TerraFirmaCraft/Changelog

Beta Build 76 Hotfix 19 : Courtesy of Crysyn

Tweaks
 * Reduced Skeleton damage.

Bug Fixes
 * Fixed crash that would occur when chopping down very large trees.
 * Fixed player used bows doing vanilla damage instead of tfc damage.
 * Re-enabled vanilla writable books

Beta Build 76 Hotfix 18

Bug Fixes
 * Fixed a strange issue where no item textures where loading properly.

Beta Build 76 Hotfix 17

Bug Fixes
 * Forge Version changed to 7.7.2.679
 * Fixed Forge Dupe
 * Fixed some issues with small ore textures not appearing.
 * Fixed several shift click bugs.
 * Sluices now work like most other things in TFC and will continue to function even when unloaded.
 * The Propick should now properly display Lapis Lazuli when it is found.
 * Fixed Shift click issue with ceramic molds in the firepit.
 * Meals should once again only give half filling when cold and will show how much filling they provide on the hunger bar.
 * Bows should no longer attempt to stack or fit inside chests.
 * Bows can now be placed on tool racks.
 * Bloomeries should now properly give back a bloomery block when broken by a pickaxe.
 * Forges should no longer give a forge block when broken.
 * Querns should no longer accept and simultaneously use a stack of multiple handstones.

Beta Build 76 Hotfix 16

Bug Fixes
 * Fixed Firepit and forge flashing textures.
 * Fix crash when placing ingot pile on top of log pile or chiseled block.
 * Fix crash when placing plank on block with sign or sapling.
 * Should no longer lose planks when trying to place on top of grass or flowers.
 * Several texture fixes for various food items.
 * Sluices should now give a broader range of ore more consistently instead of only the first two ores found.
 * Fixed missing texture for firestarter and tin chisel head due to incorrectly capitalized file names.
 * Fix shift-clicking on anvil to put things in the right slots.
 * Fixed so that all plans shift-click into the plan slot in an anvil.
 * Fixed the problem where swapping an item with a finished one instantly cooks the new item.
 * Fixed water bottle drinking exploit.
 * Stack size will now display correctly in firepits.
 * Shift-click will work as it should in firepits.
 * You will not lose your cooked item if both output slots are not free in firepits.
 * Peat will only go into the fuel slot with shift-click now in firepits.
 * Ingot pile selection box now matches the collision box.

Beta Build 76 Hotfix 15

Bug Fixes
 * Selection boxes on anvils and food prep now correctly match their collision boxes
 * Fixed vertical alignment issue with metallurgy and scribing table guis.
 * Allowed knapping without a block targeted.
 * Fixed chopped trees incorrectly leaving leaves behind.

Beta Build 76 Hotfix 14

Bug Fixes
 * Fixed TFC inventory not correctly overriding the vanilla inventory. Oops.

Beta Build 76 Hotfix 13

Bug Fixes
 * Possible fix for NEI crashing in survival inventory
 * Fixed anvil item drop bug due to mojang changing how the guis determine if you click inside the gui area.
 * Fixed ingot piles not visually removing the most recently removed ingot.

Beta Build 76 Hotfix 12

Tweaks
 * Updated Cobblestone wall recipes to give 4 wall sections instead of 1. All others now give 3 instead of 1.
 * Long overdue collision fix for sluices. The lower section is no longer a full block in height. The player should no longer appear to be floating when walking over the lower section.

Bug Fixes
 * Hopefully fixed the bug where items would drop out of your inventory when you would attempt to place them in a slot.
 * Changed ContainerTFC's mergeItemStack to be a bit smarter. Hopefully fixes some shift-click bugs.
 * Fixed Crash due to watercolorMultiplier incorrectly casting to TFCBiome in all instances.

Beta Build 76 Hotfix 11

Tweaks
 * Explosions no longer cause cave-ins. This should prevent future issues.

Bug Fixes
 * Fixed potential NPE in crop rendering.
 * Fixed server-only ingot pile crash.
 * Fixed certain anvils being out of order which caused the recipes to be all turned around.
 * Fixed ghost items appearing when destroying a log pile.
 * Optimized ingot pile rendering. Your frame-rate should no longer take a nose dive from them being in the world.
 * Removed ability to knap multiple times in the same window as it only created problems. This fixes the loose rock dupe bug.

Beta Build 76 Hotfix 10

Bug Fixes
 * Breaking an anvil should no give the correct anvil each time instead of only copper... oops.
 * Fixed major memory leak issue related to barrel rendering. We aren't totally sure why the rendering was messed up, however the barrel render code was rewritten from the ground up and the problem no longer occurs in testing.
 * Fixed bucket dupe glitch.
 * Using a red steel water bucket should properly return an empty red steel bucket instead of a wooden bucket.
 * Various code cleanup.

Beta Build 76 Hotfix 9

Tweaks
 * Recipe added to convert TFC leather into Vanilla leather if vanilla recipes are enabled in the config.
 * Added missing dough recipes that use Red Steel Buckets.

Bug Fixes
 * Breaking an anvils should no longer create an item that causes an unrecoverable crash. If you have one of these items in your inventory, you need to navigate to your world save folder and delete your character file(or use and inventory editor program to . The fix for this bug won't help you to stop crashing once it occurs.
 * Doors now have correct Size and Weight attributes.
 * Cave-ins should now properly spawn falling rocks.
 * Sand should once again be melt-able into glass.
 * Fixed barrels getting unsealed when unloaded.
 * Fixed barrels not dropping correctly when destroyed.
 * Fixed Sterling Silver typo that caused Sterling silver ingots to have no texture in ingot piles.
 * Fixed Barrels being destroyed in one hit.
 * Removed accidental change to player rendering which was causing some players to crash. We have no idea why this was occurring for only a few players and not everyone but the problem code should be disabled for now.
 * Double ingots should no longer be placeable.
 * Fixed textures for Sand 0 and Sand 5 being accidentally switched.
 * Meals should now properly animate when consumed and will properly be removed from the players inventory.
 * Glass bottles should now have a texture.
 * Barrels should now cool ingots properly. The cooled ingots should once again be stackable as long as they haven't been worked.
 * Skeletons now hit like a boss instead of a vanilla pansy.
 * Corrected brick recipes so that they all yield 4 brick blocks.
 * Buckets should no longer be lost when making dough.
 * Fixed missing vines texture.
 * Tool racks should no longer crash due to trying to drop an invalid item when you break them.

Beta Build 76 Hotfix 8

Tweaks
 * It should now be possible to place a hot ingot in a barrel full of water and it will cool it down.
 * Its now possible to reverse craft cobblestone blocks into loose rocks.

Bug Fixes
 * Corrected some missing unshaped ingot names.
 * Double chests should no longer disappear when you look at them from a certain direction.
 * Fully grown crops should no longer render invisible.
 * Fixed Propick not taking damage from use.
 * The limewater texture should no longer be offset to the left.

Beta Build 76 Hotfix 7

Bug Fixes
 * Fixed ingot placement crash... again.
 * Clay grass should no longer be able to drop clay with metadata.
 * Breaking cobblestone blocks with a pick now yield a full cobblestone block instead of loose rocks. This fixes the issue of loose rocks with the wrong metadata being dropped.
 * Placing a sluice in certain directions should no longer cause a crash due to reference of a null value.
 * Fixed missing protection meter textures.
 * Corrected the capitalization of the names of several items.
 * Fixed Toolrack names not appearing.

Beta Build 76 Hotfix 6

Bug Fixes
 * Fixed crash with bows not having their textures assigned for animations.
 * Fixed clay spindle recipe
 * Fixed block particle effects for some blocks appearing as "missing texture"
 * Fixed using pick block key on several blocks causing a crash.
 * The firepit should now correctly let overflow metal spill back to an empty mold in the left slot when the right slot fills up.
 * Fixed the chest block opening the vanilla chest gui instead of the TFC version which has size/weight thresholds.

Beta Build 76 Hotfix 5

Bug Fixes
 * Fixed Crash when placing ingots related to a missing null check.

Beta Build 76 Hotfix 4

Bug Fixes
 * Fixed Crash To Desktop when Sedimentary, Igneous Extrusive, or Metamorphic cobblestone attempted to drop as an item.
 * The bloomery can once again be crafted.
 * Fixed the propick giving blank results. It was only being run serverside so the player was getting empty strings.
 * Fixed missing textures due to improper capitalization in image names.
 * Fixed gem names not appearing correctly.
 * Ingots with temperature or that have been worked are no longer placeable to prevent issues.

Beta Build 76 Hotfix 3

Bug Fixes
 * Attempting to place an ingot pile on a detailed block will no longer cause a crash.
 * Fixed golden rod collision box seeming to float as a cube.
 * Golden rod flowers should no longer float when you destroy the block beneath them.
 * Finite water should now render properly.
 * Anvil crafting should now yield the proper anvil.

Beta Build 76 Hotfix 2

Bug Fixes
 * Fixed infinite Sand creep.
 * Fixed crash where a crop would spawn on top of another crop causing a CTD. This can only be repaired by deleting the chunk or starting a new world.
 * Scribing tables should now much more reliably accept markings.
 * Ingot piles should no longer cause a crash when the chunk they are in unloads.

Beta Build 76 Hotfix 1 : Yes we're back to hotfixes again. I just can't make up my mind.

Bug Fixes
 * Fixed several naming bugs.
 * Food Prep blocks should no longer cause strange rendering issues.
 * Fixed several knapping interface bugs. (The double-click 'feature' is due to vanilla and I can't figure out where it's coming from, to disable it, with ease. The knapping interface is going to be getting a facelift soon anyways so you'll just have to live with it for now.)
 * Fixed several broken recipes.
 * Tools that have damage should once again be usable in recipes.
 * Food should no longer cause a crash when consumed in some instances.
 * Skeletons should no longer render their names randomly.
 * Fixed render issue with detailed blocks.

Beta Build 76

New Features
 * Updated to MC 1.5.1
 * Ingots can now be placed into the world to create an ingot stack.(Ingots can't be stored in chests)
 * Added Golden Rod flowers which only grow on clay. Its now possible to find clay underneath all that grass.
 * Fixed animal breeding (no more suffocating babies)
 * Added barrels.
 * Added new wool items and leatherworking process
 * Added mutton.
 * Added new spindle tool
 * Added new GUI for making leather armour
 * Added second alloy recipe for bismuth bronze
 * Added cobblestone recipe. Rocks no longer place as blocks.
 * Added mortar and limestone. Changed crafting recipe for stone bricks, now involving mortar and single brick items.
 * Overhauled temperature system, and fixed snow falling when it's cold.
 * Added body temperature, but has no impact on gameplay as of yet. Type /bodytemp to check your current temperature. WIP. (as a note, having a temperature less than 25 will be instant death. 37 is normal)
 * Added new server op command for SetPlayerStats. Type "/sps [player name]" followed by three number representing percentages (0-100) for health, hunger and thirst. Type no username or your own to alter your own stats. Only available to server ops.

Tweaks
 * Detailed blocks are now subdivided into larger 2x2x2 mini-blocks which in-turn correspond to a 4x4x4 section of a detailed block. If no pieces have been chiseled from that miniblock, it now renders a single mini-block in that quadrant instead of 4x4x4 tiny blocks. This should have the effect of increasing performance in areas that make heavy use of detailed blocks.This should not affect your builds at all and shouldn't be noticeable except for some weird shadowing bugs that may occur.
 * Removed Bone tools - They added a bit of clutter and these were rarely if ever used by most of the community.
 * Clay Grass and Peat Grass should no longer fall when walking over it, turning it into dirt.
 * Wooden Supports, Tool Racks, and Anvils now render as blocks in your inventory instead of 2d textures.
 * Crops no longer die from old age by default. This should make SMP somewhat more bearable for those without an unlimited amount of time to babysit their crops. Added a config option 'enableCropsDie'. Set this to true if you want more of a challenge.
 * If it starts snowing on your crops, they will now immediately fail unless they are very young and are marked as being frost resistant.(Onion, Garlic, Carrots, Cabbage)
 * Fruit leaf blocks on fruit trees are now 5x less likely to spawn fruit when they tick.
 * Knapping is now performed by right clicking with a rock instead of crafting 2 rocks together. Must have at least two rocks in the stack of items that you right click with or nothing will happen.
 * Changed recipe for beds to fit new wool items.

Bug Fixes
 * Fixed a Very Nasty Bug with Crops where they expected years to be 360 days long. This is why there were a lot of complaints about crops not seeming to work for years etc.
 * Fixed nutrient data not being capped to year-length ratio values when rendering for the first time on a block that already has a crop on it. This is why you would sometimes see nutrient values that were significantly higher than normal when in nutrient visualization mode with the hoe.
 * Deer and bears should now (hopefully) spawn in SMP.
 * The Bloomery block now properly checks the validity of the bloomery structure each time it is accessed. It is no longer possible to place multiple bloomeries in one structure.
 * The metallurgy table now properly removes the recipe result from the output slot when the recipe on the table is no longer valid.
 * The Bloomery block will no longer just disappear when it becomes invalid. It should instead drop an item.

Notes
 * Full details on new items and features in Build 76 preview videos 1 & 2 available on the main page.

Beta Build 75

New Features

Tweaks

Slabbing and other chisel activities now properly damage the chisel. Tweaked finite water flow code slightly. Bug Fixes

Rolled back the Build 73 Bloomery crash fix due to unintended breaking of the bloomery. New potential fix added in its place. Be sure to report any bloomery crashes with crash logs when this gets released. Fixed blueprint issue where one column wasn't always being processed when applying a blueprint to a block. Fixed crash when the user had items cooling down in their inventory when accessing the Blueprint GUI. Beta Build 74

New Features

Added Blueprint - Crafted with one paper and one ink marking - Using a blank blueprint on a detailed block will copy the block to the blueprint stack (This will copy the block layout to every single blueprint item in the stack). A gui will then open which will allow you to name the blueprint for organization purposes. Using the blueprint on a detailed block will consume the blueprint and the block will be chiseled. The player must have a chisel and a hammer on the quickbar for this to function. Tweaks

Detailing now causes the hammer to take damage as well. Bug Fixes

Fixed a recursive loop crash when cacti attempted to stack on top of each other in the world. Fixed crash related to snow blocks using legacy temperature code. They now correctly use the climate controls instead. Vines and random leaves should no longer be left hanging when a large tree is cut down. Single log blocks, that are usually branches, that sometimes get left floating after a tree is cut down will now eventually disappear as long as there are no other logs within a one block radius. Detailing now properly consumes chisel uses. Beta Build 73

New Features

Support for MC 1.4.6 Tweaks

Boulder spawn rate reduced to 1 in 20 from 1 in 13. Tool head size and weight changed to Heavy/Large from Medium/Medium. Changed the way fruit trees are harvested to right clicking on the leaf block instead of destroying the leaf. Fruit trees now take temperature and rainfall into account for initial world generation. The Bio-Temperature of the region must be between 10C and 25C as well as receiving 500mm of rainfall for fruit trees to spawn. Bug Fixes

Locking the chisel to a detailed block should now make sure that you don’t accidentally convert a block to detailed while locked. Fixed a rare potential crash loop with bloomeries. Fixed issue where a firepit would blink rapidly, when it should be going out, causing an immense amount of lighting updates. Fixed all slabs pretending to be ladders even when they weren’t small enough. This should stop a noticeable slowdown that would occur when walking on a slabbed block. Peat should once again spawn now that swamps have been clearly defined in the terrain controls. Fixed cactus not accepting TFC sand as valid. Fixed some derpiness related to explosions and stone. Fixed several fruit tree growth bugs. Tested and fruit trees should now all grow and yield properly. Plums should now properly render on trees. Fixed fruit trees trying to use legacy temperature code from before the Climate Controls were added. Blocking should now function properly when you’re not targeting a block. Saplings should no longer drop doubles when you break the block beneath them. Chisel locking on detailed blocks now works a little more smoothly. Beta Build 72

New Features

Added anvil recipes for non tool-metal sheets and weld recipes for 2x sheets. Brass, Gold, Lead, Nickel, Pig Iron, Platinum, Silver, Sterling Silver It is now possible to lock your chisel to the last detailed block by pressing ‘L’ (Default Key). Pressing ‘L’ again will unlock the tool, allowing free detailing of any blocks. Tweaks Bug Fixes

Detailed blocks should now work properly in SMP. When will I learn to test smp independently? Placing single planks should no longer delete pre-existing blocks. Fixed numerous visual glitches that would occur when the player was breaking a block added by TFC. Fixed incorrect horizontal log texture rotations Fixed vanilla recipes not being properly disabled by default. Notes

New format for Unreleased Builds has the build name stricken so that I don’t have to type (Unreleased) every time. I’m just that lazy. Beta Build 71

New Features

Added large boulders that can be randomly found on the surface of the world. This is a terrain gen feature and is for looks only. Tweaks

Increased the depth of surface dirt in terrain generation so that there is more surface soil. This should make sluicing easier so that you no longer run into situations where you need to punch rock. Bug Fixes

Slabbed ladders should once again work as intended 2x sheets should now use the proper textures. Placing a plank should now properly subtract it from your inventory. Beta Build 70

New Features

Added support for chiseling wood. Added new Detailed chiseling mode that converts a block into 512 sub-blocks that can be individually removed for in-depth detailing work. Image Here Single planks can now be placed on any surface to for Wood Construct blocks. Image Here Tweaks

Attempting to chop down a tree with an axe that doesn’t have enough health left for each and every block in the tree will now cause only part of the tree to be chopped down. No more using a single stone axe to fell an entire Kapok or Sequoia. Saws may no longer be used for felling trees. Axes were being made obsolete by saws. Using a stone axe to chop trees now results in a 10% chance for a block to not yield a log. Another tweak aimed at making the use of stone tools not preferable. Tweaked metal uses and efficiency numbers. Lower tier metals had their effective reduced with large scaling as you progress up to red/blue steel. Bug Fixes

Trees now check for soil instead of grass when attempting to grow, This means that they should now properly grow on dirt. Willow trees should no longer have a single block left floating in the air when cut down. The food prep table should now properly update visually when changing the foods. Notes

Red/Blue Steel has 26x more uses than Zinc. Beta Build 69: Giggity

Tweaks

Nutrient Color config settings should now read as an unsigned byte(0 to 255) instead of a byte(-127 to 127). This should make the colors easier to edit. Tilling a dirt block will now cause the resulting farmland to have next to no nutrients in order to prevent an exploit. Tilling grass blocks still work as before. Bug Fixes

Fixed tessellator color bug with the food prep block. Seeds should no longer be white squares.This bug doesn’t appear on my debug setup so I never know whats rendering wrong. Fixed several other white texture bugs. The bloomery should no longer cause a client crash by trying to send a server packet when activated in SMP. Cactus should now ACTUALLY spawn. Beta Build 68

Tweaks

Nutrient Colors when using the hoe can now be altered in the TFCOptions config file if you are colorblind and the colors don’t work for you. Players no longer automagically heal in Peaceful Mode. Hunger and Thirst should now apply in Peaceful Mode. Bug Fixes

Wooden doors should now have a hardness value. Food sprites should no longer be white squares. Fixed a few item id conflicts with metal sheets. Fixed several tessellator color bugs. These caused crops to sometimes appear very dark even when fully lit. Tool Racks and stone anvils were also affected. Beta Build 67

New Features

Support for MC 1.4.5 You can now tell what mode your tool is in via the new UI indicator. Hoes now have 3 new modes available to help farmers tend their crops. Nutrient Mode - This mode will show the nutrient levels of the farmland. Red = Nutrient A, Orange = Nutrient B, Yellow = Nutrient C Water Mode – This mode will show whether the block is near a valid source of water. Blue = has water, Black = no water Harvest Mode – This mode will appear green when the crop is ready to harvest and red when it is not yet ready. There are so many plants in tfc that I know it can be confusing to know exactly when a plant is ready to be harvested. Not to mention the coloring bugs that tend to strike quite often. Tweaks

Changed bloomery gui to get rid of the controversial numbers. It now shows progress bar indicators for the amounts. Preview Here Wild crop rarity increased from 1 in 4 chunks to 1 in 9 chunks Javelin thrown damage reduced by 45% Javelin melee damage reduced by 27% Arrow damage increased by 15% Sword/Mace damage heavily rebalanced to make metal weapons more useful. All armor durability increased. Cactus should now spawn in deserts that are warm and dry. Dry grass will now turn into normal grass when there is a local source of water. Normal grass will now turn into dry grass if the rainfall of the region is below 500mm and there is no local source of water. Bug Fixes

Trees should no longer hover above the ground when they grow from a sapling. Douglas Fir should no longer create a block of vanilla dirt beneath them when they grow. Squash should now grow in the wild. Various type-casting issues fixed in farmland code. Fixed Quern shift click dupe bug. You should no longer spawn underground / inside of a block. When regenerating your config files, the layout should be returned to what it was pre-1.4. Forge switched the parameters on me. Right clicking an animal should once again properly display weather it is pregnant or not. Notes

The bloomery now saves information slightly differently. If you plan to keep using an old world, I advise deconstructing any bloomeries before upgrading to this version just in case of an issues. You’ve been warned. Beta Build 66

Bug Fixes

Soybeans, Greenbeans, and Squash now have proper seed recipes. Tree Saplings should now grow properly. Apparently I got distracted and thought that I was done with this feature and I really wasn’t. Ruh Roh! Mob spawning now properly responds to game rules. A ghost axe should no longer be left in your inventory when the axe runs out of durability. Axe durability loss from chopping down trees should no longer be off by one. Tame wolves should no longer growl constantly. Beta Build 65

New Features

Saplings for trees may now rarely sprout from nothing in the wild if the conditions for growth are met. Tweaks

Jungles have now been moved closer to the equator with the temperature ranges of other trees increased by almost double. Saplings now track when they were planted and they grow at varying speeds based upon the tree. Trees now take a minimum of 7 in game days to grow from a sapling. Bug Fixes

Placing charcoal should now hopefully be devoid of all bugs. Fixed misspelled music file name that *may* have been causing the sound to cut out entirely. At the very least it was still a bug because that music file would never have played. Beta Build 64

Bug Fixes

Stone Anvils should no longer cause the chunk that they are placed in to go invisible. Another issue caused by MCP mappings. Beta Build 63

Bug Fixes

Tool Racks should no longer cause the chunk that they are placed in to go invisible. Oops! Log Piles should no longer crash when shift clicking. Decompiling on a newer version of forge/mcp mappings is what causes these things to occur usually. Fixed several shift click bugs in containers. Beta Build 62

Bug Fixes

Fixed vanilla door recipe interfering with the new door recipes. Fixed shift-click crash with the workbench. Beta Build 61

New Features

Charcoal may now be placed on the ground to create new charcoal blocks or to fill existing blocks. It is now possible to create a forge by creating a charcoal pile and filling it with at least 7 charcoal, then lighting it with a firestarter. The surrounded by stone requirement is still in place. The original method still works and uses the same amount of charcoal. Added Flint and Steel. Craftable like the vanilla recipe except with a Wrought Iron or Steel Ingot. It is now possible to smash a log in the world using a hammer to get sticks. Added Cobblestone, Smooth, Brick, and Raw stone walls. The recipes are the same as vanilla. Added new plants: Red Bell Pepper, Yellow Bell Pepper, Soybeans, Greenbeans, Squash. Added doors for all wood types. Recipes use the standard vanilla layout with TFC Planks. Crops can now be found growing wildly in patches in newly generated chunks. They do not currently regrow in the wild. They will die if they get too old like any other crop. Tweaks

Lowered the file sizes of the music in the TerraFirmaCraft soundtrack. Rebalanced Knife and Sword/Mace damage to make the numbers not stupid. I derped here. The inital spawn location now ranges from -3k to -15k. Was -3k to -17k. This should bring people closer to the treeline. Pine have been observed growing as far north as -15500 Seeds are now much rarer when harvesting grass. Bug Fixes

Bloomeries should no longer be permanently emitting light. Hunger and Thirst should no longer drain when in creative mode. Forges should once again have the proper texture when burning. Charcoal blocks should no longer cause players to bounce up and down in SMP. Fixed broken sluice GUI not rendering the pertinent information. Set year length to 96 as it was supposed to already be. Somehow this change didn’t stick before. Added a fix for the rotated chunk issue. You may have noticed at the borders of high and low rainfall that dry grass/sand/etc was at the wrong place in the chunk. Chunks are now rotated correctly. Added a potential fix for floating islands causing the lower rock layers to be much higher than they should realistically be. Rock layer heights should now ignore floating islands all together. Fixed several instances of parts of a block rendering very dark when it was in an area that was lit up. Such as the hammer on an anvil or tools on a tool rack. The Food Prep block should no longer drop when broken. Hopefully fixed an issue with the water render code that was calling to some vanilla code that it never should’ve been, and causing a random crash. Zombies should no longer spawn wearing vanilla armor. Douglas Fir should now grow properly. Weapons should now have the proper tooltips. Metallurgy Tables should no longer allow you to exploit them for free alloys. Jungles should no longer be relatively sparse. Vines once again grow in jungles. Item drops from loose rocks should now correctly match the rock layer that the loose rock is found in. Topsoil should now correctly match the surface rock type. Fixed disappearing bloomeries. Fixed several ores that were attempting to spawn in the wrong places. Notes

Built on Forge 6.0.1.354 Beta Build 60

New Features

Added 5 new musical pieces as part of the official soundtrack of TerraFirmaCraft by Menoch Be sure to keep your ears tuned. I’ll see about getting the files sizes toned down some for a smaller download. Bug Fixes

Fixed Forges crashing players when being created. That’s what happens when I code tired :/ Animals should no longer crash the server when right clicked with something in your hand. Almost the exact same problem as above, the wild items were still in the code but weren’t defined so I didn’t catch that reference to them. Fixed id conflicts that were causing all sorts of issues because I split the item implementations into their own methods. (Credit to Yemmster for finding the line and making it easy for me) Notes

ALWAYS DELETE YOUR CONFIGS FIRST IF YOU RUN INTO ANY ISSUES. THEN YOU CAN REPORT IT IF IT STILL HAPPENS. Beta Build 59

Bug Fixes

Several fixes for crashes related to food. The arctic should no longer be a solid sheet of ice. Fixed being able to potentially spawn at -20k instead of -17k as intended. Notes

Build 59 will break any pre-59 world! Beta Build 58

New Features

When holding a Meal or Food in your hand, your hunger bar will now show a preview of how much of the hunger bar will be restored if you eat that item. Chopping down trees now uses up 1 durability per log contained in the tree. Players now spawn anywhere from -3000 to -17000 to provide for a more varied game experience of hot and cold temperatures. All Crops may now be broken down into seeds by placing the item into your crafting area. Quern Added. The Quern is used to grind grains into flour. The Quern is Built in two parts. First you must build the Quern Base itself with 3 pieces of smooth stone. Then you must build the Handstone with 3 pieces of raw stone and a stick. Place the Quern Base and activate it to open the UI. Place the handstone in the top slot and some grain in the left slot. Close the gui you’ll notice that the handstone is now rendered on top of the base. Right click the wooden handle and the handstone will begin to grind the grain into flour. Wheat flour, Rye Flour, Barley Flour, Oat flour, Rice flour, and Cornmeal(Grind a Maize Ear) added. Dough for the listed flours has been added. Combine 2 flours of the same type and a wooden bucket of water to make dough. Breads for the above dough added. Simply cook the dough. Running and living in a hot environment(>30C) will cause slightly higher water consumption. Removed Features

All ‘wild’ versions of plants were removed. Decided not to go this route. Tweaks

Put tree hardness value back down. I forgot to undo my change when I was toying with this. Idle hunger now ticks once per hour instead of once per 30 minutes IGT(In Game Time). Heal Rate still ticks every 30 minutes IGT. Hunger from healing now gets used at a rate of 1 per 30min IGT instead of 2 per 30min IGT Bug Fixes

Scribing tables and Metallurgy tables should now properly remove the input items when crafting. For reals this time! Bows should no longer kill the person firing it. Arrows should properly render in the world once again. Added a potential fix for the vanilla food system continuing to function in the background. Players should no longer become instantly hungry when they reconnect to a server that has been running for a while. The internal food consumption clock wasn’t being reset so it would drain all of your hunger as it caught itself up to the server time. Animals now play the proper sounds. Mojang changed the sound directories. Beta Build 57

Tweaks

Meals can once again stack with similar meals. Bug Fixes

Scribing tables and Metallurgy tables should now properly remove the input items when crafting. TFC Bows now render with the proper texture when equipped. Fixed server crash caused by respawning. Beta Build 56

New Features

Players now gain extra health as they level up at the rate of 25 health per level. Players gain extra water reserves as they level up allowing them to sprint for ever longer periods of time. Upon respawning, the player starts with 35-60% health, 35-60% hunger, and a short 45-90 second slow debuff. It’s now possible to drink water from glass bottles to restore your water stat. Tweaks

When retrieving a tool from a tool rack it should no longer shoot up into the air. It will now eject much more gracefully. Adjusted Javelin damage to bring it in line with other weapons. All entities should now take the proper damage from environmental sources(Fire/Drowning/Falling). Players should now heal properly when skipping time by sleeping. The potential Power of a meal is now capped based upon the number of ingredients used. It’s no longer possible to create a meal with multiples of the same food type. All food items now correctly show size, weight and filling. The XP bar is once again visible. Meals no longer stack. Eating a warm meal now provides double the bonus of a cold meal. Just heat it up in a firepit until the temperature says at least warm. Leave it too long and you’ll lose it! The stat change when warming is visible in the tooltip. Arrow damage should now be brought up to par. Bug Fixes

Fixed a crash that would occur when the player disconnected from a map instead of pressing the X to close the game completely. Fixed firepit related item dupe Fixed loose rocks having improper collision. The Meal Prep UI now accepts stacks of items. Notes

Much to my delight, as a byproduct of the new health system and the amount of damage that mobs are now capable of doing, armor has started working as it was originally intended. However it also tends to wear out faster than you might be used to. Taking as little damage as possible is now preferable to standing there tanking damage as in previous versions. When I get around to herbalism and alchemy we’ll have some ways (with a little work) to potentially heal faster. Beta Build 55

Tweaks

Zombies will no longer drop vanilla items. They’ve been replaced with TFC Items. This will be expanded upon in the future. Bug Fixes

Fixed a crash when eating food. Firepits and forges should properly eject their items when removed from the world. The TFC versions of vanilla mobs should now correctly spawn at night instead of the vanilla versions. Fixed several instances of bad render code causing custom blocks to render as a full cube. Beta Build 54

Tweaks

Tweaked weapon damage to bring them in line with the new health system. All mobs have had their health and damage brought into line with the new health system. Bug Fixes

Fixed loose rocks not rendering properly.1.4.2 changed some rendering code :/ Beta Build 53

New Features

Support for Minecraft v1.4.2 It is now possible to change the number of days in a year in the config. Servers with a constant up time may wish to change this to old default of 360 days in a year, whereas solo players may want this down much lower. I find that 96 is reasonable for solo play, so I’ll be making that the default(since a majority of players play in a setting where this number will most likely be most relevant). I’m not responsible if any bugs pop up from using a number that is not a multiple of 12. This should scale crops and animals properly. If something seems off, let us know. Scythes can now be used to harvest crops. Warning! Using on tomatoes will yield nothing. Pick them by hand. Added a new Protection Meter block that functions as a gauge for the spawn protection in whatever chunk it is placed in. The meter fills up and turns from red to green as the amount of protection reaches 16 days. Any extra protection is not shown by the meter. The Recipe can be seen HERE and can be used with any smooth stone and any gem of normal or lower quality. The recipe and the texture will change in time to more accurately reflect the theme of TFC. This was created mostly because I believe folks need a way to be sure that that protection system is working as intended and I am not fond of console commands for normal gameplay. Note that the maximum spawn protection in a chunk is equal to 6 months in game. The actual number of days of which is dependent upon the length of your years. The art is obviously programmer art. Expect better in time. Added Meals: Meals are a way for players to mix and match foods to create a dish which is more effective and can give the player special effects such as movement speed or damage resistance upon consumption. In order to create a meal, the player must right click with a knife on the top of a non-dirt block and it will create a surface for the player to work on. The player may then add up to 4 ingredients + a wooden bowl to create the meal. This system encourages experimentation and the exploitation of many types of food. Once you’ve found a good recipe it will always be the same as long as the seed for your world does not change. Loose rocks are no longer uniform in size and shape. Preview Here.. Rock layers now rise and fall with the terrain. Here’s a pretty picture that i drew in paint to illustrate Added new In Game UI to better handle the changes made to players. Players now have 1000 health instead of the vanilla 20. This change will allow for more variation among weapons. Players now have 100 Hunger and 4 days worth of Water(based on the day length in your config). The change to hunger allows for more in depth foods. Water is used for sprinting and goes down on its own very slowly. Upon reaching 50% water the player can no longer sprint. At 25% they get a slow debuff. Until waterskins are added, you can just jump in a block of water to take care of thirst. Tweaks

Crops have been altered to simplify the code and make using them a tad easier. Water saturation is no longer tracked. A mechanic similar to vanilla is now in place where not having water nearby confers a negative bonus to growth speed. As I replace the vanilla UI with one that better suits some of the coming changes I’ve removed the debug stuff from the calendar menu and it now exists on the F3 debug screen. Bug Fixes

Fixed Crops not providing any drops when they had clearly reached their final growth stage. It was checking if the current growth was > the number of growth stages instead of >=. Fixed an embarrassing bug with the spawn protection system where logging in would cause the protection to max out in that chunk due to the timer being set to 0. Beta v2 Build 52e

Bug Fixes

Dirt should no longer hop around like a rabbit on speed when it gets held up by a support beam. For real this time! Removed duplicate renderer registration that was causing a graphical glitch with falling rocks. Fixed a major ore generation issue where ore was generating in the wrong chunks. Failing to place a log pile right clicking on the face of another log pile won't consume anymore the logs in the inventory. Won't remove the log pile when someone has it still opened. This avoids losing the logs put into the log pile GUI after that someone else emptied it and made the log pile disappear. Fixed missing breaks causing the code to make up the "wrong" stalactite and stalagmite types. Beta v2 Build 52d

Tweaks

Gold pans now have a max stack size of 1 in order to prevent an exploit Anvils are now considered Huge/Heavy. Its no longer possible to smooth/slab/stair the ceiling with a chisel when mining to evade cave-ins. Bug Fixes

Fixed losing an entire stack of Bellows when you attempt to place one. Dirt should no longer hop around like a rabbit on speed when it gets held up by a support beam. Beta v2 Build 52c

Tweaks

Forges can now be built with Slabs around them as long as the slab is touching the forge block itself. Weapons are now Large instead of Medium. Hoes are now Large instead of Medium. Bug Fixes

Fixed several items that should be placeable in the world not placing themselves due to MCP continually renaming stuff :/ Fixed losing an entire stack of Tool Racks when you attempt to place one. Beta v2 Build 52b

Bug Fixes

Fixed NullPointerException when attempting to spawn creatures in a chunk with no ChunkData map. Fixed item stacking issues in the forge, firepit, and anvil. Fixed NullPointerException in getSkyProvider. (You must use Forge 269+ from now on) Beta v2 Build 52

New Features

The inventory size mechanic has undergone a further revamp. Each item now has a size and weight defined for it. Some inventories may have weight requirements in the future(such as bags) wherein they can't hold items over a maximum weight and already the chest has a maximum size of Medium. There are currently three Weight classes: Light/4,Â Medium/2,Â Heavy/1. Weight applies a modifier to the stack size determined by the items' size(which now only represents the item bulkiness). Ex: Item A is Large and Heavy. Large tells us that the stack size is 4 and Heavy says the multiplier is 1. (4 * 1 = 4) so Item A would stack to 4. If Item B is Large and Light it would be (4 * 4 = 16), so Item B would stack to 16. Hopefully this is explained well enough. First stage of mob spawning rewriting is complete. Each chunk now has a stored Spawn Protection value. When this number is greater than 0, mobs are not allowed to spawn in a given chunk. In order to increase this number, simply spend at least 1 hour(In game time) in a chunk and 6 hours(in game time) of spawn protection will be added to that chunk and each neighboring chunk. Every chunk starts at -24 hours of protection. This means that you must spend at least 4 hours in a place for a chunk to start to be considered "lived in". Added wall mountable tool rack for putting your tools and weapons on display. Each Tool rack can hold 4 items. With the item in your hand simply right click on one of the 4 quadrants of the weapon rack and your tool will be placed in that spot. Right clicking again in that spot will remove the tool. The recipe can be seen Here Yes the icon uses the colored sticks textures atm. Programmer art. Tweaks

Changed log placement. The side of a block that you click on is now where the inner part of the log is placed. Chests now accept items up to size Medium. Added a proper mcmod.info file and logo image for the FML mods screen. Bug Fixes

Fixed placing logs not reducing the number of logs in your inventory. Fixed several instances of items and tools stacking when they shouldn't have been. Fixed some cases of improper item cooling and generally streamlined that code. Fixed saws getting destroyed after one use when crafting support beams. Beta v2 Build 51

New Features

Building structures with dirt or sand is now very ill-advised. Trying to stack two blocks of dirt or sand on top of each other will now cause the top block to roll off the side causing piles of soil to form. Goodbye dirt huts of invulnerability. Logs can now be placed vertically or horizontally just as vanilla. To place a log pile, crouch and place or place on the side of an already full log pile. It's no longer possible to place log piles on top of non-full log piles. Added Bucket Plan. I'll let you guys figure out the recipe (Its not that hard) and one of the wiki editors will throw it up before long if you just can't figure it out Added Red Steel and Blue Steel Buckets capable of transporting water and lava source blocks. Red Steel can carry water. Blue Steel is for lava. Buckets require a metal sheet of the appropriate type to craft. Tweaks

Tall grass should grow less often. Dedicated servers should handle client disconnects more gracefully. Reduced daily temperature fluctuations to +-5C Halved the effect of the avg rainfall amount on the temperature of a region. 1-rainAmount/16000 instead of 1-rainAmount/8000 instead Increased temperature based growth modifier by ~16% living in a lower temp area should see slightly increased growth speed over the lifetime of a plant. Making planks with Axes now yields 3 planks, down from 4 Making planks with Saws now yields 8 planks, down from 12 It is no longer possible to make supports with an axe, they must instead be made with a saw. (This should move supports into the metal age and away from being an early game utility.) Chests have had their former size restored. However they now make use of the Item Size system and only allow storage of items of size Small or smaller. I WILL BE CONTINUING TO ADD MORE STORAGE TYPES OVER THE NEXT FEW UPDATES TO OFFSET THIS. Changed some of the item sizes and added others. The entire size system is going to be getting a major change in the next big patch, so as before, this system is not complete and you'll just have to live with the weirdness until it all settles. Yes I'm aware that logs can be put in chests atm. This is something that the coming changes to the size system will be meant to address. Bug Fixes

Added a check to make sure that chiseling MM rock is handled server side and not by the client. Hopefully now the REAL Concurrent Modification Exception fix!. Even though I have been missing the actual bug I'm finding some glaring mistakes in other areas so its still progress Fixed infinite charcoal pile bug. Beta v2 Build 50c

Bug Fixes

Seeds should be using the proper textures again. Prospecting Picks should have a name in game again. Added some debug code to try and track down the Concurrent Modification Exception. Beta v2 Build 50b

Bug Fixes

Axes should be using the proper textures again. Sugarcane should be placeable on the new sand now. Removed some leftover debugging code. Beta v2 Build 50

New Features

Almost all Items now list a size in their tool-tip when you look at them. This size determines the stack-ability of the item and what slots are capable of holding these items. The sizes are: Tiny/64, Very Small/32, Small/16, Medium/8, Large/4, Very Large/2, Huge/1. The size chosen for each item is a combination of weight and volume. These sizes, as with everything in TFC are still being worked on and do not represent the final version. In fact I wasn't even ready to release this but I need to push 50 for performance reasons. Tweaks

Leaves now degenerate rapidly(but not instantly). This should help prevent a runaway recursive error that would rarely strike with Sequoias. Terrain layer shifting scaled down so that it occurs more often. Boosted tilled soil nutrient regeneration some. Previously I attempted to make rock layers make more sense with sedimentary on the surface layer, Metamorphic more likely on the second layer and igneous on the bottom. This was apparently the cause of sedimentary layers not appearing in worlds. I've removed this feature and sedimentary layers have returned. Bug Fixes

Its now possible to place regular saplings on dry grass. Clay grass should now be using the proper clay textures. Fixed grass growing in a dry area not using the dry grass texture. Further fix for concurrent modification exception. I'll get it eventually. Clients should receive an update packet when harvesting tomatoes now. The sign recipe should give a sign item now instead of a sign block. Autumn leaves should no longer change to weird colors. Beta v2 Build 49j

Bug Fixes

Further fix for concurrent modification exception. Fix for another NPE with fruit trees. I missed a variable last time. Beta v2 Build 49i

Bug Fixes

Placing fruit tree saplings should now work correctly in SMP. Fixed NullPointerException when attempting to chisel cobblestone. Tall grass should no longer replace non-air blocks when it grows. Clay should no longer appear in areas of dry grass. Made clay mold recipe accept clay with any damage value. For whatever reason mc is setting the damage value of clay when you harvest it. Hopefully fixed a concurrent modification exception on dedicated servers. We'll see. Sluices and gold pans should now accept the new sand blocks. Beta v2 Build 49h

New Features

Tall grass will now grow on top of grass blocks at a speed that depends on the rainfall for the region. Bug Fixes

Shift clicking logs into a log pile will now properly only stack them to 4 instead of 12. Fixed charcoal blocks duping when you dug out the non charcoal surface beneath them. Grass should now once again regrow on dirt blocks Dirt and sand blocks that are held in your hand should have the proper textures now instead of being white. I shouldn't have capitalized the letter B in the file name. Fixed anvil recipes not registering on dedicated servers. Beta v2 Build 49g

New Features

When a charcoal pit is finished, instead of dropping the charcoal items on the ground, the charcoal is now physically represented in the world by a charcoal block which must be collected with a shovel (Take that all you people who said you never make shovels (Crysyn I'm looking at you)). Each block contains up to 8 charcoal and must be harvested repeatedly to obtain all of the charcoal. Bug Fixes

Chests should no longer cause chunk resets. How many times has this bug hit us now? You'd think I'd learn, but nope. Cookable food items should now display temperatures properly. Time on the calendar screen is now properly updated in SMP. Fixed slabs causing a crash due to incorrect packet handling. As a bonus, I've made the net code a little better(slightly less bandwidth usage from chiseling blocks). Beta v2 Build 49f

Bug Fixes

Fixed NBT Data for items that need to be heated or worked not syncing with the client on dedicated servers. This may also have been affecting LAN games. Either way it's fixed. Beta v2 Build 49e

Bug Fixes

Working metal on an anvil should now properly register with the server. Big oops! Added a fix for a null pointer exception with the fruit trees. When placing dirt into the world it should now retain its color. Falling dirt should play sounds effects properly now. It should now be possible to once again rebind the custom keys added by TFCraft. Fixed placement of cobblestone to not replace support beams when placed on an adjacent block. Beta v2 Build 49d

Tweaks

Fruit Tree growth is now handled via tile entity instead of random block ticks. It's not a big change but it may have a few bugs so be on the look out. This is just a preliminary implementation and it will be expanded upon to bring the trees into line with crops to a certain extent. Bug Fixes

Sluices should be placeable once again. The Pro Pick should once again be able to detect ores. Beta v2 Build 49c

Bug Fixes

Loose rock should be spawning properly again. The world seed should now be properly synced to the world chunk manager meaning that the server and client are now expecting the same world information. Sand and Dry Grass should now work with shovels correctly Added more error handling for the packethandler Fixed workbench gui not always opening. Beta v2 Build 49b

Bug Fixes

Dedicated servers should now be able to correctly launch. This was an oversight. I'd thought that since the client operates with a server that there would be no differences. I was wrong :/ Anvils will now perform a block update when you close the gui triggering a re-render of the block. The hammer should be immediately visible. The Bloomery, Scribing Tables and Metallurgy Tables should now correctly open the gui when activated. The Bellows should now be placeable and function when activated. Anvils should no longer dupe client side when destroyed. Harvesting a stone anvil with a pick will no longer yield the old stone anvil item. Fixed a bloomery related crash due to incorrect packet handling. The new sand now properly shows temperature when being heated and the specific heat was increased.(Heat up a bit faster) Beta v2 Build 49 Codename: Kaaaaaaaaaaahn!

New Features

Temperature is now majorly based off of the Z Axis in game with -Z being North and +Z being south (blame openGL for this retarded crap not me). The hard coded world size is currently 20k blocks from equator to the frozen wastes. I may add an option for this later. DO NOT ASK FOR IT OR YOU MIGHT GET KICKED/BANNED IF I'M IN A BAD MOOD. NO it is not necessarily a good idea at this juncture of development. Also after plenty of world tests I think that 20k is underestimated in size. Terrain Changes Biomes as defined by Minecraft are now a thing of the past. Instead of hard coded biomes, the world is now generated by overlaying multiple layers of information and selecting what should be where from that information. The layers used are Temperature, Average Rainfall(localized weather has not yet been added so this is purely simulated), Evapotranspiration ratio(this is backwards as the vegetation in the region determines the EVT but I use it to determine how thick the vegetation in a given area will be), 3 tree type layers, 3 rock type layers and an elevation layer. Rock layers are no longer linear and confined to a strict set of biomes. They also overlap in different ways, meaning that the edge of one rock layer does not mean that you are at the edge of another layer beneath it. Similarly the tree layers are defined in an overlapping fashion. Trees also only spawn if the conditions for their growth are met such as a sufficient BioTemperature(The average of all high temperatures in an area for an entire year), and rainfall amounts. Added colored sand for the different rock types to bring it in line with dirt etc. Caves should now properly reach to the surface although they are known to be somewhat rare in general. This will be tweaked. With the permission of ScottKillen of Extra BiomesXL I've begun using some assets from Extra Biomes in TFC to make the world a bit prettier. Specifically the tree generators. Sequoias never looked so pretty. More things will be coming from that mod in the future. Added a Dry Grass block for areas with low rainfall. Terrain will be continuing to undergo some changes so don't get too attached to your worlds right away. Stone anvils are now semi permanent. As long as a hammer is in the hammer slot when you leave the gui, it will stay an anvil, otherwise it will revert to w/e stone type it was before. It is no longer tied to the dominate rock layer but the Igneous Intrusive/Extrusive restriction is back in effect. Stone anvils also render the hammer icon on the surface(This was more or less a test but I liked the look so it stays). Ladders can now be made from chiseled stone. The only rules are that the depth(as you're facing the wall) be at least 5 layers approximately(This is a minecraft thing) and the height of the chiseled block be be no more 2 layers thick. chiseled stone that meets these rules will be automatically considered a ladder by the game. TerraFirmaCraft is no longer a jar mod. Simply throw it in your mods folder like any other mod. Bug Fixes

Crops should now sync with the clients properly when being reloaded. Added localizations that were missing for some food items. Known Issues

It will currently never snow even when it's below freezing. One of the consequences of being independent from the jar is that I can no longer edit the core files as I please and I must wait for certain forge features to be added before I can make MC do what I want. In this case, controlling the snow code. There are probably things that I didn't catch while testing stuff. You guys will be able to find and compile a list for me far faster than I can on my own so I'm releasing despite this. Beta v2 Build 48g

Bug Fixes

Fixed a memory leak with killing animals that have babies Fixed animal hunger value not decrementing correctly Beta v2 Build 48f

Tweaks

Until straw is added as a byproduct of growing grains, you can feed animals wheat grain for mating purposes. Fixed animals not giving birth to the right species and litter size. Animals will now give birth to the correct number of animals as they would in real life. This should give more incentive to breed animals. Bug Fixes

Sheep should once again eat grass to restore their wool Beta v2 Build 48e

Reverted the LOD switch. Wide-scale testing showed that it gave worse performance Beta v2 Build 48d

New Features

Dynamic LOD switching for leaves added. The rage for the lod transition is set quite low. This is changeable in your TFCOptions.cfg file. Increase to make the transitions happen farther away. I'll appreciate feedback weather this improved performance or not. Bug Fixes

Fixed a server crash related to farmland that doesn't have access to water. Fixed the charcoal pit offset being off by one. A full sized pit should now work fine. Beta v2 Build 48c

Bug Fixes

Fixed enemy mobs not spawning Reworked placement conditions for rock items in order to work out the kinks. Placing cobble should work much better now. Animals should spawn as adults now instead of babies. Beta v2 Build 48b

New Features

Rolled back the change that allowed walking up grass/stone/etc. It caused some unforeseen issues in SMP. I'll take a look at this again later :/ Bug Fixes

Loose stone should be breakable once again. Breaking the dirt beneath loose stone will not give the proper item that breaking that stone would've given rock/ore. Beta v2 Build 48 Codename: Still for 1.2.5

New Features

Naturally occurring surface blocks such as Raw Stone, Grass, and Dirt will now behave similar to stairs, allowing you to traverse the world without jumping to go up a single block. This does not at all negate the need for stairs in the world, it merely makes exploration less destructive to your spacebar. This has some quirks, typically with animals. I'll be paying attention to feedback. Added variable ambient temperatures on a day by day basis. This means that every day will have temperatures that vary +-5 degrees from the norm. Added to aid in agriculture uncertainty. Added a setting in TFCOptions.cfg for changing the length of a MC day. A typical MC day lasts 24000 ticks. By setting it to 48000, a full day will take twice as long. Conversely, 12000 will make days pass twice as fast. DO NOT CHANGE THIS IF YOU PLAY SMP UNLESS THE SERVER HAS IT CHANGED AS WELL The server now sends this info to the client. You must restart your client before playing SSP in order to get your own settings back. Added Deer to the world. The first phase of agriculture has been added including 19 new crops with several more to come in future patches. This is to be considered a working prototype. With the exception of the Cereals it is only possible to get new seeds by busting tall grass and finding them. There will eventually be wild varieties of many plants that can be found as well as proper ways to make sure that your crops are self sustaining. Food/Agri is not balanced and will undoubtedly go through several iterations! Tilled soil now stores information about the nutrient levels in that plot of dirt. There are 3 separate nutrient groups for soil called A, B and C. Each plant belongs to a certain nutrient group(also referred to as its cycle type). As the plant grows it uses the nutrients up. It may be alright to plant a plant from the same nutrient group back to back but over-farming a spot with plants from the same group will lead to drastically slower growth times for your plants. Leaving an area fallow or planting a plant from a different cycle type will give the soil time to replenish its nutrient levels. Soil also has a water saturation level which can be replenished via nearby irrigation or rain (Rain replenishes much better). In the future there will most likely be such a thing as over-saturation for some plants requiring the need to control your irrigation. Crops grow based upon the current temperature, amount of sunlight they receive, water saturation, and time. All crops have an average amount of time that they will take to reach maturity which is directly affected by the temperature and nutrient levels. In this rare case I'll be giving some numbers. Nutrient levels start off at 85000 and max at 120000. Anything below 100000 causes a gradual slow down in growth speed. Nutrients are reduced at a rate of 250 per growth tick(every 22-26 hours) multiplied by the crops individual nutrient usage modifier. Some crops such as soybeans and greenbeans which are coming soon will help restore the Nutrient levels of a different cycle type. When harvesting the Cereals you will receive Wheat/Rye/etc. This is not the finished item. Temporarily, the next step is to place them in the crafting area with a knife in order to get the grain. Coming soon is proper threshing for these crops as well as straw as a byproduct. Grain can be turned into seed and vice-versa in the crafting area. Harvesting tomatos can be done via right click which will revert the plant back a few stages and allow it to produce more food. Currently this is the only plant which functions this way. Tweaks

When a dirt collapse occurs, the grass above it will no longer stay floating. Mobs should now have no trouble path-finding through leaves/loose rocks/firepits etc Migrated 99% of the TFC changes to the vanilla BiomeGenBase class to a new TFCBiome Class. This shouldn't affect users but is noted here for potential oddness that may creep up in the future. Unified some fire related code in order to simplify bug fixing. As a result the Firepit is no longer affected by height. This was also done because people did not understand why this was added in the first place. Significantly reduced the force of a thrown javelin. They should no longer move like bullets nor fly as far. Removed Vazkii's Mod Update Manager. Nice in theory but I didn't like it in practice and a number of people has annoyances. Bread Recipe now uses either Wheat Grain, Rye Grain, Oat Grain, Barley Grain, or Rice Grain. Bug Fixes

Fixed Forge temperature dropping when it's raining and the forge is covered. Building a forge that can see the sky when it's raining will cause the temperature to drop. Animals should no longer sometimes report being dual sexes in smp Animals should now grow over time properly even if in unloaded chunks. It is no longer possible to milk bulls. Beta v2 Build 47f

Tweaks

Increased the max burn time of all lumber by 5 minutes (In game time) Updated some textures. Bug Fixes

Fixed durability for propicks using an ancient system of fixed numbers instead of being tied to the metal types of all other metals. This made their durability extremely low. Melting an ingot with no molds in a forge will no longer provide a free mold. It should no longer be able to place rocks in the same spot where you are standing. Beta v2 Build 47e

Bug Fixes

Fixed ingots not heating in the firepit after they've been worked. Beta v2 Build 47d

Bug Fixes

The plank recipe for signs should now properly give signs instead of trapdoors. Oopsie! Fixed the charcoal process being left on debug settings which caused the entire process to finish too quickly. Beta v2 Build 47c

Tweaks

Douglas Fir will now use the new tree shape when grown from a sapling. Placing unshaped metal into the firepit with no molds beneath it will no longer cause the metal in the mold to disappear upon reaching liquid. Instead the object will simply drop into a lower slot. Added an alert to the temperature readout to let you know when you're within 10% of the boiling point for an object The firepit uses a new search algorithm, similar to tree felling which allows it to support charcoal pits of varying shapes and sizes up to 25m wide and 13m tall. In order to start the charcoal process a lit firepit simply needs 1 logpile on top of it. The firepit must still be lit at the base of the charcoal pile. Important: The charcoal is now spit out into the world and the firepit will disappear upon completion. This is not a bug, the firepit simply can't hold that much charcoal. When creating a stone anvil, the gui will now automatically open. Note that the anvil can only be made if the player uses the hammer on a piece of stone that actually belongs in that location. i.e. Using your hammer on a piece of raw basalt while standing in a layer of chert will not work. You must use it on the chert instead. Removed recipe for Flint tools and stone anvils. Bug Fixes

Fixed Log Pile stacking. Shift clicking in logs or adding them via right clicking on the block will now properly make the stack size 4. It should no longer be possible to add small ore pieces to the forge. Fixed shift clicking items out of the sluice deleting the items. Beta v2 Build 47b

New Features/Tweaks

Wooden Bowls - This was in 47 but I forgot to document it. In order to make wooden bowls easily (needed to make a gold pan), take a log and place it in your crafting area with a knife above it. You'll receive 4 bowls. Added recipes for doors, trapdoors, and signs using the new planks. Bug Fixes

Removed some dumb notch-code that I missed which was tripling drops from animals when they died. Fixed Sluice recipe to use any kind of plank instead of only oak Fixed Scribing table recipe to use any kind of plank instead of only oak Fixed Bellows recipe to use any kind of plank instead of only oak Stone anvils should no longer dupe items that it ejects. Beta v2 Build 47

New Features

Sluice - The sluice has been rebuilt and is now a powerful tool in aiding the player as a form of prospecting. It also still functions similarly to before, however it now can yield small pieces of ore that yield 1/4 of the metal that a mined piece of ore would give. The sluice aids in prospecting by scanning an area roughly 100m around itself and 60m deep. It will only provide ore that it can find in that area as well as any assortment of gems just as before. Feeding sand to a sluice box will have a higher chance to find gems and gravel increases the chances that you'll find ore. Soil can be provided by emptying the contents a gold pan into the sluice by right clicking with the gold pan in your hand on the sluice(adds 7 soil, max 50). Alternatively you may throw individual blocks of gravel or sand into the water feed that flows into the sluice. Upon reaching the sluice, if able, it will be auto consumed providing 20 soil. Gold Pan - The gold pan acts as a sluice light by scanning an area roughly 50m around itself and 35m deep. Planks - Just like the rock items added recently, in preparation for an eventual construction overhaul, planks have been added to the game. For now you can combine 4 in a square to create a plank block like existed before. Appropriate recipes have been updated to reflect this change. Axes give 4 planks, saws give 12. Surface Ore - Just as the ancients were once able to easily pick pieces of metal up off the ground, so too can you now find small pieces of ore while roaming the world. Harvest loose rocks for a chance to find ore. This is also a great way to find ore veins close to the surface since you will only get ore if there is a vein nearby! Tweaks

Changed ore gen code to use a new style of ore gen based on MarcoPolo1613's work. Ore Veins typically hold less ore than they do before, but due to the style, you'll see a lot more ore around. Some ores continue to use the old system. Peat was only spawning in 5 of the swamp biomes, it now should spawn in all 10 types. Clay Pit depth increased from 1 to 2 Max height of Clay and Peat spawning reduced from 150 to 147. They may be harder to spot now, but they are still there, just beneath the grass. Ocean Biomes now have sandy floors as well as new code to help beaches naturally form. Its not perfect but its a step toward a better looking world. Swamps now have more land on average than before. Chest Recipe changed to use the new planks. This is the equivalent of 2 vanilla planks to make a chest instead of 8. Would you like some cheese with that whine? Changed world gen to use combine into a single massive array after the upper and lower passes are finished. This brings back surface caves and ravines. Caves are still acting up and do not want to puncture the dirt layers yet, but they CAN be found above 128 now. Merged the surface rock layer with the one beneath it and increased the height of rock layers. This means that biomes now only have 3 rock layers as opposed to 4. This gives more room for ore veins to appear. Removed Stone Propick recipe. Pigs now drop leather in addition to pork. Chickens, Cows and Pigs have had their amount of drops increased greatly. Remember, the bigger the animal, the more drops, so raise them well! Keep in mind that animals are still a work in progress and there will undoubtedly continue to issues with them until we complete the system. Doubled all tool max uses except for stone. Removed Stone Pickaxes. Besides the fact that they are incredibly unrealistic, they devalued metal picks and allowed players to progress far faster than is intended. The new changes mentioned in the new features should allow players to have a far easier time finding metal to begin with, not to mention the added realism. Many stone tools were made in history. Stone picks are basically nonexistent. This WILL make the early game more difficult, I am aware. The types of early building options will undoubtedly be limited for a while until more early building materials are added. Stone anvils are now incredibly simple. With a hammer in your hand right click on the top of a block of raw stone anywhere. It will be turned into a temporary stone anvil. Once you close the gui, the anvil will revert to raw stone. I'll work on making the anvil continue to look like raw stone later. For now it turns into an anvil model. Removed one stick from the Javelin recipe. It is now just a rock on top of a stick. Arrows are now a shapeless recipe. Simply place a rock, stick, and feather in your crafting area to make 8 arrows. Rivers now have mostly gravel bottoms with some sand and dirt. Increased Javelin melee durability to 50 from 35. Reduced break chance of a javelin from 20% to 10%. Bug Fixes

Removed some unnecessary multiplication that was throwing the loose rock generation completely out of whack. Beta v2 Build 46e

New Features/Tweaks

Scythe maximum uses increased by a factor of 3. Item heat rate increased by about 30% Bug Fixes

Firepits should once again heat items. Big oops! You tweak one little thing and the entire thing breaks. Stairs should have proper collision when mining them. It should no longer be possible to accidentally mine the block behind them. Removed the temperature edit to EntityRenderer and made the temperature code a little smarter. This should bring back compatibility with optifine. Beta v2 Build 46d

Fixed firepits and forges assigning the temperature of an item that has just been added using the old temperature system instead of the new one. ~10% increase to ore spawn rates The knapping interface should now be free of shift click bugs Orange and Green Apple saplings should now have the correct tooltips Fruit trees should now be more rare. Fixed Stone Pro Pick head using the knife head texture. Beta v2 Build 46c

Added a null check to EntityAIFollowParentTFC Entities will once again drop their items upon death SMP login should no longer cause a client crash due to a reflection error Beta v2 Build 46b Codename: I hate releasing hotfixes 20 minutes after I release an update!

Removed the chunk walls...again... Fixed an issue where I wasn't syncing the server files with the client files for the past few patches. Fixed an issue with fruit trees using the old ambient temperature system. Beta v2 Build 46 Codename: Jiminy Cricket

Ghost dirt blocks should no longer appear above grass when a dirt cavein occurs in SMP. Chickens should no longer commit suicide while jumping up blocks. Buffed Knife damage as a weapon. It's weaker than an axe but better than fighting bare handed. Upgraded Vazkii's Mod Update Manager to v2.1. Properly implemented birth and the parent following ai of mobs. Female bears will sometimes spawn with 1-2 cubs. Wolf growling after tamed should stop. Fixed animal item pick up and feeding by throwing items. Currently, wolves will pick up raw beef and pork off the ground and bears will pick up raw beef, pork and fish. Removed height factor from forge temperature equation. Reworked ambient temperature system. Temperatures should make more sense depending on biome type. Firepits should properly leave behind an empty mold when you are combining two partial unshaped metal molds by draining one into another. Note: This is the proper way of combining unshaped metal. Using the crafting table to 'repair' the items is not intended and will be patched out at some point. Fixed another instance of the 0 stack bug that has haunted me since Beta 1. Fixed an issue with the client and server operating off of different seeds. This was causing a whole host of issues. Bloomeries now use up charcoal at the same rate as the ore smelts. This should finally put bloomeries at a point where I feel they are operating as intended. Upgraded to Vazkii's Mod Update Manager v2.2 Boosted metal yield from ore. Re-buffed rock hardness to make getting metal tools more of a reward. (I'll get you stone pick worshipers one day!) Beta v2 Build 45 Codename: :emanedoC

The propick vertical scan radius has been doubled. The Scan box is now 25x25x25 blocks in size from 25x25x13. Fixed syncing issue with slabs. All players should now see changes that other players are making in SMP without the need for a relog. Fixed chisel mode going out of sync with the server. Baby animals should now follow their mothers. If a baby cannot find it's mother, it will look for a nearby entity to follow around. (warning: if they are taken from their mother too early, they will not be able to nurse and will eventually starve.) Males should now rutt during their mating season and fight over females before breeding in the wild. Although coded, this has yet to be observed. All animals have sizes relative to a species average. Males range from 0.8 to 1.2 times the species average and females range 0.7 to 1.1. Larger animals are more likely to do more damage (currently only in wolves). Size of babies is completely inheritable, and can be selectively bred (if you took the time). More attributes will be inheritable in the future. Firepits should no longer play the fire sound when they are not burning. Storage minecarts are now in line with chests for storage amount. Beta v2 Build 44b

Fixed an SMP issue where clients where getting Internal Server errors due to receiving data for a tileentity that was no longer there. Beta v2 Build 44 Codename: XZILMGV RH Z OZNV HKZMRZIW

Gave Chests a mapping in SMP. Should stop the disappearing chunks with chests in them in SMP. Mate AI now checks which partner is female, and only allows mating of opposite genders. Birth is now generated from inside the EntityAnimalTFC class. Implemented pregnancy, default time of 120 days. Bears now attack the player on sight. Wolves now growl at any player who approaches them for 6 seconds. If the player is still in range of the wolf at the end of the 6 seconds, the wolf becomes angry and attacks. The new Douglas Fir shape should correctly generate in SSP, oops. More tweaks to Underground Rivers. Water should no longer disappear upon updating O.O Chests have a max stack size of 64 again. Beta v2 Build 43 Codename: ?

Added new Codename. What could it be!? Tweaked animal breeding slightly. Baby animals should no longer pop out full size. They should now grow slowly over 6 months to reach maturity. Underground rivers should now occur far less often. Added in some code to hopefully prevent an indexoutofbounds exception with swamps that rarely occurs. Stalactites and Stalagmites are now slightly more rare. Stalactites now occasionally drip water. Beta v2 Build 42

Fixed metadata crash when creating stone bricks Trying to knap rocks with stacksizes > 1 should no longer consume the entire stack. (Why would you place the entire stack in anyway? O.O) Beta v2 Build 41

Added in missing terrain gen code for servers(oops) Removed vanilla dungeons server side to match client side(prevents a crash with chests till dungeons are rewritten) Fixed crash related to right clicking IgIn Stone All entities should have proper ID's now Fixed crash with blowing up or mining stalactites and stalagmites Underground rivers now use normal water instead of finite water Updated all Cobblestone related recipes to use the new rocks Breaking Stairs or slabs should no longer yield an item. Beta v2 Build 40 Codename: Oompaloompa

TFCraft now relies on PlayerAPI for future use Migrated to forge version 3.3.8.152 Hopefully toned down the massive chunk walls present in some hills edge biomes. Added new sound effects for rock and dirt falling as well as collapses and working on an anvil. Firepits and forges now play sound effects when lit. It's no longer possible to use torches for easy cobble and dirt harvesting. Added Stone Knife Mining Raw Stone no longer gives cobblestone blocks. Instead it drops rock items. For now these rock items when used in the world will spawn a cobblestone block(If I ever get to overhauling construction, it will take several of these for a single cobble block). Currently uses programmer art, it'll be changing don't worry :P Loose Stone(flint) found in the world no longer drops flint, instead it drops rocks Stone tools are now made via knapping. Place two rocks in a crafting grid and pickup the result. This will launch a knapping gui. Use the mouse to remove bits of rock until you form the shape of the desired tool. Recipes are the same as Plans for the various stone tools. It is recommended that you use shift click to remove the rock. Do not toss the items out of the gui into the world as unknown issues may occur. You've been warned. Added Stone Masonry. When using a chisel, press M(configurable) to change the chisel mode. The chisel is used to make Smooth Stone blocks, stairs, and slabs. Right clicking on the side of a stone block will shave off a layer from that side of the block, up to 10 layers, allowing customizable block shapes. Note: This process requires that the player also have a hammer on their toolbar The javelin no longer uses flint, it uses rocks instead. Recipe is the same. Optimized item temperature cooling some. Optimized Ore rendering. Should remove the slight color distortion. Chests now hold 1/3 as many items as vanilla. They also correctly handle items with temperature values. Caves now vary with depth and rock type. You'll see bigger caves in softer rocks such as sedimentary, but smaller ones in harder rock types. Caves removed from 128+. They will most likely return later. Ore veins increased massively at great depths but are now spread out much farther. The upper part of the world contains the starter metal ores in smaller veins but more commonly than before. This should help with the early game. Replaced Sheep with a TFC variant that should eat TFC grass etc. Chests allow items to cool at 3x normal rate. This is temporary until a better solution not involving water is found. Added Stalagmites and Stalactites to caves. Image Bloomeries should handle stacks of items being thrown in much better now. Fixed Bloomery stack validation code so that the stack requires full sized blocks. Cows should no longer despawn when they are unloaded. Temperature is now affected to some extent by elevation above sea level. Douglas Fir now have their own unique tree shape. Tweaked Ore Generation so that ore should be properly spread out properly. It was bunching ores together creating mass dead zones. It is possible to make arrows using the new rock items instead of flint. Added Underground Rivers. Note: These use finite water. Added Bears. These still require work and may be a tad buggy. Added TFC Versions of Chickens, Pigs and Wolves. All animals now have new growth and mating systems. This is still under development and is considered a prototype. Certain issues may arise because of this. Added Knives (No use as of yet. Added as a favor.) Beta v2 Pre 39

Removed tree type sticks. More trouble than it's worth. Olives now give nourishment. Beta v2 Pre 38

Trees correctly drop their own sticks instead of all tree types giving oak sticks. Oopsie! Note: this may not stay, I'm aware of the potential inventory issues Swords and Maces now extend the vanilla ItemSword class. This should help in making Mob Amputations compatible. Pumpkins should spawn again. Yay? Reeds should once again spawn outside of deserts. Minor terrain changes meant to aid rivers more. You shouldn't need a world regen as these should be relatively minor. Lava pockets with sulfur should be spawning the correct type of stone now Sulfur blocks should no longer be dropped, just the sulfur items. It should no longer be possible to stack bloomeries. Don't try this unless you want lag. Cave-ins should once again drop rock like its supposed to. Fixed falling dirt and rock causing damage from farther away than it should have. Ponds and lava pockets should now be spawning above 128.Not a major change, if you're invested in your world don't regen yet. Added some preliminary code for height based ambient temperature. Should(if I coded it right) be possible to see snow capped mountains if they are higher than 220. Using a propick directly on an ore block will now tell you exactly what type of ore that you're looking at. Added temporary sheers recipe. Same as vanilla with Wrought Iron Ingots Added temporary lever recipe. Same as vanilla with any cobblestone. Beta v2 Pre 37

Added in some code to hopefully prevent a rare crash related to chopping down sequoias. Bloomeries now get a negative temperature modifier when built below 128. This modifier gets larger the deeper you go. This was added to encourage bringing ore to the surface potentially via minecarts instead of building bloomeries deep underground and processing your ore there. Also historically, bloomeries produced heavy amounts of smoke and would quickly make the air of a cave unbreathable. As I can not easily simulate this actually happening without lag issues, this change will have to suffice in approximating. Fixed temperature modifier from having the incorrect ore to coal ratio. It was affecting the rate of heating of the ores and this was wrong. It now affects the fire temperature of the bloomery. Note: having more than a 1:1 ratio is unnecessary but won't hurt. Lapis Ore will correctly craft into lapis dye. Fixed ambient temperature scaling (again). Fixed Red Steel recipe needing ingredients to be far hotter than their melting points. Boosted the specific heat of some metals to increase the rate of heat transfer. (Metal heats up faster) Boosted the rate of temperature gain from all heat sources(Everything heats a bit faster) Microcline no longer spawns. If you already have microcline in your world, it will still be there. Kaolinite no longer spawns. If you already have Kaolinite in your world, it will still be there. Satinspar and Selenite should be much more common within veins of Gypsum. Garnierite should be slightly more common and appear in larger veins. Chopping a log with nothing under it will correctly yield lumber. This means that creepers blowing up the base of a tree will no longer bug out the entire tree. Explosions should now(most of the time) fell a tree as if you used an axe. Reworked Caveins some. Explosions in rock can now trigger a cavein. initialCollapseRatio is now 40 by default (from 25). This means caveins should occur slightly less frequently. propagateCollapseChance is now 35 by default (from 50). This means that cave-ins should propagate upward slightly less. The maximum range of caveins has been increased. Caveins will be much more devastating to a large mining complex. Being hit by falling debris from caveins will now cause players to take damage. Hint: Wear a helmet to reduce the amount of damage taken. It is now possible to close the Calendar screen by pressing the Calendar button again. Falling rock and dirt now renders in SMP. Throwing stacks of ore into the bloomery should(hopefully) add the correct amount of ore every time. Shift clicking supports between containers will no longer cause supports of different wood types to convert into a single type. Modified Chisel Rules. Replaced vanilla cow with a temporary TFC cow in order to make the wooden bucket work for obtaining milk. Fruit Textures during harvest should correctly render now. Added Tree type based sticks. ie Ash Sticks/Pine Sticks/Oak Sticks Beta v2 Pre 36

Fixed Time scaling being off significantly. You'll notice Sunrise and Sunset being at weird hours, this is because of the dumb way in which Notch chose to do night and day. Fixed the daily temperature math giving unintended values. It will now be coldest in late January and warmest at the end of July. The time of day will also affect the temperature with 1500 being the warmest part of the day and 0300 being the coolest. Beta v2 Pre 35

Fixed the Bread recipe giving eggs. Rewrote some of the finite water code which fixed some visual glitches. Beta v2 Pre 34

Reverted Flowing water to vanilla flowing which should fix the buckets flooding the world. Beta v2 Pre 33

Removed Finite water from being created by static water in the world until the issues can be further investigated. Wooden Buckets will still drop finite water when used however. Beta v2 Pre 32

Mod Update Manager will now link you to the changelog when you press the update button from the manager page. Hills Edge 1 should no longer be supercold causing snow to stay year-round. Vines should alter color based on season now. Snow should correctly degrade when it's raining. Added Banana Tree (I know they don't look like real banana trees), Green Apple Tree, Orange Tree, Lemon Tree, Olive Tree, Cherry Tree, Peach Tree, Plum Tree. (The art for these is ongoing and do not necessarily represent the finished product.) Added Cooked Eggs. Cook them up in a firepit. The Calendar Gui now shows the current ambient temperature in the biome where you are standing. Fruit Trees now grow based upon not only the season but also the temperature. Example: Planting an Orange tree in a biome that is very cold in the spring will stunt its growth as no growth will occur when its very cold. Each tree has its own growth parameters and harvest times. Where you build your orchard matters. If it gets very cold while still in the tree's harvest season, you will start to lose your crops so they should be harvested as quickly as possible. Added finite water.(This is not World Breaking) Also note that this is still in a rough state. As such, there are known situations where water does not currently path properly. In these instances some clever routing of water will cause them to correct themselves. Water Pressure is also not currently simulated. Melting a partial stack of metal into another mold or partial stack in the firepit will correctly leave behind a mold. Added Temporary Wooden Bucket recipe. Beta v2 Pre 31

Fixed Ocean default temps(should prevent oceans being initially frozen). Hills1 should no longer be perma-frozen. Fixed Forge placement parameters allowing the forge to be placed in unintended locations. Beta v2 Pre 30

Snow should now melt correctly. I was accidentally replacing the wrong vanilla snow block when I removed the Block.java base edits, so when it snowed it was snowing vanilla snow. The metallurgy table should correctly accept Steel once again. (In Pre 29 try shift clicking it in to get passed the bug) Modified the forge temperature modifiers to be on average 10% warmer when no coal is present in the slot. Modified fruit tree leaf growth behavior. Adopted Vazkii's Mod Update Manager into TFC. Press U when in game to open the Update Manager and view which mods are out of date (If they implement Mod Update Manager). Mod Update Manager automatically checks for new versions while you play and should notify you when TFC gets updated.This does not interfere with Multimc or loaders like that, and it does not download anything to your computer, it merely alerts you that an update has been released. TFC will now be forcing clients and servers to be on the same version. Fence Gates and other items should no longer refer to themselves as Cooked Beef o.O Javelins no longer have infinite uses in melee. Ice Plains and Ice Mountains should no longer appear. Hill biomes now generate with trees. Reduced the crazyness of terrain across the biomes and lowered most of them to allow rivers to form correctly more often. Most Hill biomes were reduced, although you can still find some high mountains in a few. Cassiterite will now spawn in all Igneous Extrusive layers. I was initially going to add Cylindrite as an alternate Tin ore but decided to simply use Cassiterite in more rock layers due to the ease of implementation because of some previous design decisions. Perhaps I'll change this down the road if I overhaul ores again. Added temporary Minecart Rail Recipe. 4 Wrought Iron ingots on either side of two sticks gives a stack of 64. Added temporary Powered Minecart Rail Recipe. Same as normal with redstone powder above the sticks and Gold ingots instead of Wrought Iron. Added temporary Minecart Recipe. Same as vanilla except using Wrought Iron Sheets Apple trees are now much rarer and grow slower. Increased loose rock(flint) spawns. Extracting metal from the bloomery should now have the proper temperature assigned. Sluice and Gold Pan recipes are disabled until further notice. Bismuthinite can now be found in Sedimentary layers. Beta v2 Pre 29

Fixed the IndexOutOfBounds issue when using a prospecting pick. Beta v2 Pre 28

Fixed an issue where plans were all trying to assign the same id as each other Beta v2 Pre 27

Chopping down a fruit tree should no longer crash with IndexOutOfBounds Season transitions should occur more quickly and not look like a checkerboard for nearly as long. Modified how a few Anvil Rules are worded in order to clarify them. They may stretch off screen slightly in lower resolutions but it shouldn't be a very widespread problem. Added code that should potentially fix duped items as soon as they appear. The root cause is still unclear but hopefully this will work. Reorganized the code base to make working on it easier. Make sure you do a clean install and not just an update! The temperature of a fire now directly relates to the speed in which an object heats. In short, higher fire temp = faster heating. Overall you should see items heating faster than before, however in the case of the firepit, temperature matters far more than before. Note: They still lose heat at the same rate as before. Removed more base edits. Specifically to ItemStack and EntitySquid.Make sure you do a clean install and not just an update! Added orange to the mix of Autumn tree colors. Modified the Autumn/Winter Grass color to more of a Dark Green/Brown color instead of straight brown. Snow should melt faster after winter has left.. Added Sapling for the Apple Tree. To get saplings you need to use an axe or saw on a branch of a fruit tree, not the trunk. You'll have a 50% chance of getting a useable sapling. Note that this will change to a different tool later. Beta v2 Pre 26

It should be possible to correctly create torches in the forge again. The metallurgy table should correctly require all of the metals to be in liquid state when making an alloy. When cave-ins occur, the ceiling rock should properly update. Horizontal Supports will no longer try to connect to non support blocks beneath them. Flux can now be processed from borax using a Stone Hammer, however the hammer will be lost in the process Borax has had its spawn rate increased slightly in Rock Salt. It should also occur much more commonly in Gypsum. If enableDebugMode is set to true in TFCOptions you can control time via the calendar gui. Added apple trees that physically grow with time. Harvest in the Autumn. This is a prototype so please test this vigorously to make sure that they grow properly. Note: It's not yet possible to get saplings for these, so You'll have to find them in the wild. For the purposes of testing, they are extremely common. Beta v2 Pre 25

Pressing the Calendar bound key while typing in chat in SMP will no longer bring up the Calendar. Sapling drop chance (hand) is now 6% from 4% Sapling drop chance (scythe) is now 4% from 3% Scythes now take more damage from use than before. A tin Scythe should now net ~3-4 stacks of sticks from full use Using tnt to blow up rock or ore, should now give the correct rock and ore types. Default Keybind for the Calendar is now N instead of C Fixed a crash related to Scythes running out of durability. You can now physically throw a log on top of the firepit and it will automatically be added to the fuel stack. Fixed how objects cook in the firepit. This should've gotten rid of the instances where you could get a full unshaped metal stack from a partial stack. Cooking an unshaped metal in the firepit will now drain the metal out of the input slot and into a mold or partial unshaped metal stack beneath it, leaving an empty mold in its place. Bismuth Bronze should correctly be treated as such instead of Bismuth. This was causing Bismuth Bronze to melt at the wrong temp. The use of ceramic molds in the forge has been reworked to properly use multiple molds from a single stack in the forge storage slots. Beta v2 Pre 24

Fixed squid not spawning in SMP. For realzies this time! Attempting to use a forge with nothing in your hand should no longer crash the game. Beta v2 Pre 23

Added missing anvil recipe for the scythe. Whoopsie! Beta v2 Pre 22

Magnetite is now a dual metal ore, supplying a very tiny amount of platinum along with the iron. This change was made because of the spawn conditions with native platinum making it occur almost never. Increased the spawn rate of Native Platinum. It will still be incredibly rare, but not as bad as before. Fixed Squid not spawning again. Fixed Taiga5 having wildly inappropriate spawn heights. Fixed Dirt in rivers not correctly matching the surrounding dirt. All dirt layers should correctly match the surface rock in SMP once again. Beta v2 Pre 21

Coal and sticks should no longer disappear when the firestarter succeeds client-side but fails server-side when using a firestarter to start a firepit or forge in SMP. Placing a torch on the side of a block in a forge should no longer destroy the forge. Firestarters should now properly take damage and be destroyed from use. Added the Scythe. The scythe will eventually be used for farming once that system gets nailed down, for now its use is in helping to get sticks and saplings. Using a scythe will clear a 3x3x3 area around of the block that you click on of leaves, which will drop sticks or saplings. Note that the scythe does have a slightly reduced chance of harvesting these items but overall the efficiency should be much higher. Added Calendar for use with crops, seasons, etc. by default you can access this by pressing C (this is configurable in your options). This gui is temporary and will be improved in a later update. Added basic support for seasons. The exact effects of the seasons will be improved with time. For now it snows in the winter everywhere and not during the rest of the year. The sprite for empty ceramic molds is no longer using the steel unshaped sprite (oops) Creating two worlds with the same seed should once again assign the same rock layers like they are supposed to. Snow melts faster when it's not winter. Beta v2 Pre 20

Partial melted metal should no longer become full when it heats into a liquid state. Shift clicking into a forge should no longer accept unacceptable items. Reworked a lot of back-end code. This allowed the removal of several base edits. Beta v2 Pre 19

Torches and various other items that weren't cooking correctly in the forge, should now cook properly. Beta v2 Pre 18

The Propick should no longer cause a crash when used. Smelting in the firepit should no longer cause a nullpointerexception. Beta v2 Pre 17

The Propick has received a slight facelift. It should now get used up when it runs out of uses. Also, prospecting the same block again will no longer provide a "You've already Prospected Here" message and will instead continue to provide the same reading. Cloud Height moved to 256 Fixed a crash when the bellows was not pointed at a fire entity Sticks should properly disappear when making torches in the firepit in SMP now. Also the Torches will show the proper stack size. Borax can now be used as a flux. It yields 6 flux. Bloomeries should no longer consume items placed in the input slot upon reloading the world Improved the efficiency of all metal tools a bit to help separate the early tiers from stone a bit better. Exploit Mining (the process of mining from the top down and not having to ever worry about collapses) has been nullified. It should now be in your best interest to mine with supports. To compensate for the difficulty, supports now stack to 8 instead of 4. Horizontal supports can now be placed without the need for a solid block to be above them. The entire back end Heat system (aka the Heat Index) has been rewritten to allow easier future expansion. What this means for users is hopefully a less buggy experience in the long run with all fire entities. This should also fix all cases of armor items that were not heating correctly in pre16. Firepits now correctly require molds in the output slots when you smelt ore. Galena and Tetrahedrite now morph into Partially Smelted versions of themselves once the first type of metal is smelted out of them. This means that you can stack these ores if you remove them from the firepit before they've completely melted. This should also make them easier to keep track of. It is now possible to place partial stacks of unshaped metal in the bloomery and fill those stacks as the metal melts. Additionally you can leave a mold in the input slot of a bloomery and it will now auto-fill. Cave Collapse minimumRockLoad has been changed from 5 to 1 by default in order to prevent a certain exploit. This is of course customizable in the settings file. Smelting ore no longer gives a fixed amount of metal per piece of ore. Example: Before Cassiterite yielded 50% Tin. Now Cassiterite yields 15%-40%. This lower yield on average is needed to balance the increased amount of ore that spawns in any area with the raised worlds. Lava has returned to the bottom of the world from layer ~6 and down. (This change requires a new world but it's not game breaking so upgrading your old world should be fine.) Dirt should once again match the surface rock layer. Grass with nothing under it now has a chance to collapse when an entity walks over it. Grass, Dirt, and Cobblestone are now capable of being supported by Support Beams. Renamed 'Horizontal Support Beam' 'Vertical Support Beam' to 'H. Support Beam' and 'V. Support Beam' respectively. Beta v2 Pre 16

Fixed Armor Boot Recipes(it was not possible to actually craft them before) Modified Crafting Recipe ranges some to prevent too easy crafts The initial Helmet and Boots recipes now only require a Sheet instead of a 2x Sheet Beta v2 Pre 15

Removed height based temperature effect from the bloomery Normalized the height based temperature of the forge to the new map heights Fluxes should again use the correct rock types Brick Recipes have been updated for the new metadata values The Metallurgy table should correctly be considered a normal block by the game instead of a partial. Beta v2 Pre 14

Fixed bloomery bugging out when you threw a second piece of ore in Propick should now report back the correct ore. Cassiterite should drop the correct ore again. Beta v2 Pre 13

The javelin can now be used in melee Javelin thrown damage increased slightly The new anvils should drop the correct type now Added localization names of anvils Anvils should now properly sync the anvil tier with all players. Rewrote some backend code that radically altered the metadata for rock types. This has caused the need for new worlds. Anvil crafting has been altered yet again - There is now a range that you need to reach in order complete a crafting recipe. The farther you are from the center, the more of a durability loss that the resulting item will receive. In order to compensate for how easy this makes smithing, all recipes are now random. This means that a Zinc Pick will have the red indicator at a different place than a Steel Pick. Red Steel Alloy has been changed. The need for platinum has been replaced with Brass. This makes the Blue/Red alloys more equal. Bloomery should now properly handle item stacks being tossed in. Added Armor Updated Textures Beta v2 Pre 12

Reworked ore distribution as ore was not spread out enough In SMP, gems should no longer drop clientside (this will prevent ghost gems, you can still get gems) Squid should spawn in the raised oceans now Removed vanilla torch recipe Added missing recipes for the new anvils Hopefully fixed a potential dupe issue. Fixed a sync issue with the anvil and multiple players viewing the crafting Swords once again require double ingots Charcoal pile particle effects should work in SMP Bloomery guis should update when charcoal is consumed Fixed localization for several unshaped metals Raised min height of biomes some to stop the lake effect Removed stone swords, added Javelin (update textures) Regen worlds to see changes Beta v2 Pre 11

Fixed clay and peat spawn heights Fixed several biomes that had wrong spawn min and max heights Beta v2 Pre 10

Anvils won't reset chunks when loading nbt anymore New world gen featuring sealevel at 145 and taller mountains(Restart Your Worlds) Correct lava lakes have returned Turn off your clouds or raise them with optifine Beta v2 Pre 9

Removed terrain changes that I accidentally left in which were screwing up worlds. Oops Beta v2 Pre 8

Fixed some anvil sync issues Fixed anvils not saving some information when the server is reset or game is closed. Beta v2 Pre 7

Fixed anvil recipe for pickaxe having conflicting rules so that it was uncraftable Flux will now be used when welding Hammers now take damage properly when used for welding Beta v2 Pre 6

Fixed anvil issue with missing weld recipes Added a null check for snow melt TFC_Game is no longer required Grass should no longer grow under water Beta v2 Pre 5

Fixed Anvil Sync Issues Rebalanced tool materials to be slightly more effective Beta v2 Pre 4

Fixed smp bloomery only accepting one piece of ore SMP should now correctly have anvil recipes - oops Beta v2 Pre 3

Fixed SMP Rock Layers spawning wrong Added 3 new tier 2 anvils to provide alternate routes past Bronze. (Bismuth Bronze, Black Bronze, Rose Gold) Reduced Granite to 2 in 24 spawn frequency from 3 in 25 Rewrote the backend code for the anvil. The only visible change is the new more comprehensive rules system. Minumum weld temperature for all metals is reduced to 80% of melt temp from 90% The bloomery should now lose temperature when theres no more fuel burning. Harvested Logs shouldn't give double drops any longer Crops should no longer pop when you place them next to each other in smp Regenerate worlds and Delete Configs It is now much more difficult to mine rock or dig dirt. This will provide much impetus to tier up. GUAVA IS NO LONGER NEEDED!!!!!! Beta v2 Pre 2

Fixed Rock layers not spawning correctly Fixed trees not being random based on biome as they should have been. All Items should once again show temperature Items will once again cool down in the players inventories in SMP Hammers no longer wtfpwn when attacking Regenerate your worlds.

Beta v2 Pre 1
 * SMP support added
 * It should be possible to properly progress to Blue/Red Steel without the use of NEI now
 * Various Bug Fixes
 * This DOES NOT include the agriculture changes that are planned for Beta 2

Beta v1j HOTFIX2
 * Cassiterite should properly spawn now
 * Anvil rules should properly reset now
 * Pig Iron can now properly be worked into Wrought Iron

Beta v1j HOTFIX
 * It should now be possible to correctly weld 2x Bronze Ingots - oops
 * Make sure you RESET your configs from before v1j and start a new world.

Beta v1j
 * The Textures file has changed! Be sure to upgrade
 * Fixed trees dropping supports
 * Advanced metals can now be heated properly
 * Redstone powering removed from bellows. This wasn't implemented correctly in the first place, and doesn't fit the tech level of the bellows.
 * Granite is 3x more like to be chosen as a rock layer(this is to help find Cassiterite(Tin) since it is extremely important. Restart your world for this to take effect!
 * Added the anvil data for the metal propick heads
 * fixed a bug with some stone tools not receiving the correct tool material
 * It is now possible to attach bone to STONE picks/shovels/axe/hoe instead of a stick.

Beta v1i
 * MANY bug Fixes
 * Iron ore now gives pig iron which must be worked to create Wrought Iron
 * Mining around a block in order to get Raw Stone should now be easier. It no longer checks the corners.
 * There is a new Temperature system when using fires. Be careful not all metals melt at white hot any longer! This can be turned off in the the TFCOptions.cfg if you want the old way.

Beta v1h
 * Eliminated a bug that was duping wood when making charcoal
 * Ingots should now be stackable after they've lost their heat.
 * It sohuld once again be possible to shift click in containers.
 * Log Piles will no longer accept just anything when you shift click to add a log.
 * Re-enabled dynamic side rendering for leaves. This should help lower end computers a little.
 * Ores should now drop the proper ore chunks when mined
 * Workbench and Log Pile shouldn't cause crashes for some people (who may have installed the mod wrong!) any longer
 * Limestone, dolomite, chalk and marble can be turned into flux. Recipe is hammer + cobble
 * Got lazy and didn't document bugfixes thoroughly

Beta v1g Hotfix
 * Fixed crash when using a log on an entity
 * Fixed Logpile not dropping logs when destroyed

Beta v1g
 * It is no longer possible to karate chop trees with your bare hands!
 * Fixed leaves converting to the wrong types.
 * Added a new Options system. All non-id related options will now be found in TFCOptions.cfg
 * Biome rock layers are now semi random and not controlled via config file any longer.
 * It is now possible to press your sneak key while holding a log and simply place a new pile on top of an old one instead of filling it
 * Hopefully ended the 0-stack size bug once and for all/
 * Firepits should no longer be destroyed by falling dirt. This was causing issues with charcoal creation.
 * ceramic molds are once again stackable after being cooked.
 * Added new wording for temperature readings when cooking food and lighting torches
 * Rebalanced some ore spawns
 * Stone picks should no be capable of mining the correct ores

Beta v1f Hotfix 1
 * Fixed a major bug in the anvil
 * Clarified the rules text on the anvil when it says Hammer. It will now read Hit

Beta v1f
 * Fixed Leaves changing metadata randomly
 * Tried to remove some lag with snow drifts
 * Stone hammers now use cobble instead of raw stone
 * Removed shift clicking from most TFC gui's
 * Fixed an issue with snow fog not disappearing when you move into a non snow area.

Beta v1e
 * Fixed Willow trees having an oak block occasionally
 * Rewrote the lumberjack code into a one-size fits all solution to cutting down trees. Be sure to let me know of any special cases that arise. Should function correctly 99% of the time.
 * Disabled some annoying debug messages.
 * Added the proper tool classes for each tool type (Note: Saws are considered Axes for the purpose of destroying wooden objects. They have less durability but are more efficient
 * Leaves are no longer collidable. But they do slow you down slightly when walking through them. They can still be harvested as normal.
 * Making supports should no longer consume your axe
 * Added over 50 new biomes to help with biome transitions. This will help with all sorts of rock layer issues when you're mining under a river between two biomes. It will no longer shift between 3 rock layers very quickly as the river inherits its rock layers from the surrounding biome(e.x. Hills7 now blends into Hills7 Edge before becoming another biome, and River desert1 when the river is in desert biome)
 * Modified Sequoia's to have less leaves on average
 * Reduced Sequoia lag by a lot (thanks Jimmynator!)
 * Fixed several anvil related bugs
 * Fixed an issue with bloomery placement that would cause the bloomery to disappear
 * Added dynamic fog that rolls in to simulate near whiteout conditions in snow storms
 * TFC Cobblestone to Vanilla Cobblestone conversion recipes are now off by default(this was confusing some ppl and causing false errors)
 * Sapling drop rate changed from 1% to 4%
 * *Late Addendum* Added snow drifts to the wintery biomes that build up and melt away depending on the weather

Beta v1d Hotfix
 * Fixed the crashes related to forests (this is what happens when you rewrite an entire system after you've been up for 30 hours straight, and then release without proper testing)

Beta v1d
 * Fixed sulfur blocks not dropping sulfur powder unless it was destroyed via update from a neighboring block
 * Rock Layers once again have some randomness to their height
 * Ore Chunks now have a Max Stack Size of 8
 * Bloomery should no longer bug out when it is raining and when it can't see the sky
 * Modified Blue Steel Recipe
 * Leaves should once again drop saplings with a 1% chance per block. Note: It will not be possible to grow Sequoia or Kapok. These trees take upwards of hundreds of years to reach their size. Therfore it is possible to completely deforest jungles and redwood forests.
 * Removed the 30 item ids needed for the support beams and converted them to a metadata friendly version requiring only 2 item ids
 * Supports now require an axe to be crafted as well
 * Bloomeries should now function correctly and provide the correct amount of metal for the amount of ore added
 * Metamorphic Cobblestone should now use the correct metadata and textures
 * Biome Rock layers are no longer hard coded and are now generated based upon the seed of the world
 * Reworked biomes slightly to introduce more variation. *This may affect old worlds*

Beta v1c
 * Removed debug recipes
 * Fixed Gold Pans so that you may once again sift dirt.
 * Optimized initial leaf updating to help with lag spikes
 * Optimized terrain generation to do everything in a single loop instead of needing a second loop to set the rock layers. Lag spikes may persist. With a project of this scope, it will be a constant battle.
 * Fixed small rocks not spawning in the world correctly. I was using the wrong spawn coordinates, oops.
 * Dirt below trees should always be the correct type now.
 * Raw stone should now drop cobblestone when destroyed by an explosion
 * Hoes can now be used on the new dirt and Crops map grow and be planted. Only wheat is a viable crop as of this patch.
 * TFC Fire objects now correctly toggle on and off (Sadly this had to be done by using multiple blockids. Even vanilla does this.)
 * Markings should once again stack
 * Slag should now stack
 * When making charcoal you should now get the proper amount of charcoal. (I was multiplying when I should've been dividing, yikes)
 * Fixed the Anvil Weld crash
 * Fixed the Metallurgy Table crash when adding an item
 * Tweaked Wooden supports to allow vertical beams to join with horizontal beams
 * Rock Collapses now search for Horizontal beams when testing if its weight is being held. Note: Dirt does not check for supports.

Beta v1b
 * Fixed TFC_Game ids not showing up in the config file
 * Fixed anvil related crash

Beta v1
 * Ported to Minecraft v1.2.5
 * Merged TFC_Mining with TFC_Game
 * Fixed welding recipes for all metals
 * Rebuilt the workbench for TFC so that heated items will properly cool down when in the workbench
 * Changed the size of the anvil base to better match the textures
 * Fixed the stone anvil texture so that it is stone instead of bronze, oops
 * Added all anvil recipes
 * Added new charcoal production method and removed charcoal production from using the firepit although the firepit is still required for the new method.
 * Dirt now has physics applied like sand. Grass is not affected by this.
 * Collapses in caves can now occur. Be sure to build supports for your tunnels! And on that note:
 * Added wooden tunnel supports. Two logs on top of each other for a vertical support, or two next to each other for a horizontal support.
 * Changed Leaf decay behavior back to a state similar to vanilla. Leaves still Insta-decay.
 * Added dirt that now matches the biome surface rock coloring
 * The new Grass has Better Grass enabled by default. This is toggleable in the ini file. Simply set enableBetterGrass to 0.
 * Added claypits.
 * Added Swords
 * Added Maces
 * Added Chisel (Used on raw stone in the world to create a Smooth Stone Block or with Cobblestone in a crafting table to create stone bricks)
 * Added the Forge (Created like the firepit except uses 9 coal or charcoal)
 * Added the Bloomery which is used for smelting ores that require high temperatures.
 * Chicken, Pork and Beef are now cookable in TFC fire related objects (I'm aware that when heating them they turn white hot lol, I'll fix that later)
 * Added Metallurgy Table (Used when mixing molten metal to make alloys)
 * Giant versions of trees can now spawn when the forest generator calls for a tall tree
 * Renamed Redwood to Sequoia as it better reflects the genus
 * Added wood piles to store lumber
 * Bellows can now provide air to a fire one block below the front of the bellows now.

Alpha v9d
 * Metals other than tin and zinc should now be craftable into ingots.
 * Firepit elevation should be properly affecting fire temperature (oops)
 * Maybe helped with the lava issue.

Alpha v9c
 * Placing a new piece of unshaped metal in the anvil before your finish producing an item with an identical piece of unshaped metal will no longer transfer the progress to the new piece
 * Smelting Galena will no longer crash when the temperature with silver is reached.
 * Removed heating slowdown at higher temperatures.
 * Replacing a dual metal ore that has already had its first metal melted out of it with a fresh piece will no longer transfer the heat to the new item, instantly melting the first metal
 * Anvil button colors should no longer dim unexpectedly.
 * Fixed river biomes spawning the wrong rock type in layer 3
 * Added new Willow tree code. <-Thanks Dunkleosteus
 * Default wood stairs should once again be made of oak. No more red roofs in Villages!
 * Scribing table should now use paper when making plans.
 * Fixed anvil and bellows dropping invisible block

Alpha v9:
 * Placing a partial piece of unmelted metal in the input slot of the firepit should no longer give back a full item
 * Anvil Added - View the wiki for more information
 * Scribing Table Added - View the wiki for more information
 * Nickel, Gold, Silver, Platinum, Sterling Silver, and Pig Iron removed as viable tool sources
 * Paper can now be used to aid in starting a fire. Success Chance is doubled but paper is used up no matter what.
 * Redwood trees now look proper and come in two varieties -Thank Dunkleosteus for this
 * Leaves can now be one block farther from a log before they'll degenerate

Alpha v8b
 * The data is in game for the anvil but it does not function and may crash your game. if you are in creative mode, do not sue it.
 * First iteration of the bellows added. More work will be done to make it look better but they do function. Crafted using 2 rows of planks and a row of leather in the middle
 * Temperature of items is now displayed by hovering your mouse over the item. Other data will eventually be displayed this way as well.
 * Bonemeal will now properly work on the new saplings.
 * The Unnamed Block issue should be gone now. You'll need to start a new world or travel away form already generated areas to longer experience it.
 * Tree leaves should no longer spawn as different types
 * You should be able to get proper redstone dust form cinnabar now.
 * Wood stairs no longer look like sand and now use the oak wood texture.

Alpha v8
 * Sluice no longer crashes when used with an empty hand. - thx Jzburda
 * Smelting Any ore other than Galnea will no longer crash the game
 * You can now combine similar metals by getting them both to the melting point
 * Starting fires no longer requires that you place a log. instead you throw at least 3 sticks on the ground and then use the firestarter on that spot.
 * The firestarter should fail more often.
 * Added 14 new types of trees to the new forests
 * Added 14 new plank types to go along with the new trees
 * Firepits should no longer accept dirt and other miscellaneous items as fuel
 * Unshaped Lead should now re-melt
 * Firepits now factor the amount of air surrounding it into the thermal equation - in general, more air is better. Altitude matters as well since winds blow at higher speeds furthur up.
 * Limonite should now spawn correctly
 * Sticks are no longer craftable from wood. you must break leaves from trees to find them
 * Added recipes for all prospecting picks
 * Removed exploit involving kimberlite(kimberlite no logner drops a block)
 * Removed the ghost tree - OoooOOoooOoooooo!

Alpha v7b
 * Prospecting pick changed yet again. Now helps determine the potential size of the ore cluster found.
 * Prospecting pick scans less vertically now. +-7 instead of +-13. Should be easier to find local ore now.
 * Firepit now only accepts wood as fuel.
 * Firepit can now be relit by adding duel to the fuelstack and right clicking on the firepit with a firestarter.

Alpha v7
 * Added Firepit - Early Metallurgy
 * Modified gem drop chance. Should be twice as rare.
 * Modified Ore distribution some.
 * Sluice Boxes should work again.

Alpha v6
 * Unaccidentally'd the whole thing again
 * Saltpeter Powder (aka nitre) added
 * Autumn Biome added
 * Tools for all but Lead and Brass added

Alpha v5b
 * Unaccidentally'd the whole thing

Alpha v5
 * Fixed stone to cobblestone recipes
 * Fixed metadata for Rock Salt in Taiga3 Biome
 * Sulfur now only spawns above and near lava in thin sheets
 * New textures for gems
 * Added all rock types to the Ore Dictionary
 * Changed how the Prospecting Pick functions.
 * Lava lakes are now surrounded by some form of igneous extrusive rock
 * Split mod into two files.
 * Added Jet as a weak fuel source
 * Added 16 new Metal types

Alpha v4
 * Added Lapis Lazuli
 * Added textures for all blocks
 * Added stone tool recipes for all stone types
 * Added furnace smelting recipes for ore
 * Ores added to the Forge Ore Dictionary
 * Added Gems dropping from stone

Alpha v3
 * Added 12 new gems with 5 tiers each(Chipped, Flawed, Normal, Flawless, Exquisite)
 * Added Sluice box for advanced gold panning
 * Gravel should spawn more often now

Alpha v2
 * Added gold panning in rivers
 * Added prospecting to locate valuable ores

Alpha v1
 * Initial Alpha release