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Differences from 1.12
Gaelmare edited this page May 15, 2023
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The following is a non-exhaustive, unofficial list of important differences between the 1.12 and 1.18+ version of TFC.
For all things, the Field Guide should be consulted first, as that is what we actually maintain and update. This is more provided as a list for curious users, maintained by the community.
Crops
- Crops have nutrients again.
- Crops have a preferred nutrient, and when they get it, they drop more up to 5x more product, and grow faster.
- Crop data is viewed by hovering with a hoe, but isn't rendered in-world like 1.7. It is available for fruit trees and berry bushes as well, not just crops.
- Crops are watered up to 60% by ambient rainfall, and can be watered 0-80% by water source blocks. This means that crops can be grown in a variety of rainfall regions by using water sources, and in some cases they don't need water sources.
- Jute now fits in a single block.
- Wild crops and dead crops are now separate blocks
- Crops are fertilized with fertilizers. The most typical fertilizer is compost, made with the TFC composter.
- Rice grows underwater
- Pumpkins/melons are back
Fruit Trees
- Fruit trees now grow into a more dynamic-looking shape.
- Fruit trees fruit during their preferred season and appear dead during the offseason.
- Fruit trees grow more branches if they are 'spliced' by clicking with a sapling and a knife in the offhand.
- Fruit tree saplings can be spliced onto existing elbow branches to create mixed trees.
- Bananas have been separated to a separate kind of fruit tree that grows vertically.
- Fruit trees saplings can die if the climate is wrong.
Berry bushes
- There are three types of bushes
- Stationary bushes work much like the old bushes, but also duplicate themselves when they are grown
- Spreading bushes are larger structures that spread gradually over the environment
- Spreading bushes can be propagated via cutting canes off and planting.
- Waterlogged bushes are stationary bushes that are placed underwater
- Berry bushes fruit during their preferred season and appear dead in the offseason.
- Berry bushes can die if the climate is wrong.
General
- TFC 'lighting' mechanics are generic now, instead of being hardcoded to flint and steel.
- Actions like clicking with torches can't be used to light 'strong' fires like starting a forge, but can be used to relight other torches and other 'weak' fires.
- Many devices can take inputs via dropped items, such as forges and firepits getting fuel from dropped items.
Log Piles
- Lit log piles are a separate block.
- Log piles light instantly once one is lit.
Placed Items
- "Flat placed items" have been removed.
Pit Kilns
- Pit kilns heat gradually to the end temperature instead of instantly at the end.
- Pit kilns heat to 1400 degrees instead of 1600.
Bloomery
- No longer requires a charcoal pile in the bottom
- Recipes are generic to a unique fluid input + catalyst, instead of being hardcoded
- Blooms are always 100mB, and the rest is discarded.
- The bloom block is mined repeatedly to drop the bloom item (specified by the recipe)
- Everything iron melts into cast iron.
Powderkegs
- Can be placed in minecarts to act like TNT carts
Barrels
- Does better accounting for recipes with the same output/input fluid to make less voided fluid.
- Barrels can be placed sideways
- Sideways barrels can pour into a barrel directly below.
- Sideways barrels can be stacked vertically with use of a Barrel Rack
- Tannin requires 1 log per bucket
Sluice
- Sluices only take the last block of a water stream in the top.
- Sluices only work on gravel 'deposit' blocks, found in streams and lakes, and has nothing to do with chunk data.
- Deposit blocks convert 55% of the time into ore, and less often rocks, and much less often gems.
- The gems dropped are tied to the rock type of the deposit block.
- Deposit blocks are copper, gold, silver, and cassiterite. Platinum has been removed.
Pan
- Panning works the same as sluicing, but is slower and drops ore only half the time.
- The pan item now renders the contents more dynamically and has an animation.
Bookshelves
- Bookshelves work similar to the 1.20 chiseled bookshelves.
Lamps
- Lamps use the vanilla model and match the vanilla 'chain' blocks, which are also provided in TFC metal types.
- Blue steel lava lamps burn forever (like in 1.7)
Thatch Beds
- Thatch beds spawn feather particles when fallen on.
- Thatch beds can be configured to work like vanilla beds.
Nest Box
- Now renders the contents inside
Large Vessel
- Glazed vessels have unique textures
Sheet Piles
- Can contain multiple different types of sheet, or sheets of the same type that won't stack.
Ingot Piles
- Can contain multiple different types of ingots, or ingots of the same type that won't stack.
Pot
- Now a separate block (same with grill)
- Performs 'pot recipes', which can be item, fluid -> item, fluid or make soup
Firepit
- Fuel has a cleanliness parameter, with dirtier fuel smoking the fire higher.
Added from Vanilla
- Bells, Chains, Bars (limited metals)
- Lecterns, Signs (wood types)
- Cauldrons (fluids)
Decoration Blocks
- Chiseled stone bricks
- Cracked/mossy bricks
- Mossy cobble
- Candles/Candle Cakes
- Wattle, early game mud/stick dyeable building material
- Mud Bricks (vanilla-ish, requires drying the items by placing them in the sun)
New Devices
- Scribing Table (vanilla anvil GUI-based, for renaming items)
- Composter (makes compost)
Worldgen Blocks
- Icicles
- Calcite
- Sandstone
- Coral
- Mud/rooted dirt
- Groundcover blocks: loose rocks, small ores, twigs, fallen leaves bone, clam, dead grass, driftwood, feather, flint, guano, humus, mollusk, mussel, pinecone, rotten flesh, salt lick, seaweed, stick
- Ice piles: replaces floating/emergent plants in winter
- Snow piles: replaces surface plants in winter
- Magma blocks available in igneous intrusive rock types
Removed Features
- Removed rocksalt, replaced with salt licks in forests and halite ore
- Removed rock type sand, replaced with colored sand tied to rock type
- Removed dry grass, now rooted dirt
New Features
- More base land terrain types (biomes), including badlands, inverted badlands, mountain rivers/lakes, plateau.
- Rivers have current and flow from inland to the ocean, although without changing elevations. This may result in deep canyons or even underground rivers.
- There are more plants, and more plant types, including hanging/twisting vines like vanilla
- There are underwater plants including grasses, kelp, and tree kelp (like chorus plants)
- Edible cattail and water taro roots may be harvested with a knife
- Seaweed is edible if cooked
- Roofs of caves spawn with hardened stone, which doesn't trigger collapses
- Added icebergs
- Added frozen caves, and jungle vegetation caves
- Added volcanoes
- Worldgen follows a plate tectonics simulation
- Added the 'cave update' caves
- Veins spawn with mixed quality (poor, normal, rich) or even mixed with other minerals
- Previously spherical ore veins have more sophisticated shapes
- Deeper ore veins may be richer
- Hot springs can spawn 'inactive' (without water) in geologically dead regions
- In deep ocean trenches, magma hot springs spawn with bubble columns pushing upwards
- Added dead trees, as well as large 'old growth' trees that aren't growable.
- Soil depth is partially based on the slope of the terrain
- World extends from -64 to 256. Sea level is 63.
- Fresh water lakes may occur at higher elevations.
- Most areas have only two rock layers, with the top layer occurring in the mountains
- Igneous intrusive rock types do not spawn in the top layer
- Worldgen automatically simulates collapses and removes/collapses blocks to prevent lag on worldgen time
- Re-added sylvite for use as fertilizer
- Instead of flat placed items, groundcover blocks spawn.
- Fresh water is vanilla water
- Spring water is infinite
Basic Animals
- Some entities are missing, some entities are new.
- A lot of vanilla entities have had tfc versions added (pandas, rabbits, etc)
- Added aquatic mobs, including fish, jellyfish, shellfish, and orcas.
- Added the glow squid as the octopoteuthis, which drops glow ink. Added glow arrows. These entities actually glow in world.
- Squid can vary in size
- Predators/prey/livestock have much more sophisticated AI.
Livestock
- Donkeys/Mules can carry barrels
- Donkeys/Mules render their carried item
- Animals have genetic size
- Animals have sophisticated genetics
- Mules can be female
- Horses can be overburdened
- Livestock drop more based on size/familiarity/attack damage of killer
- Livestock become old based on being used (breeding, milking, shearing) rather than time
- Old horses are slow
- Animals have different food that they take. In general, it is much more broad and some animals eat rotten food.
- Added rats that steal food left in chests.
- Added cats and dogs, with a sophisticated commanding system. They are obtained from wolves/ocelots
Player
- Grass and snow slow the player.
- Added the exhaustion effect, for when you have 1 heavy/huge item. The overburdened effect is for having two.
- Heavy/huge blocks can be moved in minecarts (eg. barrels, anvils)
- Players lose thirst faster in hot regions.
- Skills are removed. See the prospecting, animals, forging, and crops sections for the replacement mechanics.
Mining
- Horizontal support beams support a 9x5x9(xyz) area
- Horizontal beams can be placed at any height instead of requiring at least three vertical supports.
- Collapses work differently. There are three categories of blocks: triggering, starting, and collapsing blocks.
- Ores can trigger, collapse and lose quality.
- Chiseled (smoothed) blocks can collapse.
- Particles drift down from unsupported collapse starting blocks.
Forge
- Forging bonuses apply to tools which are smithed using close to the fewest number of moves. Even poorly forged tools are better than cast tools.
- Small vessels keep internal track of their metal contents, allowing for alloying via melting ores in the forge and catching them in a side slot.
- Can pour one type of metal into a vessel holding another type
- Vessels will not allow access to items in their inventory if too hot
- Flux is available from some sea creatures
Prospecting
- False negative chance depends on the tier and quality of the tool.
- Prospecting results count only one quality of ore if in a mixed vein.
Recipes
- Too many to list.
- Bleaching/dyeing is cheaper (125mB -> 25mB)
- Many new vanilla items are craftable (eg. spyglass)
Spreading
- Plants spread to neighbors instead of in the spring
- In some areas, grass can respawn loose rocks.
Trees
- Trees drop leaves/sticks on the ground in the fall and when broken.
- Some trees change fall colors in the fall.
- Trees with more leaves drop fewer saplings per leaf but roughly the same per tree.
- Dead and fallen trees may spawn.
Gems
- Gem grades have been removed
Misc
- Hot items render a bar showing their heat level.
- Eggs render a bar showing their hatch progress.