[Game] Hades Revisited [0.18.0]

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.15.5 released!

by Wuzzy » Post

Version 0.15.5 released! This is a bugfix release.

Changelog:
  • Fix carpet workstation unable to create carpets
  • Hide uncraftable tile nodes in crafting guide
  • Fix some broken pedestal recipes
  • Fix broken steel door dyeing recipe

User avatar
FreeLikeGNU
Member
Posts: 311
Joined: Tue Oct 28, 2014 02:50
GitHub: FreeLikeGNU
IRC: freelikegnu
In-game: FreeLikeGNU

Re: [Game] Hades Revisited [0.15.5]

by FreeLikeGNU » Post

Hey Wuzzy,
I'm glad you brought Hades back to life! It's a really fun game! I'm trying to make the Goblins compatible and it's mostly there but...
Is there any reason why a global variable declared in Hades Revisited is not available to a mod (goblins) that is added on?
I'm trying to use

Code: Select all

hades_sounds.node_sound_stone_defaults()
in goblins mod but I get an error about hades_sounds being an undeclared global though it appears in

Code: Select all

 /minetest/games/hades_revisited/mods/hades_sounds/init.lua
line 1:

Code: Select all

hades_sounds = {}
It's probably something I'm doing wrong but goblins does not seem to have this issue with other games.

Thanks!

User avatar
Mantar
Member
Posts: 665
Joined: Thu Oct 05, 2017 18:46
Contact:

Re: [Game] Hades Revisited [0.15.5]

by Mantar » Post

Check mod.conf and make sure that your mod depends on hades_sounds, or else it may end up loading before that mod does.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

User avatar
FreeLikeGNU
Member
Posts: 311
Joined: Tue Oct 28, 2014 02:50
GitHub: FreeLikeGNU
IRC: freelikegnu
In-game: FreeLikeGNU

Re: [Game] Hades Revisited [0.15.5]

by FreeLikeGNU » Post

Ah thank you for this advice!

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] Hades Revisited [0.15.5]

by Wuzzy » Post

Thanks for the kind words. :-)

I wonder when I will start to pick up this project again … But it is definitely planned. My idea list for this game is large, but not yet officially written down. Probably I'll do it after Repixture and Lazarr!, if everything works out.

And yes, getting mod dependencies right is very important. ;-)

User avatar
FreeLikeGNU
Member
Posts: 311
Joined: Tue Oct 28, 2014 02:50
GitHub: FreeLikeGNU
IRC: freelikegnu
In-game: FreeLikeGNU

Re: [Game] Hades Revisited [0.15.5]

by FreeLikeGNU » Post

No worries! Rock on Wuzzy! HR came up in a toot because the goblins crashed it. Looking into it, I got hooked terraforming and the gobs took to the caves once they figured out how to not collapse their universe into singularity upon entry!

samp
New member
Posts: 1
Joined: Sat Dec 07, 2024 00:02

Re: [Game] Hades Revisited [0.15.5]

by samp » Post

Hey! Thank you for the game

I was wondering about the nodebreaker. How does it work? I tried to activate one but failed.

User avatar
Blockhead
Moderator
Posts: 2562
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Game] Hades Revisited [0.15.5]

by Blockhead » Post

samp wrote:
Sat Dec 07, 2024 00:04
Hey! Thank you for the game

I was wondering about the nodebreaker. How does it work? I tried to activate one but failed.
This is one of the dusty corners of the game that doesn't really work properly. You need Mesecons to activate the nodebreaker, but Hades Revisited doesn't actually include that mod. Wiki page. You can probably add Mesecons as a mod, but I can't guarantee the mese crystals will spawn underground.

Previous post in this thread:
Blockhead wrote:
Thu Feb 01, 2024 14:35
I've been wondering for a while why Hades Revisited includes parts of pipeworks and mesecons, but stops short of giving us the full versions of those mods. You would have had to actively select only those parts of the mods instead of the full ones, and I'm wondering what the rationale was.
(use the little arrow inside the quote to go to that post on the previous page, and see Wuzzy's response too)
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] Hades Revisited [0.15.5]

by Wuzzy » Post

Well, yes, the nodebreaker is currently useless. It's subject to removal anyway, I don’t think it fits the game. Please remember this is an early preview version, not the real deal. Bugs are normal (for now).

The nodebreaker comes from an ancient version of Pipeworks that is very broken right now. If I remember correctly, the intended use was that is breaks the block in front of it when it receives a mesecon signal in order to put it into the pipe system. Or something like that (I didn’t code this and want it removed anyway).

Removing Pipeworks (and thus, the nodebreaker) is on my TODO list but it needs to be replaced by something better. The main reason I haven't removed Pipeworks so far is because this is currently the only (theoretical) method to move liquids around.

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] Hades Revisited [0.15.5]

by Wuzzy » Post

BIG NEWS!

After a long deliberation, I've finally decided to pull the plug on the pipeworks mod. It is gone now. This means that ALL pipes and ALL tubes and all related blocks will be removed in the next version.

I have tried updating pipeworks to the latest version but it turned out the pipes are still kinda buggy even then and I didn't bother to fix it myself, as this is a massive complex mod. I considered replacing the pipes with my own simplified pipe system but I decided against that.
After thinking a lot of how a good pipe system would work, I figured the whole pipe system is pretty boring, actually and the very concept is very weird, due to how liquids flow in Luanti.

With pipes, even if they worked, you could easily duplicate water forever (because the spigot spawns a brand new water source), but water in this game is meant to be limited, so this is a big problem.
The only reason why pipes existed in the game in the first place is to make water transport more difficult than with buckets. But IMHO pipes really just make it more annoying. Also, the pipeworks textures completely break with style.

It is possible I may bring pipes back to the game at a later day, but I believe they need to designed completely differently. Maybe even the liquid system itself needs reconsideration, although I'm not sure about that for performance reasons.

The game will introduce water tanks which allow you to pick up and place liquids. Each water tank holds exactly one water source. Of course, you can also place the water tank itself. They're basically like buckets. Which is ironic since pipes were meant to replace buckets. Oh, well.

This of course kills the main reason why pipes were added. Pipes may look cool, but otherwise they have little gameplay relevance, other than the game forcing you to use them. At least in the way they were designed previously.

Unfortunately, this decision also removes the pneumatic tubes used to transport items. Well, my reason is similar here: Too buggy and unreliable. Also, the mechanics are pretty confusing; a few aspects need better design anyway. The loss of the tubes pains me more, to be honest.

Anyway, pipes and tubes don't fit in my core vision of the game, at least in their old form. Maybe I bring them back with a better concept, but my first priority is stability.

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.16.0 released!

by Wuzzy » Post

Version 0.16.0 released! This version is mostly a stability update. Most importantly, the pipes and tubes (pipeworks mod) are removed due to their buggyness. Glass tanks are now the primary method to move water. See the previous post for why.

(This note is longer relevant, see below:) Please note: Due to a server error in the ContentDB, this release has not appeared in the ContentDB yet. If you want to try out this release, you need to do a manual installation this time.

Changelog:
  • Pipes and tubes have been removed (too broken)
  • Added glass tanks to transport water
  • Fix wrong item dropping when wall/ceiling torch is flooded
  • Some maintenance/security updates for Luanti version 5.11.0
  • Fix various missing dependencies
  • Fix crash if respawning on unknown node
  • Mapgen now replaces falling block above water/lava
  • Add translation for /info_world and /info_mission commands
  • Fix some factual errors in those commands
  • Explain jump dampener controls better
  • Partially upgrade to formspec version 6
  • Lava cooling sounds are less aggressive
  • Player can no longer place bag into bag
  • Update show_wielded_item to 1.2.1
EDIT (02/04/2025): I finally found a way to upload a release to ContentDB again. Version 0.16.1 can be downloaded from ContentDB. This version only contains changes so that ContentDB accepts the game.

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [Game] Hades Revisited [0.16.1]

by Wuzzy » Post

Here’s an early preview of how the three seasons of Hades (Spring, Summer and Fall) will affect the plant life. It’s not fully fleshed out, but the bulk of the work is now done:
hr_seasons.jpg
hr_seasons.jpg (99.64 KiB) Viewed 2654 times
Seasons already exist in this game, but only as a dummy feature. What already works is the sky color and grass color. That's it.

Here’s a list of new things to come:
  • Foliage changes color in each season.
  • Flowers spread in spring.
  • Grass spreads in spring and summer.
  • Some trees bear fruit only in the correct season.
  • Different seasons allow different farming plants to grow (e.g. potatoes in spring, tomatoes in summer, spices in fall).
  • Farming plants wither and die in the wrong season.
  • Flowers bloom in spring and summer.
I’ve also worked on adding a simulation / virtual reality into this game:
sim.jpg
sim.jpg (39.03 KiB) Viewed 2654 times
This feature is still very WIP, but the basics work. The ideas of simulation are:
  • Enter the simulation, a virtual reality, via a simulation terminal (currently a hidden admin-only item: hades_simulation:terminal)
  • The simulation plays in a small virtual cube with blocks that work (almost) like in the real game
  • Everything you do in simulation doesn’t happen for real, so taking damage, eating, etc. doesn't affect your real stats so you can’t die.
  • But the (in-game) reality still bleeds into simulation: Hunger still applies and eating in simulation of course does nothing; you need to get out first to eat.
  • Also, entering simulation leaves an avatar of you at the terminal, which is vulnerable to attacks and all damage is transferred to you. It stays there until you return. Simulation isn’t a safe space
The original purpose of simulation is to offer the player a fun way to learn the game. It is basically a training centre, or tutorial area the player can go into at the start of the game. At first, I plan to add some tutorial stages here. Basically as (optional) training before the REAL game begins so the player learns what to look out for (the game mechanics aren’t obvious). Making a tutorial for an open-end sandbox game is challenging but I think this (together with some other ideas I have for this game) might do the trick.

The game plot will probably change from "You have randomly stranded here. Survive." to "You're a member of the GBTC with the goal to terraform planet Hades." or something like that. Which makes sense cuz this is a terraforming game first, and a survival game second.

Later, the simulation could be upgraded to support training battles against mobs, trying out rare items without destroying them, and possible other useful or interesting features.

Opons
Member
Posts: 20
Joined: Thu Nov 17, 2022 04:20
IRC: Opons
In-game: Opons

Re: [Game] Hades Revisited [0.16.1]

by Opons » Post

For liquid transport, you can try to use fluid_lib. It's old, so there might be some bugs, but the liquid transport works fine.
yes

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.17.0 released!

by Wuzzy » Post

Version 0.17.0 has been released!
HR0170_1.jpg
HR0170_1.jpg (120.02 KiB) Viewed 2291 times
HR0170_2.jpg
HR0170_2.jpg (111.87 KiB) Viewed 2291 times
This update mostly changes how the plants grow and die. Many plants now look and behave differently in each season and have a different growth behavior.
This is mostly relevant for tree fruit and farming plants (plants that grow on wet soil).
The tree fruit only grow in the correct season. Same is true for farming plants. These plants will die when their season is over, you can rip out the dead plant for seeds tho.

Plants may stop to grow or even die in the wrong season. Item tooltips are your friend.
This game now follows the rule “(almost) everything grows from seed”. Seeds are now needed for trees, papyrus, sugarcane, cactus, flowers and most bushes.
Seeds can be obtained by crafting or by digging grass and tropical grass.

One oddity in this update is that apples still grow the whole year round. This is only because those are your starter items; In the future I want to restrict apples to the fall season. The farming plants may probably need some balancing/tweaks in future updates, because they currently behave mostly the same.

Apart from plantlife, there are many other smaller changes, mostly maintenance. Check out the changelog!

The simulation feature I mentioned earlier is included in this update, but it is /giveme-only and highly experimental. Use at your own risk!

There is another important change: This release is the first one that comes with a first careful compatibility promise. From this release on, the amount of compatiblity-breakage in each future release should be much more limited than previously. The codebase is much more stable. See DEVELOPERS.md for details.


Changelog:

COMPATIBILITY NOTES:
  • Luanti 5.10.0 required
  • There are no direct regressions this time (if there are, please report)
  • This update comes with a first careful compatibility promise! See DEVELOPERS.md for details
  • After the update, some of your plants may die
  • Player-placed leaves that were placed before the update will die if not close to a tree
  • Farming plants, flowers, papyri, sugarcanes, saplings, waterlilies and seaweeds die on the wrong ground
  • Farming plants die if out-of-season
  • Mob spawner moved from mobs:spawner to hades_mob_spawner:spawner_active (backwards-compatible)
Plantlife
  • The seasons now affect almost all of the plantlife
  • New farming plants: Rice, parsnip, cabbage, bell pepper
  • The "simple bushes" (red bush, green bush, blue bush, etc.) have become garden bushes
  • Farming plants now only grow in the correct season and die in the wrong one
  • These plants now die or rot on the wrong ground: Waterlily, seaweed, sapling, flower, garden bush, farming plants
  • Tree fruit now grow only in the correct season and revert to the 'bud' stage otherwise
  • Grown fruit will drop as item when out-of-season
  • Leaves, vines, vines blocks, garden bushes change color through the seasons
  • Garden bushes, jungle grasses, flowers, trees, cacti, papyri, sugarcanes now grow from seeds
  • Tree leaves of trees that bear fruit no longer drop saplings (craft seeds from fruit instead)
  • Cacti growing on fertile sand may grow a cactus fig in summer
  • Vines no longer grow in fall
  • Flowers and grasses no longer spread in fall
  • Flowers bloom in spring and summer and revert to seedlings in fall
  • Willow, tropical and cave vine will flower under certain conditions
  • Add dead/rotten plant variants for: farming plants, flower, garden bush, sapling, papyrus, sugarcane
  • Cacti now only grow 2 blocks high on volcanic ash
  • Saplings now take longer to dig
  • Sugarcane no longer grows in spring
Crafting
  • Tree fruit (apples, etc.) can be crafted to seeds
  • Many other plants, fruit or plant parts can be crafted to seeds
  • 6 cactus figs + 1 bottle = 1 plant oil
  • 1 gold ingot + 4 black cloth = 4 black/gold cloth
Other gameplay
  • Add experimental simulation, a simulated version of the world (only accessible with a hidden block "hades_simulation:terminal")
  • Add foods: orange pie, raw orange pie, three season stew, hearty rice dish
  • Rebalance satiation of all foods
  • Food on plates now only have a max. stack size of 2
  • Lava now chars leaves and trees from a higher distance
Other
  • More user-friendly mob spawner UI
  • Add mob repellant (prevents mob from spawning)
  • Cave master's fireball no longer explodes blocks but now makes sound
  • Mutant now takes 4 damage from lava
  • Add experimental simulation, a simulated version of the world (only accessible with a hidden block "hades_simulation:terminal")
  • /kill command is now recognized as cause of death
  • New textures:
    • Garden bushes (previously "simple bushes", i.e. "Red Bush", etc.)
    • Strawberry, strawberry bush
    • Pale leaves
    • Cave vines, willow vines, tropical vines
    • Cactus
    • Bronze hoe
    • Mob spawner
    • Cocoa pod
  • Olive oil renamed to plant oil
  • Trash can is now visibly filled when it contains items
  • Trash can automatically picks up items dropped into or on top of it
  • Update several tooltips of items
Maintenance:
  • Update Mobs Redo to version 1.62
  • Add basic documentation for modders (DEVELOPERS.md)
  • Convert locale *.tr files to *.po and *.pot
  • Fix carpet workstation unable to create black/gold carpet
  • Fix crash when using wrench on unknown node
  • Fix crash when playing a large grass clump
  • Fix bad grass wieldhand color
  • Fix /season command not updating the sky
  • Fix wrong color of hand
  • Wield image of leaves is now flat (workaround for coloring issue)
  • If you cut vine with shears and your inventory is full, excess vines no drop as item (instead of disappearing)

User avatar
Wuzzy
Member
Posts: 4972
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Version 0.18.0 released!

by Wuzzy » Post

Version 0.18.0 has been released! This is mostly small maintenance release with a few features.

Changelog:
  • Many items can now be used as furnace fuel
  • Placing a sign now plays a sound
  • New main menu background
  • Added rotten cactus
  • Cactus may now rot on bad grounds
  • Mobs flash red again when damaged
  • Add new sound for dropdown list
  • Add default formspec background
  • Improve sign dig particles
  • Improve opaque leaves textures
  • Rename hbhunger mod to hades_hunger and remove unused features
  • Upgrade formspec version to 6
  • Fix crashes
  • Fix pale tree never growing
  • Fix plant oil restoring too much satiation

Minsc
Member
Posts: 10
Joined: Fri Dec 04, 2020 13:42

Re: [Game] Hades Revisited [0.18.0]

by Minsc » Post

Hey Wuzzy, great to see you are updating HR again. Looking forward to seeing what you have in store.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest