This mod has been removed from public availability. Please read below:
As much as I hate to say it, I am forced to remove all of my mods from public distribution. Why, you ask? Because I have received word from Mojang via a public tweet from Marc_IRL that modders cannot enforce license or permissions of their mods that they create. This is a very disturbing discovery to me and many other modders, and let me tell you why. First, however, let me explain the process of writing a mod for Minecraft. The process has changed dramatically since Minecraft modding first became popular, and the current process is as follows (if using Minecraft Forge):
Download the Minecraft Forge source installer
Run a script which will download MCP from their site, set up the workspace, and proceed to decompile Minecraft
Once Minecraft has been downloaded, deobfuscated, and decompiled (which is allowed in the EULA), you can begin to write a mod
The mod's source code is all 100% unique code written by the modder. A mod should not have any code from Minecraft or from Minecraft Forge in its own collection of code.
When the mod is distributed, it is compiled in a manner in which the distributed archive contains only binaries compiled from the unique, original source written by the mod author(s), as well as unique assets designed by the mod author(s).
This means that when distributed, a mod consists only of unique works that belong to the author of the mod. Just like how when a standalone Java program is distributed, it is sole property of the author of the program and not Oracle or Sun, a mod for Minecraft (when written using the above process) should be sole property of the author of the mod. Minecraft Forge turns Minecraft into an API for creating experience-enhancing game plugins, just as Java is an API and platform for creating cross-platform programs. Mojang has a different view on this, however, which can be seen by reading the Minecraft EULA. One of the biggest issues in my view is the definition of what a "mod" is. Minecraft Forge is loaded at runtime and patches only the class bytecode cache in the computer's RAM, and loads mods just the same way. The game's code is not changed, meaning what the community calls a "mod" is actually a plugin. Until the term "mod" is clarified, however, it is assumed that these plugins still fall under the definition of "mod" in the eyes of Mojang.
Mojang taking control of all mods and claiming them as their own to license and distribute (as is stated in their EULA) is like if Microsoft were to claim all C# programs as their own because they implement the .NET framework and change a user's experience while using Microsoft Windows. This sort of behavior just doesn't fly in my book. The only solution left to me is to remove all of my "mods"/plugins from public view and distribution to prevent them from being claimed by Mojang, protecting my creative works from potential abuse or plagiarism. It sounds harsh, but I value the time spent on my works and I do not want it to go to waste due to my ideas and implementations being claimed as somebody else's property.
I had already started to back away from the modding scene before this issue became prominent, but as it has become a popular topic of discussion over the course of the last couple days, I have decided to accelerate my actions regarding the issue. I value my time already spent too much to let my mods fall into public hands without any form of protection. I appreciate your understanding of the subject and hopefully at a later time I can release my mods again under the standard legal protection of a creative work.
Disclaimer
The views and opinions expressed above are solely my personal opinion on the subject and do not represent those of any other modders or any employees of Mojang.
Note to forum moderators:
I strongly wish for this post to remain visible to the public eye as a form of an open letter to Mojang and a form of public relations between me and the community. If you would like to move the topic to another thread, please inform me when you do so. I will accept either locking the thread or keeping it open for discussion, whichever is preferred by the forum staff, but I very much want it to remain public and at least viewable.
There may be a key-access block. Not sure yet. There is an API so if I decide not to add it, others can.
What I mean is a key for locked doors. Maybe you could add a different Locked Door that can be locked and unlocked with a key instead of a button or a keypad.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
What I mean is a key for locked doors. Maybe you could add a different Locked Door that can be locked and unlocked with a key instead of a button or a keypad.
Nope. Lockable devices cannot be unlocked without a separate access block. Since this is a "high-tech" mod, there will mainly be a focus on higher-tech things than keys, but if you want to add a keyhole block and a key item feel free.
Nope. Lockable devices cannot be unlocked without a separate access block. Since this is a "high-tech" mod, there will mainly be a focus on higher-tech things than keys, but if you want to add a keyhole block and a key item feel free.
I can't. I'm no good with code... Maybe DarkHax can do it for me when he's not busy.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Update: apparently FML and Forge have some issues with 13w02b, as well as MultiMC. It's just an overall bad snapshot. A Forge build for 13w05b should be out soon so if you can't get this mod to work, wait until then.
now, will try this mod with excessive testing and will perhaps reply again =D
from the screenshots it looks very good to me (just by seeing the wall-mounted keypad from the picture i like it also ^^)
hope it works with my configuration (MC 1.4.6 Forge 6.5.0.471)
...downloading...
...installing...
Read the description. This does not work with 1.4.6; it is 13w02b or higher. Good luck getting FML to launch on 13w02b as it can be tricky; if you are desperate to try it you can run from source in an MCP environment.
I would like to see the "old keyhole doors" because I used this mod for adventure maps so dungeons would have keys and stuff. I have a mod that adds keys, but no doors and I don't know anything about coding so I guess I have to just deal with only using keypads
Don't get me wrong, I love the idea, the door opening, and al. I havent gotten the mod yet but I'm already liking it
I tested 60% positive for minecraft addiction......hey, my internet wouldn't allow me to see the image so I typed it in....and I'm not very creative, so of course I'm not THAT addicted ;_;
aaand i try it in 1.5.1 and it doesn't work FFFFFFFFFFFFFFFFFFFFFFFF-
I can't make an adventure map without some kind of lock ;_;
Rollback Post to RevisionRollBack
I tested 60% positive for minecraft addiction......hey, my internet wouldn't allow me to see the image so I typed it in....and I'm not very creative, so of course I'm not THAT addicted ;_;
I have some suggestions .. You could cause the Locked door
could ever be opened from the inside without being necessary to use anything ...
Unfortunately it's not possible to tell precisely if the player is "inside" or not. This would leave many vulnerabilities in security. This is what the button and (planned) pressure plate are for.
and also you could make it so that to use with doors that already came in minecraft(wood and iron )
(and if you can do so compatible with Extra Doors)
ty best mod ever
Anything that wants to support my mod needs to implement my API. I can't change vanilla Minecraft to implement it because it would cause numerous incompatibilities with other mods but the Extra Doors team could easily implement my API to support locking their doors.
could you make keycode interact with redstone too (for example a redstone bloc that,when linked to the keycode and the right code typed will emit a redstone pulse) and a key card should be nice too,would be less longer to get through that door (especially when you don't have a lot of time,for example when someone try to kill you with a flan's gun),for example,you could make a kind of machine that let's you able to link a card (link the machine first with the keycard reader then,the card in will be linked to the keycard reader)
I'm working on the redstone output block right now. MagStripe and RFID cards are planned.
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Wow. Nice. Some bugs though: Making Double door (putting them beside each other) doesnt connect them like normal minecraft doors. 2: I cant pair more than 1 device to the door. It only says Not Paired when i try adding the button to it, or another door to the Keypad. But else VERY Good.
Edit: Oh i see very good. To link up another device it has to be unlocked. Nice security fix. But try still to make it double door please. Else it works AWESOME!!!
As much as I hate to say it, I am forced to remove all of my mods from public distribution. Why, you ask? Because I have received word from Mojang via a public tweet from Marc_IRL that modders cannot enforce license or permissions of their mods that they create. This is a very disturbing discovery to me and many other modders, and let me tell you why. First, however, let me explain the process of writing a mod for Minecraft. The process has changed dramatically since Minecraft modding first became popular, and the current process is as follows (if using Minecraft Forge):
Mojang taking control of all mods and claiming them as their own to license and distribute (as is stated in their EULA) is like if Microsoft were to claim all C# programs as their own because they implement the .NET framework and change a user's experience while using Microsoft Windows. This sort of behavior just doesn't fly in my book. The only solution left to me is to remove all of my "mods"/plugins from public view and distribution to prevent them from being claimed by Mojang, protecting my creative works from potential abuse or plagiarism. It sounds harsh, but I value the time spent on my works and I do not want it to go to waste due to my ideas and implementations being claimed as somebody else's property.
I had already started to back away from the modding scene before this issue became prominent, but as it has become a popular topic of discussion over the course of the last couple days, I have decided to accelerate my actions regarding the issue. I value my time already spent too much to let my mods fall into public hands without any form of protection. I appreciate your understanding of the subject and hopefully at a later time I can release my mods again under the standard legal protection of a creative work.
Disclaimer
The views and opinions expressed above are solely my personal opinion on the subject and do not represent those of any other modders or any employees of Mojang.
Note to forum moderators:
I strongly wish for this post to remain visible to the public eye as a form of an open letter to Mojang and a form of public relations between me and the community. If you would like to move the topic to another thread, please inform me when you do so. I will accept either locking the thread or keeping it open for discussion, whichever is preferred by the forum staff, but I very much want it to remain public and at least viewable.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
There may be a key-access block. Not sure yet. There is an API so if I decide not to add it, others can.
What I mean is a key for locked doors. Maybe you could add a different Locked Door that can be locked and unlocked with a key instead of a button or a keypad.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Nope. Lockable devices cannot be unlocked without a separate access block. Since this is a "high-tech" mod, there will mainly be a focus on higher-tech things than keys, but if you want to add a keyhole block and a key item feel free.
I can't. I'm no good with code... Maybe DarkHax can do it for me when he's not busy.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Read the description. This does not work with 1.4.6; it is 13w02b or higher. Good luck getting FML to launch on 13w02b as it can be tricky; if you are desperate to try it you can run from source in an MCP environment.
Because there were a lot of core changes in 1.5 and I didn't want to update right away; I knew 1.5 would come within a few weeks of me starting this.
Don't get me wrong, I love the idea, the door opening, and al. I havent gotten the mod yet but I'm already liking it
I can't make an adventure map without some kind of lock ;_;
Check out my Let's Play Series:
Unfortunately it's not possible to tell precisely if the player is "inside" or not. This would leave many vulnerabilities in security. This is what the button and (planned) pressure plate are for.
Anything that wants to support my mod needs to implement my API. I can't change vanilla Minecraft to implement it because it would cause numerous incompatibilities with other mods but the Extra Doors team could easily implement my API to support locking their doors.
I'm working on the redstone output block right now. MagStripe and RFID cards are planned.
Edit: Oh i see very good. To link up another device it has to be unlocked. Nice security fix. But try still to make it double door please. Else it works AWESOME!!!