Difference between revisions of "Differences From Classic"

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*Taste system is gone and won't be returning.
 
*Taste system is gone and won't be returning.
*Food weights are gone. Each piece of food roughly translates to 5oz of food(?) for eating. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like NEI for details and current information in-game. This is an important compatibility change, as otherwise TFC would need to update on tick every food item stack in the world, in every inventory. This is not possible with modded inventories, and so this change occurred.
+
*Food weights are gone. Each piece of food is roughly comparable to 5oz of food from Classic 1.7 TFC for eating. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like NEI for details and correct information in-game. This is an important compatibility change, as otherwise TFC would need to tick every food stack in the world, in every inventory. This is a bad idea for performance reasons and very difficult in modded inventories, and so this change occurred.
 
*Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by preservation, and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack.
 
*Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by preservation, and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack.
 
*Salting, Brining, Pickling, vinegar storage, and small and large vessels work for preservation.
 
*Salting, Brining, Pickling, vinegar storage, and small and large vessels work for preservation.

Revision as of 02:46, 29 December 2019

World Generation and Spawn

Classic average temperature vs TNG average temperatures
  • z=0 is now in the temperate zone, and spawn selection is vanilla Minecraft, so the range of temperature at spawn is smaller.
  • 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.
  • Classic worlds had spawn at z between -5 k to -15 k, had max temp at z=0 that fell off to constant cold temperatures at roughly z=±25 k blocks and further.
  • 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.

Nugget Generation

  • Surface nuggets are created from ore bodies at or above 35 blocks below the lowest y-level exposed to air in the chunk, and within the 3x3 chunks around the chunk where the nugget spawned. This is a slight difference

Clay

  • Clay dirt (block found in natural clay deposits) is now affected by gravity.


Various plant items that indicate a clay deposit
Four plants in June that indicate clay

Indications of clay deposits

Seven different plants now show where clay is:

  • Athyrium Fern
  • Canna Lily
  • Goldenrod
  • Pampas Grass
  • Russian Sage
  • Rose
  • Water Canna
  • Yucca (except Yucca only spawns on clay in deserts, which never happens)

These images are 2D sprites, and will look different in-game. Most plants will also go through seasonal changes - flowering in spring, blooming in summer, then dying down in fall and winter. This means that searching for specific flowers may not always work, as the flower may only be visible during specific months.

Plants/Trees

  • Many more flowers and plants generate in the world, depending on temperature and rainfall. They appear different through the seasons. On the other hand, 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.

Mobs

  • Mob AI is still vanilla for deer, etc.

In-world Creations

Pit Kilns

  • Place items in pit kilns or in world with "v" by default instead of shift-right-click. Sneak+"v" will place an item flat like rocks/nuggets.

Firepits

  • To make a firepit, use 3 sticks, at least one log, and optionally 1-5 pieces of tinder (straw, paper, etc.). Tinder will increase the chance of success 10% per piece. To light, use the usual firestarter.

Forge

  • 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.

Anvils

  • Welding still needs flux in the anvil, but otherwise happens outside of the GUI. Right click on anvil will put item in slots. To weld, right click on the anvil with a hammer in hand if flux and ingots are ready.
  • Anvil GUI has been updated.
  • 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.

Chiseling

  • In-world chiseling of bits is gone. Other mods do this better, and we do not feel it necessary to re-implement.
  • Smooth blocks are craftable with a chisel.

Lumber

  • 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.

Sluices

  • Can be put down into any level of flowing water.
  • Scan a 1 chunk radius for ores
  • Have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
  • Are filled by floating sand or gravel into the sluice.
  • Float gems and ore nuggets out into the water block below the sluice.
  • Have no GUI.
  • Cannot be filled with a Gold Pan.

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.
  • The 3x3 crafting grid is available via keybind (default 'C'), and opens a separate GUI. Access is not locked behind crafting a crafting table. This is still in flux.

Skills

  • Prospecting skill increases only when the propick is clicked on ore blocks at least 192 blocks apart.
  • The three smithing skills have been merged into one "Smithing" skill - however there are still different categories internally, so you do have to smith different types of objects to attain full skill.

Food

  • 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 1.7 TFC for eating. The inputs for various barrel recipes vary on oz -> item count. Check a recipe mod like NEI for details and correct information in-game. This is an important compatibility change, as otherwise TFC would need to tick every food stack in the world, in every inventory. This is a bad idea for performance reasons and very difficult in modded inventories, and so this change occurred.
  • Decay works very differently. Every piece of food has creation and expiration dates. These can be extended by preservation, and may prevent food from stacking. Combining food in the crafting grid meshes the decay dates, so foods can stack.
  • Salting, Brining, Pickling, vinegar storage, and small and large vessels work for preservation.
  • 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). If a non-TFC food item isn't recognized, it will have a nutrition value of 1 carbohydrate.

Health

  • Experience does not affect player health. Nutrition values still do.

Items

Containers

  • Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory.
  • Both small and large vessels preserve food.
  • See Forge section for additional uses of small vessels.
  • Red/Blue steel buckets are gone. A vanilla bucket has been added which requires both red and blue steel double ingots and wrought iron to craft.

Ceramics

  • 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.
  • 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.

Unimplemented / Unused

Since this project is in beta, there are several things which are not yet implemented. These items may or may not get added permitting developer's time to TFC-TNG. For an accurate and up-to-date to-do list, see github.

This includes:

  • Sulfur doesn't generate.
  • In-world chiseling of smooth stone, stairs, or slabs. (They all use crafting recipes instead.)
  • Sandwich and salad creation.
  • Smoking and drying food.
  • Ceramic pots (new but unused).
  • Powder kegs.