Difference between revisions of "Stone-Age Guide"

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<languages />
== Welcome to TFC+ ==
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<translate>
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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== 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.  
  
== User Interface Differences ==
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<!--T:2-->
Right away, you can see that there are some obvious differences between TFC+'s HUD and the vanilla Minecraft HUD.
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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.  
  
=== Health ===
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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.
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 +
<!--T:4-->
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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+.''
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 +
'''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)
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 +
== Getting started == <!--T:5-->
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 +
=== 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.
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<!--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-->
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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, hunger is shown by a green bar. Each stack of food in TFC+ can weigh up to 160 ounces.
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<!--T:11-->
Players have a stomach that can hold 24 oz and can eat 5 oz in one bite. The exception to this is sandwiches, which can be eaten in a single bite. You can gain saturation and therefore eat less by eating salads and sandwiches instead of raw ingredients.
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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.  
  
The hunger bar slowly goes down even if you are standing still or sleeping. It also goes down when you do actions like breaking a block or attacking.
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<!--T:12-->
You can not starve to death in TFC+, but it is not good to have a low hunger bar. When your hunger bar is below 25%, you will get negative effects, like weakness and fatigue. If your hunger bar is empty, your nutrition goes down 3x fast. Low nutrition gives you lower max HP. When all of your nutrition is empty, you will have a max HP of 50. At 50 HP a hostile mob or fall damage can very easily kill you.
+
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.
 
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=== Thirst ===
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 +
==== Thirst ==== <!--T:13-->
 +
[[File:FreshwaterPond.png|thumb|150px|Freshwater pond]]
 
[[File:ThirstBar.png|link=]]
 
[[File:ThirstBar.png|link=]]
  
Thirst is shown by a blue bar. The thirst bar slowly goes down over time even if you stand still or sleep. The thirst bar goes up when you drink fresh water. TFC+ has fresh water and salt water. Cattails and pond weed only grow in fresh water.  
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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.
  
You can drink fresh water by right-clicking an empty hand on a block that is in the water. You will hear a drinking sound, and your thirst bar will go up. You can hold right-click to keep drinking until your thirst bar is full. Once you make clay items, you can craft a ceramic jug to carry water with you.
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<!--T:15-->
Sprinting and jumping will quickly lower your thirst bar. When the thirst bar is below 50%, you can not sprint. When it is below 25%, you will get a Slowness II potion effect. If the thirst bar is empty, the current ambient temperature is above 35, and you are under the sky, you will take damage. This simulates a heat stroke.
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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.
  
=== Body Temperature ===
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<!--T:16-->
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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.
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 +
==== 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.
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 +
<!--T:18-->
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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 ==== <!--T:19-->
 
[[File:Body Temperature Bar.png|right|link=]]
 
[[File:Body Temperature Bar.png|right|link=]]
Body Temperature is shown by a bar on the lower right side of the screen. Green temperatures are comfortable, blue are too cold, yellow and red are too hot. If your temperature goes too far from green, you will have negative potion effects and can even take damage. Many things affect body temperature: clothing, being in water, drinking water, and being near a campfire. The temperature of the world around you is affected by season, latitude, elevation, and time of day.
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[[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.  
  
=== Experience ===
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<!--T:20-->
As XP levels go up, the player's max health, max thirst, and alcohol tolerance go up too. A player with higher XP can take more damage, survive longer without water, and drink more alcohol before getting negative effects.
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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.
There is no enchanting or tool repairs in TFC+, so you keep your XP unless you die.
+
  
=== Inventory and Crafting Grid ===
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==== Inventory ==== <!--T:21-->
[[File:CraftingGrid.png|link=|thumb|150px|2x2 Crafting Grid]]
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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.
Just like in vanilla, you start with a 2x2 crafting grid in your inventory. Metal tools are needed to expand this grid to the full 3x3 so you will not be able to expand your crafting grid while you are in the stone age.
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Along the right side of the inventory interface, you will see 4 tabs. These let you see your nutrition levels, an in-game calendar complete with different seasons throughout the year, and your skill levels.
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== The First Day: Tools and Clothes ==
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<!--T:22-->
Night is dangerous and you have only a few hours. If you want to survive to see tomorrow, it's time to get busy sorting out some basic equipment, shelter, fire, and maybe water, and food.
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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.
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=== Sticks and Stones ===
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<!--T:23-->
[[File:RockGen.png|link=|thumb|150px|Some [[rock]]s laying on the ground.]]
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{{Grid/Inventory Table}}
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 +
=== The First Day: Tools, Light, and Clothing === <!--T:24-->
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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.
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 +
==== 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]].
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 +
<!--T:26-->
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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.
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 +
<!--T:27-->
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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.
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 +
<!--T:28-->
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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.
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 +
<!--T:29-->
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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.
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 +
<!--T:30-->
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[[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.
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 +
==== Sticks and Stones ==== <!--T:31-->
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[[File:RockGen.png|link=|thumb|right|150px|Some [[rock]]s laying on the ground.]]
 
{|
 
{|
|{{GridImage|Stick}}
 
 
|{{GridImage|Rock (Andesite)}}
 
|{{GridImage|Rock (Andesite)}}
 
|{{GridImage|Rock (Basalt)}}
 
|{{GridImage|Rock (Basalt)}}
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|{{GridImage|Rock (Slate)}}
 
|{{GridImage|Rock (Slate)}}
 
|}
 
|}
Punching trees won't do you any good in TFC+. You need tools, and you start with sticks and stones. On the ground you will find stones. Collect them by breaking the block, or by right-clicking them. Collect sticks too. Sticks can be found laying on the ground underneath trees or on beaches. You can also punch leaf litter which will have a chance to drop sticks.  When you have several of each, it's time to craft.
 
  
=== Knapping ===
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<!--T:32-->
Stone tool heads are crafted by hitting stones together to break them into useful shapes. This is called knapping. Stones are knapped into tool heads which can be attached to a handle to make a tool.   The tools you will want to make right away are a knife, an axe, and a maybe a shovel. With these tools you can get food, simple clothing, and shelter.  
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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.
  
To knap stone, hold two or more rocks in your hand and right-click on the ground.  
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<!--T:33-->
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Occasionally, you might find some ore nuggets. ''Be sure to take note of the location, as these are important later.''
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<!--T:34-->
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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.
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 +
==== Knapping ==== <!--T:35-->
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[[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.
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<!--T:36-->
 
{{Knapping
 
{{Knapping
 
|A1= terraRock 01 |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1= terraRock 01
 
|A1= terraRock 01 |B1= terraRock 01 |C1= terraRock 01 |D1= terraRock 01 |E1= terraRock 01
Line 85: Line 144:
 
|Output=
 
|Output=
 
}}
 
}}
The knapping interface is a 5x5 grid. Clicking on a square of the grid will break off that piece of stone. Be careful where you click. If you make a mistake, you can't undo it and you may have to start again.
 
  
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<!--T:37-->
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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.
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<!--T:38-->
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''Tip: Some of the tools can be knapped out differently than the below forms, feel free to experiment.''
 
{|
 
{|
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| style="width: 200pt; padding: 10px"|{{Recipe/Stone Knife Blade}}
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| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Knife Blade}}
Knives are weak melee weapon, but better than bare hands. They are mainly used as a tool. With a knife, you can remove decay from food, process cereal crops, cut food into smaller pieces, collect straw, and turn furs and animal hides into leather or clothing.
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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.
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| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Axe Head}}
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Axes are useful for felling trees, and also serve as a good Slashing damage weapon.
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| style="width: 200pt; padding-right: 10px"|{{Recipe/Stone Shovel Head}}
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Shovels can be used gather dirt, clay, gravel, and sand.
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|}
  
| style="width: 200pt; padding: 10px"|{{Recipe/Stone Axe Head}}
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<!--T:41-->
You can’t punch down trees in TFC+. You need an axe to fell a tree. Axes can also be used as a melee weapon.
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''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.''
  
| style="width: 200pt; padding: 10px"|{{Recipe/Stone Shovel Head}}
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<!--T:42-->
Digging by hand is very slow. Use a shovel gather dirt, clay, gravel, and sand faster. It can also be used as a melee weapon.
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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.
|}
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Once you knap the stone into the right shape, a tool head will appear on the right. Take the tool head and craft it with a stick (or a bone) in the crafting grid to create a stone tool.
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{| cellspacing=10
 
{| cellspacing=10
 
|{{Recipe/Stone Knife}}
 
|{{Recipe/Stone Knife}}
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|{{Recipe/Stone Shovel}}
 
|{{Recipe/Stone Shovel}}
 
|}
 
|}
Finished tools do not stack, but tool heads do. At night when you are hiding from monsters, you can knap extra tool heads to keep in your inventory. Then during the day, you can quickly craft new tools as you need them. Tools cannot be repaired in TFC+, so it’s okay to use a tool until it breaks.
 
 
=== Straw and Wood ===
 
Now that you have some tools, you can start collecting more resources.
 
  
Break tall grass with a knife to get straw. Get a lot. You will need straw to make your first clothing, your first storage container, and your first building block.
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==== Wood ==== <!--T:43-->
 
{|
 
{|
 
|{{GridImage|Log (Acacia)}}
 
|{{GridImage|Log (Acacia)}}
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|{{GridImage|Log (Willow)}}
 
|{{GridImage|Log (Willow)}}
 
|}
 
|}
Wood is gathered by chopping down trees with an axe. If you break the bottom log of the tree with an axe, it will break the entire tree into logs and sticks. If your axe does not have enough durability to chop down the entire tree,only the top of the tree will be chopped and the axe will break.
 
Trees can drop large logs, normal logs, and sticks. Large logs can be split into normal logs by placing them in your crafting grid with an axe.
 
Logs are stored in log piles. Create a pile by right-clicking a solid block with a log in your hand. The wood pile can hold 4 stacks of 4 logs. Right-click a partially full log pile with logs in your hand to quickly add them to the pile. Taking all logs from the pile will destroy the log pile block. A log pile can be used as a simple building block, but you can not place a new pile on top of another pile until the bottom pile is full.
 
  
=== Basic Clothing and Storage: Weaving Grass ===
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<!--T:44-->
[[ Image:Grass Clothing.gif | thumb | right | 150px]] [[Clothing#Grass_Clothing|Grass Clothing]] can help protect you from the heat and cold. Craft grass clothing by right-clicking the ground while holding holding 5 or more straw in your hand. Grass clothing does '''not''' require [[sewing]]. These items have lower durability than more advanced clothing, but are easy to make.
+
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.
  
{|
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<!--T:45-->
|- style="vertical-align:top;"
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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.
| style="width: 200pt; padding: 10px"|{{Recipe/Straw Hat}}
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The straw hat gives a small heat resistance bonus.
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| style="width: 200pt; padding: 10px"|{{Recipe/Grass Shirt}}
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The Grass Shirt gives a small heat resistance bonus.
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| style="width: 200pt; padding: 10px"|{{Recipe/Grass Skirt}}
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The Grass Skirt gives a small heat resistance bonus.
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|- style="vertical-align:top;"
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| style="width: 200pt; padding: 10px"|{{Recipe/Grass Sandals}}
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Grass Sandals give a small speed bonus on sand.
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| style="width: 200pt; padding: 10px"|{{Recipe/Grass Cloak}}
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The Grass Cloak gives a moderate cold resistance bonus. It is worn on the back slot (to the left of the chest armor slot).  
+
| style="width: 200pt; padding: 10px"|{{Recipe/Straw Basket}}
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The Straw basket works like a small chest.
+
|}
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== The First Night: Shelter and Fire ==
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<!--T:46-->
Once you have gathered materials and created your first tools, you will probably want to start working on some form of shelter. You cannot mine stone, and building out of dirt is not an option. You will have to use more primitive methods.  
+
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.
  
=== Gravity ===
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<!--T:47-->
[[File:CaveCollapse.png|link=|thumb|150px|A [[cobblestone]] pile created from a cave in.]]
+
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.
In vanilla, sand and gravel blocks are affected by gravity. In TFC+, dirt and cobblestone are also affected by gravity. Gravity-affected blocks do not stay in a tall stack like in vanilla. Instead, they will fall sideways to form a pile. This means that if you try to dig into dirt or build walls with dirt or cobble, the blocks will fall down. No dirt house for you. What you can do though is build the first layer of your wall with dirt or cobble (craft four stones together to make cobble -beware: you can't '''break''' cobble without a metal pick) and then build the second layer with log piles and the rest with thatch.
+
  
=== Clay ===
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<!--T:48-->
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
+
{{Recipe/Pole}}
On the other hand, clay blocks are not affected by gravity. If you find a clay deposit, you can dig out the dirt underneath it to make a quick and easy shelter. Clay deposits can be found by the patches of goldenrod flowers that grow on top of them.
+
{{Grid/Inventory Table|A1=Pole|Output=Stick,2}}
 +
{{Recipe/Wicker}}
  
=== Thatch ===
+
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.
Thatch is one of the earliest building blocks in TFC+. Craft thatch by making crafting together 4 straw in your crafting grid.
+
{{Recipe/Thatch}}
+
Thatch blocks are not affected by gravity so you can use them to create a roof for your shelter if you aren't building underneath a clay deposit. You can also use them for walls, but be aware that players and mobs can pass through thatch blocks. Hostile mobs will not notice you if you stay hidden inside a thatch shelter, but if a mob has already seen you it may follow you through a thatch wall. Thatch is also extremely flammable, so don't build it too close to heat sources.
+
  
=== Beds ===
+
<!--T:49-->
[[File:HideBedCreation.png|thumb|150px|How you should be facing to create a [[Straw & Hide Bed]].]]
+
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.
You can make a simple straw bed to sleep through the night and set your spawn point. Make a straw bed by placing two thatch blocks next to each other on the ground, and right-clicking on the thatch with a large rawhide. Large rawhide will drop when a horse is killed. It can also be obtained by crafting a large bear fur with a knife. It's unlikely that you will get the rawhide before your first night, but that's okay. You will have plenty of knapping and other things to keep you busy through the first night or two. Sleeping will make your hunger and thirst bars go down 50% less than if you stay awake.
+
  
=== Firepit ===
+
<!--T:50-->
Now that you have some logs and sticks, you can create a firepit. A firepit will allow you to make torches, to cook food, and to stay warm.
+
{{Recipe/Wooden Staff}}
To make a firepit, first make a fire starter out of two sticks.
+
{{Grid/Inventory Table
+
|A1=; Stick |B1= Stick;
+
|A2= Stick; |B2=; Stick
+
|Output= Firestarter
+
}}
+
Then drop three sticks onto the ground. Make sure they all land on the same block. Hold down right click that block with the fire starter in your hand. The fire starter will draw back and play a sound. It may take several tries, and even more than one fire starter, to light the fire. It helps to drop a piece of straw with the sticks. When the fire is lit, a firepit appears on the ground.
+
The firepit is fueled by logs. You can either drop logs onto the fire or open the interface by right clicking on the fire and ad logs to the fuel slots on the left. When a firepit goes out, you'll need to make sure it has fuel and use a fire starter to relight it. Relighting is instant. Rain or snow will put out a firepit. Walking over a lit firepit will set you on fire.
+
If you have raw meat, you can cook it in the firepit. Standing near a lit firepit will give you cold resistance. Standing there for a longer time will give you up to two minutes of cold resistance when you leave the firepit.
+
  
=== Torches ===
+
==== Weapons ==== <!--T:51-->
Put one stick into the top slot of a lit firepit. After a few moments, it will output two lit torches. You can make more by placing a lit torch in the world and right-clicking on it with sticks in your hand. This will turn the sticks into lit torches.
+
{{Grid/Firepit
+
|Input= Stick |IA=
+
|Output= Torch, 2
+
}}
+
Rain or snow will put out lit torches. Torches will also go out after 2 in-game days. You can relight an unlit torch by right clicking it with a lit torch in your hand.
+
  
=== Spawn Protection ===
+
<!--T:52-->
After you have spent a fair amount of time in an area, TFC+ implements a hostile mob spawn protection system that prevents mobs from spawning in areas that . Areas with this hostile mob spawn protection will not spawn hostile mobs regardless of the current light level.
+
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.
  
== Beyond the First Night ==
+
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.
Now that you have a shelter and can survive the night, it's time to learn more about the world around you, and maybe secure some food.
+
  
=== Weapons and Combat ===
+
<!--T:53-->
{|
+
{| cellspacing=10
|{{GridImage|Stone Axe}}
+
! Primitive Sling
|{{GridImage|Javelin}}
+
! Javelin Head (Stone)
|{{GridImage|Stone Knife}}
+
! Stone Hammer Head
|{{GridImage|Stone Hammer}}
+
|-
|{{GridImage|Bow}}
+
|{{Grid/Inventory Table
|}
+
|A1= |B1= Straw Cordage
At the very beginning of the game, it’s best to avoid combat with hostile mobs. TFC+ has implemented different damage types: piercing, slashing, and crushing. Different weapons will do different types of damage, and a mob can be strong or weak against different types of damage. For most mobs, the best stone-age weapons are the axe (slashing damage) and the javelin (piercing damage). Knives can do either slashing or piercing damage (press M to swap knife modes), but they don't do much damage.
+
|A2= Straw Cordage |B2 = Straw
 
+
|Output= Primitive Sling
==== Hammer ====
+
In the stone-age, hammers can be used as a melee weapon that deals crushing damage. Skeletons are weak to crushing damage, so the most effective stone-age weapon against them is a hammer.
+
{| cellspacing="10"
+
|{{Knapping
+
|A1= |B1= |C1= |D1= |E1=
+
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
+
|A3= terraRock 01 |B3= terraRock 01 |C3= terraRock 01 |D3= terraRock 01 |E3= terraRock 01
+
|A4= |B4= |C4= terraRock 01 |D4= |E4=
+
|A5= |B5= |C5= |D5= |E5=
+
|Output= Stone Hammer Head
+
}}
+
|valign="center"|{{Grid/Inventory Table
+
|A1= |B1= Stone Hammer Head
+
|A2= |B2= Stick; Bone
+
|Output= Stone Hammer
+
 
}}
 
}}
 +
|{{Recipe/Javelin Head (Stone)}}
 +
|{{Recipe/Stone Hammer Head}}
 
|}
 
|}
  
==== Bow ====
+
<!--T:54-->
To make a bow you will need poles and sinew, Silk String, Linen String, or Wool Yarn. Sinew drops when some animals are killed. Poles are crafted from logs.
+
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.  
{{Recipe/Pole}}
+
  
Poles, sinew, and a knife are crafted into an Unstrung Bow. Place the unstrung bow and some sinew in your grid to make a bow.  
+
<!--T:55-->
{|
+
Wooden Spears are an weaker version of the Stone Javelin. They can be crafted from a pole and a knife.
|{{Recipe/Bow Unstrung}}
+
|{{Recipe/Bow}}
+
|}
+
Arrows fired from the bow do piercing damage and can be retrieved. Don't waste time using arrows against skeletons, as they are immune to piercing damage.  Arrows are crafted using rocks, sticks and feathers. Feathers can be plucked from live pheasants or chickens by crouching and right-clicking on them with an empty hand. This does a small amount of damage to the bird. Feathers will also drop when birds are killed. They can also sometimes be found by breaking leaf litter blocks.
+
{{Recipe/Arrow}}
+
  
==== Spear and Javelin ====
+
<!--T:56-->
Spears and javelins are crafted from poles. They can be used as melee weapons and have a long reach. They can also be used as ranged weapons. Holding right-click will draw it back, and letting go will throw it. These weapons can be retrieved after throwing. Spears and javelins do piercing damage. Don't waste time using this weapon on skeletons, as they are immune to piercing damage.
+
{{Recipe/Wooden Spear}}
  
Spears are easier to craft than javelins, but not as strong.
+
<!--T:57-->
{{Grid/Inventory Table
+
Wooden Spears and Javelins will automatically refill from your inventory after one is thrown.
|A1=  |B1= Stone Knife
+
|A2=  |B2= Pole
+
|Output= Wooden Spear
+
}}
+
Javelins have more durability and do more damage than Spears, but require knapped javelin heads.  
+
{| cellspacing="10"
+
|{{Knapping
+
|A1= terraRock 01 |B1= terraRock 01  |C1= terraRock 01 |D1=  |E1=
+
|A2= terraRock 01  |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2=
+
|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
+
}}
+
|}
+
  
=== Climate & Seasons ===
+
==== Hunting and Foraging ==== <!--T:58-->
Instead of vanilla biomes, TFC+ uses a climate system. Rainfall, elevation, distance from the equator, and time of year determine which types of terrain, animals, and plants will generate in an area.  
+
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.  
Players will always spawn in the northern half of the map during the season of early summer.
+
The equator is at coordinate 0 on the z-axis. The climate near the equator tends to be hot and dry. As you move away from the equator, north (-z) or south (+z), the climate becomes tropical, then temperate, then Boreal, and finally polar climates at 30,000 blocks north or south.
+
  
=== Food ===
+
===== Seaweed ===== <!--T:59-->
[[File:FoodWeight.png|frame|Apples of increasing weights.]]
+
Food in TFC+ stacks by weight. A single stack can hold 160 ounces. You can combine smaller stacks of food by placing them together in the crafting grid. As a shortcut, you can also hover over a food item in your inventory and press the S key. Stacks of food can be cut in half by crafting them with a knife.
+
[[File:FoodDecay.png|frame|Raw beef of increasing decay amounts.]]
+
Food decays in TFC+, and as the decay a stack of food goes up, it decays faster. Decay is shown by the food’s durability bar. Hover over a food item to see an exact decay percentage in the tool tip. It is important to keep decay trimmed from food so it doesn't rot as quickly. To trim decay, craft the decayed food with a knife. As a shortcut, if you have a knife in your inventory, you can open your inventory and press the D key to trim the decay off of all food in your inventory.
+
Food stored in cooler temperatures will decay slower. Places that are blocked from the sky, that are higher in elevation, and that are farther from the equator will be cooler. Food that has been cooked will also decay slower.
+
  
==== Seaweed ====
+
<!--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.  
|{{GridImage|Seaweed}}
+
|{{GridImage|Sea Weed}}
+
|}
+
Seaweed is a useful survival food. It can be found growing in the salt water near beaches. Seaweed can be harvested quickly by right-clicking the block it grows from with a knife. Harvested seaweed will not grow back.
+
  
==== Vegetables and Grains ====
+
===== Meat ===== <!--T:61-->
These can be gathered from mature crops which spawn randomly in the world every spring/summer. Vegetables can be eaten raw. Grains must first be refined by crafting them with a knife. Refined grain decays much slower than unrefined grain.
+
  
==== Meat ====
+
<!--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.  
|{{GridImage|Cooked Beef}}
+
|{{GridImage|Cooked Horse Meat}}
+
|{{GridImage|Cooked Mutton}}
+
|{{GridImage|Cooked Porkchop}}
+
|{{GridImage|Cooked Chicken}}
+
|{{GridImage|Cooked Venison}}
+
|}
+
Animals drop meat (or furs) when they die. A player with a higher butchery skill will get more meat from killing an animal. Raw meat may poison you (especially if it has decay) so cook it in a firepit if possible.
+
{|
+
|{{GridImage|Bear}}
+
|{{GridImage|Deer}}
+
|{{GridImage|Pheasant}}
+
|{{GridImage|Wolf}}
+
|}
+
Wild animals (bears,deer, pheasants, wolves, fish and squid) will continuously spawn and despawn in the world. But animals that can be tamed and bred as livestock (cows, horses, sheep, pigs, and chickens) only spawn one time, the first time an area is loaded. These animals do not despawn, and if they are killed, they will not respawn.
+
{|
+
|{{GridImage|Cow}}
+
|{{GridImage|Chicken}}
+
|{{GridImage|Horse}}
+
|{{GridImage|Pig}}
+
|{{GridImage|Sheep}}
+
|}
+
Tamable animals are either male or female and if you are going to kill them for food, it is a good idea to leave at least one male and one female alive so that you can domesticate and breed them in the future.
+
{|
+
|{{GridImage|Cooked Calamari}}
+
|{{GridImage|Cooked Fish}}
+
|}
+
Fish can be found swimming in lakes, and squid can be found swimming in saltwater. Both animals can be melee attacked. Fish can also be caught with a fishing rod. The rod is crafted from poles, linen, silk, or wool string,(not sinew) and a bone needle.
+
{{Recipe/Fishing Rod}}
+
  
The bone needle is crafted by trying to break a raw stone block with a bone (or bones) in your hand. As you hit the rock with the bones, they will start to break into bone fragments. There is a chance a bone needle will drop.
+
<!--T:63-->
 +
''Note: Do not underestimate animals! They have large amounts of knockback and damage. They are not harmless, like in Vanilla!''
  
==== Fruit ====
+
<!--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|Banana}}
|{{GridImage|Blackberries}}
+
|{{GridImage|Blackberry}}
|{{GridImage|Blueberries}}
+
|{{GridImage|Blueberry}}
|{{GridImage|Bunchberries}}
+
|{{GridImage|Bunchberry}}
 
|{{GridImage|Cherry}}
 
|{{GridImage|Cherry}}
|{{GridImage|Cloudberries}}
+
|{{GridImage|Cloudberry}}
|{{GridImage|Cranberries}}
+
|{{GridImage|Cranberry}}
|{{GridImage|Elderberries}}
+
|{{GridImage|Elderberry}}
|{{GridImage|Gooseberries}}
+
|{{GridImage|Gooseberry}}
 
|{{GridImage|Green Apple}}
 
|{{GridImage|Green Apple}}
 
|{{GridImage|Lemon}}
 
|{{GridImage|Lemon}}
Line 338: Line 291:
 
|{{GridImage|Peach}}
 
|{{GridImage|Peach}}
 
|{{GridImage|Plum}}
 
|{{GridImage|Plum}}
|{{GridImage|Raspberries}}
+
|{{GridImage|Raspberry}}
 
|{{GridImage|Red Apple}}
 
|{{GridImage|Red Apple}}
|{{GridImage|Snowberries}}
+
|{{GridImage|Snowberry}}
|{{GridImage|Strawberries}}
+
|{{GridImage|Strawberry}}
|{{GridImage|Wintergreen Berries}}
+
|{{GridImage|Wintergreen Berry}}
|}
+
|-
Fruit trees can be found in warmer climates. Each type of fruit tree gives fruit during specific seasons and will not provide food for the rest of the year. Fruit trees do not drop saplings. Berry bushes also give fruit during specific seasons. [[File:BerryBushes.png|thumb|150px|A patch of blueberry bushes.]]
+
Berry bushes can be broken and replanted on grassy dirt.
+
 
+
=== Agriculture ===
+
[[File:WildRye.png|thumb|150px|A wild patch of [[rye]].]]
+
{|
+
 
|{{GridImage|Barley (Harvest)}}
 
|{{GridImage|Barley (Harvest)}}
 
|{{GridImage|Cabbage (Harvest)}}
 
|{{GridImage|Cabbage (Harvest)}}
Line 370: Line 317:
 
|{{GridImage|Yellow Bell Pepper (Harvest)}}
 
|{{GridImage|Yellow Bell Pepper (Harvest)}}
 
|}
 
|}
Crops spawn randomly in the wild between the seasons of spring and late summer, and have a chance to regenerate during those seasons every year. Breaking a crop will always drop seeds. The crop will only give food along with those seeds if it is mature, so it’s a good idea to wait until a crop has finished growing before harvesting it. Most crops take several in-game months to reach maturity from the time they are planted. It is possible for crops to freeze to death during the colder seasons.
 
  
==== Hoe ====
+
<!--T:67-->
Hoes can be used to turn grass into farmland. Hoeing grass blocks to get farmland plots will full nutrients. If you till a bare dirt block, it will have no nutrients and crops will not grow well on it.
+
[[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.  
  
The hoe can also be used to check the hydration of farmland and maturity of crops. Press the M key with the hoe in your hand to cycle modes.
+
<!--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.
 +
 
 +
<!--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-->
 +
Grain crops must be refined with a knife to make them into their edible version. This will also return straw.
 +
 
 +
<!--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)
 +
}}
 +
 
 +
<!--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.
 +
 
 +
<!--T:73-->
 +
''Note: Do not break the leaves of the fruit trees! They take a long time to regrow.''
 +
 
 +
<!--T:74-->
 +
Seeds can later be [[#Agriculture|planted]] for a long-term food source.
 +
 
 +
<!--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.
 +
 
 +
===== Beekeeping ===== <!--T:76-->
 +
{{main|Beekeeping}}
 +
 
 +
<!--T:77-->
 +
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.
 +
 
 +
<!--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]].
 +
 
 +
<!--T:79-->
 +
{{Recipe/Honey Bowl}}
 +
 
 +
<!--T:80-->
 +
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 ==== <!--T:81-->
 +
{{main|Firepit}}
 +
 
 +
<!--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-->
 +
First, you'll need to put two sticks in the grafting grid in a diagonal pattern to make a firestarter.
 +
{{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.
 +
 
 +
<!--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.
 +
 
 +
<!--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}}
 +
 
 +
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]].
 +
 
 +
<!--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]].''
 +
 
 +
==== 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.
 +
 
 +
<!--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.
 +
 
 +
<!--T:89-->
 
{|
 
{|
[[File:Hoe Mode Toolbar.png]] < Mode Indicator
+
|- style="vertical-align:top;"
|-
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Straw Basket}}
|[[File:Toolmode_1-1.png]] '''Preparation''' - Standard use, tilling soil into farm-plot.
+
The Basket has 9 slots of inventory space. It will drop its items when it is broken.
|-
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Cloak}}
|[[File:Toolmode_1-3.png]] '''Water''' - Highlights the target farmland with black: no water access, and blue: water access.
+
The Straw Cloak provides a moderate amount of cold protection. It is useful if you have spawned in a cold environment.  
|-
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Straw Hat}}
|[[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.
+
The Straw Hat provides a slight amount of heat protection, and protects you from the heat of the sun.
|}
+
|- style="vertical-align:top;"
{| cellspacing="10"
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Shirt}}
|{{Knapping
+
The Grass Shirt provides a slight amount of heat protection.
|A1= |B1= |C1= |D1= |E1=
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Skirt}}
|A2= terraRock 01 |B2= terraRock 01 |C2= terraRock 01 |D2= terraRock 01 |E2= terraRock 01
+
The Grass Skirt provides a slight amount of heat protection.
|A3= |B3=  |C3= |D3= terraRock 01 |E3= terraRock 01
+
| style="width: 200pt; padding-right: 10px"|{{Recipe/Grass Sandals}}
|A4= |B4= |C4= |D4= |E4=
+
The Grass Sandals give a small speed bonus when on sand.
|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
+
}}
+
 
|}
 
|}
  
=== Livestock ===
+
<!--T:90-->
[[Image:Familiar2.png|thumb|right|150px]]
+
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.
TFC+ implements an animal familiarity system for livestock. Animals that have been familiarized can be bred. Sheep that are familiarized can be shorn for wool. Horses that are familiarized can be saddled. Dogs that are familiarized can be commanded to sit and will not attack your livestock.
+
{{Recipe/Straw Block}}
To see an animal’s familiarity, look at the animal while crouching. Above the animal will be a heart to show the level of familiarity. Familiarity is increased by interacting with the animal. Cows, sheep, pigs and chickens familiarize when they are fed. To feed an unfamiliarized animal, crouching and right-click with refined grain in your hand. Horses are familiarized by attempting to ride them. Dogs are familiarized by petting (right-clicking).
+
 
Familiarization takes several days. You will see the level of the heart filling up over time. If you miss a day of training, the heart level will go down. Once you reach a certain level, a white border will appear around the heart. When this happens, you will no longer lose familiarization if you stop training. When an animal is fully familiarized, the heart will turn gold. If an animal came from the wilderness, it’s max level will be less than a full heart. Animals that are born from your livestock will have higher max levels.
+
<!--T:91-->
Once you familiarize a male and female animal, you can breed them by feeding until hearts appear. If they are near one another, the female will become pregnant and will give birth after several months of pregnancy. The offspring of familiarized livestock will start life with partial familiarity.
+
''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.''
 +
 
 +
<!--T:92-->
 +
[[File:HideBedCreation.png|thumb|150px|Creating a [[Straw & Hide Bed]].]]
 +
 
 +
<!--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.
 +
 
 +
<!--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.
 +
 
 +
== 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.
 +
 
 +
=== Environment and Seasons === <!--T:96-->
 +
 
 +
<!--T:97-->
 +
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.  
 +
 
 +
<!--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.
 +
 
 +
<!--T:99-->
 +
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.
 +
 
 +
<!--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.
 +
 
 +
<!--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.
 +
 
 +
=== Pottery === <!--T:102-->
 +
[[File:Clay Deposit.png|thumb|150px|Clay deposit on a hillside with goldenrod flowers.]]
 +
 
 +
<!--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.
 +
 
 +
<!--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.
  
=== Ceramics ===
+
<!--T:105-->
Clay can be used to create ceramic items for storage, meal preparation, and tool-making.
+
Usually, clay is easy to find, but because it is generated based on rainfall, you may not find deposits in dry biomes. But even where there isn’t enough rainfall to generate clay, it can be found in rivers. Breaking a clay block will give you clay balls. Hold 5 or more clay balls in your hand and right-click the ground to bring up the clay forming interface.
+
 
{{Grid/Knapping
 
{{Grid/Knapping
 
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
 
|A1= CFL|B1= CFL|C1= CFL|D1= CFL |E1= CFL
Line 419: Line 465:
 
|Output=
 
|Output=
 
}}
 
}}
Clay items need to be fired in a pit kin. To make the kiln, dig a 1x1 block hole in the ground. This is your pit kiln. Place a clay item in kiln by right-clicking the bottom of the pit. You can place up to four small items or one large vessel in the pit. Now load the kiln with fuel by right-clicking with straw in your hand. The pit will slowly fill with straw. 8 pieces are needed. Now do the same with eight logs. To light the kiln, you can use a fire starter, or you can drop a torch onto the block. The fire will burn for several in-game hours. When the fire goes out, the straw and logs will be gone, and your clay items will be ceramic items. You can collect each one by right-clicking with an empty hand, or you can collect all of them at once by breaking the transparent block at the bottom of the kiln.
 
  
 +
<!--T:106-->
 +
{|
 +
|- style="vertical-align:top;"
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Jug}}
 +
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.
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Vessel}}
 +
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.
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Bucket}}
 +
The Ceramic Bucket is necessary for picking up water to create Mud.
 +
|- style="vertical-align:top;"
 +
| style="width: 200pt; padding-right: 10px"|{{Recipe/Clay Bowl}}
 +
Ceramic Bowls can be used for the creation of [[Food#Preparation|Salads]], or to craft a [[Gold Pan]].
 +
| 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]].
 +
|}
 +
 +
<!--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.
  
 +
==== Pit Kiln ==== <!--T:108-->
 +
 +
<!--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.
 +
 +
<!--T:110-->
 
<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>
 
<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>
File:PitKiln_items_cross.png|Items
+
File:PitKiln_items_cross.png|{{key|Shift}}+{{key|RMB}} the items into the pit
File:PitKiln_straw_cross.png|Straw
+
File:PitKiln_straw_cross.png|Pit kiln with added straw
File:PitKiln_logs_cross.png|Logs
+
File:PitKiln_logs_cross.png|Complete pit kiln
 
</gallery>
 
</gallery>
  
Warning: fire from a pit kiln will light nearby flammable blocks (and players) on fire. Pit kilns will not be put out by rain or snow.
+
<!--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.
  
==== Ceramic Jug ====
+
<!--T:112-->
One of the first ceramic items you will want to make is a ceramic jug, so you can carry drinking water with you.
+
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.
{|cellspacing=10
+
|{{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
+
}}
+
|}
+
Fill the jug by right-clicking it on a source block of fresh water, or on a large vessel that contains at least 1,000 mB of fresh water. You cannot fill a jug with flowing water, salt water, or water from a hot spring. You can drink from a jug of water by holding down right-click. Drinking will fill your thirst bar much faster than drinking with your hand. If your thirst bar is very low, it may take more than one jug of water to fill it completely. There is also a very chance the jug will break when you drink from it, so it is a good idea to keep more than one. The jug can be placed on a solid block by crouching and right clicking the block with the jug in your hand.
+
If you try to drink from an empty ceramic jug, you will blow into it and play a note. Looking up or down will change the pitch of the note.
+
  
==== Ceramic Vessel ====
+
=== Sewing === <!--T:113-->
Ceramic Vessels are used for storing small items, for preserving refined grain, and for processing items in the pit kiln.
+
[[File:Sewing Example.png|thumb|right|The Sewing GUI]]
{|cellspacing=10
+
|{{Grid/Knapping
+
|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
+
}}
+
|}
+
Open a ceramic vessel by right-clicking with the vessel in your hand. The vessel has room for four stacks of items. Only smaller items can fit into a vessel. Vessels can still be stored in your inventory or placed on the ground, by crouching and right-clicking.
+
Refined grain stored inside of a vessel will decay at 50% slower.
+
Seashells or dirt, gravel, or sand from flux stones (limestone, dolomite, chalk, and marble) can be placed into a vessel and fired in a pit kiln. They will burn down into lime, which is used to make leather and glass.
+
  
==== Large Vessel ====
+
<!--T:114-->
A large vessel is a stone-age version of a barrel. Large vessels can do many of the liquid recipes done by barrels with the exceptions of alcohol and vinegar.
+
Sewing can be used to craft Raw Hide Bags for carrying around more items, and to create more advanced clothing from materials like Fur.
''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.''
+
{|cellspacing=10
+
|{{Grid/Knapping
+
|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
+
}}
+
|}
+
  
: Liquid Storage
+
<!--T:115-->
The vessel can be filled with water by using it like a bucket on a water source block. If an empty large vessel is left open and exposed to the sky while it is raining it will slowly fill with fresh water.
+
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).
A sealed vessel can be broken and moved. The player can only carry one sealed large vessel at a time. To carry it, place it in your back slot (an invisible slot to the left of the chest armor slot). Until you put it in the back slot, you will see a message: "Overburdened" and will not be able to move.
+
  
===== Item Storage =====
+
<!--T:116-->
Alternatively, large vessels can be used for item storage. By clicking the chest tab in the vessel’s interface, you can show its nine storage slots, which can hold medium or smaller items. They can be placed on the ground and used in a manner similar to chests, or they can be sealed and carried on your back as a backpack.
+
{{Recipe/Threaded Bone Needle}}
  
===== Retting Natural Fibers =====
+
<!--T:117-->
Seal 25 flax or 25 jute plants into a large ceramic vessel full of water to process them into into linen or jute fibers. Linen fibers can be spun into thread with a spindle, and jute fibers can be crafted into a rope, used for handling animals.
+
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.
  
===== Tanning =====
+
<!--T:118-->
A large vessel can be used to process rawhide into leather. There are several steps to leather tanning. It might be easier to use three vessels (one for each step) if you have a lot of rawhide to process.
+
A Raw Hide Bag is crafted with two Hide Bag Pieces, which can be cut from Raw Hide.
First, fill a vessel with fresh water and add 10 lime. This will consume the lime and turn the fresh water into lime water. Next seal the rawhide in the vessel of lime water. After a time, it will consume some of the lime water and output a soaked hide.
+
The next step is to scrape the softened bits of flesh from the soaked hide. You will need a large log placed on its side to use as a workbench. Right click the log with the soaked hide in your hand and it wil be spread out on the top of the log ready to be scraped. With a knife in your hand, right-click on the hide. You will see a bit of the flesh disappear from the hide. Continue clicking on the pink fleshy patches of hide until it is all scraped clean. Then right click once more to remove the hide from the log.
+
Next, seal the scraped hide in a vessel full of fresh water for a time. It will consume some of the water and output a prepared hide.
+
The last step is to tan the prepared hide. You will need a large vessel of tannin to do this. To make tannin, seal a tannin-rich log (oak, birch, chestnut, Douglas fir, hickory, maple, sequoia, acacia, fever tree, mahogany, or limba) in a large vessel full of fresh water and wait for a time. The log will be consumed and the water will turn to tannin. Seal  a prepared hide in a vessel of tannin. After a time some of the tannin will be consumed and the prepared hide will turn into leather.
+
  
===== Fruit Tree Propagation =====
+
<!--T:119-->
Large ceramic vessels can also be used to propagate fruit trees. To create a fruit tree sapling you place the large vessel on the ground, put 40 oz of fruit in the center storage slot, and put 2 dirt in the 8 surrounding slots. Leave the vessel unsealed. Once the fruit reaches 50% decay, it will consume some of the dirt and a fruit tree sapling will be produced.
+
{{Recipe/Bag Piece Hide}}
  
{{Grid|Dirt,2}}{{Grid|Dirt,2}}{{Grid|Dirt,2}}<br>
+
<!--T:120-->
{{Grid|Dirt,2}}{{Grid|Peach}}{{Grid|Dirt,2}}<br>
+
{{Recipe/Hide Bag}}
{{Grid|Dirt,2}}{{Grid|Dirt,2}}{{Grid|Dirt,2}}<br>
+
  
==== Bowls ====
+
=== Wounds and Medicine === <!--T:121-->
{|cellspacing=10
+
|{{Grid/Knapping
+
|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
+
}}
+
|}
+
Ceramic Bowls are used to make salads, which are the first meal you can make in TFC+. Meals can be eaten faster than raw foods, they provide extra saturation, so you won't need to eat as often. Meals are assembled in the meal prep area. To create a meal prep area, right click a solid block with a knife in your hand. To create salad meals, click the tab on the top of the meal prep area interface with the salad icon. You can add a combination of fruits, vegetables, grains, and meats to the food slots, and add ceramic bowls on the right. If enough food and bowls are available, clicking the “create” button will output a meal. The ingredients and bowls can be stored in the meal prep area and will render in the world above the area. The ceramic bowl is destroyed when the salad is eaten. If you intend to eat a lot of salads, you should make a lot of bowls.
+
  
==== Spindle ====
+
<!--T:122-->
The spindle is a tool used to process fibers into threads. To craft a spindle start by crafting a stick and a clay ball together to make a clay spindle.  
+
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.
{|cellspacing=10
+
|{{Recipe/Spindle (Clay)}}
+
|{{Recipe/Spindle (Head)}}
+
|{{Recipe/Spindle}}
+
|}
+
  
To use the spindle, place it in your crafting grid with flax fibers to output linen string, or with wool to get wool yarn.
+
<!--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}}
  
{{Grid/Inventory Table
+
<!--T:124-->
|A1= |B1= Flax Fibre; Wool
+
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.
|A2= |B2= Spindle
+
|Output=Linen String; Wool Yarn}}
+
  
==== Blowpipe ====
+
<!--T:125-->
The blowpipe is used to create glass bottles, an upgraded version of the ceramic jug.
+
{{Recipe/Straw Cordage}}
To make a blowpipe, craft clay into the shape below and fire it in the pit kiln.
+
{{Recipe/Splint}}
{|cellspacing=10
+
{{Recipe/Wooden Staff}}
|{{Recipe/Clay Blowpipe}}
+
|{{Recipe/Ceramic Blowpipe}}
+
|}
+
  
=== Glassworking ===
+
<!--T:126-->
 +
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.
  
[[Glassworking]] allows the player to create Glass Bottles and Glass Panes from Molten Glass. Molten Glass is made by placing equal parts lime, soda ash, and silica sand in a ceramic vessel and firing it in a pit kiln.
+
=== Storage === <!--T:127-->
  
Soda ash is made by cooking seaweed in a firepit until it completely burns up. Silica sand can be found on some beaches. If you hover over a block of sand in your inventory, it will say “silica” in the tool tip if the sand can be used to make glass. Lime can be made by placing sea shells or flux-stone rocks, gravel, or sand into a ceramic vessel and firing it in a pit kiln.
+
<!--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.
  
Once you have a vessel of molten glass, right-click while holding to open its interface. You will see that it has only one slot. Place a blowpipe or sheet mold into the slot and it will slowly fill with molten glass. After a time, the molten glass will cool and any glass left in the vessel will turn into glass blocks.
+
<!--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.
  
The blowpipe takes 100 units. When it is full, remove it from the slot and close the vessel interface. Now right-click with the loaded blowpipe in your hand to create a glass bottle. Unlike ceramic jugs, glass bottles do not break, they stack up to 64, and they fill the thirst bare more.  
+
=== Coracles ===
 +
[[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.
  
The sheet mold takes 200 units. When it is full, remove it from the slot and close the vessel interface. To remove the glass pane from the sheet mold, place it in your crafting inventory. This will return the sheet mold and one glass pane.
+
{{Recipe/Pitch}}
  
You can recycle glass blocks, sheets, or bottles back into molten glass by placing them into a ceramic vessel and firing it in the pit kiln. Some glass will be lost in the process.
+
=== 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.
  
=== Fur Clothing ===
+
==== Choosing a Site ==== <!--T:131-->
Bear furs and wolf furs can be cut with a knife and sewn with a needle and thread to make [[Clothing#Fur_Clothing| fur hats, boots, and coats]] . These items will give the player resistance to cold.  
+
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.  
  
To cut furs, right click the ground while holding a fur. You must have a knife in your inventory. The fur cutting interface is similar to the stone knapping interface. Clicking a space on the 5x5 grid will cut it away. If you make a mistake, you cannot undo it and that fur will be wasted (unless you can still make a different recipe with the shape you have made)
+
===== Stone and Metal ===== <!--T:132-->
 +
{{InfoTable/CopperOre}}
  
Next, you will need a needle and thread. To get a needle, hold left-click with a bone (or bones) in your hand. As you hit the rock with the bones, they will start to break. They will drop bone fragments, and there is a chance they will drop a bone needle. Once you have a needle, place it in your crafting grid with linen thread, wool yarn, or sinew to create a threaded needle.
+
<!--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.
  
To sew your cut fur pieces into clothing, right click on the ground while holding some cut fur pieces in your hand. This will open the sewing interface. Place the cut fur pieces that are needed to make the clothing item you want into the interfaces inventory slots and a sewing pattern will appear. Now take your threaded needle and sew along the red lines in the pattern. Sew by pressing and holding the left mouse button. (Note: sewing takes place at the center of the needle icon, not at the point of the needle). To inspect your work, put the needle back in your inventory. Areas that were sewn well will turn green. Areas that need to be sewn or that should not have been sewn will be red. You can remove stitching by using a knife on the pattern and holding right-click. Stitching is cut at the point of the knife icon. Place your knife back into your inventory to update the pattern. When all the seams are sewn properly and no stitches are out of line, The clothing item will be output into the slot on the right.
+
<!--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.
  
=== Leather Clothing ===
+
<!--T:135-->
Leather can be cut the same way as fur to make cut leather pieces which can be sewn into leather armor and items.
+
{{InfoTable/Flux Stone}}
Leather hat, tunic, pants, and boots or sandals are worn in the armor slots. They cannot be worn underneath similar fur items. They do not provide heat or cold resistance, but they do provide light armor.
+
  
=== Quiver ===
+
<!--T:136-->
The [[quiver]] is worn on the back slot (left of chest armor slot). It can hold arrows, spears, or javelins, and when these weapons are fired, they will be replaced in your bow or hand from the quiver. You can see the contents of the quiver in bottom left of the screen.
+
If you do not settle near flux stone, you will need to gather seashells in order to make flux. This might be time consuming.
  
=== Saddle ===
+
===== Trees ===== <!--T:137-->
The saddle can be placed on a tamed horse to ride it. You will also need a rope in your hand to steer the horse.
+
  
=== Wooden Staff ===
+
<!--T:138-->
The [[Wooden Staff]] is crafted with a pole and a leather strap. When held in the hand, it gives a bonus to walking speed. It does not make you sprint faster. It can also be used as a weak melee weapon.
+
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.
  
=== Music ===
+
===== Clay ===== <!--T:139-->
  
Even in the stone age, there are some simple musical instruments available.
+
<!--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.
  
==== Conch ====
+
===== Water ===== <!--T:141-->
The [[Conch]] is an instrument made by crafting a spiral-type seashell in the crafting grid. It can be crafted again to turn it back into a seashell. The Conch is played by right-clicking while holding it in the hand. It makes a horn-like noise. The pitch cannot be changed.
+
  
==== Blowing Horn ====
+
<!--T:142-->
The Blowing Horn is made by crafting a horn with a knife. Horns are a semi-rare drop from bulls. It is played by right clicking while held in the hand, similar to the Conch.
+
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.
  
==== Flute ====
+
===== Climate ===== <!--T:143-->
Flutes are more difficult to make, but they are able to play complex tunes. To craft a flute, you need a Hollow Bone, which is a rare drop from chickens and pheasants. Craft a hollow bone with a knife for a 25% chance of obtaining a flute.
+
The flute is played by right-clicking while holding in the hand. Different notes can be played by pressing different combinations of the F, G, H, J, and B keys while blowing the flute.
+
  
== Leaving the Stone Age ==
+
<!--T:144-->
Beyond the stone-age is the copper age, where you begin processing ores into cast metal tools. Metal tools will give you access to new kinds of clothing, foods, food preservation, armor, weapons, instruments, and transportation.
+
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.  
To create your first metal tool, you'll need at least 10 nuggets of copper ore. There are three ores of copper: malachite, tetrahedrite, and native copper. It’s okay to mix and match. You just need ten total.
+
In the stone age, there are two ways to gather the ore.
+
The most common way is by finding nuggets of or on the ground among the rocks. These ore nuggets indicate that there is a vein of ore underground, so be careful to remember or mark and ore location when you collect surface ores so you can find the location later when you have a pickax and are ready to mine.
+
If you can’t find the ores you need on the ground, you can pan for ore. This method is slow, but reliable and can be done almost anywhere.
+
Create a gold pan by placing a ceramic bowl in the crafting grid. Since pans break with use, it’s a good idea to make several. With an empty pan in hand, right click on a gravel, sand, or dirt block to fill the pan. There is a chance that the block will be consumed. Gravel is more likely to produce ores, than dirt or sand. Now find or create a flowing water block. With the filled pan in hand, click in the flowing water block to use the pan. Each time you pan there is a small chance that an ore nugget or a gemstone will drop. There is also chance that the pan will break. After panning five times, the pan will empty. Refill the pan and repeat until you have at least 10 ore nuggets.  
+
  
You can now [[Metalworking Industry|process the ore]] and leave the stone-age. You've done it!
+
<!-- Remove specific mentions to materials and use a paragraph describing what can be used instead -->
 +
==== Teepees ====
 +
{{main|Teepee}}
  
 +
[[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.
 +
 +
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.
 +
 +
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.
 +
 +
<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>
 +
 +
==== 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}}
 +
 +
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 ==== <!--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.
 +
 +
<!--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.
 +
 +
===== {{GridImage|Mudbrick}} Mudbrick ===== <!--T:147-->
 +
 +
<!--T:148-->
 +
Mud brick is created from crafting the mud directly in the inventory crafting table.
 +
 +
<!--T:149-->
 +
{{Recipe/Mud Brick}}
 +
 +
<!--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.
 +
 +
<!--T:151-->
 +
{{Recipe/Mudbrick}}
 +
 +
===== {{GridImage|Wattle and Daub}} Wattle and Daub ===== <!--T:153-->
 +
 +
<!--T:154-->
 +
Wattle and daub is another way of building with mud.
 +
 +
<!--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.
 +
 +
==== Stacked Logs ==== <!--T:156-->
 +
 +
<!--T:157-->
 +
Four regular logs can be crafted into one stacked log. This can be used to build log cabins.
 +
 +
<!--T:158-->
 +
{{Recipe/Stacked Logs}}
 +
 +
==== Log Piles ==== <!--T:159-->
 +
 +
<!--T:160-->
 +
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 ==== <!--T:161-->
 +
 +
<!--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.
 +
 +
<!--T:163-->
 +
{{Recipe/Thatch Roof}}
 +
 +
=== Agriculture === <!--T:164-->
 +
 +
<!--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.
 +
 +
<!--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.
 +
 +
<!--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.
 +
 +
<!--T:168-->
 +
{{Recipe/Stone Hoe Head}}
 +
 +
<!--T:169-->
 +
Like every other tool, a Stone Hoe must be attached to a Stick or Bone before it can be used.
 +
 +
<!--T:170-->
 +
[[File:Hoe Mode Toolbar.png]] - Mode Indicator
 +
 +
<!--T:171-->
 +
[[File:Toolmode_1-1.png]] '''Preparation''' - Standard use, tilling soil into farm-plot.
 +
 +
<!--T:172-->
 +
[[File:Toolmode_1-3.png]] '''Water''' - Highlights the target farmland with black: no water access, and blue: water access.
 +
 +
<!--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.
 +
 +
<!--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.
 +
 +
=== Animal Husbandry === <!--T:175-->
 +
{{main|Animal Husbandry}}
 +
 +
<!--T:176-->
 +
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 == <!--T:177-->
 +
 +
<!--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:
 +
 +
<!--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
 +
 +
== 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.
 +
 +
<!--T:181-->
 +
{{Guides}}
 
{{Blocks}}
 
{{Blocks}}
[[Category:Guides]]
+
 
 +
</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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Stick
Stone Axe Head Stone Axe
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Stone Shovel Head Stone Shovel
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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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Stone Knife
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Wicker
Pole Stone Axe Wicker2
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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.


Resin Wooden Staff
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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
Straw Cordage Primitive Sling
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Straw Cordage Straw
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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.


Stone Knife Wooden Spear
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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.
Grid Banana.png Grid Blackberry.png Grid Blueberry.png Grid Bunchberry.png Grid Cherry.png Grid Cloudberry.png Grid Cranberry.png Grid Elderberry.png Grid Gooseberry.png Grid Green Apple.png Grid Lemon.png Grid Olive.png Grid Orange.png Grid Peach.png Grid Plum.png Grid Raspberry.png Grid Red Apple.png Grid Snowberry.png Grid Strawberry.png Grid Wintergreen Berry.png
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.

Stone Knife Wheat (Harvest) Wheat (Grain)
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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.


Stone Knife Honeycomb Honey Bowl
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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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Stick

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.

Stick Straw Extinguished Torch
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Resin
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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.

Straw Straw Straw Block
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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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Clay Jug
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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
Grid layout Arrow (small).png
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.


title= Flat Hide Flat Hide Flat Hide title= title= Bag Piece Hide2
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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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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
50 mB PitchGauge.png
Resin Grid layout Arrow (small).png
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
Grid layout Arrow (small).png

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


title= title= title= title= title= title= Stone Hoe Head
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title= title= title= terraRock 01 terraRock 01
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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.