Difference between revisions of "Differences From Classic"
Jump to navigation
Jump to search
m (Formatting, clarified a few world gen items) |
|||
Line 1: | Line 1: | ||
− | = World Generation and Spawn = | + | =World Generation and Spawn= |
[[Image:Temperature_graph.png|thumb|250px|Classic average temperature vs TNG average temperatures]] | [[Image:Temperature_graph.png|thumb|250px|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. | *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 | + | *By default, the temperature gets warmer in the positive-z (south) direction for 10 k blocks, and then gets colder again, and the reverse for negative-z. |
− | *Classic worlds had spawn at z between -5k to - | + | *Classic worlds had spawn at z between -5k 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. |
− | *Moving | + | *Moving east / west will also see changes in total rainfall in a cyclical nature. |
==Nugget Generation== | ==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.'''Needs confirmation''' | + | |
+ | *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.'''Needs confirmation - this is currently in development / testing phase.''' | ||
==Clay== | ==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. | ||
− | == Plants/Trees == | + | ==Plants/Trees== |
+ | |||
*Many more flowers and plants appear different through the seasons. Tree leaves do not change colors according to the season. | *Many more flowers and plants appear different through the seasons. Tree leaves do not change colors according to the season. | ||
Line 22: | Line 26: | ||
==Mobs== | ==Mobs== | ||
+ | |||
*Mob AI is still vanilla for deer, etc. | *Mob AI is still vanilla for deer, etc. | ||
=In-world Creations= | =In-world Creations= | ||
==Pit Kilns== | ==Pit Kilns== | ||
+ | |||
*Place items in [[Pit Kiln|pit kilns]] or in world with "v" by default instead of shift-right-click. "V" will place an item flat like rocks/nuggets. | *Place items in [[Pit Kiln|pit kilns]] or in world with "v" by default instead of shift-right-click. "V" will place an item flat like rocks/nuggets. | ||
− | == Firepits == | + | ==Firepits== |
+ | |||
*To make a [[Firepit|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. | *To make a [[Firepit|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 == | + | ==Charcoal Pits== |
+ | |||
*[[Log]] piles without 16 logs will not hold up blocks. | *[[Log]] piles without 16 logs will not hold up blocks. | ||
==Forge== | ==Forge== | ||
+ | |||
*Side slots cannot hold charcoal or ingots. | *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). | *Side slots only hold one item each, and only those which can hold liquid and heat (currently only molds and small vessels). | ||
Line 46: | Line 55: | ||
==Anvils== | ==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. | *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. | *[[Anvil]] GUI has been updated. | ||
Line 51: | Line 61: | ||
==Chiseling== | ==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 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. | *Smooth blocks are craftable with a chisel. | ||
==Lumber== | ==Lumber== | ||
+ | |||
*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. | *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. | ||
=Player= | =Player= | ||
==Skills== | ==Skills== | ||
+ | |||
*Prospecting skill increases only when the propick is clicked on ore blocks at least 192 blocks apart. | *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. | *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== | ==Food== | ||
+ | |||
*Taste system is gone and won't be returning. | *Taste system is gone and won't be returning. | ||
*Pickling, vinegar storage, and vessels work for preservation. | *Pickling, vinegar storage, and vessels work for preservation. | ||
Line 71: | Line 85: | ||
=Items= | =Items= | ||
==Containers== | ==Containers== | ||
+ | |||
*Barrels only contain fluids. They are still used for pickling, tanning, etc., but do not have a multiple-slot inventory. | *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. '''(Other containers?)''' | *Both small and large vessels preserve food. '''(Other containers?)''' | ||
Line 77: | Line 92: | ||
==Ceramics== | ==Ceramics== | ||
+ | |||
*Empty ceramics hold heat even after the metal is removed, and will cool down at the usual rate. | *Empty ceramics hold heat even after the metal is removed, and will cool down at the usual rate. | ||
=Porting Project= | =Porting Project= | ||
Since this project is still underway, there are several things which are not yet implemented. The current project todo list is located on [https://github.com/TerraFirmaCraft/TerraFirmaCraft/projects/3 github]. | Since this project is still underway, there are several things which are not yet implemented. The current project todo list is located on [https://github.com/TerraFirmaCraft/TerraFirmaCraft/projects/3 github]. | ||
+ | |||
*In-world chiseling of smooth stone is missing. '''May be implemented?''' | *In-world chiseling of smooth stone is missing. '''May be implemented?''' | ||
*Sandwiches and Salads are missing. Some form of food preparation/cooking is on the todo list. | *Sandwiches and Salads are missing. Some form of food preparation/cooking is on the todo list. | ||
*Salting, brining, smoking, and drying are not implemented (yet?). | *Salting, brining, smoking, and drying are not implemented (yet?). | ||
*Gunpowder barrels are still in question. | *Gunpowder barrels are still in question. |
Revision as of 20:36, 27 October 2019
Contents
World Generation and Spawn
- 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 10 k blocks, and then gets colder again, and the reverse for negative-z.
- Classic worlds had spawn at z between -5k 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.
- Moving east / west will also see changes in total rainfall in a cyclical nature.
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.Needs confirmation - this is currently in development / testing phase.
Clay
- Indications of clay deposits have been expanded to 8 different plants. TODO: Update image with 3D sprites.
Plants/Trees
- Many more flowers and plants 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.
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. May be bug
- 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, 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.
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.
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
- Taste system is gone and won't be returning.
- Pickling, vinegar storage, and vessels work for preservation.
- 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
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. (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.
Porting Project
Since this project is still underway, there are several things which are not yet implemented. The current project todo list is located on github.
- In-world chiseling of smooth stone is missing. May be implemented?
- Sandwiches and Salads are missing. Some form of food preparation/cooking is on the todo list.
- Salting, brining, smoking, and drying are not implemented (yet?).
- Gunpowder barrels are still in question.