a Tall planet keeps about 6,400 terrain sections instead of 120,000, and all portal views share one set of mesh buffers. The view you walk into becomes your world view without starting over.
- The far side comes alive. Particles, pistons, chest lids, hurt flashes, swings and torch flames show through the doorway, and the nearest chunks arrive first.
- Doorways within one world work. Two doorways in the same world show each other, and you walk through with no reload or snap.
- A doorway's two sides touch. Redstone, block updates, water and lava, hoppers, explosions and pistons carry through, one tick later. Water never forms a new source across a doorway and items are never duplicated.
- You hear the far side, from the doorway's direction, and mobs follow you through: a zombie keeps chasing, a standing pet follows its owner, and skeletons shoot through.
- Held lights shine through doorways, and light crosses a looping planet's seam.
- Logging back in near a planet's seam no longer hangs on Loading terrain.
Performance
- Hard Hoof Light, a new light engine, is now the default: exactly vanilla's light at about a fifth of the work
on Tall World chunks.
-Dhardhoof.light=vanillaswitches back. - Held lights. A torch in your hand lights the world around you without rebuilding chunks (toggle in Core's config).
- Power networks cache their wiring instead of rescanning every five ticks.
- Planets load only when needed, and weather advances once per tick however many planets exist.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

