Difference between revisions of "Differences From Classic"

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(Added notice box so people hopefully stop adding stuff that doesn't belong here.....)
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==Stone Age==
 
==Stone Age==
[[Image:Clay_indicators.png|thumb|250px|Various plant items that indicate a clay deposit]]
 
  
 
===Food===
 
===Food===
  
*Taste system is gone and won't be returning.
+
*Taste system is gone.
*[[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.
+
*The [[Food]] Oz system is gone.
 
*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.
 
*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.
  
Line 24: Line 23:
  
 
===Clay===
 
===Clay===
 +
[[Image:Clay_indicators.png|thumb|250px|Various plant items that indicate a clay deposit]]
  
*[[Clay]] dirt is now affected by gravity.
+
*[[Clay]] dirt now has gravity.
{{Collapsible|collapsed=yes|title=Clay Indicators
+
*Clay now has 7 Indicator plants instead of one.
|hiddencontent=
 
*Athyrium Fern (spawns in temperate regions, which is where the player initially spawns)
 
*Canna Lily
 
*Goldenrod
 
*Pampas Grass
 
*Russian Sage
 
*Rose
 
*Water Canna }}
 
  
*All possible states of the indicator plants:
 
 
{{ClayFlowersSlideshow}}
 
{{ClayFlowersSlideshow}}
 +
*Plants in order from the above images, Note that each plant has multiple states!
 +
**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 its not the summer.''
 
''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 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.
+
*[[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.
  
 
==Bronze Age==
 
==Bronze Age==
  
===Metalworking===
+
===[[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.
 
*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====
+
====[[Forge]]====
{{Collapsible|collapsed=yes|title=Forge Changes|hiddencontent=
+
 
*Side slots cannot hold charcoal or ingots.
+
*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.
*Side slots only hold one item each, and only those which can hold liquid and heat (currently only molds and small vessels).
+
*[[Tool Mold]]s placed in the side slots will be filled if a [[Metal Tier]] of I or II tool [[Metal]]s melt in the [[Forge]].
*Tool molds placed in the side slots will be filled if Tier I-II tool metals melt in the forge.
+
*[[Small Vessel]]s will catch melted liquids from the [[Forge]], up to 4000 units per [[Small Vessel]].
*Small vessels will catch melted liquids from the forge, up to 4000 units.
+
*[[Small Vessel]]s can be heated in the forge, and will [[Alloy]] their contents at Brilliant White.
*Small vessels in each of the four side slots can catch different metals.
+
*Anything that can normally be fired in a [[Pit Kiln]] can be fired in a forge, by letting it heat up to Brilliant White.
*Small vessels can be heated in the forge, and will alloy their contents at Brilliant White temperature.
+
*Metal [[Armor]] and [[Weapons]] can be melted in the [[Forge]].
*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.
+
*[[Food]] can be cooked in the [[Forge]], although it will burn up if left unattended.
*Metal armor and weapons can be melted in the forge.
 
*Food can be cooked in the forge, although it will burn if left unattended.
 
}}
 
====Anvil====
 
  
*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.
+
====[[Anvil]]====
*[[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====
+
*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.
 +
*[[Rose Gold]] anvils where removed.
  
*Input slot on the crucible only holds one item.  
+
====[[Crucible]]====
**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.
+
{{ToDo| This all has changed. It needs updating. }}
 +
*Input slot on the [[Crucible]] only holds one item.  
 +
**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.
 
**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.
 
**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.
 
*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.
 
*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.
  
==Crafting==
+
==3x3 Crafting==
  
*The 3x3 crafting table is available by pressing {{Key|C}}. It is not locked behind a recipe.
+
{{ToDo| How the while holding X needs to be checked.}}
*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.
+
*The 3x3 crafting table is not part of the players inventory GUI anymore. It also can be configured 3 ways, Disabled, Push {{Key|C}} to open, Push {{Key|C}} while holding a workbench to open.
*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.
 
  
===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]] model and output display have been updated.
  
===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]] isn't place-able anymore.
*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 put down 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 when filled, have a 5% chance of producing a nugget and a 5% chance of a gem every 5 seconds.
*Cannot be filled with a [[Gold Pan]].
+
*[[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, trying to move a [[Barrel]] with items will result in it being dropped.
*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.
*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. Souring that [[Alcohol]] into [[Vinegar]] requires 40 [[Fruit]].
 
*Red/Blue steel buckets can be crafted into a vanilla bucket.
 
*Red/Blue steel buckets can be crafted into a vanilla bucket.
  
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*Experience does not affect player health. Nutrition values still do.
 
*Experience does not affect player health. Nutrition values still do.
 
*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.''
 
*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.
 
  
 
*
 
*
Line 142: Line 137:
 
*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). 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.
  
*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 bodies at or above 35 blocks below the lowest surface level of the chunk, spreading to a 3x3 chunk radius from that.
*Undersea plants aren't going to be added until TFC passes 1.13, which has proper support for waterlogged plants.
 
  
 
==Unimplemented / Unused==
 
==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].
 
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
 
}}
 
 
*
 

Revision as of 01:28, 5 March 2020

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.

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.

Stone Age

Food

  • Taste system is gone.
  • The Food Oz system is gone.
  • 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.

Vessels

  • Both small and large vessels preserve food.
  • See the Forge section for additional uses of small vessels.

Clay

Various plant items that indicate a clay deposit
  • Clay dirt now has gravity.
  • Clay now has 7 Indicator plants instead of one.

Template:ClayFlowersSlideshow

  • Plants in order from the above images, Note that each plant has multiple states!
    • 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 its 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.

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 a Metal Tier of I or II tool Metals 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.

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.
  • Rose Gold anvils where removed.

Crucible

ToDo:
Something is missing! Help fill out the following missing information: This all has changed. It needs updating.
  • Input slot on the Crucible only holds one item.
    • 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.
    • 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.
  • 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.

3x3 Crafting

ToDo:
Something is missing! Help fill out the following missing information: How the while holding X needs to be checked.
  • The 3x3 crafting table is not part of the players inventory GUI anymore. It also can be configured 3 ways, Disabled, Push C to open, Push C while holding a workbench to open.

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.

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 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, trying to move a Barrel with items will result in it being dropped.
  • 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.
  • A full Barrel of Alcohol requires 20 flour/sugar/apples. Souring that Alcohol into Vinegar requires 40 Fruit.
  • Red/Blue steel buckets can be crafted into a vanilla bucket.

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 increases 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.
  • 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.

World Generation

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

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.
  • 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.

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.

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 github.