Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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  • “Survival Mode as it should have been.”

    You’ve seen the quote alongside the logo, but what exactly does it mean? What is the true point of TFC?

    Many players are quickly bored with Vanilla Minecraft, finding the gameplay to be too easy. Defending yourself from mobs is a bit of a joke, and gathering resources is too easy. Minecraft has taken a few steps towards making the game a bit more difficult and rewarding, but it still doesn’t quite feel “right”.

    The goal of TFC is to make things more believable, and to give the player a sense of accomplishment. Mastering skills, and searching far and wide to gather materials before you can build amazing castles, homes, fortresses, towns, cities, etc. The overhauled terrain generation also creates a beautiful, varied background as a canvas to start your builds.

    Starting with the world, TFC has thrown out Vanilla generation and started on a fresh slate. Sea-level has been raised to twice the height to accommodate 3 separate, varying layers of stone underneath, each spawning their own ores and minerals depending on which of the 23 new stone types it is comprised of.

    Caves and underground ravines can be massive, with stalagmites and stalactites scattered throughout. Cave-ins are also an added risk; mining ceiling blocks that aren’t properly supported may result in metric tons of cobblestone falling down on your head.

    On the surface, there are 16 different types of trees, large boulders, and smaller surface rocks scattered about. Grass, saplings and flowers slowly grow back depending on the temperature, while foliage changes colors to match the season. TFC also adds new crops and fruit trees as alternative food sources.

    Inhabiting the surface are the same standard Minecraft mobs, but with a TFC twist. Animals have distinguishing features depending on their gender and breeding is changed so that females are pregnant for a period of time before giving birth to a believable amount of offspring. Drops have been changed so that all animals (including squids!) drop some form of meat, and mammals drop raw-hide or sheepskin that needs further processing to obtain wool and leather.

    The health and damage system has also been greatly scaled, with Steve starting out with 1,000 HP instead of 20 HP. With this change, combat is now more varied with many different types of weapons, all dealing different types of damage from crushing, to slashing, to piercing; each doing different amounts of damage depending on the creature they are being used on. A third bar has also been added to Steve to keep track of his thirst; requiring the player to stay relatively close to water sources until he has advanced enough to carry jugs and bottles around.

    Progressing through the game consists of 3 main ages: Stone, Casting, and Iron. The stone age consists of primitive tools that take fairly long periods of time to complete tasks such as chopping down trees, and doesn’t always result in the maximum output. Monsters are dangerous as you have no armor to defend yourself, and weapons deal low amounts of damage and break quickly. Next is the casting age, reached through the newly added pottery system, consisting of copper and bronze tools and the addition of pickaxes, prospector’s picks, chisels and saws. However, resources are still scarce and the durability of these tools is still fairly low, encouraging the player to progress into the iron age. The iron age consists of basic wrought iron tools, all the way up to brightly colored red and blue steel alloys which require mastering the smithing system and rare resources to accomplish.

    Past thoughts from Bioxx:

    At first this mod may seem daunting, but just as the game that served as the initial inspiration for this mod, Dwarf Fortress, it is well worth the time spent learning and mastering the systems.