Changes
- Changes to snow accumulation
- Made snow accumulation more efficient
- Added config for how much snow should "catch up" when loading unloaded chunks. By default, this value is 64, or 1/4 of the chunk, but it can be increased up to 256 to fully cover chunks in winter
- Fixed shorter ryegrass using the bluegrass model
- Re-scaled wind speeds to more believable levels
- Minor changes in internals and API
Bug Fixes
- Fixed shorter ryegrass using the bluegrass model
- Fixed typo in the name of a butterfly
- Fixed jellyfish rendering causing server crashes (closes #3159)
- Fixed firebox sound playing while not lit
- Fixed fruit preserves
- Fixed some meats missing tags (closes #3200)
Changes
- Re-enabled sleeping (closes #3168)
- Players can now sleep between 8 pm and 5 am, regardless of when the sun rises and sets
- Added golden bamboo block
- Composters provide 1 rotten compost per 4 brown/4 green compost items (when a compost poison is added)
Bug Fixes
- Fixed numerous broken models
- Fixed various recipes, including stairs, aggregate, golden bamboo, and more (closes #3172, closes )
- (Internal) Fixed unit tests giving false errors
- Fixed a bug with nutrition
- Fixed fluid fog (closes #3181)
- Fixed anemone flickering (closes #3161)
- Fixed shield volcanoes generating outside the range of finite continents (closes #3190)
- Fixed leopard seal loot table (closes #3156)
- Added some missing propick tooltips (closes #3193)
- Fixed composters dropping rotten compost when they shouldn't (closes #3174)
- Restrict powder snow placement to above sea level (closes #3177)
- Fixed hoes not counting as a valid tool for leaves/crops (closes #3152)
- Made axes the appropriate tool for pumpkins and melons
Misc Changes
- Adds channels and molds from the Casting with Channels addon
- Fix pumpkins crashing when broken in creative
- Add heating recipes for metal blocks
- Fix patchouli book rendering under item tooltips or off screen
- Fix birds not being pluckable (closes #3141)
- Made liquid ink more efficient in scribing tables
- Made bison hitboxes more closely match the visual size of bison
- Fixed various issues with jams and sandwiches
World Generation Changes
- Fix river canyons messing up at river cave entrances (closes #)
- Modify stair-step canyons to be less likely to have 100% vertical cliffs
- Tweak generation of various soil types to be more consistent
Farming Changes
- Fixed crops dying after time skips due to inconsistent calculations of hydration (closes #3112 closes #3099)
- Removed accumulated rainfall/storm effects on hydration (10% max -> 0% max)
- Increased maximum hydration contribution (50% max @ 500mm ->60% max @ 600mm)
- All fruit trees and bushes now calculate hydration identically to crops, based on where the base of the tree/bush is. For grafted branches, the position used for the calculation is still the base of the overall tree.
- All fruit trees and bushes now use average annual rainfall and average annual temperature, both calculated at the lowest block of the plant.
- Average temperature checks are now elevation-sensitive (mainly affects fruit trees and berry blocks, though berry blocks already used elevation based temperatures)
- Updated fruit and berry climate ranges to ensure that plants will survive where they generate
- Added additional rainfall info to the climate screen (now shows current rainfall in addition to average and peak)
- Added explanation to new hydration system to the Hydration entry of the field guide
- Changed how crops calculate hydration over time skips to match how temperature is calculated (checks only start and end times)
- Fixed fruit tree saplings being used up when splicing to another sapling in creative mode
Changes
- Fixed barrel items not updating their size when used on a fluid block in the world
- Fixed issues with wild crop placement
- Fixed the "A Weird Rock" advancement... again
- Fixed nutrition of players not being updated when eating/losing hunger
- Fixed advancement trigger for eating food being in the wrong place
- Adjusted spawn egg textures
- Changed dye textures to use 1.21.9 versions
- Modified nutrition data to be more extensible via addons
- Make fireboxes more forgiving when switching between different fuel types
- Fixed weird freshwater rings near the shores of oceans
- Made sea ice go all the way up to shores of oceans
- Made icebergs smaller in shallow waters
- Removed powder snow patches from sea ice
- Fixed broken UVs on loom renderer
- Add models for flower pot plants that were missing them previously
- Allow meats to be salted
- Retire the old gametests system
- Remove some tabs from model files created by blockbench
- Remove some unused files from the source
Changes
- Fix tomatoes having fruit nutrition. Tweaked the nutrition and fertilizer demands of various vegetables.
- Fix black dye not being able to be used for scribing.
- Fix melons not being tagged as a fruit.
- Fix unfired pots having the wrong item size (#3114)
- Fix an error in the field guide for crops (#3113)
- Fix mud bricks recipe not returning the right amount of items (#3116)
- Fid the hardened clay recipe giving the wrong result.
- Fix metal item tooltips only showing the result mB of one item.
- Fix meat being unable to be cooked.
- Fix the 'A Weird Rock' advancement.
- Disable rendering the experience number when the experience bar is enabled.
- More fixes to dead crops.
- Updated some potted plant models.
- Fix hunger and thirst depleting too quickly.
- Fix support beam crafting deleting the saw (#3127)
- Fix mud bricks not drying (#3130)
- Fix groundcover not dropping when the block under it is destroyed and the groundcover is also underwater (#3119)
- Fix jar lid melting duplicating metal.
- Destroy crops always when pushed by a piston.
- Updated the flowerbed models.
- Added tint to buttercups.
- Reduce how often rivers are cut off by shore biomes.
- Remove some unused files from the source.
- Fixed vessels not preserving items.
- (Internal) fixed the test infrastructure so that it no longer fails.
Changes
Your usual hotfix update is here. Sorry if your preferred bug didn't make it in this one, it'll make it into the next one for sure!
- Fix dyed candles not behaving correctly when pushed with pistons.
- Fix several recipe and tag related issues.
- Fix fishing not working at all.
- Fix several issues with JEI screens not working. (#3084)
- Fix extra products recipes not working. (wool, straw)
- Added a view to JEI to show extra products of recipes.
- Fix several field guide errors. (#3086) (#3102)
- Fix axes being sharp tools. (#3094)
- Fix hoes not being sharp tools.
- Fix pit kilns flickering (#3095)
- Fix goat horns not being able to be knapped (#3097)
- Fix blocks weathering extremely quickly.
- Fix the texture mapping on log piles.
- Numerous behind-the-scenes updates to internals.
TerraFirmaCraft v4 for 1.21.1
TerraFirmaCraft for 1.21.1 is here. Our first build for 1.20.1 came out two years ago, and you all may have wondered where we've been. It has not been easy. Working on this mod is like chiseling away a chunk's worth of raw stone, one pixel at a time (remember when you could do that?). TFC itself has grown older too. It's been over ten years now since the first TFC project started, and spawned video games, countless videos, arguments, and most of all hours spent playing survival as it should have been.
This all does not happen by itself. The reason we can deliver this build today to you is due to countless hours of work on behalf of those people who, for reasons unexplainable to even themselves, fight to keep this project alive. The most vital of these people has been @alcatrazEscapee, whose brainpower and work ethic revived this project for modern versions, continuing to innovate and expand the project to meet her ever-growing visions for what TFC should be. This post is to thank her for her long hours spent fighting with Minecraft's internals, the endless tooling and websites she developed for not only TFC but for the entire modding ecosystem, and for her constant drive to push the mod forward. Alcatraz has, at long last, decided to hang up the keyboard once and for all. Wherever she goes (probably the long windy end of a procedurally-generated river) I hope that there's some kaolin clay waiting for her.
Minecraft modding faces an uncertain future. For now, we are happy to roll up our sleeves and continue fighting with this unmaintainable beast of a mod, and we are overjoyed to finally have something new for you to play. I would also like to acknowledge the hard work of @Therighthon and @danielpetkau in getting this build over the finish line. -EERussianguy
Now, for the changelog:
Calendar
-
Days are now 24 real life minutes long by default
-
Sunrise and sunset times vary by latitude and season
-
No variance at “equators” (max temperature bands)
-
Varies between midnight sun in summers and polar nights in winters at the poles (minimum temperature bands)
-
Adjusting the “Temperature Scale” setting on world generation will change the locations of poles and equators
-
Climate
-
Time of year is now flipped between “northern” (default spawn location) and “southern” hemispheres
-
Northern and southern hemispheres alternate infinitely if you travel far enough north or south, with the hemisphere switching polarity every time you cross an equator
-
This effects crops, fruits, foliage colors and textures, and anything else that relies on the current temperature or time of year
-
-
Expanded the list of Koppen climates distinguished by the inventory menu
-
Added wet and dry seasons
-
Rainfall now varies throughout the year, peaking on either July 1, or August 1, depending on the location
-
The amount by which rainfall varies also depends on the location, with wet season peaks as much as 200% the annual average, and dry season lows as low as 0% of the annual average
-
This effects crops, fruit trees/bushes, and frequency of rain
-
Dry-summer “coastal” climates typically occur in thin bands on the west coasts in Northern hemispheres, with low-variance continental climates farther inland, and wet-summer monsoon climates on east coasts of sufficiently large continents. This is reversed in southern hemispheres
-
-
Reduced seasonal temperature variation to zero at the equator
Decorative Plants
-
Now use a custom baked model to update textures seasonally
-
This allows textures to change without updating blocks
-
Some plants now vary by time of day, like Sacred Daturas and Morning Glory
-
When near the equator, plants will choose a random point in their seasonal cycle. This means that at least some of the Blood Lilies on a given patch of Kaolin Clay will be blooming at any given time
-
-
Added many new decorative plants, especially for tundra and tropical climates
-
Most plants have had their climate requirements modified to accommodate wet/dry seasons
Fruit Trees
-
Time since planted now carries over from the sapling to the trunk blocks. Previously, no matter how long you left a sapling unloaded, it would only grow into a single trunk when it next ticked. Now it can grow into an entire tree if left long enough in the correct climate conditions.
-
Fruiting times are affected by what hemisphere the tree is planted in, and hydration is impacted by wet/dry seasons.
Crops/Farming
-
Added 6 new crops!
-
Peanuts
-
Lentils
-
Cassava
-
Alfalfa
-
Radishes
-
Canola
-
-
New Soil Nutrient Mechanics
- Each crop has unique profile of nutrients in uptakes/supplies to the soil
-
Most crops fit into one of four categories:
-
Legumes/Nitrogen Fixers: Consume P/K to produce a large amount of N
-
Cereal Grains: Consume large amounts of N to produce P/K
-
Vegetables: Consume all three nutrients, but provide highly nutritious food items
-
Cover crops: Produce all three nutrients, but provide largely worthless products
-
-
Altered Crop Climate Ranges
- New values more suitable for how 1.21 handles climate
-
New Hydration Mechanics
-
Reduced the effect of recent rainfall on soil hydration to avoid erratic hydration levels
-
Increased the effect of seasonal rainfall variation to compensate
-
Hydration from nearby waterblocks is now a flat +40 hydration when within 4 blocks of water
-
Gravel/Sand placed under farmland blocks halves the total hydration level of that block
-
Clay placed under farmland blocks doubles the total hydration level of that block
-
-
Soils give bonuses to nutrient addition from fertilizers/plants based on their grade
-
Very Rich: +20% (Mollisols)
-
Rich: +10% (Andisols, Fluvisols, Alfisols)
-
Normal: +0% (Entisols)
-
Poor: -10% (Aridisols, Podzols)
-
Very Poor: -20% (Oxisols)
-
Animals
-
New Animals
-
New pests, partially replacing rats in different climates
-
Lemmings (cold)
-
Jerboas (dry)
-
Mongeese (tropical)
-
-
Bison - A new type of ramming animal found in temperate grasslands
-
Seals - Marine mammals that flee to shore when chased by orcas, and drop blubber
-
-
Updated textures and models for many animals, courtesy of Dodo
-
Ramming animals, such as moose and boars now actually ram things more often
World Generation
General
-
Dirt
-
Now uses 8 different soil types, rather than 4
-
Entisols (Default)
-
Aridisols (Dry/extremely cold)
-
Mollisols (Cold plains biomes)
-
Alfisols (Temperate deciduous forests)
-
Podzols (Coniferous forests)
-
Andisols (Volcanic biomes)
-
Fluvisols (Near rivers in biomes with high rain variance)
-
Oxisols (In the humid tropics)
-
-
In addition, each type of dirt has new variants, including
-
Coarse dirt (found in dry climates)
-
Duff (Found in forests instead of grass)
-
-
Soils vary in quality, see Crops/Farming
Kaolin Clay
-
Increased the number of biomes it can generate in
-
Shield volcanoes in particular are helpful in this respect, as they like to generate in the middle of otherwise empty oceans
-
Blood lilies should be more recognizable at all times of the year, as mentioned in the Decorative Plants section
New Biomes
- Increased the number of biomes from the 30 that existed in 1.20 to 109, including but not limited to the following:
-
Shield Volcanoes
-
Vary in age and volcanic activity, and generate in long chains
-
Form islands when generated in oceans, or just large mountains when inland
-
Dormant (and older) shield volcanoes are home to tuff rings
-
-
Ice Sheets
-
Solid sheets of ice that can cover continents
-
In volcanically active areas, tuyas can form, poking through the ice sheets
-
Subglacial lakes may hide under the surface
-
-
Glaciated Biomes
- Mountains and shield volcanoes can form with glaciers on their flanks, and ice sheets at their bases
-
Periglacial biomes
-
Located at the fringes of ice sheets, these biomes were shaped by the last ice age, or by the frigid conditions that still linger there now
-
Glacially carved mountains, drumlins, patterned ground, exposed tuyas, and more
-
-
Dunes
-
Can be sandy, or grass topped
-
Found in dry climates
-
-
Flats
-
Can be mud or salt flats
-
Found in very dry climates
-
-
Canyons, Mesas, Buttes, and Hoodoos
-
Replace the old inverted badlands biome
-
More common in dry climates, but can occur in wet climates as well with stone instead of sandstone
-
Along with Whorled Canyons and Badlands, these biomes now use different block palettes when the surface rock is mafic volcanic, or karst
-
-
Whorled Canyons
- Wavy sandstone formations found in dry climates
-
Guano Islands
- Rocky islands covered in guano
-
Karst Biomes
-
A huge new category of biomes that generate when the surface stone type is a flux stone
-
Caves are more common in these biomes
-
The type of karst morphologies vary with temperature and rainfall. In approximate cold/dry to hot/wet order:
-
“Burren” karsts, inspired by the bare karst terrain of Burren, Ireland
-
Dolines, subtle shallow depressions
-
Cenotes, deep, shear sided sinkholes
-
“Shilin” karsts, inspired by the “stone forests” of Shilin, China
-
Tower karsts, inspired by Ha Long bay, et. al.
-
-
-
Shore Biomes
- Rather than using the same shore biome everywhere, the shore biome is now selected based on the land biome nearest the coast
-
Beach sand is no longer tied to rock layers, but varies randomly or with climate. White, yellow, red, and brown sand can be found commonly, black and green sand are limited to shield volcanoes, and pink sand to warm, wet climates.
-
Beaches may be made up of sand or gravel, depending on the shore type and climate
-
Different “tides” at different locations. The water level does not actually change, but some beaches will have more area above the water than others, and underwater creatures may be stranded above the water.
-
Sea stacks occur at the edges of plateaus and other high biomes
-
Terraces occur at the edges of old mountains, and consist of shear ocean cliffs with a second layer of cliffs farther from the shore
-
Setback cliffs occur at the edges of medium-high biomes, and have shear cliffs behind foreshore dunes
-
Coastal dunes occur at the edges of medium to low biomes
-
Rocky shores feature large tidepools and wave-carved cliffs and sea caves, and occur near medium height biomes
-
Embayments feature small beaches surrounded by rocky outcroppings. They occur near medium to low biomes
Rivers
-
Rainfall no longer sharply increases around rivers, leading to odd-shaped storms. Grass will still be greener and water-loving plants will still generate, but there will not be extra visual rain. Also, these effects will not occur for underground rivers
-
New blend types for different biomes, adding variety to the canyons cut by rivers
Forests
-
Reworked the forest type system to have many new forest types that can affect the number of tree species found there (from 1 in monocultures, to 3 in diverse forests), the density of trees, and the types of flora and fauna.
-
Areas with the shrubland forest type generate only the small shrubs, not full sized trees
-
Savanna forest types generate sparse trees, and may also have shrubs
-
Bamboo forests may also generate where bamboos or other plants have out-competed the trees
-
Climate parameters for trees have been tweaked to take advantage of rainfall seasonality
Devices
-
New Kiln multiblocks for batch-firing ceramics
-
Revised the blast furnace structure to not require all those annoying little sheet blocks
Misc
-
Metal-plated blocks weather like vanilla copper, depending on the metal type
-
Rendering for items placed with V has changed, including custom rendering for some ceramics
-
Log piles reworked to be GUI-free and hold any combination of logs
-
Placed metal sheets removed
Changes
Thanks to @danielpetkau on Github for tracking down a few hard to reach bugs.
- Fix hand-breaking snow piles not functioning as expected (#2960)
- Fix a crash with Create's Deployer (#2971)
- Fix a crash when activating gunpowder-filled bowls with a dispenser (#2884)
- Fix mob pathfinding issues with magma, stalagmites, and bushes (#2397, #2914)
- Made the outlining behavior of jar shelves more predictable (#2756)
- Fix an incompatibility with the Particle Rain mod
- Fixed a typo in the debug log and in the field guide.
Changes
- Fix stair math of brick stairs (#2930)
- Fix stacking size of bricks (#2929)
- Fix hunger being consumed in peaceful when the player is saturated (#2923)
- Fix geodes placing unsupported rock (#2913)
- Fix many localization and naming issues (en_us, ru_ru, ja_jp)
- Fix an issue with javelins (#2898)
- Fix a crash when cutting trees down above the Void (#2900)
Changes
- Update
zh_tw
(#2817),ko_kr
(#2826) localization
Fixes
- Fix crash caused in edge case by snow/ice removal during world generation (#2860)
- Fix explosions caused by gunpowder bowls not consuming the gunpowder (#2856)
- Fix horses not getting overburdened by more than one heavy/huge item (#2854)
- Fix crash when setting the config option
enableLeavesDecaySlowly
to true (#2848)
Technical Changes
- Tag
#tfc:seeds
as#forge:seeds
(#2851) - Fix advanced shaped recipes validation for input row/column preventing some possible valid recipes.
Brought to you from Arkansas,
Fixes
- Fix crucibles overwriting the temperature of their output to the temperature of the crucible, not the temperature of the input when melting (#2819)
- Fix anvil plans getting reset when working on client-side, along with other client-side issues related to capability sync (#2822)
- Fix some vanilla bamboo items being craftable when they were not intending to be (#2833)
- Fix raw eggs not being able to be cooked (#2834)
- Fix flickering nutrition / health bars when hunger decays on client (#2835)
Another small crash fix of the "this worked in dev" variety. Unfortunately, this arose because our compiler decided to do something different from what it has been doing for a ~year, forcing us to rename a method. This release may break addons as a result, although it should be a fairly straightforward update.
Changes
- Fix crash due to
IFluidLoggable.m_5888_
(#2812) - Fix baby horses only inheriting speed from one parent (#2813)
This release was long overdue, and for that I apologize. In other news, if you have not been aware we are currently working on a port to 1.21, along with several new or improved features. Unfortunately that does partially take the blame for the delayed-ness of this release.
Changes
- The way nutrition affects health is slightly adjusted. Essentially, losing hunger will now cause the effect of nutrition loss, and eating food will always restore nutrition (and health). This in practice, means you will be at a slightly lower health when you are not at full hunger than you would've been before. High nutrition health bonus received a small buff to compensate, as it will be harder to stay at maximum nutrition.
- Update localizations for
zh_cn
,zn_tw
,zh_hk
(#2798),ru_ru
(#2774), anduk_ua
(#2760)
Fixes
- Fix network compatibility with vanilla servers for use in proxies (#2753)
- Fix food combining recipe creating unwanted container items (#2788)
- Fix empty composter having a solid shape and not allowing players to sit inside it
- Fix an edge case where instant-mining a snow pile would delete the block underneath as well (#2759)
- Fix ice piles voiding blocks above when melting (#2780)
- Fix dried seaweed not turning into soda ash when heated
- Fix the direction of a windmill not getting saved when the last windmill blade was removed
- Fix placement issues with windmill blades (#2802)
- Fix misaligned tooltips when using TFC's patchouli components in custom page layouts (#2805)