This update brings several new animals, especially in warmer climates! Happy hunting!
Changes
- Added Gazelles, spawning in tropical plains.
- Added Bongos, spawning in tropical forests.
- Added Caribou, spawning in tundras and taigas.
- Added Peafowl (Peacocks and Peahens), spawning in subtropical regions.
- Added Wildebeest, spawning in tropical plains. This is one of our new 'ramming' mobs, like a boar.
- Added the Tiger, a tropical forest feline predator.
- Added the Hyena, a tropical plains predator. Hyenas hunt in packs, like wolves.
- Added colored windmill blades. Enjoy!
- You can no longer drink when full. (#2557)
- The 'ghost block' renderer has been updated. Currently only some blocks work with it, however.
- The kaolin clay texture has been desaturated.
Fixes
- Fixed fish subtitles being incorrect.
- Made kelp flower blocks destroy themselves less often during worldgen. More fixes are pending for this.
- Fixed an internal bug involving some fluid particles theoretically lasting forever
- Fix crankshafts crashing the game when placed against a gearbox (#2564)
- Fix a small vessel exploit (#2558)
- Fix disabled slots in GUIs drawing underneath the items that cannot be accessed.
- Fix the knapping UI resetting when resizing the window. (#2563)
This update is the first adding a mechanical-power system to TFC! This has been something we've wanted for quite some time, and has drawn inspiration from Better Than Wolves, TFC+, and others. Hope you enjoy hooking up that Quern to automation, finally!
Added
- Added Water Wheels, Windmills, Axles, Gearboxes, Encased Axles, Clutches, for each TFC wood type.
- Querns can be connected to a rotating axle to automatically grind.
- Added a Crankshaft, which can be connected to a bellows to automatically woosh.
- Added Steel Pipes and a Steel Pump, capable of moving multiple source blocks of water, salt water, and spring water.
- Added the Trip Hammer, which can be used to automatically work some items on an Anvil.
- Added new pages to the Field Guide explaining how to use all the new mechanics.
Changed
- Removed crafting recipe and advancements for the vanilla bucket
- Blue and red steel buckets can no longer move sources, and both can carry lava and water-like fluids.
- More ore vein tweaking, indicator rarity tweaking.
- Surface veins are largely less common across the board; deeper underground veins were less touched.
- Sulfur now exclusively spawns near lava.
Fixes
- Fixed many inconsistencies between salt water and fresh water due to the new Forge Fluid API (#2542)
- Fixed bubbles not appearing when you bobbed in salt wate
- Fixed the "enter water" sound being played while moving between salt water and fresh water - this fixes fishes in rivers being annoyingly noisy.
- Fixed being underwater in salt water having a different fog effect and no ambient sounds.
- Fixed salt water pushing stronger than fresh water.
- And others...
- Fixed many cases where sandwiches, soups, or salads were not stackable, despite being crafted in similar/identical situations
- Fix meal items in JEI showing a "Never Decay" tooltip, possibly leading to confusion (#2560).
- Fix compatibility issue with mods doing weird things during creative tab setup.
- Fix a conflict with Patchouli versions >81
- Fix some field guide typos.
Changes
- Update Forge version requirements:
- Restrict to [47.1.3, 47.1.5], as a bug in newer Forge versions causes animals not to spawn (#2556)
- Allow 47.2.6+, after testing that both issues in Forge that affect TFC have been fixed.
- Ivy is no longer climbable, as it is now a creeping plant rather than a vine.
- Added more randomly selected models for placed sticks
- Fallen leaves from conifer trees will now always be brown
- Allow ocean plants to generate in salt marshes.
Fixes
- Fix some TFC fluids being invisible
- Fix knapping mossy rocks showing a missing texture.
- Fix javelin throwing damage being small or zero. Updated the tooltip.
- Fixed some cases where a full block of fallen leaves wouldn't immediately turn into a leaf block.
Changes
- Add Bell Peppers. These are a pickable crop, meaning they can be harvested before being fully grown, without destroying the crop
- Add "Mossy Loose Rock"s as seperate blocks, rather than model variants. They spawn in >250mm rainfal areas.
- Tweaks to ore vein generation balance. This is still a work in progress, and feedback is welcome. Broadly speaking, copper should be more common, iron, gold should be less common.
- Update various translations from their most recent updates in 1.18
Fixes
- Fix wooden bucket item not showing the fluid color correctly (#2541)
- Fix Barley grain having no saturation
- Fix missing line in the Climate screen
- Fix "Average Temp: null" in the Climate screen
- Fix placement issues with barrels, barrel racks
- Fix breaking a barrel in a rack not dropping the barrel
- Fix a preservation exploit
- Fix various fluid interaction specifics (technical explanation: we are in the process of migrating from the
#minecraft:water
tag towards fluid API, if it can be done without compromising functionality) - Fix dead torches emitting lit particles (#2550)
- Fix firestarters deleting blocks that aren't flammable when trying to place fire (#2549)
- Fix TFC death messages not being localized correctly (#2546)
- Fix rain particles falling through thatch and leaves.
- Fix simple pot recipes linking fluid inputs as outputs.
- Fix boulders spawning on top of water
- Fix torch items being extinguished by air (#2554)
A small collection of fixes, and some important ones. If you were experiencing crashes, they are likely due to either (1) Not having Patchouli, or having (2) a too-new version of Forge / NeoForge which has a bug causing crashes with TFC. With that said, on to the changes:
Changes
- Add pumpkin chunks and melon slices, and allow jarring of both
- Added a new main menu panorama image.
- The previous version had some incorrectly marked dependencies. To clarify:
- Fix conflict with Rubidium/Embeddium, where river water did not blend with other water. (#2536)
- If you are seeing brown water, this is a bug in Rubidium/Embeddium, please update that mod.
- Fix untranslated rock type tooltips (#2537)
- Fix fallen leaves having collision boxes
- Fix mud blocks not having mud sounds
- Fix pit kilns, charcoal piles sometimes being set on fire and deleted, and not working
- Fix player-placed logs (and fallen trees) being treated as natural logs, causing stone axes to be inefficient on them
- Fix cooked fishes missing decay/nutrition
- Fix breaking a barrel with a rack not dropping the barrel
- Fix the gem saw not performing the "Saw" operation while glassblowing
1.20.1 Release!
This is the first version of TerraFirmaCraft 3.x, targeting Minecraft 1.20.1, and should be compatible with both Forge, and NeoForge 47.1.3. We started this port on June 24, 2023, and after nearly half a year, many tweaks, changes, and new features later, we are happy to release this new iteration of TFC for you all to enjoy!
We have - once again - taken the opportunity of a changing Minecraft version to make a number of big, and small changes. As such, this change log will be a bit massive, but hopefully it gives a scale of everything that we've been hard at work on (and it unfortunately, certainly, won't be comprehensive).
That said, thank you to all that have contributed to TFC, and without further ado, here is what's new!
Major Changes
World Generation
- World generation has had a revamp (again!) This update has focused largely on bringing more interesting continent shapes, more biome variety, and more predictable exploration to your world.
- The world now generates in continents! These can be many kilometers across, but should be more interesting to explore, and more biome variety - from mountains to marshes - should be present.
- A number of biomes got overhauls or work done on them - Salt Marsh, Highlands, and Tidal Flats were added, and Lowlands and Beaches / Shores were significantly reworked. Mountains got a bit rockier, and rolling hills got a bit boulderier
- Tree generation was improved, with lots of new features:
- Dead and submerged trees can spawn in Lowlands, swamp-like areas
- Many tree shapes have been improved to better reflect their real-life inspiration.
- Added mangrove trees, which spawn in salt water marshes.
- Added Krummholz trees (dead, stunted trees grown in high altitude regions).
- And lots of other tweaks of spawning conditions, tree shapes, decoration, and foliage coloring.
- Many new plants were added, tweaked, or their generation was tweaked.
- Rivers have had some TLC done, improving the variety of shapes, shores, and widths.
- In addition to river shores, beaches have gained more decoration, tidepools, and sea urchins.
- Rock layers and ore spawning has had significant reworks:
- Rock layers are more predictable, both in where (horizontally) they spawn, and in what layers they spawn in. Looking for Marble? You'll very likely find it underneath a layer of surface Limestone!
- Ore generation was rebalanced around these new layers. This is still fairly tentative on the balance front and might be updated later, but the general idea has been to refine where certain ores spawn:
- Kaolinite has been removed as an ore, and instead generates in clay-like deposits in higher altitude biomes
- Graphite is found in metamorphic rocks, which you'll have to locate under specific sedimentary rocks
- Tin is found high up in uplift mountains
- Sulfur is found near lava level, but is very common around lava lakes
- Nickel is found deep underground, which will some deep mining to obtain.
- And much more...
Mechanics
- Added a comprehensive glassworking and glassblowing mechanic!
- Glassworking is used to produce glass of many colors, through different recipes, blowing, and pouring
- Glass can be used for lamps, glass bottles (which can be used to drink from!) or other devices.
- Added a Gem Saw which is able to break and obtain glass blocks
- Added Jars! These can be used to preserve fruit, and create Jams. Jams can be used to create a different type of Sandwich.
- Jars can be stored on bespoke shelves.
- Added double ingot piles! This also comes with a substantial improvement to ingot pile rendering performance - meaning ingot piles are no longer FPS sinks! Pile those ingots sky high!
- Bowls can be placed, and used for steps in glassworking, storing powder, or salting meat
- Tree chopping had an overhaul, meaning trees now don't merge into mega-trees when cutting them down with an axe.
- As always, updated the Field Guide with new information, including the online version which can now select which Minecraft version you are viewing.
Other
- Lots of ambience and other visual improvements have been introduced! To list just a few:
- Some days will be windy, with particles blowing around
- Rivers generate bubbles and other water particles which flow with the current
- Many processes (barrels, firepit and pot, etc.) have had particles or other little atmospheric improvements
- Lots of blocks have had their texture or model updated. Raw rock in particular, with some rock being orientable (like vanilla Basalt or Deepslate).
- Many improvements to animals, various different animation changes, fixes, and other improvements.
- Boars and Mooses are less "neutral", and may charge at you similar to vanilla goats if provoked.
- Updated a lot of animal AI across the board.
- Added many new vanilla style blocks from recent updates, such as hanging signs, chest boats, tree and muddy tree roots.
- Added palm "mosaic" blocks.
- Added goat horn knapping.
- Added Frogs
- Added Artist's Conks
Changes
- Fix a texture error in the Powder Keg screen which manifested itself with certain resource pack setups (#2529)
- Fix the "Found X" messages using a translation key generation which broke for some mods (Greg Tech) (#2528)
- Update
uk_ua
localization (#2523) - Implement
toJson()
for Ingredients, for any data-generator or pack-maker needs (#2531) - Fix the
enableTimeStopWhenServerEmpty
config option (#2513) - Fix Piglins taking but not giving anything for TFC gold ingots (#2400)
- Add
pl_pl
localization, thanks totalerzyk
from Discord. - Fix a preservation exploit involving barrel racks.
- Fix some issues with mobs not being able / being ineffective at pathing up single block jumps. Note that this fix only applies to new, not existing, mobs. If you want to apply this fix to existing mobs, you can run some variant of the following command:
/data merge entity @e[limit=1, sort=nearest, type=tfc:grizzly_bear] {Attributes:[{Name: "forge:step_height_addition", Base: 0.5}]}