You are all completely overlooking the point. I did not SAY I didn't want my mods used in mod packs. No, I didn't say I -wanted- them used in modpacks, either, but I have never said for or against it. Before modpacks were even a commercial thing, mods were downloaded for people to play, how many mods you downloaded and used was up to you. THAT is why I made my mods publicly available - to be downloaded and played.
If none of you like the way I do things (which literally has very little affect on anyone who plays the game with the default launcher by downloading or installing or plays on a modpack that I have AUTHORIZED because the creator came to me and ASKED), then please, see yourself away from my threads and stay out. My mods are here if you want them, and they are here if you don't.
What's your point? This is my rule for MY mods. Don't like it and don't want to ask? Tough. Want it? Ask and receive. There is no rule in Minecraft, but there is nothing preventing me from requiring permission. It's a requirement from me, not an option.
Alright, time to knock you off of your imaginary throne. I played nice, but now you have shown how greedy you really are. Allow me to show you the light of Minecraft EULA.
I will first tell you that this is law, this is real copyright. Minecraft is a real game that has a real copyright that makes real sales. Nothing you ever put on a mod 'copyright' section will ever be worth anything due to this.
First, let me draw your attention to this line: "If you've bought the Game, you may play around with it and modify it." (Header "Using Our Game", Paragraph 5, first sentence). Now let's dissect this very important line. "you may play around with it and modify it". Read that over a few times. This line means that if I legitimately bought the game (which I have) then I am free to play it and mod it to my heart's desire no matter what anyone but Mojang says, including you. You cannot say 'to play my mod you must be on a vanilla client and/or be playing on a modpack I have approved' (Not a real quote I know but it sums up what you say well) as you are freely distributing it with a publicly accessible download link.
Now, what happens when I put any of your mods into my Technic packs mods folder? The client shuts down. This means that by using your mod I am no unable to "play around with [Minecraft]" despite the copy of the game being legally acquired and modifying it as I want. Do you see the problem here? Your malicious (I do not mean "a -safe- and -established- method to shutting down the client") code breaks the EULA as I cannot play my minecraft modded as I want due to it.
Have I repeated myself enough to be understood crystal clear?
You have four options: Ignore this and face the possibility of a takedown, Remove your mod from the internet, remove the ability to access your mod publicly and remove the malicious code, or remove the malicious code.
I do think the last option is the best, but I really don't care what happens.
It no longer shuts down the client. If you want me to take the time to remove the outdated versions of the mods that do this then I will, but aside from that, I have no further comments on the matter. You've established your position well and I respect you for it, but that is the only input I can offer anymore.
It no longer shuts down the client. If you want me to take the time to remove the outdated versions of the mods that do this then I will, but aside from that, I have no further comments on the matter. You've established your position well and I respect you for it, but that is the only input I can offer anymore.
Thank you for following the law. I don't think anyone will make a fuss about anything earlier than 1.5.2 due to most modpacks being updated to that point. I wish you luck in your coding, gutaring, and education.
Luke, I think you're vastly overestimating the legal standing of a EULA, but that's a conversation for another day. I don't think it's reasonable to claim that Guff's using any "malicious code" to shut down your Minecraft experience when it says right in the topic that adding it to a mod pack without permissions is a no-no. You know exactly what you're going to get when you download the software, and it doesn't interfere with the Minecraft experience at all if you just respect the content creator's wishes and ask. Just, take literally 30 seconds to send a message saying "hey, is this okay?" If you came to the topic to download the mod for your pack, you must've seen the notice about mod pack permissions, so what possible justification do you have for not asking permission (especially since he hasn't said no yet) other than stubbornness or a simple lack of manners?
EDIT: Actually asked him just now and he gave me the go-ahead, polite and speedy.
EDIT2: Might not have been too smart an idea to link the EULA, bro: "Any tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them."
Sounds to me like Guff's got the right to put whatever code he wants in his mod.
Sick of Runescape mods for Minecraft that are horrible, awful, broken, and in some cases not even made? Yeah, so was I, until I got roped into the RSMC team. It's basically perfect.
EDIT2: Might not have been too smart an idea to link the EULA, bro: "Any tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them."
Sounds to me like Guff's got the right to put whatever code he wants in his mod.
Please think carefully before you make any content available, because it will be made public and might even be used by other people in a way you don‘t like.(Header "Content", Paragraph 1, Last sentence, Minecraft EULA)
You must not make any content available, using the Game, that infringes the rights of anyone else.(Header "Content", Paragraph 3, second sentence)
Now tell me again how the malicious code is in any way legal.
Great job with this. Everything flows very nicely and efficiency. I have not noticed much, if any, lag that is out of the ordinary. The map generation is pretty good, a few little placement issues such as floating blocks over edges. Overall, very nice job.
Great job with this. Everything flows very nicely and efficiency. I have not noticed much, if any, lag that is out of the ordinary. The map generation is pretty good, a few little placement issues such as floating blocks over edges. Overall, very nice job.
Thanks. The placement over edges is something that would be hard to detect and isn't that much of an issue so I don't really think it is worth giving a fix. Unless it starts causing harm to the world in ways that IS unintentional (severe lag, but that is unlikely) then I will just leave it. Some of the chest gens could be better, though.
Thanks. The placement over edges is something that would be hard to detect and isn't that much of an issue so I don't really think it is worth giving a fix. Unless it starts causing harm to the world in ways that IS unintentional (severe lag, but that is unlikely) then I will just leave it. Some of the chest gens could be better, though.
An easier thing to do is just generate downwards a bit.
For example I have a structure in my mod that generates down until its full base is filled:
The "ground floor" area is where there's a small window visible towards the top of the hill.
(The iron bars at the bottom were replaced by me, to show the room I generate as a "basement" when such generation takes place to a deep enough depth)
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
An easier thing to do is just generate downwards a bit.
For example I have a structure in my mod that generates down until its full base is filled:
The "ground floor" area is where there's a small window visible towards the top of the hill.
(The iron bars at the bottom were replaced by me, to show the room I generate as a "basement" when such generation takes place to a deep enough depth)
My chest spawners work by placing the center as low as it can on solid ground. Take for example the big trees for forest and jungles; the center is always placed on solid ground. If that center block happens to be on the edge or on a single block, then the edges will overlap. The spawns aren't big enough to take the time to generate down like village buildings and the like, because they generally are not destructive and the biggest they get is 5x5, and that is only ever in the water and the blocks are contoured to the floor. I personally just don't think a couple of blocks hanging over the edge is much of a problem, as long as the chest spawns and is placed where it can be found easily.
I do appreciate the help, but it's just not a big enough problem for me to worry about in my eyes. Thanks.
I must say, this mod works flawlessly. It does exactly as it says and I haven't encountered any bugs!
Although, I would like to suggest a feature: The small structures that spawn should get reverted after a time automatically.
While they are small enough to be unintrusive to vanilla Minecraft, they are markers for PR chests, and so when enough accumulate in a small area, its hard to tell if a new one has spawned in or you are just searching old ones. (This mostly happens with the wooden platforms in oceans)
I know Minegicka (http://www.minecraft.../1897122-152164) alters revert the world after they are used, so Will.Eze might be able to tell you how he did it.
Regardless if you take that tiny suggestion into account, thanks for Plunder Rummage as-is, its awesome.
I must say, this mod works flawlessly. It does exactly as it says and I haven't encountered any bugs!
Although, I would like to suggest a feature: The small structures that spawn should get reverted after a time automatically.
While they are small enough to be unintrusive to vanilla Minecraft, they are markers for PR chests, and so when enough accumulate in a small area, its hard to tell if a new one has spawned in or you are just searching old ones. (This mostly happens with the wooden platforms in oceans)
I know Minegicka (http://www.minecraft.../1897122-152164) alters revert the world after they are used, so Will.Eze might be able to tell you how he did it.
Regardless if you take that tiny suggestion into account, thanks for Plunder Rummage as-is, its awesome.
It's not a very hard thing to do. I don't have a -problem- with it, but you could do what I do, as well as a few others. I find it very useful to dismantle the structure if at all possible - cutting down the trees isn't too hard, but the oceans can be a problem.
However, if you don't want to dismantle the whole structure, it is common practice on my server and among other players to just remove the chest and then you will know that it was done.
I can work on making the structures be removed from the world after a certain time has passed since the chest was first opened, but that will require a bit of a rewrite on the chest spawning and a bit of time.
It may take time for the book feature to catch on. I came here because your in game announcements made me curious. . . and interested. . but even after I go get the update, I am still testing a bunch of other stuff. it may take time to 1) start properly testing this mod, and 2) write books. I'm trying to think about what kind of books. Vanilla Wiki type advice is pretty covered. . don't want to just put up fluff. . . but also don't know if writing tips on random mods is useful either. Don't know who has what installed. So there may be some people with time and writers block issues happening that makes the books slower to arrive. . . even though it is a cool idea and you deserve faster gratification.
There's also the issue of distribution. If only written books could be submitted into a global database, somehow, so that any mod who wants to include them has access to them. Right now, as far as I can tell, writers who want to distribute stuff around MC need to rewrite their work over and over. . . in a really primitive writing format. . .for every single time it gets used in something.
It may take time for the book feature to catch on. I came here because your in game announcements made me curious. . . and interested. . but even after I go get the update, I am still testing a bunch of other stuff. it may take time to 1) start properly testing this mod, and 2) write books. I'm trying to think about what kind of books. Vanilla Wiki type advice is pretty covered. . don't want to just put up fluff. . . but also don't know if writing tips on random mods is useful either. Don't know who has what installed. So there may be some people with time and writers block issues happening that makes the books slower to arrive. . . even though it is a cool idea and you deserve faster gratification.
There's also the issue of distribution. If only written books could be submitted into a global database, somehow, so that any mod who wants to include them has access to them. Right now, as far as I can tell, writers who want to distribute stuff around MC need to rewrite their work over and over. . . in a really primitive writing format. . .for every single time it gets used in something.
If you want to write random tips on mods, feel free to do so. I was going to do that for a few other mods, regardless of whether or not they had them installed. The book is merely a novelty if you have it and don't have the mod, but otherwise it could be helpful. I don't think many mods really include written books aside from their own (usually a tutorial, like TConstruct), and Lost Books doesn't use a database system.
If people want to talk to me about a database, I would be more than glad to help out with it if enough modders and writers are interested, but I just don't think it would be worth the hassle otherwise.
Despite the mod showing up on the list of installed mods, it doesn't seem to actually be active.
Both guffcore and plunder rummage are in the /mods/ folder, they both show up under the mods list on the main page via forge, and both are showing version 1.6.4. I'm using an up to date version of Forge, so that shouldn't be the problem.
There's a message in the log file, "One or more mods are not authorized for this mod pack." I assume that's what's causing this?
This isn't really a forced error because I'm using Technic, is it?
The pack I'm using doesn't even incorporate Plunder Rummage, but I saw this mod and thought it looked neat, so I downloaded and installed it myself. But no dice.
Tell me I'm missing something obvious and that this is not what it looks like.
Despite the mod showing up on the list of installed mods, it doesn't seem to actually be active.
Both guffcore and plunder rummage are in the /mods/ folder, they both show up under the mods list on the main page via forge, and both are showing version 1.6.4. I'm using an up to date version of Forge, so that shouldn't be the problem.
There's a message in the log file, "One or more mods are not authorized for this mod pack." I assume that's what's causing this?
This isn't really a forced error because I'm using Technic, is it?
The pack I'm using doesn't even incorporate Plunder Rummage, but I saw this mod and thought it looked neat, so I downloaded and installed it myself. But no dice.
Tell me I'm missing something obvious and that this is not what it looks like.
Try reinstalling the mods from the pack yourself. The mod hates Technic.
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
I went through the effort of manually reinstalling all 100+ mods on a fresh, non-technic install and jumping through all the hurdles this modmaker demands, only for it to crash whenever I hit an enemy with a nullpointer exception triggered at com.mod.plunderrummage.EventContainer.hurtEntity(EventContainer.java:42), evidently a fault of the mod.
Either way, not worth all the trouble to debug at this point.
It's sad to see the modmaker caught up in such a petty rivalry that he'd take out his frustrations on the end user. These limitations don't hurt Technic, they only hurt the player.
If none of you like the way I do things (which literally has very little affect on anyone who plays the game with the default launcher by downloading or installing or plays on a modpack that I have AUTHORIZED because the creator came to me and ASKED), then please, see yourself away from my threads and stay out. My mods are here if you want them, and they are here if you don't.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I will first tell you that this is law, this is real copyright. Minecraft is a real game that has a real copyright that makes real sales. Nothing you ever put on a mod 'copyright' section will ever be worth anything due to this.
First, let me draw your attention to this line: "If you've bought the Game, you may play around with it and modify it." (Header "Using Our Game", Paragraph 5, first sentence). Now let's dissect this very important line. "you may play around with it and modify it". Read that over a few times. This line means that if I legitimately bought the game (which I have) then I am free to play it and mod it to my heart's desire no matter what anyone but Mojang says, including you. You cannot say 'to play my mod you must be on a vanilla client and/or be playing on a modpack I have approved' (Not a real quote I know but it sums up what you say well) as you are freely distributing it with a publicly accessible download link.
Now, what happens when I put any of your mods into my Technic packs mods folder? The client shuts down. This means that by using your mod I am no unable to "play around with [Minecraft]" despite the copy of the game being legally acquired and modifying it as I want. Do you see the problem here? Your malicious (I do not mean "a -safe- and -established- method to shutting down the client") code breaks the EULA as I cannot play my minecraft modded as I want due to it.
Have I repeated myself enough to be understood crystal clear?
You have four options: Ignore this and face the possibility of a takedown, Remove your mod from the internet, remove the ability to access your mod publicly and remove the malicious code, or remove the malicious code.
I do think the last option is the best, but I really don't care what happens.
Edit: Oh my! Look at this beautiful little thing! https://twitter.com/EnzerDeLeo/status/413771391276556292 Much thanks to MooseMan9 of the Technic forums for pointing this out to me.
It no longer shuts down the client. If you want me to take the time to remove the outdated versions of the mods that do this then I will, but aside from that, I have no further comments on the matter. You've established your position well and I respect you for it, but that is the only input I can offer anymore.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Thank you for following the law. I don't think anyone will make a fuss about anything earlier than 1.5.2 due to most modpacks being updated to that point. I wish you luck in your coding, gutaring, and education.
EDIT: Actually asked him just now and he gave me the go-ahead, polite and speedy.
EDIT2: Might not have been too smart an idea to link the EULA, bro: "Any tools you write for the Game from scratch belong to you. . Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them."
Sounds to me like Guff's got the right to put whatever code he wants in his mod.
Now tell me again how the malicious code is in any way legal.
Thanks again to MooseMan9 for pointing this out.
Edit: Oops! Didn't mean to double post.
Shut up.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Thanks. The placement over edges is something that would be hard to detect and isn't that much of an issue so I don't really think it is worth giving a fix. Unless it starts causing harm to the world in ways that IS unintentional (severe lag, but that is unlikely) then I will just leave it. Some of the chest gens could be better, though.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
An easier thing to do is just generate downwards a bit.
For example I have a structure in my mod that generates down until its full base is filled:
The "ground floor" area is where there's a small window visible towards the top of the hill.
(The iron bars at the bottom were replaced by me, to show the room I generate as a "basement" when such generation takes place to a deep enough depth)
Structure class
My chest spawners work by placing the center as low as it can on solid ground. Take for example the big trees for forest and jungles; the center is always placed on solid ground. If that center block happens to be on the edge or on a single block, then the edges will overlap. The spawns aren't big enough to take the time to generate down like village buildings and the like, because they generally are not destructive and the biggest they get is 5x5, and that is only ever in the water and the blocks are contoured to the floor. I personally just don't think a couple of blocks hanging over the edge is much of a problem, as long as the chest spawns and is placed where it can be found easily.
I do appreciate the help, but it's just not a big enough problem for me to worry about in my eyes. Thanks.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Although, I would like to suggest a feature: The small structures that spawn should get reverted after a time automatically.
While they are small enough to be unintrusive to vanilla Minecraft, they are markers for PR chests, and so when enough accumulate in a small area, its hard to tell if a new one has spawned in or you are just searching old ones. (This mostly happens with the wooden platforms in oceans)
I know Minegicka (http://www.minecraft.../1897122-152164) alters revert the world after they are used, so Will.Eze might be able to tell you how he did it.
Regardless if you take that tiny suggestion into account, thanks for Plunder Rummage as-is, its awesome.
It's not a very hard thing to do. I don't have a -problem- with it, but you could do what I do, as well as a few others. I find it very useful to dismantle the structure if at all possible - cutting down the trees isn't too hard, but the oceans can be a problem.
However, if you don't want to dismantle the whole structure, it is common practice on my server and among other players to just remove the chest and then you will know that it was done.
I can work on making the structures be removed from the world after a certain time has passed since the chest was first opened, but that will require a bit of a rewrite on the chest spawning and a bit of time.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
There's also the issue of distribution. If only written books could be submitted into a global database, somehow, so that any mod who wants to include them has access to them. Right now, as far as I can tell, writers who want to distribute stuff around MC need to rewrite their work over and over. . . in a really primitive writing format. . .for every single time it gets used in something.
If you want to write random tips on mods, feel free to do so. I was going to do that for a few other mods, regardless of whether or not they had them installed. The book is merely a novelty if you have it and don't have the mod, but otherwise it could be helpful. I don't think many mods really include written books aside from their own (usually a tutorial, like TConstruct), and Lost Books doesn't use a database system.
If people want to talk to me about a database, I would be more than glad to help out with it if enough modders and writers are interested, but I just don't think it would be worth the hassle otherwise.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Both guffcore and plunder rummage are in the /mods/ folder, they both show up under the mods list on the main page via forge, and both are showing version 1.6.4. I'm using an up to date version of Forge, so that shouldn't be the problem.
There's a message in the log file, "One or more mods are not authorized for this mod pack." I assume that's what's causing this?
This isn't really a forced error because I'm using Technic, is it?
The pack I'm using doesn't even incorporate Plunder Rummage, but I saw this mod and thought it looked neat, so I downloaded and installed it myself. But no dice.
Tell me I'm missing something obvious and that this is not what it looks like.
Try reinstalling the mods from the pack yourself. The mod hates Technic.
OcD Simple Add-On!
I went through the effort of manually reinstalling all 100+ mods on a fresh, non-technic install and jumping through all the hurdles this modmaker demands, only for it to crash whenever I hit an enemy with a nullpointer exception triggered at com.mod.plunderrummage.EventContainer.hurtEntity(EventContainer.java:42), evidently a fault of the mod.
Either way, not worth all the trouble to debug at this point.
It's sad to see the modmaker caught up in such a petty rivalry that he'd take out his frustrations on the end user. These limitations don't hurt Technic, they only hurt the player.