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== Welcome to TFC+! == <!--T:1-->
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[[File:Flowchart.png|500px|right]]
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Terrafirmacraft+ is an re-imagination of what Minecraft can be, with a emphasis on making the game more believable. It is suited for experienced players of vanilla Minecraft, whom feel that an amount of complexity and detail has been lacking in the vanilla game, and want a level of realism that vanilla Minecraft does not provide.
  
== Welcome to TFC+ ==
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<!--T:2-->
 +
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 the original TerraFirmaCraft might want to look at [[Differences from TFC]] instead. If you have an issue or question, you can visit the [https://discord.gg/GhqaFgQ Discord] or [https://reddit.com/r/TFCPlus Subreddit] for support.
  
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.
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<!--T:3-->
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A number of translations are available for Terrafirmacraft+, but most of these are not complete. You can help translate Terrafirmacraft+ - look at the [[Translation]] page.  
  
== User Interface Differences ==
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<!--T:4-->
Right away, you can see that there are some obvious differences between TFC+'s HUD and the vanilla Minecraft HUD.
+
This guide assumes you have installed Terrafirmacraft+; if you have not, visit the [[Installation]] page for help. ''Note: Make sure you have created a 1.7.10 instance, and have installed '''''Terrafirmacraft+''''', not "Terrafirmacraft". The "Terrafirmacraft" CurseForge project is '''not''' Terrafirmacraft+.''
  
=== Health ===
+
'''Note:''' The current version (0.89.1) has a bug where hostile monsters do not spawn on the surface. This issue will be fixed in the next version. Until then, if you wish to play with hostile monsters, play the previous version (0.88.4)
  
 +
== Getting started == <!--T:5-->
 +
 +
=== HUD and Statistics === <!--T:6-->
 +
When you start a new world, you might notice that your HUD is quite different from what you are used to in vanilla Minecraft. This section will guide you through the various bars and menus of the Terrafirmacraft+ HUD.
 +
 +
==== Health ==== <!--T:7-->
 
[[File:HealthBar.png|link=]]
 
[[File:HealthBar.png|link=]]
  
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.
+
<!--T:8-->
 +
The first bar that is quite different from vanilla Minecraft is the health bar. Instead of hearts, in TFC+, HP is shown as a red bar. You start with 1000 max HP, and this will vary depending on various factors, such as [[nutrition]] and XP level. HP will regenerate very slowly over time, as long as your hunger is above 25%. Even on a full stomach, you cannot heal very quickly. Healing can be accelerated by wading in hot spring water or by using [[Wound#Sterile Bandages|sterile bandages]], which restore 100 HP for each bandage used.
  
=== Hunger ===
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<!--T:9-->
 +
Players can also be [[#Wounds and Medicine|wounded]], which has a variety of effects. You can only get wounded if you take 20% or more of your health in one hit. Having an untreated fractured bone slows the player's movement, while having a wound or a cut gradually damages the player for as long as the effect lasts. Specific wounds are inflicted by specific [[damage type]]s. Fractures are only caused by crushing damage or falling damage, while wounds are caused by piercing damage and cuts are caused by slashing damage. The effects of wounds can be managed through [[#Wounds and Medicine|medicine]].
  
 +
==== Hunger ==== <!--T:10-->
 
[[File:HungerBar.png|link=]]
 
[[File:HungerBar.png|link=]]
  
Instead of shanks of food, hunger is represented with a green bar. Rather than arbitrary filling values, the hunger system in TerraFirmaCraft is based off of [[Food#Weight|food weight]]. TerraFirmaCraft uses the imperial measurement of ounces. However, this measurement does not relate to any other measurement in the game, so if the concept of ounces confuses you, you are welcome to instead think of them as generic "food units" or "bites." Each stack of food in TerraFirmaCraft can weigh up to 160 ounces.
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<!--T:11-->
 +
Instead of shanks of food, hunger is represented with a green bar.  
 +
 +
Unlike vanilla Minecraft, which uses arbitrary "filling values", the hunger system in TerraFirmaCraft+ is based off of food weight. TerraFirmaCraft+ uses the imperial measurement of ounces. However, this measurement does not relate to any other measurement in the game, so if the concept of ounces confuses you, you are welcome to instead think of them as generic "food units" or "bites." Each stack of food in TerraFirmaCraft+ can weigh up to 160 ounces.  
  
Players have a stomach capacity of 24 oz. When eating almost any [[food]], the player can consume a maximum of 5 oz at a time. The exception to this is [[Food#Sandwiches|sandwiches]], which can be eaten in a single bite. It is impossible to over-eat in TerraFirmaCraft, meaning that you will only consume enough ounces to fill your stomach to the 24 oz capacity. The only way for you to gain saturation and therefore eat less often is to create [[Food#Preparation|salads and sandwiches]].
+
<!--T:12-->
 
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Players will slowly get hungrier over the course of a few days, even if they do not move. When a player is very hungry, they will begin to suffer negative effects, such as Mining Fatigue and Weakness, until they have eaten again. Once a player's hunger bar is depleted, they will begin suffering from starvation, and very quickly die. Please note that the hunger bar is not linear, but rather logarithmic. As such, the last portion of the bar lasts significantly longer than the first. If you are running low on food, consider not constantly eating.
Unlike vanilla, the hunger bar does slowly deplete over time even while you are standing still, or even sleeping. In addition to the slow continuous drain, hunger is primarily depleted by performing actions such as breaking blocks or attacking. If you sleep through the night, your hunger bar will deplete half as much as if you had been awake the entire time.
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+
It is important to note that it is not possible to starve to death in TerraFirmaCraft. When your hunger bar reaches below 25%, you will get Mining Fatigue II and Weakness II potion effects. When your hunger bar is completely empty, your nutrition levels will drain at three times the normal rate, therefore quickly decreasing your max health. However, once all of your nutrition categories are completely empty, you will still have a maximum HP of 50. Note that 50 HP is a small enough value that taking damage from any outside source such as hostile mobs or fall damage will very likely kill you.
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+
=== Thirst ===
+
  
 +
==== Thirst ==== <!--T:13-->
 
[[File:FreshwaterPond.png|thumb|150px|Freshwater pond]]
 
[[File:FreshwaterPond.png|thumb|150px|Freshwater pond]]
 
[[File:ThirstBar.png|link=]]
 
[[File:ThirstBar.png|link=]]
  
Thirst is represented with a blue bar. The thirst bar, like the hunger bar, slowly depletes over time even while you do not move. The thirst bar is replenished by drinking fresh water, which is easily distinguished from saltwater by the presence of cattails and pondweed. Starting out, you will drink the water directly from the pool by using {{key|RMB}} with an empty hand on the face of a block that is exposed to the water. A slurping sound will play, and your thirst bar will increase slightly. You can simply hold {{key|RMB}} to continue drinking until you are no longer thirsty. Once you have created a [[ceramic jug]] you will be able to fill it with fresh water to drink. Ceramic jugs replenish much more of the thirst bar than drinking directly from the pond, and offer a way for you to be able to drink even when no fresh water is nearby. It is important to note that ceramic jugs are not indestructible, and there is a random chance that it will break each time you take a drink.
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<!--T:14-->
 +
Terrafirmacraft+ introduces the idea of Thirst. Players will slowly get more thirsty, eventually suffering from effects like Slowness and Weakness, and will suffer heat strokes if they are completely dehydrated. Thirst is represented with a blue bar. Like Hunger, Thirst will go down slowly, even if players are not moving. Players can only drink fresh water from pools scattered throughout the world, distinguished from the coastal seawater by cattails and lily pads. Thus, finding fresh, drinkable, water is very important for survival. The world generation always attempts to spawn the player near fresh water, even if it is a single block.
  
Thirst is primarily depleted by sprinting and jumping. If you sleep through the night, the thirst bar will deplete half as much as if you had been awake the entire time. When the thirst bar is half empty, you will no longer be able to sprint. When there is only 25% of the bar left, you will get an invisible Slowness II potion effect until the thirst bar is replenished. If the thirst bar is completely empty, the current [[ambient temperature]] is above 35, and you are directly exposed to the sky, you will take damage simulating a heat stroke.
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<!--T:15-->
 +
To drink water, players must {{key|RMB}} on the block under Fresh Water. You can hold {{key|RMB}} to continue drinking until you are no longer thirsty. If you are experiencing issues with drinking, relog into the world.
  
=== Experience ===
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<!--T:16-->
 +
One of the main goals of the early game is to make a [[Ceramic Jug]] so that transporting fresh water - enabling exploration of large distances - is possible.
  
The experience system represents life experience, and so each level increases a player's maximum health, thirst, and [[alcohol]] tolerance, allowing them to take more hits, survive longer without drinking fresh water, and drink more alcohol before getting negative side effects.
+
==== Experience ==== <!--T:17-->
 +
The experience system represents life experience, and so each level increases a player's maximum health, thirst, hunger, and [[alcohol]] tolerance, allowing them to take more hits, survive longer without drinking fresh water or eating, and drink more alcohol before getting negative side effects.  
  
 +
<!--T:18-->
 
Unlike vanilla, there is no enchanting or tool repairs to consume experience levels, so the only way to decrease your experience level is death.
 
Unlike vanilla, there is no enchanting or tool repairs to consume experience levels, so the only way to decrease your experience level is death.
  
=== Punching Wood ===
+
==== Body Temperature ==== <!--T:19-->
 
+
[[File:Body Temperature Bar.png|right|link=]]
The tech-tree in TerraFirmaCraft is a complete overhaul of the vanilla progression system. There are no such thing as wooden tools in TerraFirmaCraft, with your first tools being made of [[knapping|stone]]. This means that you should not waste your time punching trees, as doing so will take a very long time to break the block, and will give you absolutely nothing in return.
+
[[Body Temperature]] is shown by a thermometer on the bottom right side of the screen. The green area of the thermometer shows the player's comfort range. The player's body temperature is affected by the season, body exertion from sprinting, their local [[climate]], and certain blocks. If the player is too hot, or too cold, they will suffer negative effects such as Slowness and Mining Fatigue. They will also not be able to sleep in [[Straw & Hide Bed]]s. Being too hot, or too cold, will also cause the player to lose hunger and thirst faster, as their bodies will "sweat" to keep cool, or burn calories to warm themselves up.  
 
+
=== Gravity ===
+
 
+
[[File:CaveCollapse.png|link=|thumb|150px|A [[cobblestone]] pile created from a cave in.]]
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+
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.
+
 
+
=== Mob Spawning ===
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+
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.
+
 
+
{|
+
|{{GridImage|Cow}}
+
|{{GridImage|Chicken}}
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|{{GridImage|Horse}}
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|{{GridImage|Pig}}
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|{{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.
+
 
+
{|
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|{{GridImage|Bear}}
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|{{GridImage|Deer}}
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|{{GridImage|Pheasant}}
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|{{GridImage|Wolf}}
+
|}
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+
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.
+
 
+
=== Combat ===
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+
{|
+
|{{GridImage|Stone Axe}}
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|{{GridImage|Javelin}}
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|{{GridImage|Stone Knife}}
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|{{GridImage|Stone Hammer}}
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|{{GridImage|Bow}}
+
|}
+
 
+
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.
+
 
+
''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.''
+
 
+
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.
+
 
+
{{Grid/Inventory Table
+
|shapeless=1
+
|A1= |B1= Rock
+
|A2= Feather |B2= Stick
+
|Output= Arrow, 8
+
}}
+
 
+
=== Crafting ===
+
  
[[File:CraftingGrid.png|link=|thumb|150px|2x2 Crafting Grid]]
+
<!--T:20-->
 +
Body Temperature is primarily managed through the use of [[#Straw|Clothing]]. [[#Roofing|Roofs]] also provide moderate temperature protection, and standing in shade out of the sun (or wearing a hat underneath it), or being in a cave, will also protect the player from the elements. Drinking water will temporarily give players heat resistance, while standing near lit campfires will provide cold resistance.
  
Just like in vanilla, you will start out with a 2x2 crafting grid in your inventory. However, as you can see there are additional greyed out slots showing that it is possible to expand this grid to the full 3x3. The crafting grid is expanded by making a crafting table with four [[planks]], just like in vanilla. Doing so will consume the table, and your inventory crafting grid will be permanently expanded until you die.  
+
==== Inventory ==== <!--T:21-->
 +
The Inventory in Terrafirmacraft+ contains four tabs: the Inventory tab, which is like the vanilla Inventory, allowing you to interact with your items and craft, the Skills tab, displaying a player's proficiency in various skills, the Time tab, displaying the time of year, [[season]], and day of week, and the Nutrition tab, which displays the five categories of food a player must eat in other to maintain their maximum health.
  
''Tip: This is the only way to expand your crafting grid, and that making additional crafting tables is useless, as they cannot be used to access the interface when placed, and they cannot be consumed for expanding the grid after creation.''
+
<!--T:22-->
 +
Unlike Vanilla, all crafting is done directly in the inventory tab. Players start out with a 2x2 Inventory Table, which can later be expanded with a crafting table to unlock the 3x3 grid. Unlike Vanilla, the Crafting Table is not an actual block, but is immediately used up to unlock the 3x3 grid.
  
The planks required for making a crafting table are made with metal tools, so you will not be able to expand your crafting grid while you are in the stone age.
+
<!--T:23-->
 +
{{Grid/Inventory Table}}
  
=== Climate & Seasons ===
+
=== The First Day: Tools, Light, and Clothing === <!--T:24-->
 +
The goal for the first day is to prepare for the night and for the player's long-term survival. It is important to look around you, and to see what resources are available to you. If you see yourself in a plain, with grass, shrubs, and boulders stretching to the horizon, you might be able to find metal nuggets and animals to hunt quite easily. If you see yourself on a coast of an ocean, seaweed and fresh water is easy to find. If you find yourself in the deep rain forest, clay, fresh water, and wood are plentiful.
  
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.
+
==== What You Can't Do ==== <!--T:25-->
 +
You might notice that you can't punch trees to get [[wood]]. This is because the tech-tree in Terrafirmacraft+ is completely different from that of vanilla Minecraft. This means that your first tools will be made from [[knapping|stone]]. There is no such thing as wooden tools in Terrafirmacraft+, and wasting your time to punch down a tree will yield you absolutely nothing. You cannot make [[planks]] in the same way as vanilla, and thus a crafting table in Terrafirmacraft+ - you will need a [[saw]], which can only be made from [[metals]].  
  
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.
+
<!--T:26-->
 +
There is no such thing as a Wooden or Stone pickaxe in Terrafirmacraft. In the early game, you do not mine stone for [[ore]]. Instead, there are other ways to acquire metal ore and tools, without needing a pickaxe. This will be how you will make a [[pickaxe]] to mine more ore.
  
== Gathering Materials ==
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<!--T:27-->
 +
Punching dirt is not recommended, as even if you manage to break a block, it, in addition to [[sand]], [[gravel]], [[stone]] and [[cobblestone]], are affected by gravity in TerraFirmaCraft+. Unlike in Vanilla Minecraft, gravity-affected blocks are able to fall sideways, in addition to falling straight down. You will not be able to create a house out of these blocks.
  
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.
+
<!--T:28-->
 +
Players used to vanilla Minecraft might wonder how one stores items in Terrafirmacraft+. Because planks as they are in vanilla are locked behind metal, early-game alternatives to the chest such as the [[#Straw|Straw Basket]], [[#Pottery|Large Vessel]], [[#Pottery|Ceramic Vessel]], and [[#Sewing|Raw Hide Bag]] are available.
  
=== Rocks and Ore ===
+
<!--T:29-->
 +
Sprinting everywhere is not economical in TFC+ - your hunger and thirst declines much quicker. In addition sprinting for too long can cause exertion, which raises body temperature and makes clothing damp. Instead, the [[Wooden Staff]] can be used for a speed bonus that is half that of sprinting. Shoes and socks add additional speed bonuses. The Wooden Staff will be discussed later in this article.
  
[[File:RockGen.png|link=|thumb|150px|Some [[rock]]s laying on the ground.]]
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<!--T:30-->
 +
[[Torches]] in TFC+ will light flammable blocks on fire. Before using a torch, it is recommended to clear the area of any flammable blocks, including grass, undergrowth, and fallen leaves. To light up your shelter, use a [[Firepit]], which will be discussed later in this article. Later, you will be able to craft a [[Candle]], which is a safe source of light.
  
 +
==== Sticks and Stones ==== <!--T:31-->
 +
[[File:RockGen.png|link=|thumb|right|150px|Some [[rock]]s laying on the ground.]]
 
{|
 
{|
 
|{{GridImage|Rock (Andesite)}}
 
|{{GridImage|Rock (Andesite)}}
Line 145: Line 123:
 
|}
 
|}
  
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.
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<!--T:32-->
 +
In Terrafirmacraft+, the first thing you should do, instead of punching trees, is to gather the rocks laying scattered all across the ground. 64 rocks will last you through the first few days of gameplay.
  
''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.''
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<!--T:33-->
 +
Occasionally, you might find some ore nuggets. ''Be sure to take note of the location, as these are important later.''
  
=== Sticks and Saplings ===
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<!--T:34-->
 +
You will also want to find some sticks. Sticks can be found occasionally on the ground under trees and on shores, and can also be obtained by breaking leaf litter. Sticks can also be obtained by breaking undergrowth and shrubs with an axe.
  
 +
==== Knapping ==== <!--T:35-->
 +
[[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. The process of knapping will produce stone flakes, which are also used in crafting and can be used like a knife to collect straw from grass.
 +
 +
<!--T:36-->
 +
{{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=
 +
}}
 +
 +
<!--T:37-->
 +
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 cannot undo it and you will have to start again. 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. While knapping, Stone Flakes might be produced, which can be used to craft arrows later on.
 +
 +
<!--T:38-->
 +
''Tip: Some of the tools can be knapped out differently than the below forms, feel free to experiment.''
 
{|
 
{|
|{{GridImage|Stick}}
+
|- style="vertical-align:top;"
|{{GridImage|Sapling (Acacia)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Knife Blade}}
|{{GridImage|Sapling (Ash)}}
+
Knives are a weak melee weapon, and a useful tool. With a knife, you can gather seaweed, turn furs and animal hides into leather or clothing, process grain into cereal, and remove decay from food. Knives have two attacking modes, Stab and Slash, which deal different damage types. They can be swapped between by pressing {{key|M}}. Two knives can be crafted at once by mirroring the recipe on the other side.
|{{GridImage|Sapling (Aspen)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Axe Head}}
|{{GridImage|Sapling (Birch)}}
+
Axes are useful for felling trees, and also serve as a good Slashing damage weapon.
|{{GridImage|Sapling (Chestnut)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Shovel Head}}
|{{GridImage|Sapling (Douglas Fir)}}
+
Shovels can be used gather dirt, clay, gravel, and sand.
|{{GridImage|Sapling (Hickory)}}
+
|{{GridImage|Sapling (Kapok)}}
+
|{{GridImage|Sapling (Maple)}}
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|{{GridImage|Sapling (Oak)}}
+
|{{GridImage|Sapling (Pine)}}
+
|{{GridImage|Sapling (Sequoia)}}
+
|{{GridImage|Sapling (Spruce)}}
+
|{{GridImage|Sapling (Sycamore)}}
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|{{GridImage|Sapling (White Cedar)}}
+
|{{GridImage|Sapling (White Elm)}}
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|{{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.
+
<!--T:41-->
 +
''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.''
  
''Tip: When a tree is chopped down, all leaves instantly despawn with it and they will not drop any sticks or saplings.''
+
<!--T:42-->
 +
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.
 +
{| cellspacing=10
 +
|{{Recipe/Stone Knife}}
 +
|{{Recipe/Stone Axe}}
 +
|{{Recipe/Stone Shovel}}
 +
|}
  
=== Food ===
+
==== Wood ==== <!--T:43-->
 +
{|
 +
|{{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)}}
 +
|}
  
[[File:FoodDecay.png|frame|Raw beef of increasing decay amounts.]]
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<!--T:44-->
 +
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.
  
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.
+
<!--T:45-->
 +
Trees come in two sizes: the normal tree that populates forests and grasslands, which drop regular-sized logs, and the rarer large trees which drop large logs. Large logs can be hewed into regular-sized logs; however, it is not recommended you do this, as large logs are comparatively rare, and can be used for building. 4 regular logs can be combined in the crafting grid in order to produce stacked logs, also used for building.
  
[[File:FoodWeight.png|frame|Apples of increasing weights.]]
+
<!--T:46-->
 +
Logs can be stored in a log pile by {{key|shift}} + {{key|RMB}} onto the ground. Only regular-sized logs can be used to start a log pile, however, once the log pile is created, it can be used to store large logs, as well.
 +
 
 +
<!--T:47-->
 +
Logs can be crafted into poles with a knife, and poles can be snapped in half to make sticks. Poles can be further processed with an Axe to produce Wicker.
 +
 
 +
<!--T:48-->
 +
{{Recipe/Pole}}
 +
{{Grid/Inventory Table|A1=Pole|Output=Stick,2}}
 +
{{Recipe/Wicker}}
 +
 
 +
As mentioned above, vanilla Planks cannot be made directly from logs (instead being made from 4 Lumber, which is only obtainable when the player has made a [[Saw]]). Thus, certain items like Boats and Beds are locked behind metal. In the early game, several alternatives, like the [[Straw & Hide Bed]] and the [[Coracle]] are available.
 +
 
 +
<!--T:49-->
 +
Logs can be right clicked with a knife to receive Resin; this can be used to craft various items, such as the Wooden Staff, and the Primitive Bandage. The Wooden Staff is made from Resin combined with a Pole, and gives the player a 15% speed bonus while walking when it is held. This speed bonus is half of the sprinting speed. Because sprinting in Terrafirmacraft+ causes the player to become hungry and thirsty faster, it is recommended to use the Wooden Staff instead of sprinting whenever possible. The Primitive Bandage is used when the player gets wounded; see the [[#Wounds and Medicine|Wounds and Medicine]] section.
 +
 
 +
<!--T:50-->
 +
{{Recipe/Wooden Staff}}
 +
 
 +
==== Weapons ==== <!--T:51-->
 +
 
 +
<!--T:52-->
 +
Weapons are important in order to hunt wild animals and defend yourself from monsters at night. Early game weapons, like tools, can be knapped from stone, or, in the case of the Wooden Spear, shaped from a pole. In Terrafirmacraft+, there are three types of damage: Slashing, Piercing, and Crushing. Slashing is effective against Endermen and Zombies. Piercing damage is effective against Bears, Creepers, Endermen, and Wolves, and Crushing is effective against Endermen and Skeletons. Axes deal Slashing damage, Javelins and Spears deal Piercing damage, and Hammers deal Crushing damage. The Knife has two modes, Stabbing and Slashing, which deal Piercing and Slashing damage respectively.
 +
 
 +
The [[Primitive Sling]] is an early-game ranged weapon. It is rather cheap and fires rocks which deal Crushing damage, making it useful against Skeletons and Wither Skeletons. Projectiles fired from a sling will go off slightly to the right of the crosshair, so to hit targets, aim slightly to the left.
 +
 
 +
<!--T:53-->
 +
{| cellspacing=10
 +
! Primitive Sling
 +
! Javelin Head (Stone)
 +
! Stone Hammer Head
 +
|-
 +
|{{Grid/Inventory Table
 +
|A1= |B1= Straw Cordage
 +
|A2= Straw Cordage |B2 = Straw
 +
|Output= Primitive Sling
 +
}}
 +
|{{Recipe/Javelin Head (Stone)}}
 +
|{{Recipe/Stone Hammer Head}}
 +
|}
  
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.  
+
<!--T:54-->
 +
Javelin heads need to be crafted with a Pole in order to create the full Javelin, while Stone Hammers, like tools, need to be crafted with a Stick or a Bone.  
  
''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.''
+
<!--T:55-->
 +
Wooden Spears are an weaker version of the Stone Javelin. They can be crafted from a pole and a knife.
  
==== Agriculture ====
+
<!--T:56-->
 +
{{Recipe/Wooden Spear}}
  
[[File:WildRye.png|thumb|150px|A wild patch of [[rye]].]]
+
<!--T:57-->
 +
Wooden Spears and Javelins will automatically refill from your inventory after one is thrown.
  
 +
==== Hunting and Foraging ==== <!--T:58-->
 +
Finding a source of food and water is important for your long term survival. Only fresh water can be drunk; the process of finding and drinking fresh water is described in the [[#Thirst|Thirst]] section.
 +
 +
===== Seaweed ===== <!--T:59-->
 +
 +
<!--T:60-->
 +
A good source of early-game food - if you are near the shore - is seaweed. Seaweed can be harvested using {{key|RMB}} on the block below the seaweed while holding a knife. Once you have a few pieces of seaweed, you can stack them together by hovering over one piece of seaweed and pressing {{key|S}} to stack the seaweed together. Alternatively, the seaweed can be crafted together in the Inventory grid to stack them.
 +
 +
===== Meat ===== <!--T:61-->
 +
 +
<!--T:62-->
 +
If you cannot locate a shore, the next best source of food is meat. Animals can be found clustered in groups around the world. ''Do not attack them right away!'' In Terrafirmacraft+, animals are neutral mobs, and most will attack the player if the player attacks them (deers and pheasants will not retaliate). As animals are also much harder to kill than in Vanilla, you should prepare yourself before you attack an animal.
 +
 +
<!--T:63-->
 +
''Note: Do not underestimate animals! They have large amounts of knockback and damage. They are not harmless, like in Vanilla!''
 +
 +
<!--T:64-->
 +
Stand away some distance from the animal, and hold {{key|RMB}} to prepare your spear or javelin. ''Do not attack the animal directly with the javelin! Hitting an animal with a javelin deals far less damage than throwing it.'' Release in order to throw it. ''Be careful, as the animal will now try to attack you.'' Throw multiple spears in rapid succession, until the animal dies. In Terrafirmacraft+, animals drop as much meat as their body weight. This means that large animals will drop quite a lot of meat. You do not have to worry about picking up all the meat, as a few stacks will suffice for a few days. Be sure to pick up the [[Raw Hide]], too, as it is very useful later. The sinew from hunting can be used to make a bow, which can also aid you in future hunts.
 +
 +
<!--T:65-->
 +
If you are wounded, jump to the [[#Wounds and Medicine|Wounds and Medicine]] section, then come back.
 +
 +
===== Foraging ===== <!--T:66-->
 +
[[File:WildRye.png|thumb|150px|A wild patch of [[rye]].]]
 
{|
 
{|
 +
|{{GridImage|Banana}}
 +
|{{GridImage|Blackberry}}
 +
|{{GridImage|Blueberry}}
 +
|{{GridImage|Bunchberry}}
 +
|{{GridImage|Cherry}}
 +
|{{GridImage|Cloudberry}}
 +
|{{GridImage|Cranberry}}
 +
|{{GridImage|Elderberry}}
 +
|{{GridImage|Gooseberry}}
 +
|{{GridImage|Green Apple}}
 +
|{{GridImage|Lemon}}
 +
|{{GridImage|Olive}}
 +
|{{GridImage|Orange}}
 +
|{{GridImage|Peach}}
 +
|{{GridImage|Plum}}
 +
|{{GridImage|Raspberry}}
 +
|{{GridImage|Red Apple}}
 +
|{{GridImage|Snowberry}}
 +
|{{GridImage|Strawberry}}
 +
|{{GridImage|Wintergreen Berry}}
 +
|-
 
|{{GridImage|Barley (Harvest)}}
 
|{{GridImage|Barley (Harvest)}}
 
|{{GridImage|Cabbage (Harvest)}}
 
|{{GridImage|Cabbage (Harvest)}}
Line 214: Line 318:
 
|}
 
|}
  
[[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.
+
<!--T:67-->
 +
[[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]]. If you can find mature crops, they will serve as a good source of food.  
  
''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.''
+
<!--T:68-->
 +
Fruit trees and Berry Bushes can also be found in the wild. To harvest the fruit from a fruit tree or berry bush, {{key|RMB}} on their leaves. Berry bushes can be picked up by breaking them, and placed elsewhere later on.
  
==== Animal Husbandry ====
+
<!--T:69-->
 +
These long-term food sources may be hard to find. Players are reminded that finding crops in Terrafirmacraft+ involves exploring a large area, much larger than required in vanilla - typically, the climate only changes if you travel about 1000 blocks away from an area. This may be confusing to players that are used to Vanilla, because Vanilla uses Biomes to determine the generation of resources, while Terrafirmacraft+ instead uses a climate system. Imagine that you are trying to find a different biome in Vanilla - if you cannot find these food sources, simply travel further, and rely on what you have to feed yourself while exploring. Despite this, it is completely possible to find these sources, and to sustain yourself for a long time.
  
{|
+
<!--T:70-->
|{{GridImage|Cooked Beef}}
+
Grain crops must be refined with a knife to make them into their edible version. This will also return straw.
|{{GridImage|Cooked Horse Meat}}
+
|{{GridImage|Cooked Mutton}}
+
|{{GridImage|Cooked Porkchop}}
+
|{{GridImage|Cooked Chicken}}
+
|{{GridImage|Cooked Venison}}
+
|}
+
  
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.
+
<!--T:71-->
 +
{{Grid/Inventory Table
 +
|shapeless=1
 +
|A1={{Any Knife}} |B1= Wheat (Harvest); Barley (Harvest); Rice (Harvest); Oat (Harvest); Rye (Harvest)
 +
|Output=Wheat (Grain); Barley (Grain); Rice (Grain); Oat (Grain); Rye (Grain)
 +
}}
  
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.
+
<!--T:72-->
 +
In a pinch, mushrooms found in leaf litter can be cut with a knife to make them edible. Only brown mushrooms are safe to eat raw; red mushrooms must first be cooked.  
  
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.
+
<!--T:73-->
 +
''Note: Do not break the leaves of the fruit trees! They take a long time to regrow.''
  
''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.''
+
<!--T:74-->
 +
Seeds can later be [[#Agriculture|planted]] for a long-term food source.
  
==== Fruit Trees and Berry Bushes ====
+
<!--T:75-->
 +
If you have many stacks of food, you can stack them together. This can be done either by crafting the stacks of items together, or by hovering over one stack of food and pressing {{key|S}} (for "stack"). Food will eventually decay, and will have to be preserved for them to last longer. Decay can be cut off of food with a knife automatically by pressing {{key|D}} while your inventory is open, or by crafting the decayed food with the knife. Preservation methods will be discussed later on in this article.
  
[[File:BerryBushes.png|thumb|150px|A patch of blueberry bushes.]]
+
===== Beekeeping ===== <!--T:76-->
 +
{{main|Beekeeping}}
  
{|
+
<!--T:77-->
|{{GridImage|Banana}}
+
Wild Beehives occasionally generate on trees. Beehives are a source of Honeycombs, which are useful to make honey, which is a source of food, and also as a source of Wax for [[Candle|Candles]]. The player may also choose to make their own artificial beehives to gather more honey.
|{{GridImage|Blackberries}}
+
|{{GridImage|Blueberries}}
+
|{{GridImage|Bunchberries}}
+
|{{GridImage|Cherry}}
+
|{{GridImage|Cloudberries}}
+
|{{GridImage|Cranberries}}
+
|{{GridImage|Elderberries}}
+
|{{GridImage|Gooseberries}}
+
|{{GridImage|Green Apple}}
+
|{{GridImage|Lemon}}
+
|{{GridImage|Olive}}
+
|{{GridImage|Orange}}
+
|{{GridImage|Peach}}
+
|{{GridImage|Plum}}
+
|{{GridImage|Raspberries}}
+
|{{GridImage|Red Apple}}
+
|{{GridImage|Snowberries}}
+
|{{GridImage|Strawberries}}
+
|{{GridImage|Wintergreen Berries}}
+
|}
+
  
[[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.
+
<!--T:78-->
 +
Players cannot open beehives directly. The bees will sting the player if they attempt to open or break the beehive. To calm the bees so that opening the beehive is possible, the player must light a Firepit underneath the beehive to calm the bees and allow the beehive to be opened. Wild Beehives have a Fertile Honeycomb in them; this can be used to create an artificial beehive, or can be cut to gather the honey inside. Once the Fertile Honeycomb is removed from the Wild Beehive, the beehive will collapse and drop some Empty Honeycombs; this can later be melted for Wax, which is an essential component of [[Candle|Candles]].
  
==== Seaweed ====
+
<!--T:79-->
 +
{{Recipe/Honey Bowl}}
  
{|
+
<!--T:80-->
|{{GridImage|Seaweed}}
+
The making of bowls so that you can remove the honey from the honeycomb is discussed later in this article, and the process of creating an artificial hive can be found at the [[Beekeeping]] article.
|{{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.
+
==== Firepit ==== <!--T:81-->
 +
{{main|Firepit}}
  
==== Fish and Squid ====
+
<!--T:82-->
 +
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]].
  
{|
+
<!--T:83-->
|{{GridImage|Cooked Calamari}}
+
First, you'll need to put two sticks in the grafting grid in a diagonal pattern to make a firestarter.
|{{GridImage|Cooked Fish}}
+
{{Recipe/Firestarter}}
|}
+
Once you have a firestarter, throw (Default: {{key|Q}}) three sticks on the ground or other non-flammable block. Make sure they are all stacked on the same block, preferably in the middle. It's possible that your first few tries to light the firepit will not work. You can optionally toss an extra piece of straw in order to make the process faster. 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. The firestarter can later be upgraded by crafting it with a Bow to produce a Bow Drill, which has a higher effectiveness and durability.
  
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.
+
<!--T:84-->
 +
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.
  
''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.''
+
<!--T:85-->
 +
Once you have a firepit, it is recommended that you make some torches. Torches can be easily lit by pressing {{key|RMB}} on a lit Firepit while holding an unlit torch. A placed lit Torch can be used to light unlit torches in the same way.
 +
{{Recipe/Torch}}
  
=== Clay ===
+
A [[Containers#Large Ceramic Vessel|Large Ceramic Vessel]] can be mounted on a Firepit (by {{key|Shift}}+{{key|RMB}}ing) to process liquids; this is useful if you wish to make a Coracle, or simply want to evaporate Salt Water for [[Salt]] in order to preserve your [[Food]].
  
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
+
<!--T:86-->
 +
''Warning: Torches can set nearby flammable blocks on fire! They are not meant for indoor use if your shelter is made of wood or straw. Clear the nearby area of grass, undergrowth, trees, and leaves before placing down a torch. Use a Firepit instead to light up your shelter, and later upgrade to [[#Candles|Candles]].''
  
[[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.
+
==== Straw ==== <!--T:87-->
 +
Breaking tall grass with a knife yields straw. Straw is highly useful in the early game, as it can be made into shelter, storage, clothing, [[#Wounds and Medicine|bandages, splints]], and bedding.
  
''Tip: A shovel is not required for harvesting clay, but will make the process faster.''
+
<!--T:88-->
 
+
Straw can be woven using the same knapping interface as rocks. To begin weaving straw, {{key|RMB}} while holding at least five pieces of straw.
=== Straw ===
+
 
+
[[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]].
+
 
+
''Tip: Tall grass will slowly grow back during warmer weather under the right conditions.''
+
 
+
=== Logs ===
+
  
 +
<!--T:89-->
 
{|
 
{|
|{{GridImage|Log (Acacia)}}
+
|- style="vertical-align:top;"
|{{GridImage|Log (Ash)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Straw Basket}}  
|{{GridImage|Log (Aspen)}}
+
The Basket has 9 slots of inventory space. It will drop its items when it is broken.
|{{GridImage|Log (Birch)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Cloak}}
|{{GridImage|Log (Chestnut)}}
+
The Straw Cloak provides a moderate amount of cold protection. It is useful if you have spawned in a cold environment.
|{{GridImage|Log (Douglas Fir)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Straw Hat}}  
|{{GridImage|Log (Hickory)}}
+
The Straw Hat provides a slight amount of heat protection, and protects you from the heat of the sun.
|{{GridImage|Log (Kapok)}}
+
|- style="vertical-align:top;"
|{{GridImage|Log (Maple)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Shirt}}
|{{GridImage|Log (Oak)}}
+
The Grass Shirt provides a slight amount of heat protection.
|{{GridImage|Log (Pine)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Skirt}}
|{{GridImage|Log (Sequoia)}}
+
The Grass Skirt provides a slight amount of heat protection.
|{{GridImage|Log (Spruce)}}
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Sandals}}
|{{GridImage|Log (Sycamore)}}
+
The Grass Sandals give a small speed bonus when on sand.
|{{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.
+
<!--T:90-->
 +
Straw can also be crafted into [[Straw Block]]s, which are useful for building huts to hide from mobs at night. It is also used in a good number of early-game constructions and crafting recipes, such as Straw Roofs and Straw and Hide beds.
 +
{{Recipe/Straw Block}}
  
''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.''
+
<!--T:91-->
 +
''Note: Players and mobs are able to move through straw blocks. You cannot use straw blocks 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 straw block enclosure, but they are able to follow you through straw blocks if they have been aggro'd while you were outside of the straw block.''
  
== Your First Tools ==
+
<!--T:92-->
 +
[[File:HideBedCreation.png|thumb|150px|Creating a [[Straw & Hide Bed]].]]
  
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.
+
<!--T:93-->
 +
If you have a piece of Large [[Raw Hide]], you can craft a Straw and Hide bed by placing two Straw Blocks adjacent to each other. Then, {{key|RMB}} with the piece of Large Raw Hide in your hand while facing the straw blocks straight-on in order to create a Straw and Hide Bed. This can be used to skip the night. Be aware, through, that you might need to craft clothing in order to sleep in a Straw and Hide Bed, as it will be too uncomfortable to sleep in if you are too hot or too cold.
  
''Tip: Tools cannot be crafted together for repair in TerraFirmaCraft, so it is encouraged to just use each tool until it breaks.''
+
<!--T:94-->
 +
If you made it this far, congratulations. You have survived your first day in Terrafirmacraft+, and have the means to survive at night. Do take note that in TFC+, mob spawns are heavily increased, and it is not a good idea to be wandering around at night. It is recommended to stay near a firepit, and perhaps continue with Pottery, if you have a clay source nearby. You may now explore more long-term possibilities for survival, and progress towards the Copper Age.
  
=== Knapping ===
+
== Beyond The First Day == <!--T:95-->
 +
The days beyond the first day are focused on securing more tools for survival. You will also work your way towards leaving the Stone Age and entering the Copper Age, which will unlock more possibilities for long term survival.
  
[[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. 
+
=== Environment and Seasons === <!--T:96-->
  
{{Grid/Knapping
+
<!--T:97-->
|A1= terraRock 01 |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1= terraRock 01
+
Instead of vanilla biomes, in Terrafirmacraft+ there is a climate system. [[Rainfall]], elevation, distance from the equator, and time of year determine what types of animals, plants, and terrain will generate in an area. Players will always spawn in the northern half of the map, during the season of early summer.
|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.
+
<!--T:98-->
 +
Terrafirmacraft+ adds the four seasons to Minecraft. The seasons affect the ambient temperature, the behavior of animals, and the timing of sunrise and sunset. In winter, unharvested crops will turn back into seeds, trees will lose their leaves, and new saplings that are not evergreen will not grow. In spring, long grass, flowers, rocks, and saplings will regenerate. In summer, crops will respawn randomly over the world, and can be harvested for seeds. In autumn, trees will turn brown, and the ambient temperature will begin to fall. The player must prepare for the four seasons adequately, and the unique challenges that each provide, such as the heat of summer, especially if the player is in a tropical [[Region]], and preparing the cold of winter, by building shelter and sewing clothes.
  
{{Grid/Inventory Table
+
<!--T:99-->
|A1=  |B1= Stone Axe Head
+
Areas around the equator tend to be wetter and hotter, and eventually becomes tropical, then temperate, then boreal, and finally polar at 27000 blocks North or South.
|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.''
+
<!--T:100-->
 +
Rivers generate along biome borders, and are much larger than Vanilla. Their riverbeds will contain clay deposits that will be useful if one spawns in a climate too dry to spawn clay.
  
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.
+
<!--T:101-->
 +
Terrafirmacraft+ also introduces the idea of [[Region]]s. Instead of biomes, [[Region]]s are what determines what trees, plants, and animals spawns in an area. For example, Black-Eyed Peas can only be found in Africa. Along the edges of [[Region]]s, huge mountain ranges will generate.
  
''Tip: Some of the tools can be knapped out differently than the below forms, feel free to experiment.''
+
=== Pottery === <!--T:102-->
 +
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
  
==== Axe ====
+
<!--T:103-->
 +
Clay generates near ponds and in riverbeds across the world. It can be distinguished from dirt from a distance by the existence of yellow Goldenrod flowers which only grow on clay. It can be dug with a shovel to obtain clay balls, which can then be shaped into clay items, and fired to make Pottery. Pottery is an important step of progression in Terrafirmacraft+, as it allows fresh water to be transported, [[#Mud|Mud]] to be made, and to create vessels and [[Gold Pan]]s.
  
[[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.
+
<!--T:104-->
 +
Clay, like Straw and Rocks, has a knapping interface for forming clay items. Hold five clay balls in your hand, and {{key|RMB}} to access it.
  
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.
+
<!--T:105-->
 +
{{Grid/Knapping
 +
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
 +
|A2= CFL|B2= CFL|C2= CFL|D2= CFL |E2= CFL
 +
|A3= CFL|B3= CFL|C3= CFL|D3= CFL |E3= CFL
 +
|A4= CFL|B4= CFL|C4= CFL|D4= CFL |E4= CFL
 +
|A5= CFL|B5= CFL|C5= CFL|D5= CFL |E5= CFL
 +
|Output=
 +
}}
  
{| cellspacing="10"
+
<!--T:106-->
|{{Grid/Knapping
+
{|
|A1= |B1= terraRock 01;  |C1= |D1= ;terraRock 01 |E1=
+
|- style="vertical-align:top;"
|A2= terraRock 01; |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=  ;terraRock 01
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Jug}}
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
The Ceramic Jug allows you to pick up water using {{key|RMB}} on any fresh water pool. The water can then be drunk by holding {{key|RMB}} with the Ceramic Jug in your hand.
|A4= terraRock 01; |B4= terraRock 01 |C4= terraRock 01 |D4= terraRock 01 |E4=  ;terraRock 01
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Vessel}}
|A5= |B5= terraRock 01; |C5= |D5=  ;terraRock 01 |E5=
+
The Ceramic Vessel has four slots of inventory space for small items. It is essential for progression to the Copper Age. Ceramic Vessels can only hold grains.
|Output= Stone Axe Head
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Bucket}}
}}
+
The Ceramic Bucket is necessary for picking up water to create Mud.
|valign="center"|{{Grid/Inventory Table
+
|- style="vertical-align:top;"
|A1=  |B1= Stone Axe Head
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Bowl}}
|A2= |B2= Stick; Bone
+
Ceramic Bowls can be used for the creation of [[Food#Preparation|Salads]], or to craft a [[Gold Pan]].
|Output= Stone Axe
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Large Vessel}}
}}
+
Large Vessels are an early game [[Barrel]]. Large Vessels can contain 9 items, as well as liquids, and can be carried on the player's back. They can be mounted on a Firepit in order to melt items, such as Empty Honeycombs into Wax. Large Vessels are also a part of the [[Still]].
 
|}
 
|}
  
==== Hammer ====
+
<!--T:107-->
 +
After you have made a clay item, it must be fired before it can be used. To do this, you will need to make a Pit Kiln.
  
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.
+
==== Pit Kiln ==== <!--T:108-->
  
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.
+
<!--T:109-->
 +
To make a Pit Kiln, dig a pit in the ground, and {{key|Shift}} + {{key|RMB}} the items to be fired into the pit. Then, add eight straw, then eight logs, by right clicking on the pottery.
  
{| cellspacing="10"
+
<!--T:110-->
|{{Grid/Knapping
+
<gallery mode="packed" caption="The pit kiln will not work as pictured below. These images are in cross section, with the required surrounding blocks removed for visibility." widths=225px>
|A1= |B1= |C1= |D1= |E1=
+
File:PitKiln_items_cross.png|{{key|Shift}}+{{key|RMB}} the items into the pit
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
+
File:PitKiln_straw_cross.png|Pit kiln with added straw
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
File:PitKiln_logs_cross.png|Complete pit kiln
|A4= |B4= |C4= terraRock 01 |D4= |E4=
+
</gallery>
|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
+
}}
+
|}
+
  
==== Hoe ====
+
<!--T:111-->
 +
The Pit Kiln can now be lit with either a [[#Firepit|Firestarter]] or a dropped torch. Lighting a pit kiln using a torch will produce sparks that might burn flammable blocks nearby, so be careful where you build your pit kilns.
  
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.
+
<!--T:112-->
 +
The Pit Kiln will take eight hours to complete. Once it is complete, you can {{key|Shift}} + {{key|RMB}} the items out of the pit kiln. The items can now be used.
  
[[File:Hoe Mode Toolbar.png]] < Mode Indicator
+
=== Sewing === <!--T:113-->
 +
[[File:Sewing Example.png|thumb|right|The Sewing GUI]]
  
[[File:Toolmode_1-1.png]] '''Preparation''' - Standard use, tilling soil into farm-plot.
+
<!--T:114-->
 +
Sewing can be used to craft Raw Hide Bags for carrying around more items, and to create more advanced clothing from materials like Fur.
  
[[File:Toolmode_1-3.png]] '''Water''' - Highlights the target farmland with black: no water access, and blue: water access.
+
<!--T:115-->
 +
To begin sewing, one needs a Bone Needle. Bone Needles can be made by repeatedly punching a Stone Block with a bone in your hand. It is recommended to have several bones, as not every bone will drop a Bone Needle. Once a Bone Needle is produced, it can be threaded with a thread, such as Sinew (from killing animals).
  
[[File: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.
+
<!--T:116-->
 +
{{Recipe/Threaded Bone Needle}}
  
{| cellspacing="10"
+
<!--T:117-->
|{{Grid/Knapping
+
Leather and the various cloths can be cut into clothing pieces. {{key|RMB}} with the clothing pieces with a threaded bone needle in the inventory to show the sewing GUI. Place the necessary clothing pieces into the slots. An image of the clothing will appear. Use the Threaded Bone Needle to trace the thread around the red lines in the image. Using {{key|RMB}} with a knife on the image will remove a section of thread. Once the red lines on the image is completely traced correctly, and all incorrect parts of the tracing are removed, the completed clothing will appear in the output slot.
|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= |D3= terraRock 01 ; |E3= terraRock 01 ;
+
|A4= |B4= |C4= |D4= |E4=
+
|A5= |B5= |C5= |D5= |E5=
+
|Output= Stone Hoe Head
+
}}
+
|valign="center"|{{Grid/Inventory Table
+
|A1=  |B1= Stone Hoe Head
+
|A2=  |B2= Stick; Bone
+
|Output= Stone Hoe
+
}}
+
|}
+
  
''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.''
+
<!--T:118-->
 +
A Raw Hide Bag is crafted with two Hide Bag Pieces, which can be cut from Raw Hide.
  
==== Javelin ====
+
<!--T:119-->
 +
{{Recipe/Bag Piece Hide}}
  
[[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.
+
<!--T:120-->
 +
{{Recipe/Hide Bag}}
  
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.
+
=== Wounds and Medicine === <!--T:121-->
  
{| cellspacing="10"
+
<!--T:122-->
|{{Grid/Knapping
+
In the course of playing, you may get [[Wound|wounded]]. These are represented by the Cut, Bleeding, Wound, and Fracture status effects. These wounds can be mitigated through the use of [[medicine]]. There are several types of medicines. Cuts and Wounds can be healed with bandages but will eventually heal on their own, while Fractures require splints to heal, and will never heal without them. Getting hurt while wounded might make the wounds you already have more severe.
|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.''
+
<!--T:123-->
 +
To craft some crude bandages, you will need some [[#Straw|straw]] and some [[#Wood|tree resin]]. Once you've crafted the bandages, hold them in your hand and hold right click to start applying them. A single crude bandage will set the time remaining on the wound to 30 seconds, and is enough to treat minor wounds and bleeding.
 +
{{Recipe/Primitive Bandage}}
  
==== Knife ====
+
<!--T:124-->
 +
To craft a splint, you need a stick and a piece of any [[string]]. A early-game version of string, Straw Cordage, can be made by weaving straw. Alternatively, any kind of string will do, even sinew from an animal. Once you've crafted a splint, hold it in your hand and hold right click to start splinting your fracture. A single splint should be enough for minor fractures, and will remove the movement penalty from the fracture itself while allowing the timer on that fracture to tick down. A fracture's movement speed reduction can also be mitigated through the use of a [[Wooden Staff|wooden staff]], which can be crafted with a pole and a piece of [[resin]]. Holding the staff while walking will allow you to walk normally, ignoring the movement speed reduction as long as the staff is held.
  
[[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]].
+
<!--T:125-->
 +
{{Recipe/Straw Cordage}}
 +
{{Recipe/Splint}}
 +
{{Recipe/Wooden Staff}}
  
{| cellspacing="10"
+
<!--T:126-->
|{{Grid/Knapping
+
You can check if a wound has been healed by opening your inventory and looking at the status effect panel: if it displays a lowercase "t" near the wound, it means the wound has been treated and is healing.
|A1= terraRock 01; terraRock 01; ; |B1= ; ; terraRock 01; terraRock 01 |D1= terraRock 01; |E1= ; terraRock 01
+
In case your wounds are more severe and a single bandage or splint is not enough, you can just keep applying bandages or splints as needed. Note that each medical item will only heal one wound, so if you had a Wound and a Cut at the same time you'd need to use at least two bandages.
|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.''
+
=== Storage === <!--T:127-->
  
==== Shovel ====
+
<!--T:128-->
 +
You may now have gathered too many items to carry around in your inventory. Unlike Vanilla, in TFC+, chests are locked behind metal saws. In the early game, one must resort to alternatives.
  
[[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.
+
<!--T:129-->
 +
One of the easiest to make storage items is the [[#Straw|Straw Basket]]. It can contain 9 slots of solid items, but cannot contain liquids. Large Ceramic Vessels and Ceramic Vessels can be crafted from [[#Pottery|Clay]]. The Large Ceramic Vessel can contain liquids or 9 slots of solid items. Ceramic Vessels are portable, and can contain four slots of small items, meaning items that are too big for it will not fit. The Raw Hide Bag can contain six slots of items.
  
{| cellspacing="10"
+
=== Coracles ===
|{{Grid/Knapping
+
[[Coracle|Coracles]] are a type of early-game boat made from Pitch and Wicker. In the early game, Pitch can be obtained by melting Resin in a mounted [[Containers#Large Ceramic Vessel|Large Ceramic Vessel]]. Coracles must be rowed with a Paddle in order to move. Coracles can be used to traverse large expanses of water in the early-game.
|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 ===
+
{{Recipe/Pitch}}
  
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.
+
=== Shelter === <!--T:130-->
 +
By now, you will have established your tools, have some food, and have portable fresh water to explore the world. You will now want to establish your shelter so you have somewhere to hide at night.
  
{{Grid/Inventory Table
+
==== Choosing a Site ==== <!--T:131-->
|A1=; Stick |B1= Stick;
+
You will want to equip yourself with a few [[#Pottery|jugs]] of water and some [[#Hunting and Foraging|Food]]. Explore the world for a suitable site. The best sites have certain traits that you may want to look out for.
|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.
+
===== Stone and Metal ===== <!--T:132-->
 +
{{InfoTable/CopperOre}}
  
''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.''
+
<!--T:133-->
 +
On the surface, ore nuggets will spawn. These indicate the existence of a ore vein underground (up to 35 blocks deep). Settling close to these ore nuggets will allow easy access to metal to mine later on.
  
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.
+
<!--T:134-->
 +
Several stone types spawn materials that are more useful. One consideration is [[Flux|Flux Stone]], which turn into Flux. Flux is necessary for binding metal ingots together while smithing. Any material made of Flux Stone, such as Gravel, Sand, or Rock, can be made into Flux. Thus, if a beach spawns Dolomite sand, you will be able to make that into Flux Stone.
  
{{Grid/Inventory Table
+
<!--T:135-->
|shapeless=1
+
{{InfoTable/Flux Stone}}
|A1=Wrought Iron Ingot
+
|B2=Flint
+
|Output=Flint & Steel
+
}}
+
  
==== Torches ====
+
<!--T:136-->
 +
If you do not settle near flux stone, you will need to gather seashells in order to make flux. This might be time consuming.
  
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.
+
===== Trees ===== <!--T:137-->
  
{{Grid/Firepit
+
<!--T:138-->
|Input= Stick |IA=
+
Wood is important for charcoal and as building and crafting material. Proximity to trees is almost necessary. Not settling near trees also means you might be in a dry area, which might not spawn clay.
|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.
+
===== Clay ===== <!--T:139-->
  
=== Pottery ===
+
<!--T:140-->
 +
Clay is important to create molds for tools and ingots, as well as Ceramic Roof Tiles. An area not having clay also means you are in a dry area, and there likely will not be easily accessible clay anywhere nearby.
  
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.
+
===== Water ===== <!--T:141-->
  
{{Grid/Knapping
+
<!--T:142-->
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
+
In Terrafirmacraft+, one cannot place water source blocks unless they have a Red Steel Bucket. This makes access to both fresh water and sea water important. Fresh water can be drunk and is important in certain crafting recipes. Seawater can be made into Brine to preserve food. Both types of water can be used to create farms, which are an important long-term source of food.
|A2= CFL|B2= CFL|C2= CFL|D2= CFL |E2= CFL
+
|A3= CFL|B3= CFL|C3= CFL|D3= CFL |E3= CFL
+
|A4= CFL|B4= CFL|C4= CFL|D4= CFL |E4= CFL
+
|A5= CFL|B5= CFL|C5= CFL|D5= CFL |E5= CFL
+
|Output=
+
}}
+
  
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]].
+
===== Climate ===== <!--T:143-->
  
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.
+
<!--T:144-->
 +
In cold climates, you will need to prepare for Winter. In Winter, crops will not grow, and you will have to deal with the body temperature by crafting clothes. Likewise, in hot climates, you will need to prepare for the heat of Summer. It is recommended to settle in a cold climate, as cold protection clothing is easier to craft.  
  
'''''Important:''' The pit kiln will not work as pictured below. These images are in '''cross section''', with the required surrounding blocks removed for visibility.''
+
<!-- Remove specific mentions to materials and use a paragraph describing what can be used instead -->
<gallery mode="packed" widths=225px>
+
==== Teepees ====
File:PitKiln_items_cross.png|Items
+
{{main|Teepee}}
File:PitKiln_straw_cross.png|Straw
+
File:PitKiln_logs_cross.png|Logs
+
</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.''
+
[[Teepee|Teepees]] are a type of tent that can be made from [[Hide|Hides]] or [[Wicker]]. Teepees can be slept in to skip the night. Thus, they are good for portable shelter and are very useful in the early game.  
  
==== Ceramic Jug ====
+
As mentioned above, poles can be obtained directly from Logs by crafting them with a knife, and wicker can be obtained from Poles by crafting them with an axe. This makes Wicker teepees easy to construct.
 +
To make a Wicker teepee, place seven Wooden Spears (by crouching and {{key|RMB}}ing) in a upside-down U shape on the ground, and right click the center of the seven spears with 20 Wicker.
  
[[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.
+
If you have obtained [[Hide|Hides]] or [[Fur|Furs]] from killing large animals, you can build a Hide Teepee. Unlike the Wicker teepee, Hide Teepees can be used in cold environments, and do not consume as much hunger and thirst when used. To build a Hide teepee, place 4 wooden spears in the ground, then right click the center of the spears with two large hides or four medium hides.
  
''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.''
+
<gallery mode="packed">
 +
File:Teepee Construction.png|Wooden Spears placed in ground to build Teepee
 +
File:Teepee Complete.png|Completed Teepee
 +
File:Teepee Storage.png|Grass Baskets in the three storage spaces
 +
File:Complete wicker.png|Completed Wicker Teepee
 +
File:Teepee construction wicker.png|Wicker Teepee wooden spears layout
 +
</gallery>
  
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.
+
==== Beds ====
 +
In Terrafirmacraft+, typical Vanilla beds are made with [[Cloth]]. Cloth is substantially harder to obtain in Terrafirmacraft+, as any type of fiber (such as Wool, Linen, Cotton, and Silk) must be processed before they can be used to craft. Therefore, in the early game, the most plausible type of bed that the player can build is the [[Straw & Hide Bed|Straw and Hide Bed]]. Like the vanilla Bed, the Straw and Hide Bed allows the player to sleep to skip the night as well as set their spawn. This comes with the disadvantage of consuming more Hunger and Thirst than the Cloth bed.{{verify}}
  
{|cellspacing=10
+
The Straw and Hide Bed can be obtained by placing down two Straw Blocks, then right clicking with one Large [[Hide]] while the player is looking straight down the two straw blocks.
|{{Grid/Knapping
+
|A1= CFD|B1= CFL; CFD |C1= CFD|D1= CFD; CFL |E1= CFD
+
|A2= CFL; CFD|B2= CFL|C2= CFL|D2= CFL |E2= CFD; CFL
+
|A3= CFL|B3= CFL; CFD|C3= CFL|D3= CFD; CFL |E3= CFL
+
|A4= CFL; CFD|B4= CFL|C4= CFL|D4= CFL |E4= CFD; CFL
+
|A5= CFL; CFD|B5= CFL; CFD|C5= CFL|D5= CFD; CFL |E5= CFD; CFL
+
|Output= Clay Jug
+
}}
+
|{{Grid/Pit Kiln
+
|A1= Clay Jug
+
|Output= Ceramic Jug
+
}}
+
|}
+
  
==== Ceramic Vessel ====
+
==== Mud ==== <!--T:145-->
 +
{{main|Mud}}
 +
Mud in Terrafirmacraft+ is a mixture of wet dirt and straw. The blocks made from mud are very useful for early-game shelter, as they are solid, and not affected by gravity. This makes mud one of the most versatile early game building materials.
  
[[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.
+
<!--T:146-->
 +
Making mud requires a fired [[#Pottery|Ceramic Bucket]]. Collect dirt and straw, and drop it on the ground in a one-to-one ratio, then {{key|RMB}} with a ceramic bucket on the items to create Mud.
  
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.
+
===== {{GridImage|Mudbrick}} Mudbrick ===== <!--T:147-->
  
''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.''
+
<!--T:148-->
 +
Mud brick is created from crafting the mud directly in the inventory crafting table.
  
{|cellspacing=10
+
<!--T:149-->
|{{Grid/Knapping
+
{{Recipe/Mud Brick}}
|A1= CFD|B1= CFL|C1= CFL|D1= CFL |E1= CFD
+
|A2= CFL|B2= CFL|C2= CFL|D2= CFL |E2= CFL
+
|A3= CFL|B3= CFL|C3= CFL|D3= CFL |E3= CFL
+
|A4= CFL|B4= CFL|C4= CFL|D4= CFL |E4= CFL
+
|A5= CFD|B5= CFL|C5= CFL|D5= CFL|E5= CFD
+
|Output= Clay Vessel
+
}}
+
|{{Grid/Pit Kiln
+
|A1=Clay Vessel
+
|Output=Ceramic Vessel
+
}}
+
|}
+
  
==== Large Vessel ====
+
<!--T:150-->
 +
Mud brick must be dried before it can be used to build. Mud bricks can be dried by placing them using {{key|RMB}} on the ground exposed to the sun during the day. Once the mud brick is dried, craft them into Mudbricks, which can then be used to build.
  
[[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.
+
<!--T:151-->
 +
{{Recipe/Mudbrick}}
  
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.
+
===== {{GridImage|Wattle and Daub}} Wattle and Daub ===== <!--T:153-->
  
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]].
+
<!--T:154-->
 +
Wattle and daub is another way of building with mud.  
  
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.
+
<!--T:155-->
 +
To make wattle and daub, start by making the wattle upon which you will daub the mud:
 +
{{Recipe/Wattle}}
 +
Then, place the Wattle where you want the blocks to be. {{key|RMB}} with the mud to daub the mud over the wattle, and the wattle will turn into Wattle and Daub.
  
''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.''
+
==== Stacked Logs ==== <!--T:156-->
  
{|cellspacing=10
+
<!--T:157-->
|{{Grid/Knapping
+
Four regular logs can be crafted into one stacked log. This can be used to build log cabins.
|A1= CFL|B1= CFD|C1= CFD|D1= CFD |E1= CFL
+
|A2= CFL|B2= CFD; CFD|C2= CFD|D2= CFD; CFD |E2= CFL
+
|A3= CFL|B3= CFD; CFD|C3= CFD|D3= CFD; CFD |E3= CFL
+
|A4= CFL|B4= CFD; CFD|C4= CFD|D4= CFD; CFD |E4= CFL
+
|A5= CFL|B5= CFL|C5= CFL|D5= CFL|E5= CFL
+
|Output= Clay Large Vessel
+
}}
+
|{{Grid/Pit Kiln
+
|A1=Clay Large Vessel
+
|Output=Large Vessel
+
}}
+
|}
+
  
==== Bowls ====
+
<!--T:158-->
 +
{{Recipe/Stacked Logs}}
  
[[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.
+
==== Log Piles ==== <!--T:159-->
  
{|cellspacing=10
+
<!--T:160-->
|{{Grid/Knapping
+
Log Piles can also be used as construction blocks. However, another log pile cannot be placed above another log pile that is not full. This makes Log Piles a rather expensive construction block.
|A1= CFD|B1= CFD|C1= CFD|D1= CFD |E1= CFD
+
|A2= CFD|B2= CFD; CFD|C2= CFD|D2= CFD; CFD |E2= CFD
+
|A3= CFD|B3= CFD; CFD|C3= CFD|D3= CFD; CFD |E3= CFD
+
|A4= CFL|B4= CFD; CFD|C4= CFD|D4= CFD; CFD |E4= CFL
+
|A5= CFD|B5= CFL|C5= CFL|D5= CFL|E5= CFD
+
|Output= Clay Bowl, 4
+
}}
+
|{{Grid/Pit Kiln
+
|A1=Clay Bowl
+
|Output=Ceramic Bowl
+
}}
+
|}
+
  
== Shelter ==
+
==== Roofing ==== <!--T:161-->
  
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.
+
<!--T:162-->
 +
You may want to make a roof for your building. TFC+ provides specialized roof blocks, which are solid diagonal blocks that also provide protection from the climate when a player is under them. An early game roof block is the [[Thatch Roof]], made using two straw blocks and a stick. Roofs attach to solid blocks, such as log piles.
  
''Tip: Cobblestone falls sideways just like dirt, so it can't be used to make tall, 1 thick walls without proper support.''
+
<!--T:163-->
 +
{{Recipe/Thatch Roof}}
  
=== Logs and Log Piles ===
+
=== Agriculture === <!--T:164-->
  
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.
+
<!--T:165-->
 +
Farming is a good long term food source. In Terrafirmacraft+, agriculture is slightly different from vanilla. Crops will not be destroyed if you jump on them. Terrafirmacraft+ introduces the idea of nutrients. Crops require nutrients in order to grow. Grass blocks that are tilled will turn into farmland with full nutrients, while dirt blocks will have to be fallowed for a while before crops can be grown on them. Different crops use nutrients at different rates. The nutrient each plant needs can be checked once a player is skilled enough in Agriculture. Crops will gradually use up their particular nutrient - thus, it is recommended to switch the places of where in the farm you grow a certain crop every harvest. Freshwater and rain are used to hydrate soil. Every crop has its own hydration requirement, as such in places like rainforests you may be able to plant crops without the use of water irrigation.
  
=== Thatch ===
+
<!--T:166-->
 +
Along with Food crops, there are Fiber crops and Dye crops. Fiber Crops, such as Agave, Cotton, Flax, and Jute, can be made into Fiber, which in turn can be made into String. Dye Crops, such as Madder, Weld, and Woad, are used for creating liquid Dye that can be used to dye clothing.
  
[[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.
+
<!--T:167-->
 +
In the Stone Age, a hoe can be used to turn dirt into farmland, check the hydration status, and the harvest state of the crop. These three modes can be cycled using the mode key (Default: {{key|M}}). Once a player is skilled enough in Agriculture, they will be able to check the nutrient status of the farmland, as well.  
  
{{Grid/Inventory Table
+
<!--T:168-->
|A1 = Straw |B1 = Straw
+
{{Recipe/Stone Hoe Head}}
|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.
+
<!--T:169-->
 +
Like every other tool, a Stone Hoe must be attached to a Stick or Bone before it can be used.
  
''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.''
+
<!--T:170-->
 +
[[File:Hoe Mode Toolbar.png]] - Mode Indicator
  
=== Beds ===
+
<!--T:171-->
 +
[[File:Toolmode_1-1.png]] '''Preparation''' - Standard use, tilling soil into farm-plot.
  
[[File:HideBedCreation.png|thumb|150px|How you should be facing to create a [[Straw & Hide Bed]].]]
+
<!--T:172-->
 +
[[File:Toolmode_1-3.png]] '''Water''' - Highlights the target farmland with black: no water access, and blue: water access.
  
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.
+
<!--T:173-->
 +
[[File: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.
  
== Leaving the Stone Age ==
+
<!--T:174-->
 +
Seeds can be [[#Foraging|Foraged]] from wild plants by breaking them. Once you have the seeds for a particular crop, they can be planted on farmland by {{key|RMB}}ing while holding the seeds. The crop will take a few in-game months to grow. You can ascertain that a crop can be harvested with the Harvest mode of the Hoe.
  
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]].
+
=== Animal Husbandry === <!--T:175-->
 +
{{main|Animal Husbandry}}
  
To make your first metal tool head you will need to collect 10 pieces of small, [[copper]]-bearing ore:
+
<!--T:176-->
{{InfoTable/CopperOre}}
+
In order for a long term source of meat, as well as to obtain Wool, Milk, and Hide, animals can be tamed and bred in Terrafirmacraft+. Refer to the [[Animal Husbandry]] page for more.
  
=== Prospecting ===
+
== Extras == <!--T:177-->
  
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]].
+
<!--T:178-->
 +
There are many other things you can do in Terrafirmacraft+. This guide only covers the essentials. In the new player's interest, here are other things you can do:
  
''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]].''
+
<!--T:179-->
 +
* Make [[Candle|Candles]], for a safe source of light that does not pose a fire risk;
 +
* [[Glassworking]], in order to create unbreakable* drinking bottles. The Blowpipe, used to make Glass Bottles from Molten Glass, can also be used to make a fire hotter.
 +
* [[Alcohol]], for creating Vinegar and for experience levels;
 +
* [[Leather|Leatherworking]], to convert Raw Hide into Leather
 +
* Build an [[Walk-in Kiln]] to kiln more items at once
 +
* Upgrade to better [[Roof]]s
 +
* Make and play [[Musical Instruments]]
 +
* Make [[Plaster of Paris]]
 +
* [[Metalworking Guide|Smithing]]
 +
* Make a [[Protection Meter]] to measure the amount of Spawn Protection around you
 +
* Make a [[Saddle]] to ride Horses
 +
* Make better [[Weapons]] such as the [[Bow]].
 +
* With a Saw made of Metal, make Lumber, which can be used to craft many wooden items, such as Wooden Planks, Barrels, and Chests.
 +
* Craft a [[Loom]], weave [[Cloth]], and craft better [[Clothing]] in order to survive winter.
 +
* Craft a [[Burlap Sack]] from Jute or Sisal (Agave) fiber, to preserve non-grain food.
 +
* Craft a [[Quiver]] to store many Javelins and Arrows
 +
* Craft a [[Composite Bow]], an upgraded and more powerful bow
 +
* Do [[Beekeeping]] for honey
  
=== Processing ===
+
== Leaving the Stone Age == <!--T:180-->
 
+
Congratulations! You have made it to the end of the Stone Age. The next step will be to cast a pickaxe using molten copper, mining more copper, and creating a copper anvil that you can smith copper tools on. If you have followed the [[#Choosing a Site|Choosing a Site]] guide, you will have settled near a source of copper. The [[Metalworking Guide]] will aid you through the Copper Age and beyond.
For more information on how to process ore and leave the stone-age, please read the [[Metalworking Industry|Metalworking Guide]].
+
  
 +
<!--T:181-->
 +
{{Guides}}
 
{{Blocks}}
 
{{Blocks}}
[[Category:Guides]]
+
 
[[Category:Needs updating]]
+
</translate>

Latest revision as of 23:40, 13 December 2022

Other languages:
English • ‎日本語 • ‎русский • ‎中文 • ‎中文(台灣)‎

Welcome to TFC+!

Flowchart.png

Terrafirmacraft+ is an re-imagination of what Minecraft can be, with a emphasis on making the game more believable. It is suited for experienced players of vanilla Minecraft, whom feel that an amount of complexity and detail has been lacking in the vanilla game, and want a level of realism that vanilla Minecraft does not provide.

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 the original TerraFirmaCraft might want to look at Differences from TFC instead. If you have an issue or question, you can visit the Discord or Subreddit for support.

A number of translations are available for Terrafirmacraft+, but most of these are not complete. You can help translate Terrafirmacraft+ - look at the Translation page.

This guide assumes you have installed Terrafirmacraft+; if you have not, visit the Installation page for help. Note: Make sure you have created a 1.7.10 instance, and have installed Terrafirmacraft+, not "Terrafirmacraft". The "Terrafirmacraft" CurseForge project is not Terrafirmacraft+.

Note: The current version (0.89.1) has a bug where hostile monsters do not spawn on the surface. This issue will be fixed in the next version. Until then, if you wish to play with hostile monsters, play the previous version (0.88.4)

Getting started

HUD and Statistics

When you start a new world, you might notice that your HUD is quite different from what you are used to in vanilla Minecraft. This section will guide you through the various bars and menus of the Terrafirmacraft+ HUD.

Health

HealthBar.png

The first bar that is quite different from vanilla Minecraft is the health bar. Instead of hearts, in TFC+, HP is shown as a red bar. You start with 1000 max HP, and this will vary depending on various factors, such as nutrition and XP level. HP will regenerate very slowly over time, as long as your hunger is above 25%. Even on a full stomach, you cannot heal very quickly. Healing can be accelerated by wading in hot spring water or by using sterile bandages, which restore 100 HP for each bandage used.

Players can also be wounded, which has a variety of effects. You can only get wounded if you take 20% or more of your health in one hit. Having an untreated fractured bone slows the player's movement, while having a wound or a cut gradually damages the player for as long as the effect lasts. Specific wounds are inflicted by specific damage types. Fractures are only caused by crushing damage or falling damage, while wounds are caused by piercing damage and cuts are caused by slashing damage. The effects of wounds can be managed through medicine.

Hunger

HungerBar.png

Instead of shanks of food, hunger is represented with a green bar.

Unlike vanilla Minecraft, which uses arbitrary "filling values", the hunger system in TerraFirmaCraft+ is based off of food weight. TerraFirmaCraft+ uses the imperial measurement of ounces. However, this measurement does not relate to any other measurement in the game, so if the concept of ounces confuses you, you are welcome to instead think of them as generic "food units" or "bites." Each stack of food in TerraFirmaCraft+ can weigh up to 160 ounces.

Players will slowly get hungrier over the course of a few days, even if they do not move. When a player is very hungry, they will begin to suffer negative effects, such as Mining Fatigue and Weakness, until they have eaten again. Once a player's hunger bar is depleted, they will begin suffering from starvation, and very quickly die. Please note that the hunger bar is not linear, but rather logarithmic. As such, the last portion of the bar lasts significantly longer than the first. If you are running low on food, consider not constantly eating.

Thirst

Freshwater pond

ThirstBar.png

Terrafirmacraft+ introduces the idea of Thirst. Players will slowly get more thirsty, eventually suffering from effects like Slowness and Weakness, and will suffer heat strokes if they are completely dehydrated. Thirst is represented with a blue bar. Like Hunger, Thirst will go down slowly, even if players are not moving. Players can only drink fresh water from pools scattered throughout the world, distinguished from the coastal seawater by cattails and lily pads. Thus, finding fresh, drinkable, water is very important for survival. The world generation always attempts to spawn the player near fresh water, even if it is a single block.

To drink water, players must Rmb.png Right Click on the block under Fresh Water. You can hold Rmb.png Right Click to continue drinking until you are no longer thirsty. If you are experiencing issues with drinking, relog into the world.

One of the main goals of the early game is to make a Ceramic Jug so that transporting fresh water - enabling exploration of large distances - is possible.

Experience

The experience system represents life experience, and so each level increases a player's maximum health, thirst, hunger, and alcohol tolerance, allowing them to take more hits, survive longer without drinking fresh water or eating, and drink more alcohol before getting negative side effects.

Unlike vanilla, there is no enchanting or tool repairs to consume experience levels, so the only way to decrease your experience level is death.

Body Temperature

Body Temperature Bar.png

Body Temperature is shown by a thermometer on the bottom right side of the screen. The green area of the thermometer shows the player's comfort range. The player's body temperature is affected by the season, body exertion from sprinting, their local climate, and certain blocks. If the player is too hot, or too cold, they will suffer negative effects such as Slowness and Mining Fatigue. They will also not be able to sleep in Straw & Hide Beds. Being too hot, or too cold, will also cause the player to lose hunger and thirst faster, as their bodies will "sweat" to keep cool, or burn calories to warm themselves up.

Body Temperature is primarily managed through the use of Clothing. Roofs also provide moderate temperature protection, and standing in shade out of the sun (or wearing a hat underneath it), or being in a cave, will also protect the player from the elements. Drinking water will temporarily give players heat resistance, while standing near lit campfires will provide cold resistance.

Inventory

The Inventory in Terrafirmacraft+ contains four tabs: the Inventory tab, which is like the vanilla Inventory, allowing you to interact with your items and craft, the Skills tab, displaying a player's proficiency in various skills, the Time tab, displaying the time of year, season, and day of week, and the Nutrition tab, which displays the five categories of food a player must eat in other to maintain their maximum health.

Unlike Vanilla, all crafting is done directly in the inventory tab. Players start out with a 2x2 Inventory Table, which can later be expanded with a crafting table to unlock the 3x3 grid. Unlike Vanilla, the Crafting Table is not an actual block, but is immediately used up to unlock the 3x3 grid.

Grid layout Arrow (small).png

The First Day: Tools, Light, and Clothing

The goal for the first day is to prepare for the night and for the player's long-term survival. It is important to look around you, and to see what resources are available to you. If you see yourself in a plain, with grass, shrubs, and boulders stretching to the horizon, you might be able to find metal nuggets and animals to hunt quite easily. If you see yourself on a coast of an ocean, seaweed and fresh water is easy to find. If you find yourself in the deep rain forest, clay, fresh water, and wood are plentiful.

What You Can't Do

You might notice that you can't punch trees to get wood. This is because the tech-tree in Terrafirmacraft+ is completely different from that of vanilla Minecraft. This means that your first tools will be made from stone. There is no such thing as wooden tools in Terrafirmacraft+, and wasting your time to punch down a tree will yield you absolutely nothing. You cannot make planks in the same way as vanilla, and thus a crafting table in Terrafirmacraft+ - you will need a saw, which can only be made from metals.

There is no such thing as a Wooden or Stone pickaxe in Terrafirmacraft. In the early game, you do not mine stone for ore. Instead, there are other ways to acquire metal ore and tools, without needing a pickaxe. This will be how you will make a pickaxe to mine more ore.

Punching dirt is not recommended, as even if you manage to break a block, it, in addition to sand, gravel, stone and cobblestone, are affected by gravity in TerraFirmaCraft+. Unlike in Vanilla Minecraft, gravity-affected blocks are able to fall sideways, in addition to falling straight down. You will not be able to create a house out of these blocks.

Players used to vanilla Minecraft might wonder how one stores items in Terrafirmacraft+. Because planks as they are in vanilla are locked behind metal, early-game alternatives to the chest such as the Straw Basket, Large Vessel, Ceramic Vessel, and Raw Hide Bag are available.

Sprinting everywhere is not economical in TFC+ - your hunger and thirst declines much quicker. In addition sprinting for too long can cause exertion, which raises body temperature and makes clothing damp. Instead, the Wooden Staff can be used for a speed bonus that is half that of sprinting. Shoes and socks add additional speed bonuses. The Wooden Staff will be discussed later in this article.

Torches in TFC+ will light flammable blocks on fire. Before using a torch, it is recommended to clear the area of any flammable blocks, including grass, undergrowth, and fallen leaves. To light up your shelter, use a Firepit, which will be discussed later in this article. Later, you will be able to craft a Candle, which is a safe source of light.

Sticks and Stones

Some rocks laying on the ground.
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

In Terrafirmacraft+, the first thing you should do, instead of punching trees, is to gather the rocks laying scattered all across the ground. 64 rocks will last you through the first few days of gameplay.

Occasionally, you might find some ore nuggets. Be sure to take note of the location, as these are important later.

You will also want to find some sticks. Sticks can be found occasionally on the ground under trees and on shores, and can also be obtained by breaking leaf litter. Sticks can also be obtained by breaking undergrowth and shrubs with an axe.

Knapping

Knapping is the process of using two rocks to create heads for stone tools. Rmb.png Right Click while holding a stack of two or more rocks to open the knapping interface. The process of knapping will produce stone flakes, which are also used in crafting and can be used like a knife to collect straw from grass.

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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 cannot undo it and you will have to start again. 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. While knapping, Stone Flakes might be produced, which can be used to craft arrows later on.

Tip: Some of the tools can be knapped out differently than the below forms, feel free to experiment.

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Knives are a weak melee weapon, and a useful tool. With a knife, you can gather seaweed, turn furs and animal hides into leather or clothing, process grain into cereal, and remove decay from food. Knives have two attacking modes, Stab and Slash, which deal different damage types. They can be swapped between by pressing M. Two knives can be crafted at once by mirroring the recipe on the other side.

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Axes are useful for felling trees, and also serve as a good Slashing damage weapon.

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Shovels can be used gather dirt, clay, gravel, and sand.

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.

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.

Stone Knife Blade Stone Knife
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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 come in two sizes: the normal tree that populates forests and grasslands, which drop regular-sized logs, and the rarer large trees which drop large logs. Large logs can be hewed into regular-sized logs; however, it is not recommended you do this, as large logs are comparatively rare, and can be used for building. 4 regular logs can be combined in the crafting grid in order to produce stacked logs, also used for building.

Logs can be stored in a log pile by ⇧ Shift + Rmb.png Right Click onto the ground. Only regular-sized logs can be used to start a log pile, however, once the log pile is created, it can be used to store large logs, as well.

Logs can be crafted into poles with a knife, and poles can be snapped in half to make sticks. Poles can be further processed with an Axe to produce Wicker.


Log (Acacia) Pole
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Wicker
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As mentioned above, vanilla Planks cannot be made directly from logs (instead being made from 4 Lumber, which is only obtainable when the player has made a Saw). Thus, certain items like Boats and Beds are locked behind metal. In the early game, several alternatives, like the Straw & Hide Bed and the Coracle are available.

Logs can be right clicked with a knife to receive Resin; this can be used to craft various items, such as the Wooden Staff, and the Primitive Bandage. The Wooden Staff is made from Resin combined with a Pole, and gives the player a 15% speed bonus while walking when it is held. This speed bonus is half of the sprinting speed. Because sprinting in Terrafirmacraft+ causes the player to become hungry and thirsty faster, it is recommended to use the Wooden Staff instead of sprinting whenever possible. The Primitive Bandage is used when the player gets wounded; see the Wounds and Medicine section.


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Pole

Weapons

Weapons are important in order to hunt wild animals and defend yourself from monsters at night. Early game weapons, like tools, can be knapped from stone, or, in the case of the Wooden Spear, shaped from a pole. In Terrafirmacraft+, there are three types of damage: Slashing, Piercing, and Crushing. Slashing is effective against Endermen and Zombies. Piercing damage is effective against Bears, Creepers, Endermen, and Wolves, and Crushing is effective against Endermen and Skeletons. Axes deal Slashing damage, Javelins and Spears deal Piercing damage, and Hammers deal Crushing damage. The Knife has two modes, Stabbing and Slashing, which deal Piercing and Slashing damage respectively.

The Primitive Sling is an early-game ranged weapon. It is rather cheap and fires rocks which deal Crushing damage, making it useful against Skeletons and Wither Skeletons. Projectiles fired from a sling will go off slightly to the right of the crosshair, so to hit targets, aim slightly to the left.

Primitive Sling Javelin Head (Stone) Stone Hammer Head
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Javelin heads need to be crafted with a Pole in order to create the full Javelin, while Stone Hammers, like tools, need to be crafted with a Stick or a Bone.

Wooden Spears are an weaker version of the Stone Javelin. They can be crafted from a pole and a knife.


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Wooden Spears and Javelins will automatically refill from your inventory after one is thrown.

Hunting and Foraging

Finding a source of food and water is important for your long term survival. Only fresh water can be drunk; the process of finding and drinking fresh water is described in the Thirst section.

Seaweed

A good source of early-game food - if you are near the shore - is seaweed. Seaweed can be harvested using Rmb.png Right Click on the block below the seaweed while holding a knife. Once you have a few pieces of seaweed, you can stack them together by hovering over one piece of seaweed and pressing S to stack the seaweed together. Alternatively, the seaweed can be crafted together in the Inventory grid to stack them.

Meat

If you cannot locate a shore, the next best source of food is meat. Animals can be found clustered in groups around the world. Do not attack them right away! In Terrafirmacraft+, animals are neutral mobs, and most will attack the player if the player attacks them (deers and pheasants will not retaliate). As animals are also much harder to kill than in Vanilla, you should prepare yourself before you attack an animal.

Note: Do not underestimate animals! They have large amounts of knockback and damage. They are not harmless, like in Vanilla!

Stand away some distance from the animal, and hold Rmb.png Right Click to prepare your spear or javelin. Do not attack the animal directly with the javelin! Hitting an animal with a javelin deals far less damage than throwing it. Release in order to throw it. Be careful, as the animal will now try to attack you. Throw multiple spears in rapid succession, until the animal dies. In Terrafirmacraft+, animals drop as much meat as their body weight. This means that large animals will drop quite a lot of meat. You do not have to worry about picking up all the meat, as a few stacks will suffice for a few days. Be sure to pick up the Raw Hide, too, as it is very useful later. The sinew from hunting can be used to make a bow, which can also aid you in future hunts.

If you are wounded, jump to the Wounds and Medicine section, then come back.

Foraging
A wild patch of rye.
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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 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. If you can find mature crops, they will serve as a good source of food.

Fruit trees and Berry Bushes can also be found in the wild. To harvest the fruit from a fruit tree or berry bush, Rmb.png Right Click on their leaves. Berry bushes can be picked up by breaking them, and placed elsewhere later on.

These long-term food sources may be hard to find. Players are reminded that finding crops in Terrafirmacraft+ involves exploring a large area, much larger than required in vanilla - typically, the climate only changes if you travel about 1000 blocks away from an area. This may be confusing to players that are used to Vanilla, because Vanilla uses Biomes to determine the generation of resources, while Terrafirmacraft+ instead uses a climate system. Imagine that you are trying to find a different biome in Vanilla - if you cannot find these food sources, simply travel further, and rely on what you have to feed yourself while exploring. Despite this, it is completely possible to find these sources, and to sustain yourself for a long time.

Grain crops must be refined with a knife to make them into their edible version. This will also return straw.

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In a pinch, mushrooms found in leaf litter can be cut with a knife to make them edible. Only brown mushrooms are safe to eat raw; red mushrooms must first be cooked.

Note: Do not break the leaves of the fruit trees! They take a long time to regrow.

Seeds can later be planted for a long-term food source.

If you have many stacks of food, you can stack them together. This can be done either by crafting the stacks of items together, or by hovering over one stack of food and pressing S (for "stack"). Food will eventually decay, and will have to be preserved for them to last longer. Decay can be cut off of food with a knife automatically by pressing D while your inventory is open, or by crafting the decayed food with the knife. Preservation methods will be discussed later on in this article.

Beekeeping
Main article: Beekeeping

Wild Beehives occasionally generate on trees. Beehives are a source of Honeycombs, which are useful to make honey, which is a source of food, and also as a source of Wax for Candles. The player may also choose to make their own artificial beehives to gather more honey.

Players cannot open beehives directly. The bees will sting the player if they attempt to open or break the beehive. To calm the bees so that opening the beehive is possible, the player must light a Firepit underneath the beehive to calm the bees and allow the beehive to be opened. Wild Beehives have a Fertile Honeycomb in them; this can be used to create an artificial beehive, or can be cut to gather the honey inside. Once the Fertile Honeycomb is removed from the Wild Beehive, the beehive will collapse and drop some Empty Honeycombs; this can later be melted for Wax, which is an essential component of Candles.


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Ceramic Bowl

The making of bowls so that you can remove the honey from the honeycomb is discussed later in this article, and the process of creating an artificial hive can be found at the Beekeeping article.

Firepit

Main article: Firepit

At the end of the first day, you will probably want to create a firepit to make some torches, and cook any meat you've collected so you can eat it. You'll need at least five sticks, some logs 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.

Stick Firestarter
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Once you have a firestarter, throw (Default: Q) three sticks on the ground or other non-flammable block. Make sure they are all stacked on the same block, preferably in the middle. It's possible that your first few tries to light the firepit will not work. You can optionally toss an extra piece of straw in order to make the process faster. Once the firepit appears, drop some logs on to it to quickly add fuel. You can Rmb.png Right Click on the firepit as long as you aren't holding a firestarter or flint & steel to open its interface. The firestarter can later be upgraded by crafting it with a Bow to produce a Bow Drill, which has a higher effectiveness and durability.

If the firepit goes out, you'll need to add some fuel and then Rmb.png Right Click on it with a firestarter to relight it. Relighting is instant.

Once you have a firepit, it is recommended that you make some torches. Torches can be easily lit by pressing Rmb.png Right Click on a lit Firepit while holding an unlit torch. A placed lit Torch can be used to light unlit torches in the same way.

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Rmb.png Right Click on a lit torch or lit firepit, or place and Rmb.png Right Click with a firestarter or flint and steel to light the torch.

A Large Ceramic Vessel can be mounted on a Firepit (by ⇧ Shift+Rmb.png Right Clicking) to process liquids; this is useful if you wish to make a Coracle, or simply want to evaporate Salt Water for Salt in order to preserve your Food.

Warning: Torches can set nearby flammable blocks on fire! They are not meant for indoor use if your shelter is made of wood or straw. Clear the nearby area of grass, undergrowth, trees, and leaves before placing down a torch. Use a Firepit instead to light up your shelter, and later upgrade to Candles.

Straw

Breaking tall grass with a knife yields straw. Straw is highly useful in the early game, as it can be made into shelter, storage, clothing, bandages, splints, and bedding.

Straw can be woven using the same knapping interface as rocks. To begin weaving straw, Rmb.png Right Click while holding at least five pieces of straw.

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The Basket has 9 slots of inventory space. It will drop its items when it is broken.

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The Straw Cloak provides a moderate amount of cold protection. It is useful if you have spawned in a cold environment.

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The Straw Hat provides a slight amount of heat protection, and protects you from the heat of the sun.

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The Grass Shirt provides a slight amount of heat protection.

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The Grass Skirt provides a slight amount of heat protection.

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The Grass Sandals give a small speed bonus when on sand.

Straw can also be crafted into Straw Blocks, which are useful for building huts to hide from mobs at night. It is also used in a good number of early-game constructions and crafting recipes, such as Straw Roofs and Straw and Hide beds.

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Straw Straw

Note: Players and mobs are able to move through straw blocks. You cannot use straw blocks 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 straw block enclosure, but they are able to follow you through straw blocks if they have been aggro'd while you were outside of the straw block.

Creating a Straw & Hide Bed.

If you have a piece of Large Raw Hide, you can craft a Straw and Hide bed by placing two Straw Blocks adjacent to each other. Then, Rmb.png Right Click with the piece of Large Raw Hide in your hand while facing the straw blocks straight-on in order to create a Straw and Hide Bed. This can be used to skip the night. Be aware, through, that you might need to craft clothing in order to sleep in a Straw and Hide Bed, as it will be too uncomfortable to sleep in if you are too hot or too cold.

If you made it this far, congratulations. You have survived your first day in Terrafirmacraft+, and have the means to survive at night. Do take note that in TFC+, mob spawns are heavily increased, and it is not a good idea to be wandering around at night. It is recommended to stay near a firepit, and perhaps continue with Pottery, if you have a clay source nearby. You may now explore more long-term possibilities for survival, and progress towards the Copper Age.

Beyond The First Day

The days beyond the first day are focused on securing more tools for survival. You will also work your way towards leaving the Stone Age and entering the Copper Age, which will unlock more possibilities for long term survival.

Environment and Seasons

Instead of vanilla biomes, in Terrafirmacraft+ there is a climate system. Rainfall, elevation, distance from the equator, and time of year determine what types of animals, plants, and terrain will generate in an area. Players will always spawn in the northern half of the map, during the season of early summer.

Terrafirmacraft+ adds the four seasons to Minecraft. The seasons affect the ambient temperature, the behavior of animals, and the timing of sunrise and sunset. In winter, unharvested crops will turn back into seeds, trees will lose their leaves, and new saplings that are not evergreen will not grow. In spring, long grass, flowers, rocks, and saplings will regenerate. In summer, crops will respawn randomly over the world, and can be harvested for seeds. In autumn, trees will turn brown, and the ambient temperature will begin to fall. The player must prepare for the four seasons adequately, and the unique challenges that each provide, such as the heat of summer, especially if the player is in a tropical Region, and preparing the cold of winter, by building shelter and sewing clothes.

Areas around the equator tend to be wetter and hotter, and eventually becomes tropical, then temperate, then boreal, and finally polar at 27000 blocks North or South.

Rivers generate along biome borders, and are much larger than Vanilla. Their riverbeds will contain clay deposits that will be useful if one spawns in a climate too dry to spawn clay.

Terrafirmacraft+ also introduces the idea of Regions. Instead of biomes, Regions are what determines what trees, plants, and animals spawns in an area. For example, Black-Eyed Peas can only be found in Africa. Along the edges of Regions, huge mountain ranges will generate.

Pottery

Clay deposit on a hillside with goldenrod flowers.

Clay generates near ponds and in riverbeds across the world. It can be distinguished from dirt from a distance by the existence of yellow Goldenrod flowers which only grow on clay. It can be dug with a shovel to obtain clay balls, which can then be shaped into clay items, and fired to make Pottery. Pottery is an important step of progression in Terrafirmacraft+, as it allows fresh water to be transported, Mud to be made, and to create vessels and Gold Pans.

Clay, like Straw and Rocks, has a knapping interface for forming clay items. Hold five clay balls in your hand, and Rmb.png Right Click to access it.

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The Ceramic Jug allows you to pick up water using Rmb.png Right Click on any fresh water pool. The water can then be drunk by holding Rmb.png Right Click with the Ceramic Jug in your hand.

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The Ceramic Vessel has four slots of inventory space for small items. It is essential for progression to the Copper Age. Ceramic Vessels can only hold grains.

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The Ceramic Bucket is necessary for picking up water to create Mud.

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Ceramic Bowls can be used for the creation of Salads, or to craft a Gold Pan.

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Large Vessels are an early game Barrel. Large Vessels can contain 9 items, as well as liquids, and can be carried on the player's back. They can be mounted on a Firepit in order to melt items, such as Empty Honeycombs into Wax. Large Vessels are also a part of the Still.

After you have made a clay item, it must be fired before it can be used. To do this, you will need to make a Pit Kiln.

Pit Kiln

To make a Pit Kiln, dig a pit in the ground, and ⇧ Shift + Rmb.png Right Click the items to be fired into the pit. Then, add eight straw, then eight logs, by right clicking on the pottery.

The Pit Kiln can now be lit with either a Firestarter or a dropped torch. Lighting a pit kiln using a torch will produce sparks that might burn flammable blocks nearby, so be careful where you build your pit kilns.

The Pit Kiln will take eight hours to complete. Once it is complete, you can ⇧ Shift + Rmb.png Right Click the items out of the pit kiln. The items can now be used.

Sewing

The Sewing GUI

Sewing can be used to craft Raw Hide Bags for carrying around more items, and to create more advanced clothing from materials like Fur.

To begin sewing, one needs a Bone Needle. Bone Needles can be made by repeatedly punching a Stone Block with a bone in your hand. It is recommended to have several bones, as not every bone will drop a Bone Needle. Once a Bone Needle is produced, it can be threaded with a thread, such as Sinew (from killing animals).


Sinew Bone Needle Thread
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Bone Needle

Leather and the various cloths can be cut into clothing pieces. Rmb.png Right Click with the clothing pieces with a threaded bone needle in the inventory to show the sewing GUI. Place the necessary clothing pieces into the slots. An image of the clothing will appear. Use the Threaded Bone Needle to trace the thread around the red lines in the image. Using Rmb.png Right Click with a knife on the image will remove a section of thread. Once the red lines on the image is completely traced correctly, and all incorrect parts of the tracing are removed, the completed clothing will appear in the output slot.

A Raw Hide Bag is crafted with two Hide Bag Pieces, which can be cut from Raw Hide.


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Bag Piece Hide Bag Piece Hide Grid Iron Needle Thread.png Hide Bag


Wounds and Medicine

In the course of playing, you may get wounded. These are represented by the Cut, Bleeding, Wound, and Fracture status effects. These wounds can be mitigated through the use of medicine. There are several types of medicines. Cuts and Wounds can be healed with bandages but will eventually heal on their own, while Fractures require splints to heal, and will never heal without them. Getting hurt while wounded might make the wounds you already have more severe.

To craft some crude bandages, you will need some straw and some tree resin. Once you've crafted the bandages, hold them in your hand and hold right click to start applying them. A single crude bandage will set the time remaining on the wound to 30 seconds, and is enough to treat minor wounds and bleeding.

Straw Resin Primitive Bandage
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To craft a splint, you need a stick and a piece of any string. A early-game version of string, Straw Cordage, can be made by weaving straw. Alternatively, any kind of string will do, even sinew from an animal. Once you've crafted a splint, hold it in your hand and hold right click to start splinting your fracture. A single splint should be enough for minor fractures, and will remove the movement penalty from the fracture itself while allowing the timer on that fracture to tick down. A fracture's movement speed reduction can also be mitigated through the use of a wooden staff, which can be crafted with a pole and a piece of resin. Holding the staff while walking will allow you to walk normally, ignoring the movement speed reduction as long as the staff is held.


Flat Straw title= Flat Straw Flat Straw Flat Straw title= Straw Cordage
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Stick Linen String Splint
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Resin Wooden Staff
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Pole

You can check if a wound has been healed by opening your inventory and looking at the status effect panel: if it displays a lowercase "t" near the wound, it means the wound has been treated and is healing. In case your wounds are more severe and a single bandage or splint is not enough, you can just keep applying bandages or splints as needed. Note that each medical item will only heal one wound, so if you had a Wound and a Cut at the same time you'd need to use at least two bandages.

Storage

You may now have gathered too many items to carry around in your inventory. Unlike Vanilla, in TFC+, chests are locked behind metal saws. In the early game, one must resort to alternatives.

One of the easiest to make storage items is the Straw Basket. It can contain 9 slots of solid items, but cannot contain liquids. Large Ceramic Vessels and Ceramic Vessels can be crafted from Clay. The Large Ceramic Vessel can contain liquids or 9 slots of solid items. Ceramic Vessels are portable, and can contain four slots of small items, meaning items that are too big for it will not fit. The Raw Hide Bag can contain six slots of items.

Coracles

Coracles are a type of early-game boat made from Pitch and Wicker. In the early game, Pitch can be obtained by melting Resin in a mounted Large Ceramic Vessel. Coracles must be rowed with a Paddle in order to move. Coracles can be used to traverse large expanses of water in the early-game.

Pitch
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Uses a Large Ceramic Vessel mounted on a firepit N/A


Shelter

By now, you will have established your tools, have some food, and have portable fresh water to explore the world. You will now want to establish your shelter so you have somewhere to hide at night.

Choosing a Site

You will want to equip yourself with a few jugs of water and some Food. Explore the world for a suitable site. The best sites have certain traits that you may want to look out for.

Stone and Metal
Copper Ore
Grid Native Copper (Small).png Native Copper Grid Tetrahedrite (Small).png Tetrahedrite Grid Malachite (Small).png Malachite Grid Chalcocite (Small).png Chalcocite Grid Chalcopyrite (Small).png Chalcopyrite

On the surface, ore nuggets will spawn. These indicate the existence of a ore vein underground (up to 35 blocks deep). Settling close to these ore nuggets will allow easy access to metal to mine later on.

Several stone types spawn materials that are more useful. One consideration is Flux Stone, which turn into Flux. Flux is necessary for binding metal ingots together while smithing. Any material made of Flux Stone, such as Gravel, Sand, or Rock, can be made into Flux. Thus, if a beach spawns Dolomite sand, you will be able to make that into Flux Stone.

Flux Stone
Grid Rock (Dolomite).png Dolomite Grid Rock (Marble).png Marble Grid Rock (Limestone).png Limestone Grid Rock (Chalk).png Chalk

If you do not settle near flux stone, you will need to gather seashells in order to make flux. This might be time consuming.

Trees

Wood is important for charcoal and as building and crafting material. Proximity to trees is almost necessary. Not settling near trees also means you might be in a dry area, which might not spawn clay.

Clay

Clay is important to create molds for tools and ingots, as well as Ceramic Roof Tiles. An area not having clay also means you are in a dry area, and there likely will not be easily accessible clay anywhere nearby.

Water

In Terrafirmacraft+, one cannot place water source blocks unless they have a Red Steel Bucket. This makes access to both fresh water and sea water important. Fresh water can be drunk and is important in certain crafting recipes. Seawater can be made into Brine to preserve food. Both types of water can be used to create farms, which are an important long-term source of food.

Climate

In cold climates, you will need to prepare for Winter. In Winter, crops will not grow, and you will have to deal with the body temperature by crafting clothes. Likewise, in hot climates, you will need to prepare for the heat of Summer. It is recommended to settle in a cold climate, as cold protection clothing is easier to craft.

Teepees

Main article: Teepee

Teepees are a type of tent that can be made from Hides or Wicker. Teepees can be slept in to skip the night. Thus, they are good for portable shelter and are very useful in the early game.

As mentioned above, poles can be obtained directly from Logs by crafting them with a knife, and wicker can be obtained from Poles by crafting them with an axe. This makes Wicker teepees easy to construct. To make a Wicker teepee, place seven Wooden Spears (by crouching and Rmb.png Right Clicking) in a upside-down U shape on the ground, and right click the center of the seven spears with 20 Wicker.

If you have obtained Hides or Furs from killing large animals, you can build a Hide Teepee. Unlike the Wicker teepee, Hide Teepees can be used in cold environments, and do not consume as much hunger and thirst when used. To build a Hide teepee, place 4 wooden spears in the ground, then right click the center of the spears with two large hides or four medium hides.

Beds

In Terrafirmacraft+, typical Vanilla beds are made with Cloth. Cloth is substantially harder to obtain in Terrafirmacraft+, as any type of fiber (such as Wool, Linen, Cotton, and Silk) must be processed before they can be used to craft. Therefore, in the early game, the most plausible type of bed that the player can build is the Straw and Hide Bed. Like the vanilla Bed, the Straw and Hide Bed allows the player to sleep to skip the night as well as set their spawn. This comes with the disadvantage of consuming more Hunger and Thirst than the Cloth bed.Verify

The Straw and Hide Bed can be obtained by placing down two Straw Blocks, then right clicking with one Large Hide while the player is looking straight down the two straw blocks.

Mud

Main article: Mud

Mud in Terrafirmacraft+ is a mixture of wet dirt and straw. The blocks made from mud are very useful for early-game shelter, as they are solid, and not affected by gravity. This makes mud one of the most versatile early game building materials.

Making mud requires a fired Ceramic Bucket. Collect dirt and straw, and drop it on the ground in a one-to-one ratio, then Rmb.png Right Click with a ceramic bucket on the items to create Mud.

Grid Mudbrick.png Mudbrick

Mud brick is created from crafting the mud directly in the inventory crafting table.


Mud Mud Brick Wet
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Mud brick must be dried before it can be used to build. Mud bricks can be dried by placing them using Rmb.png Right Click on the ground exposed to the sun during the day. Once the mud brick is dried, craft them into Mudbricks, which can then be used to build.


Mud Brick Mud Brick Granite Mudbrick2
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Mud Brick Mud Brick
Grid Wattle and Daub.png Wattle and Daub

Wattle and daub is another way of building with mud.

To make wattle and daub, start by making the wattle upon which you will daub the mud:

Stick Stick Wattle
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Stick Stick

Then, place the Wattle where you want the blocks to be. Rmb.png Right Click with the mud to daub the mud over the wattle, and the wattle will turn into Wattle and Daub.

Stacked Logs

Four regular logs can be crafted into one stacked log. This can be used to build log cabins.


Log (Acacia) Log (Acacia) Stacked Logs
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Log (Acacia) Log (Acacia)

Log Piles

Log Piles can also be used as construction blocks. However, another log pile cannot be placed above another log pile that is not full. This makes Log Piles a rather expensive construction block.

Roofing

You may want to make a roof for your building. TFC+ provides specialized roof blocks, which are solid diagonal blocks that also provide protection from the climate when a player is under them. An early game roof block is the Thatch Roof, made using two straw blocks and a stick. Roofs attach to solid blocks, such as log piles.


Straw Block Thatch Roof2
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Stick Straw Block

Agriculture

Farming is a good long term food source. In Terrafirmacraft+, agriculture is slightly different from vanilla. Crops will not be destroyed if you jump on them. Terrafirmacraft+ introduces the idea of nutrients. Crops require nutrients in order to grow. Grass blocks that are tilled will turn into farmland with full nutrients, while dirt blocks will have to be fallowed for a while before crops can be grown on them. Different crops use nutrients at different rates. The nutrient each plant needs can be checked once a player is skilled enough in Agriculture. Crops will gradually use up their particular nutrient - thus, it is recommended to switch the places of where in the farm you grow a certain crop every harvest. Freshwater and rain are used to hydrate soil. Every crop has its own hydration requirement, as such in places like rainforests you may be able to plant crops without the use of water irrigation.

Along with Food crops, there are Fiber crops and Dye crops. Fiber Crops, such as Agave, Cotton, Flax, and Jute, can be made into Fiber, which in turn can be made into String. Dye Crops, such as Madder, Weld, and Woad, are used for creating liquid Dye that can be used to dye clothing.

In the Stone Age, a hoe can be used to turn dirt into farmland, check the hydration status, and the harvest state of the crop. These three modes can be cycled using the mode key (Default: M). Once a player is skilled enough in Agriculture, they will be able to check the nutrient status of the farmland, as well.


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Like every other tool, a Stone Hoe must be attached to a Stick or Bone before it can be used.

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.

Seeds can be Foraged from wild plants by breaking them. Once you have the seeds for a particular crop, they can be planted on farmland by Rmb.png Right Clicking while holding the seeds. The crop will take a few in-game months to grow. You can ascertain that a crop can be harvested with the Harvest mode of the Hoe.

Animal Husbandry

Main article: Animal Husbandry

In order for a long term source of meat, as well as to obtain Wool, Milk, and Hide, animals can be tamed and bred in Terrafirmacraft+. Refer to the Animal Husbandry page for more.

Extras

There are many other things you can do in Terrafirmacraft+. This guide only covers the essentials. In the new player's interest, here are other things you can do:

  • Make Candles, for a safe source of light that does not pose a fire risk;
  • Glassworking, in order to create unbreakable* drinking bottles. The Blowpipe, used to make Glass Bottles from Molten Glass, can also be used to make a fire hotter.
  • Alcohol, for creating Vinegar and for experience levels;
  • Leatherworking, to convert Raw Hide into Leather
  • Build an Walk-in Kiln to kiln more items at once
  • Upgrade to better Roofs
  • Make and play Musical Instruments
  • Make Plaster of Paris
  • Smithing
  • Make a Protection Meter to measure the amount of Spawn Protection around you
  • Make a Saddle to ride Horses
  • Make better Weapons such as the Bow.
  • With a Saw made of Metal, make Lumber, which can be used to craft many wooden items, such as Wooden Planks, Barrels, and Chests.
  • Craft a Loom, weave Cloth, and craft better Clothing in order to survive winter.
  • Craft a Burlap Sack from Jute or Sisal (Agave) fiber, to preserve non-grain food.
  • Craft a Quiver to store many Javelins and Arrows
  • Craft a Composite Bow, an upgraded and more powerful bow
  • Do Beekeeping for honey

Leaving the Stone Age

Congratulations! You have made it to the end of the Stone Age. The next step will be to cast a pickaxe using molten copper, mining more copper, and creating a copper anvil that you can smith copper tools on. If you have followed the Choosing a Site guide, you will have settled near a source of copper. The Metalworking Guide will aid you through the Copper Age and beyond.