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Posted

Forestry works well with both tekkit and technic as the nasty code been disabled for a long time now. However due to issues related to that incident forestry will never be a part of the mod pack.

Posted

i know it will never be apart but im just wondering on if it possible to manually instal i've done it for technic but technic is starting to annoy me with taint and all the snakes egt.

but for tekkit it dosn't work? i put it in the mods folder but do i have to do something else besides that.

Posted

i know it will never be apart but im just wondering on if it possible to manually instal i've done it for technic but technic is starting to annoy me with taint and all the snakes egt.

but for tekkit it dosn't work? i put it in the mods folder but do i have to do something else besides that.

Possibly rename it by putting a X in front of its folder name and you may have to adjust block ids. But I think that all its block ids should be unused still in tekkit.

Posted

i know it will never be apart but im just wondering on if it possible to manually instal i've done it for technic but technic is starting to annoy me with taint and all the snakes egt.

but for tekkit it dosn't work? i put it in the mods folder but do i have to do something else besides that.

No idea how to mess around with tekkit, but Thaumcraft taint spread should have an option to be disabled in the config files, and any mo'creatures mob can be disabled in game. Should be Esc, global mod options, mo'creatures, and the rest should be obvious from there.

Posted

btw, the 1.6.0 version of forestry (for MC 1.4.2) works fine with the latest technic dev build. and by "fine" I mean, requires some block ID shifting but outside of that no problems. a simple NEI block ID dump and a few config file edits and you're good to go.

Posted

Forestry works well with both tekkit and technic as the nasty code been disabled for a long time now. However due to issues related to that incident forestry will never be a part of the mod pack.

What's the nasty code?

Posted

Note that, if I'm not mistaken, the nasty code wasn't removed. Take it literally when we say it was only disabled. I haven't seen the source myself though so I'm not 100% sure.

Posted

Things like killer bees and exploding machines if the mod detects that it's launched with technic/tekkit.

It did nothing evil to your computer but it did cause bees to destroy blocks and caused the machines to miss behave. Which was why it was removed from the modpack as it's modder did not want the technic devs to be using it in the pack. Once the technic devs complied and removed it the code was disabled by it's modder to allow people to freely install it manually. Since he had no issue with us using it, only a issue with the technic devs due to a difference of opinions.

Posted

Note that, if I'm not mistaken, the nasty code wasn't removed. Take it literally when we say it was only disabled. I haven't seen the source myself though so I'm not 100% sure.

I believe he simply added comment tags to the code. All he would need to do to reactivate it is remove those tags.

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