Difference between revisions of "Changelog"

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__NOTOC__
 
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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:
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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?
: Log piles will render differently based on how full they are.
 
 
: ability to melt down ingots in ceramic vessels.
 
: ability to melt down ingots in ceramic vessels.
-->
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branch ends don't show exposed wood
  
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making rope from fiber takes time vs burning through as many as it can instantly
  
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4 blocks from the water is equivalent to rainfall = 400
coming in 0.86.6
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3 blocks = 950
 +
2 blocks = 1500
 +
1 block = >2000
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potatos and most grains tolerate 4
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which means anywhere with rainfall > 400 doesn't require irrigation
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rice requires distance 1 for example
 +
so you either have to have rainfall >= 2000 or
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plantnext to water
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plants will die by default
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when crops die before they're mature, they don't drop seeds. If they are mature when they die, they drop seeds based on the yield you would've gotten from them
 +
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
 +
 
 +
 
 +
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
two players working two different bellows can get the forge hotter than one player
 
 
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
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sub's notes for 0.88 changelog update:
 +
 +
Check:
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see if ceramic blowpipe breaks when dropped
 +
leather is clothes: does it have temperature and wetness?
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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
 
-->
 
-->
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== 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 ==
 +
'''Aurochs + Mechanism!'''<br>
 +
January 19, 2021<br>
 +
[https://www.youtube.com/watch?v=SOPddg6xLts Update Video]
 +
 +
'''Added'''
 +
: Added additional crafting shapes for [[Clothing|Boot Soles]]
 +
: Reintroduced [[Undergrowth]]
 +
: 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 [[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.
 +
 +
'''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.
 +
: Changed how long [[Crops]] take to grow. Water and [[Nutrients]] no longer affect growth rate. Instead, growth rate is constant, and nutrients affect yield.
 +
: 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 [[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.
 +
: 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.
 +
: Increased [[Iron Hopper]] functionality with [[Quern]]s
 +
: Fur [[Clothing]] now reduces your heat tolerance
 +
: 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.
 +
: 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]].
 +
: 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]].
 +
: [[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.
 +
: [[Sand]] blocks have a slightly higher [[Movement]] penalty. It is fully offset by [[Leather Sandals]] and partially offset by [[Grass Sandals]].
 +
 +
'''Fixed'''
 +
: Fixed some errors with [[Terrain]] disagreeing about the [[Climate]]
 +
: Fixed [[Leaf Litter]] breaking [[Clay]] and [[Peat]] blocks
 +
: fixed [[Jungle Fowl]] name
 +
: Fixed so: called "cross pollination" bug with [[Fruit Tree]]s
 +
: Fixed [[Beehive]] dupe glitch
 +
: Fixed ghost items in [[Stone Hopper]]s
 +
: Fixed bug that caused [[Crops]] to grow about 3x faster than intended.
  
 
== 0.85.6 ==
 
== 0.85.6 ==
Line 32: Line 363:
  
 
'''Added'''
 
'''Added'''
: New mob: [[Shark]]
+
: New mob: [[Shark]] (Reward for LoveTropics charity fundraiser)
 +
: Experimental blocks: Water Wheel, Wooden Axle, Wooden Axle Bearing and Wooden Gear. They are coded, but not yet integrated into the mod. Access them through NEI.
 +
 
 +
'''Changed'''
 +
: [[Forge]] GUI temperature meter changed so red is in the middle vs near the bottom of the meter
 +
: [[Forge]] Block now shows the lit charcoal changing color from faint red to brilliant white to reflect the [[Item Temperature|temperature]] of the Forge.
 +
<!-- not sure if this is accurate, test in game pls
 +
: GUI now shows Workable Time remaining on heated items
 +
-->
 +
: [[Coal]] and [[Charcoal]] burn slightly longer when burned as [[Fuel]]
 +
 
 +
'''Fixed'''
 +
: [[Beehive]] generation
 +
: [[Bellows]] timing
 +
: [[Fig Juice]] can now be fermented into [[Fig Wine]]
  
 
== 0.85.5 ==
 
== 0.85.5 ==

Latest revision as of 08:52, 20 August 2023


This page tracks the version history of Terrafirmacraft+. Current version: 0.89.1. For a general summary, see Differences From TFC. For versions before TFC+, see TFC Version History.

0.89.1

Hotfix
May 3, 2022

Added

Addon support for flowerpot and Beehives

Changed

Metal sheets have collision now

Fixed

Fixed missing items for Pewter/missing recipe
Fixed mining fatigue (again)

0.89.0

Sandstone
May 3, 2022
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 holders (the lower-tier counterpart to brass)
Added Pewter oil lamps
Added Pewter sheets
Added Lederhosen
Added ability to use Leather Repair Patches

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 horses while you ride them
Increased the capacity of Glass Bottles from 250 mB to 1000 mB
Glass Bottles 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 Saplings
Flower pot rendering code tweaked for addon creators
Fixed Yew Support Beams dropping incorrect blocks
Fixed issue causing persistant mining fatigue occasionally
Fixed bug that allowed some animals to respawn

0.88.4

Hotfix
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 Horses 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 Beehives
Removed Peat pits from the game; peat only generates in Peat Bogs now
Fixed players getting stuck on item entities

0.88.3

A Perfectly Normal TFC+ Update
April 16, 2022
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

Barrels now pick up 10,000 units of Tannin instead of 1000

0.88.2

Hotfix
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
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
Slings have durability now
Slings make a sound when launching ammo
fixed Yew Supports not being placed correctly
fixed missing Sewing recipe for crafting Cloth Scraps into Cloth and Tiny Fur Scraps into Small Fur Scraps

0.88.0

Armour Overhaul!
April 8, 2022
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 Shirts. Sewn from two Cloth Shirt Bodies with no Shirt Sleeves.
Added T-Shirts. Crafting Cloth Shirt Sleeves with a Knife will make two Short Shirt Sleeves which can be used to craft the T-Shirt.
Added Skirts. Sewn from Cloth Skirt Pieces knapped in the same pattern as the Grass Skirt.
Added Shorts. Crafting a Knife with a Cloth Pants Piece will make a Shorts Piece and a Cloth Scrap.
Added Cloaks. Knapped directly from Cloth or Fur. Worn on the Back Slot.
Added Slings. This Weapon can launch Rocks or Lead Bullets 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 Bullets. 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 clay Bullet molds and ceramic Bullet molds. Can cast eight Lead Bullets, using 100 units per mold. The 20 unit loss is intentional.
Added Metal Chunks. A catch-all for unshaped Metal. Each Chunk is 10 units.
Added Metal Scraps. This is only partially implemented. It will be for leftovers after making Ingots. 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 Bundles to carry Teepees around much more compactly. Wooden Spears 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 Shrubs. 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 Slots will gray out any slots where the item is not allowed.
Many Clothing pieces will now give you Cloth Scraps or Tiny Fur Scraps back to reduce the crafting cost of the item.
Cloth Patches are now called Cloth Scraps. Tiny Fur Scraps are now called Repair Scraps. 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: Zombies are buffed, Spiders now have innate armor, Skeletons are no longer completely immune to Piercing Damage. Added innate armor for large Animals such as Aurochsen and Horses.
Log Piles now render differently to show the types of Logs stored inside.
Ceramics and Glass Bottles 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 Blocks and Glass Panes do not break when dropped, but a Ceramic Sheet Mold with Glass Pane in it will destroy the Glass Pane when it breaks.
Vessels full of Water can put out Firepits when they break
Vessels holding Gunpowder will explode when dropped onto a Firepit
Reworked how the pH data layer is generated.
Berry Bushes can now grow on dirt blocks in addition to grass blocks
Adjusted the color of Shrubs
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 Fluxes
Disabled Armor Stands 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 Bones from Chickens
Made Sharks more common
Limited how high the Sand will generate on Beaches and Shores
Vessels and Burlap Sacks can now hold all Food types -though they don't preserve all types of food. Vessels still preserve grain and Burlap Sacks 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
February 14, 2021
Update Video

Added

Added 5 new Trees: 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 Estuaries. New Biome that generates where a River biome meets Beach, Gravel Beach, Shore, Ocean, or Salt Swamp Biomes. It is essentially a River biome with Salt water instead of Fresh Water.
Added Brass Discs. Crafted on an Anvil from a Brass Sheet. Used to craft the Brass Dial
Added Brass Dials. Crafted from a Brass Disc, an Iron Needle, and a Glass Pane. Currently unused.
Added Magnetic Needles. Crafted from an Iron Needle, and a piece of Magnetite Ore (any quality). The Ore is not consumed.
Added Brass Clockwork Gears. 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 Clocks. 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 Compasses. 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 Sextants. Crafted from and Unfinished Brass Sextant (crafted on the Anvil), a Brass Tube, and two Glass Panes. 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 Riverbanks
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
Waterskins 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 Distilled into Fig Brandy
Numerous other bug fixes.

0.86.2

January 25, 2021

Added

Added two new intermediary Biomes: Lakeshore and Riverbank. Lakeshores generate around the edges of Lakes, and are shallower. Riverbanks generate along Rivers and give some shallow water and flat land. Riverbanks can generate Clay deposits regardless of Temperature.

Changed

Changed Sulfur texture
Hot Springs 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 Fallowed 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

Aurochs + Mechanism!
January 19, 2021
Update Video

Added

Added additional crafting shapes for Boot Soles
Reintroduced Undergrowth
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 Buckets rather than just Bowls. Craft a Bucket (bottom center), a Knife (top center) and 4 Honey Combs to get a Bucket of Honey.
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.

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.
Changed how long Crops take to grow. Water and Nutrients no longer affect growth rate. Instead, growth rate is constant, and nutrients affect yield.
Added Fallowed Farmland. Farmland no longer slowly recovers Nutrients over time. Instead, if left unplanted for several days, it will convert to Fallowed Farmland, which will slowly recover nutrients. Fallowed Farmland requires less Hunger to hoe than grass or dirt.
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.
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.
Increased Iron Hopper functionality with Querns
Fur Clothing now reduces your heat tolerance
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 Climates more of a challenge.
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.
Changed how Clothing dries based on Humidity and Temperature. Damp clothing will not dry out in freezing Temperatures (0°C or below). Clothing will not dry in 100% Humidity.
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.
Sand blocks have a slightly higher Movement penalty. It is fully offset by Leather Sandals and partially offset by Grass Sandals.

Fixed

Fixed some errors with Terrain disagreeing about the Climate
Fixed Leaf Litter breaking Clay and Peat blocks
fixed Jungle Fowl name
Fixed so: called "cross pollination" bug with Fruit Trees
Fixed Beehive dupe glitch
Fixed ghost items in Stone Hoppers
Fixed bug that caused Crops to grow about 3x faster than intended.

0.85.6

November 14, 2020
Update Video

Added

New mob: Shark (Reward for LoveTropics charity fundraiser)
Experimental blocks: Water Wheel, Wooden Axle, Wooden Axle Bearing and Wooden Gear. They are coded, but not yet integrated into the mod. Access them through NEI.

Changed

Forge GUI temperature meter changed so red is in the middle vs near the bottom of the meter
Forge Block now shows the lit charcoal changing color from faint red to brilliant white to reflect the temperature of the Forge.
Coal and Charcoal burn slightly longer when burned as Fuel

Fixed

Beehive generation
Bellows timing
Fig Juice can now be fermented into Fig Wine

0.85.5

September 7, 2020

Changed

Refined Iron Blooms can now be welded together, since they cannot be melted.

0.85.4

August 25, 2020

Changed

Vessels of solidified Metal can now be melted in a Forge
Charcoal Pits no longer give 0 Charcoal from a single Log (the chance is now ~x% for each log vs 0.x * the number of logs)
Ceramic Jugs and Glass Bottles filled with any liquid can now be placed on the ground
Mortar recipe changed from 1 Sand + 100 mB = 16 Mortar to 1 Sand + 250 mB Limewater = 4 Mortar.
Wounds should no longer prevent you from sleeping unless you are very low on HP.
Shrubs have a smaller hitbox, so they aren't impassible to the player as often.

Fixed

Fixed Palm Tree crash
Fixed Ceramic Blowpipes pulling Molten Glass out of Vessels of solidified glass
Fixed ghost items in Stone Hoppers
Ceramic Vessels now cool properly
config for item cooling works properly
various other bugs

0.85.3

August 10, 2020

Changed

Creepers now go to sleep in daylight
Animals now do not sleep when Leashed to a player

Fixed

Fixed Horses crashing while riding them when you're using the correct Forge version (1558)
Fixed Bags and Vessels tracking temperature when they weren't supposed to
Ingots don't get temperature when coming out of cooled molds
Figs can be juiced can and can get Yeasty
Drinking a Ceramic Bucket of Milk gives an empty ceramic bucket
Baskets no longer drain water from a Waterskin
Can't place a Straw Basket inside the same block as another straw basket

0.85.2

August 5, 2020

Fixed

Fixed issue with Item Temperature being tracked constantly
Fixed baby Goats having horns
Fixed crash when using low durability Knife on a Tree
Fixed issue with unrefined Grains not losing size during refining if they had Decay

0.85.1

July 30, 2020

Added

Added ru_RU.lang and zh_CN.lang

Fixed

Fixed fall damage when climbing a palm

0.85.0

July 29, 2020
Update Video

Added

New animals
Added the Goat and it's wild version the Ibex
Added a new sheep variety: Bighorn Sheep
Added new pig varieties: Warthog and Peccary
Added a way to Cook Food in an Oven
New Fruit Trees: Coconut Palm (drops Palm Wood, not Fruitwood) and Fig Tree
New Items: Coconut Fruit, Coconut, Coconut Meat, Coconut Shell, Fig
New Drinks: Fig Juice, Fig Wine, Fig Brandy.
Generic Bowl crafted from Coconut Shell. Unbreakable. Can be used for Salads and Honey.

Changed

Updated Horse movement mechanics
Changed how Food temperature works
The Player's unarmed attack damage has changed from 50 to 25
Y-value effect on Ambient Temperature won't lower temps below -100° C.

Fixed

Fixed Forge heating times.
Fixed various bugs with Roads.

0.84.1

July 18, 2020
Update Video

Added

Added two new Teepees: the Wicker Teepee and the generic Fur Teepee

Changed

Adjusted how quickly Item Temperature changes so that forging is possible again
Increased yield of Pitch from boiling Resin from 10 to 50 Pitch per Resin
Beds now reduce the amount of Hunger and Thirst used during the night -some beds more than others.
Sinew can now be used as an alternative to String when crafting Drums

Fixed

Fixed Waterskin not being refillable
Fixed grass color variation not spreading across chunks properly and being too intense
casting from a Ingot Mold (100 units) into a Sheet Mold (200 units) would fill the sheet mold, doubling your metal
Placing a Mangrove Door would crash the game.
Mining the corner of a Teepee would dupe materials or drop the Teepee as an item.
Support Beams would not render properly when placed on Roads
Mangrove Leaves were not named
Exploit with Charcoal Pits where placing only one log in a pile resulted in 1 charcoal. Now piles with fewer than 3 logs will give no charcoal.

0.84.0

July 15, 2020
Update Video

Added

Shore Biome: A transition between Beach and Ocean
Salt Swamp Biome: where Swamp and Ocean meet
Mangrove Trees. Grow in Salt Swamp Biome both on land and in water.
Seastars and Scallops: Spawn underwater in Shore, Ocean, and Salt Swamp Biomes. Can be gathered and farmed for Food.
Coral Reefs with Table, Staghorn, Brain, Fan, and Tube Corals. Reefs have a chance to spawn in Chalk Shore Biomes. Coral blocks have a chance to spawn Coral Fish daily.
Coral Reef Fish: Lined Butterflyfish, Queen Angelfish, Spotted Parrotfish (yellow and pink versions), and Blue Striped Tamarin Wrasse. These Fish stay close to the reef and despawn after 1 day.
Pitch: a fluid collected from boiling Resin or drained from Charcoal Pits with Stone Hoppers. Can be stored in Barrels, Large Ceramic Vessels, Ceramic Buckets, and Wooden Buckets
Coracle: a primitive boat crafted from woven Wicker sealed with Pitch
Wicker: Crafted with an Axe and a Pole. Used to weave the Coracle
Paddles crafted from Poles and Logs. Used to propel the Coracle
Alternate Torch recipe: add Stick to Barrel of Pitch
Waterskin crafted from a Leather Bag, Pitch, and a Horn Tip. Allows partial consumption of contents if Thirst would be filled by less than a full Container.
Redstone Comparator recipe: Quartz-based Gems (Amethyst, Agate, Jasper, and Opal of normal or better quality) are used in place of Nether Quartz

Changed

Models and animations for the Wild Horse, domesticated Horse, Wild Ass, domesticated Donkey, Mule, and Zebra
Copper Roof blocks can now be melted down in the Crucible to return Copper
Blowing Horn recipe now also produces a Horn Tip, which is used as a mouthpiece for the Waterskin
Stone Hoe Heads can be Knapped in pairs like Stone Knives
Clay Bowls can be Knapped in pairs as well, producing 4 bowls.
When a Horse is Saddled, the Saddle now includes the bridle and reins. Rope is no longer required to control a Saddled Horse. It is still used for Taming an unsaddled Horse.
Horses can now move through Shrubs
Sprinting is now enabled when riding Horses
Increased cold tolerance for Grapes. They can now survive all but the most extreme Cold.
Donkeys now accept 3 Leather Bags to form Saddle Bags instead of carrying Chests.
Players can now drink Juice, Milk, and fermented Alcohols from Ceramic Jugs and Glass Bottles
Juices, Milk, and fermented Alcohols now restore Hunger (based on caloric value) and Nutrition (fruit for fruit Juices and Cider, veg for Agave Juice, grain for Beers, and dairy for Milk) in addition to Thirst
Standardized millibuckets (mB) based on real-world volumes. A Bucket or Ceramic Jug = 1 L and a bottle is 250 mL
Based on that, a full Ceramic Jug of water now fills 1/3 of the player's daily water needs (~3 liters/day)
Horses will now accept Apples and Carrots as Food in addition to Grains
Javelins render differently when sitting, walking, or sprinting on a Horse. The angle of the item becomes more horizontal at higher Speeds.
Coal and Charcoal now Burn 300° cooler
Seaweed now generates in clumps instead of randomly
Fish AI improved -they now swim up and down instead of staying at the same y-level
Mudbrick blocks no longer change to Dirt blocks in the rain
Items now heat up at a speed relative to the difference between their current temperature of the device heating them. This also applies to cooling and the ambient temperature.
When Molten Glass solidifies and forms Glass Blocks (1 block per 1,000 units of Molten Glass) the remainder (amount under 1,000 units) will no longer be lost, but will turn in to solidified Glass, which can be reused.
Slashing and Piercing Wounds now last for 10 minutes instead of 90 seconds. The rate of damage over time has been reduced accordingly. This allows more time to treat wounds before they deal their full damage.
Primitive Bandages will now reduce the wound timer to 2 minutes
Beehives now require a full hive of Combs to generate a Fertile Comb and are limited on how often they can make Fertile Combs
Underground (below y=100) Ambient Temperature is now equal to the Annual Average Temperature (vs 10° in previous versions).

Fixed

The Bow can now fire Arrows from horseback
A proper chat message shows when trying to sleep in a Bed exposed to rain
Wounds no longer show at 0:00 duration in health tab of the player GUI
Pollock now spawn
Wax will not take so long to melt
fluid filled Barrels will now overburnen the player
Rope Ladders will no longer dupe when mined with a Pickaxe
full-block version of Road blocks now give the intended Speed bonus
Players were having a crash with the crash message "index: 54, expected:". This has been fixed in Creative mode.
fixed inventory bug that was causing duplication and deletion of Clothing or Barrels, or causing players to respawn with clothes on
fixed unsmithable Anvil plan recipes where target pointer was too far off center to be reached by required hits/shrinks
fixed wild Beehives spawning in high numbers close to each other

0.83.6

April 8, 2020

Added

ru_RU file

Changed

disabled shift-clicking for Fishing Rod recipes

Fixed

missing ja_JP file
fixed shift-clicking for crafting recipes
Fixed clothing dupe glitch with Drying Rack

0.83.5

April 7, 2020
Update Video

Added

Custom Swimming mechanics. Player floats in water unless wearing Armor and sinks faster the more Armor is worn. While swimming underwater, you can go up and down by looking up and down and pressing forward
3 new types of Fish: Wahoo (warmer oceans), Pollock (cooler oceans), and Trout (rivers) in addition to the Bass (lakes)
Localization: updated version of ja_JP [bug: file is missing], and updated version of zh_TW

Changed

Yeast is now made by leaving fruit or grain in a Food Preparation Area overnight
Yeast doesn't affect Decay rate or Taste. It can be removed by putting a food item in a fire for any amount of time
Removed underwater block overlay and made water much clearer
Sealed empty Barrels no longer encumber players
Empty sealed Barrels can now be worn on the back as a flotation device
Fish have new AI and swimming animations
Repair recipes for Fishing Rods that lose a Hook or need more line
Default recipe for Fishing Rods gives the rod 1/2 of max durability (max of 255)
Fishing mechanics changed: durability is removed/added depending on how much line you have out; overcasting causes you to lose your line and Hook; right-click while casting to lock line; if line snaps while a Fish is attached, you lose the Hook and 1/2 the line that was out; switching to different item with line out cuts the line at the pole, losing the Hook and all line that was out.
Clothing can now be hanged on a Drying Rack to dry in the sun. No String is required. Clothing on a rack will get wet in the rain.
Wild Crops will no longer die from old age. They can still die from cold temperatures.
World Generation: new worlds will have variation in the Rainfall data so that deserts can generate in an area +/- 2000 around the old desert location. The area varies on a sine wave with a period of 120k, so the center of the desert will shift north and south as you go east or west.

Fixed

All Alcohol-related issues should be resolved because decay is no longer used for fermentation
Date trees should no longer convert nearby leaves into date leaves/grow their own leaves
Mobs should collide with road blocks correctly
Fixed name for Shallow Green Copper Roof in en_US
Fixed name of Cherry Wine
Fixed issue with stone Roads displaying the wrong Stone
Fixed issue with hoppers using the wrong stone
Vessels no longer incorrectly try to create 10 slime at once, as they are only able to produce 6
Breaking a Resin collecting Knife will correctly drop the knife item
Fixed name of Cherry Brandy
Fixed issue with Distillation that would consume blowpipes
Fixed issue where bamboo saplings wouldn't grow
Fixed incorrect Bandage recipe
Fixed double spaces in certain items in en_US
Fixed issue where Jack-o-Lanterns would go out after being placed unless they'd been manually relit
Fixed issue where Cryolite couldn't be ground into Redstone Dust
Fixed crash/bug where papaya and date Saplings would crash the game when trying to be created in a vessel
Silk robe repair recipe fixed
Allowed Aurochsen/Cows to be milked with Ceramic Buckets
Fixed Wooden Staff incorrectly displaying 10% speed bonus instead of 15%

0.83.4

March 15, 2020

Fixed

Alcohol can now be crafted again.
Ceramic Molds no longer show a health bar
Candle wicks now render properly for Gold Candle Holders
Animals should now wake up if they are drowning.

0.83.3

March 14, 2020
Update Video

Added

Stick Bundles crafted from 9 Sticks. Reversible recipe, so can be used for stick storage. Also used for crafting Rope Ladders.
Candles, made from String and melted Wax
Method to harvest Resin passively from Trees by sticking a Knife in them
Rope Ladders
Candle Holders made of brass, silver, sterling silver, rose gold, and gold. Different materials extend burn-out time to different degrees

Changed

Rope is now crafted by right-clicking the ground with 5 Flax, Jute, or Sisal Fibers in hand. No crafting table needed.
Torches now set blocks on fire! Torches from earlier versions will go out upon updating and will display a warning message when you try to relight them for the first time
Torches throw off sparks and embers
Torch recipe is now Straw + Stick + Resin
Jack-o-Lantern recipe is now Candle + Knife + Pumpkin Shell
Jack-o-Lanterns are dimmer than Candles, but don't go out in the rain. They last 1.5x the Torch lifespan before burning out.
Density of trees has been limited to reduce lag in forests
Dirt/Grass blocks now have a small chance to drop a ball of Clay instead of dirt when broken.

0.83.2

March 10, 2020

Changed

Glass Panes now extend their texture up to meet roof blocks placed above.

Fixed

Ceramic Blowpipe being lost in distillation
Roofs no longer cause suffocation
Cotton Socks are now craftable
Cane Wine and Grape Wine now require a yeast source
Plum Wine can be created
Orange Brandy and Lemon Brandy are no longer tier 1 alcohols
Fruit Wine is now called Cherry Wine
English localization for Honey
Armor Stands are no longer flipped around when you place them
Roofs now have proper hitboxes
Roof centers can now attach to adjacent roofs

0.83.1

March 7, 2020

Changed

Increased fruit tree spawn rate
Increased flower generation rate
Allowed all fruits to act as yeast culture starters in Alcohol fermentation in addition to malted grains.

Fixed

Roofs now connect to Wattle and Daub
Fixed Moss crash
Fixed stalactite crash
Fixed poppies not generating
Fixed Melons dropping the vanilla item
Fixed brine dupe
Fixed Leaf Litter replacing water
Fixed crash when typing % while drunk
Fixed Honeycomb dropping when trees were chopped down
Fixed naming error on Steep Green Copper Roofs
Fixed Roofs not protecting players from rain
Fixed horses accepting multiple saddles

0.83.0

March 6, 2020
Update Video

Added

thatch roof peaks
Copper roof with orange and green versions.
Juice for each type of fruit
Alcohol for each type of Juice
dirt and stone roads
Salammoniac (ammonium chloride) now spawns around lava fissures. Cotton Bolls soaked in a Salammoinac/water solution will add green patina to copper roofs.

Changed

Shrubs and Undergrowth can now be harvested with a Shovel
Armor now takes durability damage equal to 1/10th (instead of 100%) of the damage it blocks.
All Roof code has been rewritten.
Roofs now have steep and shallow slope variants. (Thatch doesn't have a shallow variant)
Roof bonus to Body Temperature now applies if a roof is up to 25 blocks above the player's head.
Snow can now be melted into water in a Large Vessel
Global Climate is hotter
Ambient Temperature below sea level slowly approaches 10°C as you get nearer to y:100 and remains constant below that point.
Lava Fissures now effect Body Temperature.
Fissures now have a larger stone buffer to reduce forest fires.
Stalagmites and stalactites are now always limestone and drop limestone rocks when broken
Fermented Alcohols now require yeast in the form of decayed grain malt

Fixed

Fixed animal Name Tags showing entity name instead of custom name.
Fixed cane and agave juice from being uncraftable
Rivers should have dirt again
Fixed beehives giving too much honey
Fixed bowls being lost when making honeywater

0.82.7

February 19, 2020

Fixed

Fixed mysterious fruit tree crash

0.82.6

February 17, 2020
Update Video

Added

Added ambient sound effects to Jungles, summer trees, and rivers
Made crickets chirp during the day
Added Shrubs to drier areas
Added stone Hoppers for pressing oil and juices
Added grape, sugarcane, and agave juices
Added Beekeeping; wild beehives, a basket hive, and honey
Allowed Beehives to pollinate fruit trees. This increases yield.
Added Two new Alcohols: Mead and Honey Brandy
Right clicking on wood planks while in a boat snaps you onto the planks instead of getting your feet wet
Added Straw Cordage for making Splints
Added Fletchings and Stone Flakes, for crafting arrows
Pit Kiln fires can now spread to Leaf Litter

Changed

Sticks can be used as fuel in Firepits
Increased output of olive oil from olives by a factor of 10
Food can display cooked and smoked at the same time
Enabled vanilla hopper mechanics on iron hoppers
Made wine, cane wine, and agave wine fermentable from juice
Increased duration of fractures to 20 minutes
Increased movement penalty of fractures
Increased chance to get Wounds and fractures. Now proportional to damage taken

Fixed

Fixed Roof rendering when smooth lighting is off
No longer cold while in boats

0.82.5

February 8, 2020
Update Video

Added

Added distillation mechanic and new alcohols.
Added grain wines.
Added malting of grains to make beer.
Added wounds: fractures/broken bones, bleeding, cuts.
Added splints, casts and bandages to treat wounds.
Added sterilized bandages to treat wounds or heal HP.
Added a stone age loom to allow cloth to be made without metal.
Added a stone age wattle door.
Added a Large Ceramic Vessel recipe to make Salt by boiling Salt Water.
Added a Still recipe to make Salt and Fresh Water from Salt Water.

Changed

Doubled the speed of the regular loom to compensate for tech progression.
Wooden Staff recipe changed to use Pole and Resin instead of Pole and Leather Straps.
Hunger and Thirst bars now decrease while sprinting or drawing a bow.
Bow and Composite Bow draw times significantly reduced.
Vinegar can now only be made with Fermented Alcohols

Fixed

Rebalanced climate to fix a calculation error.

0.82.4

February 1, 2020

Changed

Large prepared hides consume slightly more tannin and produce 4 leather instead of 3.
Large and medium hides can be cut into small hides to help with slime production.

Fixed

Tannin can be created again.

0.82.3

January 30, 2020
Update Video

Added

Horn strips have been added
Composite Bow has been added
Small Raw Hides can be put inside a Large Vessel full of fresh water and placed on top of a firepit to produce slimeballs.
Clay Bricks have been added
Generic Fur dropped by Deer and Mouflon
Large Bricks blocks, which are crafted with Smooth Stone and Mortar

Changed

Wolves drop medium Furs almost always instead of small furs.
Wolves and Bears have a 50% chance to drop a Fur Scrap instead of a complete Fur.
Bear and Wolf head hats are no longer crafted using Sewing. They are made by crafting a knife with a complete bear or wolf fur and returns the Hat along with a Fur Scrap.
Cutting Clothing pieces from a Large Fur will now return a Medium Fur and a Small Fur. This means a Large Fur can now be cut into four pieces of clothing instead of three.
Non-animal head fur hats are crafted from fur via Sewing.
Cold resistance on bear/wolf fur head hats and wolf/bear fur boots has been buffed.
Bear and Wolf AI has been updated to be more deadly. They will attempt to attack an armed player from the side instead of running directly at them.
Large Ceramic Vessels can be shift-right clicked on top of a Firepit to place it on top.
Stone Bricks block has a new texture with smaller bricks.

Fixed

Animals now move at intended speeds instead of a slow crawl.
Fixed a crash relating to needles running out of thread
Low durability Axes were cutting down whole trees

0.82.2

Dec 20, 2019
Update Video

Changed

Clothing Wetness has been added back to game.
All footwear provides a minimum movement bonus of +2% on any terrain
Being inside a Teepee now helps shelter you from the elements and provides some ambient warmth
Shade now effects Body Temperature. If it's too warm outside during the day, you will feel even warmer while you are in the sun. Standing under a Tree, Roof, or other shade will protect you from the extra heat.
Straw Hats now provide shade in addition to their normal heat protection.
GUI for the player inventory now has visible back slot and 4 placeholder slots for future Clothing.
Clothing can now be put on by shift clicking (but not taken off, due to a dupe glitch)
Soaked Hides can now be placed on a Stacked Logs block in addition to the Large Log block

Fixed

certain grass blocks should no longer render grey
Bear movement speed
having a block behind a mob no longer negates Attack Speed
Chimney textures
items can be stored in Chests again
Wooden Staves have attack speed
added messages when unable to sleep in a Straw & Hide Bed
fixed the /sps command and made it require debugmode
monsters not spawning
Straw & Hide Beds uncreatable
Allowed Beds to be made with Cotton Cloth
Allowed Cotton Yarn to be counted as String in recipes
Cotton not having a texture on a Loom
Silk String not being consumed when used with a Smoke Rack
Blowpipes stacking
Sheep mating crash

0.82.1

Dec 7, 2019

Fixed

Fixed crash on servers with skeletons

0.82.0

Dec 5, 2019

Added

Cotton plants, Cotton, Cotton Yarn, Cotton Cloth, and Cotton Clothing
Agave, Sisal Fiber, and Tequila
Cloth Patches for clothing repair. Made of Wool, Silk, Linen, or Cotton
Hide and Leather Bags: 6-slot portable bag. Degrades over time (20 and 120 days durability). Can't be stored in chests while items are inside. Does not preserve food.
Stacked Logs block, a building block made from four small logs
Alternate Rope recipe using sisal fiber instead of jute

Changed

Burlap Sacks are now crafted with a knapping + sewing recipe
Large Logs can now be added to existing Log Piles (one large log per slot) and used in Charcoal Pits.
Clothing now has Armor Values
Damage-dealing weapons now have attack speeds
Monster spawning should be in line with adjustments to day/night based on latitude
Jute now spawns in the Africa and Europe Regions in addition to Asia
Vinegar recipe no longer requires fruit. Leave unsealed barrel of alcohol exposed to air for 24 hrs to make vinegar
if you're wearing two layers of clothing and it's raining, the inner layer won't get damp

Fixed

Game crash when shift-clicking sheep
Fixed flux being produced instead of plaster when heating gypsum powder directly in a firepit (not in a ceramic vessel)

0.81.9

Nov 26, 2019

Bugfix Update

Fixed

Minerals dropping wrong/unknown items when mined.

0.81.8

Nov 22, 2019

Bugfix Update

Fixed

Sheep/mouflon being frozen in place
Misnamed plaster block
Teepees not being destroyed properly when a spear was broken
Invisible blocks (part of Teepees) missing texture
Roofs not connecting to Wattle and Daub
Armor Stand recipe being disabled

0.81.7

Nov 20, 2019

Nature Update Part Two: Animals (Part 2)

Added

Mountain ranges which spawn at the borders of regions
Mouflon, the wild sheep. Only grows wool when it is below 10 Celsius. Can eventually be bred into sheep.
Teepees, constructed from wooden spears and hides. They are beds, but don't set your spawn (or remove your old spawn point, if you had one)
Two new Copper ores: Chalcocite and Chalcopyrite. Chalcocite spawns in sedimentary rocks and Chalcopyrite spawns in Igneous Intrusive rocks. Copper ore can now be found in all rock types.
Wattle. Crafted from 4 sticks. It acts as an early fence.
Wattle and Daub blocks. Mud can be applied to wattle fences in order to make wattle and daub. This is a non-gravity building block. It is not affected by rain
Straw Foot Wraps. A grass sock.

Changed

Rivers are much larger. Width depends on local Rainfall.
Winter temperature calculations
Made dirt layer thinner. This improves how shallow caves interact with the surface and visibility of surface ores
Updated ore code to allow for new ores to be added
Berry bushes can now be made in large vessels the same way fruit saplings are produced
All animals have higher health.
Cows are taller
Wild horses have a new texture
Horses, cows, and mouflon will fight back when attacked. After hitting the player, they will become passive again until they are attacked.
Bears no longer attack players on sight. Instead, if the bear is hungry and you have food in your inventory, the bear will attack you. You can throw the food on the ground to distract the bear while you run away. If the bear gets full from eating food on the ground, it will stop attacking. If you have no food in your inventory, it will stop attacking. The bear cannot detect food in containers, so store your food in burlap sacks, vessels, or barrels when you carry it around to avoid attracting bears.
Wolves will also eat food off the ground. This does not increase familiarity, but does fill up their hunger
Plastered Blocks can now be made by applying Plaster of Paris to planks, mudbricks, wattle and daub, stone bricks, and smooth stone.
Smooth marble walls will now render like a pillar when placed above or below smooth marble blocks.
Changed still lava texture
if there are at least 7 solid stone blocks in the 12 blocks over your head, you get +2 cold, +1 heat
Removed clay knapping recipe for Clay Tiles.
Min spawn temps for Aspen, Birch, and Pine slightly raised. Min temp for Spruce slightly lowered.

Fixed

Swapped Dolomite and Slate textures.
Localized names for Wine and Berry Wine.
Updated the texture for marble and marble blocks
Updated Armor Stands to function properly again
thatch roof corners work now
Vinegar is named properly now.
Fixes for Leaf Litter replacing water and falling on branches
Fixed stuttering/extreme slowdown when walking through snow of differing heights

0.81.6

Oct 19, 2019

Nature Update Part Two: Animals (Part 1)

Added

Replaced wild Pigs with the Wild Boar
Slate Roofs and Slate Shingles
New recipe for Clay Tiles which is faster and slightly cheaper
Large Log variants for pine, spruce, and white cedar trees

Changed

Worldgen changed to replace dirt and gravel with snow and packed ice at latitudes north of -27,000 or south of 27,000.
latitudes north of -27,000 or south of 27,000 will now tend to stay below freezing year-round.
Ceramic Tile Roofs buffed to provide +2 cold and +4 heat resistance (was +2/+3)
Made rivers deeper
Model, texture, diet, and breeding behavior of Pigs.
Reduced the density of trees in areas with moderate Rainfall, creating more plains and open areas
Made Big trees more common
Made Big trees rounder
Wolves will now eat meat off the ground. This does not affect familiarity
When a mob kills an animal, it will drop half as much meat as if an unskilled player killed the animal
Bass should now occasionally spawn in rivers instead of only in swamps and lakes.
Changed how client-side celestial angle is calculated, making it rise earlier and set later in the summer in higher latitudes (including 24 hour day and night in the arctic and antarctic). Note: this does not affect the light values of any blocks. Monsters will still start to spawn and despawn at the same times they do currently. There is a config option to disable this system, reverting to the default calculations
Rewrote animal spawn code in preparation for more animals that will be developed in the future
Walking through snow is faster with wolf or bear fur boots on
Linen and silk strings can now be used to tie food to the smoking rack
Foods no longer have to be brined before being smoked

Fixed

texture glitch with Mud Bricks
lag caused by Chimneys and Firepits
Crops should spawn more frequently

0.81.5

Oct 6, 2019

Added

Experimental new fish AI. Should avoid walls better

Changed

Fish movement
Chimney particles
Conifer Branches thinned

Fixed

Anvils and barrels glitching out when picked up in MP
Kiln bugfixes

0.81.4

Oct 2, 2019

Fixed

MP bug where Kilns crash the server
Mudbrick blocks are no longer all granite
Chimney blocks are now a stone type block

0.81.3

Oct 2, 2019

Added

Ceramic Bucket - A stone-age bucket
Mud, Mud bricks, and Mudbrick Blocks - Stone-age building blocks made from dried Mud. Not affected by gravity but vulnerable to rain.
Ceramic Tile Roof Center Blocks
Thatch Roof - a stone-age version of the Ceramic Tile Roof crafted with Straw Blocks and Sticks.
Chimney Block - A solid block that allows Firepits and Forges access to the sky. Required for the Kiln.
Kiln - A multi-block structure for firing clay pottery in the metal age.

Changed

The old Thatch Block (crafted from 4 straw) has been renamed to Straw Block

Fixed

Ceramic Tile Roof will now keep you dry in the rain.

0.81.2

Sep 23, 2019

Changed

Glass blocks, panes, and bottles can be re-smelted into glass in a pit kiln. There is some loss.
Molten Glass recipe now allows Ash (from Firepits) to be used as an alternative to Soda Ash. Twice as much Ash is required. So 1 sand, 1 lime, and 2 Ash.
Tile roofs now provide ambient temperature buffs: when standing under a tile roof up to 12 blocks above your feet, the ambient temperature will be 3 levels cooler toward your comfort zone and 2 levels warmer towards your comfort zone.

Fixed

crash when trying to smelt vanilla items in a pit kiln

0.81.1

Sep 20, 2019

Added

Glass Blocks. If Molten Glass solidifies inside a Ceramic Vessel the player can now open the vessel and take 1 block of glass per 1,000 units of solidified glass. Any extra glass is lost (ie 2400 units gives only 2 blocks)
Clay Tiles and Ceramic Tiles used to create the Ceramic Tile Roof

Fixed

Smooth Lighting bug on trees
Player's feet no longer considered wet while in a boat
Cedar Crash
Fixed glitchiness with using barrels
Issues with log damage id's
Grape maturity not properly resetting on harvest
Large Ceramic Vessel rendering upside down on the player when in the back slot.
vanilla mushrooms dropping from Leaf Litter
Wine and Berry Wine couldn't be used to make vinegar

0.81.0

Nature Update: Part 1

May 25, 2019

Added

  • New Trees
    • Africa: limba (jungle), baobab (dry plains and forest versions),fever tree,
    • Asia: gingko, bamboo (never spawns large logs), Teak
    • Any Region: fruitwood ebony,
    • mahogany (Americas, Africa, Asia)
    • date palm (Europe, Africa, Asia)
    • 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. The chance is 4x food decay percentage, meaning meat at 25% or more has a 100% chance of poisoning.
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
Horn. Rare drop from Bulls
Blowing Horn. Instrument crafted from Horn
Bugle. Instrument crafted from a Brass Tube
Conch. Instrument crafted from Shells
Brass Tube

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

0.80.11

no info available

0.80.10

no info available

0.80.9

no info available

0.80.8

no info available

0.80.7

no info available

0.80.6

no info available

0.80.5

no info available

0.80.4

no info available

0.80.3

no info available

0.80.2

no info available

0.80.1

no info available

0.80.0

no info available

0.79.32

Aug 31, 2018

Glassworking Update

https://www.youtube.com/watch?v=G3NsN1h9HiA

https://www.youtube.com/watch?v=4vf93neGqnE

Added

  • Quartzite sand beaches
  • Lime. Crafted by heating Limestone or other high Flux Stones. Lime replaces Flux for most uses except metalworking.
  • Soda Ash. Crafted by heating Sea Weed. Used in glassworking
  • Clay and Ceramic Blowpipe. Used to blow Glass Bottles.
  • Clay and Ceramic Sheet Mold. Used to cast Glass Panes.

Changed

  • Layer of snow on the ground now covers sticks, rocks, and ore nuggets
  • Some sands are now have the property "Silica" and can be used in Glassworking
  • Castable metals can be poured into the Sheet Mold to create metal sheets
  • New Goldenrod texture

Fixed

  • Crashes caused by snowing weather

Unknown Version

Changed

When adding materials to a crucible, it cools based on the materials added instead of a set % each time.