Changelog

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This page tracks changes to Terrafirmacraft+ only. For the version history of Terrafirmacraft, see https://www.terrafirmacraft.com/Version_history/Beta


0.80.13

May 25, 2019

Added

Trees: limba, baobab (dry plains and forest versions), gingko, fever tree, fruitwood, bamboo, ebony, mahogany, teak, and date palm. saplings do not naturally spawn for rare trees such as ebony and teak.
Fruits: papayas, dates, black-eyed peas, and grapes. Grapes take around 2 years to grow, must be planted with a ladder to grow on, and are harvested by right clicking
wine from grapes
Item: pole. Crafted from a log or chopped log and a knife
Item: wooden spear. Crafted from a pole and a knife
Item: wooden staff, craftable from a leather strap and a pole. Increases movement speed (except sprinting) by +10%, and has custom blocking and attacking animations
Recipe: craft a pole into two sticks
Recipe: unstrung bow made with a knife, a pole and any type of string (linen, silk, wool, sinew)
Ferns, moss, and three styles of undergrowth: low, deciduous, and palm
Fallen leaves on the ground. Chance to drop sticks, mushrooms, or feathers when broken
Bow drill

Changed

Updated tree generation for all trees
Acacia trees enabled
Unique rendering for banana trees
Tannin recipe now also accepts acacia, fever tree, mahogany, and limba logs
Fruit tree saplings are now produced by placing a large vessel on the ground with 40+ oz of fruit in the center slot and 2 or more dirt in every other slot and leaving it unsealed and letting the fruit reach 50% decay
Fruit trees now drop fruitwood logs when chopped down and saplings no longer drop from branches
Decreased yield of arrow recipe from 8 arrows to 1
Fishing rod now craftable in 2x2 grid using: pole, string, bone needle, and string (not sinew)
All items now have a reach modifier by default, items and open fists have 1 reach medium reach weapons have +0 reach far reach weapons have +1 reach
Added tool mode to the knife to switch between piercing and slashing damage
Knife renders differently in the hand when holding it in different modes
Javelins and spears render larger and rest on the ground when standing still
Custom rendering for fishing rods
Boulders have a wider range of shapes and sizes
Hot springs can only spawn in mountains and mountains edge biomes
Lakes and ponds are less likely to spawn in deserts
Updated how deserts transition to plains
Trees will lose their leaves in autumn, forming patches of fallen leaves, and regrow them in the spring
Updated tree generation to make it a little more fair
All trees are no longer equally likely to spawn
Crops, trees, and fruit trees spawn according to the region data
Region data is visible when holding a compass
Meat yield from unskilled butchery increased to 50%.

0.80.20

​​​​Jul 28, 2019

Added 

Branching generation for many more types of trees, including large and small trees

Fixed

Fixed server crash that prevent MP
Alloys are allowed to be components of themselves. For example: bronze is normally 88-92% copper and 8-12% tin. So long as the ratio of copper:tin is still 9:1, you can have any quantity of bronze mixed in as well.​​​​​​

0.80.19

Jul 27, 2019

Added 

Added Pumpkin and Watermelon as new crops
Added new generation for small pine trees using the new branch mechanics

Changed 

Changed food taste profiles, created ideal taste profiles for each food group (slightly different for each player, but similar), and made the tastes of each food stronger
Allowed raw meats to be eaten (with a chance of getting food poisoning based on food decay)
Red mushrooms always poison you when eaten raw
Raw foods restore less hunger than cooked foods (25% less for raw, 50% more for cooked)
Cooking food will decrease the weight based on water content (with increases to how much cooked food restores, this is still beneficial)
Some foods restore water when eaten:Melon, Orange, Peach
Drinking water from a bottle or jug will give you 1:30 or 2:00 of +1 to heat protection
Standing next to a lit fire pit or forge will give you 0:01 of +1 cold protection each second up until 2:00​​​​

0.80.18

Jul 10, 2019

Added 

Regional variant of the straw hat
Robes made of silk, linen, or wool
Added functionality for future regional recipes

Changed 

Coats are longer and more animated when the player moves

Fixed

Fixed bug with high-tier metals
Fixed closing the sewing container before collecting the item resulting in item loss
Fixed bamboo spawning
Fixed backwards texture on grass sandals

0.80.17

Jul 6, 2019​​ Music Update Part 2

Added 

Palm Trees
Grass cloak for protection from cold weather

Changed

Tree Generation is now based on region
Temporarily disabled Acacia generation

Fixed

weak steel crash

0.80.16​​​

Jun 20, 2019​​​​​​ Music Update​​​​​​

Added 

bone flute, made from a rare drop from chickens and pheasants
drums in two sizes. Can be played with hands or sticks
Lyre, which can play 5 notes in an Ancient Greek pentatonic scale
some flute tabs and a note reference into the jar, for anyone interested

Fixed

madder and  weld plants not giving and roots

0.80.15

Jun 2, 2019

Changed 

bottles can now be filled with fresh water and drunk
fishing rod recipe now requires a bone needle (bottom center tile)

Fixed

crash when trying to create glass bottles

0.80.14

May 31, 2019

​​​​​Fixed

skills not increasing beyond novice
ingot pile rendering
log blocks not rendering in the player's hand in first-person

0.80.13

May 25, 2019

Fixed

inventory item lighting
clay blowpipes not being able to be placed on the ground
glass panes never returning the sheet mold​​​​​​​

0.80.12

May 24, 2019 Clothing Update

Added 

4 new clothing slots on the player
sewing mechanic for creating clothes
bone and iron needles
sinew as a new drop from animals, serves as an early source of thread for sewing
flax which can be processed into linen cloth
wool, linen, or silk cloth can be sewn into shirts, socks, pants, hats, and coats
bear and wolf furs, which can be sewn into coats, hats, and boots
dyeing system for clothes and 3 new crops to make dyes for clothing
straw/grass clothes: a grass shirt, skirt, sandals, and straw hat
body temperature system: penalties for being too hot or cold. Wetness and proximity to fires or forges are taken into account
seashells (conchs and scallops) added to beaches. Can be converted into lime in a pit kiln
new type of alcohol, berry wine, which can be made from most types of berries

Changed 

forges and crucibles can be used to directly cast the bronzes or copper into molds
overhauled the climate system, providing a much more accurate and engaging environment
spawn now avoids the deserts that now spawn around z = -10000
speed bonuses to boots and sandals and one of the types of socks when worn on certain surfaces
Updated ravine generation to discourage pits of death (cave generation still causes PoD, but they're less common) 
dry grass less likely to spawn (this is associated with the vastly increased occurrence of deserts, so dry grass biomes will still exist)
clay generation more forgiving
Clay now able to spawn in river biomes regardless of rainfall
blowpipe can provide air to fires and forges like a bellows (though not as effective)

Fixed

some crashes associated with burlap sacks
missing texture on goldenrod
Removed code that slowed the game without providing much benefit