Changelog: Difference between revisions
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This page tracks the version history of Terrafirmacraft+. Current version: '''{{v}}'''. For a general summary, see '''[[Differences From TFC]]'''. For versions before TFC+, see '''[https://1710-wiki.terrafirmacraft.com/Version_history/Beta TFC Version History]'''. | This page tracks the version history of Terrafirmacraft+. Current version: '''{{v}}'''. For a general summary, see '''[[Differences From TFC]]'''. For versions before TFC+, see '''[https://1710-wiki.terrafirmacraft.com/Version_history/Beta TFC Version History]'''. | ||
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NEXT UPDATE: | |||
Theres gonna be coal veins | |||
And coke ovens | |||
I think weapons will have a default average damage. When you're smithing and sharpening the weapon, you can get different random effects. One positive effect might increase the upper range of the weapon's damage. A negative effect might lower the bottom range. A neutral effect might increase both of them, making the damage more variable. A really nice one might decrease the low end and increase the high end, shifting the average up | |||
Also there will be crit chance probably | |||
Another change which I think is coming in the next update is that crop textures are all changing. The textures will become grayscale and get a color multiplier from the local grass color, but there will be an overlay for colors that shouldn't change. So flax will have the same color as the grass around it, but the blue flowers will stay blue. | |||
The crops will get noticeably yellower when ready to harvest, often though, so thats still noticeable | |||
I think crops look unnatural right now. This change will make it a little more difficult to spot them. Consequently, I think I can make them a bit more common though | |||
I'm getting rid of the two tabs in the barrel UI, solid and liquid. Instead, a single tab will do both. All slots of the barrel will be accessible while liquid is in the barrel. The volume of liquid contained will also be increasing from 10 buckets to 64 buckets. | |||
when bituminous coal seams spawn in at least a double layer a layer of underclay will spawn directly underneath. Underclay is dug out with a shovel. Underclay is replacing graphite as a component in fireclay, because graphite was originally included due to a misunderstanding of how crucibles work (a confusion between graphite crucibles and fireclay crucibles) a double layer is where there are two ore blocks of coal on top of each other. Coal seams spawn as either a single layer, a double layer, or a triple layer. In triple layers, the middle layer is vanilla coal blocks, which craft into/from 9 pieces of coal. Triple layers are by the far the richest | |||
Coke will be required for running blast furnaces and coke ovens (should also be coming in this update) will use a lot of coal and a lot of firebricks | |||
== Things Dunk has said will be in future updates == | == Things Dunk has said will be in future updates == | ||
: One thing that'll happen in the nature update for animals is that we'll get some pests, like birds and other animals that will try to eat your crops The more crops you have close together, the more likely it will be that pests are attracted to eat your crops | : One thing that'll happen in the nature update for animals is that we'll get some pests, like birds and other animals that will try to eat your crops The more crops you have close together, the more likely it will be that pests are attracted to eat your crops | ||
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: means of grinding grain before the quern | : means of grinding grain before the quern | ||
: stone knives to have a 10% chance not to give straw when cutting grass? | : stone knives to have a 10% chance not to give straw when cutting grass? | ||
: ability to melt down ingots in ceramic vessels. | : ability to melt down ingots in ceramic vessels. | ||
branch ends don't show exposed wood | |||
making rope from fiber takes time vs burning through as many as it can instantly | |||
4 blocks from the water is equivalent to rainfall = 400 | 4 blocks from the water is equivalent to rainfall = 400 | ||
3 blocks = 950 | 3 blocks = 950 | ||
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so if you don't harvest your wheat, you'll get no food but more seeds | so if you don't harvest your wheat, you'll get no food but more seeds | ||
I think it's like 5 seeds per plant if it dies | I think it's like 5 seeds per plant if it dies | ||
POSSIBLE CHANGES: VERIFY THAT THEY MADE IT INTO THE RELEASE: | POSSIBLE CHANGES: VERIFY THAT THEY MADE IT INTO THE RELEASE: | ||
Adjusted the temperature scale on the Forge GUI to better show actual temperature. | Adjusted the temperature scale on the Forge GUI to better show actual temperature. | ||
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bellows now increase the temperature of the forge by a percentage instead of a static amount | bellows now increase the temperature of the forge by a percentage instead of a static amount | ||
if the bellows are making your forge 50% hotter, your fuel will burn through 50% faster | if the bellows are making your forge 50% hotter, your fuel will burn through 50% faster | ||
when you heat an ingot or a sheet in a forge, if the ingot or sheet gets into the workable or weldable temperature range, it won't lose any temperature for 50 seconds. The timer is reset if the ingots temperature increases | when you heat an ingot or a sheet in a forge, if the ingot or sheet gets into the workable or weldable temperature range, it won't lose any temperature for 50 seconds. The timer is reset if the ingots temperature increases | ||
sub's notes for 0.88 changelog update: | |||
Check: | |||
see if ceramic blowpipe breaks when dropped | |||
leather is clothes: does it have temperature and wetness? | |||
is middle row for armor new in GUI? | |||
planned features: | |||
arm armor (arm guards, vambraces, etc.) | |||
Sunburn mechanics interacting with clothing coverage | |||
New armors with better coverage that require higher smithing skill | |||
--> | --> | ||
== 0.89.1 == | |||
'''Hotfix'''<br> | |||
May 3, 2022 | |||
'''Added''' | |||
: Addon support for flowerpot and [[Beehive]]s | |||
'''Changed''' | |||
: [[Metal sheet]]s have collision now | |||
'''Fixed''' | |||
: Fixed missing items for [[Pewter]]/missing recipe | |||
: Fixed mining fatigue (again) | |||
== 0.89.0 == | |||
'''Sandstone'''<br> | |||
May 3, 2022<br> | |||
[https://youtu.be/ftOpAFvKlhM Update Video] | |||
'''Added''' | |||
: Conglomerate has been replaced by [[Sandstone]], which naturally forms banded layers and has a different texture on top than the side | |||
: Added [[Pewter]] as a new alloy (70-80% tin, 20-30% lead) | |||
:: Added Pewter [[candle holder]]s (the lower-tier counterpart to brass) | |||
:: Added Pewter [[oil lamp]]s | |||
:: Added Pewter [[sheet]]s | |||
: Added [[Lederhosen]] | |||
: Added ability to use Leather [[Repair Patch]]es | |||
'''Changed''' | |||
: Leather Tunic now requires leather short sleeves to craft -following the normal T-shirt pattern. | |||
: Renamed [[Leather Leggings]] to [[Leather Chaps]]; they now increase the maximum speed of [[horse]]s while you ride them | |||
: Increased the capacity of [[Glass Bottle]]s from 250 mB to 1000 mB | |||
: [[Glass Bottle]]s now only stack up to 4 (was 64) | |||
: Leather [[Waterskin]] now holds 4 buckets of water instead of 3 | |||
: Overhauled drinking containers: all drinking containers now have the ability to be partially consumed, so as not to waste liquids | |||
:: Releasing right-click early allows you to drink only a few sips of a drink. This makes it possible to consume smaller amounts of [[alcohol]] to avoid dying of alcohol poisoning. | |||
:: Alcoholic drinks can't be consumed all at once. The amount you can consume depends on how strong the alcohol is. | |||
:: Each sip is 50 mB (or 50 mL) a little over a standard shot glass. | |||
: Changed how dropping [[Pottery]]/[[Glass]] works: now physically drops the item in the world. Depending on your surroundings, the item may not break. | |||
: Chance of breaking [[Pottery]] increases with [[Drunkenness]] | |||
: Changed the texture for maple leaves | |||
: Massive internal overhaul of [[Clothing]] creation | |||
: Rewrote how items are given to players to be more user-friendly | |||
'''Fixed''' | |||
: Flower pots now accept Yew [[Sapling]]s | |||
: Flower pot rendering code tweaked for addon creators | |||
: Fixed Yew [[Support Beam]]s dropping incorrect blocks | |||
: Fixed issue causing persistant mining fatigue occasionally | |||
: Fixed bug that allowed some animals to respawn | |||
== 0.88.4 == | |||
'''Hotfix'''<br> | |||
April 20, 2022 | |||
'''Fixed''' | |||
: Prevented [[Mechanisms]] from excessively logging to the server console | |||
: [[Moss]] should despawn properly when adjacent blocks are removed (existing moss should eventually despawn) | |||
: Animal spawning code should hopefully prevent [[Horse]]s from spawning inside of blocks now | |||
: Fixed crash when being hit by an attack occasionally | |||
: Fixed [[Dirt]] appearing on [[Shore]] biomes | |||
: Fixed rare crash when generating [[Beehive]]s | |||
: Removed [[Peat]] pits from the game; peat only generates in [[Peat Bog]]s now | |||
: Fixed players getting stuck on item entities | |||
== 0.88.3 == | |||
'''A Perfectly Normal TFC+ Update'''<br> | |||
April 16, 2022<br> | |||
[https://youtu.be/gdN4rcouGUM Update Video] | |||
'''Added''' | |||
: Absolutely no Easter eggs added | |||
'''Changed''' | |||
: Tweaked Grass colors | |||
: Tweaked [[Water]] colors | |||
: [[Pottery]] can be smashed with a [[Sword]] | |||
: [[Pottery]] can be smashed with a [[Sling]] | |||
'''Fixed''' | |||
: [[Barrel]]s now pick up 10,000 units of [[Tannin]] instead of 1000 | |||
== 0.88.2 == | |||
'''Hotfix''' <br> | |||
April 9, 2022 | |||
'''Fixed''' | |||
: Fixed missing texture for making Silk [[Cloth]] | |||
: Fixed hidden crash when attacking item entities | |||
: Additional changes which should smooth out world gen | |||
== 0.88.1 == | |||
'''Hotfix''' <br> | |||
April 9, 2022 | |||
'''Fixed''' | |||
: Fixed server crash | |||
: [[Red Steel Bucket]] with [[Tannin]] now has a name | |||
: Linen [[Sleeveless Shirt]] has a texture | |||
: Fixed [[Log Pile]] rendering | |||
: [[Sling]]s have durability now | |||
: [[Sling]]s make a sound when launching ammo | |||
: fixed Yew [[Support]]s not being placed correctly | |||
: fixed missing [[Sewing]] recipe for crafting [[Cloth Scrap]]s into [[Cloth]] and [[Tiny Fur Scrap]]s into [[Small Fur Scrap]]s | |||
== 0.88.0 == | |||
'''Armour Overhaul!'''<br> | |||
April 8, 2022<br> | |||
[https://www.youtube.com/watch?v=J3CDWU3CcpA Update Video] | |||
'''Added''' | |||
: Added [[Tannin]] blocks. Tannin is a fluid that can spawn in the world. It can only be picked up with a [[Red Steel Bucket]]. | |||
: Added the [[Peat Bog]] biome. Generates in low pH [[Swamp]] biomes. [[Water]] Blocks are replaced with Tannin blocks. [[Dirt]] blocks are replaced with [[Peat]] blocks | |||
: Added [[Sleeveless Shirt]]s. [[Sewn]] from two [[Cloth]] Shirt Bodies with no Shirt Sleeves. | |||
: Added [[T-Shirt]]s. Crafting [[Cloth]] Shirt Sleeves with a [[Knife]] will make two Short Shirt Sleeves which can be used to craft the T-Shirt. | |||
: Added [[Skirt]]s. [[Sewn]] from [[Cloth]] Skirt Pieces knapped in the same pattern as the [[Grass Skirt]]. | |||
: Added [[Short]]s. Crafting a Knife with a [[Cloth]] Pants Piece will make a Shorts Piece and a [[Cloth Scrap]]. | |||
: Added [[Cloak]]s. Knapped directly from [[Cloth]] or [[Fur]]. Worn on the [[Back Slot]]. | |||
: Added [[Sling]]s. This [[Weapon]] can launch [[Rock]]s or [[Lead Bullet]]s for ranged [[Crushing Damage]]. To use, click and hold "Use Item" (default:Right-click) with ammo in the hotbar to start spinning the Sling. Release to fire the ammo. The aim will be slightly to the right of the crosshairs. Comes in three variants: [[Primitive Sling]], [[Leather Sling]], and [[Cloth Sling]]. | |||
: Added [[Lead Bullet]]s. Used as ammo for the [[Sling]]. Does more damage than a [[Stone]]. If it hits a hard block it will be deformed and turn into a [[Lead Chunk]], which can be collected and recycled by [[Casting]]. | |||
: Added [[Sling#Obtaining|clay Bullet molds]] and [[Sling#Obtaining|ceramic Bullet molds]]. Can cast eight Lead Bullets, using 100 units per mold. The 20 unit loss is intentional. | |||
: Added [[Metal Chunk]]s. A catch-all for unshaped [[Metal]]. Each Chunk is 10 units. | |||
: Added [[Metal Scrap]]s. This is only partially implemented. It will be for leftovers after making [[Ingot]]s. Each scrap is 100 units. | |||
: Added a variant of the [[Horn]] and [[Blowing Horn]] that is dropped by [[Sheep]]. The new variant of the [[Blowing Horn]] has a slightly higher tone when played. | |||
: Added [[Spear Bundle]]s to carry [[Teepee]]s around much more compactly. [[Wooden Spear]]s can be added to a Spear Bundle by shift right-clicking a placed Wooden Spear while holding any non-grass-cordage piece of [[String]] in your hand. Holding the Spear Bundle in your hand, you can right-click on placed spears to add up to 8 Spears to the bundle. They can be placed back down like a normal Wooden Spear. They cannot be crafted or uncrafted in the player's [[Crafting Grid]]. | |||
: Added three new [[Achievements]]: Polar Explorer, Anti-Polar Explorer, and Doot Doot. | |||
'''Changed''' | |||
: Major rework of the [[Armor]] mechanic. Armor now has the following stats: [[Damage Threshold]] (max protection from damage), [[Armor Rating]] (ex: blocks 60% of Slashing), and body part [[Coverage]]. Instead of simply choosing a random body part to hit, attacks now also pick a face of the body part based on attack angle, then places an [[Damage Shape]] on a random point of that face to see if the attack collides with a hidden map that layer's Armor Coverage. Attacks with smaller Damage Shapes (ex: [[Arrow]], [[Javelin]]) are less likely to collide with armor than Weapons with large Damage Shapes (ex: [[Sword]], [[Mace]]). Armor will block a percentage of damage and then convert the rest to Crushing Damage and pass it to the layer beneath. If the attack is over the damage threshold, it is not blocked and the armor loses durability. Layering armor and clothing increases coverage and damage reduction. | |||
: [[Pants]] can now be crafted from [[Fur]] as well as [[Cloth]]. | |||
: Greatly reduced the generation rate of [[Shrub]]s. They will also be more likely to generate in clumps. | |||
: Updated the backend of [[Sewing]] recipes to make them easier to work with. | |||
: [[Sewing]] repair patterns change after every repair now. | |||
: When a wearable item (ex: [[Clothing]], [[Armor]], [[Quiver]], etc.) is picked up in the GUI, the [[Body Slot]]s will gray out any slots where the item is not allowed. | |||
: Many [[Clothing]] pieces will now give you [[Cloth Scrap]]s or [[Tiny Fur Scrap]]s back to reduce the crafting cost of the item. | |||
: [[Cloth Patch]]es are now called [[Cloth Scrap]]s. [[Tiny Fur Scrap]]s are now called [[Repair Scrap]]s. 16 Cloth Scraps or Repair Scraps can be [[Sewn]] into a full piece of Cloth or Fur (respectively). The new Scraps restore less durability than the Repair Patches did. | |||
: Armor calculations now consider torso and arms as separate body parts. | |||
: Reworked the innate armor properties of most mobs: [[Zombie]]s are buffed, [[Spider]]s now have innate armor, [[Skeleton]]s are no longer completely immune to [[Piercing Damage]]. Added innate armor for large [[Animal]]s such as [[Aurochs]]en and [[Horse]]s. | |||
: [[Log Pile]]s now render differently to show the types of [[Log]]s stored inside. | |||
: [[Ceramics]] and [[Glass Bottle]]s now smash and break on solid surfaces if dropped from waist level or higher. This means [[Pottery]] will break upon death -even if you die while standing still (ex: starvation or heat stroke). Broken Pottery will drop its contents onto the ground. If a [[Ceramic Tool Mold]] with a tool head still in it breaks, it will drop the tool head. [[Glass Block]]s and [[Glass Pane]]s do not break when dropped, but a [[Ceramic Sheet Mold]] with Glass Pane in it ''will'' destroy the Glass Pane when it breaks. | |||
: [[Vessel]]s full of [[Water]] can put out [[Firepit]]s when they break | |||
: [[Vessel]]s holding [[Gunpowder]] will explode when dropped onto a [[Firepit]] | |||
: Reworked how the pH data layer is generated. | |||
: [[Berry Bush]]es can now grow on dirt blocks in addition to grass blocks | |||
: Adjusted the color of [[Shrub]]s | |||
: Rewrote fluid rendering code. Fluids now have smooth transitions between different colors when they meet. This transition in color also affects your vision when swimming underwater. | |||
: Rewrote how grass is colored. | |||
: Grass and Leaf Block coloring varies now and is also affected by dry vs. wet Climate and Temperature. | |||
: Added oreDict entry for [[Lime]] and [[Ammonium Chloride]] as [[Flux]]es | |||
: Disabled [[Armor Stand]]s for now. You can remove items that are on existing stands, but you can't put anything new on them. | |||
: Greatly increased the drop rate of [[Hollow Bone]]s from [[Chicken]]s | |||
: Made [[Shark]]s more common | |||
: Limited how high the Sand will generate on [[Beach]]es and [[Shore]]s | |||
: [[Vessel]]s and [[Burlap Sack]]s can now hold all [[Food]] types -though they don't ''preserve'' all types of food. [[Vessels]] still preserve grain and [[Burlap Sack]]s still preserve other foods. | |||
'''Fixed''' | |||
: [[Tree]] rendering is now much faster. | |||
: MASSIVELY REDUCED WORLD GEN LAG | |||
: Addons should be able to put their own [[Plants]] in Flower Pots now. | |||
: Fixed [[Joshua Tree]] crash | |||
: Added oreDict entry for Yew items (can make a workbench out of yew now) | |||
: Fixed [[Coconut Juice]] | |||
: Fixed some issues that would result in falling Leaves breaking/deleting blocks | |||
: Fixed rendering of Wall blocks so they connect properly | |||
: Fixed rendering issues with Yew items | |||
: Fixed burnt Food not disappearing | |||
: Fixed [[Brain Coral]] not rendering correctly | |||
: Fixed crash relating to [[Resin]] collection with the [[Knife]] | |||
== 0.87.0 == | |||
'''New Trees + World Gen'''<br> | |||
February 14, 2021<br> | |||
[https://www.youtube.com/watch?v=OM7mloiErVk Update Video] | |||
'''Added''' | |||
: Added 5 new [[Tree]]s: [[Ghaf]] (dry [[Asia]], can spawn on [[Sand]]); [[Joshua]] (dry [[Americas]]); [[Laurel]] (tropical/subtropical [[Europe]]); [[Mahoe]] (tropical [[Americas]]); and [[Yew]] (temperate [[Asia]]/[[Europe]], cool [[Africa]], always generates thick trunk -sometimes 2x2) | |||
: Added [[Estuary|Estuaries]]. New [[Biome]] that generates where a [[River]] biome meets Beach, Gravel Beach, Shore, Ocean, or Salt Swamp [[Biome]]s. It is essentially a River biome with Salt water instead of Fresh Water. | |||
: Added [[Brass Disc]]s. Crafted on an [[Anvil]] from a Brass [[Sheet]]. Used to craft the Brass [[Dial]] | |||
: Added [[Brass Dial]]s. Crafted from a Brass [[Disc]], an [[Iron Needle]], and a [[Glass Pane]]. Currently unused. | |||
: Added [[Magnetic Needle]]s. Crafted from an [[Iron Needle]], and a piece of [[Magnetite]] [[Ore]] (any quality). The [[Ore]] is not consumed. | |||
: Added [[Brass Clockwork Gear]]s. Crafted from a Brass [[Disc]] and a [[Chisel]]. Recrafting the Clockwork Gear with a Chisel adds 1 tooth. Can be repeated to add up to 32 teeth. | |||
: Added [[Brass Clock]]s. Crafted from a [[Clockwork Gear]], a [[Dial]], and piece of Redstone Dust. Shows time in HUD when in Hotbar. Crafting it by itself with return a 24-hour version of the clock. Can be placed in an Item Frame. | |||
: Added [[Brass Compass]]es. Crafted from a Brass [[Dial]], a [[Magnetic Needle]], and a [[Glass Pane]]. Displays [[Region]] when in hotbar (vs in hand for the old compass) and points toward [[Spawn]]. | |||
: Added brass [[Sextant]]s. Crafted from and Unfinished Brass Sextant (crafted on the [[Anvil]]), a [[Brass Tube]], and two [[Glass Pane]]s. To use, hold the Sextant with a Clock and a Compass in the hotbar. While the player is in the Ocean or Deep Ocean Biome, aim at the Sun and click and hold. A chat message will display telling which compass direction to the nearest shore. It has a limited range (about 500 blocks). | |||
'''Changed''' | |||
: Updated world gen to be a little more interesting | |||
: Changed [[River]] generation again | |||
: New worlds will [[Spawn]] players on or near [[Riverbank]]s | |||
: Changed textures for [[Dry Grass]] and Tall Grass. Grass color should shift smoothly from green to yellow as rainfall decreases. | |||
: [[Iron Needle]] recipe now gives 8 needles per ingot instead of 1. | |||
: Increased max Rainfall spawn condition for Wild Boar, Peccary, and Birch Trees | |||
'''Fixed''' | |||
: Major fix to [[Crops]] | |||
: [[Waterskin]]s now stay in the same inventory slot after you drink them | |||
: [[Road]] blocks no longer prevent the player from knapping when they are looked at | |||
: Easier transfer of [[Water]] between a [[Waterskin]] and [[Barrel]] | |||
: [[Fig Wine]] can now turn to [[Vinegar]] or be [[Distillation|Distilled]] into [[Fig Brandy]] | |||
: Numerous other bug fixes. | |||
== 0.86.2 == | |||
January 25, 2021 | |||
'''Added''' | |||
: Added two new intermediary [[Biome]]s: [[Lakeshore]] and [[Riverbank]]. Lakeshores generate around the edges of [[Lake]]s, and are shallower. Riverbanks generate along [[River]]s and give some shallow water and flat land. Riverbanks can generate [[Clay]] deposits regardless of [[Temperature]]. | |||
'''Changed''' | |||
: Changed [[Sulfur]] texture | |||
: [[Hot Spring]]s now generate [[Sulfur]] | |||
: You now get 2 [[Shirt Sleeves]] per piece of [[Cloth]] or [[Fur]] | |||
: Rivers use different generation which may make them more common. May also change the course of rivers at boundaries between chunks generated before and after this update. | |||
'''Fixed''' | |||
: Fixed [[Leaf Litter]] spawning in [[Water]] | |||
: Fixed [[Goat]] milking | |||
: Fixed lag associated with [[Farmland]] | |||
: Fixed [[Crop]] yields to better reflect soil [[Nutrients]] | |||
: [[Farmland]] now regenerates [[Nutrients]] at 5% the rate of [[Fallow]]ed farmland. This will prevent [[Crops]] like grapes from running out of Nutrients too quickly, but won't affect other Crops in any significant way. | |||
== 0.86.1 == | |||
January 19, 2021 | |||
'''Added''' | |||
: Added clarification when it's too cold to sleep in a Teepee | |||
: Added cap for exertion | |||
'''Changed''' | |||
: Walking no longer causes exertion | |||
: Sprinting increases exertion more slowly | |||
: Steel ingots can be worked into wrought iron ingots | |||
: Added a message + changed requirements for cows to get angry and hit you | |||
'''Fixed''' | |||
: Fixed existing roads having no height when updating | |||
: Fixed ghost items in prep tables | |||
: Fixed glitch where you could lose a waterwheel. | |||
: Fixed visual glitch from axle bearings | |||
== 0.86.0 == | == 0.86.0 == | ||
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'''Added''' | '''Added''' | ||
: Added additional crafting shapes for | : Added additional crafting shapes for [[Clothing|Boot Soles]] | ||
: Reintroduced | : Reintroduced [[Undergrowth]] | ||
: Added | : Added [[Mechanisms]]: [[Wooden Waterwheel]], [[Wooden Axle]], [[Wooden Axle Bearing]], [[Wooden Axle Couple]], [[Wooden Gear]], [[Wooden Crankshaft]]. | ||
: | : Added the [[Millstone]] and [[Rind]] to allow mechanical automation of the [[Quern]]. | ||
: Added [[Exertion Heat]] Status effect. Prolonged sprinting (or very prolonged walking) will give the Exertion Heat status with a countdown timer and will increase body heat. Standing still for several seconds will cause the timer to say "Resting" and will greatly reduce the remaining time on the effect. This allows the player to stay warm by "exercising" in a colder climate, and makes heat management in a hotter climate more challenging. Sleeping will remove the status. | |||
: Added [[Body Temperature]] penalty for walking barefoot on hot surfaces (metal, sand, stone) that are exposed to the sun and temperature is 30°C or above. | |||
: Added [[Humidity]]. Humidity is visible on the debug and F3 screen. It is based on [[Rainfall]] (Rainfall of 2750+ = 100% humidity). It also temporarily increases to 100% when raining, and by +35-40% when the player is in a Swamp [[Biome]]. Humidity affects the ability of [[Clothing]] to dry (even when sheltered from the rain), and the ability of the player's body to stay cool - players that are too warm will be pushed past yellow and into red, as yellow represents the player being too warm, but able to regulate through [[Sweating]]. | |||
: | : Added [[Sweating]]. If the player overheats (body heat in the red zone) for a time, their [[Clothing]] will become damp. Clothing will not dry as long as the player is sweating. | ||
: Added way to get [[Honey]] in [[Bucket]]s rather than just [[Bowl]]s. Craft a Bucket (bottom center), a Knife (top center) and 4 Honey Combs to get a Bucket of Honey. | |||
: Added | : Added [[Aurochs]], [[Buffalo]], [[Bison]] and domesticated [[Cow]] models and textures. Aurochs spawn in Africa, Europe, and Asia. Buffalo (based on Water Buffalo and Cape Buffalo) spawn in 1-deep water in Africa and Asia. Bison spawn in Europe, Asia, and Americas. All three can be domesticated into Cows. | ||
: Added way to get | |||
: Added Aurochs, Buffalo, Bison and domesticated | |||
'''Changed''' | '''Changed''' | ||
: Changed | : Changed [[Bamboo]] colour, leaf pattern (no more bare gaps between layers) and reduced bamboo spawn frequency. Bamboo also tends to spawn in distinct clumps now. | ||
: Increased [[Beehive]] generation rate. The have a greater chance to spawn on initial chunk generation, Increased chance to get a treehive (hive inside large tree trunk), | |||
: [[Agriculture]] changes: Hovering over dirt with a [[Hoe]] in hand will highlight the dirt with a red to green overlay. This shows the [[Hunger]] cost of tilling the dirt into [[Farmland]]. Tilling blocks with a red overlay will quickly deplete the hunger bar. Farmland texture has been updated. All [[Crops]] now deplete all three [[Nutrients]]. Their former nutrient is now their primary nutrient, which they will deplete faster than the other two. The three nutrients now represent NPK, but the ratios aren't exactly true to life, as the crops are still in their former ABC grouping. | |||
: Increased | : Changed how long [[Crops]] take to grow. Water and [[Nutrients]] no longer affect growth rate. Instead, growth rate is constant, and nutrients affect yield. | ||
: Agriculture changes: Hovering over dirt with a Hoe in hand will highlight the dirt with a red to green overlay. This shows the | : Added [[Fallow]]ed Farmland. [[Farmland]] no longer slowly recovers [[Nutrients]] over time. Instead, if left unplanted for several days, it will convert to [[Fallow]]ed Farmland, which will slowly recover nutrients. Fallowed Farmland requires less [[Hunger]] to hoe than grass or dirt. | ||
: Changed how long | : Changed how [[Crops]] require water. Water mode on the Hoe shows an overlay of hydration. This is now affected by the [[Rainfall]] in the chunk. Rainfall is also visible in the F3 screen. The number represents mm of precipitation per year. When the [[Hoe]] in water mode is hovered over a planted Crop, it will show a blue overlay if there is enough water and a black overlay if there is not enough. Rainfall of 450 is equivalent to being 4 blocks from water. 950 = 3 blocks, 1500 = 2 blocks, and 2,000 = 1 block. Crops in under-watered [[Farmland]] will not grow at all. Different Crops have different water needs that must be met either by natural rainfall, or by irrigation (proximity to water). Natural rainfall and irrigation to not stack. Over-watering has no negative effect. | ||
: Added | : Changed how the [[Quern]] processes [[Grain]]. There are now two output slots. When automated, the first output slot will collect flour bit-by-by until the input is consumed, and then the completed stack will move to the second output slot, which is able to output to a [[Hopper]]. This prevents Hoppers from pulling incomplete stacks of grain during a grind. | ||
: Changed how | : Increased [[Iron Hopper]] functionality with [[Quern]]s | ||
: Changed how the | : Fur [[Clothing]] now reduces your heat tolerance | ||
: Increased | : Reduced the [[Heat Resistance]] of straw [[Clothing]]: every two pieces of straw clothing now gives 1 level of heat resistance. Straw or leather Sandals count, so max heat resistance from straw clothing is +2. This makes surviving in hot [[Climate]]s more of a challenge. | ||
: Fur | : Changed how [[Damp]] and [[Soaked]] [[Clothing]] affects the player. Previously there was a flat penalty to [[Body Temperature]] if clothing was damp or soaked. Now the effect of damp or soaked clothing is relative to the [[Ambient Temperature]]. | ||
: Reduced the | : Changed how [[Clothing]] dries based on [[Humidity]] and [[Temperature]]. [[Damp]] clothing will not dry out in freezing [[Temperature]]s (0°C or below). Clothing will not dry in 100% [[Humidity]]. | ||
: Changed how damp | : [[Road]] blocks can now be repeatedly hit with a [[Shovel]] to lower their height in increments of 1/8th block. Previously only full block and half block were available. This is in preparation for [[Carts]], which will require a 1 in 8 grade to move uphill. | ||
: Changed how | : [[Sand]] blocks have a slightly higher [[Movement]] penalty. It is fully offset by [[Leather Sandals]] and partially offset by [[Grass Sandals]]. | ||
: Road blocks can now be repeatedly hit with a Shovel to lower their height in increments of 1/8th block. Previously only full block and half block were available. This is in preparation for Carts, which will require a 1 in 8 grade to move uphill. | |||
'''Fixed''' | '''Fixed''' | ||
: Fixed some errors with | : Fixed some errors with [[Terrain]] disagreeing about the [[Climate]] | ||
: Fixed | : Fixed [[Leaf Litter]] breaking [[Clay]] and [[Peat]] blocks | ||
: fixed Jungle | : fixed [[Jungle Fowl]] name | ||
: Fixed so: called "cross pollination" bug | : Fixed so: called "cross pollination" bug with [[Fruit Tree]]s | ||
: Fixed | : Fixed [[Beehive]] dupe glitch | ||
: Fixed ghost items in | : Fixed ghost items in [[Stone Hopper]]s | ||
: Fixed bug that caused | : Fixed bug that caused [[Crops]] to grow about 3x faster than intended. | ||
== 0.85.6 == | == 0.85.6 == |