Difference between revisions of "Differences From Classic"

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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.
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{{msgbox
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| bgcol = #ff8408
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| linecol = #ff0808
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| title = NOTICE TO EDITORS AND READERS!
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| text = This page does not show and should not show WIP features or bugs. Please report bugs/missing features on the
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[https://github.com/TerraFirmaCraft/TerraFirmaCraft/issues Github Issues] list. This page is only for confirmed changes between 1.7.10 and 1.12.2 TFC.
 +
}}
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 +
TerraFirmaCraft TNG produced a working version of the game in 1.12. Rewriting TFC from scratch presented an opportunity to improve compatibility and avoid reproducing features that are better performed with other mods. Additionally, TNG removed or streamlined some old gameplay that didn't make sense many years after 1.7 was released. What follows is an incomplete list of these differences. This list does not apply to upcoming releases in 1.18+, although TNG uses the 1.12 features as the starting point.
  
 
==Stone Age==
 
==Stone Age==
[[Image:Clay_indicators.png|thumb|250px|Various plant items that indicate a clay deposit]]
 
  
===Food===
+
===Vessels===
  
*Taste system is gone and won't be returning.
+
*Both small and large [[Vessels]] preserve [[Food]].
*[[Food]] [[Weight|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.
+
*Large vessels only contain items, and do not act like small barrels.
*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.
+
*See the [[Differences From Classic#Forge|Forge]] section for additional uses of [[Small Vessel]]s.
  
====Vessels====
+
===Clay===
  
*Both small and large vessels preserve food.
+
*[[Clay Dirt]] now has [[Gravity]].
*See Forge section for additional uses of small vessels.
+
*[[Clay]] now has 7 Indicator plants instead of one.
  
===Clay===
+
{{Slideshow ClayFlowers}}
  
*[[Clay]] dirt is now affected by gravity.
+
*[[Plants]] in order from the above images, Note that each plant will look different depending on the season!
{{Collapsible|collapsed=yes|title=Clay Indicators
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**[[Athyrium Fern]] (spawns in temperate regions, which is where the player initially spawns)
|hiddencontent=
+
**Canna Lily
*Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
+
**Goldenrod
*Canna Lily
+
**Pampas Grass
*Goldenrod
+
**Russian Sage
*Pampas Grass
+
**Rose
*Russian Sage
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**Water Canna
*Rose
 
*Water Canna }}
 
  
*All possible states of the indicator plants:
+
''Note: Flowers do not bloom all year, so searching for flowers may be frustrating if it's not the summer.''
{{ClayFlowersSlideshow}}
 
''Note: Flowers do not bloom all year, so searching for flowers may be frustrating if its not the summer.''
 
  
 
===Fire===
 
===Fire===
  
*To use [[Firestarter|Firestarters]], hold down right click for a few seconds until the action succeeds or fails, rather than releasing on your own.
+
*[[Firestarter]]s are now right click and hold until the action succeeds or fails, you don't need to release it.
*Place items in a [[Pit kiln|Pit Kiln]] with {{Key|V}}. Pressing {{Key|Shift + V}} will place any item on the ground.
+
*Placing items down like in a [[Pit Kiln]] now uses {{Key|V}}. You can also now place anything inside of a [[Pit Kiln]], not just pottery!
*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.
+
*Sneak+{{Key|V}} places items flat, just like sticks, rocks, and nuggets appear in the world. Anything can be put down like this!
 +
*[[Firepit]]s take 3 sticks, one [[Log]], and optionally 1-5 pieces of [[Tinder]] (straw, paper, etc.) all in the same block space to light. [[Tinder]] increases the chance of the [[Firestarter]] working by 10% per piece.
 +
 
 +
===Natural dangers===
 +
 
 +
*There are a number of new [[Predator]] animals that attack you on the surface.
 +
**Depending on the animal they will only attack during the day or at night.
 +
*Vanilla hostile [[Monsters]] only spawn underground.
 +
*Many new passive animals have been added, including TFC modified vanilla animals.
  
 
==Bronze Age==
 
==Bronze Age==
 +
===Mining and Collapses===
 +
*Support beams cover the same space as Classic, supporting a 9x9x3 area.
 +
*Collapses will not propagate back into supported blocks.
 +
*Supported blocks are safe unless the support beams are removed/destroyed.
 +
 +
*Blocks chiseled in place (smoothed blocks) may collapse or initiate a collapse elsewhere, but will not be affected by gravity after they are mined and placed.
 +
*Collapses occur with the same chances as Classic, but may additionally trigger delayed collapses.
 +
 +
===[[Metalworking]]===
 +
*Empty ceramic molds hold heat even after the metal is removed, This will prevent them from stacking immediately.
 +
 +
====[[Forge]]====
 +
 +
*Side slots only hold one item each and they must be something that holds liquid and can be heated. [[Small Vessel]]s and [[Mold]]s are the only options within base TFC.
 +
 +
*[[Tool Mold]]s placed in the side slots will be filled if tool [[Metal]]s of Tier I or II melt in the [[Forge]].
 +
*[[Small Vessel]]s will catch melted liquids from the [[Forge]], up to 4000 units per [[Small Vessel]].
 +
*[[Small Vessel]]s can be heated in the forge, and will [[Alloy]] their contents at Brilliant White.
 +
*Anything that can normally be fired in a [[Pit Kiln]] can be fired in a forge once it is Brilliant White.
 +
*Metal [[Armor]] and [[Weapons]] can be melted in the [[Forge]].
 +
*[[Food]] can be cooked in the [[Forge]]. It will have slightly worse preservation applied than if it was cooked in a firepit or grill. Bread, but not other foods, will overheat and burn up if left unattended.
 +
 +
*A coal block can no longer be used to create a [[Forge]].
 +
 +
====[[Anvil]]====
 +
 +
*'''Welding is done outside of the GUI now''' but it still still needs [[Flux]] in the [[Anvil]]. Use {{Key|Shift}} + {{Key|RMB}} on the anvil with a [[Hammer]] in hand if everything is ready for welding.
 +
*Items can be placed inside of the [[Anvil]] with {{Key|Shift}} + {{Key|RMB}} while holding them.
 +
*Worked [[Ingots]] will have their original plan selected when they are placed back into the anvil.
 +
*Items with only one possible smithing plan will have that plan selected automatically.
 +
*[[Rose Gold]] anvils were removed.
 +
 +
====[[Crucible]]====
 +
 +
*The [[Crucible]] now has nine input slots which can hold one meltable item each. It will not drain molten ingots from their molds. There is one output slot that works normally.
 +
*The metal content is displayed with percentages at the top of the crucible menu.
 +
*Crucibles will tolerate addition of the output alloy, no more shift-clicking a partially-filled mold and ruining a batch of bronze by adding bronze!
  
===Metalworking===
+
==Food==
  
*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.
+
===Mechanics===
  
====Forge====
+
*Taste system was removed.
{{Collapsible|collapsed=yes|title=Forge Changes|hiddencontent=
+
*The [[Food]] Oz (weight) system was removed because it was extremely incompatible.
*Side slots cannot hold charcoal or ingots.
+
*Decay works very differently. Every piece of food has creation and expiration dates. Knives cannot "cut" decay off. The old method of decay required ticking every container in the world, and was incompatible with the inventories of every other mod.
*Side slots only hold one item each, and only those which can hold liquid and heat (currently only molds and small vessels).
+
*Some rotten food can be used to feed some animals.
*Tool molds placed in the side slots will be filled if Tier I-II tool metals melt in the forge.
+
*Combining food in the crafting grid makes the stack use the oldest date so they can stack together. The 'x' key by default will stack food hovered over in the inventory.
*Small vessels will catch melted liquids from the forge, up to 4000 units.
+
*To achieve full nutrition, meals are required. The nutrition and saturation value of meals comes from their ingredients.
*Small vessels in each of the four side slots can catch different metals.
+
*The player's nutrition levels in each category are an average of the last 20 food items consumed. ''Note: If a non-TFC food item isn't explicitly configured, it will have no nutrition values.''
*Small vessels can be heated in the forge, and will alloy their contents at Brilliant White temperature.
+
*Drying/smoking rack was removed.
*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.
+
===Prep===
*Food can be cooked in the forge, although it will burn if left unattended.
+
 
}}
+
*The Food Preparation Surface was removed.
====Anvil====
+
*Fire pits can be upgraded with a [[Wrought Iron Grill]] or a [[Ceramic Pot]].
 +
*[[Soup]]: Place a bucket of water in a ceramic pot on a camp fire, add up to five ingredients, wait one hour. Retrieve soup using any bowl.
 +
*[[Sandwich]]: Craft two of the same type of bread in the center top and bottom with a knife in the upper right, and up to three ingredients across the middle.
 +
*[[Salads]]: Right click with a bowl in main hand, knife in offhand. Add up to five ingredients and a bowl.
  
*Welding still needs flux in the anvil, but otherwise happens outside of the GUI. {{Key|Shift}} and {{Key|RMB}} 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.
+
===Food Sources===
*[[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.
 
  
====Crucible====
+
*Seaweed was removed temporarily.
 +
*Fishing was removed temporarily.
 +
*Melons & Pumpkins where removed temporarily.
  
*Input slot on the crucible only holds one item.  
+
[[Image:moisturized_farmland.png|thumb|250px|Farmland moisturized from one water block. Gravel shows moisture < 3|alt=11x11 square with 2 block triangle cut out of corners]]
**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.
+
===Crops===
**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.
+
[[Image:Moisturized_strip.png|thumb|250px|Farmland moisturized from a strip of water. Gravel shows moisture < 3|alt=13 blocks wide, with 11x5 ends like the single block]]
*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.
+
*[[Farmland]] has a moisture scale from 0 - 15
 +
*[[Crops]] require at least level 3 moisture to grow.
 +
*[[Farmland]] is moisturized by rain or nearby water blocks, up to a maximum radius of 6 blocks.
 +
:* Moisture spreads 2 blocks up and 1 block down.
 +
:* More water blocks = more moisture
 +
:* A single water block will add sufficient moisture to farmland as shown:
 +
*[[Farmland]] soil nutrients (i.e. the fertilization level of A,B,C in Classic) are not implemented.
  
==Crafting==
+
==Crafting and Devices==
  
*The 3x3 crafting table is available by pressing {{Key|C}}. It is not locked behind a recipe.
+
*The 3x3 crafting table is not part of the player's inventory GUI anymore.
*Lumber is still the output from [[Log]]+[[Metal Tools|Saw]] recipe, but cannot be placed in the world. Like chiseling, use a different mod if this effect is desired.
+
**There is an additional 3x3 crafting grid that can be configured 3 ways: Disabled, Push {{Key|C}} while workbench is in inventory to open, Push {{Key|C}} to open (always).
*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.
+
*[[Lamp|Lamps]] can be made from any metal and are filled with 250mb of using olive oil.
 +
*[[Olive Oil]] is produced using a quern, jute net(s), and hot spring water. The hopper press doesn't exist.
 +
*[[Fire Brick]] are knapped from 5 [[Fire Clay]], not crafted in a crafting grid.
 +
*Scythes no longer reduce the drop rate of saplings when used to break leaves
  
===Quern===
+
===[[Quern]]===
  
*Quern base recipe is 3 smooth [[stone]] above 3 stone of any kind, raw or smoothed.
+
*[[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]] handstone recipe is 3 stone of any kind with a stick handle.
*Quern model and output display have been updated.
+
*[[Quern]] GUI was removed, all interactions are done in-world.
  
===Chiseling===
+
===Chiseling & Micro-Blocks===
  
*Chisel can be used in-world to smooth stone and carve out stairs or slabs. Press {{Key|M}} to change modes.
+
*[[Lumber]] placement was removed.
*Hammer must be held in the off-hand to chisel in-world.
+
*[[Chisel]]s can be used in-world to smooth stone and carve out stairs or slabs. Hold a [[Hammer]] in the offhand for this to work. Press {{Key|M}} to change modes.
*In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
+
*In-world chiseling of bits was removed.
*Can also craft smooth blocks with a chisel and raw stone.
 
  
===Sluices===
+
===[[Sluice]]s & [[Panning]]===
  
*Can be put down into any level of flowing water.
+
*[[Sluice]]s can be placed into any level of flowing water.
*Filled by floating sand or gravel into the sluice. No GUI
+
*[[Sluice]]s are filled by floating sand or gravel into it.
*When filled, have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
+
*[[Sluice]]s no longer have a GUI.
*Cannot be filled with a [[Gold Pan]].
+
*[[Sluice]]s search for ore in a one chunk radius by default, and looks at every vein generated at any y-level.
 +
*[[Sluice]]s when filled, have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
 +
*[[Sluice]]s cannot be filled with a [[Gold Pan]].
 +
*Filled [[Gold Pan]]s 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.
  
 
===Containers===
 
===Containers===
  
*Barrels only contain fluids. They are still used for pickling, tanning, preservation, etc., but do not have a multiple-slot inventory.
+
*[[Barrel]]s only can hold fluids and one stack of items for a recipe.
*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.
+
*[[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. If there is insufficient liquid for all the items, the leftover items will also be destroyed.
*A full barrel of alcohol requires 20 flour/sugar/apples. Souring that alcohol into vinegar requires 40 fruit items.
+
*A full [[Barrel]] of [[Alcohol]] requires 20 flour/sugar/apples/potatoes. Souring that [[Alcohol]] into [[Vinegar]] requires 40 [[Fruit]].
*Red/Blue steel buckets can be crafted into a vanilla bucket.
+
*[[LargeVessel|Large Vessels]] only hold and carry items now.
 +
*Red and Blue steel buckets can be crafted together into a vanilla bucket.
 +
*Wooden buckets are crafted like the vanilla iron bucket but use 3 lumber instead. The Classic recipe used 5 lumber.
 +
*[[Powderkegs]] only hold gunpowder up to 12 stacks. The smallest explosion needs 12 gunpowder. A creeper-like explosion takes 48 gunpowder. The largest possible explosion will make a crater ~20 blocks wide (same as Classic).
 +
*[[Logpiles]] can be filled with {{Key|Shift}} + {{Key|RMB}}.
 +
 
 +
===Colored Blocks===
 +
 
 +
*Barrels can hold dye fluids of all 16 colors.
 +
**Fluid dye provides more usages per dye than using dye in a crafting bench.
 +
*Gypsum spawns in sedimentary rock types and is also obtained by querning raw limestone.
 +
*Alabaster is TFC's version of terracotta, crafted from putting gypsum in limewater.
 +
**Can be crafted into raw, smooth, or brick alabaster.
  
 
==The Player==
 
==The Player==
  
*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.
+
*Experience does not affect player health.
 +
*Spawn default health will always be 850 instead of 1000.
 +
*Health and damage values are vanilla. 1000 hp = 10 vanilla hearts or 20 damage total.
 +
*The back slot was removed. More than one anvil, sealed barrel or vessel in your inventory will result in extreme slowness and fatigue. Quivers are now worn in the chestplate slot instead of the back slot.
  
*Prospecting skill increases only when the Prospector's Pick is clicked on ore blocks at least 192 blocks apart.
+
*Prospecting skill only increases when an ore in a vein is right clicked with a prospecting pick and the ore blocks are 14 or more blocks apart. This can occur in the same vein!
 
*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.
 
*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.
+
*Achievements are now advancements, obviously. The tree is much larger than before.
*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.
+
==Animals==
 +
 
 +
===Old age===
 +
 
 +
Animals will eventually grow to old age, which means:
 +
 
 +
*The animal will no longer be able to breed
 +
 
 +
*The animal will no longer lay eggs
  
*
+
*The animal will no longer be able to be milked
  
 +
*If it is a wild animal (familiarity < 10%) it will eventually die of old age
 +
 +
As wild animals die of old age, there is a chance new groups of animals will spawn in already-generated chunks
 +
 +
===Taming Horses===
 +
To tame a horse, first familiarize it, and then use a [[Halter]] on the animal. Then, attempt to ride it. You then can place a saddle on the animal to control it.
 
==World Generation==
 
==World Generation==
[[Image:Temperature_graph.png|thumb|250px|Classic average temperature vs TNG average temperatures]]
+
[[Image:Temperature_graph.png|thumb|250px|Classic average temperature (blue) vs TNG average temperatures (purple)|alt=]]
  
 
===Big Picture===
 
===Big Picture===
  
*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.
 
*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.
 
*z=0 is now in the temperate zone, so the range of temperature at spawn will include all four seasons.
Line 127: Line 216:
  
 
*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.
 
*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.
 +
*The Vanilla Mobs have been moved underground, and not longer spawn in at night. The surface instead has predators, like the [[Black Panther]], or the [[Bear]].
  
 
===Environment===
 
===Environment===
  
*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.
+
*Rainfall values now vary between ~0 and 500. Clay does not generate below rainfall 150.
 +
*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 [https://www.desmos.com/calculator/hq65w3kaoa graph] and this Google [https://docs.google.com/spreadsheets/d/1Ghw3dCmVO5Gv0MMGBydUxox_nwLYmmcZkGSbbf0QSAE/edit#gid=1614079313 spreadsheet] for details.
+
*Many tree models are updated, and may be different sizes than before (e.g. White Cedar).
  
*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.
+
*Fruit trees are placed as a sapling and either grow naturally or with bonemeal to the first log.
*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.
+
*Surface nuggets are created from ore blocks at or above 35 blocks below the lowest surface level of the chunk, and search a 2x2 chunk area including the +x, +z directions.
*Undersea plants aren't going to be added until TFC passes 1.13, which has proper support for waterlogged plants.
+
*Sulfur is a mineral ore, and does not spawn or respawn around lava.
 
+
*Size is only used to determine what can fit in containers (ie no Logs in Chests) and weight is only used to determine stack size (ie Logs only stack to 16)
==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 [https://github.com/TerraFirmaCraft/TerraFirmaCraft/projects/3 github].
 
 
 
''Note: These aren't promises, and implementation depends on how much time the developers have.''
 
 
 
{{Collapsible
 
| collapsed = yes
 
| hiddencontent =
 
 
 
'''Planned for 1.12'''
 
 
 
*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)
 
*Fishing
 
 
 
'''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.
 
| title = Unimplemented Features
 
}}
 
  
*
+
== More info ==
 +
The best way to get info on the mod and how it's being changed and updated is on [https://github.com/TerraFirmaCraft/TerraFirmaCraft/ Github]

Latest revision as of 01:39, 27 February 2022

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.

TerraFirmaCraft TNG produced a working version of the game in 1.12. Rewriting TFC from scratch presented an opportunity to improve compatibility and avoid reproducing features that are better performed with other mods. Additionally, TNG removed or streamlined some old gameplay that didn't make sense many years after 1.7 was released. What follows is an incomplete list of these differences. This list does not apply to upcoming releases in 1.18+, although TNG uses the 1.12 features as the starting point.

Stone Age

Vessels

  • Both small and large Vessels preserve Food.
  • Large vessels only contain items, and do not act like small barrels.
  • See the Forge section for additional uses of Small Vessels.

Clay

Athyrium Fern.png
Canna Age0.png
Canna Age1.png
Canna Age2.png
Canna Age3.png
Golden Rod Age0.png
Golden Rod Age1.png
Golden Rod Age2.png
Golden Rod Age3.png
Golden Rod Age4.png
Pampas Grass Age0.png
Pampas Grass Age1.png
Perovskia Age0.png
Perovskia Age1.png
Perovskia Age2.png
Perovskia Age3.png
Perovskia Age4.png
Perovskia Age5.png
Rose Single.png
Rose Age0.png
Rose Age1.png
Water Canna Age0.png
Water Canna Age1.png
Water Canna Age2.png
Water Canna Age3.png


  • Plants in order from the above images, Note that each plant will look different depending on the season!
    • Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
    • Canna Lily
    • Goldenrod
    • Pampas Grass
    • Russian Sage
    • Rose
    • Water Canna

Note: Flowers do not bloom all year, so searching for flowers may be frustrating if it's not the summer.

Fire

  • Firestarters are now right click and hold until the action succeeds or fails, you don't need to release it.
  • Placing items down like in a Pit Kiln now uses V. You can also now place anything inside of a Pit Kiln, not just pottery!
  • Sneak+V places items flat, just like sticks, rocks, and nuggets appear in the world. Anything can be put down like this!
  • Firepits take 3 sticks, one Log, and optionally 1-5 pieces of Tinder (straw, paper, etc.) all in the same block space to light. Tinder increases the chance of the Firestarter working by 10% per piece.

Natural dangers

  • There are a number of new Predator animals that attack you on the surface.
    • Depending on the animal they will only attack during the day or at night.
  • Vanilla hostile Monsters only spawn underground.
  • Many new passive animals have been added, including TFC modified vanilla animals.

Bronze Age

Mining and Collapses

  • Support beams cover the same space as Classic, supporting a 9x9x3 area.
  • Collapses will not propagate back into supported blocks.
  • Supported blocks are safe unless the support beams are removed/destroyed.
  • Blocks chiseled in place (smoothed blocks) may collapse or initiate a collapse elsewhere, but will not be affected by gravity after they are mined and placed.
  • Collapses occur with the same chances as Classic, but may additionally trigger delayed collapses.

Metalworking

  • Empty ceramic molds hold heat even after the metal is removed, This will prevent them from stacking immediately.

Forge

  • Side slots only hold one item each and they must be something that holds liquid and can be heated. Small Vessels and Molds are the only options within base TFC.
  • Tool Molds placed in the side slots will be filled if tool Metals of Tier I or II melt in the Forge.
  • Small Vessels will catch melted liquids from the Forge, up to 4000 units per Small Vessel.
  • Small Vessels can be heated in the forge, and will Alloy their contents at Brilliant White.
  • Anything that can normally be fired in a Pit Kiln can be fired in a forge once it is Brilliant White.
  • Metal Armor and Weapons can be melted in the Forge.
  • Food can be cooked in the Forge. It will have slightly worse preservation applied than if it was cooked in a firepit or grill. Bread, but not other foods, will overheat and burn up if left unattended.
  • A coal block can no longer be used to create a Forge.

Anvil

  • Welding is done outside of the GUI now but it still still needs Flux in the Anvil. Use ⇧ Shift + Rmb.png Right Click on the anvil with a Hammer in hand if everything is ready for welding.
  • Items can be placed inside of the Anvil with ⇧ Shift + Rmb.png Right Click while holding them.
  • Worked Ingots will have their original plan selected when they are placed back into the anvil.
  • Items with only one possible smithing plan will have that plan selected automatically.
  • Rose Gold anvils were removed.

Crucible

  • The Crucible now has nine input slots which can hold one meltable item each. It will not drain molten ingots from their molds. There is one output slot that works normally.
  • The metal content is displayed with percentages at the top of the crucible menu.
  • Crucibles will tolerate addition of the output alloy, no more shift-clicking a partially-filled mold and ruining a batch of bronze by adding bronze!

Food

Mechanics

  • Taste system was removed.
  • The Food Oz (weight) system was removed because it was extremely incompatible.
  • Decay works very differently. Every piece of food has creation and expiration dates. Knives cannot "cut" decay off. The old method of decay required ticking every container in the world, and was incompatible with the inventories of every other mod.
  • Some rotten food can be used to feed some animals.
  • Combining food in the crafting grid makes the stack use the oldest date so they can stack together. The 'x' key by default will stack food hovered over in the inventory.
  • To achieve full nutrition, meals are required. The nutrition and saturation value of meals comes from their ingredients.
  • The player's nutrition levels in each category are an average of the last 20 food items consumed. Note: If a non-TFC food item isn't explicitly configured, it will have no nutrition values.
  • Drying/smoking rack was removed.

Prep

  • The Food Preparation Surface was removed.
  • Fire pits can be upgraded with a Wrought Iron Grill or a Ceramic Pot.
  • Soup: Place a bucket of water in a ceramic pot on a camp fire, add up to five ingredients, wait one hour. Retrieve soup using any bowl.
  • Sandwich: Craft two of the same type of bread in the center top and bottom with a knife in the upper right, and up to three ingredients across the middle.
  • Salads: Right click with a bowl in main hand, knife in offhand. Add up to five ingredients and a bowl.

Food Sources

  • Seaweed was removed temporarily.
  • Fishing was removed temporarily.
  • Melons & Pumpkins where removed temporarily.
11x11 square with 2 block triangle cut out of corners
Farmland moisturized from one water block. Gravel shows moisture < 3

Crops

13 blocks wide, with 11x5 ends like the single block
Farmland moisturized from a strip of water. Gravel shows moisture < 3
  • Farmland has a moisture scale from 0 - 15
  • Crops require at least level 3 moisture to grow.
  • Farmland is moisturized by rain or nearby water blocks, up to a maximum radius of 6 blocks.
  • Moisture spreads 2 blocks up and 1 block down.
  • More water blocks = more moisture
  • A single water block will add sufficient moisture to farmland as shown:
  • Farmland soil nutrients (i.e. the fertilization level of A,B,C in Classic) are not implemented.

Crafting and Devices

  • The 3x3 crafting table is not part of the player's inventory GUI anymore.
    • There is an additional 3x3 crafting grid that can be configured 3 ways: Disabled, Push C while workbench is in inventory to open, Push C to open (always).
  • Lamps can be made from any metal and are filled with 250mb of using olive oil.
  • Olive Oil is produced using a quern, jute net(s), and hot spring water. The hopper press doesn't exist.
  • Fire Brick are knapped from 5 Fire Clay, not crafted in a crafting grid.
  • Scythes no longer reduce the drop rate of saplings when used to break leaves

Quern

  • 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 GUI was removed, all interactions are done in-world.

Chiseling & Micro-Blocks

  • Lumber placement was removed.
  • Chisels can be used in-world to smooth stone and carve out stairs or slabs. Hold a Hammer in the offhand for this to work. Press M to change modes.
  • In-world chiseling of bits was removed.

Sluices & Panning

  • Sluices can be placed into any level of flowing water.
  • Sluices are filled by floating sand or gravel into it.
  • Sluices no longer have a GUI.
  • Sluices search for ore in a one chunk radius by default, and looks at every vein generated at any y-level.
  • Sluices when filled, have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
  • Sluices cannot be filled with a Gold Pan.
  • Filled Gold Pans 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.

Containers

  • Barrels only can hold fluids and one stack of items for a recipe.
  • 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. If there is insufficient liquid for all the items, the leftover items will also be destroyed.
  • A full Barrel of Alcohol requires 20 flour/sugar/apples/potatoes. Souring that Alcohol into Vinegar requires 40 Fruit.
  • Large Vessels only hold and carry items now.
  • Red and Blue steel buckets can be crafted together into a vanilla bucket.
  • Wooden buckets are crafted like the vanilla iron bucket but use 3 lumber instead. The Classic recipe used 5 lumber.
  • Powderkegs only hold gunpowder up to 12 stacks. The smallest explosion needs 12 gunpowder. A creeper-like explosion takes 48 gunpowder. The largest possible explosion will make a crater ~20 blocks wide (same as Classic).
  • Logpiles can be filled with ⇧ Shift + Rmb.png Right Click.

Colored Blocks

  • Barrels can hold dye fluids of all 16 colors.
    • Fluid dye provides more usages per dye than using dye in a crafting bench.
  • Gypsum spawns in sedimentary rock types and is also obtained by querning raw limestone.
  • Alabaster is TFC's version of terracotta, crafted from putting gypsum in limewater.
    • Can be crafted into raw, smooth, or brick alabaster.

The Player

  • Experience does not affect player health.
  • Spawn default health will always be 850 instead of 1000.
  • Health and damage values are vanilla. 1000 hp = 10 vanilla hearts or 20 damage total.
  • The back slot was removed. More than one anvil, sealed barrel or vessel in your inventory will result in extreme slowness and fatigue. Quivers are now worn in the chestplate slot instead of the back slot.
  • Prospecting skill only increases when an ore in a vein is right clicked with a prospecting pick and the ore blocks are 14 or more blocks apart. This can occur in the same vein!
  • 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.
  • Achievements are now advancements, obviously. The tree is much larger than before.

Animals

Old age

Animals will eventually grow to old age, which means:

  • The animal will no longer be able to breed
  • The animal will no longer lay eggs
  • The animal will no longer be able to be milked
  • If it is a wild animal (familiarity < 10%) it will eventually die of old age

As wild animals die of old age, there is a chance new groups of animals will spawn in already-generated chunks

Taming Horses

To tame a horse, first familiarize it, and then use a Halter on the animal. Then, attempt to ride it. You then can place a saddle on the animal to control it.

World Generation

Classic average temperature (blue) vs TNG average temperatures (purple)

Big Picture

  • 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.
  • The Vanilla Mobs have been moved underground, and not longer spawn in at night. The surface instead has predators, like the Black Panther, or the Bear.

Environment

  • Rainfall values now vary between ~0 and 500. Clay does not generate below rainfall 150.
  • 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).
  • Fruit trees are placed as a sapling and either grow naturally or with bonemeal to the first log.
  • Surface nuggets are created from ore blocks at or above 35 blocks below the lowest surface level of the chunk, and search a 2x2 chunk area including the +x, +z directions.
  • Sulfur is a mineral ore, and does not spawn or respawn around lava.
  • Size is only used to determine what can fit in containers (ie no Logs in Chests) and weight is only used to determine stack size (ie Logs only stack to 16)

More info

The best way to get info on the mod and how it's being changed and updated is on Github