[Game] Hades Revisited [0.20.1]

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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

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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!

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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

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Re: [Game] Hades Revisited [0.15.5]

by FreeLikeGNU » Post

Ah thank you for this advice!

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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. ;-)

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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!

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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.

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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)
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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.

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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.

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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.

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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 5904 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 5904 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.

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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

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Version 0.17.0 released!

by Wuzzy » Post

Version 0.17.0 has been released!
HR0170_1.jpg
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HR0170_2.jpg
HR0170_2.jpg (111.87 KiB) Viewed 5541 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)

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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

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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.

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Re: [Game] Hades Revisited [0.18.0]

by lone_wanderer » Post

I've been playing hades revisited on and off for about 6 years now. Its my favorite game along with mineclone2.

I just played it again now after a gap and found the implementations of seasons. Although technically seasons seem out of place in an alien plant, it is interesting nevertheless. Forces you to strategise food production. If you want a plate of potato tomato salad, you'd have to grow spice in fall, then tomoato and potato in summer. I guess in fall, you'll have to survive what you've grown in summer and spring (baring apples).

But I'm a bit lost on how to craft seeds. Earlier you make grass clump from mossy coblestone and dirt, but now I only get grass seed - and they don't grow grass clump. It only makes dirt block grassy. Am I missing something here?
Screenshot at 2025-07-30 00-35-41.png
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Re: [Game] Hades Revisited [0.18.0]

by Blockhead » Post

lone_wanderer wrote:
Tue Jul 29, 2025 23:54
I've been playing hades revisited on and off for about 6 years now. Its my favorite game along with mineclone2.
I agree Hades is among my favourites, despite the barebones gameplay, it's just a unique idea so far. You have to approach it overall as a pretty chill and slow game though. Without automation features, trying to mass terraform is quite repetitive and formulaic: lay water pipe, plant trees in a grid, move on. (Edit: Looks like the pipes were removed with all of pipeworks? I'm not sure how water is transported any more... with the "water tank" item? looks like even more manual labour...). Also going to y=-1000 to collect all the stone and gem types isn't something to take on in an afternoon.
lone_wanderer wrote:
Tue Jul 29, 2025 23:54
I just played it again now after a gap and found the implementations of seasons. Although technically seasons seem out of place in an alien plant, it is interesting nevertheless. Forces you to strategise food production. If you want a plate of potato tomato salad, you'd have to grow spice in fall, then tomoato and potato in summer. I guess in fall, you'll have to survive what you've grown in summer and spring (baring apples).
Even dead planets like Hades have a period of rotation on their axis that means each hemisphere faces towards or away from the sun more in their "years". For gameplay purposes, 3 days per season is not too long to plan around. HR isn't actually a hard game. It could have longer seasons and more mobs if it wanted to be.
lone_wanderer wrote:
Tue Jul 29, 2025 23:54
But I'm a bit lost on how to craft seeds. Earlier you make grass clump from mossy coblestone and dirt, but now I only get grass seed - and they don't grow grass clump. It only makes dirt block grassy. Am I missing something here?
I looked at the code. I can see that grass seeds planted on top of a full dirt with grass node are what causes clumps to grow:

Code: Select all

        elseif bnode.name == "hades_core:dirt_with_grass" then
            -- grow grass clump on (full) dirt with grass
            minetest.set_node(pos, {name = "hades_grass:grass_1", param2 = param2})
            return
Last edited by Blockhead on Wed Jul 30, 2025 11:01, edited 1 time in total.
Reason: Make wording clearer
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Re: [Game] Hades Revisited [0.18.0]

by Astrobe » Post

Blockhead wrote:
Wed Jul 30, 2025 03:54
Even dead planets like Hades have a period of rotation on their axis that means each hemisphere faces towards or away from the sun more in their "years".
That's a bit incomplete. seasons are caused by the axial tilt of the planet.

A planet is like a spinning top: its axis keeps its direction no matter how it moves on the "surface". For a planet, one could say that it is its orbital plane, although it is actually the gravity well of the sun, causing it not to move in straight line but in circular (elliptic actually) fashion (another way to put it is that it is "constantly falling" to the sun).

This is exactly the "axial" tilt option in Luanti that affects the path of the moon and the sun in the sky, and dynamic shadows. The wise implementer of the feature made it settable by the API as well, so games that aim for "realism" can change it to perfectly picture seasons.

Fun fact: the axe of rotation of a planet does not have to be roughly orthogonal to its orbital plane; Uranus has an axial tilt of nearly 90 degrees. (Earth: 23 degrees).
My game? It's Minefall.

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Re: [Game] Hades Revisited [0.18.0]

by Wuzzy » Post

Yes, grass clumps are grown from grass seeds on dirt with grass.
Pipeworks were removed because this mod was pretty broken, the water wasn’t transported reliably in many situations. I’m not too happy with that either. But you know, alpha version and such. ;-)
The current method to transport water are water tanks. I may bring back pipes later, but functional.
A Hades season is currently actually 10 (game) days long, not 3.

And I agree, this is a rather slow game and the gameplay is currently bare-bones, but I have planned so much more.

I’m not entirely show how much automation I want to introduce into the game but I suppose it makes sense for a game like this. One of my ideas is that eventually the player will have very powerful tools to spread their land transformations much faster.

I like that you like the concept, I really think the core idea of the idea can be expanded greatly.

Your theories on where the seasons on Hades come from are nice, but they’re not canon. :P
Hades has an axial tilt of 0 degrees, so that can’t be it. :P To be fair, I think I never made the axial tilt explicit in the game so far.

Also, Hades has a high orbital eccentricity. You can tell because Apollo’s apparent size in the sky changes throughout the year.

I’ve read some stuff on the Internet (as a complete layman) and I learned that planets with zero axial tilt but high orbital eccentricity MAY have seasons (or at least "seasonal changes"), but they’re of course not comparable to Earth. Although some of the texts disagree what exactly counts as “season”. Mosts texts agree that highly eccentric orbits cause high temperature changes throughout the year. Another interesting idea I picked up somewhere is that seasons caused by the eccentric happen planet-wide. Perfect for this game. For example, Mercury has a near-0 axial tilt and an eccentricity of ca. 0.2, causing extreme temperature differences throughout the year. Some texts call that a “seasonal change”, while others say that doesn’t count because it’s too errattic or something. It’s confusing how Pop-Sci articles manage to keep contradicting each other and I’m not an expert. At least there seems to be a consensus that seasons on other plants exist, so this game is at least not COMPLETELY wrong. xD

Fun fact, there appears to be some scientific literature that says even Earths slightly elliptic orbit has an effect on seasons. It’s a SMALL factor, but it’s still there. Of course the axial tilt of Earth is still the primary factor, no question about it.

So, lore-wise, Hades’ orbit is what causes the seasons. Which is different than Earth’s seasons, where it is primarily axial tilt.

OK, but let’s be real: I don’t know how scientifically accurate this all is (I'm a layman, don’t trust me on astronomy claims!), but that’s more or less the “lore” for now because I thought having a somewhat more quirky explanation for the seasons. :P I also just like to have a good “What if?” scenario. What IF there was a volcanic plant that humans can somehow survive on and terraform and somehow it has 3 seasons? :-) The “lore” isn’t refined yet, so consider all of this semi-canon. :P :P :P

If all else fails, I always can refer to the "Fiction" part in "Science-Fiction". :P

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Re: [Game] Hades Revisited [0.18.0]

by lone_wanderer » Post

Blockhead wrote:
Wed Jul 30, 2025 03:54

I looked at the code. I can see that grass seeds planted on top of a full dirt with grass node are what causes clumps to grow:

Code: Select all

        elseif bnode.name == "hades_core:dirt_with_grass" then
            -- grow grass clump on (full) dirt with grass
            minetest.set_node(pos, {name = "hades_grass:grass_1", param2 = param2})
            return
Thanks. I was grow the grass clump now.

Terraforming is slow, but right now, I guess that the only way is to plant as much trees as possible - the ash under the trees slowly turn into volcanic sand, fertile sand and finally dirt over the course of many days. There's some satisfaction perhaps once you accept the slowness.

I see there's an item called as 'staff of gaia' that's supposed to turn ash into dirt. I wonder how effective it is.

The hunger mechanics in the game is quite realistic and relatable I think - if you spend a day digging and farming a lot, you'd need one to two loves of bread or one loaf and some fruits to fill you up. May be in future, you can have some animals to spawn too so that one can have meat?

I just discovered that the recent additions have interesting details - wheat won't grow unless there's flowing water nearby and trees near lava get burnt leaves!

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Wuzzy
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Re: [Game] Hades Revisited [0.18.0]

by Wuzzy » Post

Water doesn’t have to flow to make wheat grow. Any water will do.

Fun fact: Place a sapling next to lava, and it will grow into a fully burnt tree. Great if you want to farm those burnt blocks for some reason. ;-)

Oh, and I’ve added Hades Revisited to Codeberg Translate. Translators are welcome to contribute translations here. (License: CC-BY-SA-3.0)

lone_wanderer
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Re: [Game] Hades Revisited [0.18.0]

by lone_wanderer » Post

Wuzzy wrote:
Thu Jul 31, 2025 07:42
Water doesn’t have to flow to make wheat grow. Any water will do.
Aaah. Yes. What I had meant that was the block has to be irrigated/wet before wheat can grow. Else It doesn't seem to germinate at all now. After the recent update, suddenly I had lot of wheat far away from a water source block not germinating as it was not irrigated. Placing dirt block just above a water source block won't irrigate it. It has to be in a horizontal range of about 8 blocks from a water source block.
lone_wanderer wrote:
Thu Jul 31, 2025 03:38
Fun fact: Place a sapling next to lava, and it will grow into a fully burnt tree. Great if you want to farm those burnt blocks for some reason. ;-)
Yes. Just got a tree that has charred tree trunk. Probably might be a aesthetic choice somewhere.

Right now, I'm digging around Y=-150. I got lot of iron ore and no copper or tin ore until I started going below Y=-128. Strangely, I did get 2 emerald just below Y=0. Doesn't ore distribution follow mapgen v6? My luck with copper/tin didn't seem to correspond to that. I had dug a lot before Y=-128 as I got about 75 iron ore (mainly in caves).

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Re: [Game] Hades Revisited [0.18.0]

by goats » Post

Doesn't ore distribution follow mapgen v6?
It follows it's own mapgen. Your experience sounds about right. Ore depths and other fun facts are listed in the README.md.

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Re: [Game] Hades Revisited [0.18.0]

by Wuzzy » Post

The mapgen in Hades Revisited is v6 but with custom Perlin noise parameters with extreme values which explains the "spike" shape. The Luanti mapgen v6 doesn't predefine any ores by the way; each game gets to define its own ores (if any). And yes, Hades Revisited ores are different than in Minetest Game or other games.

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