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laffen47

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Everything posted by laffen47

  1. I just installed the default one from the technic launcher(.jar couldn't get .exe to work on either computer). Does this mean that the technic 6 is the default, and releasing forestry without permission of mod author?
  2. I'm getting bored with tekkit, so I thought, I'll try technic! Technic has forestry... Suddenly many of your previous posts seem irrelevant... So I repost the question... Why is there no forestry in tekkit. Also a footnote, forestry wiki recommended build is version 1.4.6.2 The one in technic is 1.3.4.3 ...
  3. I had the same idea as posted in this thread, only in larger scale: http://forums.technicpack.net/threads/making-water-mills-more-viable.2850/#post-24172 But in SMP the deployer won't fill the buckets, it's weird, I've made the same setup twice in SSP, but in SMP it does not seem to pick up the water, has anyone encountered the same problem?
  4. In my humble opinion, i think this mod should be restored and debugged: http://atomicstryker.net/maintainedmods.html Minefactory reloaded, it's the only one the tekkit pack doesn't use it because there is a recipe conflict with the vanilla cauldron, and turning the machines works, but a visual bug makes it not rotate visually. But in it's defense, it is open source, and anyone may modify it. And the farms are better in many ways, again in my opinion. Else then that this mod could be added, we used it on our server with occasional issues, but that might be a GUI conflict: http://forum.industrial-craft.net/index.php?page=Thread&threadID=5789 This has something similar to the electrical engine.
  5. The signing was more of a courtesy as I am completely new to the forum. The bees yes, can be volatile, and if you use the genome imprinter, there is a bee, the vengeance bee, or something, that can destroy bedrock. The bee is not yet available to breed but, the genome imprinter does the job. I find this very strange... Sengir, the guy who develops forestry, also develops buildcraft, which is included in the modpack.
  6. Yes, this is redundant BUT i have to address it as us at Norgplay were able to run forestry with no issues at all, in 1.2.5, in smp, with most of the same mods as tekkit, excluding some minor mods, and including some other less stable mods. I really want forestry back, mostly for the electrical engine, but also for SOME of the farming options, and obviously the bees! I will now continue to explain why it doesn't work to just put the mod in and hope for all the best. My admin was not clear if it was client or server side, but he basically said you have to make forge/modloader load industrialcraft BEFORE forestry. This does not happen naturally since the letter F comes before I, so all he did was to rename ic2.jar* to aic2.jar*, but i also belive this can be configured in forge itself, so that it loads before forestry. I miss forestry and i sincerely hope this will be taken in to consideration, as i want my forestry back. The thought that he updates it so often might be an issue for tekkit, but non the less it should be added. Regards Laffen47 *not sure if it's a jar or a zip
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