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New

Hard Hoof 0.6.0 is the public release. The first part of this page is work already built on the development branch that the next release will carry. It is listed here so you can read about it; it is not in the 0.6.0 download. Back up your worlds before you update.

Coming in the next update

Everything below is built in the development branch and not yet released. Each topic links to a guide where one exists: Species, Magic, Water, Tech tiers, The web and remote access, Hard Hoof Studio.

Magic Sight

  • Magic Sight finds ore without a sample. Turn it on from the H wheel (right-click it to choose ores) and the ores you watch glow through rock, each in its own colour, for a little tuft; it stays on while you mine. You start able to watch copper, iron, amethyst (geodes) and coal, three at a time. Sight is a new skill: mining an ore it was showing you raises it (and Arcana a little), reaching farther and opening more ores, from tin at 3 to diamonds and emeralds at 12 and cobalt and manganese at 35. Worn Dowsing Goggles amplify it. The Dowsing Rod stays, unused.

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.

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

  • 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

  • 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. 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

  • About twenty new statuses, each with a cause you can see, an effect that changes a choice, and a way out : 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

  • 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

  • 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

  • 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.
  • 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.
  • 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): 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.

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.

Released: 0.6.0 (2026-09-25)

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_environment switches 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. /weather acts 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 /time read 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.radar and sys.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 loaded instead 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.env reads 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=vanilla switches 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.
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