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Differences from 1.12

Gaelmare edited this page May 15, 2023 · 2 revisions

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.

Farming

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.

Devices

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.

New Blocks

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

Worldgen

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

Entities

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

Mechanics/Balance

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.
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