Differences From Classic
|NOTICE TO EDITORS AND READERS!|
This page does not show and should not show WIP features or bugs. Please report bugs/missing features on the Github Issues list. This page is only for confirmed changes between 1.7.10 and 1.12.2+ TFC.
The current purpose of TNG is not to revise Classic, only to get a working version of the game in 1.12. However, rewriting TFC from scratch presents an opportunity to streamline or modify parts of the old gameplay that don't make sense six years after 1.7 was released. What follows is an incomplete list of these differences.
- Taste system is gone and won't be returning.
- Food weights are gone. Each piece of food is roughly comparable to 5oz of food from Classic. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like JEI for details and correct information in-game.
- Decay works very differently. Every piece of food has creation and expiration dates. Combining food in the crafting grid meshes the decay dates, so foods can stack.
- Both small and large vessels preserve food.
- See the Forge section for additional uses of small vessels.
- Clay dirt is now affected by gravity.
- Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
- Canna Lily
- Pampas Grass
- Russian Sage
- Water Canna
- All possible states of the indicator plants:
Note: Flowers do not bloom all year, so searching for flowers may be frustrating if its not the summer.
- To use Firestarters, hold down right click for a few seconds until the action succeeds or fails, rather than releasing on your own.
- Place items in a Pit Kiln with . Pressing will place any item on the ground.
- For a Firepit, place 3 sticks, at least one log, and optionally 1-5 pieces of tinder (straw, paper, etc.). Tinder increases the chance of the firestarter working by 10% per piece.
- Empty ceramic molds hold heat even after the metal is removed, and will cool down at the usual rate. This will prevent them from stacking immediately.
- Side slots cannot hold charcoal or ingots.
- Side slots only hold one item each, and only those which can hold liquid and heat (currently only molds and small vessels).
- Tool molds placed in the side slots will be filled if Tier I-II tool metals melt in the forge.
- Small vessels will catch melted liquids from the forge, up to 4000 units.
- Small vessels in each of the four side slots can catch different metals.
- Small vessels can be heated in the forge, and will alloy their contents at Brilliant White temperature.
- Anything that can normally be fired in a pit kiln can be fired in a forge, by letting it heat up to Brilliant White temperature.
- Metal armor and weapons can be melted in the forge.
- Food can be cooked in the forge, although it will burn if left unattended.
- Welding still needs flux in the anvil, but otherwise happens outside of the GUI. and on the anvil with a hammer in hand if flux and ingots are ready to weld. Placing items inside the anvil also works this way.
- Anvil GUI has been updated and does not have a weld button.
- Worked ingots will have their plan reselected when they are placed back into the anvil.
- Rose Gold is no longer a suitable material for an anvil.
- Input slot on the crucible only holds one item.
- To avoid long waits between adding individual ingots or ore pieces to the crucible, either pre-heat them in a forge, or melt them in/into a small vessel.
- Individual metal items in the input slot will melt at once, while molten metal will drain from containers at the rate of 1 unit every 5 ticks, or an ingot's worth every 25 seconds. Exact amounts can be poured from vessels, but it requires careful attention.
- Crucibles and alloys in general have a tolerance of 0.05%. If a few units of some other metal are added by mistake, alloy recipes may not be completely ruined. Note that as valid alloy fluid is removed, the percentage of the extra metal will increase until it interferes with the alloy. This usually happens only with the last ingot.
- The 3x3 crafting table is available by pressing . It is not locked behind a recipe.
- Lumber is still the output from Log+Saw recipe, but cannot be placed in the world. Like chiseling, use a different mod if this effect is desired.
- A filled Gold Pan can be used with right click held at a water source block to pan for platinum, silver, gold, or copper nuggets. This is more productive than Classic.
- Quern base recipe is 3 smooth stone above 3 stone of any kind, raw or smoothed.
- Quern handstone recipe is 3 stone of any kind with a stick handle.
- Quern model and output display have been updated.
- Chisel can be used in-world to smooth stone and carve out stairs or slabs. Press to change modes.
- Hammer must be held in the off-hand to chisel in-world.
- In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
- Can also craft smooth blocks with a chisel and raw stone.
- Can be put down into any level of flowing water.
- Filled by floating sand or gravel into the sluice. No GUI
- When filled, have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
- Cannot be filled with a Gold Pan.
- Barrels only contain fluids. They are still used for pickling, tanning, preservation, etc., but do not have a multiple-slot inventory.
- Barrel recipes use the quantity of items in the input slot as the minimum. If the recipe is valid, any excess non-converted fluid will be destroyed.
- A full barrel of alcohol requires 20 flour/sugar/apples. Souring that alcohol into vinegar requires 40 fruit items.
- Red/Blue steel buckets can be crafted into a vanilla bucket.
- The back slot for barrels, anvils, large vessels, or quivers is gone. More than one anvil, sealed barrel or vessel in your inventory will result in extreme slowness and fatigue.
- Prospecting skill increases only when the Prospector's Pick is clicked on ore blocks at least 192 blocks apart.
- The three smithing skills have been merged into one - however there are still different categories internally, so you do have to smith different types of objects to attain full skill.
- Experience does not affect player health. Nutrition values still do.
- Instead of the food pyramid groups (dairy, vegetable, fruit, protein, and grain), nutrition comes from the actual food content of carbohydrates, fats, protein, vitamins, and minerals. Milk is a great source of minerals, but they also come from some other items (soybeans, eggs, elderberries). Note: If a non-TFC food item isn't explicitly configured, it will have a nutrition value of 1 carbohydrate.
- Fishing is not yet possible.
- Primordial Forest covers most of the world. Trees may get more or less dense along with other vegetation, but almost all area around spawn will be forested.
- World spawn point is no longer affected by TFC. The vanilla location will be roughly within 250 blocks of x=0, z=0.
- z=0 is now in the temperate zone, so the range of temperature at spawn will include all four seasons.
- By default, the temperature gets warmer in the positive-z (south) direction for 20 k blocks, and then gets colder again, and the reverse for negative-z.
- Temperature can also be affected regionally, by up to ±3 C. This means moving east / west can see temperature changes, although not as drastic as moving north / south.
- Many more flowers and plants generate in the world, depending on temperature and rainfall. They appear different through the seasons. Tree leaves do not change colors according to the season.
- Many tree models are updated, and may be different sizes than before (e.g. White Cedar). Tree species vary by rainfall and temperature. See this Desmos graph and this Google spreadsheet for details.
- Fruit trees are placed as a sapling and either grow naturally or with bonemeal to the first log. They do not automatically turn into a log on placement like Classic.
- Surface nuggets are created from ore bodies at or above 35 blocks below the lowest surface level of the chunk, spreading to a 3x3 chunk radius from that.
- Undersea plants aren't going to be added until TFC passes 1.13, which has proper support for waterlogged plants.
Unimplemented / Unused
Since this project is in beta, there are several things which are not yet implemented, and some that won't be returning from Classic. For an accurate and up-to-date to-do list, see github.
Note: These aren't promises, and implementation depends on how much time the developers have.
- Sulfur generating near lava
- Cooking (sandwiches, salads, etc)
- Advanced preservation (smoking, drying)
- Ceramic pots (new but unused).
- Powder kegs
- Crop and nutrition updates
Planned for 1.14+
- World generation update (biomes, terrain variation)
- Waterlogged plants (seaweed, sea grass, kale)
Won't be Implemented
- Chiseling for micro-blocks. This is better implemented by the Chisel mod and there's no reason to recreate it.
- Placing lumber. See above.
- Food taste. Being replaced by a more complex nutrition system.
- Barrel inventories. They won't delete extra items produced, but they aren't for storing/preserving items anymore. Use large vessels.
- The back slot is gone, however its still possible to be encumbered.
- Food weight is gone. Each piece of food is now about 5oz of Classic food.
- Food no longer decays actively, rather has an expiration date that can be extended through preservation.
- Tree foliage no longer changes with the season.
- XP won't be affecting health.
- Rose gold anvil removed.