Difference between revisions of "Differences From TFC"

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(Environment)
(Body Temperature, Hunger, and Thirst)
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{{main|Body Temperature}}
 
{{main|Body Temperature}}
  
A body temperature mechanic has been added. If you are too cold or too hot, you might begin suffering effects such as mining fatigue and slowness, and potentially death. Use [[Clothing]], shelter, or other means to keep the body temperature scale in the green zone and you will suffer no negative effects.
+
Your local environment now has a temperature, which depends on your latitude, height, and the current season. If this temperature falls above or below your comfort zone (indicated by the green portions of the new UI bar on the far right of your screen), you may suffer penalties such as mining fatigue or slowness - this can even kill you if it stays too extreme for too long. [[Clothing]] can be worn, however, to adjust your comfort range and make even rough environments quite livable;[[Thatch_Roof|certain]] [[Ceramic_Tile_Roof|roofing]] [[Slate_Roof|materials]] can also adjust your range when you're under them, and standing near a lit [[firepit]] or [[forge]] will provide you with a potion-like buff effect against the cold (this will not buff against heat if it is too hot out, however).
  
Hunger and thirst work on a different scale and decrease more slowly over time. Because you can last longer without food or water, you '''WILL''' die if either bar drops to 0.
+
The [[Food|Hunger]] and Thirst mechanics you are used to now decrease at a lower rate than 'base' TFC, but are much more consequential as a result - allowing either to fall to zero will absolutely prove to be quickly fatal. These are additionally impacted by the ambient temperature. If you are too cold, your body will burn more calories to try and make up the difference, leading to a much higher consumption rate of your hunger bar - and if you are too hot, all that sweat will swiftly deplete your fluids. Fortunately for this last part, drinking water from any source will provide you with a brief buff against the heat in much the same manner as the firepit does against the chill.
  
 
== Clothing ==
 
== Clothing ==

Revision as of 19:57, 3 November 2019

This page is a work in progress.
Refrain from making major edits to it until this page is finished.

This is a summary of major differences between TFC and TFC+. For a more detailed list, see the changelog.

Environment

Trees generating with thin trunks
Main article: Land

The environment is now dependent, not only on rainfall and latitude, but on a third variable called Regions which will determine what species of flora and fauna are available there, based off of Earth's continents (Asia, Africa, etc...). These regions will also determine certain crafting results, such as the Straw Hat recipe making a Dǒulì when crafted in an Asian region.

Within these regions, you may find various types of Undergrowth or Leaf Litter depending on the area. Undergrowth generates in forests and appears as various leafy bushes and ferns, which can be broken for sticks. Leaf litter generates directly below leaf blocks as a one-pixel-thick layer that can be broken (no tool used presently) for all manner of goodies, such as sticks, feathers, and as the only renewable source of mushrooms.

Trees themselves now have two possible types of generation, determined by the species - the familiar full-block 'large logs' which must now be chopped into quarters with an axe for any non-building purposes, and newer 'thin' trees which will drop the more customary Log items. Some trees can actually generate in both states, typically generating as a thin-trunked tree but also rarely appearing as a much larger block-sized version. Additionally, fruit trees now drop 'fruit wood' when chopped, which closely resembles Oak and is shared across all fruit tree types.

Body Temperature, Hunger, and Thirst

Main article: Body Temperature

Your local environment now has a temperature, which depends on your latitude, height, and the current season. If this temperature falls above or below your comfort zone (indicated by the green portions of the new UI bar on the far right of your screen), you may suffer penalties such as mining fatigue or slowness - this can even kill you if it stays too extreme for too long. Clothing can be worn, however, to adjust your comfort range and make even rough environments quite livable;certain roofing materials can also adjust your range when you're under them, and standing near a lit firepit or forge will provide you with a potion-like buff effect against the cold (this will not buff against heat if it is too hot out, however).

The Hunger and Thirst mechanics you are used to now decrease at a lower rate than 'base' TFC, but are much more consequential as a result - allowing either to fall to zero will absolutely prove to be quickly fatal. These are additionally impacted by the ambient temperature. If you are too cold, your body will burn more calories to try and make up the difference, leading to a much higher consumption rate of your hunger bar - and if you are too hot, all that sweat will swiftly deplete your fluids. Fortunately for this last part, drinking water from any source will provide you with a brief buff against the heat in much the same manner as the firepit does against the chill.

Clothing

Main article: Clothing

Clothing such as hats, shirts, pants, socks, boots, sandals, robes, and coats can be crafted from Straw, Fur, Linen, Wool, and Silk. Clothing maintains Body Temperature by providing heat or cold resistance bonuses when worn.

Clothing can also be dyed.

Animals

Main article: Animals

Animals are changed. They have higher-quality models and textures, are able to go to sleep, and forage in fallen leaves to find food. Currently, the only updated animal is the Pig (now the Wild Boar). More animals are planned.

Storage

The Straw Basket is added as an early-game non-movable storage option.

Straw Basket

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


Burlap Sacks have been added for non-grain food storage. Vessels will still hold grain.

Wood crafting

Poles can be obtained by crafting a Log with a Knife. The Pole is used for the Javelin, Wooden Spear (a weaker javelin), Fishing Rod, Wooden Staff, and can also be crafted into two sticks.

Mud

Main article: Mud

Mud is added and is used as an early-game construction material.

Tile Roofs

Main article: Tile Roof

There are several kinds of Tile Roof that provide protection from the elements when you are standing under them. These include the Slate Tile Roof, the Ceramic Tile Roof and the Thatch Roof.

Plants

Several new crops and fruits have been added: grapes, black-eyed peas, melons, bananas, papayas, dates, weld, madder, and flax.

Food

Mushrooms and Pumpkins can be made into food by crafting with a knife. Jack-o-lanterns can be crafted with pumpkin shells.

Fertilizer

Fertilizer is now crafted from a mixture of Sylvite (Potassium), bone meal (Phosphorus), and saltpeter (Nitrates).

Horse Training

Main article: Horse

To train a horse you must attach a rope to the horse and hold it in your hand before mounting (by clicking the top of the horse). Do this until the heart animation appears. The horse will then allow you to equip a saddle on it.

Fishing

Main article: Fishing Rod

Fish mobs now spawn in swamps and lakes, and you can only catch actual fish mobs. You have to wait for the fish to bite, not on the first bite. The XP bar changes into a line snap meter.

Gypsum

Main article: Gypsum

Gypsum is no longer useless. It is crushed, cooked, and mixed with water to make Plaster of Paris. Plaster can be applied to walls with a trowel to fireproof them.

Lime

Main article: Lime

Lime is obtained by firing seashells or flux stone in a vessel. Lime is used to make lime water, flux, or in glassmaking.

Sewing

Main article: Sewing

Clothing, leather armor, quivers, and saddles are assembled using a sewing mini-game.

Glassworking

Main article: Glassworking

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). Molten glass is made by firing a vessel of Lime, silica sand, and Soda Ash.

Music

Main article: Musical instruments

Several Musical instruments have been added: the Conch, the Blowing Horn, the Lyre, the Drums, the Bugle, and the Bone Flute.

Future updates

Future updates will include the Blacksmithing upgrade, which aims to change how the anvil works and how certain metals are obtained, the Carpentry update, which aims to add furniture, the Cooking update, expanding upon the current cooking system.