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Hard Hoof

An overhaul of minecraft. A blend of Fantasy, Adventure, Computers, Logistics, Power Generation, Robotics, Electronics, Dimension Hopping, Instant Portal Travel and more.
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Hard Hoof 0.7.0

File namehardhoof-0.7.0.jar
Uploader
HHGoatHHGoat
Uploaded
Oct 3, 2026
Downloads
5
Size
27.8 MB
Mod Loaders
NeoForge
File ID
9048625
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:hard-hoof-1708395:9048625"

Learn more about Curse Maven

What's new

Gear

  • The Drill: a battery tool that digs what a pickaxe or shovel digs and never wears out; each block costs charge. Sneak and use it to fit a tip (Stone, Iron, Gold, Diamond, Netherite), a battery (Lead-Acid, Nickel-Iron, Silver-Zinc) and a motor (Small, Geared, High-Speed); hold use on a Battery Bank to charge it. A charge bar shows what is left, and the Vein Miner spends charge for each extra block. With no charge it digs like a bare hand.
  • The Drill ticks softly while it charges from a Battery Bank, higher as it fills, and rings a bell when it is full. With the Vein Miner on, its highlight now prices the vein by the block you look at (deepslate costs more charge than stone), so the outline and the "worn" warning match what the swing can afford.
  • A Pet Collar, crafted from three leather and an iron nugget and worn in the amulet slot. Right-click the air to write a name, or use a named Name Tag (in the other hand, or at an anvil). While it is worn, that name shows above you.

Player feel

  • Double doors open together: opening or closing a wooden door also moves the door paired beside it (same facing, hinged on the other side). Sneak to move just one. Iron doors still follow redstone only.
  • Quick Stack: the Stack button under Sort on the pack screen (or its key, unbound until you set one under Controls) puts what your pack holds, deep pack too, into chests, barrels and shulker boxes within 6 blocks that already hold the same item, onto their stacks first. The hotbar, armour and off hand stay put; locked or blocked containers are skipped.
  • Hotbar restock: when the last of a stack in your selected hotbar slot is used up (a block placed, food eaten, a snowball or pearl thrown), the same item from your pack moves into that slot. Turn it off with pack.hotbarRestock in config/hardhoof_adventure-common.toml, or under Mods > Hard Hoof: Adventure > Config.
  • The server's update host reads a launcher's whole request before answering, so the answer is no longer sometimes lost to a reset connection.
  • The launcher updater prefers a LAN address when a public one answers too, and if a download fails part way it tries the next address. List both, e.g. url=http://<public ip>:25565 http://192.168.1.70:25565.
  • Chest, furnace, machine and inventory screens are now windows. Drag one by its title strip or the grip tab above its top-right corner and it opens there next time; drop it on a side, a corner or the top edge to snap it to a half, a quarter or the whole window (Ctrl+Alt+arrows do it from the keyboard). The tab minimizes it to a title tab and maximizes it; the corner handle scales it (0.5x to 4x). Right-click the grip to put it back.
  • The pack panel and its trash slot can be dragged anywhere by their header strip, and stay there beside every screen; right-click the strip to dock them again. Folded or not and where they sit are kept between sessions.
  • Fixed: chest, inventory (E) and machine windows could not be moved. A left click on the grip put the window back instead of dragging it, and the title strip, scale handle, minimize, maximize and (with several chests open) close buttons ignored the left button. All of them work now.
  • The pack panel stays where it is dropped: it keeps its edge beside the window and its top, and fits its columns and rows to the room left, instead of reshaping to the whole side and jumping. Its header no longer drags the window when it lies over the window's title strip.
  • The Delver's Survey reads the rock nearest you first and outlines the nearest ore first, so a vein right beside you is always outlined; on a crowded survey it is the far edge that drops out, not small veins close by.
  • Eyes beside the armour slots on the pack screen hide your helmet, chestplate, leggings or boots from view, one at a time, for everyone who sees you. Hidden armour still protects you.
  • Until Adventure level 5 the Waking is not for good: you can pick any omen (click the omen strip, or press O), and once woken you can reopen the Waking and change species or omen, quietly. From level 5 the old rules return.
  • A Sort button in the top corner of chests, barrels, the ender chest, shulker boxes, hoppers, dispensers and droppers merges and orders what the container holds (click to sort, right-click to change how); your own inventory is left alone.
  • Containers open together. Open a chest, close it, then open another within reach: both show, each in its own window, with your inventory in a window of its own. Up to six chests, barrels, shulker boxes, hoppers, dispensers, droppers and your ender chest you opened in the last ten minutes come back while they are in reach. Each window moves, snaps, scales, minimizes to a tab along the bottom and maximizes; its close button closes that container alone and stops it coming back. Shift-click from your inventory fills the container you clicked last (it shows a blue arrow). A container you walk away from or break closes on its own; the others stay open. Server owners can turn it off (containers.together in the world's hardhoof_core-containers-server.toml).
  • Hard Hoof machine tips on a moved or scaled screen stay on the screen instead of running off its edge.
  • Coal Generators on one wire now work together. The first gives its 4 A; when the machines need more, the next one lights and adds its 4 A, and so on. One the machines don't need stays cold. Several Electric Furnaces on a row of generators no longer flicker between powered and not.
  • Power networks fixed. A thin wire stub that leads to no machine no longer caps the whole wire (it held a network to about 6 W). A machine that needs more than its wire carries now gets all the wire carries and works in bursts, instead of nothing. A drained generator or turbine no longer holds the wire while a fuelled one waits. Steam Turbines on one wire now add up, with each other and with Coal Generators. Working machines refill their store on top of their work. When the wire is the limit, the generator and turbine screens say "Cable limit" with the amps and gauge, and what to do.
  • The Terminal no longer gets the pack panel or trash slot laid over its screen; they stay on chests, furnaces and other machine screens.
  • The Delver's Survey no longer pins ore on the world map (it made up to 24 waypoints a use). It only outlines the ore through the rock; any pins an earlier Survey left are cleared when you next log in.
  • The Waking's species card scrolls: when a card is taller than the screen it sits in a box with a scroll bar (mouse wheel, drag the bar, or Page Up / Page Down), so nothing is cut off any more.
  • Two new species. The Rat (home: the ground) is half a block tall and gnaws: what it breaks drops as if the tool had Silk Touch, for blocks up to a hardness that grows with its Mining skill (stone and glass at once, ores from Mining 15, deepslate ores from 30), and Scurry gives a short burst of speed and jumping. The Frog (home: the sea) jumps over two blocks, holds its breath five times as long, starts as a tadpole for its first day, must get wet every so often or its skin dries, and lashes creatures and dropped items to it with its tongue.
  • A Sort button on the pack screen (and under the deep-pack panel beside chests and machines) merges and orders the open pack by type, A-Z, count or mod; the hotbar, armour and off hand are left alone.
  • A trash slot on the pack screen (right of the hotbar) and in the panel beside every chest, furnace and machine screen, even before the deep pack opens. Anything set in it is deleted. Shift-click never fills it; Shift+Ctrl+left click an item to trash its whole stack.
  • When a tool breaks and you carry a replacement (the same item first, then the same kind), it moves into your hand.
  • Fixed in tests: a lab, generator and wire built from scratch make etchant (new lab_makes_etchant game test). Reports of etchant never appearing, and of some machines reading 0 W / 0 W while plugged in, are still open.

Water

  • Water no longer appears or vanishes along a looping world's edge: a cell on either side of the seam is now one cell, where it used to hold two copies of its water (a channel across the seam gained 334 mB of four buckets in three ticks).
  • Big, busy water (a rained-on sea, an ocean's worth of surface) now comes to rest instead of staying awake for good, and the water tick costs far less when it is busy (a rained-on 128 by 128 sea: 16 ms to 6 ms; a dam break, a rained-on lake or a shower of buckets: 15 to 30% less): the solver reads its clock every 16 cells instead of 256, walks a bounded amount of calm surface a tick, takes only the cells it has time for off the line, and tests each cell once per walk.
  • Water beside a player is stepped before water far away, so the lake you stand at settles first while a distant ocean catches up. /water stats counts both.
  • Water is far less messy. A bucket on flat ground stays a puddle of five or six cells (it used to spread over eleven or twelve thin ones), and a spill covers about one cell per quarter bucket. Small, isolated puddles (two eighths deep or less, not at a lake's or the sea's edge) soak into the ground within about a minute of coming to rest, indoors and out, in any weather (a thin stream or a fed channel never soaks); films too thin to show are no longer drawn as an eighth of water, and rain no longer feeds puddles on open ground. An empty bucket takes up to a bucket from whatever it touches: half a bucket or more fills it, and a smaller puddle is simply cleared away (dispensers too). A block placed into a puddle covers it instead of pushing it aside. Sponges empty everything within their usual reach. Operators can run /water clear <radius> (up to 64) to remove all water but the sea around them. A new channel fed from dry ground now takes a little longer to fill to its end.
  • Building in water no longer lifts the water onto your blocks. Water a placed block displaces joins the rest of its pond, lake or stream, which rises evenly where it has room (lowest first); it never lands on the block or piles up beside it. A bridge, a wall or a dam built across a pond stays dry on top. What the body has no room for (a full, sealed tank, a one-block hole, a lake full to the brim beyond an invisible film) is gone, and so is water a block displaces in the sea.

Pathfinder

  • The Waymark's distance and compass no longer jump when you cross a looping world's edge; distances and bearings now take the short way round, as do the return's reach check and the storm marks.

Crafting choices

  • When several recipes match the crafting table or inventory grid, arrows below the output let you choose the result, including the Iron Axe and Forge Hammer. The choice stays through repeated and shift-click crafting; recipe-book placement picks the requested recipe, and each recipe keeps its own leftovers. Both recipes remain in JEI.

Species (progression plan, phase 6)

  • Six new species: the Spider (climbs walls, feels footsteps, throws webs and spins Silk), the Moth (moonsight, eats cloth, Dust), the Shark (feels creatures and electricity in water, Blood Scent, must keep swimming), the Red Panda (climbs trees, eats bamboo, Stand Tall, overheats), the Kobold (tiny, fits one-block gaps, pack tactics, Snare, loves Dragons) and the Dragon (grows strong on the hoard round its bed, breathes fire with a heat gauge, glides, fireproof). Each has its own look in three coats, sounds, and a way it calls an unwoken character.
  • The Waking's ring pages by home (Sky, Ground, Sea, Deep): tabs under the ring, Tab to turn, 1-9 within a page.

Tech rework (progression plan, phase 5)

  • Every Workshop recipe is remapped: a Tier Casing, one or two signature parts and at most one more item, most on a 3 x 3 grid (docs/workshop-recipes.md). The Tier Hulls are now the Casings (Bronze, Lead-Glass, Steel, Atomic) with a new Hearth Casing for T1. Parts are made two to four at a time: Motor, Heating Coil, Rollers, Impeller, Valve, Contacts and the Lead-Acid Battery Cell. Tin, zinc, silver and lead are in use.
  • A Coal Generator is now a Hearth Casing, a Motor and a furnace; a Terminal fits the first evening. Boilers and turbines are Bronze; the reality devices are Atomic, as the ladder says.
  • A Tier Kit applied in the world also takes the machine's signature part, shown under the crosshair and in JEI.
  • The Workshop has a Tiers button: the tier guide at your next age, with its casing, parts and first three builds.
  • Implants: an Implant Bench fits a Lung Filter (half the mine-air poisons), a Night Lens (see in the dark) or a Neural Link (press J to open your Terminal from anywhere, and a device on its bus that can be hacked).

Statuses (progression plan, phase 4)

  • About twenty new statuses, each with a cause you can see, an effect that changes a choice, and a way out (docs/statuses.md): Sugar Rush and Crash, Sleepless (shapes at the edge of sight), Shaken (your aim sways), Seven Days, Scurvy (three days without fruit or vegetables), Rabies, Tick Fever, Trench Foot, Sunburn, Cabin Fever, Tomb Curse, Tuft Rush and Withdrawal.
  • Marks, kept for good, listed as titles: Iron Stomach, Deep-diver, and two secrets.
  • A real radiation dose may leave a mutation when it heals: Night Eyes, Thick Hide or Glow. A Chrysalis sheds them.
  • Your kind and your trade show on the K screen with their passives and numbers.
  • Medicines: Willow Bark Tea from Bark over a campfire, and Mould Antibiotic from bread mouldering in a Culture Jar.

Delver and wand (progression plan, phase 3)

  • The Delver is reworked. Rich Seams: ore you mine drops 1% more a Mining level (50% at 50) and now and then what an Ore Washer would free from it. Pit Sense: half the uptake of mine air's poisons, and a gauge when the air goes bad. Sealing: your Vein Miner lines plug the water and lava they open. Motherlode (Z): the next vein comes out whole, doubled, at no wear. Survey (Sneak+Z): every ore body within 48 blocks pinned on your team's map. Mastery: half pick wear, a 96-block Survey, a 20 s Motherlode. Stone Ear, Bore Charge and Blast are gone.
  • The Tuft Wand holds up to 8 spells in notches: 3, one more every 10 Arcana, one more for an Arcanist. Sneak + scroll, or hold B for the spell wheel, to switch; each spell keeps its own cooldown; a chip above the hotbar shows the picked spell. The Rune Desk writes, erases and loads the picked notch.

Tech pace (progression plan, phase 2)

  • The Hammer Mill starts at T1: Hammer Mill I (plates, gears, a piston and wire at the Workshop) mills two raw ore into three crushed ore in the first hour. A Bronze Tier Kit takes it to Hammer Mill II, which keeps its old numbers. It also grinds a log into two Pulp.
  • Forge Hammer: plates by hand at a crafting table before the Metal Former (2 ingots a plate, 1 copper a wire, 5 iron a gear; 64 uses).
  • The Metal Former forms up to 8 at once: a cycle takes the same time and coal whether it makes one plate or eight.

Quick fixes (progression plan, phase 1)

  • The Construct's Drill Arm vein-mines: an empty hand with a working arm digs ore, stone and dirt in veins as an iron pick or shovel would. Each block wears the arm a point and costs the usual charge; the vein stops before the arm's last point, and runs twice as fast as a pickaxe's.
  • JEI's [+] fills the Machine Workshop's surface, the Small Electronics Lab's slots and the pack screen's 2 x 2 grid from your inventory and deep pack. The Workshop has a Repeat button that lays out the last craft's parts again.
  • Rubber Trees give planks, and a full wood set (stripped log, wood, stairs, slab, fence, gate, door, trapdoor, sign and hanging sign). An axe strips a rubber log instead of tapping it.
  • Bark and paper: stripping any log leaves Bark (Birch Bark from birch). Three Birch Bark make two paper. Four Bark held over a water cauldron make a Pulp; a furnace or a Drying Rack dries a Pulp into three paper.

Magic you discover

  • Every effect glyph leans along six axes: Heat or Cold, Push or Pull, Life or Death, Quick or Still, Solid or Hollow, Calm or Dread. What a spell leans and you can't yet hold kicks back: burnt hands, hunger, a shove, lost Nerve. Opposites in one spell cancel. Backlash never kills; a ring's own trigger kicks half as hard; the game rule magic_backlash turns it off.
  • Grasp grows with each cast of a glyph, fastest in sentences you have never cast, and holds its kick back. What you feel, you learn; at 50% grasp you know every way a glyph leans. New sentences teach their schools.
  • Fourteen hidden resonances go off when a spell's aspects meet their pattern, spending its kick. The first time is a finding, named with its pattern. The Rune Desk says when a sentence hums; the Grimoire's new FINDINGS tab lists findings and every glyph you have cast.
  • Oneiromancy's Thread carries any school's effect to a linked mind: helpful ones from rank 4, harmful from rank 7.
  • Armour and belts take imbued spells, like rings and amulets.

Gear

  • Eleven new crafted pieces: Bone, Flint, Amethyst, Featherfall, Embers and Reach rings; the Tooth Necklace, Amulet of Warding and Pilgrim's Pendant (step up full blocks); the Rope Belt and Caster's Sash.
  • Ring lines: sixteen lines of three tiers, forty new rings. The six stat rings gain Greater and Grand versions; ten power lines (Lodestone, Tinker, Hearth, Briar, Ember to Phoenix, Delver, Gull, Scholar, Verdant, Siphon) pull in loot, mend gear, feed you, return blows, save you from death, speed digging, glide, add experience, grow crops or drink tuft from kills, more at each tier. Craft each tier from the one below; tier III counts once however many you wear.
  • Inlays: at an anvil, rub a stack of one of twelve cheap materials into a ring, amulet or belt. Every grain adds less than the last and none adds nothing, so one lapis on a copper ring shows on day one and a late stack still counts. One inlay per piece; it glints from 16 grains. JEI lists them under the anvil.

Distant view and automatic pregeneration

  • The server now slowly generates the land round every player, out to 768 blocks, whenever it has time to spare: nothing to switch on. Travel later loads saved chunks instead of generating them. The game rule hardhoof_portals:auto_pregen turns it off.
  • Real chunks now show past the live view, out to your render distance (up to 32 chunks), before the far terrain takes over. They are drawn but frozen: nothing ticks or changes in them until you come near. Chunks you walk away from stay in view the same way. In single player the game's own server keeps only the simulation distance plus two chunks live, so a high render distance costs the server far less. The game rule hardhoof_portals:distant_chunk_radius sets the reach on a server; 0 turns it off.

Species and specializations

  • Races are replaced by ten species, chosen at the Waking: Hellcat, Goat, Arctic Fox, Bunny, Construct, Axolotl, Bat, Raccoon, Deer and Snake. Each has a passive, a skill on R, a nature and a look on the player model that everyone sees. See docs/species.md.
  • The Snake is cold-blooded: its warmth follows the air where it is, and basking in full sun or by a fire fills it. Torpid in the cold it is slow and its strike falls short; sun-warmed it is quick, and its Strike (a lunge and a bite) reaches 8 blocks with a double dose of venom. Venom stacks to three doses and full venom paralyses; the undead, spiders and golems have no blood for it. Crouch and each flick of its tongue shows the trails creatures left nearby. Badly hurt and healed to full, it sloughs its skin and every harmful effect with it (the Shed Skin presses into leather). Meat feeds it half again, other food half.
  • The Construct has a frame: a core, a casing and an arm slot, filled with crafted parts. The Capacitor Bank and Accumulator store charge past a full core and feed it back, Trauma Plating turns aside a quarter of each hurt, the Pressure Hull holds to 100 atm, the Drill Arm makes an empty hand dig like an iron pickaxe and shovel, and the Arc Coil stretches Arc Discharge to 12 blocks and 7 enemies. Parts wear as they work and stop when worn out; a Maintenance Kit restores a quarter. An Engineer restores them fully and tunes them (half the wear), so a Construct will want one around. Fit parts by right-clicking them or in the Gear screen.
  • Construct fuel gives saturation by grade: coal-grade 1.6 a point, redstone 1.2, kindling 1.
  • The Deer's antlers follow the seasons where it stands: velvet in spring and summer, bone-hard for the autumn rut (a sprinting hit gores and throws), shed in winter (faster, and the rack drops as Shed Antlers for bone meal). Its Alarm makes every hostile creature near it glow and sends allies running; keen ears hear a creature turn on it.
  • The Waking opens by itself on a first login. How you play before it draws you toward a species (waking as it makes you Called), and the moment you wake gives a permanent omen: storm, full moon, deep rock, fire, friends watching and more. Nearby players see the ceremony; the server hears of it. The world wakes you at level 5. A craftable Chrysalis lets you wake again.
  • At level 10 the Calling offers six specializations: Delver, Vanguard, Ranger, Arcanist, Engineer and Pathfinder, each with a passive, a technique on Z and mastery at its skill's levels 10, 25 and 50. New skills: Engineering and Exploring.
  • Core player traits let species and trades change the body (heat, cold, thin air, gills, breathing, pressure), the Vein Miner, Tech machines (Workmanship, Research, Overdrive) and Magic (practice, cost, blood casting). Old races do not carry over: those characters wake again.

Computers: the web, remote access and Hard Hoof Studio

  • The Internet Dish reaches the real internet. Put one on a computer's cables, open the new Browser app (or type web <address or words>), and read real web pages: links, forms, tabs, bookmarks, find, and pictures as small tiles. No video or scripts. fetch <address> prints a page in a Terminal; programs use lib/web. The dish never reaches private or local networks, and server owners can switch web access off or limit hosts in config/hardhoof_tech-common.toml. See man web and docs/outernet.md.
  • Log into your computers from outside the game. Every computer has an Inter-Dimensional Address (its IDA, like K7Q4-MX2R). With an Internet Dish on its cables, Hard Hoof Studio can open a console on it, edit its files, call its devices and deploy programs, while you're away and on multiplayer servers. Run remote pair at a computer (the code appears only in your chat) and give it to Studio. Who may log in is up to the computer's own remoted and /etc/remote.cfg: see man remote. The server opens its remote port (25590) with the world.
  • Hard Hoof Studio, the desktop IDE for Volt (.\scripts\studio.ps1, docs/studio.md): Volt with live errors from the real compiler, completion of every OS call and of your devices' operations (from // @attach assembler lines or the machine you're connected to), hover docs, rename, formatting and a bytecode view; a simulator that runs the real Hard Hoof OS with test versions of every device and draws the computer's screen exactly as the game does; remote machines by IDA; 18 themes; and voltc to check, build, run and format Volt from a terminal.
  • sys.set_company now asks the player to confirm the company name in their own chat.

Water and weather

  • Fix suspended bucket pours and water left hanging after its support is removed. Natural rivers draw from saved finite groundwater between rains; prolonged drought can exhaust it.
  • Smooth new-world river banks and taper headwaters. Replace all water surface/flow/underwater textures with one material family, enlarge ocean swell, and fix wave transparency rendering.
  • Remove the Water map's bright central rectangle and show explicit calm/active tsunami status.
  • Replace water's infinite sources and fixed spread distance with finite water that fills connected channels and basins. Rain supplies exposed basins; dry weather evaporates surface water.
  • New Tall worlds have graded river channels and floodplain terraces. Existing saves retain their generated terrain while receiving the new water physics.
  • Add downstream river currents, ocean circulation, wind waves and rare subduction tsunamis with drawdown, crest pressure and coastal flooding. Operator commands begin and clear test events.
  • Add the Water map layer (9): rivers, currents, waves, potential floodplains, observed flooding and tsunami hazards, with survey age and resolution shown.
  • Water Pumps withdraw finite water. Small pools run dry and unloaded intakes stop drawing; stored factory water continues through pipes and machines. See docs/water.md.

Tall World tectonics

  • Choose the total number of plates and counts of continental, oceanic and mixed plates in Tall world creation. Counts stay within the world's size limit and always add up to the total.
  • Preview plates, motion arrows and boundaries during creation, or open the Tectonics layer (8) on the world map immediately. Inspect which plate subducts and see a boundary schematic.
  • Static plates shape new Tall terrain and geothermal regions. Existing saves keep their earlier generation; plate motion never moves saved blocks or builds.

Power and factories

  • Steam keeps working while you're away. A Water Pump, Boiler and Steam Turbine joined by fluid pipes, and the wire the turbine drives, keep running exactly as if you had stayed when their chunks unload: the pump fills the boiler, the boiler burns its coal, the turbine powers its machines. A Fluid Tank, Steam Winder or Fluid Controller on the same pipes (or more than 256 pipes) keeps that set running only while loaded, for now.
  • Computers keep their power while you're away. A Terminal, Server Rack, Router or Exchange on a factory's copper wire is fed while its chunk is unloaded, as if you were there, so its programs keep running for as long as the wire has power. Idle computers still sleep and cost almost nothing. Terminals and racks now charge only for power actually delivered.
  • A bucket of water goes a long way. A Boiler now boils a mB of water into about 1,670 mB of steam, as real water does, so one coal's 48 buckets of steam take only 29 mB of water and one Water Pump can feed a whole boiler house. The Boiler's water tank holds 1 bucket, about 46 minutes at full fire, and its screen shows how long the water lasts. Steam, coal use and turbine power are unchanged.
  • Boilers take outside heat. A Boiler can be heated without coal (the Graphite Pile will use this), up to 1.5 kW with its fire, and keeps doing so while its chunk is unloaded.
  • Fix: a Boiler that started and stopped made about 13% more steam than its coal paid for. It now cools in about 20 seconds instead of 40.
  • Fix: computers linked by a long data cable could lose their link while the cable's chunks unloaded. Messages now cross a partly unloaded cable, including between two loaded computers whose cable runs through unloaded ground, and reading a network never loads a chunk.

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