Difference between revisions of "Differences From TFC"

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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.  
 
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.  
  
Players who are used to TFC might be inclined to build with Large Logs. In TFC+, instead, [[#Mud]] can be used as a cheap early-game building block.
+
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.
  
 
== Body Temperature, Hunger, and Thirst ==  
 
== Body Temperature, Hunger, and Thirst ==  
 
{{main|Body Temperature}}
 
{{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]] can be worn to offset the player's acceptable temperature range.  
+
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.  
  
 
Blocks such as [[Roof|Roofs]] and lit [[Firepit|Firepits]] and [[Forge|Forges]] will also affect the player's acceptable temperature range.
 
Blocks such as [[Roof|Roofs]] and lit [[Firepit|Firepits]] and [[Forge|Forges]] will also affect the player's acceptable temperature range.

Revision as of 17:29, 5 December 2019

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+.

Environment

Trees generating with thin trunks
Main article: Land

The environment has been given an complete overhaul in TFC+. Rivers are 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. Towards the poles, the sunset will vary depending on the season, creating polar night and midnight sun.

Regions

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.

Regions determine the result of certain crafting recipes. The Straw Hat, for example, resembles a conical hat when crafted in an Asian region, instead of a flat-topped hat in the other regions.

Mountain Ranges will spawn to divide two regions. Mountain Ranges will generate cliffs that are much taller than regular mountains.

Trees

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.

Players who are used to TFC might be inclined to build with Large Logs. In TFC+, instead, Mud can be used as a cheap early-game building block.

Body Temperature, Hunger, and Thirst

Main article: 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 can be worn to offset the player's acceptable temperature range.

Blocks such as Roofs and lit Firepits and Forges will also affect the player's acceptable temperature range.

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.

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.

Clothing

Main article: Clothing

Clothing is craftable from a variety of materials that provide their own unique bonuses. Straw, Linen, Wool, and Silk can be used to make all non-boot items described above (only straw may be used for sandals). Additionally, Hats Coats and Boots can be crafted from Fur. These items all modify the 'comfort range' of the player's Body Temperature in unique stacking ways, in addition to any unique modifiers they offer (sandals providing a movement speed bonus on sand, for example).

Clothing can also be dyed by placing it in barrels full of the appropriate fluid, and will dye more deeply the longer you leave them in.

Animals

Main article: Mobs

Currently the only animals that have received significant changes from the 'base' model is the Pig (as the Wild Boar) and the Sheep (as Mouflon), which have been updated with a newer more detailed model. Domestic versions of the animals can only be obtained by breeding at least two generations of the wild animals with max familiarity.

The boar is a tameable neutral mob, much like the wolf, which is faster than the player when angered and deals considerable damage. It can be tamed and bred using Carrots, Potatoes, Brown Mushrooms, Onions, and Garlic, whereas fully domesticated pigs are dedicated omnivores, and will eat any food item whatsoever. Additionally, pigs and boars will settle down at night time and sleep - a behavior that will be coming to all animals soon. Wild boars will often dig through leaf litter in order to forage for mushrooms, and it is eventually planned to permit domesticated pigs to dig up truffles for the player using similar behavior.

The Mouflon is a tameable neutral mob. The Mouflon will retaliate with heavy knockback when it is hit.

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.

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, 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 - the addition may signal upcoming polearm weapons in the Smithing Update, but this is not confirmed.

Mud

Main article: Mud

Mud is craftable by dropping dirt and straw into water, and can then be shaped into bricks and left to dry in the sun to form early-game construction blocks. Be warned - these blocks will melt away in the rain if not protected!

Tile Roofs

Main article: Ceramic 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 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, woad, weld, madder, and flax.
-Weld Woad and Madder can be sealed in a barrel of tannin to create Yellow, Blue, and Red 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 the only fruit currently growable 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.

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

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.

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. You'll need to punch rocks with a bone in-hand to begin - this will eventually (it's random) net you a bone needle. Craft that together with any fiber or a bit of sinew from a slain animal, and you may begin sewing by right-clicking any item used as a crafting material for such.

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 or Wood 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.