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Forestry


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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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It was not the tekkit devs choice to remove it as they were forced to do so by the mods author. Who is extremely against technic/tekkit since they never got his consent to include his mod in the pack at first. His hatred is to such a extent that he added code to the mod which detects if it was installed by the technic launcher and destroyed your world if it found it. The code basically made the whole bee system go crazy with exploding bees and other horrible things.

This was not a unintended bug or anything else as the code literally targeted the launcher by name. Due to this his mod was officially black listed from all things technic and will never be a part of technic/tekkit again.

Since the mod was removed from the pack and the code served its purpose he removed it so the mod is now safe to manually install. How ever he can re-add the code at any time in new versions of the mod so it cannot be fully trusted, so use it at your own risk basically.

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If you want forestry back, you'll have to install it yourself. How to install it yourself and the reason for its removal are all on the forums.

Just ad Z or ZZZZZ in front of forestry and don't sign your posts!

I think he know that he has to install it himself, that's why he renamed his IC file.... And I already said that, about the Z. -.-

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The code was disabled/removed from the mod so it is suppose to work in tekkit now if you manually install it. That is after you rename it to ensure it loads after IC2 and do any of the other adjustments that may be needed for block ids, etc.

As for the malicious code it was only in one to two versions of forestry and was removed in version 1.4.4.1, so all future versions should be fine to use.

The issue is that he can add the code back in with any update.

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I think he know that he has to install it himself, that's why he renamed his IC file.... And I already said that, about the Z. -.-

Greetings there Captain Obvious. I was restating he/she would have to install it themselves because his/her post stated that he/she wanted it added back into Tekkit and talking about how it runs fine in SMP.

I was merely stating that all the reasons for forestry's removal and the instructions on how to re-install it are located on the forum so maybe the OP should have a look rather than contributing to the growth of useless threads covered hundreds of times before.

Mostly, I just wanted to tell this 1 post new guy to not sign his/her posts (which simply demonstrates how little time this person put into getting to know the Technic/Tekkit forums and the rules thereof). Personally, I usually regard 1 post heroes that re-post the same crap all the time as trolls. Unfortunately, sometimes it's just faster and easier to throw them a link or short post and tell them to piss off than to ignore them and have them bump their useless thread until someone responds.

-.-

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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.

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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.

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Build craft was created by Spacetoad and is released via a open source license that allows you to freely use it with very few limits.

Now forestry on the other hand is closed source and protected by copy right claims designed to limit your abilty to use it beyond what is intended by its creator. One of these limits is that the mod cannot be included in a mod pack with out its creators consent.

Which the technic devs violated by including his mod with out first getting his consent to do so. This is what pissed him off and is why he refused to acknowledge technic or its devs, including their attempts to get permission from him after the mod pack went public.

Now instead of asking for it to be removed like a sane person he instead decided to take matters into his own hands. Which led to him adding malicious code designed to target technic and force the devs to remove his mod. Unfortunately due to the fact that the technic devs violated his use policy he was well with in his rights to do this even thou it was rather crazy/over kill. Especially when you consided that from what I've seen of the technic devs they would of removed it, if he would of kindly asked them to in the first place.

As for build craft, yes it is true that Sengir is one of the two devs that took over the project after Spacetoad retired along with Krapht. But thankfully Krapht who is known for his logistics pipes mod is far more sane/friendly toward technic. So the chances of anything bad happening is rather low.

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@ laffen, yes, Sengir develops BC but he is not the original nor main developer for BC and BC is licensed differently and is open source (if I'm not mistaken). Forestry, however, is a mod he developed himself so it's a little different.

Also, what danidas said.

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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 ...

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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 ...

Technic 6 has Forestry. Technic 7 does not.

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That would be technic 6 which is very outdated, the devs are working on technic 7 that will not have forestry. Basically technic 6 is from before the whole forestry thing started and is why it still has it.

As for your second post, technic 6 is currently the default recommended build as technic 7 still needs some work. Once technic 7 is ready for release it will become the default recommended build but for now it is listed as a unstable dev build.

It is also true that the forestry in technic 6 is being used against the authors wishes and is part of the reason for him going crazy.

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