Difference between revisions of "Differences From Classic"

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*Moving E/W along the x axis while maintaining a constant z will result in temperature changes of +/- 3.
 
*Moving E/W along the x axis while maintaining a constant z will result in temperature changes of +/- 3.
 
*Moving E/W will also see changes in total rainfall in a cyclical nature. This is similar to Classic.
 
*Moving E/W will also see changes in total rainfall in a cyclical nature. This is similar to Classic.
 +
==Clay==
 
[[Image:Clay_indicators.png|thumb|250px|Various plants that indicate a clay deposit]]
 
[[Image:Clay_indicators.png|thumb|250px|Various plants that indicate a clay deposit]]
 
*Indications of clay deposits have been expanded to 8 different plants. TODO: Update image with 3D sprites.
 
*Indications of clay deposits have been expanded to 8 different plants. TODO: Update image with 3D sprites.

Revision as of 02:29, 22 October 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.
  • By default, the temperature gets warmer in the positive-z (south) direction for 10k blocks, and then gets colder again, and the reverse for negative-z.
  • Classic worlds had spawn around z=-10k, had max temp at z=0 that continued constant at positive z, and had constant cold temperatures at roughly z=-25k blocks and below.
  • Moving E/W along the x axis while maintaining a constant z will result in temperature changes of +/- 3.
  • Moving E/W will also see changes in total rainfall in a cyclical nature. This is similar to Classic.

Clay

Various plants that indicate a clay deposit
  • Indications of clay deposits have been expanded to 8 different plants. TODO: Update image with 3D sprites.

Trees

  • 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.

Nugget Generation

  • Surface nuggets are created from ore bodies at y-level 82 (half way through the usual second layer) and above, and within the 3x3 chunks around the chunk where the nugget spawned.

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. "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 or flint+steel.

Charcoal Pits

  • Log piles without 16 logs will not hold up blocks.

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.
  • Unfired Clay molds placed in the forge will burn up if heated to Brilliant White.
  • Metal armor and weapons can be melted in the forge.
  • Food can be cooked in the forge.

Anvils

  • Welding still needs flux in the anvil GUI, but otherwise happens outside of the GUI. Right click on anvil will put item in slots. Right click with hammer when flux and weldable ingots are present will weld.
  • Anvil GUI has been updated. Anvil

Chiseling

  • 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 smooth stone is missing. May be implemented?
  • Smooth blocks are craftable with a chisel.


Player

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

  • Sandwiches and Salads are missing. Some form of food preparation/cooking is on the todo list.
  • Taste system is gone and won't be returning.
  • Preservation methods are partially present. Salting, brining, smoking, and drying are not implemented (yet?).
  • Food weights are gone. Each piece of food roughly translates to 5oz of food(?). This is an important compatibility change.
  • Decay works very differently. Every piece of food has creation and rotted by 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. Not yet balanced

Crafting

Containers

  • Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory.
  • Gunpowder barrels are still in question.
  • Both small and large vessels preserve food. (Other containers?)
  • See Forge section for additional uses of small vessels.
  • 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. Even one item will greatly increase your water and food usage. not yet balanced

Ceramics

  • Empty ceramics hold heat even after the metal is removed, and will cool down at the usual rate.