Changelog
From TerraFirmaCraft Plus Wiki
This page tracks changes to Terrafirmacraft+ only. For the version history of Terrafirmacraft, see https://www.terrafirmacraft.com/Version_history/Beta
Contents
0.80.13
May 25, 2019
Added
- Trees: limba, baobab (dry plains and forest versions), gingko, fever tree, fruitwood, bamboo, ebony, mahogany, teak, and date palm. saplings do not naturally spawn for rare trees such as ebony and teak.
- Fruits: papayas, dates, black-eyed peas, and grapes. Grapes take around 2 years to grow, must be planted with a ladder to grow on, and are harvested by right clicking
- wine from grapes
- Item: pole. Crafted from a log or chopped log and a knife
- Item: wooden spear. Crafted from a pole and a knife
- Item: wooden staff, craftable from a leather strap and a pole. Increases movement speed (except sprinting) by +10%, and has custom blocking and attacking animations
- Recipe: craft a pole into two sticks
- Recipe: unstrung bow made with a knife, a pole and any type of string (linen, silk, wool, sinew)
- Ferns, moss, and three styles of undergrowth: low, deciduous, and palm
- Fallen leaves on the ground. Chance to drop sticks, mushrooms, or feathers when broken
- Bow drill
Changed
- Updated tree generation for all trees
- Acacia trees enabled
- Unique rendering for banana trees
- Tannin recipe now also accepts acacia, fever tree, mahogany, and limba logs
- Fruit tree saplings are now produced by placing a large vessel on the ground with 40+ oz of fruit in the center slot and 2 or more dirt in every other slot and leaving it unsealed and letting the fruit reach 50% decay
- Fruit trees now drop fruitwood logs when chopped down and saplings no longer drop from branches
- Decreased yield of arrow recipe from 8 arrows to 1
- Fishing rod now craftable in 2x2 grid using: pole, string, bone needle, and string (not sinew)
- All items now have a reach modifier by default, items and open fists have 1 reach medium reach weapons have +0 reach far reach weapons have +1 reach
- Added tool mode to the knife to switch between piercing and slashing damage
- Knife renders differently in the hand when holding it in different modes
- Javelins and spears render larger and rest on the ground when standing still
- Custom rendering for fishing rods
- Boulders have a wider range of shapes and sizes
- Hot springs can only spawn in mountains and mountains edge biomes
- Lakes and ponds are less likely to spawn in deserts
- Updated how deserts transition to plains
- Trees will lose their leaves in autumn, forming patches of fallen leaves, and regrow them in the spring
- Updated tree generation to make it a little more fair
- All trees are no longer equally likely to spawn
- Crops, trees, and fruit trees spawn according to the region data
- Region data is visible when holding a compass
- Meat yield from unskilled butchery increased to 50%.
0.80.20
Jul 28, 2019
Added
- Branching generation for many more types of trees, including large and small trees
Fixed
- Fixed server crash that prevent MP
- Alloys are allowed to be components of themselves. For example: bronze is normally 88-92% copper and 8-12% tin. So long as the ratio of copper:tin is still 9:1, you can have any quantity of bronze mixed in as well.
0.80.19
Jul 27, 2019
Added
- Added Pumpkin and Watermelon as new crops
- Added new generation for small pine trees using the new branch mechanics
Changed
- Changed food taste profiles, created ideal taste profiles for each food group (slightly different for each player, but similar), and made the tastes of each food stronger
- Allowed raw meats to be eaten (with a chance of getting food poisoning based on food decay)
- Red mushrooms always poison you when eaten raw
- Raw foods restore less hunger than cooked foods (25% less for raw, 50% more for cooked)
- Cooking food will decrease the weight based on water content (with increases to how much cooked food restores, this is still beneficial)
- Some foods restore water when eaten:Melon, Orange, Peach
- Drinking water from a bottle or jug will give you 1:30 or 2:00 of +1 to heat protection
- Standing next to a lit fire pit or forge will give you 0:01 of +1 cold protection each second up until 2:00
0.80.18
Jul 10, 2019
Added
- Regional variant of the straw hat
- Robes made of silk, linen, or wool
- Added functionality for future regional recipes
Changed
- Coats are longer and more animated when the player moves
Fixed
- Fixed bug with high-tier metals
- Fixed closing the sewing container before collecting the item resulting in item loss
- Fixed bamboo spawning
- Fixed backwards texture on grass sandals
0.80.17
Jul 6, 2019 Music Update Part 2
Added
- Palm Trees
- Grass cloak for protection from cold weather
Changed
- Tree Generation is now based on region
- Temporarily disabled Acacia generation
Fixed
- weak steel crash
0.80.16
Jun 20, 2019 Music Update
Added
- bone flute, made from a rare drop from chickens and pheasants
- drums in two sizes. Can be played with hands or sticks
- Lyre, which can play 5 notes in an Ancient Greek pentatonic scale
- some flute tabs and a note reference into the jar, for anyone interested
Fixed
- madder and weld plants not giving and roots
0.80.15
Jun 2, 2019
Changed
- bottles can now be filled with fresh water and drunk
- fishing rod recipe now requires a bone needle (bottom center tile)
Fixed
- crash when trying to create glass bottles
0.80.14
May 31, 2019
Fixed
- skills not increasing beyond novice
- ingot pile rendering
- log blocks not rendering in the player's hand in first-person
0.80.13
May 25, 2019
Fixed
- inventory item lighting
- clay blowpipes not being able to be placed on the ground
- glass panes never returning the sheet mold
0.80.12
May 24, 2019 Clothing Update
Added
- 4 new clothing slots on the player
- sewing mechanic for creating clothes
- bone and iron needles
- sinew as a new drop from animals, serves as an early source of thread for sewing
- flax which can be processed into linen cloth
- wool, linen, or silk cloth can be sewn into shirts, socks, pants, hats, and coats
- bear and wolf furs, which can be sewn into coats, hats, and boots
- dyeing system for clothes and 3 new crops to make dyes for clothing
- straw/grass clothes: a grass shirt, skirt, sandals, and straw hat
- body temperature system: penalties for being too hot or cold. Wetness and proximity to fires or forges are taken into account
- seashells (conchs and scallops) added to beaches. Can be converted into lime in a pit kiln
- new type of alcohol, berry wine, which can be made from most types of berries
Changed
- forges and crucibles can be used to directly cast the bronzes or copper into molds
- overhauled the climate system, providing a much more accurate and engaging environment
- spawn now avoids the deserts that now spawn around z = -10000
- speed bonuses to boots and sandals and one of the types of socks when worn on certain surfaces
- Updated ravine generation to discourage pits of death (cave generation still causes PoD, but they're less common)
- dry grass less likely to spawn (this is associated with the vastly increased occurrence of deserts, so dry grass biomes will still exist)
- clay generation more forgiving
- Clay now able to spawn in river biomes regardless of rainfall
- blowpipe can provide air to fires and forges like a bellows (though not as effective)
Fixed
- some crashes associated with burlap sacks
- missing texture on goldenrod
- Removed code that slowed the game without providing much benefit