Difference between revisions of "Differences From TFC"
Line 35: | Line 35: | ||
* Flax is identical to Jute in growth and processing, but the fabric it creates has very different properties from burlap - to the point that there is almost no overlap to their function. Flax is used primarily for the creation of linen clothing. | * Flax is identical to Jute in growth and processing, but the fabric it creates has very different properties from burlap - to the point that there is almost no overlap to their function. Flax is used primarily for the creation of linen clothing. | ||
* [[Agave]] can be processed into Sisal Fiber (an alternative to Jute Fiber) and Tequila. | * [[Agave]] can be processed into Sisal Fiber (an alternative to Jute Fiber) and Tequila. | ||
+ | |||
+ | === Ore and Metals === | ||
+ | Two new copper ores are added: Chalcocite, and Chalcopyrite. Chalcocite is a dark bluish color, and spawns in Sedimentary rocks. Chalcopyrite is golden in color, and spawns in Igneous Intrusive rocks. | ||
=== Animals === | === Animals === | ||
Line 49: | Line 52: | ||
Lake Bass mobs now spawn in swamps and lakes, and fishing is now restricted to these actual in-world mobs rather than the prior invisible bobbing lures. You'll need to wait for the fish to bite, then hook itself, before you begin reeling, at which point the XP bar changes into a line snap meter and you'll need to balance reeling the fish in and avoiding too much tension on the line. In addition to the current Lake Bass, more fish such as Tuna and Trout are intended for later spawn tables to both fresh and salt water (depending on the species), making sea-fishing viable. Nets and traps will also be added in the future to catch crustaceans and smaller mob-less fish in a more passive fashion. | Lake Bass mobs now spawn in swamps and lakes, and fishing is now restricted to these actual in-world mobs rather than the prior invisible bobbing lures. You'll need to wait for the fish to bite, then hook itself, before you begin reeling, at which point the XP bar changes into a line snap meter and you'll need to balance reeling the fish in and avoiding too much tension on the line. In addition to the current Lake Bass, more fish such as Tuna and Trout are intended for later spawn tables to both fresh and salt water (depending on the species), making sea-fishing viable. Nets and traps will also be added in the future to catch crustaceans and smaller mob-less fish in a more passive fashion. | ||
− | |||
− | |||
− | |||
== Body Temperature, Hunger, and Thirst == | == Body Temperature, Hunger, and Thirst == |
Revision as of 00:31, 13 December 2019
Welcome to TFC+! TFC+ is an improvement upon the base TFC by one of the original developers, Dunkleosteus. TFC+ includes many major changes that players coming from TFC might not be familiar with. This page summarizes the major differences between TFC and TFC+.
Contents
Environment
- Main article: Land
The environment has been given an complete overhaul in TFC+. Rivers are much larger, and generate clay on their riverbeds. Plants and animals generate according to regions, an area of land that determines the availability of plants and animals that reflects their original source in the real world. Mountain ranges divide two regions, and generate massive cliffs. Trees generate with branches, and their size varies by their species - large trees will drop Large Logs, which can be hewed with an axe to create four regular logs; and small trees will drop regular logs, which cannot be placed. There are no longer any abrupt climate changes, and climate smoothly changes throughout the world. Towards the poles, the sunset will vary depending on the season, creating polar night and midnight sun.
Regions
- Main article: Regions
Regions, an area of land that determines the availability of plants and animals, have been added. The generation of plants and animals will reflect their original source in the real-world Earth - Asia, Europe, the Americas, and Africa.
Regions determine the result of certain crafting recipes. The Straw Hat, for example, resembles a conical hat when crafted in an Asian region, instead of a flat-topped hat in the other regions.
Mountain Ranges will spawn to divide two regions. Mountain Ranges will generate cliffs that are much taller than regular mountains.
Trees
The generation of Trees have been completely changed. Depending on the species, they might appear as small, thin-logged trees, which resemble the classical TerraFirmaCraft logs, and can be used as fuel, and in crafting, or, rarely, as tall, large, trees, which drops a new Large Log block, which can be placed and used for leatherworking. Leaf Litter will now generate below trees, and can be broken to forage for items such as sticks, mushrooms, and feathers.
Four regular Logs can be crafted into a Stacked Log, which can be used for building log houses.
Fruit trees have also been updated. They now generate like regular trees with Fruitwood. Breaking the branches of the fruit trees no longer yields Fruit Tree Saplings. Instead, their fruit must be harvested, and at least 40oz put in the center slot of a Large Vessel, with at least 2 dirt in every other slot. A Fruit Tree Sapling will generate once the fruit fully rots.
Players who are used to TFC might be inclined to build with Large Logs. In TFC+, instead, Mud can be used as a cheap early-game building block.
Plants
- Main article: Agriculture
Several new crops and fruits have been added: grapes, black-eyed peas, melons, bananas, papayas, dates, woad, weld, madder, cotton, agave, and flax.
- Weld, Woad, and Madder can be sealed in a barrel of tannin to create Yellow, Blue, and Red dyes, respectively.
- Grapes require a wooden ladder to be in the player's inventory in order to be planted, and will consume a ladder when doing so - these and melons are currently the only Fruit that grow on standard farmland.
- Flax is identical to Jute in growth and processing, but the fabric it creates has very different properties from burlap - to the point that there is almost no overlap to their function. Flax is used primarily for the creation of linen clothing.
- Agave can be processed into Sisal Fiber (an alternative to Jute Fiber) and Tequila.
Ore and Metals
Two new copper ores are added: Chalcocite, and Chalcopyrite. Chalcocite is a dark bluish color, and spawns in Sedimentary rocks. Chalcopyrite is golden in color, and spawns in Igneous Intrusive rocks.
Animals
- Main article: Mobs
TFC+, at current, has updated the Pig (as the Wild Boar) and the Sheep (as Mouflon). All animals will eventually be updated.
These animals spawn as wild versions, and their domestic versions can only be obtained by breeding at least two generations of the wild animals with max familiarity. They will lie down and sleep at night, seek shelter in the rain, and forage through leaf litter for food. They will also hit back when players harm them, and in the case of the Boar, will chase and potentially kill the player.
All domesticable animals will eventually be updated, (wild aurochs spawning instead of the cow, for example) and many more animals are also planned, including the likes of Ducks, Tigers, and Zebra.
Fishing
- Main article: Fishing Rod
Lake Bass mobs now spawn in swamps and lakes, and fishing is now restricted to these actual in-world mobs rather than the prior invisible bobbing lures. You'll need to wait for the fish to bite, then hook itself, before you begin reeling, at which point the XP bar changes into a line snap meter and you'll need to balance reeling the fish in and avoiding too much tension on the line. In addition to the current Lake Bass, more fish such as Tuna and Trout are intended for later spawn tables to both fresh and salt water (depending on the species), making sea-fishing viable. Nets and traps will also be added in the future to catch crustaceans and smaller mob-less fish in a more passive fashion.
Body Temperature, Hunger, and Thirst
- Main article: Body Temperature
Temperature now matters to the player in TFC+. The player's temperature is based on the local temperature, which depends on the latitude, height, and the current season. The player's comfortable temperature range is shown by a green bar in the thermometer added to the far right of the HUD. If the player is too hot, or too cold, they will suffer penalties such as mining fatigue or slowness, and can potentially die if the temperature is too extreme. Clothing can be worn to offset the player's acceptable temperature range.
Blocks such as Roofs and lit Firepits and Forges will also affect the player's acceptable temperature range.
The player now gets hungry and thirsty slower, but getting starved or dehydrated is more impactful. Allowing either to fall to zero is quickly fatal. The player will get hungry and thirsty faster when they are too cold or hot, as when it is cold, the player's body will burn more calories to keep themselves warm, and when it is too hot, the player's body will sweat and dehydrate faster.
Doing certain actions provide heat and cold protection. Standing next to a firepit provides cold protection, and prevents negative effects from cold from occuring. Similarly, drinking water from any source will provide heat protection, and will prevent negative effects from heat. This can be used to survive in extreme climates.
Clothing
- Main article: Clothing
Clothing modifies the acceptable temperature range of the player when worn. They are made from a variety of materials that provide their own unique bonuses. For instance, Linen, Wool, Cotton, and Silk can be crafted into all clothes except Boots. Hats, Coats, and Boots can be crafted from Fur. Straw can be made into early game clothing - shirts, hats, skirts, sandals, foot wraps, and a cloak (which provides cold protection).
Certain clothing items have unique modifiers, such as sandals providing a movement speed bonus on sand.
Clothing can also be dyed by placing them in barrels of dye. The color will become deeper every hour the clothing is left in the dye.
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
File:Grid Bear Fur Boots.png Boots/Sandals | |
---|---|---|---|---|---|---|---|
![]() |
= | + | + | - + | - ++ | + | N/A |
![]() |
= | + | + | - ++ | -- +++ | = | N/A |
![]() |
+ | + | + + | ++ | ++ + | + + | N/A |
![]() |
+ | + | + | -- +++ | -- ++++ | + | N/A |
![]() |
N/A | N/A | N/A | -- ++++ | N/A | + | + |
![]() |
N/A | N/A | N/A | --- +++++ | N/A | + | + |
![]() |
- + | + | + | -- ++ | N/A | + | = |
![]() |
N/A | = | = | N/A | N/A | = | = |
Legend | Heat Resistance | Cold Resistance | Neutral |
---|
Sewing
- Main article: Sewing
Clothing, leather armor, quivers, bags, and saddles are assembled using a sewing mini-game. Breaking some bones on a Stone Block will eventually yield a Bone Needle, which can be threaded with any fiber, or sinew. Then, the sewing interface can be opened by right-clicking while holding any item that can be sewed.
Crafting Recipes
TFC+ adds several conveniences to make the early-game more bearable. For instance, Mud can be used as an early-game solid building block, and Straw Baskets, crafted from cut grass, can be used as an early-game non-portable storage option.
Storage
Straw
Straw can now be woven into items by using Right Click on a block while holding 5 or more straw. Straw can be made into early-game clothing and storage.
The straw hat gives a small heat resistance bonus. |
The Grass Shirt gives a small heat resistance bonus. |
The Grass Skirt gives a small heat resistance bonus. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grass Sandals give a small speed bonus on sand. |
The Grass Cloak gives a moderate cold resistance bonus. It is worn on the back slot (to the left of the chest armor slot). |
The Straw basket works like a small chest. |
Burlap Sack
![]() |
![]() |
![]() |
![]() | ||
The Burlap Sack, crafted from Jute or Sisal fiber, can be used to preserve and store non-grain food. Ceramic Vessels will still hold grain.
Bags
Leather or Raw Hide can be crafted into Bags. Bags provide 6 slots of storage, but cannot be placed in chests while they are containing items. Bags take durability damage over time, with the Raw Hide bag lasting slightly under a month holding items, and the leather bag lasting slightly over a year.
Wood
Poles can be obtained by crafting a Log with a Knife, and will also drop when chopping down trees (representing large upper branches). The Pole is used for crafting the Javelin, Wooden Spear (a weaker javelin), Fishing Rod, Wooden Staff, and can also be crafted into two sticks.
![]() |
![]() | ||
![]() | |||
![]() | |||
![]() |
![]() | ||
![]() | |||
![]() | |||
![]() |
![]() |
![]() | |
![]() | |||
![]() |
![]() | ||
![]() |
![]() | ||
![]() | |||
![]() | |||
Mud
- Main article: Mud
Mud is crafted by dropping dirt and straw into water. It can then be made into Mud Bricks or Wattle and Daub, which are early-game crafting blocks. Mud Brick is made by forming Mud into a brick, drying it during the day (6 am to 6 pm), then crafting it into a block. Mud Bricks will melt in the rain if not protected, and it is advised to add a solid block, such as a Roof on top of it. Wattle and Daub is crafted by making a wattle of four sticks and then daubing (right-click) mud onto the wattle. Wattle and daub will not melt in rain.
Mud Brick
![]() |
![]() | ||
![]() | |||
Mudbrick
![]() |
![]() |
![]() | |
![]() | |||
![]() |
![]() | ||
Wattle
![]() |
![]() |
![]() | |
![]() | |||
![]() |
![]() | ||
Gypsum
- Main article: Gypsum
Gypsum is no longer useless. It is crushed, cooked, and mixed with water to make Plaster of Paris. Plaster can be applied to walls with a trowel to fireproof them.
![]() |
Can be heated in: | ||||
![]() |
![]() |
![]() |
|||
![]() |
Temp: Hot |
![]() |
![]() | ||
![]() | |||
![]() |
|||
![]() |
Lime
- Main article: Lime
Lime is obtained by firing seashells or flux stone in a vessel. Lime is used to make lime water, flux, or in glassmaking.
![]() |
Can be heated in: | ||||
![]() |
![]() |
![]() |
![]() |
||
![]() |
Temp: Bright Red⋆⋆⋆⋆ |
Roofs
- Main article: Roof
TFC+ adds several kinds of roofing that provide protection from the elements when you are standing under them. These include the Slate Roof, the Ceramic Tile Roof and the Thatch Roof.
![]() |
![]() | ||
![]() | |||
![]() |
![]() | ||
Fertilizer
Fertilizer is now crafted from a mixture of Sylvite (Potassium), bone meal (Phosphorus), and saltpeter (Nitrates).
![]() |
![]() |
![]() | |
![]() | |||
![]() |
|||
![]() |
Food
Mushrooms and Pumpkins can be made into food by crafting with a knife. Jack-o-lanterns can be crafted with pumpkin shells.
Glassworking
- Main article: Glassworking
The making of glass has been reworked in TFC+. Molten glass is made by firing a vessel of Lime, Silica Sand, and Soda Ash or Wood Ash.
The Blowpipe is used to make glass bottles from molten glass. The Sheet Mold is used to cast sheets of glass (or sheets of castable metal). Letting more than 1000 MB of molten glass solidify will turn it into glass blocks.
Music
- Main article: Musical instruments
TFC+ adds several Musical instruments that can be played: the Conch, the Blowing Horn, the Lyre, the Drums, the Bugle, and the Bone Flute.
Future updates
Future updates will include the Blacksmithing upgrade, which aims to change how the anvil works and how certain metals are obtained, the Carpentry update, which aims to add furniture, the Cooking update, expanding upon the current cooking system.
Construction | Barrels • Blueprints • Bricks • Firepit • Plank Blocks • Protection Meter • Quern • Smooth Stone • Straw & Hide Bed • Support Beams • Straw Block • Glassworking • Plaster of Paris • Mud • Teepee • Kiln • Smoke Rack • Roads • Roof • Rope Ladder • Containers |
---|---|
Environment | Altitude • The Player • Wound • Calendar • Cobblestone • Logs • Mobs • Saplings • Seasons • Stone • Seashell • Temperature • Body Temperature • Clothes • Trees • Biome • Regions |
Food | Agriculture • Animal Husbandry • Berries • Fruit Trees • Alcohol • Beekeeping • Fishing • Shellfish |
Materials | Charcoal • Coal • Double Ingots • Double Sheets • Flux • Gems • Gunpowder • Hides • Fur • Wool • Cloth • Ingots • Leather • Lumber • Minerals • Pottery • Redstone/Powders • Sheets • Sticks • Straw • Unshaped Metal |
Metalworking | Alloys • Anvils • Armor • Bellows • Blast Furnace • Bloomery • Tool Molds • Crucible • Forge • Gold Pan • Metals • Ores • Sluice • Mechanisms |
Tools & Weapons | Arrows • Axe • Buckets • Chisel • Firestarter • Flint & Steel • Hammer • Hoe • Javelin • Knife • Mace • Pickaxe • Prospector's Pick • Saw • Shovel • Sword • Sling • Scythe • Shears • Spindle • Trowel • Wooden Staff • Musical Instruments |
Modpacks | Telomerase |