Good News / Bad News

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Qedhup
Posts: 331
Joined: July 6th, 2011, 3:24 am

Re: Good News / Bad News

Post by Qedhup » May 16th, 2013, 3:30 pm

no Thaumcraft. I don't think there are bees, but I haven't explored what all is installed. The farming stuff has been greatly expanded though.
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Maxus
Posts: 242
Joined: September 18th, 2011, 11:38 am

Re: Good News / Bad News

Post by Maxus » May 16th, 2013, 5:57 pm

If by bee mod you mean Forestry then no.
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http://www.youtube.com/watch?v=Ju9GQ4Tmz74
CRUSH. KILL. DESTROY. SWAG.

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AJpetee
Posts: 355
Joined: November 12th, 2012, 3:45 am

Re: Good News / Bad News

Post by AJpetee » May 16th, 2013, 7:14 pm

yes tis the forestry mod
For every actionthere is reaction
Once the pin is pulled you get to watch it all disappear enjoy...

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Qedhup
Posts: 331
Joined: July 6th, 2011, 3:24 am

Re: Good News / Bad News

Post by Qedhup » May 17th, 2013, 6:31 am

I'm willing to install other major mods only if everyone that plays agrees on it. Since making a custom launch in Tekkit can be a hassle to setup sometimes. So possible thoughts of additional mods that we 'could' do would be:

- Thaumcraft
- Redpower
- Forestry
- TwilightForest

The only one of those in that list that I actually miss is RedPower. But i'm also more than happy without it since Tekkit seems to work just fine at the moment.

Setting up a custom tekkit launcher option can be a pain for these major mods. Smaller mods (that are 100% serverside) like Essentials are much easier.
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AJpetee
Posts: 355
Joined: November 12th, 2012, 3:45 am

Re: Good News / Bad News

Post by AJpetee » May 17th, 2013, 12:36 pm

Wouldn't mind having le lamps back, and its many.other fun features, but its behind on patches,so dont bring.it back:p
For every actionthere is reaction
Once the pin is pulled you get to watch it all disappear enjoy...

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Qedhup
Posts: 331
Joined: July 6th, 2011, 3:24 am

Re: Good News / Bad News

Post by Qedhup » May 17th, 2013, 2:31 pm

on 2nd thought. I don't want to monkey around with it too much. It works, lets just keep it working
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TehCoreeyy
Posts: 259
Joined: March 5th, 2012, 2:42 pm

Re: Good News / Bad News

Post by TehCoreeyy » May 17th, 2013, 6:47 pm

Damn, would have been so good to have forestry and Thaumcraft
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Qedhup
Posts: 331
Joined: July 6th, 2011, 3:24 am

Re: Good News / Bad News

Post by Qedhup » May 18th, 2013, 5:46 am

I'm not saying I won't in the future add those things. But why mess with it when it's stable, working and doing good.
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