Difference between revisions of "Differences From TFC"

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Welcome to TFC+! TFC+ is an improvement upon the base TFC by one of the original developers, Dunkleosteus. TFC+ includes many major changes that players coming from TFC might not be familiar with. This page summarizes the major differences between TFC and TFC+.
+
<!-- The longer-term goal for this page is to move from a "list" of features to a wide-spectrum view of the changes in TFC+, similar to the Stone Age Guide. Please help move this page in that direction if you are going to edit. For instance, we may mention "changes to torches and the addition of candles" rather than "Beehives can be found in the wild, you can do X Y Z with them". -->
 +
== Welcome to TFC+ == <!-- Support links -->
  
== Environment ==
+
Welcome to Terrafirmacraft+! TFC+ makes many significant improvements and changes from Terrafirmacraft Classic, which this page documents. This page is for existing players of Terrafirmacraft that are migrating to Terrafirmacraft+, and is a gentle, large-picture introduction to Terrafirmacraft+. For notable specific changes, see [[List of Changes from TFC]]. For a full log of version differences, see the [[Changelog]]. If you are a new player, look at the [[Stone-Age Guide]] instead.
  
[[File:2019-09-09 12.22.40.png|thumb|right|Trees generating with thin trunks]]
+
This article assumes you have installed Terrafirmacraft+; if you need assistance or have difficulty in installing the mod, look at the [[Installation]] page. Terrafirmacraft+ may cause a higher performance impact than Terrafirmacraft Classic. For suggestions on how to mitigate the impact, see [[Performance Optimization]]. If you require support for Terrafirmacraft+, you can visit the [https://discord.gg/GhqaFgQ Discord] or [https://reddit.com/r/TFCPlus Subreddit].
{{main|Land}}
+
  
The environment has been given an complete overhaul in TFC+. Rivers are much larger, and generate clay on their riverbeds. Plants and animals generate according to regions, an area of land that determines the availability of plants and animals that reflects their original source in the real world. Mountain ranges divide two regions, and generate massive cliffs. Trees generate with branches, and their size varies by their species - large trees will drop Large Logs, which can be hewed with an axe to create four regular logs; and small trees will drop regular logs, which cannot be placed. There are no longer any abrupt climate changes, and climate smoothly changes throughout the world. Towards the poles, the sunset will vary depending on the season, creating [[wikipedia:Polar Night|polar night]] and [[wikipedia:Midnight Sun|midnight sun]].  
+
== Environment ==
 +
=== World Generation ===
 +
 
 +
The largest differences between Terrafirmacraft Classic and Terrafirmacraft+ lie in world generation. World generation has been given an complete overhaul in Terrafirmacraft+. Rivers are now much larger, and will sometimes generate clay on their riverbeds. Temperature calculations for world generation have been massively changed, meaning there are no longer any abrupt climate changes, and climate smoothly changes from the poles to the equator. Sunrise and sunset times are now based on latitude and season of the year. Days get shorter in winter and longer in summer for temperate areas. Towards the poles, these changes are more extreme: the sun may not rise in winter, and may stay above the horizon in summer, causing polar night and midnight sun.
  
 
=== Regions ===
 
=== Regions ===
 +
{{main|Regions}}
 +
[[File:Determining Region.png|thumb|right|A process of elimination can be used to determine your region]]
 +
 +
In the original Terrafirmacraft, the world was generated based on three variables: [[Rainfall]], EVT, and Temperature. Terrafirmacraft+ introduces a fourth variable, Regions, which, along with the original three variables now decides what trees, crops, and animals generate in an area. The regions, which are molded after the continents of Earth, are the Americas, Asia, Europe, and Africa. Mountain ranges will generate on the borders of two regions, serving as a marker between them.
 +
 +
Different regions also cause several changes to happen. In Asia, for instance, crafting a Straw Hat will make it look conical. In other regions, crafted Straw Hats will appear flat. This, combined with the knowledge of what trees, crops, and animals generate, can be used to guess what region a player is in. The only way to precisely tell what region a player is in is to use the Compass, which will tell the player the region they are in in the top left hand corner of the screen.
 +
 +
=== Biomes ===
 +
{{main|Biome}}
 +
 +
More padding has been added between Beach and Ocean biomes in the form of a Shore biome. Shore biomes may spawn Coral Reefs, which have abundant fish mob spawns. The amount of Seaweed that spawns in Shore biomes have also been bumped up.
 +
 +
=== Body Temperature ===
 +
{{main|Body Temperature}}
  
Regions, an area of land that determines the availability of plants and animals, have been added. The generation of plants and animals will reflect their original source in the real-world Earth - Asia, Europe, the Americas, and Africa.
+
[[File:Body Temperature Bar.png|right|link=]]
  
Regions determine the result of certain crafting recipes. The [[Clothing|Straw Hat]], for example, resembles a [[Wikipedia:Asian conical hat|conical hat]] when crafted in an Asian region, instead of a flat-topped hat in the other regions.  
+
In Terrafirmacraft, players are now affected by their body temperature, and must manage it to survive. The player's body temperature is affected by the ambient temperature of the environment they are in, the season, and the blocks around them. If the player is too hot, or too cold, they will begin to suffer negative effects, such as Slowness and Mining Fatigue. If they are too hot, they will also begin to "sweat", and lose hydration faster, while if they are too cold, they will begin to lose hunger faster in order to warm themselves up. Prolonged exposure in extreme temperatures may even cause the player to die. Body temperature can be managed by crafting [[Clothing]], by being under shelter such as [[Roof|Roofs]], and by being near certain blocks such as [[Firepit|Firepits]].
  
Mountain Ranges will spawn to divide two regions. Mountain Ranges will generate cliffs that are much taller than regular mountains.  
+
The player's current body temperature status is shown by a thermometer in the bottom right side of the screen. The current ambient temperature is shown by the indicator on the thermometer, while the player's acceptable range of temperatures are shown by the colors on the gauge, where green indicates the temperatures in which a player is comfortable, while blue and red indicate being cold and being hot respectively. Wearing clothing, being under shelter and being near certain blocks will affect the player's acceptable range of temperatures.
  
 
=== Trees ===
 
=== Trees ===
 +
{{main|Trees}}
 +
[[File:2019-09-09 12.22.40.png|thumb|right|Trees generating with thin trunks]]
  
The generation of [[Trees]] have been completely changed. Depending on the species, they might appear as small, thin-logged trees, which resemble the classical TerraFirmaCraft logs, or as tall, large, trees, which drops a new Large Log block.  
+
Unlike the original Terrafirmacraft, where only three types of [[Trees|trees]] can generate in an area, in Terrafirmacraft, any type of tree can generate as long as the climate and region is suitable.
  
Players who are used to TFC might be inclined to build with Large Logs. In TFC+, instead, [[#Mud|Mud]] can be used as a cheap early-game building block.
+
Most trees now generate with thin trunks and with branches. They will drop thin logs, which cannot be built with. However, four thin logs can be crafted into stacked logs, which can be used to build. Occasionally, a Large tree will generate, which is significantly larger than the other trees. They will drop large logs, which are like the old Terrafirmacraft logs, and can be chopped with an ax to create Chopped Logs, which are the same as normal small logs.
  
=== Plants ===
+
[[Fruit Tree|Fruit trees]] are generated differently from Terrafirmacraft. They generate like every other tree, with thin trunks and branches. Unlike Terrafirmacraft, one cannot obtain saplings by breaking branches. Instead, at least 40oz of undecayed fruit must be placed in the center slot of a Large Ceramic Vessel, and surrounded with 2 dirt in every other slot. Once the fruit decays completely, it will be replaced with a fruit tree sapling.
{{main|Agriculture}}
+
 
 +
Under trees, [[Leaf Litter|leaf litter]] will generate. Leaf litter can be broken to obtain mushrooms, feathers, or sticks. Undergrowth will also generate in forests, and can be broken with an ax to obtain sticks.
 +
 
 +
=== Crops ===
 +
 
 +
Terrafirmacraft+ adds several new [[Crops|crops]]: grapes, black-eyed peas, melons, bananas, papayas, dates, woad, weld, madder, cotton, agave, and flax.
 +
 
 +
Among these crops, several behave differently from the crops of the original Terrafirmacraft:
 +
 
 +
Grapes are planted on ladders, and take a year to grow. They can be harvested without being broken.
 +
Woad, weld, and madder can be made into liquid dye (blue, yellow, and red, respectively) to dye clothing.
 +
Cotton and flax can be made into cloth for the creation of clothing.
 +
Agave is an alternative to Jute.
 +
 
 +
=== Ores and Minerals ===
 +
 
 +
{| class="wikitable"
 +
|-
 +
| {{GridImage|Chalcocite}}
 +
| {{GridImage|Chalcopyrite}}
 +
|-
 +
| '''Chalcocite'''
 +
| '''Chalcopyrite'''
 +
|}
  
Several new crops and fruits have been added: grapes, black-eyed peas, melons, bananas, papayas, dates, woad, weld, madder, cotton, agave, and flax.
+
Two new copper [[ores]] are added: Chalcocite, and Chalcopyrite. Chalcocite is a dark bluish color, and spawns in Sedimentary rocks. Chalcopyrite is golden in color, and spawns in Igneous Intrusive rocks. This makes all of the stone types generate copper ores. Gypsum is now used to make plaster, which can decorate and fireproof building blocks.
* Weld, Woad, and Madder can be sealed in a barrel of [[Barrel#Tannin|tannin]] to create Yellow, Blue, and Red [[Dyeing|dyes]], respectively.
+
* Grapes require a wooden ladder to be in the player's inventory in order to be planted, and will consume a ladder when doing so - these and melons are currently the only [[Food|Fruit]] that grow on standard farmland.
+
* Flax is identical to Jute in growth and processing, but the fabric it creates has very different properties from burlap - to the point that there is almost no overlap to their function. Flax is used primarily for the creation of linen clothing.
+
* [[Agave]] can be processed into Sisal Fiber (an alternative to Jute Fiber) and Tequila.
+
  
 
=== Animals ===
 
=== Animals ===
{{main|Mobs}}
 
  
TFC+, at current, has updated the [[Pig]] (as the [[Wild Boar]]) and the [[Sheep]] (as [[Mouflon]]). All animals will eventually be updated.
+
[[File:Wild_Boar_Male.png|thumb|right|All animals are slated to receive new models, such as this one for the Wild Boar (pig).]]
  
These animals spawn as wild versions, and their domestic versions can only be obtained by breeding at least two generations of the wild animals with max familiarity. They will lie down and sleep at night, seek shelter in the rain, and forage through leaf litter for food. They will also hit back when players harm them, and in the case of the Boar, will chase and potentially kill the player.
+
{{InfoTable/AnimalVarieties}}
  
All domesticable animals will eventually be updated, (wild aurochs spawning instead of the [[cow]], for example) and many more animals are also planned, including the likes of Ducks, Tigers, and Zebra.
+
[[Animal Husbandry|Animals]] in Terrafirmacraft+ are undergoing an overhaul. They are being updated with new models, animation, sounds, functionality, and behavior. In general, all animals will now spawn as wild species that can then be domesticated. Domesticated animals have behavior that is more beneficial for the player. For instance, Mouflon, a wild variety of Sheep, only grow wool when it is cold, but domesticated Sheep grow wool year-round.
  
==== Fishing ====
+
In addition, all animals are receiving new behavior. They will lie down and sleep at night, seek shelter in the rain, and forage through leaf litter for food. They will also hit back when players harm them, and certain animals may proceed hunt down and attempt to kill the player. The amount of damage they deal is dependent on their body size. This makes hunting a larger challenge.
{{main|Fishing Rod}}
+
  
Lake Bass mobs now spawn in swamps and lakes, and fishing is now restricted to these actual in-world mobs rather than the prior invisible bobbing lures. You'll need to wait for the fish to bite, then hook itself, before you begin reeling, at which point the XP bar changes into a line snap meter and you'll need to balance reeling the fish in and avoiding too much tension on the line. In addition to the current Lake Bass, more fish such as Tuna and Trout are intended for later spawn tables to both fresh and salt water (depending on the species), making sea-fishing viable. Nets and traps will also be added in the future to catch crustaceans and smaller mob-less fish in a more passive fashion.
+
Fish mobs have also been improved. They now spawn in Rivers, Shores, and Oceans. Terrafirmacraft+ adds a large variety of new fish mobs that spawn in different locations. Fishing has been given an overhaul: for more information about the new system, see [[Fishing Rod]]. [[Shellfish]], such as Scallops and Seastars, have also been added.
  
== Body Temperature, Hunger, and Thirst ==
+
=== Beekeeping ===
{{main|Body Temperature}}
+
  
Temperature now matters to the player in TFC+. The player's temperature is based on the local temperature, which depends on the latitude, height, and the current season. The player's comfortable temperature range is shown by a green bar in the thermometer added to the far right of the HUD. If the player is too hot, or too cold, they will suffer penalties such as mining fatigue or slowness, and can potentially die if the temperature is too extreme. [[#Clothing|Clothing]] can be worn to offset the player's acceptable temperature range.  
+
[[Beekeeping|Beehives]] can occasionally be found in the wild, hanging off tree branches, or embedded inside Large Logs. The player can use the Fertile Honeycomb inside these beehives to create their own hives and to produce honey and wax, and to boost the production of nearby crops and fruit trees.
  
Blocks such as [[Roof|Roofs]] and lit [[Firepit|Firepits]] and [[Forge|Forges]] will also affect the player's acceptable temperature range.
+
== Crafting ==
 +
=== Weapons ===
  
The player now gets hungry and thirsty slower, but getting starved or dehydrated is more impactful. Allowing either to fall to zero is quickly fatal. The player will get hungry and thirsty faster when they are too cold or hot, as when it is cold, the player's body will burn more calories to keep themselves warm, and when it is too hot, the player's body will sweat and dehydrate faster.  
+
[[Weapons]] now have attack speed and range. For example, the Knife has a short range while the Javelin has a long range. The range is stated in the item's tool tip. The crosshair will show a red circle while the weapon is on cooldown.
  
Doing certain actions provide heat and cold protection. Standing next to a firepit provides cold protection, and prevents negative effects from cold from occuring. Similarly, drinking water from any source will provide heat protection, and will prevent negative effects from heat. This can be used to survive in extreme climates.
+
=== Musical Instruments ===
  
=== Clothing ===
+
Several functioning [[Musical Instruments]] are added. These include the Bone Flute, the Bugle, the Conch, the Lyre, the Horn and the Drums.
{{main|Clothing}}
+
  
Clothing modifies the acceptable temperature range of the player when worn. They are made from a variety of materials that provide their own unique bonuses. For instance, [[Linen]], [[Wool]], [[Cotton]], and [[Cloth|Silk]] can be crafted into all clothes except Boots. Hats, Coats, and Boots can be crafted from [[Fur]]. [[Straw]] can be made into early game clothing - shirts, hats, skirts, sandals, foot wraps, and a cloak (which provides cold protection).
+
=== Straw Weaving ===
  
Certain clothing items have unique modifiers, such as sandals providing a movement speed bonus on sand.  
+
[[Straw]] is much more important in Terrafirmacraft+ as opposed to vanilla Terrafirmacraft. Straw can now be woven by holding more than 5 pieces in your hand and {{key|RMB}}ing. Many early-game clothing pieces, and the new Basket, which is an early game non-portable storage solution (unlike the Large Vessel, it will drop its items if it is broken), are made from Straw.  
  
Clothing can also be [[Dyeing|dyed]] by placing them in barrels of dye. The color will become deeper every hour the clothing is left in the dye.
+
[[Straw & Hide Bed|Straw and hide beds]] can now be slept in. There are no disadvantages for sleeping in a straw and hide bed right now.
  
{| class="wikitable"
+
{|
|-
+
|- style="vertical-align:top;"
| rowspan=1 |
+
| style="width: 200pt; padding: 10px"|{{Recipe/Straw Hat}}
! {{GridImage|Linen Socks}} Socks/Foot Wraps
+
The straw hat gives a small heat resistance bonus.
! {{GridImage|Linen Pants}} Pants/Skirt
+
| style="width: 200pt; padding: 10px"|{{Recipe/Grass Shirt}}
! {{GridImage|Linen Shirt}} Shirt
+
The Grass Shirt gives a small heat resistance bonus.
! {{GridImage|Linen Coat}} Coat/Cloak
+
| style="width: 200pt; padding: 10px"|{{Recipe/Grass Skirt}}
! {{GridImage|Linen Robe}} Robe
+
The Grass Skirt gives a small heat resistance bonus.
! {{GridImage|Linen Hat}} Hat
+
|- style="vertical-align:top;"
! {{GridImage|Bear Fur Boots}} Boots/Sandals
+
| style="width: 200pt; padding: 10px"|{{Recipe/Grass Sandals}}
|-
+
Grass Sandals give a small speed bonus on sand.
! {{GridImage|Linen Cloth}} Linen Cloth
+
| style="width: 200pt; padding: 10px"|{{Recipe/Grass Cloak}}
| <span style="color: gray">=</span>
+
The Grass Cloak gives a moderate cold resistance bonus. It is worn on the [[back slot]].
| <span style="color: blue">+</span>
+
| style="width: 200pt; padding: 10px"|{{Recipe/Straw Basket}}
| <span style="color: red">+</span>
+
The Straw basket works like a small chest. Unlike the Large Vessel, it cannot store liquids, and will drop its items if broken.
| <span style="color: red">-</span> <span style="color: blue">+</span>
+
| <span style="color: red">-</span> <span style="color: blue">++</span>
+
| <span style="color: red">+</span>
+
| N/A
+
|-
+
! {{GridImage|Cotton Cloth}} Cotton Cloth
+
| <span style="color: gray">=</span>
+
| <span style="color: blue">+</span>
+
| <span style="color: blue">+</span>
+
| <span style="color: red">-</span> <span style="color: blue">++</span>
+
| <span style="color: red">--</span> <span style="color: blue">+++</span>
+
| <span style="color: gray">=</span>
+
| N/A
+
|-
+
! {{GridImage|Silk Cloth}} Silk Cloth
+
| <span style="color: red">+</span>
+
| <span style="color: red">+</span>
+
| <span style="color: red">+</span> <span style="color: blue">+</span>
+
| <span style="color: red">++</span>
+
| <span style="color: red">++</span> <span style="color: blue">+</span>
+
| <span style="color: red">+</span> <span style="color: blue">+</span>
+
| N/A
+
|-
+
! {{GridImage|Wool Cloth}} Wool Cloth
+
| <span style="color: blue">+</span>
+
| <span style="color: blue">+</span>
+
| <span style="color: blue">+</span>
+
| <span style="color: red">--</span> <span style="color: blue">+++</span>
+
| <span style="color: red">--</span> <span style="color: blue">++++</span>
+
| <span style="color: blue">+</span>
+
| N/A
+
|-
+
! {{GridImage|Wolf Fur}} Wolf Fur
+
| N/A
+
| N/A
+
| N/A
+
| <span style="color: red">--</span> <span style="color: blue">++++</span>
+
| N/A
+
| <span style="color: blue">+</span>
+
| <span style="color: blue">+</span>
+
|-
+
! {{GridImage|Bear Fur}} Bear Fur
+
| N/A
+
| N/A
+
| N/A
+
| <span style="color: red">---</span> <span style="color: blue">+++++</span>
+
| N/A
+
| <span style="color: blue">+</span>
+
| <span style="color: blue">+</span>
+
|-
+
! {{GridImage|Straw}} Straw/Grass
+
| <span style="color: red">-</span> <span style="color: blue">+</span>
+
| <span style="color: red">+</span>
+
| <span style="color: red">+</span>
+
| <span style="color: red">--</span> <span style="color: blue">++</span>
+
| N/A
+
| <span style="color: red">+</span>
+
| <span style="color: gray">=</span>
+
|-
+
! {{GridImage|Leather}} Leather
+
| N/A
+
| <span style="color: gray">=</span>
+
| <span style="color: gray">=</span>
+
| N/A
+
| N/A
+
| <span style="color: gray">=</span>
+
| <span style="color: gray">=</span>
+
 
|}
 
|}
  
{| class="wikitable"
+
=== Clothing ===
! Legend
+
| <span style="color: red">Heat Resistance</span>
+
| <span style="color: blue">Cold Resistance</span>
+
| <span style="color: gray">Neutral</span>
+
|}
+
  
==== Sewing ====
+
To manage [[#Body Temperature|Body Temperature]], clothing must be made. Early game clothing can be made from [[#Straw and Grass Weaving|Straw]], but better and more effective clothing must be made from cloth or fur. Terrafirmacraft+ adds a few new sources of [[cloth]]. Along with wool, cloth can now be made from cotton, flax, silk, jute, and agave. Cotton, silk and flax become cotton cloth, silk cloth and linen cloth respectively. Jute and agave become burlap cloth, which cannot be made into clothing, but can be made into Burlap Sacks, which are a new storage and preservation for non-grain food.
{{main|Sewing}}
+
  
[[Clothing]], leather armor, quivers, bags, and saddles are assembled using a [[Sewing|sewing]] mini-game. Breaking some bones on a Stone Block will eventually yield a Bone Needle, which can be threaded with any fiber, or sinew. Then, the sewing interface can be opened by right-clicking while holding any item that can be sewed.
+
Fur is a new addition in Terrafirmacraft+. Bears and Wolves have their own unique versions of Fur, while Mouflon and Deer drop a Generic Fur. Fur can be made into clothing that gives a large amount of cold protection.
  
== Crafting Recipes ==
+
In order to create clothing, pieces of cloth must be cut into clothing pieces, which must then be sewn with a Needle in order to create the final clothing piece. There are two types of Needles, the Bone Needle, and the Iron Needle. Bone Needles are obtained by continuously hitting a Stone Block with a Bone. Several Bones will need to be broken before a Bone Needle will be produced. Iron Needles are made by working an iron ingot. The Needles must be threaded with sinew, or any fiber, before it can be used to sew. To open the sewing interface, {{key|RMB}} with an item that can be sewn. Then, load the correct amount of pieces into the slots. For example, a Shirt requires two shirt bodies and two shirt sleeves. An image of the final item will be shown, with red lines indicating where it must be sewn. The Needle's tip must be used to trace the red lines, within an acceptable accuracy. Any incorrect lines will show up in red, and must be cut away by using the tip of a knife by {{key|RMB}}ing. Bone Needles are also used in the crafting of the Fishing Rod.
  
TFC+ adds several conveniences to make the early-game more bearable. For instance, [[#Mud|Mud]] can be used as an early-game solid building block, and Straw Baskets, crafted from cut grass, can be used as an early-game non-portable storage option.
+
Many items are added that are crafted by sewing.
  
=== Storage ===
+
* [[Bags]] can be crafted from raw hide and leather. One small raw hide or one leather can be crafted into two Bag Pieces, which can be sewn together to make a Raw Hide or Leather Bag. Bags take damage - raw Hide bags last only a month, while the Leather bags can last a year.
==== Straw Basket ====
+
* [[Containers#Burlap Sack|Burlap Sacks]], as mentioned, are a preservation and storage solution for non-grain food. One Burlap Cloth becomes two Burlap Sack Pieces, which then can be sewn into one Burlap Sack.
{{Recipe/Straw Basket}}
+
* [[Clothing]] can manage body temperature, depending on the piece and material. Silk Cloth and Straw are good for hot climates, while Wool and Cotton cloth are good for cold climates. Linen is good for either hot or cold climates, depending on the piece you craft.
  
The Straw Basket is an cheap early game storage solution. Five straw, obtained from cutting grass with a [[Knife]], can be woven (by right clicking with the straw) into a Straw Basket. The Straw Basket has nine slots of storage.
+
The table below shows the protection various materials and pieces provide.
  
==== Burlap Sack ====
+
{{InfoTable/ClothingProtection}}
{{Recipe/Burlap Sack}}
+
  
The Burlap Sack, crafted from [[Jute]] or Sisal fiber, can be used to preserve and store non-[[Grain|grain]] food. [[Ceramic Vessel]]s will still hold grain.
+
Clothing made from Cloth can be dyed. Woad, weld, ash, ink sacs, and madder can be made into liquid dye (blue, yellow, white, black, and red, respectively) to dye clothing, by placing them in a barrel of tannin. Clothing gradually becomes deeper colored every hour it is placed in the dye.
  
==== Bags ====
+
Clothing will get wet if a player is submerged in water. To dry clothing, the clothes must be placed in a firepit. Wet clothing does not provide as much temperature protection.
  
Leather or Raw Hide can be crafted into [[Bags]]. Bags provide 6 slots of storage, but cannot be placed in chests while they are containing items. Bags take durability damage over time, with the Raw Hide bag lasting slightly under a month holding items, and the leather bag lasting slightly over a year.
 
  
=== Wood ===
+
=== New Pottery ===
  
[[Pole|Poles]] can be obtained by crafting a [[Log]] with a [[Knife]], and will also drop when chopping down trees (representing large upper branches). The [[Pole]] is used for crafting the [[Javelin]], [[Wooden Spear]] (a weaker javelin), [[Fishing Rod]], [[Wooden Staff]], and can also be crafted into two sticks.
+
Three new ceramic items are added: the Blowpipe, the Sheet Mold, and the Ceramic Bucket. The Blowpipe and Sheet Mold can be used for [[Glassworking]] to create Glass Bottles and Glass Panes from Molten Glass. The Sheet Mold can also make metal sheets from castable metals. The Ceramic Bucket can contain water, and is used to wet Dirt and Straw to create Mud.
  
{{Recipe/Pole}}
+
 
{{Recipe/Wooden Spear}}
+
{|
{{Recipe/Fishing Rod}}
+
|- style="vertical-align:top;"
{{Recipe/Wooden Staff}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Blowpipe}}
 +
The Blowpipe can be used to make glass bottles. Place the Blowpipe in a vessel of molten glass, and let it fill. {{key|RMB}} to remove the finished glass bottle.
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Sheet Mold}}
 +
The Sheet Mold can be used to make glass and metal sheets.
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Bucket}}
 +
The Clay Bucket is used to carry water. It is an early game alternative to the wooden bucket, and allows for the crafting of Mud.
 +
|}
 +
 
 +
=== Glassworking ===
 +
 
 +
[[Glassworking]] is overhauled to be more realistic. Molten Glass is made from smelting a 1:1:1 ratio Silica Sand, Lime, and Soda Ash, or a 1:1:2 ratio with Ash replacing Soda Ash, in a Ceramic Vessel. The resulting glass can be poured into a Sheet Mold to make Glass Sheets, or into a Blowpipe to make Glass Bottles. Once the molten glass is in the blowpipe, one can simply {{key|RMB}} Right Click to remove the glass bottle. If more than 1000 units of Molten Glass is left to solidify, it will turn into Glass Blocks.
 +
 
 +
== Construction ==
 +
=== Roofs ===
 +
 
 +
Several [[Roof|roofing]] solutions are added. Roofing can be used for decoration, and also provides heat or cold protection.  Thatch Roofs can be made from Straw Blocks and a stick, and provides a moderate cold protection bonus to players below it. Ceramic Tile Roofs are made from Ceramic Tiles, which can be crafted by wrapping clay around a Log, and then baked in a [[Pit Kiln]]. They provide heat and cold protection. Slate Roofs are made from Slate Shingles, which can be crafted by crafting a [[Chisel]] with Slate Bricks. They provide enormous amounts of cold protection, and a moderate amount of heat protection. Copper Roofs can be crafted using copper plates, and can be turned into Green Copper Roofs using [[Ammonium Chloride]]. All Roofs will raise the texture of the solid blocks below them to create a seamless texture. All roofs can be crafted into peaks and steep roofs, and all roofs except Thatch Roofs can be made into shallow roofs.
 +
 
 +
{| class="wikitable"
 +
! Name
 +
! Shallow
 +
! Normal
 +
! Steep
 +
! Notes
 +
|-
 +
| {{GridImage|Thatch Roof}} Thatch Roof
 +
|
 +
| ✓
 +
| ✓
 +
|
 +
|-
 +
| {{GridImage|Ceramic Tile Roof}} Ceramic Tile Roof
 +
| ✓
 +
| ✓
 +
| ✓
 +
|
 +
|-
 +
| {{GridImage|Slate Roof}} Slate Roof
 +
| ✓
 +
| ✓
 +
| ✓
 +
|
 +
|-
 +
| {{GridImage|Copper Roof}} Copper Roof
 +
| ✓
 +
| ✓
 +
| ✓
 +
|}
  
 
=== Mud ===
 
=== Mud ===
{{main|Mud}}
 
  
Mud is crafted by dropping dirt and straw into water. It can then be made into Mud Bricks or Wattle and Daub, which are early-game crafting blocks. Mud Brick is made by forming Mud into a brick, drying it during the day (6 am to 6 pm), then crafting it into a block. Mud Bricks will melt in the rain if not protected, and it is advised to add a solid block, such as a [[#Roofs|Roof]] on top of it. Wattle and Daub is crafted by making a wattle of four sticks and then daubing (right-click) mud onto the wattle. Wattle and daub will not melt in rain.
+
[[Mud]] is a construction material that can be can be formed into Mud Bricks and dried in the sun to make Mudbrick blocks. Mud can also be applied to Wattle walls to make Wattle and Daub blocks.
  
'''Mud Brick'''
+
Mud is crafted by dropping and equal number of Dirt and Straw on the ground, and then pouring water from a Wooden or Ceramic Bucket onto the items. 1 straw and 1 dirt will create 2 mud. A bucket of water can turn 32 dirt and 32 straw into 64 mud.
{{Recipe/Mud Brick}}
+
'''Mudbrick'''
+
{{Recipe/Mudbrick}}
+
'''Wattle'''
+
{{Recipe/Wattle}}
+
  
=== Gypsum ===
+
==== Mudbrick ====
{{main|Gypsum}}
+
  
[[Gypsum]] is no longer useless. It is crushed, cooked, and mixed with water to make [[Plaster of Paris]]. Plaster can be applied to walls with a [[trowel]] to fireproof them.
+
Craft [[Mud Brick]]s by placing Mud in a crafting slot.
 +
{{Recipe/Mud Brick}}
  
{{Recipe/Plaster Powder}}
+
Mud Bricks must be dried by shift and right clicking it onto the ground and leaving them exposed to the sun during the day (6 AM - 6 PM). The mud brick will change to a lighter color once it is dried and can be picked up by left-clicking the block. The dried mud bricks can now be used to craft Mudbrick blocks.
{{Recipe/Plaster of Paris}}
+
{{Recipe/Mudbrick}}
  
=== Lime ===
+
Mudbrick blocks will turn back into dirt if they get wet from the rain. They can be protected by a [[Roof]], such as a [[Thatch Roof]].
{{main|Lime}}
+
  
[[Lime]] is obtained by firing [[Seashell|seashells]] or flux stone in a vessel. [[Lime]] is used to make lime water, [[Flux|flux]], or in [[Glassworking|glassmaking]].
 
  
{{Recipe/Lime}}
+
==== Wattle and Daub ====
  
=== Roofs ===
+
Mud can be daubed over a [[Wattle]] by holding it and right-clicking. [[Wattle and Daub]] does not need to dry and does not dissolve in the rain.
{{main|Roof}}
+
  
TFC+ adds several kinds of roofing that provide protection from the elements when you are standing under them. These include the [[Slate Roof]], the [[Ceramic Tile Roof]] and the [[Thatch Roof]].
 
  
{{Recipe/Thatch Roof}}
+
=== Roads ===
  
=== Fertilizer ===
+
[[File:Roads.png|thumb|right|A dirt road and a stone road made of Marble side by side]]
  
Fertilizer is now crafted from a mixture of [[Sylvite]] (Potassium), bone meal (Phosphorus), and saltpeter (Nitrates).
+
[[Roads]] are a type of utility block that provide a speed boost to players or entities on top of them.  
{{Recipe/Fertilizer}}
+
  
=== Food ===
+
There are two types of roads, the Dirt Road, and the Stone Road.
  
Mushrooms and Pumpkins can be made into food by crafting with a knife. Jack-o-lanterns can be crafted with pumpkin shells.
+
=== Kiln ===
  
=== Glassworking ===
+
A new, larger, [[Kiln]] is added in order to kiln many items at once. However, it is more expensive to make and operate, and takes more time to process the items.
{{main|Glassworking}}
+
 
 +
=== Teepee ===
  
The making of glass has been reworked in TFC+. Molten glass is made by firing a vessel of [[Lime]], [[Sand|Silica Sand]], and [[Soda Ash]] or [[Firepit|Wood Ash]].
+
[[Teepee|Teepees]] (also known as Tipis or Chūms) are portable tents that also function as Beds. Sleeping in a Teepee will not reset a player's spawn point. They can be used to sleep in the extreme cold/heat.
 +
To construct a Teepee, hold shift and right click four Wooden Spears into the ground 1 block apart from each other. To complete the Teepee, use either two large or four medium hides or furs/fur scraps on the middle of the four spears.
  
The [[Blowpipe]] is used to make glass bottles from molten glass. The [[Sheet Mold]] is used to cast sheets of glass (or sheets of castable metal). Letting more than 1000 MB of molten glass solidify will turn it into glass blocks.
+
=== Rope Ladders ===
  
== Music ==
+
A [[rope ladder]] can be crafted with rope and stick bundles. 6 Ropes and 3 Bundles of Sticks can be crafted into 32 Rope Ladders. They can be used to safely descend from great heights.
{{main|Musical instruments}}
+
  
TFC+ adds several [[Musical instruments]] that can be played: the [[Conch]], the [[Blowing Horn]], the [[Lyre]], the [[Drums]], the [[Bugle]], and the [[Bone Flute]].
+
== Future Updates ==
 +
{{main|Planned Features}}
  
== Future updates ==
+
There are many planned future updates and features for Terrafirmacraft+, including additions to and overhauls of the carpentry, smithing, and cooking systems.  
Future updates will include the Blacksmithing upgrade, which aims to change how the anvil works and how certain metals are obtained, the Carpentry update, which aims to add furniture, the Cooking update, expanding upon the current cooking system.
+
  
 +
{{Guides}}
 
{{Blocks}}
 
{{Blocks}}

Latest revision as of 12:47, 10 April 2022

Welcome to TFC+

Welcome to Terrafirmacraft+! TFC+ makes many significant improvements and changes from Terrafirmacraft Classic, which this page documents. This page is for existing players of Terrafirmacraft that are migrating to Terrafirmacraft+, and is a gentle, large-picture introduction to Terrafirmacraft+. For notable specific changes, see List of Changes from TFC. For a full log of version differences, see the Changelog. If you are a new player, look at the Stone-Age Guide instead.

This article assumes you have installed Terrafirmacraft+; if you need assistance or have difficulty in installing the mod, look at the Installation page. Terrafirmacraft+ may cause a higher performance impact than Terrafirmacraft Classic. For suggestions on how to mitigate the impact, see Performance Optimization. If you require support for Terrafirmacraft+, you can visit the Discord or Subreddit.

Environment

World Generation

The largest differences between Terrafirmacraft Classic and Terrafirmacraft+ lie in world generation. World generation has been given an complete overhaul in Terrafirmacraft+. Rivers are now much larger, and will sometimes generate clay on their riverbeds. Temperature calculations for world generation have been massively changed, meaning there are no longer any abrupt climate changes, and climate smoothly changes from the poles to the equator. Sunrise and sunset times are now based on latitude and season of the year. Days get shorter in winter and longer in summer for temperate areas. Towards the poles, these changes are more extreme: the sun may not rise in winter, and may stay above the horizon in summer, causing polar night and midnight sun.

Regions

Main article: Regions
A process of elimination can be used to determine your region

In the original Terrafirmacraft, the world was generated based on three variables: Rainfall, EVT, and Temperature. Terrafirmacraft+ introduces a fourth variable, Regions, which, along with the original three variables now decides what trees, crops, and animals generate in an area. The regions, which are molded after the continents of Earth, are the Americas, Asia, Europe, and Africa. Mountain ranges will generate on the borders of two regions, serving as a marker between them.

Different regions also cause several changes to happen. In Asia, for instance, crafting a Straw Hat will make it look conical. In other regions, crafted Straw Hats will appear flat. This, combined with the knowledge of what trees, crops, and animals generate, can be used to guess what region a player is in. The only way to precisely tell what region a player is in is to use the Compass, which will tell the player the region they are in in the top left hand corner of the screen.

Biomes

Main article: Biome

More padding has been added between Beach and Ocean biomes in the form of a Shore biome. Shore biomes may spawn Coral Reefs, which have abundant fish mob spawns. The amount of Seaweed that spawns in Shore biomes have also been bumped up.

Body Temperature

Main article: Body Temperature
Body Temperature Bar.png

In Terrafirmacraft, players are now affected by their body temperature, and must manage it to survive. The player's body temperature is affected by the ambient temperature of the environment they are in, the season, and the blocks around them. If the player is too hot, or too cold, they will begin to suffer negative effects, such as Slowness and Mining Fatigue. If they are too hot, they will also begin to "sweat", and lose hydration faster, while if they are too cold, they will begin to lose hunger faster in order to warm themselves up. Prolonged exposure in extreme temperatures may even cause the player to die. Body temperature can be managed by crafting Clothing, by being under shelter such as Roofs, and by being near certain blocks such as Firepits.

The player's current body temperature status is shown by a thermometer in the bottom right side of the screen. The current ambient temperature is shown by the indicator on the thermometer, while the player's acceptable range of temperatures are shown by the colors on the gauge, where green indicates the temperatures in which a player is comfortable, while blue and red indicate being cold and being hot respectively. Wearing clothing, being under shelter and being near certain blocks will affect the player's acceptable range of temperatures.

Trees

Main article: Trees
Trees generating with thin trunks

Unlike the original Terrafirmacraft, where only three types of trees can generate in an area, in Terrafirmacraft, any type of tree can generate as long as the climate and region is suitable.

Most trees now generate with thin trunks and with branches. They will drop thin logs, which cannot be built with. However, four thin logs can be crafted into stacked logs, which can be used to build. Occasionally, a Large tree will generate, which is significantly larger than the other trees. They will drop large logs, which are like the old Terrafirmacraft logs, and can be chopped with an ax to create Chopped Logs, which are the same as normal small logs.

Fruit trees are generated differently from Terrafirmacraft. They generate like every other tree, with thin trunks and branches. Unlike Terrafirmacraft, one cannot obtain saplings by breaking branches. Instead, at least 40oz of undecayed fruit must be placed in the center slot of a Large Ceramic Vessel, and surrounded with 2 dirt in every other slot. Once the fruit decays completely, it will be replaced with a fruit tree sapling.

Under trees, leaf litter will generate. Leaf litter can be broken to obtain mushrooms, feathers, or sticks. Undergrowth will also generate in forests, and can be broken with an ax to obtain sticks.

Crops

Terrafirmacraft+ adds several new crops: grapes, black-eyed peas, melons, bananas, papayas, dates, woad, weld, madder, cotton, agave, and flax.

Among these crops, several behave differently from the crops of the original Terrafirmacraft:

Grapes are planted on ladders, and take a year to grow. They can be harvested without being broken. Woad, weld, and madder can be made into liquid dye (blue, yellow, and red, respectively) to dye clothing. Cotton and flax can be made into cloth for the creation of clothing. Agave is an alternative to Jute.

Ores and Minerals

Grid Chalcocite.png Grid Chalcopyrite.png
Chalcocite Chalcopyrite

Two new copper ores are added: Chalcocite, and Chalcopyrite. Chalcocite is a dark bluish color, and spawns in Sedimentary rocks. Chalcopyrite is golden in color, and spawns in Igneous Intrusive rocks. This makes all of the stone types generate copper ores. Gypsum is now used to make plaster, which can decorate and fireproof building blocks.

Animals

All animals are slated to receive new models, such as this one for the Wild Boar (pig).
Animal Wild Domesticated
Pig
Sheep
Horse
Donkey
Cow
Deer

N/A

Chicken

Wild Only: Cannot be domesticated.

  1. Crossbreed between Donkey and Horse.

Animals in Terrafirmacraft+ are undergoing an overhaul. They are being updated with new models, animation, sounds, functionality, and behavior. In general, all animals will now spawn as wild species that can then be domesticated. Domesticated animals have behavior that is more beneficial for the player. For instance, Mouflon, a wild variety of Sheep, only grow wool when it is cold, but domesticated Sheep grow wool year-round.

In addition, all animals are receiving new behavior. They will lie down and sleep at night, seek shelter in the rain, and forage through leaf litter for food. They will also hit back when players harm them, and certain animals may proceed hunt down and attempt to kill the player. The amount of damage they deal is dependent on their body size. This makes hunting a larger challenge.

Fish mobs have also been improved. They now spawn in Rivers, Shores, and Oceans. Terrafirmacraft+ adds a large variety of new fish mobs that spawn in different locations. Fishing has been given an overhaul: for more information about the new system, see Fishing Rod. Shellfish, such as Scallops and Seastars, have also been added.

Beekeeping

Beehives can occasionally be found in the wild, hanging off tree branches, or embedded inside Large Logs. The player can use the Fertile Honeycomb inside these beehives to create their own hives and to produce honey and wax, and to boost the production of nearby crops and fruit trees.

Crafting

Weapons

Weapons now have attack speed and range. For example, the Knife has a short range while the Javelin has a long range. The range is stated in the item's tool tip. The crosshair will show a red circle while the weapon is on cooldown.

Musical Instruments

Several functioning Musical Instruments are added. These include the Bone Flute, the Bugle, the Conch, the Lyre, the Horn and the Drums.

Straw Weaving

Straw is much more important in Terrafirmacraft+ as opposed to vanilla Terrafirmacraft. Straw can now be woven by holding more than 5 pieces in your hand and Rmb.png Right Clicking. Many early-game clothing pieces, and the new Basket, which is an early game non-portable storage solution (unlike the Large Vessel, it will drop its items if it is broken), are made from Straw.

Straw and hide beds can now be slept in. There are no disadvantages for sleeping in a straw and hide bed right now.

title= title= title= title= title= title= Straw Hat
title= title= title= title= title=
title= Flat Straw Flat Straw Flat Straw title=
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
title= title= title= title= title=

The straw hat gives a small heat resistance bonus.

Flat Straw title= title= title= Flat Straw title= Grass Shirt
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw

The Grass Shirt gives a small heat resistance bonus.

title= Flat Straw Flat Straw Flat Straw title= title= Grass Skirt
title= Flat Straw Flat Straw Flat Straw title=
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
title= title= title= title= title=

The Grass Skirt gives a small heat resistance bonus.

title= title= title= title= title= title= Grass Sandals
title= title= title= title= title=
Flat Straw Flat Straw title= Flat Straw Flat Straw
Flat Straw Flat Straw title= Flat Straw Flat Straw
Flat Straw Flat Straw title= Flat Straw Flat Straw

Grass Sandals give a small speed bonus on sand.

title= Flat Straw title= Flat Straw title= title= Grass Cloak
title= Flat Straw Flat Straw Flat Straw title=
title= Flat Straw Flat Straw Flat Straw title=
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw

The Grass Cloak gives a moderate cold resistance bonus. It is worn on the back slot.

Flat Straw title= title= title= Flat Straw title= Straw Basket
Flat Straw title= title= title= Flat Straw
Flat Straw title= title= title= Flat Straw
Flat Straw title= title= title= Flat Straw
Flat Straw Flat Straw Flat Straw Flat Straw Flat Straw

The Straw basket works like a small chest. Unlike the Large Vessel, it cannot store liquids, and will drop its items if broken.

Clothing

To manage Body Temperature, clothing must be made. Early game clothing can be made from Straw, but better and more effective clothing must be made from cloth or fur. Terrafirmacraft+ adds a few new sources of cloth. Along with wool, cloth can now be made from cotton, flax, silk, jute, and agave. Cotton, silk and flax become cotton cloth, silk cloth and linen cloth respectively. Jute and agave become burlap cloth, which cannot be made into clothing, but can be made into Burlap Sacks, which are a new storage and preservation for non-grain food.

Fur is a new addition in Terrafirmacraft+. Bears and Wolves have their own unique versions of Fur, while Mouflon and Deer drop a Generic Fur. Fur can be made into clothing that gives a large amount of cold protection.

In order to create clothing, pieces of cloth must be cut into clothing pieces, which must then be sewn with a Needle in order to create the final clothing piece. There are two types of Needles, the Bone Needle, and the Iron Needle. Bone Needles are obtained by continuously hitting a Stone Block with a Bone. Several Bones will need to be broken before a Bone Needle will be produced. Iron Needles are made by working an iron ingot. The Needles must be threaded with sinew, or any fiber, before it can be used to sew. To open the sewing interface, Rmb.png Right Click with an item that can be sewn. Then, load the correct amount of pieces into the slots. For example, a Shirt requires two shirt bodies and two shirt sleeves. An image of the final item will be shown, with red lines indicating where it must be sewn. The Needle's tip must be used to trace the red lines, within an acceptable accuracy. Any incorrect lines will show up in red, and must be cut away by using the tip of a knife by Rmb.png Right Clicking. Bone Needles are also used in the crafting of the Fishing Rod.

Many items are added that are crafted by sewing.

  • Bags can be crafted from raw hide and leather. One small raw hide or one leather can be crafted into two Bag Pieces, which can be sewn together to make a Raw Hide or Leather Bag. Bags take damage - raw Hide bags last only a month, while the Leather bags can last a year.
  • Burlap Sacks, as mentioned, are a preservation and storage solution for non-grain food. One Burlap Cloth becomes two Burlap Sack Pieces, which then can be sewn into one Burlap Sack.
  • Clothing can manage body temperature, depending on the piece and material. Silk Cloth and Straw are good for hot climates, while Wool and Cotton cloth are good for cold climates. Linen is good for either hot or cold climates, depending on the piece you craft.

The table below shows the protection various materials and pieces provide.

Clothing Temperature Protection [Edit]
Grid Linen Socks.png Socks/Foot Wraps Grid Linen Pants.png Pants/Skirt Grid Linen Shirt.png Shirt Grid Linen Coat.png Coat/Cloak Grid Linen Robe.png Robe Grid Linen Hat.png Hat Grid Boots Bear.png Boots/Sandals
Grid Linen Cloth.png Linen Cloth = + + + ++ + N/A
Grid Cotton Cloth.png Cotton Cloth = + + ++ −− +++ = N/A
Grid Silk Cloth.png Silk Cloth + + + + ++ ++ + + + N/A
Grid Wool Cloth.png Wool Cloth + + + −− +++ −− ++++ + N/A
Grid Wolf Fur.png Wolf Fur N/A N/A N/A −− ++++ N/A ++ 1 ++
Grid Bear Fur.png Bear Fur N/A N/A N/A −−− +++++ N/A ++ 1 ++
Grid Scrap Fur.png Fur N/A N/A N/A −− +++ N/A + +
Grid Straw.png Straw/Grass + + + −− ++ N/A + =
Legend
− + Heat Resistance penalty/bonus − + Cold Resistance penalty/bonus = Neutral
  1. There are two varieties of fur hat: the generic fur hat that is sewn, and the animal's head hat, which is cut from the fur using a knife. They are identical in protection.

Clothing made from Cloth can be dyed. Woad, weld, ash, ink sacs, and madder can be made into liquid dye (blue, yellow, white, black, and red, respectively) to dye clothing, by placing them in a barrel of tannin. Clothing gradually becomes deeper colored every hour it is placed in the dye.

Clothing will get wet if a player is submerged in water. To dry clothing, the clothes must be placed in a firepit. Wet clothing does not provide as much temperature protection.


New Pottery

Three new ceramic items are added: the Blowpipe, the Sheet Mold, and the Ceramic Bucket. The Blowpipe and Sheet Mold can be used for Glassworking to create Glass Bottles and Glass Panes from Molten Glass. The Sheet Mold can also make metal sheets from castable metals. The Ceramic Bucket can contain water, and is used to wet Dirt and Straw to create Mud.


CFD CFL CFD CFL CFD title= Clay Blowpipe
CFD CFL CFD CFL CFD
CFD CFL CFD CFL CFD
CFD CFL CFD CFL CFD
CFD CFL CFD CFL CFD

The Blowpipe can be used to make glass bottles. Place the Blowpipe in a vessel of molten glass, and let it fill. Rmb.png Right Click to remove the finished glass bottle.

CFL CFL CFL CFL CFL title= Clay Sheet Mold
CFL CFD CFD CFD CFL
CFL CFD CFD CFD CFL
CFL CFD CFD CFD CFL
CFL CFL CFL CFL CFL

The Sheet Mold can be used to make glass and metal sheets.

CFD CFD CFD CFD CFD title= Clay Bucket
CFL CFD CFD CFD CFL
CFL CFD CFD CFD CFL
CFL CFD CFD CFD CFL
CFD CFL CFL CFL CFD

The Clay Bucket is used to carry water. It is an early game alternative to the wooden bucket, and allows for the crafting of Mud.

Glassworking

Glassworking is overhauled to be more realistic. Molten Glass is made from smelting a 1:1:1 ratio Silica Sand, Lime, and Soda Ash, or a 1:1:2 ratio with Ash replacing Soda Ash, in a Ceramic Vessel. The resulting glass can be poured into a Sheet Mold to make Glass Sheets, or into a Blowpipe to make Glass Bottles. Once the molten glass is in the blowpipe, one can simply Rmb.png Right Click Right Click to remove the glass bottle. If more than 1000 units of Molten Glass is left to solidify, it will turn into Glass Blocks.

Construction

Roofs

Several roofing solutions are added. Roofing can be used for decoration, and also provides heat or cold protection. Thatch Roofs can be made from Straw Blocks and a stick, and provides a moderate cold protection bonus to players below it. Ceramic Tile Roofs are made from Ceramic Tiles, which can be crafted by wrapping clay around a Log, and then baked in a Pit Kiln. They provide heat and cold protection. Slate Roofs are made from Slate Shingles, which can be crafted by crafting a Chisel with Slate Bricks. They provide enormous amounts of cold protection, and a moderate amount of heat protection. Copper Roofs can be crafted using copper plates, and can be turned into Green Copper Roofs using Ammonium Chloride. All Roofs will raise the texture of the solid blocks below them to create a seamless texture. All roofs can be crafted into peaks and steep roofs, and all roofs except Thatch Roofs can be made into shallow roofs.

Name Shallow Normal Steep Notes
Grid Thatch Roof.png Thatch Roof
Grid Ceramic Tile Roof.png Ceramic Tile Roof
Grid Slate Roof.png Slate Roof
Grid Copper Roof.png Copper Roof

Mud

Mud is a construction material that can be can be formed into Mud Bricks and dried in the sun to make Mudbrick blocks. Mud can also be applied to Wattle walls to make Wattle and Daub blocks.

Mud is crafted by dropping and equal number of Dirt and Straw on the ground, and then pouring water from a Wooden or Ceramic Bucket onto the items. 1 straw and 1 dirt will create 2 mud. A bucket of water can turn 32 dirt and 32 straw into 64 mud.

Mudbrick

Craft Mud Bricks by placing Mud in a crafting slot.

Mud Mud Brick Wet
Grid layout Arrow (small).png

Mud Bricks must be dried by shift and right clicking it onto the ground and leaving them exposed to the sun during the day (6 AM - 6 PM). The mud brick will change to a lighter color once it is dried and can be picked up by left-clicking the block. The dried mud bricks can now be used to craft Mudbrick blocks.

Mud Brick Mud Brick Granite Mudbrick2
Grid layout Arrow (small).png
Mud Brick Mud Brick

Mudbrick blocks will turn back into dirt if they get wet from the rain. They can be protected by a Roof, such as a Thatch Roof.


Wattle and Daub

Mud can be daubed over a Wattle by holding it and right-clicking. Wattle and Daub does not need to dry and does not dissolve in the rain.


Roads

A dirt road and a stone road made of Marble side by side

Roads are a type of utility block that provide a speed boost to players or entities on top of them.

There are two types of roads, the Dirt Road, and the Stone Road.

Kiln

A new, larger, Kiln is added in order to kiln many items at once. However, it is more expensive to make and operate, and takes more time to process the items.

Teepee

Teepees (also known as Tipis or Chūms) are portable tents that also function as Beds. Sleeping in a Teepee will not reset a player's spawn point. They can be used to sleep in the extreme cold/heat. To construct a Teepee, hold shift and right click four Wooden Spears into the ground 1 block apart from each other. To complete the Teepee, use either two large or four medium hides or furs/fur scraps on the middle of the four spears.

Rope Ladders

A rope ladder can be crafted with rope and stick bundles. 6 Ropes and 3 Bundles of Sticks can be crafted into 32 Rope Ladders. They can be used to safely descend from great heights.

Future Updates

Main article: Planned Features

There are many planned future updates and features for Terrafirmacraft+, including additions to and overhauls of the carpentry, smithing, and cooking systems.