Difference between revisions of "Stone-Age Guide"

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(Your First Day: Preparing For the Night)
(major rewrite)
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=== Sticks And Stones: Getting Equipped ===
 
=== Sticks And Stones: Getting Equipped ===
 +
[[File:RockGen.png|link=|thumb|150px|Some [[rock]]s laying on the ground.]]
 +
 +
{|
 +
|{{GridImage|Stick)}}
 +
|{{GridImage|Rock (Andesite)}}
 +
|{{GridImage|Rock (Basalt)}}
 +
|{{GridImage|Rock (Chalk)}}
 +
|{{GridImage|Rock (Chert)}}
 +
|{{GridImage|Rock (Claystone)}}
 +
|{{GridImage|Rock (Conglomerate)}}
 +
|{{GridImage|Rock (Dacite)}}
 +
|{{GridImage|Rock (Diorite)}}
 +
|{{GridImage|Rock (Dolomite)}}
 +
|{{GridImage|Rock (Gabbro)}}
 +
|{{GridImage|Rock (Gneiss)}}
 +
|{{GridImage|Rock (Granite)}}
 +
|{{GridImage|Rock (Limestone)}}
 +
|{{GridImage|Rock (Marble)}}
 +
|{{GridImage|Rock (Phyllite)}}
 +
|{{GridImage|Rock (Quartzite)}}
 +
|{{GridImage|Rock (Rhyolite)}}
 +
|{{GridImage|Rock (Rock Salt)}}
 +
|{{GridImage|Rock (Schist)}}
 +
|{{GridImage|Rock (Shale)}}
 +
|{{GridImage|Rock (Slate)}}
 +
|}
 
On the ground you will find stones. Collect them by breaking the block, or by right-clicking them. Sticks can be found laying on the ground underneath trees or on beaches. You can also punch leaf litter which will have a chance to drop sticks. Collect those too. When you have several of each, it's time to make some stone tools.
 
On the ground you will find stones. Collect them by breaking the block, or by right-clicking them. Sticks can be found laying on the ground underneath trees or on beaches. You can also punch leaf litter which will have a chance to drop sticks. Collect those too. When you have several of each, it's time to make some stone tools.
 +
 
The tools you will want to make right away are a knife, an axe, and a maybe a shovel. With these tools you can get food, simple clothing, and shelter. Tools cannot be repaired in TFC+, so it’s okay to use a tool until it breaks.
 
The tools you will want to make right away are a knife, an axe, and a maybe a shovel. With these tools you can get food, simple clothing, and shelter. Tools cannot be repaired in TFC+, so it’s okay to use a tool until it breaks.
  
Line 59: Line 86:
 
Stone tool heads are crafted by hitting stones together to break them into useful shapes. This is called knapping. Stones are knapped into tool heads which can be attached to a stick to make a tool.
 
Stone tool heads are crafted by hitting stones together to break them into useful shapes. This is called knapping. Stones are knapped into tool heads which can be attached to a stick to make a tool.
 
To knap stone, hold two or more rocks in your hand and right-click on the ground.  
 
To knap stone, hold two or more rocks in your hand and right-click on the ground.  
 +
{{Grid/Knapping
 +
|A1= terraRock 01 |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1= terraRock 01
 +
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
 +
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 +
|A4= terraRock 01 |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4= terraRock 01
 +
|A5= terraRock 01 |B5= terraRock 01 |C5= terraRock 01 |D5= terraRock 01 |E5= terraRock 01
 +
|Output=
 +
}}
 
The knapping interface is a 5x5 grid. Clicking on a square of the grid will break off that piece of stone. Be careful where you click. If you make a mistake, you can't undo it and you may have to start again. Once you knap the stone into the right shape, a tool head will appear on the right. Take the tool head and craft it with a stick (or a bone) in the crafting grid to create a stone tool.
 
The knapping interface is a 5x5 grid. Clicking on a square of the grid will break off that piece of stone. Be careful where you click. If you make a mistake, you can't undo it and you may have to start again. Once you knap the stone into the right shape, a tool head will appear on the right. Take the tool head and craft it with a stick (or a bone) in the crafting grid to create a stone tool.
 +
 +
{{Grid/Inventory Table
 +
|A1=  |B1= Stone Axe Head
 +
|A2=  |B2= Stick; Bone
 +
|Output= Stone Axe
 +
}}
 +
 
Finished tools do not stack, but tool heads do. At night when you are hiding from monsters, you can knap extra tool heads to keep in your inventory. Then during the day, you can quickly craft new tools as you need them.
 
Finished tools do not stack, but tool heads do. At night when you are hiding from monsters, you can knap extra tool heads to keep in your inventory. Then during the day, you can quickly craft new tools as you need them.
  
 
==== Knife ====
 
==== Knife ====
 
Knives are weak melee weapon, but better than bare hands. They are mainly used as a tool. With a knife, you can remove decay from food, process cereal crops, cut food into smaller pieces, collect straw, and turn furs and animal hides into leather or clothing.
 
Knives are weak melee weapon, but better than bare hands. They are mainly used as a tool. With a knife, you can remove decay from food, process cereal crops, cut food into smaller pieces, collect straw, and turn furs and animal hides into leather or clothing.
 +
 +
{| cellspacing="10"
 +
|{{Grid/Knapping
 +
|A1= terraRock 01; terraRock 01; ; |B1= ; ; terraRock 01; terraRock 01 |D1= terraRock 01; |E1= ; terraRock 01
 +
|A2= terraRock 01 |B2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
 +
|A3= terraRock 01 |B3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 +
|A4= terraRock 01 |B4= terraRock 01 |D4= terraRock 01 |E4= terraRock 01
 +
|A5= terraRock 01 |B5= terraRock 01 |D5= terraRock 01 |E5= terraRock 01
 +
|Output= Stone Knife Blade, 2
 +
}}
 +
|valign="center"|{{Grid/Inventory Table
 +
|A1=  |B1= Stone Knife Head
 +
|A2=  |B2= Stick; Bone
 +
|Output= Stone Knife
 +
}}
 +
|}
 +
  
 
==== Axe ====
 
==== Axe ====
 
You can’t punch down trees in TFC+. You need an axe to fell a tree. Axes can also be used as a melee weapon.
 
You can’t punch down trees in TFC+. You need an axe to fell a tree. Axes can also be used as a melee weapon.
 +
 +
{| cellspacing="10"
 +
|{{Grid/Knapping
 +
|A1= |B1= terraRock 01;  |C1= |D1= ;terraRock 01 |E1=
 +
|A2= terraRock 01;  |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=  ;terraRock 01
 +
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 +
|A4= terraRock 01;  |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=  ;terraRock 01
 +
|A5= |B5= terraRock 01;  |C5= |D5=  ;terraRock 01 |E5=
 +
|Output= Stone Axe Head
 +
}}
 +
|valign="center"|{{Grid/Inventory Table
 +
|A1=  |B1= Stone Axe Head
 +
|A2=  |B2= Stick; Bone
 +
|Output= Stone Axe
 +
}}
 +
|}
  
 
==== Shovel ====
 
==== Shovel ====
 
Digging by hand is very slow. Use a shovel gather dirt, clay, gravel, and sand faster. It can also be used as a melee weapon.
 
Digging by hand is very slow. Use a shovel gather dirt, clay, gravel, and sand faster. It can also be used as a melee weapon.
 +
 +
{| cellspacing="10"
 +
|{{Grid/Knapping
 +
|A1= |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1=
 +
|A2= |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=
 +
|A3= |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3=
 +
|A4= |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=
 +
|A5= |B5= |C5= terraRock 01 |D5= |E5=
 +
|Output= Stone Shovel Head
 +
}}
 +
|valign="center"|{{Grid/Inventory Table
 +
|A1=  |B1= Stone Shovel Head
 +
|A2=  |B2= Stick; Bone
 +
|Output= Stone Shovel
 +
}}
 +
|}
  
 
=== Use Your Tools To Gather Wood, Straw, and Clay ===
 
=== Use Your Tools To Gather Wood, Straw, and Clay ===
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Breaking grass with a knife to get straw. Get a lot. You will need straw to make your first clothing, your first storage container, and your first building block.
 
Breaking grass with a knife to get straw. Get a lot. You will need straw to make your first clothing, your first storage container, and your first building block.
 
   
 
   
To craft grass items, hold at least 10 straw in your hand and right-click the ground. You will see a 5x5 interface. It works the same way as stone knapping. The straw hat, shirt, and skirt will give you resistance to heat. The grass cloak gives resistance to cold. The sandals give a speed boost on sand. The grass basket works like a small chest.
+
==== Grass Clothing ====
 +
[[ Image:Grass Clothing.gif | thumb | right | 150px]] Grass clothing gives heat resistance with the exception of the grass cloak, which gives cold resistance. Craft grass clothing by right-clicking the ground while holding holding 5 or more straw in your hand. Grass clothing does '''not''' require [[sewing]]. These items have lower durability than other clothing, but are easy to make.
 +
 
 +
 
 +
The straw hat gives a small heat resistance bonus. If a straw hat is crafted in the Asia [[regions|region]], it will have a prism shape instead of the default flat top shape.
 +
{{Knapping
 +
|A1= |B1= |C1= |D1= |E1=
 +
|A2= |B2= |C2= |D2= |E2=
 +
|A3= |B3= Flat Straw|C3= Flat Straw|D3= Flat Straw|E3=
 +
|A4= Flat Straw|B4= Flat Straw|C4= Flat Straw|D4= Flat Straw|E4= Flat Straw
 +
|A5= |B5= |C5= |D5= |E5=
 +
|Output= Straw Hat;Straw Hat2}}
 +
 
 +
 
 +
The Grass Shirt gives a small heat resistance bonus.  
 +
{{Knapping
 +
|A1= Flat Straw |B1= |C1= |D1= |E1= Flat Straw
 +
|A2= Flat Straw |B2= Flat Straw |C2= Flat Straw |D2= Flat Straw |E2= Flat Straw
 +
|A3= Flat Straw |B3= Flat Straw |C3= Flat Straw |D3= Flat Straw |E3= Flat Straw
 +
|A4= Flat Straw |B4= Flat Straw |C4= Flat Straw |D4= Flat Straw |E4= Flat Straw
 +
|A5= Flat Straw |B5= Flat Straw |C5= Flat Straw |D5= Flat Straw |E5= Flat Straw
 +
|Output= Grass Shirt}}
 +
 
 +
The Grass Skirt gives a small heat resistance bonus.
 +
{{Knapping
 +
|A1= |B1= Flat Straw |C1= Flat Straw |D1= Flat Straw |E1=
 +
|A2= |B2= Flat Straw |C2= Flat Straw |D2= Flat Straw |E2=
 +
|A3= Flat Straw |B3= Flat Straw |C3= Flat Straw |D3= Flat Straw |E3= Flat Straw
 +
|A4= Flat Straw |B4= Flat Straw |C4= Flat Straw |D4= Flat Straw |E4= Flat Straw
 +
|A5= |B5= |C5= |D5= |E5=
 +
|Output= Grass Skirt}}
 +
 
 +
Grass Sandals give a small speed bonus on sand.  
 +
{{Knapping
 +
|A1= |B1= |C1= |D1= |E1=
 +
|A2= |B2= |C2= |D2= |E2=
 +
|A3= Flat Straw |B3= Flat Straw |C3= |D3= Flat Straw |E3= Flat Straw
 +
|A4= Flat Straw |B4= Flat Straw |C4= |D4= Flat Straw |E4= Flat Straw
 +
|A5= Flat Straw |B5= Flat Straw |C5= |D5= Flat Straw |E5= Flat Straw
 +
|Output= Grass Sandals}}
 +
 
 +
The Grass Cloak gives a moderate cold resistance bonus and a moderate heat resistance malus. It is worn on the back slot (invisible slot to the left of the chest armor slot. This means it is not possible to wear the Grass Cloak and carry a large ceramic vessel or barrel at the same time.
 +
{{Knapping
 +
|A1= Flat Straw |B1= Flat Straw |C1= |D1= Flat Straw |E1= Flat Straw
 +
|A2= Flat Straw |B2= Flat Straw |C2= Flat Straw |D2= Flat Straw |E2= Flat Straw
 +
|A3= |B3= Flat Straw |C3= Flat Straw |D3= Flat Straw |E3=
 +
|A4= |B4= Flat Straw |C4= Flat Straw |D4= Flat Straw |E4=
 +
|A5= |B5= Flat Straw |C5= Flat Straw |D5= Flat Straw |E5=
 +
|Output= Grass Cloak}}
 +
 
 +
 
 +
The Straw basket works like a small chest.
 +
{{Knapping
 +
|A1= Flat Straw |B1= |C1= |D1= |E1= Flat Straw
 +
|A2= Flat Straw |B2= |C2= |D2= |E2= Flat Straw
 +
|A3= Flat Straw |B3= |C3= |D3= |E3= Flat Straw
 +
|A4= Flat Straw |B4= |C4= |D4= |E4= Flat Straw
 +
|A5= Flat Straw |B5= Flat Straw |C5= Flat Straw |D5= Flat Straw |E5= Flat Straw
 +
|Output= Straw Basket}}
 +
 
  
 
=== Wood ===
 
=== Wood ===
 +
 +
{|
 +
|{{GridImage|Log (Acacia)}}
 +
|{{GridImage|Log (Ash)}}
 +
|{{GridImage|Log (Aspen)}}
 +
|{{GridImage|Log (Birch)}}
 +
|{{GridImage|Log (Chestnut)}}
 +
|{{GridImage|Log (Douglas Fir)}}
 +
|{{GridImage|Log (Hickory)}}
 +
|{{GridImage|Log (Kapok)}}
 +
|{{GridImage|Log (Maple)}}
 +
|{{GridImage|Log (Oak)}}
 +
|{{GridImage|Log (Pine)}}
 +
|{{GridImage|Log (Sequoia)}}
 +
|{{GridImage|Log (Spruce)}}
 +
|{{GridImage|Log (Sycamore)}}
 +
|{{GridImage|Log (White Cedar)}}
 +
|{{GridImage|Log (White Elm)}}
 +
|{{GridImage|Log (Willow)}}
 +
|}
 +
 
Wood is gathered by chopping down trees with an axe. If you break the bottom log of the tree with an axe, it will break the entire tree into logs and sticks. If your axe does not have enough durability to chop down the entire tree,only the top of the tree will be chopped and the axe will break.
 
Wood is gathered by chopping down trees with an axe. If you break the bottom log of the tree with an axe, it will break the entire tree into logs and sticks. If your axe does not have enough durability to chop down the entire tree,only the top of the tree will be chopped and the axe will break.
 
Trees can drop large logs, normal logs, and sticks. Large logs can be split into normal logs by placing them in your crafting grid with an axe.
 
Trees can drop large logs, normal logs, and sticks. Large logs can be split into normal logs by placing them in your crafting grid with an axe.
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=== Gravity ===
+
== Shelter: Waiting Out the Night ==
 +
Once you have gathered materials and created your first tools, you will probably want to start working on some form of shelter. You cannot mine stone, and building out of dirt is not an option. You will have to use more primitive methods.
  
 +
=== Gravity ===
 
[[File:CaveCollapse.png|link=|thumb|150px|A [[cobblestone]] pile created from a cave in.]]
 
[[File:CaveCollapse.png|link=|thumb|150px|A [[cobblestone]] pile created from a cave in.]]
 +
In vanilla, sand and gravel blocks are affected by gravity. In TFC+, dirt and cobblestone are also affected by gravity. Gravity-affected blocks do not stay in a tall stack like in vanilla. Instead, they will fall sideways to form a pile. This means that if you try to dig into dirt or build walls with dirt or cobble, the blocks will fall down. No dirt house for you.
  
In addition to [[sand]] and [[gravel]], [[dirt]], [[grass]] and [[cobblestone]] are also affected by gravity in TerraFirmaCraft. Unlike in vanilla, gravity-affected blocks are able to fall sideways in addition to straight down. This means that without a proper support system, you will not be able to create walls or ceilings out of these blocks.
+
=== Clay ===
 +
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
  
=== Mob Spawning ===
+
On the other hand, clay blocks are not affected by gravity. If you find a clay deposit, you can dig out the dirt underneath it to make a quick and easy shelter. Clay deposits can be found by the patches of goldenrod flowers that grow on top of them.
  
TerraFirmaCraft implements a hostile mob spawn protection system that prevents mobs from spawning in areas that you have spent a fair amount of time in. Areas with this hostile mob spawn protection will not spawn hostile mobs regardless of the current light level. With the removal of the light-level dependency for mob spawning, TerraFirmaCraft has also implemented the ability for [[torch]]es to burn out.
+
=== Thatch ===
 +
Thatch is one of the earliest building blocks in TFC+. Craft thatch by making crafting together 4 straw in your crafting grid.
 +
{{Grid/Inventory Table
 +
|A1 = Straw |B1 = Straw
 +
|A2 = Straw |B2 = Straw
 +
|Output = Thatch
 +
}}
 +
Thatch blocks are not affected by gravity so you can use them to create a roof for your shelter if you aren't building underneath a clay deposit. You can also use them for walls, but be aware that players and mobs can pass through thatch blocks. Hostile mobs will not notice you if you stay hidden inside a thatch shelter, but if a mob has already seen you it may follow you through a thatch wall. Thatch is also extremely flammable, so don't build it too close to heat sources.
 +
=== Beds ===
 +
[[File:HideBedCreation.png|thumb|150px|How you should be facing to create a [[Straw & Hide Bed]].]]
  
{|
+
You can make a simple straw bed to sleep through the night and set your spawn point. Make a straw bed by placing two thatch blocks next to each other on the ground, and right-clicking on the thatch with a large rawhide. Large rawhide will drop when a horse is killed. It can also be obtained by crafting a large bear fur with a knife. It's unlikely that you will get the rawhide before your first night, but that's okay. You will have plenty of knapping and other things to keep you busy through the first night or two. When you are able to sleep through the night, your hunger and thirst bars go down 50% less than if you stay awake.
|{{GridImage|Cow}}
+
|{{GridImage|Chicken}}
+
|{{GridImage|Horse}}
+
|{{GridImage|Pig}}
+
|{{GridImage|Sheep}}
+
|}
+
  
[[Animal Husbandry|Livestock]] in TerraFirmaCraft, including [[cow]]s, [[chicken]]s, [[pig]]s, [[sheep]], and [[horse]]s only spawn on initial chunk generation. These animals do not despawn and will not respawn after they have been killed.
+
=== Firepit ===
 +
Now that you have some logs and sticks, you can create a firepit. A firepit will allow you to make torches, to cook food, and to stay warm.
 +
To make a firepit, first make a fire starter out of two sticks.
 +
{{Grid/Inventory Table
 +
|A1=; Stick |B1= Stick;
 +
|A2= Stick; |B2=; Stick
 +
|Output= Firestarter
 +
}}
 +
Then drop three sticks onto the ground. Make sure they all land on the same block. Hold down right click that block with the fire starter in your hand. The fire starter will draw back and play a sound. It may take several tries, and even more than one fire starter, to light the fire. It helps to drop a piece of straw with the sticks. When the fire is lit, a firepit appears on the ground.  
 +
The firepit is fueled by logs. You can either drop logs onto the fire or open the interface by right clicking on the fire and ad logs to the fuel slots on the left. When a firepit goes out, you'll need to make sure it has fuel and use a fire starter to relight it. Relighting is instant. Rain or snow will put out a firepit. Walking over a lit firepit will set you on fire.
 +
If you have raw meat, you can cook it in the firepit. Standing near a lit firepit will give you cold resistance. Standing there for a longer time will give you up to two minutes of cold resistance when you leave the firepit.
  
{|
+
==== Torches ====
|{{GridImage|Bear}}
+
Put one stick into the top slot of a lit firepit. After a few moments, it will output two lit torches. You can make more by placing a lit torch in the world and right-clicking on it with sticks in your hand. This will turn the sticks into lit torches.
|{{GridImage|Deer}}
+
{{Grid/Firepit
|{{GridImage|Pheasant}}
+
|Input= Stick |IA=
|{{GridImage|Wolf}}
+
|Output= Torch, 2
|}
+
}}
 +
Rain or snow will put out lit torches. Torches will also go out after 2 in-game days. You can relight an unlit torch by right clicking it with a lit torch in your hand.
  
Wild animals such as [[bear]]s, [[pheasant]]s, [[deer]], [[squid]], [[fish]] and untamed [[wolf|wolves]] can despawn and have the possibility to respawn using the vanilla friendly mob respawn mechanic.
+
=== Spawn Protection ===
 +
After you have spent a fair amount of time in an area, TFC+ implements a hostile mob spawn protection system that prevents mobs from spawning in areas that . Areas with this hostile mob spawn protection will not spawn hostile mobs regardless of the current light level.  
  
=== Combat ===
 
  
 +
 +
 +
== Beyond the First Night ==
 +
Now that you have a shelter and can survive the night, it's time to learn more about the world around you, and maybe secure some food.
 +
 +
=== Weapons and Combat ===
 
{|
 
{|
 
|{{GridImage|Stone Axe}}
 
|{{GridImage|Stone Axe}}
Line 125: Line 320:
 
|{{GridImage|Bow}}
 
|{{GridImage|Bow}}
 
|}
 
|}
 +
At the very beginning of the game, it’s best to avoid combat with hostile mobs. TFC+ has implemented different damage types: piercing, slashing, and crushing. Different weapons will do different types of damage, and a mob can be strong or weak against different types of damage. For most mobs, the best stone-age weapons are the axe (slashing damage) and the javelin (piercing damage). Knives can do either slashing or piercing damage (press M to swap knife modes), but they don't do much damage. Skeletons are immune to piercing damage and weak to crushing damage, so the most effective stone-age weapon against them is a hammer.
  
At the very beginning of the game, your best chance at surviving combat is if you avoid combat entirely, hiding and running away from any and all hostile [[mobs]] you come across. If you find yourself caught in a combat situation that you cannot escape, it is important to know that TerraFirmaCraft has implemented different [[damage type]]s. Different [[weapon]]s will do different types of damage, and certain mobs can be stronger or weaker against a specific damage type. For every mob except for skeletons, your best stone-age weapons are the [[axe]] and the [[javelin]]. [[Knife|Knives]] can also be used as a melee weapon, but don't deal much damage.
+
==== Hammer ====
 +
In the stone-age, hammers can be used as a melee weapon that deals crushing damage.
 +
{| cellspacing="10"
 +
|{{Grid/Knapping
 +
|A1= |B1= |C1= |D1= |E1=
 +
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
 +
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 +
|A4= |B4= |C4= terraRock 01 |D4= |E4=
 +
|A5= |B5= |C5= |D5= |E5=
 +
|Output= Stone Hammer Head
 +
}}
 +
|valign="center"|{{Grid/Inventory Table
 +
|A1=  |B1= Stone Hammer Head
 +
|A2=  |B2= Stick; Bone
 +
|Output= Stone Hammer
 +
}}
 +
|}
  
''Tip: For both standard and javelin [[skeleton]]s, your most effective stone-age weapon is a [[hammer]]. Skeletons are completely immune to piercing damage, meaning that all ranged weapons are useless against them.''
+
=== Bow ===
 
+
The unstrung bow can be crafted with poles and sinew. Place the unstrung bow and some sinew in your grid to make a bow. Arrows fired from the bow do piercing damage and can be retrieved.
If you get lucky and kill a skeleton that drops a [[bow]], you can craft [[arrows]] using [[rock]]s, [[stick]]s and [[feather]]s. Arrows can be stored in a [[quiver]] or in your inventory. Bows cannot be crafted in the stone age.
+
Arrows are crafted using rocks, sticks and feathers. Feathers can be plucked from live pheasants or chickens by crouching and right-clicking on them with an empty hand. This does a small amount of damage to the bird. Feathers will also drop when birds are killed. They can also sometimes be found by breaking leaf litter blocks.
  
 
{{Grid/Inventory Table
 
{{Grid/Inventory Table
Line 140: Line 352:
  
  
 +
=== Spear and Javelin ===
 +
Spears and javelins are crafted from poles. Spears are easier to craft than javelins (you only need to craft a pole with a knife), but javelins have more durability and do more damage than Spears. They can be used as melee weapons and have a long reach. They can also be used as ranged weapons. Holding right-click will draw it back, and letting go will throw it. Spears and javelins do piercing damage and can pass through enemies. They can be retrieved. After throwing, the slot will refill with another if you have more in your inventory.
  
=== Climate & Seasons ===
+
{| cellspacing="10"
 
+
|{{Grid/Knapping
Instead of traditional [[biome]]s, TerraFirmaCraft uses a [[climate]] system including rainfall, temperature, and evapotranspiration to determine where animals spawn, and what trees, crops, and other plant life grows in an area.
+
|A1= terraRock 01;  |B1= terraRock 01;  |C1= terraRock 01 |D1= ; terraRock 01 |E1= ; terraRock 01
 
+
|A2= terraRock 01;  |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= ; terraRock 01
There is also an in-game [[calendar]] complete with different seasons throughout the year. The game will always start in the year 1,000 on June 1st. Players will always spawn in the northern half of the map, so the starting season is early summer. Crossing the equator of Z = 0 will reverse the seasons to mimic earth's southern hemisphere.
+
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 
+
|A4=  |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=
== Gathering Materials ==
+
|A5=  |B5=  |C5= terraRock 01 |D5=  |E5=
 
+
|Output= Javelin Head (Stone)
Now that you understand some of the key differences between vanilla Minecraft and TerraFirmaCraft, let's move on to actual gameplay. The first thing you'll want to do is explore your world and gather materials.
+
}}
 
+
|valign="center"|{{Grid/Inventory Table
=== Rocks and Ore ===
+
|A1=  |B1= Javelin Head (Stone)
 
+
|A2=  |B2= Stick; Bone
[[File:RockGen.png|link=|thumb|150px|Some [[rock]]s laying on the ground.]]
+
|Output= Javelin
 
+
}}
{|
+
|{{GridImage|Rock (Andesite)}}
+
|{{GridImage|Rock (Basalt)}}
+
|{{GridImage|Rock (Chalk)}}
+
|{{GridImage|Rock (Chert)}}
+
|{{GridImage|Rock (Claystone)}}
+
|{{GridImage|Rock (Conglomerate)}}
+
|{{GridImage|Rock (Dacite)}}
+
|{{GridImage|Rock (Diorite)}}
+
|{{GridImage|Rock (Dolomite)}}
+
|{{GridImage|Rock (Gabbro)}}
+
|{{GridImage|Rock (Gneiss)}}
+
|{{GridImage|Rock (Granite)}}
+
|{{GridImage|Rock (Limestone)}}
+
|{{GridImage|Rock (Marble)}}
+
|{{GridImage|Rock (Phyllite)}}
+
|{{GridImage|Rock (Quartzite)}}
+
|{{GridImage|Rock (Rhyolite)}}
+
|{{GridImage|Rock (Rock Salt)}}
+
|{{GridImage|Rock (Schist)}}
+
|{{GridImage|Rock (Shale)}}
+
|{{GridImage|Rock (Slate)}}
+
 
|}
 
|}
  
Laying scattered on the ground you will find pieces of [[rock]]s and [[ore]]. All you need to worry about starting out is gathering the rocks by either breaking the block, or using {{key|RMB}} on it. The small pieces of ore indicate that there is a vein of that ore nearby underground, so it is important to take note of its location for when you later have a [[pickaxe]] and are ready to mine.
 
  
''Tip: Once a piece of ore or rock has been picked up from the ground, it cannot be placed back down, so only gather what you need to save on inventory space. A single stack of up to 64 rocks will be more than sufficient for your first few in-game days.''
+
=== Climate & Seasons ===
 
+
Instead of vanilla biomes, TFC+ uses a climate system. Rainfall, elevation, distance from the equator, and time of year determine which types of terrain, animals, and plants will generate in an area.  
=== Sticks and Saplings ===
+
Players will always spawn in the northern half of the map during the season of early summer.
 
+
The equator is at coordinate 0 on the z-axis. The climate near the equator tends to be hot and dry. As you move away from the equator, north (-z) or south (+z), the climate becomes tropical, then temperate, then Boreal, and finally polar climates at 30,000 blocks north or south.
{|
+
|{{GridImage|Stick}}
+
|{{GridImage|Sapling (Acacia)}}
+
|{{GridImage|Sapling (Ash)}}
+
|{{GridImage|Sapling (Aspen)}}
+
|{{GridImage|Sapling (Birch)}}
+
|{{GridImage|Sapling (Chestnut)}}
+
|{{GridImage|Sapling (Douglas Fir)}}
+
|{{GridImage|Sapling (Hickory)}}
+
|{{GridImage|Sapling (Kapok)}}
+
|{{GridImage|Sapling (Maple)}}
+
|{{GridImage|Sapling (Oak)}}
+
|{{GridImage|Sapling (Pine)}}
+
|{{GridImage|Sapling (Sequoia)}}
+
|{{GridImage|Sapling (Spruce)}}
+
|{{GridImage|Sapling (Sycamore)}}
+
|{{GridImage|Sapling (White Cedar)}}
+
|{{GridImage|Sapling (White Elm)}}
+
|{{GridImage|Sapling (Willow)}}
+
|}
+
  
Similar to rocks and ores, [[stick]]s can be found laying on the ground underneath [[trees]], or in beach and river [[biome]]s. You can also punch [[leaf|leaves]] which will have a chance to drop sticks and [[sapling]]s when broken. It does not matter if you use your fist or a stone [[tool]] to break the leaves, the drop rate will be the same.
 
  
''Tip: When a tree is chopped down, all leaves instantly despawn with it and they will not drop any sticks or saplings.''
 
  
 
=== Food ===
 
=== Food ===
Line 214: Line 383:
 
[[File:FoodDecay.png|frame|Raw beef of increasing decay amounts.]]
 
[[File:FoodDecay.png|frame|Raw beef of increasing decay amounts.]]
  
While it is not possible to directly starve to death in TerraFirmaCraft, gathering [[food]] is still an important aspect to increase your chances of staying alive. Food does [[Food#Decay|decay]] in TerraFirmaCraft, so it is important to periodically trim the decay off of the food so it doesn't rot as quickly. This can be done by either crafting the food with a [[knife]], or having a knife in your inventory, and while looking at your crafting grid pressing the {{key|D}} key. Pressing the hotkey will attempt to trim the decay off of all food in your inventory, consuming knife durability for each piece of food.
+
Food in TFC+ stacks by weight. A single stack can hold 160 ounces. You can combine smaller stacks of food by placing them together in the crafting grid. As a shortcut, you can also hover over a food item in your inventory and press the S key. Stacks of food can be cut in half by crafting them with a knife.  
  
 
[[File:FoodWeight.png|frame|Apples of increasing weights.]]
 
[[File:FoodWeight.png|frame|Apples of increasing weights.]]
  
Rather than the traditional stack system, food in TerraFirmaCraft is grouped together by [[Food#Weight|weight]]. A single inventory slot can hold a stack of up to 160 ounces of food. Hovering over a single food item in your crafting inventory and pressing {{key|S}} will combine all of that specific food item into stacks of larger weight. Multiple key presses may be required for larger quantities of individual stacks. Alternatively, multiple pieces of food that are underneath the maximum weight can be crafted together to create a single piece of food of the combined weight. If a piece of food that has no decay is crafted with a knife, it will be cut in half. This is useful for sharing food with multiple players, splitting food into smaller pieces to store in vessels, and splitting food into exact sizes for use in barrel processing.  
+
Food decays in TFC+, and as the decay a stack of food goes up, it decays faster. Decay is shown by the food’s durability bar. Hover over a food item to see an exact decay percentage in the tool tip. It is important to keep decay trimmed from food so it doesn't rot as quickly. To trim decay, craft the decayed food with a knife. As a shortcut, if you have a knife in your inventory, you can open your inventory and press the D key to trim the decay off of all food in your inventory.
 
+
Food stored in cooler temperatures will decay slower. Places that are blocked from the sky, that are higher in elevation, and that are farther from the equator will be cooler. Food that has been cooked will also decay slower.  
''Tip: Holding {{key|Shift}} while cutting food in half will result in multiple pieces of food, with each one half the weight of the one before it.''
+
 
+
==== Agriculture ====
+
 
+
[[File:WildRye.png|thumb|150px|A wild patch of [[rye]].]]
+
  
 +
==== Seaweed ====
 
{|
 
{|
|{{GridImage|Barley (Harvest)}}
+
|{{GridImage|Seaweed}}
|{{GridImage|Cabbage (Harvest)}}
+
|{{GridImage|Sea Weed}}
|{{GridImage|Carrot (Harvest)}}
+
|{{GridImage|Garlic (Harvest)}}
+
|{{GridImage|Greenbean (Harvest)}}
+
|{{GridImage|Maize (Harvest)}}
+
|{{GridImage|Oat (Harvest)}}
+
|{{GridImage|Onion (Harvest)}}
+
|{{GridImage|Potato (Harvest)}}
+
|{{GridImage|Green Bell Pepper (Harvest)}}
+
|{{GridImage|Red Bell Pepper (Harvest)}}
+
|{{GridImage|Rice (Harvest)}}
+
|{{GridImage|Rutabaga (Harvest)}}
+
|{{GridImage|Rye (Harvest)}}
+
|{{GridImage|Soybean (Harvest)}}
+
|{{GridImage|Squash (Harvest)}}
+
|{{GridImage|Tomato (Harvest)}}
+
|{{GridImage|Wheat (Harvest)}}
+
|{{GridImage|Yellow Bell Pepper (Harvest)}}
+
 
|}
 
|}
 +
Seaweed is a useful survival food. It can be found growing in the salt water near beaches. Seaweed can be harvested quickly by right-clicking the block it grows from with a knife. Harvested seaweed will not grow back.
  
[[Agriculture|Crops]] spawn randomly in the wild between the [[season]]s of spring and late summer, and have a chance to regenerate during those seasons every year. Breaking a wild crop will give only seeds if it isn't fully mature, so you should wait until it has reached the last stage of growth before harvesting if you want [[food]]. Crop growth in TerraFirmaCraft is based off of how much time has passed since the crop was planted as well as some other factors, with many crops taking a few in-game months to reach maturity. It is possible for crops to freeze to death during the colder seasons.
+
=== Vegetables and Grains ===
 +
These can be gathered from mature crops which spawn randomly in the world every spring/summer. Vegetables can be eaten raw. Grains must first be refined by crafting them with a knife. Refined grain decays much slower than unrefined grain.
  
''Tip: You will always start a new world in the beginning of summer, so some of the seeds you gather during the first year likely will not reach maturity before freezing to death if they are planted before spring of the next year.''
+
==== Meat ====
 
+
==== Animal Husbandry ====
+
  
 
{|
 
{|
Line 262: Line 410:
 
|{{GridImage|Cooked Venison}}
 
|{{GridImage|Cooked Venison}}
 
|}
 
|}
 +
Animals drop meat (or furs) when they die. A player with a higher butchery skill will get more meat from killing an animal. Raw meat may poison you, especially if it has decay.
  
The amount of meat that you get from killing [[Animal Husbandry|animals]] is based on your [[Skill#Butchery|butchery skill]], so the first animals that you kill will drop very little meat. With each kill your butchery skill will increase, dropping more meat than the last.
+
{|
 +
|{{GridImage|Bear}}
 +
|{{GridImage|Deer}}
 +
|{{GridImage|Pheasant}}
 +
|{{GridImage|Wolf}}
 +
|}
 +
Wild animals (bears,deer, pheasants, wolves, fish and squid) will continuously spawn and despawn in the world. But animals that can be tamed and bred as livestock (cows, horses, sheep, pigs, and chickens) only spawn one time, the first time an area is loaded. These animals do not despawn, and if they are killed, they will not respawn.
  
When killing animals for food, it is important to leave at least a [[Animal Husbandry#Gender|breeding pair]] of one male and one female of any animals you come across that can be domesticated, as they will not respawn if you kill them. TerraFirmaCraft implements a [[Animal Husbandry#Familiarity|familiarity]] system for interacting with animals, and most animals have a very long gestation period before giving birth, so it is unlikely to breed any babies before your first year or two in-game.
+
{|
 +
|{{GridImage|Cow}}
 +
|{{GridImage|Chicken}}
 +
|{{GridImage|Horse}}
 +
|{{GridImage|Pig}}
 +
|{{GridImage|Sheep}}
 +
|}
 +
Tamable animals are either male or female and if you are going to kill them for food, it is a good idea to leave at least one male and one female alive so that you can domesticate and breed them in the future.
  
You are welcome to freely kill any [[Animal Husbandry#Wild Animals|wild animals]] which cannot be domesticated that you come across, as they will eventually respawn.
+
{|
 
+
|{{GridImage|Cooked Calamari}}
''Tip: The vanilla respawn mechanic of friendly mobs does not spawn new animals very often, and that any meat you do get from killing animals will start to decay, so it is better to keep the animal alive until you actually need the meat.''
+
|{{GridImage|Cooked Fish}}
 
+
|}
==== Fruit Trees and Berry Bushes ====
+
Fish can be found swimming in lakes, and squid can be found swimming in saltwater. Both animals can be attacked with weapons. Fish can be caught with a fishing rod. The rod is crafted from poles. Players with a higher butchery skill will get more meat from these small animals. But these animals are small and they will always drop small amounts of food.
  
[[File:BerryBushes.png|thumb|150px|A patch of blueberry bushes.]]
 
  
 +
=== Fruit ===
 
{|
 
{|
 
|{{GridImage|Banana}}
 
|{{GridImage|Banana}}
Line 298: Line 460:
 
|}
 
|}
  
[[Fruit Tree|Fruit tree]]s and [[Berry|berry bush]]es can be found scattered across the world in areas of warmer [[climate]]. Each type of tree and bush will only be ripe during specific [[season]]s, and will not provide [[food]] for the rest of the year. Fruit trees are a renewable resource, providing saplings when their branches are broken with an [[axe]]. Berry bushes are not renewable, and the bushes that you find while out exploring are the only ones that you can get. Berry bushes can be broken and replanted elsewhere.
+
Fruit trees can be found in warmer climates. Each type of fruit tree gives fruit during specific seasons and will not provide food for the rest of the year. Fruit trees do not drop saplings. Berry bushes also give fruit during specific seasons. [[File:BerryBushes.png|thumb|150px|A patch of blueberry bushes.]]
 +
Berry bushes can be broken and replanted on grassy dirt.
  
==== Seaweed ====
 
  
{|
 
|{{GridImage|Seaweed}}
 
|{{GridImage|Sea Weed}}
 
|}
 
  
[[Seaweed]] can be found growing in salt water. Seaweed blocks can very quickly be broken with a [[knife]], giving 2 to 7 ounces of edible seaweed. Harvested seaweed will not grow back.
+
== Agriculture ==
 
+
[[File:WildRye.png|thumb|150px|A wild patch of [[rye]].]]
==== Fish and Squid ====
+
  
 
{|
 
{|
|{{GridImage|Cooked Calamari}}
+
|{{GridImage|Barley (Harvest)}}
|{{GridImage|Cooked Fish}}
+
|{{GridImage|Cabbage (Harvest)}}
|}
+
|{{GridImage|Carrot (Harvest)}}
 
+
|{{GridImage|Garlic (Harvest)}}
You are unable to craft a [[fishing rod]] while in the stone age, but it is still possible to get [[food]] from TerraFirmaCraft's water animals. [[Fish]] can be found swimming in [[Biome|lake biomes]], and [[squid]] can be found swimming in saltwater. Both animals can be directly attacked using melee [[weapons]] or a [[javelin]], and will drop food. The amount of food you get is once again dependent on your [[Skill#Butchery|butchery skill]], so you will not get much food at all from these small animals. Even with a high butchery skill, the amount of food dropped from these animals is fairly small.
+
|{{GridImage|Greenbean (Harvest)}}
 
+
|{{GridImage|Maize (Harvest)}}
''Tip: Since both fish and squid respawn, killing them is a quick and easy way to increase your butchery skill, so you will get more meat from killing larger animals.''
+
|{{GridImage|Oat (Harvest)}}
 
+
|{{GridImage|Onion (Harvest)}}
=== Clay ===
+
|{{GridImage|Potato (Harvest)}}
 
+
|{{GridImage|Green Bell Pepper (Harvest)}}
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
+
|{{GridImage|Red Bell Pepper (Harvest)}}
 
+
|{{GridImage|Rice (Harvest)}}
[[Clay]] generates in areas with a rainfall value of at least 500, meaning that it cannot be found in areas covered with [[Grass|dry grass]]. Clay deposits range from four to thirty blocks wide, and two to six blocks deep, and will be marked by goldenrod flowers. Breaking the clay block will yield one to three clay items.
+
|{{GridImage|Rutabaga (Harvest)}}
 
+
|{{GridImage|Rye (Harvest)}}
''Tip: A shovel is not required for harvesting clay, but will make the process faster.''
+
|{{GridImage|Soybean (Harvest)}}
 
+
|{{GridImage|Squash (Harvest)}}
=== Straw ===
+
|{{GridImage|Tomato (Harvest)}}
 
+
|{{GridImage|Wheat (Harvest)}}
[[Straw]] can be obtained by breaking tall or short grass with a [[knife]], yielding a single piece of straw per block. Straw is also produced as a byproduct when [[Food#Grain_Refining|refining grains]].
+
|{{GridImage|Yellow Bell Pepper (Harvest)}}
 
+
''Tip: Tall grass will slowly grow back during warmer weather under the right conditions.''
+
 
+
=== Logs ===
+
 
+
{|
+
|{{GridImage|Log (Acacia)}}
+
|{{GridImage|Log (Ash)}}
+
|{{GridImage|Log (Aspen)}}
+
|{{GridImage|Log (Birch)}}
+
|{{GridImage|Log (Chestnut)}}
+
|{{GridImage|Log (Douglas Fir)}}
+
|{{GridImage|Log (Hickory)}}
+
|{{GridImage|Log (Kapok)}}
+
|{{GridImage|Log (Maple)}}
+
|{{GridImage|Log (Oak)}}
+
|{{GridImage|Log (Pine)}}
+
|{{GridImage|Log (Sequoia)}}
+
|{{GridImage|Log (Spruce)}}
+
|{{GridImage|Log (Sycamore)}}
+
|{{GridImage|Log (White Cedar)}}
+
|{{GridImage|Log (White Elm)}}
+
|{{GridImage|Log (Willow)}}
+
|}
+
 
+
[[Log]]s are gathered by chopping down [[trees]] with an [[axe]]. If you use your axe to break the bottom log of the tree, it will chop the entire tree down. If your axe does not have enough durability to fell the entire tree, as many logs as possible starting from the top of the tree will be chopped and the axe will break. It is important to note that while you are using a stone axe, each log block only has a 90% chance of dropping a log when broken.
+
 
+
''Tip: Trees of the same type that are close together will act as one combined tree and both will fall when breaking one of the bottom log blocks.''
+
 
+
== Your First Tools ==
+
 
+
There are a few basic [[tool]]s and [[weapon]]s that you will be using while in the stone-age. Once you've gathered some [[rock]]s and [[stick]]s, you'll be able to make some basic tools so you can gather rest of the above listed materials.
+
 
+
''Tip: Tools cannot be crafted together for repair in TerraFirmaCraft, so it is encouraged to just use each tool until it breaks.''
+
 
+
=== Knapping ===
+
 
+
[[Knapping]] is the process of using two [[rock]]s to create heads for stone [[tools]]. {{key|RMB}} while holding a stack of two or more rocks to open the knapping interface. 
+
 
+
{{Grid/Knapping
+
|A1= terraRock 01 |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1= terraRock 01
+
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
+
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
|A4= terraRock 01 |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4= terraRock 01
+
|A5= terraRock 01 |B5= terraRock 01 |C5= terraRock 01 |D5= terraRock 01 |E5= terraRock 01
+
|Output=
+
}}
+
 
+
The interface is broken up into a 5x5 grid. Clicking on each square of the grid will remove the image of the stone, chipping the rock into the desired shape. Once a piece of the rock has been removed, it cannot be put back, so be careful where you click. Whether you achieve the desired shape or not, one of your rocks will be consumed in the process. If you successfully create a specific shape, a tool head will appear to the right which can then be attached to a [[stick]] or a [[bone]] in the crafting grid to create a stone tool.
+
 
+
{{Grid/Inventory Table
+
|A1=  |B1= Stone Axe Head
+
|A2=  |B2= Stick; Bone
+
|Output= Stone Axe
+
}}
+
 
+
''Tip: Completed stone tools do not stack, but tool heads will stack up to 32. At night when you are hiding from monsters, you can knap a handful of each tool head to keep in your inventory. Then during the day when your tool breaks, you can quickly combine another head with a stick or bone for a new tool.''
+
 
+
With the exception of stone [[hammer]]s and stone [[knife|knives]], some types of rocks will result in slightly more durable and/or efficient tools than others. This is not immediately apparent, as all stone tool icons look the same. In order of increasing durability and efficiency: Sedimentary, Metamorphic, Igneous Intrusive, Igneous Extrusive. Note however that there is only a difference of 20 uses between the highest and lowest durability stone tools, and the difference in efficiency is barely noticeable.
+
 
+
''Tip: Some of the tools can be knapped out differently than the below forms, feel free to experiment.''
+
 
+
==== Axe ====
+
 
+
[[Axe]]s are used to chop down [[trees]], and acquire [[Fruit Trees|fruit tree saplings]]. Stone axes only have about a 90% chance of dropping a [[log]] item for each log block.
+
 
+
While the axe is not technically a weapon, it can be used to deal [[Damage Type|slashing damage]] at the cost of using twice the durability per hit.
+
 
+
{| cellspacing="10"
+
|{{Grid/Knapping
+
|A1= |B1= terraRock 01;  |C1= |D1= ;terraRock 01 |E1=
+
|A2= terraRock 01;  |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=  ;terraRock 01
+
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
|A4= terraRock 01;  |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=  ;terraRock 01
+
|A5= |B5= terraRock 01;  |C5= |D5=  ;terraRock 01 |E5=
+
|Output= Stone Axe Head
+
}}
+
|valign="center"|{{Grid/Inventory Table
+
|A1=  |B1= Stone Axe Head
+
|A2=  |B2= Stick; Bone
+
|Output= Stone Axe
+
}}
+
|}
+
 
+
==== Hammer ====
+
 
+
In the stone-age, [[hammer]]s are used to smash flux-stone and borax to create [[flux]], and to break [[log]]s, yielding 1-3 [[stick]]s.
+
 
+
While the hammer is not technically a weapon, it can be used to deal [[Damage Type|crushing damage]] at the cost of using twice the durability per hit, making it the only stone-age tool that is effective against [[skeleton]]s.
+
 
+
{| cellspacing="10"
+
|{{Grid/Knapping
+
|A1= |B1= |C1= |D1= |E1=
+
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
+
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
|A4= |B4= |C4= terraRock 01 |D4= |E4=
+
|A5= |B5= |C5= |D5= |E5=
+
|Output= Stone Hammer Head
+
}}
+
|valign="center"|{{Grid/Inventory Table
+
|A1=  |B1= Stone Hammer Head
+
|A2=  |B2= Stick; Bone
+
|Output= Stone Hammer
+
}}
+
 
|}
 
|}
 +
Crops spawn randomly in the wild between the seasons of spring and late summer, and have a chance to regenerate during those seasons every year. Breaking a crop will always drop seeds. The crop will only give food along with those seeds if it is mature, so it’s a good idea to wait until a crop has finished growing before harvesting it. Most crops take several in-game months to reach maturity from the time they are planted. It is possible for crops to freeze to death during the colder seasons.
  
 
==== Hoe ====
 
==== Hoe ====
 
+
Hoes can be used to turn grass into farmland. It can also be used to check the hydration of farmland, and maturity of crops. The mode of the hoe can be changed by pressing the M key with the hoe in your hand. Hoeing grass blocks to get farmland plots will full nutrients. If you till a bare dirt block, it will have no nutrients and crops will not grow well on it.'
In the stone-age, [[hoe]]s can be used to turn [[grass]] or [[dirt]] into [[Agriculture#Soil|farmland]], as well as check the water levels of the farmland, and the harvest state of growing [[Agriculture|crops]]. The mode of the hoe can be changed by pressing the Cycle Tool Mold key (Default:{{key|M}}), while having the hoe equipped.
+
  
 
[[File:Hoe Mode Toolbar.png]] < Mode Indicator
 
[[File:Hoe Mode Toolbar.png]] < Mode Indicator
Line 465: Line 518:
 
|}
 
|}
  
''Tip: Till grass blocks to get farmland plots will full nutrients. If you till a dirt block, it will have no nutrients and must lay fallow for a while before you can grow anything on it.''
 
  
==== Javelin ====
 
  
[[Javelin]]s can be used as a melee [[weapon]], but they are more effectively used as a throwing spear. Hold {{key|RMB}} with a javelin to draw it like a [[bow]], releasing to fire. Javelins deal [[Damage Types|piercing damage]] and pass through enemies so they can be recovered by picking them up off the block it was stuck into. Javelins will only take durability damage when they hit an entity. If you miss your target, no durability is lost. A javelin with low enough durability will break when hitting an entity.
+
== Livestock ==
  
You can store your javelins in a [[quiver]], or just in your inventory. When throwing a javelin, the slot will refill with another javelin if you have one.
+
TFC+ implements an animal familiarity system for livestock. Animals that have been familiarized can be bred. Sheep that are familiarized can be shorn for wool. Horses that are familiarized can be saddled. Dogs that are familiarized can be commanded to sit and will not attack your livestock.
 +
To see an animal’s familiarity, look at the animal while crouching. Above the animal will be a heart to show the level of familiarity. Familiarity is increased by interacting with the animal. Cows, sheep, pigs and chickens familiarize when they are fed. To feed an unfamiliarized animal, crouching and right-click with refined grain in your hand. Horses are familiarized by attempting to ride them. Dogs are familiarized by petting (right-clicking).
 +
Familiarization takes several days. You will see the level of the heart filling up over time. If you miss a day of training, the heart level will go down. Once you reach a certain level, a white border will appear around the heart. When this happens, you will no longer lose familiarization if you stop training. When an animal is fully familiarized, the heart will turn gold. If an animal came from the wilderness, it’s max level will be less than a full heart. Animals that are born from your livestock will have higher max levels.
 +
Once you familiarize a male and female animal, you can breed them by feeding until hearts appear. If they are near one another, the female will become pregnant and will give birth after several months of pregnancy. The offspring of familiarized livestock will start life with partial familiarity.
  
{| cellspacing="10"
 
|{{Grid/Knapping
 
|A1= terraRock 01;  |B1= terraRock 01;  |C1= terraRock 01 |D1= ; terraRock 01 |E1= ; terraRock 01
 
|A2= terraRock 01;  |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= ; terraRock 01
 
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 
|A4=  |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=
 
|A5=  |B5=  |C5= terraRock 01 |D5=  |E5=
 
|Output= Javelin Head (Stone)
 
}}
 
|valign="center"|{{Grid/Inventory Table
 
|A1=  |B1= Javelin Head (Stone)
 
|A2=  |B2= Stick; Bone
 
|Output= Javelin
 
}}
 
|}
 
 
''Tip: Javelins are completely useless against skeletons, so don't bother trying to use them when you are fighting one.''
 
 
==== Knife ====
 
 
[[Knife|Knives]] can be used as a weak melee [[weapon]] inflicting [[Damage Type|piercing damage]], though their best use is in a crafting table to remove [[Food#Decay|decay]], process [[Food#Grain_Refining|cereal crops]], cut food into smaller pieces, and scrape [[Hides|sheepskin]]. Knives are also used to collect [[straw]] from tall and short grass, to create a [[Food#Meals|meal prep area]], to shear [[sheep]], scrape [[Hides|soaked hides]], and to open the [[Leather#Leather_Working|leatherworking interface]].
 
 
{| cellspacing="10"
 
|{{Grid/Knapping
 
|A1= terraRock 01; terraRock 01; ; |B1= ; ; terraRock 01; terraRock 01 |D1= terraRock 01; |E1= ; terraRock 01
 
|A2= terraRock 01 |B2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
 
|A3= terraRock 01 |B3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
 
|A4= terraRock 01 |B4= terraRock 01 |D4= terraRock 01 |E4= terraRock 01
 
|A5= terraRock 01 |B5= terraRock 01 |D5= terraRock 01 |E5= terraRock 01
 
|Output= Stone Knife Blade, 2
 
}}
 
|valign="center"|{{Grid/Inventory Table
 
|A1=  |B1= Stone Knife Head
 
|A2=  |B2= Stick; Bone
 
|Output= Stone Knife
 
}}
 
|}
 
 
''Tip: If you mess up the double knife knapping pattern, you can still get a single knife blade by just doing one half of the pattern.''
 
 
==== Shovel ====
 
 
[[Shovel]]s are used to harvest blocks of [[dirt]], [[clay]], [[gravel]], and [[sand]] faster. They are also required to harvest [[charcoal]] from a charcoal pit.
 
 
{| cellspacing="10"
 
|{{Grid/Knapping
 
|A1= |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1=
 
|A2= |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=
 
|A3= |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3=
 
|A4= |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=
 
|A5= |B5= |C5= terraRock 01 |D5= |E5=
 
|Output= Stone Shovel Head
 
}}
 
|valign="center"|{{Grid/Inventory Table
 
|A1=  |B1= Stone Shovel Head
 
|A2=  |B2= Stick; Bone
 
|Output= Stone Shovel
 
}}
 
|}
 
 
=== Firepit ===
 
 
At the end of the first day, you will probably want to create a [[firepit]] to make some [[torch]]es, and cook any meat you've collected so you can eat it. You'll need at least five [[stick]]s, some [[log]]s to use as fuel, and optionally a piece of [[straw]]. First you'll need to put two sticks in the grafting grid in a diagonal pattern to make a firestarter.
 
 
{{Grid/Inventory Table
 
|A1=; Stick |B1= Stick;
 
|A2= Stick; |B2=; Stick
 
|Output= Firestarter
 
}}
 
 
Once you have a firestarter, throw (Default: {{key|Q}}) three sticks on the ground or other non-flammable block so they are stacked together on the same block. Then with the firestarter in your hand target the block that the sticks are resting on and hold right-click. The firestarter will draw back and play a sound, simulating rubbing the two sticks together. It's possible that your first few tries will not be successful, and you may even have to make another firestarter, but you can throw a piece of straw in with the stack of sticks to increase your chances of it successfully lighting. Once the firepit appears, drop some logs on to it to quickly add fuel. You can {{key|RMB}} on the firepit as long as you aren't holding a firestarter or flint & steel to open its interface. If the firepit goes out, you'll need to add some fuel and then {{key|RMB}} on it with a firestarter to relight it. Relighting is instant, so don't worry when the drawing animation doesn't play.
 
 
''Tip: Rain or snow falling directly on a firepit will prevent you from lighting it and will extinguish a lit firepit. To avoid this, make your firepit below some tree-branches or a stone outcropping, where it will be protected from the rain.''
 
 
If you get lucky enough to kill a [[zombie]] that drops a [[wrought iron]] ingot, you can combine it with a piece of flint in the crafting grid to create a [[flint and steel]] that will always create a firepit on the first try, and has much more durability.
 
 
{{Grid/Inventory Table
 
|shapeless=1
 
|A1=Wrought Iron Ingot
 
|B2=Flint
 
|Output=Flint & Steel
 
}}
 
 
==== Torches ====
 
 
Once you have your first [[firepit]], you'll be able to create some [[torch]]es to light up the area around you. Simply put a [[stick]] in a firepit to get two torches. ''Note that you can only put the sticks in the firepit one at a time.'' Alternatively, once you've created some torches you can place one and {{key|RMB}} it with a stick in your hand for quicker torch creation at the expense of only getting one torch per stick.
 
 
{{Grid/Firepit
 
|Input= Stick |IA=
 
|Output= Torch, 2
 
}}
 
 
It's important to note that after a configurable amount of time (Default: 48 in-game hours), or if directly exposed to rain or snow, lit torches will burn out and no longer produce light. You can also manually extinguish a torch with a {{key|RMB}} from an empty hand. Torches in your inventory will never burn out, and can be used to {{key|RMB}} on placed torches to either relight burned out torches, or restart the countdown timer on lit torches.
 
 
=== Pottery ===
 
 
Once you've gathered some [[clay]], [[straw]], and [[log]]s, you can start to make various pieces of [[pottery]]. {{key|RMB}} while holding a stack of five or more pieces of clay to open the clay-forming interface.
 
  
 +
== Ceramics ==
 +
Clay can be used to create ceramic items for storage, meal preparation, and tool-making.
 +
Usually, clay is easy to find, but because it is generated based on rainfall, you may not find deposits in dry biomes. But even where there isn’t enough rainfall to generate clay, it can be found in rivers. Breaking a clay block will give you clay balls. Hold 5 or more clay balls in your hand and right-click the ground to bring up the clay forming interface.
 
{{Grid/Knapping
 
{{Grid/Knapping
 
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
 
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
Line 580: Line 540:
 
}}
 
}}
  
The interface is broken up into a 5x5 grid. Clicking on each square of the grid will change the image of the clay, forming into the desired shape. Once a piece of the clay has been changed, it cannot be changed back, so be careful where you click. Whether you achieve the desired shape or not, all five clay will be consumed in the process. If you successfully create a specific shape, a piece of pottery will appear to the right which can then be fired in a [[Pottery#Pit_Kiln|pit kiln]].
+
Clay items need to be fired in a pit kin. To make the kiln, dig a 1x1 block hole in the ground. This is your pit kiln. Place a clay item in kiln by right-clicking the bottom of the pit. You can place up to four small items or one large vessel in the pit. Now load the kiln with fuel by right-clicking with straw in your hand. The pit will slowly fill with straw. 8 pieces are needed. Now do the same with eight logs. To light the kiln, you can use a fire starter, or you can drop a torch onto the block. The fire will burn for several in-game hours. When the fire goes out, the straw and logs will be gone, and your clay items will be ceramic items. You can collect each one by right-clicking with an empty hand, or you can collect all of them at once by breaking the transparent block at the bottom of the kiln.
 
+
In order to create a pit kiln, you must first place the pottery in a 1-deep hole by holding it in your hand and using {{key|RMB}} on the top of the block. You can place up to four small items or one large vessel in this manner. Then {{key|RMB}} with eight pieces of straw, followed by eight logs and light the kiln using either a firestarter, a flint & steel, or by dropping a torch on the block. Once the fire finishes burning, you will be able to collect your ceramic items the same way you placed them down, or by simply breaking the block to collect all of them at once.
+
  
 
'''''Important:''' The pit kiln will not work as pictured below. These images are in '''cross section''', with the required surrounding blocks removed for visibility.''
 
'''''Important:''' The pit kiln will not work as pictured below. These images are in '''cross section''', with the required surrounding blocks removed for visibility.''
Line 591: Line 549:
 
</gallery>
 
</gallery>
  
''Tip: The fire from a pit kiln will light nearby flammable blocks on fire. For this reason, it is advised not to light pit kilns near wood, thatch, or other flammable blocks. Pit kilns will not be put out by rain, so you do not need to worry about putting them under a roof.''
+
Warning: fire from a pit kiln will light nearby flammable blocks (and players) on fire. Pit kilns will not be put out by rain or snow.
 
+
==== Ceramic Jug ====
+
 
+
[[Ceramic Jug]]s are used to carry water. They can be filled with {{key|RMB}} on a source block of fresh water, or on a [[large vessel]] that contains at least 1,000 mB of fresh water. Flowing water, salt water, and water from hot springs will not work. You can drink from a jug of water by holding down {{key|RMB}}, the same as you would when eating food. Drinking will replenish three bars of thirst and completely empty the jug.
+
 
+
''Tip: There is a very small chance that the jug will break when you drink from it, so it is a good idea to make sure you always have a few around.''
+
 
+
If you {{key|RMB}} an empty ceramic jug, you will blow into it and play a note. The pitch of the note played is dependent on the direction up or down you are currently looking.
+
  
 +
=== Ceramic Jug ===
 +
One of the first ceramic items you will want to make is a ceramic jug, so you can carry drinking water with you.
 
{|cellspacing=10
 
{|cellspacing=10
 
|{{Grid/Knapping
 
|{{Grid/Knapping
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}}
 
}}
 
|}
 
|}
 +
Fill the jug by right-clicking it on a source block of fresh water, or on a large vessel that contains at least 1,000 mB of fresh water. You cannot fill a jug with flowing water, salt water, or water from a hot spring. You can drink from a jug of water by holding down right-click. Drinking will fill your thirst bar much faster than drinking with your hand. If your thirst bar is very low, it may take more than one jug of water to fill it completely. There is also a very chance the jug will break when you drink from it, so it is a good idea to keep more than one. The jug can be placed on a solid block by crouching and right clicking the block with the jug in your hand.
 +
If you try to drink from an empty ceramic jug, you will blow into it and play a note. Looking up or down will change the pitch of the note.
  
==== Ceramic Vessel ====
+
=== Ceramic Vessel ===
 
+
Ceramic Vessels are used for storing small items, for preserving refined grain, and for processing items in the pit kiln.
[[Ceramic Vessel]]s are a very versatile item, but in the stone-age you will simply use them for basic storage. You can use a ceramic vessel to store up to four stacks of items. However, ceramic vessels are only able to store items with a size of small, very small, or tiny. The size of every item in your inventory is displayed on the tooltip when you place your cursor over it.
+
 
+
To place items into a vessel, {{key|RMB}} with the vessel in hand to open up the interface. A ceramic vessel with items in it can still be stored in your inventory, or placed on the ground, thereby providing increased storage capacity.
+
 
+
''Tip: Food stored inside of a vessel will decay at 50% the normal rate. However, the food must have a weight of no more than 80 oz in order to fit in the vessel's small slots.''
+
 
+
 
{|cellspacing=10
 
{|cellspacing=10
 
|{{Grid/Knapping
 
|{{Grid/Knapping
Line 638: Line 586:
 
}}
 
}}
 
|}
 
|}
 +
Open a ceramic vessel by right-clicking with the vessel in your hand. The vessel has room for four stacks of items. Only smaller items can fit into a vessel. Vessels can still be stored in your inventory or placed on the ground, by crouching and right-clicking.
 +
Refined grain stored inside of a vessel will decay at 50% slower.
 +
Seashells or dirt, gravel, or sand from flux stones (limestone, dolomite, chalk, and marble) can be placed into a vessel and fired in a pit kiln. They will burn down into lime, which is used to make leather and glass.
  
==== Large Vessel ====
+
=== Large Vessel ===
 
+
A large vessel is a stone-age version of a barrel. Large vessels can do many of the liquid recipes done by barrels with the exceptions of alcohol and vinegar.  
[[Large Vessel]]s are a lower tier version of [[barrel]]s. As you are unable to make a [[Bucket|wooden bucket]] in the stone age, you will only be able to fill the large vessel with liquid by either using it like a bucket on a source block of salt or fresh water, or by leaving it unsealed and exposed to the sky while it is raining to slowly fill it with fresh water.
+
 
+
Once sealed, a large vessel can be broken and moved around. It will keep its contents so that you can fill it in one location before moving it to another. If the large vessel is not sealed when it is broken, it will dump its items onto the ground, and the liquid inside will be deleted. Sealed large vessels must be carried one at a time in your back slot (located to the right of the chest armor slot). If you have a sealed large vessel in your inventory that is not located in the back slot, you will see a message stating, "Overburdened" and will not be able to move.
+
 
+
Large vessels can do all the same processing recipes as barrels, with the exception of creating [[alcohol]] or [[vinegar]]. While the large vessel can be used to make cheese, you will not be able to do so while in the stone-age because you cannot make the wooden bucket for collecting milk from a [[cow]].
+
 
+
Alternatively, large vessels have nine slots for storage of items and blocks, and can hold anything that has a size of medium or smaller. They can be placed on the ground and used in a manner similar to [[chest]]s, or they can be sealed and carried on your back to indirectly expand your inventory's capacity.
+
 
+
 
''Tip: Unlike the other pottery items, unfired large ceramic vessels will take up the entire block and can only be fired one at a time.''
 
''Tip: Unlike the other pottery items, unfired large ceramic vessels will take up the entire block and can only be fired one at a time.''
  
Line 665: Line 608:
 
}}
 
}}
 
|}
 
|}
 +
==== Liquid Storage ====
 +
The vessel can be filled with water by using it like a bucket on a water source block. If an empty large vessel is left open and exposed to the sky while it is raining it will slowly fill with fresh water.
 +
A sealed vessel can be broken and moved. The player can only carry one sealed large vessel at a time. To carry it, place it in your back slot (an invisible slot to the left of the chest armor slot). Until you put it in the back slot, you will see a message: "Overburdened" and will not be able to move.
 +
==== Item Storage ====
 +
Alternatively, large vessels can be used for item storage. By clicking the chest tab in the vessel’s interface, you can show its nine storage slots, which can hold medium or smaller items. They can be placed on the ground and used in a manner similar to chests, or they can be sealed and carried on your back as a backpack.
 +
==== Retting Natural Fibers ====
 +
Seal 25 flax or 25 jute plants into a large ceramic vessel full of water to process them into into linen or jute fibers. Linen fibers can be spun into thread with a spindle, and jute fibers can be crafted into a rope, used for handling animals.
 +
==== Tanning ====
 +
A large vessel can be used to process rawhide into leather. There are several steps to leather tanning. It might be easier to use three vessels (one for each step) if you have a lot of rawhide to process.
 +
First, fill a vessel with fresh water and add 10 lime. This will consume the lime and turn the fresh water into lime water. Next seal the rawhide in the vessel of lime water. After a time, it will consume some of the lime water and output a soaked hide.
 +
The next step is to scrape the softened bits of flesh from the soaked hide. You will need a large log placed on its side to use as a workbench. Right click the log with the soaked hide in your hand and it wil be spread out on the top of the log ready to be scraped. With a knife in your hand, right-click on the hide. You will see a bit of the flesh disappear from the hide. Continue clicking on the pink fleshy patches of hide until it is all scraped clean. Then right click once more to remove the hide from the log.
 +
Next, seal the scraped hide in a vessel full of fresh water for a time. It will consume some of the water and output a prepared hide.
 +
The last step is to tan the prepared hide. You will need a large vessel of tannin to do this. To make tannin, seal a tannin-rich log (oak, birch, chestnut, Douglas fir, hickory, maple, sequoia, acacia, fever tree, mahogany, or limba) in a large vessel full of fresh water and wait for a time. The log will be consumed and the water will turn to tannin. Seal  a prepared hide in a vessel of tannin. After a time some of the tannin will be consumed and the prepared hide will turn into leather.
 +
==== Fruit Tree Propagation ====
 +
Large ceramic vessels can also be used to propagate fruit trees. To create a fruit tree sapling you place the large vessel on the ground, put 40 oz of fruit in the center storage slot, and put 2 dirt in the 8 surrounding slots. Leave the vessel unsealed. Once the fruit reaches 50% decay, it will consume some of the dirt and a fruit tree sapling will be produced.
  
==== Bowls ====
+
=== Bowls ===
 
+
[[Ceramic Bowl]]s are used in the creation of [[Food#Preparation|salads]] as well as to craft a [[gold pan]]. When eating a salad, the bowl is destroyed, so it is a good idea to make a lot of bowls if you plan on eating salads.
+
 
+
 
{|cellspacing=10
 
{|cellspacing=10
 
|{{Grid/Knapping
 
|{{Grid/Knapping
Line 684: Line 639:
 
}}
 
}}
 
|}
 
|}
 +
Ceramic Bowls are used to make salads, which are the first meal you can make in TFC+. Meals can be eaten faster than raw foods, they provide extra saturation, so you won't need to eat as often. Meals are assembled in the meal prep area. To create a meal prep area, right click a solid block with a knife in your hand. To create salad meals, click the tab on the top of the meal prep area interface with the salad icon. You can add a combination of fruits, vegetables, grains, and meats to the food slots, and add ceramic bowls on the right. If enough food and bowls are available, clicking the “create” button will output a meal. The ingredients and bowls can be stored in the meal prep area and will render in the world above the area. The ceramic bowl is destroyed when the salad is eaten. If you intend to eat a lot of salads, you should make a lot of bowls.
  
== Shelter ==
+
=== Spindle ===
 +
The spindle is a tool used to process fibers into threads. To craft a spindle start by crafting a stick and a clay ball together to make a clay spindle. This needs to be fired in the pit kiln. After firing, place it in your crafting area to get a ceramic spindle head. Craft the spindle head with a stick to get a spindle.
 +
To use the spindle, place it in your crafting grid with flax fibers to output linen string, or with wool to get wool yarn.
  
Once you have gathered materials and created your first tools, you will probably want to start working on some form of shelter. Since you cannot mine stone blocks at this stage you need to either find a cave or build a primitive shelter. Putting up some cobblestone blocks as the base of temporary walls might be a good extra protection in the early days, just remember that once you've placed a block of cobblestone you won't be able to break it until you have metals tools, so place them only where you need them (building near a cliff-face or on a hill may help you in designing early defenses). You can break a cobblestone block with just your fist, but it will take an extremely long time to do so, and you will get nothing in return.
+
=== Blowpipe ===
 +
The blowpipe is used to create glass bottles. Glass bottles are an upgraded version of the ceramic jug. They never break, they stack up to 64 in a single slot, and they fill your thirst bar faster than a jug.  
 +
To make a blowpipe, craft clay into the shape below and fire it in the pit kiln.
 +
To use the blowpipe, you need a ceramic vessel of molten glass. This is made by placing equal parts lime, soda ash, and silica sand in a ceramic vessel and firing it in a pit kiln. Soda ash is made by cooking seaweed in a firepit until it completely burns up. Silica sand can be found on some beaches. If you hover over a block of sand in your inventory, it will say “silica” in the tool tip if the sand can be used to make glass. After firing the vessel of glass ingredients it will contain molten glass. To load the blowpipe with glass, right-click while holding the vessel to open its interface. You will see that it has only one slot. Place the blowpipe into the slot and it will slowly fill with molten glass. When it is full (100 units) remove it from the slot and close the vessel interface. Now right-click with the loaded blowpipe in your hand to blow a bottle. Repeat this process of loading and blowing to use up the molten glass. After a time, the glass will harden in the vessel. If there is enough to make more bottles (more than 100 units) you can melt the glass by firing it in the pit kiln again.
  
''Tip: Cobblestone falls sideways just like dirt, so it can't be used to make tall, 1 thick walls without proper support.''
 
  
=== Logs and Log Piles ===
+
== Fur and Leather Clothing ==
  
The [[log]]s you get from chopping down [[tree]]s with an [[axe]] can be used to build both the walls and roof of a structure similar to a log cabin. You can also stack logs into log-piles by sneaking (Default: {{key|Shift}}) while placing the log. Log piles can be used for walls, and have the advantage of being very fast to break. However, log piles can only be placed on top of solid blocks, or a completely filled log pile, so it will take a lot more logs to create a wall out of log piles, and it would be very difficult to use log piles to create a ceiling.
+
Bear furs and wolf furs can be cut with a knife and sewn with a needle and thread to make fur hats, boots, and coats. These items will give the player resistance to cold.  
  
=== Thatch ===
+
To cut furs, right click the ground while holding a fur. You must have a knife in your inventory. The fur cutting interface is similar to the stone knapping interface. Clicking a space on the 5x5 grid will cut it away. If you make a mistake, you cannot undo it and that fur will be wasted (unless you can still make a different recipe with the shape you have made)
  
[[Thatch]] is one of the earliest roofing blocks available in the game. Unlike [[dirt]] and [[cobblestone]], thatch is not affected by gravity so you can use it to create a roof for your shelter. Thatch has an advantage over logs in that it can quickly and easily be removed by hand.
+
Next, you will need a needle and thread. To get a needle, hold left-click with a bone (or bones) in your hand. As you hit the rock with the bones, they will start to break. They will drop bone fragments, and there is a chance they will drop a bone needle. Once you have a needle, place it in your crafting grid with linen thread, wool yarn, or sinew to create a threaded needle.
  
{{Grid/Inventory Table
+
To sew your cut fur pieces into clothing, right click on the ground while holding some cut fur pieces in your hand. This will open the sewing interface. Place the cut fur pieces that are needed to make the clothing item you want into the interfaces inventory slots and a sewing pattern will appear. Now take your threaded needle and sew along the red lines in the pattern. Sew by pressing and holding the left mouse button. (Note: sewing takes place at the center of the needle icon, not at the point of the needle). To inspect your work, put the needle back in your inventory. Areas that were sewn well will turn green. Areas that need to be sewn or that should not have been sewn will be red. You can remove stitching by using a knife on the pattern and holding right-click. Stitching is cut at the point of the knife icon. Place your knife back into your inventory to update the pattern. When all the seams are sewn properly and no stitches are out of line, The clothing item will be output into the slot on the right.
|A1 = Straw |B1 = Straw
+
|A2 = Straw |B2 = Straw
+
|Output = Thatch
+
}}
+
  
Note: Players and mobs are able to move through thatch, making the block essentially useless for walls that do not contain at least one other material. You also cannot use thatch to pillar up to safety, as you will simply fall through the block when you try to jump on it. Hostile mobs will not be able to spot you if you are already hiding in a thatch enclosure, but they are able to follow you through thatch if they have been aggro'd while you were outside of the thatch.
+
== Leather Working ==
  
''Tip: Thatch is also extremely flammable, and any thatch structures that are built near an open flame such as a pit kiln will quickly burn to the ground.''
+
Leather can be cut the same way as cloth to make cut leather pieces which can be sewn into leather armor and items.  
  
=== Beds ===
+
=== Leather Armor ===
 +
Leather hat, tunic, pants, and boots or sandals are worn in the armor slots. They cannot be worn underneath similar fur items. They do not provide heat or cold resistance, but they do provide light armor.
  
[[File:HideBedCreation.png|thumb|150px|How you should be facing to create a [[Straw & Hide Bed]].]]
+
=== Quiver ===
 +
The quiver is worn on the back slot (left of chest armor slot). It can hold arrows, spears, or javelins, and when these weapons are fired, they will be replaced in your bow or hand from the quiver. You can see the contents of the quiver in bottom left of the screen.
  
While you won't be able to sleep through the night during the stone-age, you are able to create a primitive bed that can be used to set your spawn point. You can make a [[straw & hide bed]] by placing two [[thatch]] blocks next to each other on the ground, and then using a [[Hides|large raw hide]] to {{key|RMB}} on the thatch and create a bed.
+
=== Saddle ===
 +
The saddle can be placed on a familiarized horse to ride it. You will also need a rope in your hand to steer the horse.
 +
=== Staff ===
 +
The staff is crafted with a pole and a leather strap. When held in the hand, it gives a bonus to walking speed. It does not make you sprint faster. It can also be used as a weak melee weapon.
 +
== Music ==
 +
=== Conch ===
 +
The Conch is an instrument made by crafting a spiral-type seashell in the crafting grid. It can be crafted again to turn it back into a seashell. The Conch is played by right-clicking while holding it in the hand. It makes a horn-like noise. The pitch cannot be changed.
 +
=== Blowing Horn ===
 +
Blowing horns are made by crafting a horn with a knife. Horns are a semi-rare drop from bulls. It is played by right clicking while held in the hand, similar to the Conch.
 +
=== Flute ===
 +
Flutes are more difficult to make than a conch or blowing horn, but they are able to play complex tunes. To craft a flute, you need a Hollow Bone, which is a rare drop from chickens and pheasants. Craft a hollow bone with a knife for a 25% chance of obtaining a flute.
 +
The flute is played by right-clicking while holding in the hand. Different notes can be played by pressing different combinations of the F, G, H, J, and B keys while blowing the flute.
  
== Leaving the Stone Age ==
 
  
Eventually you will probably want to progress out of the stone-age, and create some [[metal]] tools. In order to do this, you'll need to find some [[ore]].
 
  
To make your first metal tool head you will need to collect 10 pieces of small, [[copper]]-bearing ore:
+
== Leaving the Stone Age ==
{{InfoTable/CopperOre}}
+
Beyond the stone-age is the copper age, where you begin processing ores into cast metal tools. Metal tools will give you access to new kinds of clothing, foods, food preservation, armor, weapons, instruments, and transportation.
 
+
To create your first metal tool, you'll need at least 10 nuggets of copper ore. There are three ores of copper: malachite, tetrahedrite, and native copper. It’s okay to mix and match. You just need ten total.
=== Prospecting ===
+
In the stone age, there are two ways to gather the ore.  
 
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The most common way is by finding nuggets of or on the ground among the rocks. These ore nuggets indicate that there is a vein of ore underground, so be careful to remember or mark and ore location when you collect surface ores so you can find the location later when you have a pickax and are ready to mine.
There are currently two stone-age methods of gathering [[ore]]. You can either collect them from the ground in the same manner that you gathered [[rock]]s and [[stick]]s, or by using a [[Gold Pan]].
+
If you can’t find the ores you need on the ground, you can pan for ore. This method is slow, but reliable and can be done almost anywhere.
 
+
Create a gold pan by placing a ceramic bowl in the crafting grid. Since pans break with use, it’s a good idea to make several. With an empty pan in hand, right click on a gravel, sand, or dirt block to fill the pan. There is a chance that the block will be consumed. Gravel is more likely to produce ores, than dirt or sand. Now find or create a flowing water block. With the filled pan in hand, click in the flowing water block to use the pan. Each time you pan there is a small chance that an ore nugget or a gemstone will drop. There is also chance that the pan will break. After panning five times, the pan will empty. Refill the pan and repeat until you have at least 10 ore nuggets.  
''Tip: Ore that is found laying on the ground indicates that there is a vein of that ore nearby, so you should always mark the location after picking up the ore piece so you can come back and find the vein once you have a [[pickaxe]].''
+
  
=== Processing ===
 
  
For more information on how to process ore and leave the stone-age, please read the [[Metalworking Industry|Metalworking Guide]].
+
You can now [[Metalworking Industry|process the ore]] and leave the stone-age. You've done it!
  
 
{{Blocks}}
 
{{Blocks}}
 
[[Category:Guides]]
 
[[Category:Guides]]
 
[[Category:Needs updating]]
 
[[Category:Needs updating]]

Revision as of 16:52, 15 September 2019

This article needs to be updated to match TFC+'s newest version.
It might not contain completely accurate information for the newest version. Please help by contributing.

Welcome to TFC+

This guide will help new players through the early game with a focus on the differences between TFC+ and vanilla Minecraft. Players who already have experience with TerraFirmaCraft might want to look at Differences from TFC instead.

User Interface Differences

Right away, you can see that there are some obvious differences between TFC+'s HUD and the vanilla Minecraft HUD.

Health

HealthBar.png

Instead of hearts, HP is shown by a red bar. When you first spawn, you have a maximum of 1,000 HP. Your max HP will go up or down based on your nutrition and XP. Health regenerates slowly over time if your hunger bar is at least 25% full. Mob health is also higher, but they are still weaker than players.

Hunger

HungerBar.png

Instead of shanks, hunger is shown by a green bar. Each stack of food in TFC+ can weigh up to 160 ounces. Players have a stomach that can hold 24 oz and can eat 5 oz in one bite. The exception to this is sandwiches, which can be eaten in a single bite. You can gain saturation and therefore eat less by eating salads and sandwiches instead of raw ingredients.

The hunger bar slowly goes down even if you are standing still or sleeping. It also goes down when you do actions like breaking a block or attacking. You can not starve to death in TFC+, but it is not good to have a low hunger bar. When your hunger bar is below 25%, you will get negative effects, like weakness and fatigue. If your hunger bar is empty, your nutrition goes down 3x fast. Low nutrition gives you lower max HP. When all of your nutrition is empty, you will have a max HP of 50. At 50 HP a hostile mob or fall damage can very easily kill you.

Thirst

Freshwater pond

ThirstBar.png

Thirst is shown by a blue bar. The thirst bar slowly goes down over time even if you stand still or sleep. The thirst bar goes up when you drink fresh water. TFC+ has fresh water and salt water. Cattails and pond weed only grow in fresh water.

You can drink fresh water by right-clicking an empty hand on a block that is in the water. You will hear a drinking sound, and your thirst bar will go up. You can hold right-click to keep drinking until your thirst bar is full. Once you make clay items, you can craft a ceramic jug to carry water with you. Sprinting and jumping will quickly lower your thirst bar. When the thirst bar is below 50%, you can not sprint. When it is below 25%, you will get a Slowness II potion effect. If the thirst bar is empty, the current ambient temperature is above 35, and you are under the sky, you will take damage. This simulates a heat stroke.

Body Temperature

Body Temperature is shown by a bar on the lower right side of the screen. Green temperatures are comfortable, blue are too cold, yellow and red are too hot. If your temperature goes too far from green, you will have negative potion effects and can even take damage. Many things affect body temperature: clothing, being in water, drinking water, and being near a campfire. The temperature of the world around you is affected by season, latitude, elevation, and time of day.

Experience

As XP levels go up, the player's max health, max thirst, and alcohol tolerance go up too. A player with higher XP can take more damage, survive longer without water, and drink more alcohol before getting negative effects. There is no enchanting or tool repairs in TFC+, so you keep your XP unless you die.

Inventory and Crafting Grid

2x2 Crafting Grid

Just like in vanilla, you start with a 2x2 crafting grid in your inventory. Metal tools are needed to expand this grid to the full 3x3 so you will not be able to expand your crafting grid while you are in the stone age. Along the right side of the inventory interface, you will see 4 tabs. These let you see your nutrition levels, an in-game calendar complete with different seasons throughout the year, and your skill levels.


Your First Day: Preparing For the Night

Night is coming and you have only a few hours to sort out some basic equipment, shelter, fire, and maybe water, and food. Night time is dangerous and if you want to survive to see tomorrow, it's time to get busy.

Sticks And Stones: Getting Equipped

Some rocks laying on the ground.
File:Grid Stick).png Grid Rock (Andesite).png Grid Rock (Basalt).png Grid Rock (Chalk).png Grid Rock (Chert).png Grid Rock (Claystone).png Grid Rock (Conglomerate).png Grid Rock (Dacite).png Grid Rock (Diorite).png Grid Rock (Dolomite).png Grid Rock (Gabbro).png Grid Rock (Gneiss).png Grid Rock (Granite).png Grid Rock (Limestone).png Grid Rock (Marble).png Grid Rock (Phyllite).png Grid Rock (Quartzite).png Grid Rock (Rhyolite).png Grid Rock (Rock Salt).png Grid Rock (Schist).png Grid Rock (Shale).png Grid Rock (Slate).png

On the ground you will find stones. Collect them by breaking the block, or by right-clicking them. Sticks can be found laying on the ground underneath trees or on beaches. You can also punch leaf litter which will have a chance to drop sticks. Collect those too. When you have several of each, it's time to make some stone tools.

The tools you will want to make right away are a knife, an axe, and a maybe a shovel. With these tools you can get food, simple clothing, and shelter. Tools cannot be repaired in TFC+, so it’s okay to use a tool until it breaks.

Knapping

Stone tool heads are crafted by hitting stones together to break them into useful shapes. This is called knapping. Stones are knapped into tool heads which can be attached to a stick to make a tool. To knap stone, hold two or more rocks in your hand and right-click on the ground.

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The knapping interface is a 5x5 grid. Clicking on a square of the grid will break off that piece of stone. Be careful where you click. If you make a mistake, you can't undo it and you may have to start again. Once you knap the stone into the right shape, a tool head will appear on the right. Take the tool head and craft it with a stick (or a bone) in the crafting grid to create a stone tool.

Stone Axe Head Stone Axe
Grid layout Arrow (small).png
Stick

Finished tools do not stack, but tool heads do. At night when you are hiding from monsters, you can knap extra tool heads to keep in your inventory. Then during the day, you can quickly craft new tools as you need them.

Knife

Knives are weak melee weapon, but better than bare hands. They are mainly used as a tool. With a knife, you can remove decay from food, process cereal crops, cut food into smaller pieces, collect straw, and turn furs and animal hides into leather or clothing.

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Grid layout Arrow (small).png
Stick


Axe

You can’t punch down trees in TFC+. You need an axe to fell a tree. Axes can also be used as a melee weapon.

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Shovel

Digging by hand is very slow. Use a shovel gather dirt, clay, gravel, and sand faster. It can also be used as a melee weapon.

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Stick

Use Your Tools To Gather Wood, Straw, and Clay

Now that you have some basic tools, you can start collecting the resources you need to survive.

Straw

Breaking grass with a knife to get straw. Get a lot. You will need straw to make your first clothing, your first storage container, and your first building block.

Grass Clothing

Grass Clothing.gif
Grass clothing gives heat resistance with the exception of the grass cloak, which gives cold resistance. Craft grass clothing by right-clicking the ground while holding holding 5 or more straw in your hand. Grass clothing does not require sewing. These items have lower durability than other clothing, but are easy to make.


The straw hat gives a small heat resistance bonus. If a straw hat is crafted in the Asia region, it will have a prism shape instead of the default flat top shape.

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The Grass Shirt gives a small heat resistance bonus.

Flat Straw title= title= title= Flat Straw title= Grass Shirt
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The Grass Skirt gives a small heat resistance bonus.

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Grass Sandals give a small speed bonus on sand.

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The Grass Cloak gives a moderate cold resistance bonus and a moderate heat resistance malus. It is worn on the back slot (invisible slot to the left of the chest armor slot. This means it is not possible to wear the Grass Cloak and carry a large ceramic vessel or barrel at the same time.

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The Straw basket works like a small chest.

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Wood

Grid Log (Acacia).png Grid Log (Ash).png Grid Log (Aspen).png Grid Log (Birch).png Grid Log (Chestnut).png Grid Log (Douglas Fir).png Grid Log (Hickory).png Grid Log (Kapok).png Grid Log (Maple).png Grid Log (Oak).png Grid Log (Pine).png Grid Log (Sequoia).png Grid Log (Spruce).png Grid Log (Sycamore).png Grid Log (White Cedar).png Grid Log (White Elm).png Grid Log (Willow).png

Wood is gathered by chopping down trees with an axe. If you break the bottom log of the tree with an axe, it will break the entire tree into logs and sticks. If your axe does not have enough durability to chop down the entire tree,only the top of the tree will be chopped and the axe will break. Trees can drop large logs, normal logs, and sticks. Large logs can be split into normal logs by placing them in your crafting grid with an axe. Logs are stored in log piles. Create a pile by right-clicking a solid block with a log in your hand. The wood pile can hold 4 stacks of 4 logs. Right-click a partially full log pile with logs in your hand to quickly add them to the pile. Taking all logs from the pile will destroy the log pile block. A log pile can be used as a simple building block, but you can not place a new pile on top of another pile until the bottom pile is full.



Shelter: Waiting Out the Night

Once you have gathered materials and created your first tools, you will probably want to start working on some form of shelter. You cannot mine stone, and building out of dirt is not an option. You will have to use more primitive methods.

Gravity

A cobblestone pile created from a cave in.

In vanilla, sand and gravel blocks are affected by gravity. In TFC+, dirt and cobblestone are also affected by gravity. Gravity-affected blocks do not stay in a tall stack like in vanilla. Instead, they will fall sideways to form a pile. This means that if you try to dig into dirt or build walls with dirt or cobble, the blocks will fall down. No dirt house for you.

Clay

Clay deposit on a hillside with goldenrod flowers.

On the other hand, clay blocks are not affected by gravity. If you find a clay deposit, you can dig out the dirt underneath it to make a quick and easy shelter. Clay deposits can be found by the patches of goldenrod flowers that grow on top of them.

Thatch

Thatch is one of the earliest building blocks in TFC+. Craft thatch by making crafting together 4 straw in your crafting grid.

Straw Straw Thatch
Grid layout Arrow (small).png
Straw Straw

Thatch blocks are not affected by gravity so you can use them to create a roof for your shelter if you aren't building underneath a clay deposit. You can also use them for walls, but be aware that players and mobs can pass through thatch blocks. Hostile mobs will not notice you if you stay hidden inside a thatch shelter, but if a mob has already seen you it may follow you through a thatch wall. Thatch is also extremely flammable, so don't build it too close to heat sources.

Beds

How you should be facing to create a Straw & Hide Bed.

You can make a simple straw bed to sleep through the night and set your spawn point. Make a straw bed by placing two thatch blocks next to each other on the ground, and right-clicking on the thatch with a large rawhide. Large rawhide will drop when a horse is killed. It can also be obtained by crafting a large bear fur with a knife. It's unlikely that you will get the rawhide before your first night, but that's okay. You will have plenty of knapping and other things to keep you busy through the first night or two. When you are able to sleep through the night, your hunger and thirst bars go down 50% less than if you stay awake.

Firepit

Now that you have some logs and sticks, you can create a firepit. A firepit will allow you to make torches, to cook food, and to stay warm. To make a firepit, first make a fire starter out of two sticks.

Stick Firestarter
Grid layout Arrow (small).png
Stick

Then drop three sticks onto the ground. Make sure they all land on the same block. Hold down right click that block with the fire starter in your hand. The fire starter will draw back and play a sound. It may take several tries, and even more than one fire starter, to light the fire. It helps to drop a piece of straw with the sticks. When the fire is lit, a firepit appears on the ground. The firepit is fueled by logs. You can either drop logs onto the fire or open the interface by right clicking on the fire and ad logs to the fuel slots on the left. When a firepit goes out, you'll need to make sure it has fuel and use a fire starter to relight it. Relighting is instant. Rain or snow will put out a firepit. Walking over a lit firepit will set you on fire. If you have raw meat, you can cook it in the firepit. Standing near a lit firepit will give you cold resistance. Standing there for a longer time will give you up to two minutes of cold resistance when you leave the firepit.

Torches

Put one stick into the top slot of a lit firepit. After a few moments, it will output two lit torches. You can make more by placing a lit torch in the world and right-clicking on it with sticks in your hand. This will turn the sticks into lit torches.

Grid layout None (small).png FirePit Temp.png
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Rain or snow will put out lit torches. Torches will also go out after 2 in-game days. You can relight an unlit torch by right clicking it with a lit torch in your hand.

Spawn Protection

After you have spent a fair amount of time in an area, TFC+ implements a hostile mob spawn protection system that prevents mobs from spawning in areas that . Areas with this hostile mob spawn protection will not spawn hostile mobs regardless of the current light level.



Beyond the First Night

Now that you have a shelter and can survive the night, it's time to learn more about the world around you, and maybe secure some food.

Weapons and Combat

Grid Stone Axe.png Grid Javelin.png Grid Stone Knife.png Grid Stone Hammer.png Grid Bow.png

At the very beginning of the game, it’s best to avoid combat with hostile mobs. TFC+ has implemented different damage types: piercing, slashing, and crushing. Different weapons will do different types of damage, and a mob can be strong or weak against different types of damage. For most mobs, the best stone-age weapons are the axe (slashing damage) and the javelin (piercing damage). Knives can do either slashing or piercing damage (press M to swap knife modes), but they don't do much damage. Skeletons are immune to piercing damage and weak to crushing damage, so the most effective stone-age weapon against them is a hammer.

Hammer

In the stone-age, hammers can be used as a melee weapon that deals crushing damage.

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Bow

The unstrung bow can be crafted with poles and sinew. Place the unstrung bow and some sinew in your grid to make a bow. Arrows fired from the bow do piercing damage and can be retrieved. Arrows are crafted using rocks, sticks and feathers. Feathers can be plucked from live pheasants or chickens by crouching and right-clicking on them with an empty hand. This does a small amount of damage to the bird. Feathers will also drop when birds are killed. They can also sometimes be found by breaking leaf litter blocks.

Rock Arrow8
Grid layout Arrow (small).png
Feather Stick
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Spear and Javelin

Spears and javelins are crafted from poles. Spears are easier to craft than javelins (you only need to craft a pole with a knife), but javelins have more durability and do more damage than Spears. They can be used as melee weapons and have a long reach. They can also be used as ranged weapons. Holding right-click will draw it back, and letting go will throw it. Spears and javelins do piercing damage and can pass through enemies. They can be retrieved. After throwing, the slot will refill with another if you have more in your inventory.

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Climate & Seasons

Instead of vanilla biomes, TFC+ uses a climate system. Rainfall, elevation, distance from the equator, and time of year determine which types of terrain, animals, and plants will generate in an area. Players will always spawn in the northern half of the map during the season of early summer. The equator is at coordinate 0 on the z-axis. The climate near the equator tends to be hot and dry. As you move away from the equator, north (-z) or south (+z), the climate becomes tropical, then temperate, then Boreal, and finally polar climates at 30,000 blocks north or south.


Food

Raw beef of increasing decay amounts.

Food in TFC+ stacks by weight. A single stack can hold 160 ounces. You can combine smaller stacks of food by placing them together in the crafting grid. As a shortcut, you can also hover over a food item in your inventory and press the S key. Stacks of food can be cut in half by crafting them with a knife.

Apples of increasing weights.

Food decays in TFC+, and as the decay a stack of food goes up, it decays faster. Decay is shown by the food’s durability bar. Hover over a food item to see an exact decay percentage in the tool tip. It is important to keep decay trimmed from food so it doesn't rot as quickly. To trim decay, craft the decayed food with a knife. As a shortcut, if you have a knife in your inventory, you can open your inventory and press the D key to trim the decay off of all food in your inventory. Food stored in cooler temperatures will decay slower. Places that are blocked from the sky, that are higher in elevation, and that are farther from the equator will be cooler. Food that has been cooked will also decay slower.

Seaweed

Grid Seaweed.png Grid Sea Weed.png

Seaweed is a useful survival food. It can be found growing in the salt water near beaches. Seaweed can be harvested quickly by right-clicking the block it grows from with a knife. Harvested seaweed will not grow back.

Vegetables and Grains

These can be gathered from mature crops which spawn randomly in the world every spring/summer. Vegetables can be eaten raw. Grains must first be refined by crafting them with a knife. Refined grain decays much slower than unrefined grain.

Meat

Grid Cooked Beef.png Grid Cooked Horse Meat.png Grid Cooked Mutton.png Grid Cooked Porkchop.png Grid Cooked Chicken.png Grid Cooked Venison.png

Animals drop meat (or furs) when they die. A player with a higher butchery skill will get more meat from killing an animal. Raw meat may poison you, especially if it has decay.

Grid Bear.png Grid Deer.png Grid Pheasant.png Grid Wolf.png

Wild animals (bears,deer, pheasants, wolves, fish and squid) will continuously spawn and despawn in the world. But animals that can be tamed and bred as livestock (cows, horses, sheep, pigs, and chickens) only spawn one time, the first time an area is loaded. These animals do not despawn, and if they are killed, they will not respawn.

Grid Cow.png Grid Chicken.png Grid Horse.png Grid Pig.png Grid Sheep.png

Tamable animals are either male or female and if you are going to kill them for food, it is a good idea to leave at least one male and one female alive so that you can domesticate and breed them in the future.

Grid Cooked Calamari.png Grid Cooked Fish.png

Fish can be found swimming in lakes, and squid can be found swimming in saltwater. Both animals can be attacked with weapons. Fish can be caught with a fishing rod. The rod is crafted from poles. Players with a higher butchery skill will get more meat from these small animals. But these animals are small and they will always drop small amounts of food.


Fruit

Grid Banana.png Grid Blackberries.png Grid Blueberries.png Grid Bunchberries.png Grid Cherry.png Grid Cloudberries.png Grid Cranberries.png Grid Elderberries.png Grid Gooseberries.png Grid Green Apple.png Grid Lemon.png Grid Olive.png Grid Orange.png Grid Peach.png Grid Plum.png Grid Raspberries.png Grid Red Apple.png Grid Snowberries.png Grid Strawberries.png Grid Wintergreen Berries.png
Fruit trees can be found in warmer climates. Each type of fruit tree gives fruit during specific seasons and will not provide food for the rest of the year. Fruit trees do not drop saplings. Berry bushes also give fruit during specific seasons.
A patch of blueberry bushes.

Berry bushes can be broken and replanted on grassy dirt.


Agriculture

A wild patch of rye.
Grid Barley (Harvest).png Grid Cabbage (Harvest).png Grid Carrot (Harvest).png Grid Garlic (Harvest).png Grid Greenbean (Harvest).png Grid Maize (Harvest).png Grid Oat (Harvest).png Grid Onion (Harvest).png Grid Potato (Harvest).png Grid Green Bell Pepper (Harvest).png Grid Red Bell Pepper (Harvest).png Grid Rice (Harvest).png Grid Rutabaga (Harvest).png Grid Rye (Harvest).png Grid Soybean (Harvest).png Grid Squash (Harvest).png Grid Tomato (Harvest).png Grid Wheat (Harvest).png Grid Yellow Bell Pepper (Harvest).png

Crops spawn randomly in the wild between the seasons of spring and late summer, and have a chance to regenerate during those seasons every year. Breaking a crop will always drop seeds. The crop will only give food along with those seeds if it is mature, so it’s a good idea to wait until a crop has finished growing before harvesting it. Most crops take several in-game months to reach maturity from the time they are planted. It is possible for crops to freeze to death during the colder seasons.

Hoe

Hoes can be used to turn grass into farmland. It can also be used to check the hydration of farmland, and maturity of crops. The mode of the hoe can be changed by pressing the M key with the hoe in your hand. Hoeing grass blocks to get farmland plots will full nutrients. If you till a bare dirt block, it will have no nutrients and crops will not grow well on it.'

Hoe Mode Toolbar.png < Mode Indicator

Toolmode 1-1.png Preparation - Standard use, tilling soil into farm-plot.

Toolmode 1-3.png Water - Highlights the target farmland with black: no water access, and blue: water access.

Toolmode 1-4.png Harvest - Highlights the farmland with a green display for finished crops and red for those whom are still growing into maturity.

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Livestock

TFC+ implements an animal familiarity system for livestock. Animals that have been familiarized can be bred. Sheep that are familiarized can be shorn for wool. Horses that are familiarized can be saddled. Dogs that are familiarized can be commanded to sit and will not attack your livestock. To see an animal’s familiarity, look at the animal while crouching. Above the animal will be a heart to show the level of familiarity. Familiarity is increased by interacting with the animal. Cows, sheep, pigs and chickens familiarize when they are fed. To feed an unfamiliarized animal, crouching and right-click with refined grain in your hand. Horses are familiarized by attempting to ride them. Dogs are familiarized by petting (right-clicking). Familiarization takes several days. You will see the level of the heart filling up over time. If you miss a day of training, the heart level will go down. Once you reach a certain level, a white border will appear around the heart. When this happens, you will no longer lose familiarization if you stop training. When an animal is fully familiarized, the heart will turn gold. If an animal came from the wilderness, it’s max level will be less than a full heart. Animals that are born from your livestock will have higher max levels. Once you familiarize a male and female animal, you can breed them by feeding until hearts appear. If they are near one another, the female will become pregnant and will give birth after several months of pregnancy. The offspring of familiarized livestock will start life with partial familiarity.


Ceramics

Clay can be used to create ceramic items for storage, meal preparation, and tool-making. Usually, clay is easy to find, but because it is generated based on rainfall, you may not find deposits in dry biomes. But even where there isn’t enough rainfall to generate clay, it can be found in rivers. Breaking a clay block will give you clay balls. Hold 5 or more clay balls in your hand and right-click the ground to bring up the clay forming interface.

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Clay items need to be fired in a pit kin. To make the kiln, dig a 1x1 block hole in the ground. This is your pit kiln. Place a clay item in kiln by right-clicking the bottom of the pit. You can place up to four small items or one large vessel in the pit. Now load the kiln with fuel by right-clicking with straw in your hand. The pit will slowly fill with straw. 8 pieces are needed. Now do the same with eight logs. To light the kiln, you can use a fire starter, or you can drop a torch onto the block. The fire will burn for several in-game hours. When the fire goes out, the straw and logs will be gone, and your clay items will be ceramic items. You can collect each one by right-clicking with an empty hand, or you can collect all of them at once by breaking the transparent block at the bottom of the kiln.

Important: The pit kiln will not work as pictured below. These images are in cross section, with the required surrounding blocks removed for visibility.

Warning: fire from a pit kiln will light nearby flammable blocks (and players) on fire. Pit kilns will not be put out by rain or snow.

Ceramic Jug

One of the first ceramic items you will want to make is a ceramic jug, so you can carry drinking water with you.

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Fill the jug by right-clicking it on a source block of fresh water, or on a large vessel that contains at least 1,000 mB of fresh water. You cannot fill a jug with flowing water, salt water, or water from a hot spring. You can drink from a jug of water by holding down right-click. Drinking will fill your thirst bar much faster than drinking with your hand. If your thirst bar is very low, it may take more than one jug of water to fill it completely. There is also a very chance the jug will break when you drink from it, so it is a good idea to keep more than one. The jug can be placed on a solid block by crouching and right clicking the block with the jug in your hand. If you try to drink from an empty ceramic jug, you will blow into it and play a note. Looking up or down will change the pitch of the note.

Ceramic Vessel

Ceramic Vessels are used for storing small items, for preserving refined grain, and for processing items in the pit kiln.

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Open a ceramic vessel by right-clicking with the vessel in your hand. The vessel has room for four stacks of items. Only smaller items can fit into a vessel. Vessels can still be stored in your inventory or placed on the ground, by crouching and right-clicking. Refined grain stored inside of a vessel will decay at 50% slower. Seashells or dirt, gravel, or sand from flux stones (limestone, dolomite, chalk, and marble) can be placed into a vessel and fired in a pit kiln. They will burn down into lime, which is used to make leather and glass.

Large Vessel

A large vessel is a stone-age version of a barrel. Large vessels can do many of the liquid recipes done by barrels with the exceptions of alcohol and vinegar. Tip: Unlike the other pottery items, unfired large ceramic vessels will take up the entire block and can only be fired one at a time.

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Liquid Storage

The vessel can be filled with water by using it like a bucket on a water source block. If an empty large vessel is left open and exposed to the sky while it is raining it will slowly fill with fresh water. A sealed vessel can be broken and moved. The player can only carry one sealed large vessel at a time. To carry it, place it in your back slot (an invisible slot to the left of the chest armor slot). Until you put it in the back slot, you will see a message: "Overburdened" and will not be able to move.

Item Storage

Alternatively, large vessels can be used for item storage. By clicking the chest tab in the vessel’s interface, you can show its nine storage slots, which can hold medium or smaller items. They can be placed on the ground and used in a manner similar to chests, or they can be sealed and carried on your back as a backpack.

Retting Natural Fibers

Seal 25 flax or 25 jute plants into a large ceramic vessel full of water to process them into into linen or jute fibers. Linen fibers can be spun into thread with a spindle, and jute fibers can be crafted into a rope, used for handling animals.

Tanning

A large vessel can be used to process rawhide into leather. There are several steps to leather tanning. It might be easier to use three vessels (one for each step) if you have a lot of rawhide to process. First, fill a vessel with fresh water and add 10 lime. This will consume the lime and turn the fresh water into lime water. Next seal the rawhide in the vessel of lime water. After a time, it will consume some of the lime water and output a soaked hide. The next step is to scrape the softened bits of flesh from the soaked hide. You will need a large log placed on its side to use as a workbench. Right click the log with the soaked hide in your hand and it wil be spread out on the top of the log ready to be scraped. With a knife in your hand, right-click on the hide. You will see a bit of the flesh disappear from the hide. Continue clicking on the pink fleshy patches of hide until it is all scraped clean. Then right click once more to remove the hide from the log. Next, seal the scraped hide in a vessel full of fresh water for a time. It will consume some of the water and output a prepared hide. The last step is to tan the prepared hide. You will need a large vessel of tannin to do this. To make tannin, seal a tannin-rich log (oak, birch, chestnut, Douglas fir, hickory, maple, sequoia, acacia, fever tree, mahogany, or limba) in a large vessel full of fresh water and wait for a time. The log will be consumed and the water will turn to tannin. Seal a prepared hide in a vessel of tannin. After a time some of the tannin will be consumed and the prepared hide will turn into leather.

Fruit Tree Propagation

Large ceramic vessels can also be used to propagate fruit trees. To create a fruit tree sapling you place the large vessel on the ground, put 40 oz of fruit in the center storage slot, and put 2 dirt in the 8 surrounding slots. Leave the vessel unsealed. Once the fruit reaches 50% decay, it will consume some of the dirt and a fruit tree sapling will be produced.

Bowls

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Ceramic Bowls are used to make salads, which are the first meal you can make in TFC+. Meals can be eaten faster than raw foods, they provide extra saturation, so you won't need to eat as often. Meals are assembled in the meal prep area. To create a meal prep area, right click a solid block with a knife in your hand. To create salad meals, click the tab on the top of the meal prep area interface with the salad icon. You can add a combination of fruits, vegetables, grains, and meats to the food slots, and add ceramic bowls on the right. If enough food and bowls are available, clicking the “create” button will output a meal. The ingredients and bowls can be stored in the meal prep area and will render in the world above the area. The ceramic bowl is destroyed when the salad is eaten. If you intend to eat a lot of salads, you should make a lot of bowls.

Spindle

The spindle is a tool used to process fibers into threads. To craft a spindle start by crafting a stick and a clay ball together to make a clay spindle. This needs to be fired in the pit kiln. After firing, place it in your crafting area to get a ceramic spindle head. Craft the spindle head with a stick to get a spindle. To use the spindle, place it in your crafting grid with flax fibers to output linen string, or with wool to get wool yarn.

Blowpipe

The blowpipe is used to create glass bottles. Glass bottles are an upgraded version of the ceramic jug. They never break, they stack up to 64 in a single slot, and they fill your thirst bar faster than a jug. To make a blowpipe, craft clay into the shape below and fire it in the pit kiln. To use the blowpipe, you need a ceramic vessel of molten glass. This is made by placing equal parts lime, soda ash, and silica sand in a ceramic vessel and firing it in a pit kiln. Soda ash is made by cooking seaweed in a firepit until it completely burns up. Silica sand can be found on some beaches. If you hover over a block of sand in your inventory, it will say “silica” in the tool tip if the sand can be used to make glass. After firing the vessel of glass ingredients it will contain molten glass. To load the blowpipe with glass, right-click while holding the vessel to open its interface. You will see that it has only one slot. Place the blowpipe into the slot and it will slowly fill with molten glass. When it is full (100 units) remove it from the slot and close the vessel interface. Now right-click with the loaded blowpipe in your hand to blow a bottle. Repeat this process of loading and blowing to use up the molten glass. After a time, the glass will harden in the vessel. If there is enough to make more bottles (more than 100 units) you can melt the glass by firing it in the pit kiln again.


Fur and Leather Clothing

Bear furs and wolf furs can be cut with a knife and sewn with a needle and thread to make fur hats, boots, and coats. These items will give the player resistance to cold.

To cut furs, right click the ground while holding a fur. You must have a knife in your inventory. The fur cutting interface is similar to the stone knapping interface. Clicking a space on the 5x5 grid will cut it away. If you make a mistake, you cannot undo it and that fur will be wasted (unless you can still make a different recipe with the shape you have made)

Next, you will need a needle and thread. To get a needle, hold left-click with a bone (or bones) in your hand. As you hit the rock with the bones, they will start to break. They will drop bone fragments, and there is a chance they will drop a bone needle. Once you have a needle, place it in your crafting grid with linen thread, wool yarn, or sinew to create a threaded needle.

To sew your cut fur pieces into clothing, right click on the ground while holding some cut fur pieces in your hand. This will open the sewing interface. Place the cut fur pieces that are needed to make the clothing item you want into the interfaces inventory slots and a sewing pattern will appear. Now take your threaded needle and sew along the red lines in the pattern. Sew by pressing and holding the left mouse button. (Note: sewing takes place at the center of the needle icon, not at the point of the needle). To inspect your work, put the needle back in your inventory. Areas that were sewn well will turn green. Areas that need to be sewn or that should not have been sewn will be red. You can remove stitching by using a knife on the pattern and holding right-click. Stitching is cut at the point of the knife icon. Place your knife back into your inventory to update the pattern. When all the seams are sewn properly and no stitches are out of line, The clothing item will be output into the slot on the right.

Leather Working

Leather can be cut the same way as cloth to make cut leather pieces which can be sewn into leather armor and items.

Leather Armor

Leather hat, tunic, pants, and boots or sandals are worn in the armor slots. They cannot be worn underneath similar fur items. They do not provide heat or cold resistance, but they do provide light armor.

Quiver

The quiver is worn on the back slot (left of chest armor slot). It can hold arrows, spears, or javelins, and when these weapons are fired, they will be replaced in your bow or hand from the quiver. You can see the contents of the quiver in bottom left of the screen.

Saddle

The saddle can be placed on a familiarized horse to ride it. You will also need a rope in your hand to steer the horse.

Staff

The staff is crafted with a pole and a leather strap. When held in the hand, it gives a bonus to walking speed. It does not make you sprint faster. It can also be used as a weak melee weapon.

Music

Conch

The Conch is an instrument made by crafting a spiral-type seashell in the crafting grid. It can be crafted again to turn it back into a seashell. The Conch is played by right-clicking while holding it in the hand. It makes a horn-like noise. The pitch cannot be changed.

Blowing Horn

Blowing horns are made by crafting a horn with a knife. Horns are a semi-rare drop from bulls. It is played by right clicking while held in the hand, similar to the Conch.

Flute

Flutes are more difficult to make than a conch or blowing horn, but they are able to play complex tunes. To craft a flute, you need a Hollow Bone, which is a rare drop from chickens and pheasants. Craft a hollow bone with a knife for a 25% chance of obtaining a flute. The flute is played by right-clicking while holding in the hand. Different notes can be played by pressing different combinations of the F, G, H, J, and B keys while blowing the flute.


Leaving the Stone Age

Beyond the stone-age is the copper age, where you begin processing ores into cast metal tools. Metal tools will give you access to new kinds of clothing, foods, food preservation, armor, weapons, instruments, and transportation. To create your first metal tool, you'll need at least 10 nuggets of copper ore. There are three ores of copper: malachite, tetrahedrite, and native copper. It’s okay to mix and match. You just need ten total. In the stone age, there are two ways to gather the ore. The most common way is by finding nuggets of or on the ground among the rocks. These ore nuggets indicate that there is a vein of ore underground, so be careful to remember or mark and ore location when you collect surface ores so you can find the location later when you have a pickax and are ready to mine. If you can’t find the ores you need on the ground, you can pan for ore. This method is slow, but reliable and can be done almost anywhere. Create a gold pan by placing a ceramic bowl in the crafting grid. Since pans break with use, it’s a good idea to make several. With an empty pan in hand, right click on a gravel, sand, or dirt block to fill the pan. There is a chance that the block will be consumed. Gravel is more likely to produce ores, than dirt or sand. Now find or create a flowing water block. With the filled pan in hand, click in the flowing water block to use the pan. Each time you pan there is a small chance that an ore nugget or a gemstone will drop. There is also chance that the pan will break. After panning five times, the pan will empty. Refill the pan and repeat until you have at least 10 ore nuggets.


You can now process the ore and leave the stone-age. You've done it!