Paukinra Posted July 25, 2012 Posted July 25, 2012 Just wondering, as I started a new world and the wiki says it is being removed. Is it worth including forestry stuff on my new world as I am probably going to have to replace it all soon?
freakachu Posted July 25, 2012 Posted July 25, 2012 you can always install forestry manually after the update and just keep on truckin. nothing stopping you from doing that, unless you're playing SMP.
Paukinra Posted July 25, 2012 Author Posted July 25, 2012 you can always install forestry manually after the update and just keep on truckin. nothing stopping you from doing that, unless you're playing SMP. I was under the impression that even a manual install of the mod would cause the world to go ka-boom?
freakachu Posted July 25, 2012 Posted July 25, 2012 he patched out his little temper tantrum changes after it was announced that technic was dropping the mod and people flipped a bunch of tables at him for being a bag of dicks.
Paukinra Posted July 25, 2012 Author Posted July 25, 2012 he patched out his little temper tantrum changes after it was announced that technic was dropping the mod and people flipped a bunch of tables at him for being a bag of dicks. ah ok, so that should mean it will be included I guess? If so I should get setting up some bee hives :)
ngwoo Posted July 25, 2012 Posted July 25, 2012 ah ok, so that should mean it will be included I guess? If so I should get setting up some bee hives It won't be included in Technic and probably will never be, but you can install it yourself.
charcharmunro Posted July 25, 2012 Posted July 25, 2012 Been meaning to ask about Forestry, actually. I know it won't ever be in the pack because Sengir flipped his shit about it, but how should one go about installing it manually, as in, should you need to change any block IDs or do anything to install it properly within Technic, or would it be good as is?
milcondoin Posted July 25, 2012 Posted July 25, 2012 Same as with every (forge-compatible) mod. Make an ID-dump via NEI before adding the new mod. Add it in, correct the ID clashes according to your dump and be good to go.
freakachu Posted July 25, 2012 Posted July 25, 2012 ah ok, so that should mean it will be included I guess? If so I should get setting up some bee hives I want to make it perfectly clear that forestry is NOT going to be put back in the technic or tekkit pack. ever. the offending code was removed, but that does not mean it's going back in against the now obvious will of the author.
Lothos Posted July 25, 2012 Posted July 25, 2012 that's weird. I did a fresh technic install yesterday via the launcher and i see the forestryclient.jar in the mods folder. and no, i didn't do anything beyond the launcher.
milcondoin Posted July 25, 2012 Posted July 25, 2012 That's because you use Technic 6, which is the last release, where Forestry was part of the pack. Technic 7 onwards is by default Forestry-free.
charcharmunro Posted July 25, 2012 Posted July 25, 2012 Yeah, I'm sort of new to installing mods myself, so... I have no idea what an "ID dump" even is.
BuccaneerRex Posted July 25, 2012 Posted July 25, 2012 Yeah, I'm sort of new to installing mods myself, so... I have no idea what an "ID dump" even is. It's a list of the block and item ids that are used by the currently installed mods. You have to get a list of what's used, so that you can assign unused ones to all the blocks that Forestry would add. I think you can do it through the NEI options menu from within your inventory.
manboyeatme Posted July 27, 2012 Posted July 27, 2012 was able to install newest version of forestry on the dev build no problem
Forum Administrators KakerMix Posted July 27, 2012 Forum Administrators Posted July 27, 2012 I want to make it perfectly clear that forestry is NOT going to be put back in the technic or tekkit pack. ever. the offending code was removed, but that does not mean it's going back in against the now obvious will of the author. The code was not removed, just deactivated. It's still in the mod.
freakachu Posted July 27, 2012 Posted July 27, 2012 The code was not removed, just deactivated. It's still in the mod. even worse.
Wooden_axe Posted July 27, 2012 Posted July 27, 2012 even worse. would you care to tell us what sirsengir did now?
freakachu Posted July 27, 2012 Posted July 27, 2012 would you care to tell us what sir buttivere of dumbtable did now? he didn't do anything new, I was just under the impression that the malicious code had been removed, not simply deactivated and left in the mod. it means that with any update it could easily be turned back on, either on purpose or even on accident and cause undue grief to people who are using the launcher. it would do that despite the fact that those people must have installed it manually, just like sengir claims to want. I suppose it shouldn't surprise me.
RobinVerhulstZ Posted July 27, 2012 Posted July 27, 2012 i thought they removed it in tekkit 3 because it wasen´t compitable with EE2?
freakachu Posted July 27, 2012 Posted July 27, 2012 i thought they removed it in tekkit 3 because it wasen´t compitable with EE2? there has only ever been one reason for forestry's removal. this isn't it.
EzioA Posted July 27, 2012 Posted July 27, 2012 I wonder, is Sir Sengir the only modder who went full-blown kookoo and did that?
freakachu Posted July 27, 2012 Posted July 27, 2012 he was not the first, but he was the most recent. I think the first was the solar hat mod guy who included some code that would straight up crash the game if you ran it with technic.
EzioA Posted July 27, 2012 Posted July 27, 2012 he was not the first, but he was the most recent. I think the first was the solar hat mod guy who included some code that would straight up crash the game if you ran it with technic. What? Don't we have that mod? >.>
The Merchant of Menace Posted July 27, 2012 Posted July 27, 2012 No, he had some code that would straight up crash the mod if you ran it along with all the mods in technic, even if you painstakingly spent time putting them together manually. And the mod is merged into mainline IC now.
EzioA Posted July 27, 2012 Posted July 27, 2012 No, he had some code that would straight up crash the mod if you ran it along with all the mods in technic, even if you painstakingly spent time putting them together manually. And the mod is merged into mainline IC now. Does that mean that piece of code is still there? Won't Alblaka remove it? ;_;
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