Jiro_89
19th July 2014, 19:15
Build 79 is here Oct 05 2014 10:14 PM | Bioxx (http://terrafirmacraft.com/f/user/2-bioxx/) in Articles (http://terrafirmacraft.com/index.html/_/articles/)
This is a very long changelog and I'm sure that I've missed a lot.
Please be aware that the wiki is now outdated in many areas and will take some time to reflect all of the new changes.
Full changelog after the jump.
TFC 0.79.0 Changelog
IMPORTANT
Minecraft 1.7 is known to have very bad lighting calculations which are exacerbated by TFC’s 256 height worlds. As a result, minecraft may run very poorly with TFC installed. To fix this and many other issues with minecraft performance it is highly recommended that you use FastCraft by Player (http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820) . This mod is optional and can be run by both a server or client to correct issues with vanilla code.
Rewrote barrels into a much more useful and user friendly block. Barrels now contain two tabs, one for liquid storage and one for solid storage. The liquid storage interface is very similar to the old barrel UI from 78 but now provides better information when processing items inside the barrel. Additionally, TFC barrels function as a Liquid container for any forge liquids from other mods (Hooray compatability!). The solid storage tab is only available if there is no liquid in the barrel. Similarly if the player places more than one item in the barrel, the liquid tab is disabled.
Added Large Ceramic Vessel that acts as a lower tech version of the barrel in all respects. It can only hold 5000mb of liquid which is half the capacity for the normal barrel and only has 9 slots for solid storage instead of 12. As mentioned before, the tech level is lower which means that some recipes like alcohol simply aren’t available until you have a barrel.
Added capacity for wearable objects. At this time we’ve opted to start slowly with only items that are carryable on your back. If you have an item in your inventory that has been marked as too heavy for normal carrying, you will be unable to move until the item is removed or it is placed on your back. These items will render correctly as though you are carrying it. Examples of carryable objects would be sealed barrels and anvils.
Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface. Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types. Salads on the other hand are your basic meal and are incredibly easy to create.
All foods now have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.
When players make meals they want to get the taste profile of the meal to match the taste profile of whomever is going to consume the meal as closely as possible because this increases both the satisfaction(which makes food last longer) and the nutritional value of the meal for that player(I’m aware this isn’t realistic please don’t make threads about it).
All foods have a base taste profile which is then modified by various factors. In the case of animals, the modified taste is random(I want to expand upon this to make it more controlled in the future). When it comes to crops however, the modified taste value is directly influenced by the environment in which it is grown and can be controlled by the player (Again I want to expand upon this in the future to make it more transparent).
When making a meal, all of the tastes are added together to determine the taste of the meal. This is pretty straight forward.
Completely changed the way in which animals are tamed. Gone are the days when a few bones are enough to create a wolf army.
Instead of being tamed with a bone, wolves will only follow players
All wolves will sit if tied to a fence post and stand if tied to a player
All animals now have a familiarity value which needs to be increased
Familiarity can be increased by performing a particular action at least once a day
for wolves, this means shift-right clicking to pet them
for cows, sheep, chickens, and pigs this means feeding them grain
for bears, this means feeding them fish
for horses, this means feeding them grain, however after a certain point, the horse will no longer become familiar this way, and instead will only become familiar by riding it for an average of 30 seconds per day
for deer, this means feeding them salt
Certain familiarity levels are required to interact with animals in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals
Familiarity will decrease slightly each day if it hasn’t reached a certain level and you haven’t interacted with the animal
Familiarity has a set cap after which it can no longer be increased in adult animals. Baby animals can always increase their familiarity, and do so much faster than adults.
Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it
Adjusted pregnancy times for animals and the length of time for them to reach adulthood:
Bear*: gestation time: 7 months. Adult age: 60 months
Chicken/Pheasant*: Adult age: 4.14 months
Cow: gestation time: 9 months. Adult age: 36 months
Deer*: gestation time: 7 months. Adult age: 24 months
Horse: gestation time: 11.17 months. Adult age: 30 months
Pig: gestation time: 3.7 months. Adult age: 15 months
Sheep: gestation time: 5 months. Adult age: 12 months
Wolf: gestation time: 2.25 months. Adult age: 9 months
[* Animal currently can’t be bred]
Deer, bears, and wolves are now considered wild, and will despawn and respawn.
Any animal that has been roped at least once won’t despawn, in case you want to keep them around
Added name tag crafting recipe: marking, paper, string
Right-click a name tag to give it a name
Fishing has been rewritten to provide a much more rewarding experience.
Hold right click to charge the fishing rod when casting
Reel in the bobber by right clicking
When a fish bites onto the line, try to reel it in without letting the line snap
Added Prospecting and Butchering Skills.
Leveling up your prospecting skill will cause less false negatives to occur. It also has a role to play in panning for ores, causing higher tier ores to be available to find. Example: Reaching Adept level unlocks silver to be found from panning.
Butchery skill is gained when killing any animal. As this increases, more meat will drop from animals that are killed. As a result of this, the amount of meat dropped at low levels is drastically reduced. With no skill in butchery, only 1% of current amounts will drop as usable meat to simulate the players lack of knowledge about general animal anatomy.
Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information.
Added weather and time based fog effects where fog will close in during inclement weather or early in the mornings.
Overhauled Jungles so that they are no longer barren and just plain terrible. Ground shrubs and vines once again inhabit these regions.
Condensed support beams into a single item and totally rewrote how they are placed in the world. Horizontal beams can only be placed between two vertical beams and can not be placed individually anymore. If any horizontal block breaks, the entire beam will break causing the ceiling to lose support. The changes to rock were made to encourage the use of these blocks more.
Reduced the hardness of all raw stone blocks to allow for easier mining. Increased the rate at which raw stone collapses to make tunneling far more dangerous. Raw stone also reacts to stone being broken in a larger area to prevent certain ways to get around this mechanic. Smooth Stone and Stone Bricks have had their hardness increased greatly to make them a more defensive material.
Reduced the hardness of player placed logs to make using logs a more attractive option in building.
Updated sluice rendering. The sluice was the very first minecraft block that I ever created and its age showed. The block has received a visual overhaul even though its basic mechanics have not changed at all. In a future hotfix/build I will update it once again to show the type of wood from which it was made.
Torches now burn out after roughly 48 in game hours. They can easily be relit by right clicking them with a torch in your inventory. Additionally you can create new torches by right clicking on a placed torch with a stick. This is not as efficient as creating them in a firepit but is useful when on the move.
Rewrote how charcoal pits are created. They’ve finally reached my original vision. Firepits are no longer needed for the creation of charcoal(this was always weird right?). Instead after creating your pile of log piles and covering it over, you drop a torch on top of any logpile. After a few seconds, the torch will disappear and that logpile will mark itself for charcoal creation. It will then propagate this to all log piles that it touches. At this point it should be fully covered over lest the whole thing burn up.
Rewrote and reenabled armor stands.
Added loom for cloth creation.
Place string on the loom with right click. (16 wool yarn or 24 spider string)
hold shift-right click once full to begin to weave the threads together
once the loom stops operating, right click to remove your cloth
silk and wool can be used interchangeably to make carpets, beds and paintings
Baby zombies have been disabled. Zombie reinforcements are now correctly TFC variants instead of vanilla.
Thatch blocks are no longer a solid block. They’ve been redesigned to more correctly match their intended purpose as an early game roofing material. We feel that with the changes to the chopping speed of placed logs, this will have a positive effect on the way players interact with the world. As it was, thatch was an incredibly cheap magic block much the same way that peat used to be.
Skills now properly sync to the player upon respawning.
Added Smoke racks for smoking and drying foods. The food must first be brined in... you guessed it Brine. This is a combination of 10% Vinegar and 90% Saltwater. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.
Added shears recipe to the anvil. This is created with two wrought iron knife blades.
Added wrought iron grill for cooking up to 6 food items at once.
Very heavy modifications to worldgen.
Overall, oceans should be smaller than in 78.
Added Lake biomes full of fresh water.
Added gravel beaches straddle rocky/hilly areas and oceans
All beaches are now relatively flat and only 1-3 blocks above sea level. They are also feature stone cliffs between them and their neighboring land biome which simulates tidal erosion. I think this is an incredibly beautiful feature. i hope you guys like it as much as I do -B
Crops now properly check for sky access as they grow. Sorry guys, no more underground farms.
Berry bushes can now only be placed on grass. They can now be left clicked to harvest them when in season. Enabled Cranberries.
Added metal trapdoors which are made by combining any metal sheet with any metal ingot. The sheet will determine the color of the door, and the ingot will determine the color of the hinges. these trap doors can be placed facing any side of a block.
State of the Mod 9/8/2014
Sep 08 2014 07:59 AM | Bioxx (http://terrafirmacraft.com/f/user/2-bioxx/) in Articles (http://terrafirmacraft.com/index.html/_/articles/)
This is going to be another long one. See what's new after the jump.
So I missed my unannounced self imposed deadline of early August kinda badly. Sometimes you know exactly what you want the finished feature to look like but when it comes down to implementing it you begin to realize that you didn't think of everything initially and it will be a lot harder than you thought. Such is the case far more often than we'd like but there's not much you can do about that besides try and power through it which doesn't always work out well. Regardless, we're committed to getting 79 out ASAP.
Dunk has been busy rewriting a lot of his old code so that I will stopping having to crack the whip at him about #dunkcode http://terrafirmacraft.com/f/public/style_emoticons/default/angry.png. As a result we have some simpler, prettier, and faster code for various dunk blocks http://terrafirmacraft.com/f/public/style_emoticons/default/biggrin.png. He's currently working on re implementing the armor stand in a way that it should cause far less problems than before.
I'm currently jumping around a lot from feature to feature tweaking things to various degrees. All the while I'm still working on all things taste, meals, and cooking. Most recently I've rewritten how food is cooked all together into a system that more closely resembles actual cooking (I'm spending way more time on cooking stuff than I ever imagined). As a result all foods now can be cooked to varying degrees. Keeping steak on the fire will start to make it char and turn black which affects the taste as it cooks more and more (But maybe you like your steak burnt to a crisp, yucky). As announced on Twitter, the type of fuel that you're cooking with will also affect the taste of food as well. Even pickling and salting have an effect. Right now my biggest issue going forward is balancing all of the taste numbers and making sure that it all works right.
On that note, recently added is the ability to pickle fruits, vegetables, and meat to extend their shelf life. The bonus from this is similar to salt, providing a 0.5 multiplier to base decay rate. This is multiplicative with salt so Pickled Salted Venison would last 50% longer than Salted Venison does in 78. Along with the pickling comes the ability to store pickled foods in a container full of vinegar to prolong shelf life and drastically reduce environmental(temperature/humidity) related decay.
That leads me to Large Vessels and Barrels. Since I first implemented Pottery many builds ago, I've always intended to add a large version of the Vessel that would operate similarly to Barrels as a storage medium that you didn't generally carry with you. Until now, I wasn't really sure how I wanted to do it. However thanks to my rewrite of the very messy barrels everything became orders of magnitude easier to accomplish. On that note, something that I thought I'd mentioned in a previous SotM but apparently failed to do is that Barrels now operate as either a solid storage medium OR liquid storage. By utilizing the Forge Liquid Dictionary our barrels can hold 10000mB and 5000mB in Large Vessels. Alternatively barrels and large vessels can hold up to 12 or 9 itemstacks respectively.
Because we don't want these to become simple inventory expanders like how small vessels are used we have started to create a system for equippable objects. There is currently no UI as the system will not be completed in 79 and will instead be expanded upon as needed. For now the only slot is for the players back and we'll continue to use the slot as seen in 78. As a result, blocks which we deem to be superheavy will require being equipped on the players back in order to move. Holding any of these items in your inventory will cause a message to appear warning that you are overburdened and you will be unable to move while it remains. With that said, I want to make sure that these mechanics remain easy to use and not more of a burden than necessary for gameplay purposes, so Empty barrels and vessels will not be considered equippable and will not overburden the player. Did I mention that these objects will render on the player's back? (http://i.imgur.com/NQ3dqn3.png)
Lest I forget, there is a very simple yet controversial change coming as well. If you don't follow me on twitter then brace yourself. Torches will now burn out and cannot be recovered after 48 hours in game. Having said this, I have to address the the very first question that everyone with a keyboard will want to ask which is, "Is there a permanent light source coming as well?". The answer is both yes and no. Currently there are no plans for a lantern in 79. There are however plans for one later on.
For far too long torches have been an easy escape from the perils of the dark. After a little while, large sections of the map turn into torch forests, and this to me has always been a major flaw with the core MC design. As a result, I want to see what happens when this escape is lost.
To compensate for the increased need for torches, I've made torch lighting 4x faster. Additionally torches can now be created by right clicking a placed torch with a stick in your hand, although this is not as efficient as making them in a firepit. Keep in mind that this torch change can be toggled in your configs.
Torches now have another very important role to play in your life as well. In B79 charcoal pits are no longer lit from the bottom via firepit but from the top instead by dropping a torch on top of a logpile. After a few seconds, the logpile with catch fire and this will propagate to all other logpiles that are touching. As a result, our charcoal code is extremely simple compared to the past (hooray less bugs!). This finally brings charcoal pits in line with my original vision when I first implemented them in Beta 1.
I'm sure that there is more that I want to put here, but for right now these seem like the most important bits. As you can see 79 is shaping up to be a monster, but hopefully a friendly one. As for a release date, I can certainly say that we are far closer than we were last month. As usual I have a release date in mind which I wont be saying publicly. Here's hoping that we can hit it this time http://terrafirmacraft.com/f/public/style_emoticons/default/smile.png
Edit: You forgot to plug our twitters! Follow us @TFC_Bioxx (http://twitter.com/TFC_Bioxx) and @TFC_Dunk (http://twitter.com/TFC_Dunk) for news, updates and images about development in progress! -Dunk
State of the Mod 8/13/2014
Aug 13 2014 12:34 AM | Bioxx (http://terrafirmacraft.com/f/user/2-bioxx/) in Articles (http://terrafirmacraft.com/index.html/_/articles/)
So it's been a month since the last state of the mod so I figure its high time for another update. I am going to try and do these each month from now on if I can remember, wish me luck!
In the past month there has been a bit of work done to polish various areas and yet there hasn't been a lot accomplished in others. The basics for the new taste stuff that was mentioned in the previous SotM has been implemented as well as some more Quality of Life stuff for us behind the scenes when it comes to food, but most of the new meal type stuff hasn't even been started.
It mostly comes down to me knowing what I want to do but not being sure how I want to present it. This includes everything from block/item art to gui layouts. As a result, some of the new meals may be delayed out of 79 entirely. It depends on what I can come up with in the near term.
As for 79 in general, it is in a pretty stable state. We've managed to close a lot of 1.7 related bugs that had been nagging at us as well as getting SMP working proper. Right now we are still on 1.7.2 but I expect to move to 1.7.10 before release which should not be a big process in all likelihood.
I know everyone is anxious to get to get their hands on 79, and I'm anxious to get it to you guys so I'll keep trying to push myself to knock out some of these features. Stay with us. We're getting there.
Source: http://terrafirmacraft.com/index.html/_/articles/state-of-the-mod-8132014-r52
State of the Mod 7/9/2014
-The latest article from Bioxx about the next update.-
Ok, so now that global celebrations for the day of my birth are over with, I've decided its about time for a State of the Mod. This will be a bit lengthy so click the article to get the full story.
My extreme bouts of laziness aside, we've actually gotten a fair amount of work completed. Thanks to Emris_Morath, while we were polishing Build 78 with the many patches, he was maintaining the 79 branch and doing an extremely large chunk of the 1.7 porting process(renaming stuff) for us. As a result, when work was permanently switched to 79 we were mostly done with the port.
As for new content in 79, I can announce that rock-specific gravel has been added finally as well as a layer of gravel throughout most of the world as part of the soil generation. Along with this comes drainage maps which ultimately just determine how much gravel there is in the soil layer vs dirt. This is important because another new map -the soil pH map- is used for crops along with the drainage (which is calculated by scanning beneath the soil for gravel which means that players can affect this). The two of these combine with other things to create a much more sophisticated crop management mechanic.
Now before I go into this next mechanic, I want to point out that any of this is subject to change as we are still in the experimentation phase with this.
The entire point of the above mechanic is to influence the next mechanic: food taste. Each and every food item will have tastes associated with it based upon the 5 flavors which the human tongue can detect which are Sweetness, Sourness, Saltiness, Bitterness, and Savoriness. Each player will have his or her own unique preferred tastes which are determined by your username and the world seed. This means that creating a meal which contains Steak, Potatoes, Cheese, and Blueberries O.o may be perfect for you but may not be for someone else because the combined flavor profile doesn't closely match their own.
But this is alright, as the worst that would happen for them is that the food wouldn't be as useful for satiating their hunger. On the flip side, the more closely that the flavor profile matches your palate than the more effective the food is at providing filling and nutrition. I see this as a psychological effect and it ranges from 80% effectiveness for bad meals up to a 130% bonus if the flavor profile is exact.
I should also point out that figuring out your own or another person's taste palate will be based off of your skill rank in cooking with each rank providing more exact information. More on Skill Ranks later.
Now we come full circle back to the crop growth mechanic change that I mentioned earlier. The various attributes of the soil such as soil type(granite/rhyolite/etc) of the topsoil that you worked with the hoe as well as the soil beneath that, the soil ph, and the drainage of the farm plot all come together to affect the resulting flavor profile of each crop in different ways. This now means that tomatoes grown in one place wont exactly match the tomatoes grown elsewhere, unless you want them to.
Because of these new features, each tomato plant harvested could potentially provide tomatoes with different flavor profiles and you would expect them to be unable to stack because of the NBTTags that are on each of these items. However what we've decided to do is when you attempt to stack a food it will convert the entire stack to the default flavor profile for the food(which may not be a bad thing) or it will keep the flavor profile as long as the profile is the same for each item entering the stack.
At this point, I've gone far more into these mechanics than I'd originally intended but that's ok since it's been a while since I've done one of these. Some of you may be thinking that this makes food incredibly complicated, and to a degree it does, but choosing to ignore all this new taste stuff is still perfectly acceptable since there is only a maximum of 20% loss in the effectiveness of food due to the new changes. This 20% is less of a penalty to me than it is a re-balancing of food in general.
The last bit that I am going to discuss in relation to food are the new meals that will be coming. More specifically Soups, Stews, Salads, Sandwiches, and Casseroles. I'm not going to be going into specifics for these as that is probably another 5 or 6 paragraphs so I'll just list some quick info:
Soups allow you to stretch your limited resources by adding a liquid base to a small amount of each ingredient thereby giving you filling but with a lack of major nutritional value.
Stews take longer to cook and must be done more delicately but use a larger amount of ingredients and less liquid to create a nourishing meal.
Salads are the easiest and fastest meal to make and will be roughly equivalent to the meals that exist already in TFC. The main problem with them will be that they decay faster than the other meals which makes them poor for traveling etc.
Sandwiches will require bread slices and a few non-grain fillers. The main bonus of sandwiches will be that they provide bonus filling, can be eaten completely in a single use(they'll probably provide around 9oz of filling before the bonus), and can potentially provide all 5 food groups of nutrition.
Casseroles will allow for the largest amount of food to be cooked at a time and can use up to 6 ingredients. But they will need to be cooked in an oven and take time to prepare.
Now I get to the promised Skill Ranks. One of the things that I really wanted to do when starting 79 is to polish some of the new UIs as they were put in place rather quickly and without much thought. Those of you who follow me on twitter (and if you don't you should) will have already seen this image pic.twitter.com/uRWj4xKnAG (http://t.co/uRWj4xKnAG). As you can see, gone are the ugly, vague numbers- now replaced with pretty skill bars and ranks. Ranks include Novice, Adept, Expert, and Master. Some (but not all) skills will be tied directly to the ranks, for example cooking will give you more informative information on the taste profiles of food. Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers. In these cases, the rank is still useful as it gives a pretty good idea of how much your skill is affecting the objects that you create.
Now to wrap up the rest of the new. So far, we have new sound effects for several animals as well as ambient sounds such as frogs, crickets, birds, etc. I completely rewrote the way in which barrels function so that they can be used for solid storage of items as well as compatibility for forge liquids. Kitty did quite a bit of work to add forge ore dictionary back to TFC after its incredibly long hiatus. She also added in a much requested file with extensive options for adjusting numbers in TFC that never before existed (I'm sure that server owners will be thrilled).
I'm sure that I've missed a few things and there is without a doubt more to come before all is said and done, but I wanted to reach out and let you guys know that we're still working and making progress, especially to our recent wave of new fans who may not be used to our development pace. Be sure to let us know what you think and follow us on Twitter for the occasional sneak peak! @TFC_Bioxx (https://twitter.com/TFC_Bioxx/) and @TFC_Dunk (https://twitter.com/TFC_Dunk/)
Source: state-of-the-mod-792014-r51 (http://terrafirmacraft.com/index.html/_/articles/state-of-the-mod-792014-r51)
This is a very long changelog and I'm sure that I've missed a lot.
Please be aware that the wiki is now outdated in many areas and will take some time to reflect all of the new changes.
Full changelog after the jump.
TFC 0.79.0 Changelog
IMPORTANT
Minecraft 1.7 is known to have very bad lighting calculations which are exacerbated by TFC’s 256 height worlds. As a result, minecraft may run very poorly with TFC installed. To fix this and many other issues with minecraft performance it is highly recommended that you use FastCraft by Player (http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820) . This mod is optional and can be run by both a server or client to correct issues with vanilla code.
Rewrote barrels into a much more useful and user friendly block. Barrels now contain two tabs, one for liquid storage and one for solid storage. The liquid storage interface is very similar to the old barrel UI from 78 but now provides better information when processing items inside the barrel. Additionally, TFC barrels function as a Liquid container for any forge liquids from other mods (Hooray compatability!). The solid storage tab is only available if there is no liquid in the barrel. Similarly if the player places more than one item in the barrel, the liquid tab is disabled.
Added Large Ceramic Vessel that acts as a lower tech version of the barrel in all respects. It can only hold 5000mb of liquid which is half the capacity for the normal barrel and only has 9 slots for solid storage instead of 12. As mentioned before, the tech level is lower which means that some recipes like alcohol simply aren’t available until you have a barrel.
Added capacity for wearable objects. At this time we’ve opted to start slowly with only items that are carryable on your back. If you have an item in your inventory that has been marked as too heavy for normal carrying, you will be unable to move until the item is removed or it is placed on your back. These items will render correctly as though you are carrying it. Examples of carryable objects would be sealed barrels and anvils.
Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface. Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types. Salads on the other hand are your basic meal and are incredibly easy to create.
All foods now have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.
When players make meals they want to get the taste profile of the meal to match the taste profile of whomever is going to consume the meal as closely as possible because this increases both the satisfaction(which makes food last longer) and the nutritional value of the meal for that player(I’m aware this isn’t realistic please don’t make threads about it).
All foods have a base taste profile which is then modified by various factors. In the case of animals, the modified taste is random(I want to expand upon this to make it more controlled in the future). When it comes to crops however, the modified taste value is directly influenced by the environment in which it is grown and can be controlled by the player (Again I want to expand upon this in the future to make it more transparent).
When making a meal, all of the tastes are added together to determine the taste of the meal. This is pretty straight forward.
Completely changed the way in which animals are tamed. Gone are the days when a few bones are enough to create a wolf army.
Instead of being tamed with a bone, wolves will only follow players
All wolves will sit if tied to a fence post and stand if tied to a player
All animals now have a familiarity value which needs to be increased
Familiarity can be increased by performing a particular action at least once a day
for wolves, this means shift-right clicking to pet them
for cows, sheep, chickens, and pigs this means feeding them grain
for bears, this means feeding them fish
for horses, this means feeding them grain, however after a certain point, the horse will no longer become familiar this way, and instead will only become familiar by riding it for an average of 30 seconds per day
for deer, this means feeding them salt
Certain familiarity levels are required to interact with animals in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals
Familiarity will decrease slightly each day if it hasn’t reached a certain level and you haven’t interacted with the animal
Familiarity has a set cap after which it can no longer be increased in adult animals. Baby animals can always increase their familiarity, and do so much faster than adults.
Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it
Adjusted pregnancy times for animals and the length of time for them to reach adulthood:
Bear*: gestation time: 7 months. Adult age: 60 months
Chicken/Pheasant*: Adult age: 4.14 months
Cow: gestation time: 9 months. Adult age: 36 months
Deer*: gestation time: 7 months. Adult age: 24 months
Horse: gestation time: 11.17 months. Adult age: 30 months
Pig: gestation time: 3.7 months. Adult age: 15 months
Sheep: gestation time: 5 months. Adult age: 12 months
Wolf: gestation time: 2.25 months. Adult age: 9 months
[* Animal currently can’t be bred]
Deer, bears, and wolves are now considered wild, and will despawn and respawn.
Any animal that has been roped at least once won’t despawn, in case you want to keep them around
Added name tag crafting recipe: marking, paper, string
Right-click a name tag to give it a name
Fishing has been rewritten to provide a much more rewarding experience.
Hold right click to charge the fishing rod when casting
Reel in the bobber by right clicking
When a fish bites onto the line, try to reel it in without letting the line snap
Added Prospecting and Butchering Skills.
Leveling up your prospecting skill will cause less false negatives to occur. It also has a role to play in panning for ores, causing higher tier ores to be available to find. Example: Reaching Adept level unlocks silver to be found from panning.
Butchery skill is gained when killing any animal. As this increases, more meat will drop from animals that are killed. As a result of this, the amount of meat dropped at low levels is drastically reduced. With no skill in butchery, only 1% of current amounts will drop as usable meat to simulate the players lack of knowledge about general animal anatomy.
Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information.
Added weather and time based fog effects where fog will close in during inclement weather or early in the mornings.
Overhauled Jungles so that they are no longer barren and just plain terrible. Ground shrubs and vines once again inhabit these regions.
Condensed support beams into a single item and totally rewrote how they are placed in the world. Horizontal beams can only be placed between two vertical beams and can not be placed individually anymore. If any horizontal block breaks, the entire beam will break causing the ceiling to lose support. The changes to rock were made to encourage the use of these blocks more.
Reduced the hardness of all raw stone blocks to allow for easier mining. Increased the rate at which raw stone collapses to make tunneling far more dangerous. Raw stone also reacts to stone being broken in a larger area to prevent certain ways to get around this mechanic. Smooth Stone and Stone Bricks have had their hardness increased greatly to make them a more defensive material.
Reduced the hardness of player placed logs to make using logs a more attractive option in building.
Updated sluice rendering. The sluice was the very first minecraft block that I ever created and its age showed. The block has received a visual overhaul even though its basic mechanics have not changed at all. In a future hotfix/build I will update it once again to show the type of wood from which it was made.
Torches now burn out after roughly 48 in game hours. They can easily be relit by right clicking them with a torch in your inventory. Additionally you can create new torches by right clicking on a placed torch with a stick. This is not as efficient as creating them in a firepit but is useful when on the move.
Rewrote how charcoal pits are created. They’ve finally reached my original vision. Firepits are no longer needed for the creation of charcoal(this was always weird right?). Instead after creating your pile of log piles and covering it over, you drop a torch on top of any logpile. After a few seconds, the torch will disappear and that logpile will mark itself for charcoal creation. It will then propagate this to all log piles that it touches. At this point it should be fully covered over lest the whole thing burn up.
Rewrote and reenabled armor stands.
Added loom for cloth creation.
Place string on the loom with right click. (16 wool yarn or 24 spider string)
hold shift-right click once full to begin to weave the threads together
once the loom stops operating, right click to remove your cloth
silk and wool can be used interchangeably to make carpets, beds and paintings
Baby zombies have been disabled. Zombie reinforcements are now correctly TFC variants instead of vanilla.
Thatch blocks are no longer a solid block. They’ve been redesigned to more correctly match their intended purpose as an early game roofing material. We feel that with the changes to the chopping speed of placed logs, this will have a positive effect on the way players interact with the world. As it was, thatch was an incredibly cheap magic block much the same way that peat used to be.
Skills now properly sync to the player upon respawning.
Added Smoke racks for smoking and drying foods. The food must first be brined in... you guessed it Brine. This is a combination of 10% Vinegar and 90% Saltwater. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.
Added shears recipe to the anvil. This is created with two wrought iron knife blades.
Added wrought iron grill for cooking up to 6 food items at once.
Very heavy modifications to worldgen.
Overall, oceans should be smaller than in 78.
Added Lake biomes full of fresh water.
Added gravel beaches straddle rocky/hilly areas and oceans
All beaches are now relatively flat and only 1-3 blocks above sea level. They are also feature stone cliffs between them and their neighboring land biome which simulates tidal erosion. I think this is an incredibly beautiful feature. i hope you guys like it as much as I do -B
Crops now properly check for sky access as they grow. Sorry guys, no more underground farms.
Berry bushes can now only be placed on grass. They can now be left clicked to harvest them when in season. Enabled Cranberries.
Added metal trapdoors which are made by combining any metal sheet with any metal ingot. The sheet will determine the color of the door, and the ingot will determine the color of the hinges. these trap doors can be placed facing any side of a block.
State of the Mod 9/8/2014
Sep 08 2014 07:59 AM | Bioxx (http://terrafirmacraft.com/f/user/2-bioxx/) in Articles (http://terrafirmacraft.com/index.html/_/articles/)
This is going to be another long one. See what's new after the jump.
So I missed my unannounced self imposed deadline of early August kinda badly. Sometimes you know exactly what you want the finished feature to look like but when it comes down to implementing it you begin to realize that you didn't think of everything initially and it will be a lot harder than you thought. Such is the case far more often than we'd like but there's not much you can do about that besides try and power through it which doesn't always work out well. Regardless, we're committed to getting 79 out ASAP.
Dunk has been busy rewriting a lot of his old code so that I will stopping having to crack the whip at him about #dunkcode http://terrafirmacraft.com/f/public/style_emoticons/default/angry.png. As a result we have some simpler, prettier, and faster code for various dunk blocks http://terrafirmacraft.com/f/public/style_emoticons/default/biggrin.png. He's currently working on re implementing the armor stand in a way that it should cause far less problems than before.
I'm currently jumping around a lot from feature to feature tweaking things to various degrees. All the while I'm still working on all things taste, meals, and cooking. Most recently I've rewritten how food is cooked all together into a system that more closely resembles actual cooking (I'm spending way more time on cooking stuff than I ever imagined). As a result all foods now can be cooked to varying degrees. Keeping steak on the fire will start to make it char and turn black which affects the taste as it cooks more and more (But maybe you like your steak burnt to a crisp, yucky). As announced on Twitter, the type of fuel that you're cooking with will also affect the taste of food as well. Even pickling and salting have an effect. Right now my biggest issue going forward is balancing all of the taste numbers and making sure that it all works right.
On that note, recently added is the ability to pickle fruits, vegetables, and meat to extend their shelf life. The bonus from this is similar to salt, providing a 0.5 multiplier to base decay rate. This is multiplicative with salt so Pickled Salted Venison would last 50% longer than Salted Venison does in 78. Along with the pickling comes the ability to store pickled foods in a container full of vinegar to prolong shelf life and drastically reduce environmental(temperature/humidity) related decay.
That leads me to Large Vessels and Barrels. Since I first implemented Pottery many builds ago, I've always intended to add a large version of the Vessel that would operate similarly to Barrels as a storage medium that you didn't generally carry with you. Until now, I wasn't really sure how I wanted to do it. However thanks to my rewrite of the very messy barrels everything became orders of magnitude easier to accomplish. On that note, something that I thought I'd mentioned in a previous SotM but apparently failed to do is that Barrels now operate as either a solid storage medium OR liquid storage. By utilizing the Forge Liquid Dictionary our barrels can hold 10000mB and 5000mB in Large Vessels. Alternatively barrels and large vessels can hold up to 12 or 9 itemstacks respectively.
Because we don't want these to become simple inventory expanders like how small vessels are used we have started to create a system for equippable objects. There is currently no UI as the system will not be completed in 79 and will instead be expanded upon as needed. For now the only slot is for the players back and we'll continue to use the slot as seen in 78. As a result, blocks which we deem to be superheavy will require being equipped on the players back in order to move. Holding any of these items in your inventory will cause a message to appear warning that you are overburdened and you will be unable to move while it remains. With that said, I want to make sure that these mechanics remain easy to use and not more of a burden than necessary for gameplay purposes, so Empty barrels and vessels will not be considered equippable and will not overburden the player. Did I mention that these objects will render on the player's back? (http://i.imgur.com/NQ3dqn3.png)
Lest I forget, there is a very simple yet controversial change coming as well. If you don't follow me on twitter then brace yourself. Torches will now burn out and cannot be recovered after 48 hours in game. Having said this, I have to address the the very first question that everyone with a keyboard will want to ask which is, "Is there a permanent light source coming as well?". The answer is both yes and no. Currently there are no plans for a lantern in 79. There are however plans for one later on.
For far too long torches have been an easy escape from the perils of the dark. After a little while, large sections of the map turn into torch forests, and this to me has always been a major flaw with the core MC design. As a result, I want to see what happens when this escape is lost.
To compensate for the increased need for torches, I've made torch lighting 4x faster. Additionally torches can now be created by right clicking a placed torch with a stick in your hand, although this is not as efficient as making them in a firepit. Keep in mind that this torch change can be toggled in your configs.
Torches now have another very important role to play in your life as well. In B79 charcoal pits are no longer lit from the bottom via firepit but from the top instead by dropping a torch on top of a logpile. After a few seconds, the logpile with catch fire and this will propagate to all other logpiles that are touching. As a result, our charcoal code is extremely simple compared to the past (hooray less bugs!). This finally brings charcoal pits in line with my original vision when I first implemented them in Beta 1.
I'm sure that there is more that I want to put here, but for right now these seem like the most important bits. As you can see 79 is shaping up to be a monster, but hopefully a friendly one. As for a release date, I can certainly say that we are far closer than we were last month. As usual I have a release date in mind which I wont be saying publicly. Here's hoping that we can hit it this time http://terrafirmacraft.com/f/public/style_emoticons/default/smile.png
Edit: You forgot to plug our twitters! Follow us @TFC_Bioxx (http://twitter.com/TFC_Bioxx) and @TFC_Dunk (http://twitter.com/TFC_Dunk) for news, updates and images about development in progress! -Dunk
State of the Mod 8/13/2014
Aug 13 2014 12:34 AM | Bioxx (http://terrafirmacraft.com/f/user/2-bioxx/) in Articles (http://terrafirmacraft.com/index.html/_/articles/)
So it's been a month since the last state of the mod so I figure its high time for another update. I am going to try and do these each month from now on if I can remember, wish me luck!
In the past month there has been a bit of work done to polish various areas and yet there hasn't been a lot accomplished in others. The basics for the new taste stuff that was mentioned in the previous SotM has been implemented as well as some more Quality of Life stuff for us behind the scenes when it comes to food, but most of the new meal type stuff hasn't even been started.
It mostly comes down to me knowing what I want to do but not being sure how I want to present it. This includes everything from block/item art to gui layouts. As a result, some of the new meals may be delayed out of 79 entirely. It depends on what I can come up with in the near term.
As for 79 in general, it is in a pretty stable state. We've managed to close a lot of 1.7 related bugs that had been nagging at us as well as getting SMP working proper. Right now we are still on 1.7.2 but I expect to move to 1.7.10 before release which should not be a big process in all likelihood.
I know everyone is anxious to get to get their hands on 79, and I'm anxious to get it to you guys so I'll keep trying to push myself to knock out some of these features. Stay with us. We're getting there.
Source: http://terrafirmacraft.com/index.html/_/articles/state-of-the-mod-8132014-r52
State of the Mod 7/9/2014
-The latest article from Bioxx about the next update.-
Ok, so now that global celebrations for the day of my birth are over with, I've decided its about time for a State of the Mod. This will be a bit lengthy so click the article to get the full story.
My extreme bouts of laziness aside, we've actually gotten a fair amount of work completed. Thanks to Emris_Morath, while we were polishing Build 78 with the many patches, he was maintaining the 79 branch and doing an extremely large chunk of the 1.7 porting process(renaming stuff) for us. As a result, when work was permanently switched to 79 we were mostly done with the port.
As for new content in 79, I can announce that rock-specific gravel has been added finally as well as a layer of gravel throughout most of the world as part of the soil generation. Along with this comes drainage maps which ultimately just determine how much gravel there is in the soil layer vs dirt. This is important because another new map -the soil pH map- is used for crops along with the drainage (which is calculated by scanning beneath the soil for gravel which means that players can affect this). The two of these combine with other things to create a much more sophisticated crop management mechanic.
Now before I go into this next mechanic, I want to point out that any of this is subject to change as we are still in the experimentation phase with this.
The entire point of the above mechanic is to influence the next mechanic: food taste. Each and every food item will have tastes associated with it based upon the 5 flavors which the human tongue can detect which are Sweetness, Sourness, Saltiness, Bitterness, and Savoriness. Each player will have his or her own unique preferred tastes which are determined by your username and the world seed. This means that creating a meal which contains Steak, Potatoes, Cheese, and Blueberries O.o may be perfect for you but may not be for someone else because the combined flavor profile doesn't closely match their own.
But this is alright, as the worst that would happen for them is that the food wouldn't be as useful for satiating their hunger. On the flip side, the more closely that the flavor profile matches your palate than the more effective the food is at providing filling and nutrition. I see this as a psychological effect and it ranges from 80% effectiveness for bad meals up to a 130% bonus if the flavor profile is exact.
I should also point out that figuring out your own or another person's taste palate will be based off of your skill rank in cooking with each rank providing more exact information. More on Skill Ranks later.
Now we come full circle back to the crop growth mechanic change that I mentioned earlier. The various attributes of the soil such as soil type(granite/rhyolite/etc) of the topsoil that you worked with the hoe as well as the soil beneath that, the soil ph, and the drainage of the farm plot all come together to affect the resulting flavor profile of each crop in different ways. This now means that tomatoes grown in one place wont exactly match the tomatoes grown elsewhere, unless you want them to.
Because of these new features, each tomato plant harvested could potentially provide tomatoes with different flavor profiles and you would expect them to be unable to stack because of the NBTTags that are on each of these items. However what we've decided to do is when you attempt to stack a food it will convert the entire stack to the default flavor profile for the food(which may not be a bad thing) or it will keep the flavor profile as long as the profile is the same for each item entering the stack.
At this point, I've gone far more into these mechanics than I'd originally intended but that's ok since it's been a while since I've done one of these. Some of you may be thinking that this makes food incredibly complicated, and to a degree it does, but choosing to ignore all this new taste stuff is still perfectly acceptable since there is only a maximum of 20% loss in the effectiveness of food due to the new changes. This 20% is less of a penalty to me than it is a re-balancing of food in general.
The last bit that I am going to discuss in relation to food are the new meals that will be coming. More specifically Soups, Stews, Salads, Sandwiches, and Casseroles. I'm not going to be going into specifics for these as that is probably another 5 or 6 paragraphs so I'll just list some quick info:
Soups allow you to stretch your limited resources by adding a liquid base to a small amount of each ingredient thereby giving you filling but with a lack of major nutritional value.
Stews take longer to cook and must be done more delicately but use a larger amount of ingredients and less liquid to create a nourishing meal.
Salads are the easiest and fastest meal to make and will be roughly equivalent to the meals that exist already in TFC. The main problem with them will be that they decay faster than the other meals which makes them poor for traveling etc.
Sandwiches will require bread slices and a few non-grain fillers. The main bonus of sandwiches will be that they provide bonus filling, can be eaten completely in a single use(they'll probably provide around 9oz of filling before the bonus), and can potentially provide all 5 food groups of nutrition.
Casseroles will allow for the largest amount of food to be cooked at a time and can use up to 6 ingredients. But they will need to be cooked in an oven and take time to prepare.
Now I get to the promised Skill Ranks. One of the things that I really wanted to do when starting 79 is to polish some of the new UIs as they were put in place rather quickly and without much thought. Those of you who follow me on twitter (and if you don't you should) will have already seen this image pic.twitter.com/uRWj4xKnAG (http://t.co/uRWj4xKnAG). As you can see, gone are the ugly, vague numbers- now replaced with pretty skill bars and ranks. Ranks include Novice, Adept, Expert, and Master. Some (but not all) skills will be tied directly to the ranks, for example cooking will give you more informative information on the taste profiles of food. Others such as smithing will continue to work as they have, based upon a formula which uses the raw skill numbers. In these cases, the rank is still useful as it gives a pretty good idea of how much your skill is affecting the objects that you create.
Now to wrap up the rest of the new. So far, we have new sound effects for several animals as well as ambient sounds such as frogs, crickets, birds, etc. I completely rewrote the way in which barrels function so that they can be used for solid storage of items as well as compatibility for forge liquids. Kitty did quite a bit of work to add forge ore dictionary back to TFC after its incredibly long hiatus. She also added in a much requested file with extensive options for adjusting numbers in TFC that never before existed (I'm sure that server owners will be thrilled).
I'm sure that I've missed a few things and there is without a doubt more to come before all is said and done, but I wanted to reach out and let you guys know that we're still working and making progress, especially to our recent wave of new fans who may not be used to our development pace. Be sure to let us know what you think and follow us on Twitter for the occasional sneak peak! @TFC_Bioxx (https://twitter.com/TFC_Bioxx/) and @TFC_Dunk (https://twitter.com/TFC_Dunk/)
Source: state-of-the-mod-792014-r51 (http://terrafirmacraft.com/index.html/_/articles/state-of-the-mod-792014-r51)