The Player

From TerraFirmaCraft Wiki
Revision as of 17:25, 7 April 2015 by Kittychanley (Talk | contribs)

Jump to: navigation, search
This page is a work in progress.
Refrain from making major edits to it until this page is finished.
This page contains content about features that are outdated, or have possibly been removed from the game.
These features only exist in older, outdated versions of TFC. This information is to be used at your own risk, as it is possible that is no longer correct in the current latest version of TFC: 0.79.29.922. It is also possible that this page is missing information regarding new mechanics in the current version. For a brief summary of accurate, up-to-date information, please check the Changelog.

Heads-Up Display (HUD)

The HUD consists of the user's health, hunger, thirst and experience bars.

Health Bars.png

Health Bar

Instead of hearts, health is represented with a red-colored bar. When a player first spawns, they have a maximum health value of 1,000HP. This value increases and decreases depending on the player's nutrition and experience levels. If a player's max health increases, the bar will update to show the new health available to be regenerated. This is commonly misinterpreted as the player taking damage while eating, when actually their max health increased from an increase in nutrition, so their current HP no longer takes up 100% of the bar. The numerical value for health can be seen on the Debug Screen.

Health regenerates very slowly over time, as long as the player's hunger bar is at least 25% filled. Mob health is also increased, although not proportionally; creepers for instance have much less health relative to the player than in vanilla. The damage done by a player's fist is also scaled, doing 10HP instead of the vanilla 1HP.

Hunger Bar

Instead of haunches of food, hunger is represented with a green-colored bar. Players have a stomach capacity of 24 oz. When eating food, the player can consume a maximum of 5 oz at a time. If the hunger bar is filled is above 19 oz, the player will only consume enough to fill their stomach. This means that it is impossible to over-eat, and saturation is therefore only acquired through eating meals. While holding food in the player's hand, the depleted hunger bar will light up slightly, indicating how much that particular piece of food can fill the bar if completely consumed.

The hunger bar animating the overlay shown when holding a piece of food.

Unlike vanilla, the hunger bar does slowly deplete over time while the player is standing still. Hunger is primarily depleted by performing actions such as breaking blocks or attacking. If the player sleeps through the night, the hunger bar will deplete half as much as if the player had been awake the entire time. If the hunger bar is empty, and the player's average nutrition levels are less than 85%, the player will take damage at a rate of 50% max health every 30 in-game minutes.

Thirst Bar

Thirst is represented with a blue-colored bar. The thirst bar, like the hunger bar, slowly depletes over time even while the player does not move. It can be refilled by drinking water; either by drinking directly from a fresh water pool by right-clicking or by drinking from a ceramic jug or water bottle. Thirst is primarily depleted by running around. If the player sleeps through the night, the thirst bar will deplete half as much as if the player had been awake the entire time. When the thirst bar is half empty, the player will no longer be able to sprint. When there is only 25% of the bar left, the player will acquire a slowness effect until the thirst bar is replenished.

Experience Bar

The experience system represents life experience, and so each level increases a player's maximum health and thirst, allowing them to take more hits, and survive longer without drinking.

Death

As in vanilla, all experience levels are lost on death, resetting the bonuses attained from them. In addition, players will respawn with decreased health and hunger bars and a slowness effect. Other bonuses such as the expanded crafting grid will be lost. This is designed to encourage players to play more carefully and to protect themselves.

Inventory

Inventory.png

The player's inventory consists of four Armor slots, a back slot located on the shoulder of the player model, a crafting grid, and 36 storage slots.

The back slot can hold a Quiver, as well as large items such as sealed Barrels, Large Ceramic Vessels, and Anvils.

Navigation
Construction Barrels • Blueprints • Bricks • Firepit • Plank Blocks • Protection Meter • Quern • Smooth Stone • Straw & Hide Bed • Support Beams • Thatch
Environment Altitude • The Player • Calendar • Cobblestone • Logs • Mobs • Saplings • Seasons • Stone • Temperature • Trees
Food Agriculture • Animal Husbandry • Berries • Fruit Trees
Materials Charcoal • Coal • Double Ingots • Double Sheets • Flux • Gems • Gunpowder • Hides • Ingots • Leather • Lumber • Minerals • Pottery • Redstone/Powders • Sheets • Sticks • Straw • Unshaped Metal • Wool
Metalworking Alloys • Anvils • Armor • Bellows • Blast Furnace • Bloomery • Tool Molds • Crucible • Forge • Gold Pan • Metals • Ores • Sluice
Tools & Weapons Arrows • Axe • Buckets • Chisel • Firestarter • Flint & Steel • Hammer • Hoe • Javelin • Knife • Mace • Pickaxe • Prospector's Pick • Saw • Shovel • Sword • Scythe • Shears • Spindle
Other Crafting Differences • Item Index