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.
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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.
Contents
Stone Age
Vessels
- Both small and large vessels preserve food. See Food section for nutrition and prep info.
- See the Forge section for additional uses of small vessels.
Clay
- 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 in a Pit Kiln now uses V. You can also now place anything inside of a Pit Kiln, not just pottery!
- 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 hostile animals that attack you on the surface, such as black panthers and sabertooths.
- Some only attack during the day, some at night. Be careful.
- Hostile monsters (e.g. Zombies) only spawn underground.
- There are some new peaceful animals such as goats, alpacas, and ducks.
- "New" Vanilla animals like parrots and polar bears have been re-added.
Bronze Age
Metalworking
- 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.
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, by letting it heat up to Brilliant White.
- Metal Armor and Weapons can be melted in the Forge.
- Food can be cooked in the Forge, although it will burn up if left unattended. It will have slightly worse preservation applied than if it was cooked in a firepit or grill.
- 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 +
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 +
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.
- The metal in the crucible renders in a small diagram between the input and output slot
- 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.
Food
Mechanics
- Taste system is gone.
- The Food Oz (weight) system is gone.
- Decay works very differently. Every piece of food has creation and expiration dates. Knives cannot "cut" decay off.
- Some rotten food can be used to feed animals.
- Combining food in the crafting grid meshes the decay dates, so foods can stack.
- To achieve full nutrition, meals are required. The nutrition and saturation value of meals comes from their ingredients.
- Nutrition still comes from fruits, vegetables, grains, meat, and dairy. However, 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.
Prep
- 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 bowls.
- Sandwich: Craft two bread of same type in top and bottom middle, a knife in 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 does not spawn. This is waiting for the waterlogged block features in newer versions of Minecraft.
- Fishing is not implemented for a similar reason along with the broken vanilla fishing mechanics (see AFK fish farms).
- Melons (and pumpkins) do not spawn.
Crops
- A single farmland block can be moisturized on a gradient, from 0 - 15
- Crops require at least moisture=3 to grow.
- Farmland is moisturized by nearby water blocks, up to a maximum area of a 15x4x15 box (7 blocks outwards, 2 blocks up, 1 block down). It can also be moisturized by rain.
- More water blocks = more moisture
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 powered using Olive Oil.
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 model and output display have been updated. There is no GUI.
Chiseling & Micro-Blocks
- Lumber isn't place-able anymore.
- 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 put down into any level of flowing water.
- Sluices are filled by floating sand or gravel into it.
- Sluices have no GUI.
- 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 item stack if sealed.
- 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.
- Large Vessels are only item containers, and never hold fluids.
- 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). Not yet released.
- Logpiles can be filled with ⇧ Shift +
Right Click, therefore making full logpiles in two clicks.
Colored Blocks
- Barrels can hold dye fluids of all 16 colors. See JEI for recipes
- 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, and also vanilla items such as flower pots
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.
- Prospecting skill doesn't increase when ore vein is prospected, but 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.
- Achievements are now advancements, obviously. The tree is much larger than before.
World Generation
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
- 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.
- 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.
- 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
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.