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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord ( is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

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About HypnoToadTrance

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  1. [1.7.10] Toadally TechnodeFirmaCraft

    Greeting I've been a member of this community for some time, and have often browsed around on TerraFirmaCraft forums in search of developments as well as active server communities in which to hang out. Lately, however, I've seen a dwindling of online communities here, and have recently purchased a server with the hopes of offering a renewed interest in the game to others. Information This server is running TechnodeFirmaCraft, a modded version of TFC which provides an extension of sorts from the Steel age up toward Industrial. Its most notable mods include Mekanism and Immersive Engineering. The modpack may be installed through the ATLauncher. The server also includes protection support from the MyTown2 plugin, allowing users to create their own factions, towns, and with enough citizens, even cities! To start your town, all you need is one copper ingot. Once you're ready to found your town, type /town new <name> Another important feature of this server is its use of an economy system. Utilizing the Merchants mod, we provide a backbone of currency to trade for goods in our server. We have a spawning area in which you may buy and sell merchandise. The economy is an Iron-based one, meaning that you know the value of your currency has some real-world value to you as a player, not just some arbitrary number with no value. Your coinage can be traded back and forth from Iron Ingots. We use a coinage system similar to Dungeons and Dragons. Copper, Silver, Gold, and Platinum coins, with each coin being worth tenof the previous. 10 CP = 1 SP, 10 SP = 1 GP, 10 GP = 1 PP; with Iron Ingots being worth 1 SP. Players begin the game with 50 CP to spend at the spawn location for supplies before they venture out into the world! Our Discord Server has a connection to the minecraft chat, allowing you to communicate back and forth with players who are in-game even if you are not on the server. This server is open to the public and is not whitelisted. The server is administered by myself and my boyfriend, who himself does most of the moderating on the server, whereas I handle the server side of things. Rules I would like to think that most rules I write in here would be self-evident - we're just relaxed and like to hang out. Come play, build your world, and try not to be a jerk. PvP is allowed only if both parties agree. Server Details Attention: When you install TechnodeFirmaCraft, do not install the Prattle mod. Prattle will cause you to crash. Server careful if you Copy/Paste this into Minecraft that you do not accidentally copy a space after the link.) Discord Server: *The server has 5GB of RAM allocated to it, and is hosted in Montreal Canada.
  2. TFC2 Prerelease

  3. Very well, I can see how the clapping could have been misconstrued on ourpart. It is good that as the server administrator, you have helped clear up this issue and provided proper punishment to the guilty party. In light of this correction, and having had time to cool down, I shall rescind my previous negative review. It is good you have maintained a neutral attitude and had the best interests of your players at heart when dealing with this conflict. I apologize for any undue duress thathas arose from this situation. As for coming back, Cuddles and I are still rather hesitant, especially after formulating an idea for how we want to build our new town on HappyDiggers, but I will relay the outcome of these posts to him and see if he wishes to resume our game on this server.
  4. [0.79.15] Rhodance's "HugBox" Server [Closing May 22]

    IGN: HypnoToadTrance Age: 22 Why this server?: Recommended by srgtcuddles, who will most likely either have already posted by the time I finish posting, or will post soon afterward. 2 sentence description of yourself/interests: I am a boring person. I like music. Thank you kindly for your consideration. EDIT: Evidently, I type faster than Srgntcuddles
  5. I wish I'd known this was a Hardcore world, or I would not have played at all. There goes three hours wasted because I fell to my death. Didn't know I couldn't respawn....
  6. Perhaps Nerf Baby Zombies?

    Thank you for your response, Kitty. I have been quite satisfied with the mod your team has produced and I know that I can trust in your decisions that you will continue to put in your best efforts towards the development of TFC. With everything said and done, this topic no longer serves a purpose. You may now close this topic. Keep up the good work and have a nice day!
  7. Perhaps Nerf Baby Zombies?

    I thank you for your replies, Kitty. It saddens me to hear that babies will remain unburnable. My main concern was their ability to pick up weapons. Would it be possible to disable baby zombie weapon pickup? Regular zombies are okay, because they are slow and easy to avoid. Baby zombies with weapons are far too quick, making them very dangerous to be near. And since they do not die in daylight, this makes them far more dangerous than any other monster. Skeletons with helmets can still survive in the daylight, but they're only dangerous if you get close to them. Baby zombies can quickly close the gap between the player. I understand the whole basis for my suggestion is on the condition that a baby zombie happens to pick up a weapon in the first place, but I feel that it is something worth examining to prevent future catastrophes. Someone mentioned earlier in the thread that baby zombies are rare. I can attest to my many nights huddled in fear in my thatch hut that on any given night, you can easily run into one or more baby zombies. True that you should not be out at night anyway, they are by no means uncommon mob spawns.Just wanted to clarify that. I will not continue to fight for this suggestion. I feel I've made my case, however biased it may be as I was a victim of a baby. If after this, you feel that Baby Zombies require no special treatment, I will accept your ruling and cease my arguments. (at which time you may close this thread to stop people from bringing it up) Thank you for your consideration, Kitty.
  8. Perhaps Nerf Baby Zombies?

    The baby zombie killed all three of us. I went out there, equipped with a bronze mace and sinpodder had a bronze sword. Both of us were killed easily by the zombie. I was at full health, although unarmoured and quickly dispatched within two hits. The reason he was able to kill the baby with his axe is because both sin and I had managed to get a few hits in before being killed by the baby.
  9. Perhaps Nerf Baby Zombies?

    I was playing with a streamer last night. He was killed by a baby zombie, which as you know, do not burn to death in the sun, making them tiny, fast, formidable enemies during the day and night. In addition to the aforementioned traits, baby zombies also have the ability to pick up weapons, which if you'll watch this video, present quite a danger--especially to players who are killed by a baby zombie and are then effectively prevented from retrieving their items by this unstoppable killing machine of a baby. Here is the video from the stream last night. You can see the event and the significant danger it posed at:02:13:00. After he cuts down that tree, you'll see the horror that ensues. It takes two hits from a weapon-wielding baby zombie to kill a healthy unarmoured player. Their fast speed and small size make this especially more dangerous and on multiplayer where server lag, no matter how low that latency may be, will present added difficulties in anticipating movement and reacting with force. After being killed and revived, the player has half-health. This means that after you are killed once by this super baby, all future attempts to combat or even retrieve your items will mean a one-hit-kill for you. I feel perhaps something could be done about the severe advantage baby zombies have over players? Changing their A.I. to prevent item pickup would be nice. If we were to think realistically (as realistic as a baby zombie is), I think it would be fair enough to say that a baby would lack the physical strength to wield a heavy mace or sword much less attack with it effectively.
  10. [SOLVED] I'm Dumb, Sorry :'D

    You know what, I think it was 78.3. I did not realize that previous worlds would not experience the fix. My apologies.
  11. [SOLVED] I'm Dumb, Sorry :'D

    My freshwater pond is slowly turning into saltwater as the ice forms during winter and melts, forming small saltwater portions in my pond.
  12. Animal carcasses

    Generally, hunters gut their prey after killing to remove all the organs and non-edibles. Skinning the carcass could then open the opportunity to create meat hanging racks in specialized rooms designed to hold the meat for relatively long-term storage.
  13. A Thank You

    I've noticed that the team has been quick at nipping these bugs in the bud. I wanted to give you some thanks on behalf of the community for the diligence you've put into providing us a bug-free, feature-rich game. Thank you! ^-^ And toward the future development:
  14. Water Damage

    I believe that water erosion on tools would be unrealistic given the time span of some rain or treading across a river or lake. I do however support the idea that "wetness" could be taken into account for some things. Running less efficiently while wet, getting colder, having a chance at becoming sick if left out too long in the rain/water (unless said water is of moderate temperature). It's difficult to integrate into a game where players almost always have to cross rivers or lakes to reach destinations or will have no prior early warning before a downpour is beating down on them, and penalizing them for these things is difficult to manage to a degree where it's reasonable.