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)
Another small update with some small features and fixes.
Changes
- Added JEI recipe transfer handler functionality (the "+" button to autofill the recipe.) to various TFC menus. (#2735)
- Add two Rustic and Lattice Windmill Blades for alternative windmill styles (thanks alekiponi!)
- Update the shape of lake biomes, adding small mid-lake islands that can appear
- Climate and Biome generation tweaks:
- Lakes cause a localized rainfall increase near them
- Increase rainfall near-ocean bias, and adjust average rainfall slightly downwards to compensate. Inland areas are more dry, costal areas are more rainy
- Add highly localized, potent, rainfall influence from nearby rivers (the splash image above).
- Add a max rainfall that badlands biomes appear at
- Add a min rainfall that low, freshwater-heavy biomes (lowlands, low canyons) appear at
- Removed the "place an encased axle on top of an axle" functionality, that was responsible for deleting the axle. This was from an older iteration of axle/encased axles/axle casings and did not make sense with the fact that an "Encased Axle" already contains an axle.
- Bread, Cooked meat are now heatable, and can burn (be lost) if heated too hot
Fixes
- Fix rare climate chunk artifacts at the edge of region borders (typically in deep oceans)
- Fix pot recipes with item stack providers using input-based modifiers not working (affects addons/datapacks only)
- Fix stick duplication loop involving fruit tree leaves
- Fix duplicated recipes showing on the sewing table screen
- Fix familiarity appearing to decay on client until interacted with, in certain situations (#2736)
Another small update with some small features and fixes.
Changes
- Added JEI recipe click areas to various TFC menus, which when clicked open the list of recipes in JEI for that device (#2730)
- Kelp in oceans generates less tall on average, and should reach the surface of the ocean less often
Fixes
- Fixed Distant Horizons' distant world generation causing chunk corruption and crashes (#2661)
- Fixed food added by addons/packs decaying in creative tabs, and JEI views
- Fixed nutrition not working properly after death:
- In peaceful mode, fast passive regeneration not applying
- Rotten food never giving adverse effects when eaten
- The "Full Nutrition" advancement not triggering
- Fixed two missing recipes in the Field Guide
- Fixed a typo in the "Leather" advancement
Technical Changes
TFC's noise caves are now controllable via Density Functions. The defaults are located here, for anyone who wishes to delve into the realm of noise generation.
A small update, with some fixes and updated localization.
Changes
- Updated localization for Russian, Polish
Fixes
- Fix temperature interpolation being reversed on a chunk basis, causing the temperature in chunks to be subtly different across chunk borders (< 0.1°C)
- Fix undo recipes for cobble and mossy cobble slabs and walls (#2726)
- Fix a duplication exploit involving the Corpse mod (#2676)
- Fix knapping recipes using an ingredient, with a knapping type requiring >1 item, to display correctly in JEI (#2725)
- Fix some pot recipes from addons/datapacks not displaying properly in JEI (#2712)
- Fix some confusing wording in the Bloomery section of the Field Guide
Technical Fixes
ClientSelfTestEvent
now fires regardless of if-ea
is present- Pot recipes that use
ItemStackProvider
s must now obey one of two conditions:- All item stack providers must not depend on the input
- There must be an equal number of inputs and providers, and all providers must be identical. This must occur because there is no internal matching from ingredients -> providers, and so any input slot may be matched up to any provider. Output of the recipe is undefined behavior if this rule is not followed.
If you are new to TFC, welcome! We are excited to have you. This build contains a month's worth of fixes, some of which were submitted by hard-working community members, and includes some cool new features to play with. There's also a pile of technical changes suited to addon and packmakers as well as new things for technical players.
Changes
- Added windmill blade variants.
- Allow creating mud from clicking dirt with a bucket of water.
- Revamped the Cooking Pot GUI.
- Added a 5 second delay between adding ingredients to the pot that match a recipe and the pot boiling. This should make it easier to make soups with 5 ingredients.
- Allow using modded pipes on the cooking pot. (#2682)
- Added baked potatoes. Nerfed raw potatoes.
- In 'shore' type biomes, the wind system now uses the ocean's predictable 'trade wind' functionality, rather than using the random land wind system.
- Changed the bloomery to require both charcoal and ore to be present to begin accepting items. This fixes an issue where mining the bloom block would sometimes immediately cause the bloom items to be sucked into the bloomery. However, this change does not prevent you from putting incorrect or inefficient ratios of items into the bloomery! We are seeking feedback on this change, please visit us in Discord if you have questions.
- Made the familiarity decay limit, the value at which familiarity stops decaying daily, configurable. This means that setting this value to zero makes familiarity never decay.
- Added a jade tooltip asking players to flatten poured glass blocks.
- Dead crops can now be replaced by grass blocks that spread in warm weather. Enjoy weeds in your garden!
- Allow picking plants up with shears.
- Fresh seaweed now can be composted, and also is now considered a vegetable.
- Allow composting the inedible seaweed block.
- Tall wild crops can now be buried by snow in the winter.
- Reset the height of short grass when it is buried by snow in the winter. This should provide some more seasonal variation in areas that the player is in often.
- Allow the quern to interact with hoppers.
- Rabbits are now fully-fledged livestock, and can be bred! Enjoy cuniculture!
- Added fox meat.
- Spawn eating particles when feeding an animal.
- Sticks removed from wattle blocks are now returned to the player rather than dropped on the ground.
- Changed sluice loot to not always drop pumice for certain rocks that contain pumice, allowing you to still obtain loose rocks some of the time.
- The soda ash recipe now requires a higher temperature than before, making it possible to cook kelp into dried kelp in a forge without it immediately turning to ash. (#2696)
Technical Changes
- Made it easier for addons to make things work with barrel racks.
- Added a interface for barrel recipes to expose them to addons more readily.
- Made pot recipes work with Item Stack Providers.
- Adjusted stack size of redstone to be 64 to match other 'powders'.
- Exposed the max support range value to addons.
- Added a small API for blocks that have special behavior when buried by snow (like fallen leaves turning into humus)
Fixes
- Allow taking ash out of pots and grilles without removing the pot. (#2683)
- Fix some sounds including anvil hit sounds being stereo instead of mono.
- Fix some plant blocks being pushed by pistons rather than being destroyed.
- Fix an issue where adding water to the pot would not cause the pot to update whether or not it was ready to boil or not.
- Fix querns being able to operate without a handstone after the handstone was broken by an axle. (#2675)
- Fix some typos in the book.
- Fix some mismatches in our loading screen textures.
- Fix icicles causing a lack of friction on the block above (i.e. standing on vanilla ice blocks under a slab) (#2693)
- Fixed (again) squids spawning inside walls and immediately suffocating. (#2580)
- Fixed some plant blocks and items having incorrect colors (#2432, #2424)
- Fix grinding colored items (such as plants) in a quern not releasing colored particles (#2605)
- Fix bad shading on the jar shelf model (#2585)
- Fix the 'ghost block renderer' being broken for some models. (#2552)
- Fix rabbits not being able to jump.
- Fix high carbon black steel having a missing texture when placed on the ground.
- Fix the 'show hoe overlays only when shifting' config not working (#2702)
- Fix two block tall dead crops dropping seeds from the top block, causing some unintended behavior and possible exploits. (#2670)
- Fix the new cobblestone decoration un-crafting recipes being unavailable for slabs and walls.
Changes
- Added sandpaper for polishing gems.
- Made jam pot recipes more extensible for datapacks & addon mods.
- Add config option for powderkeg fuse time.
- Add config option for making powderkegs only break natural blocks.
- Fix charcoal forge UI bug (#2677)
- Fix field guide issue (#2678)
- Fix frog legs not having any food data and being unable to be cooked.
- Removed a couple unused tag entries.
- Fix glow arrows not working as expected
- Prevent using vanilla trim materials (this can be tweaked via datapack if you want, but these will not work on TFC items anyway without an external API)