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 Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request!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!
Version 0.5.0 released, required for compatibility with the new Minor Alchemy and GuffCore updates! Be sure to update GuffCore for sure and Minor Alchemy if you use it.
For the 0.5.0 version and redownloading the GuffCore:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 9/01/14 01:16 PM
Description: Initializing game
java.lang.NoClassDefFoundError: com/mod/minoralchemy/item/ItemMatterContainer
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.mod.minoralchemy.item.ItemMatterContainer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.NoClassDefFoundError: com/mod/prosthetics/api/ICrushable
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 36 more
Caused by: java.lang.ClassNotFoundException: com.mod.prosthetics.api.ICrushable
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 111965384 bytes (106 MB) / 429391872 bytes (409 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 37 mods loaded, 37 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed
DamageIndicatorsMod{2.9.0.9} [Damage Indicators] (1.6.4 DamageIndicators v2.9.0.9.zip) Unloaded->Constructed
GrimoireGaia2{1.8.1} [§2Grimoire of Gaia 2] ([1.6.4]GrimoireofGaia2(1.8.1).zip) Unloaded->Constructed
Schematica{1.5.3.56} [Schematica] ([1.6.4]Schematica-v1.5.3.56.jar) Unloaded->Constructed
nohero_morehealth{4.5} [More Health Forge] ([Forge]More Health Enhanced 5.0 Universal.zip) Unloaded->Constructed
arsmagica2{1.1.1c} [Ars Magica 2] (AM2_1.1.1c.zip) Unloaded->Constructed
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1.1.2 mc1.6.4.zip) Unloaded->Constructed
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed
ChickenChunks{1.3.3.3} [ChickenChunks] (ChickenChunks 1.3.3.3.jar) Unloaded->Constructed
dimdoors{$VERSION$} [Dimensional Doors] (DimensionalDoors-2.2.1RC1-48.jar) Unloaded->Constructed
EnderStorage{1.4.3.5} [EnderStorage] (EnderStorage 1.4.3.5.jar) Unloaded->Constructed
ExpChest{3.1.40.--} [Exp Chest] (Exp Chest v3.1.40.--.zip) Unloaded->Constructed
LegendaryBeasts{a1.6.4.0} [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.6.4.0.zip) Unloaded->Constructed
GraveStone{2.4.7} [GraveStone] (GraveStone_2.4.7.zip) Unloaded->Constructed
GuffCore{1.0.0} [Guff's Core] (GuffCore.zip) Unloaded->Constructed
HardcoreEnderExpansion{1.3} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed
InfernalMobs{1.3.9} [Infernal Mobs] (InfernalMobs_1.6.4.zip) Unloaded->Constructed
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed
LightBridgesAndDoors{0.1.7} [kris91268's Light Bridges and Doors] (Light bridges and doors V1.7.zip) Unloaded->Constructed
MoreSwordsMod{2.5.5} [More Swords Mod] (More Swords Mod 2.5.5. For 1.6.2.jar) Unloaded->Constructed
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed
PetBat{1.2.5} [Pet Bat] (PetBat_1.6.4.zip) Unloaded->Constructed
MinorAlchemy{0.7.0} [Minor Alchemy] (Plunder_Rummage_0.5.0__MC_1.6.4_.zip) Unloaded
mod_ReiMinimap{Not available} [mod_ReiMinimap] (Rei's Minimap 1.6.4.zip) Unloaded
TLSpecialArmor{1.6.4} [SpecialArmor] (SpecialArmor_1.6.4a.zip) Unloaded
Translocator{1.1.0.13} [Translocator] (Translocator 1.1.0.13.jar) Unloaded
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded
WeepingAngelsMod{?} [Weeping Angels Mod] (WeepingAngels alpha2.zip) Unloaded
ZyinHUD{1.1.0} [Zyin's HUD] (Zyins_HUD_(1.6.4)_v.1.1.0.zip) Unloaded
mod_thKaguya{2.53_1.6.4} [Itutu no Nandai MOD+] (?????MOD%2B ver2.53_1.6.4.zip) Unloaded
ForgeMultipart{1.0.0.193} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded
McMultipart{1.0.0.193} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded
ForgeMicroblock{1.0.0.193} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7550M/7650M Graphics GL version 4.2.11764 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I guess, because I don't use the Minor Alchemy mod.
Should I be forced to use it?
= )
For the 0.5.0 version and redownloading the GuffCore:
I guess, because I don't use the Minor Alchemy mod.
Should I be forced to use it?
= )
I am aware of the issue and I am in the process of uploading the proper file. Just delete the Minor Alchemy folder in the mod's zip file and you should be fine.
[quote name='Guff' timestamp='1366260973' post='22009817' MOD PACK PERMISSIONS
Permission for mod packs is REQUIRED from EVERYONE that wishes to use my mods. Not optional. Without permission, the client will not start, and you will not be able to use my mods through the mod pack. I am not sorry I have to do this because those who didn't ask before aren't sorry for not asking. Nothing against those that did, though. I need all of this information filled out because it will allow me to enable your mod pack to use my mods. Everything must be official; if you change the name of your mod pack, I need to be notified so that I, too, can change it in my database. Please don't ask permission until you have an official name for it. Bonus to those who use this to ask permission: Mod(s): Modpack Name: Author(s): Is pack non-profit: Why I want this mod: Link to Modpack:
Sorry I have to be so strict with this now, some people can't follow simple directions so I am cracking down on people using my mods now because of it.
[/quote]
I must ask before ripping on you, what is your motivation for doing this? Why do you feel it necessary to protect your mod from modpacks with such vigor as to insert malicious code to halt it?
My sincerest apology's if you have already addressed this earlier in your mod's thread but 300 posts is a lot to look through to find something that may still not answer my question.
I must ask before ripping on you, what is your motivation for doing this? Why do you feel it necessary to protect your mod from modpacks with such vigor as to insert malicious code to halt it?
My sincerest apology's if you have already addressed this earlier in your mod's thread but 300 posts is a lot to look through to find something that may still not answer my question.
It's my property, I have a right to protect it from being redistributed without my permission. Every download a modpack gets that contains my mod is a download that I do not get from my threads. The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't. Therefore, measures were taken against it.
It's my property, I have a right to protect it from being redistributed without my permission. Every download a modpack gets that contains my mod is a download that I do not get from my threads. The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't. Therefore, measures were taken against it.
But what event made you decide to take such drastic action? Why is is so important to you that all the downloads come from you and preaproved packs? Asking that people notify and ask you before in adding your mod to their modpack is one thing, but adding code to break the game if they don't? That's a level unto itself. I want to know why it is you do this.
Version 0.5.0 released, required for compatibility with the new Minor Alchemy and GuffCore updates! Be sure to update GuffCore for sure and Minor Alchemy if you use it.
I got a report this morning that my mod's bridge plugin no longer functions. Did your mod ID change?
Rollback Post to RevisionRollBack
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.
But what event made you decide to take such drastic action? Why is is so important to you that all the downloads come from you and preaproved packs? Asking that people notify and ask you before in adding your mod to their modpack is one thing, but adding code to break the game if they don't? That's a level unto itself. I want to know why it is you do this.
To quote myself:
"The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't."
Four separate packs were using my mods without asking, so I took preventative measures.
I got a report this morning that my mod's bridge plugin no longer functions. Did your mod ID change?
A lot of things did change, yes. My mod ID changed to PlunderRummage, and some parts of the API. I took a look at the way you made the plugin and it is not necessary to call the list() method at the end of your RewardLister. PlunderRummage does that if it is necessary, so you can remove that as it is now called reflectively from the mod. Other than that, yes, the mod ID changed to PlunderRummage to avoid confusion with people trying to find my configuration files.
A lot of things did change, yes. My mod ID changed to PlunderRummage, and some parts of the API. I took a look at the way you made the plugin and it is not necessary to call the list() method at the end of your RewardLister. PlunderRummage does that if it is necessary, so you can remove that as it is now called reflectively from the mod. Other than that, yes, the mod ID changed to PlunderRummage to avoid confusion with people trying to find my configuration files.
Cool beans. "PR" was a little odd.
Anyway, I'll revisit it next week, thanks for the info.
Rollback Post to RevisionRollBack
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.
To quote myself:
"The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't."
Four separate packs were using my mods without asking, so I took preventative measures.
That's still not what I'm after. I would like to know what made you ed off at modpacks enough to insert malicious code. That is not something I would expect for a measly four modpacks using it without permission.
To quote myself:
"The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't."
Four separate packs were using my mods without asking, so I took preventative measures.
That's still not what I'm after. I would like to know what made you ed off at modpacks enough to insert malicious code. That is not something I would expect for a measly four modpacks using it without permission.
I don't know what you're after then. Four packs was enough. When people can't follow simple instructions and take the time to ask me (I have said yes to EVERYONE that has asked me since this protection has been in place) and the fact that the Technic Platform was less than slightly helpful to me when I found these packs using my mods, I decided that I had to take action myself.
I don't care about mod packs, I care about redistribution without my permission. It takes traffic and downloads away from my threads, it completely disregards the fact that most mod creators want permission in the first place, and it is downright disrespectful to not ask someone if you can use something of theirs. I don't know what you're trying to get out of me, but this is my answer and has been my answer.
Just for the record, the malicious code that you're referring to (if by malicious you mean a -safe- and -established- method to shutting down the client) has been done away with and replaced with a less-effective protection system that will probably cause even more complaints and troubleshooting, so no problems there.
There is no rule in the Minecraft rulebook that states you must get permission to use Mod's in your modpack.
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.
there is nothing preventing me from requiring permission.
Actually, there is.
Quote from The Minecraft EULA »
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.
...
You must not make any content available, using the Game, that infringes the rights of anyone else.
OcD Simple Add-On!
Ah, fixed. Thanks.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I guess, because I don't use the Minor Alchemy mod.
Should I be forced to use it?
= )
I am aware of the issue and I am in the process of uploading the proper file. Just delete the Minor Alchemy folder in the mod's zip file and you should be fine.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
MOD PACK PERMISSIONS
Permission for mod packs is REQUIRED from EVERYONE that wishes to use my mods. Not optional. Without permission, the client will not start, and you will not be able to use my mods through the mod pack. I am not sorry I have to do this because those who didn't ask before aren't sorry for not asking. Nothing against those that did, though. I need all of this information filled out because it will allow me to enable your mod pack to use my mods. Everything must be official; if you change the name of your mod pack, I need to be notified so that I, too, can change it in my database. Please don't ask permission until you have an official name for it. Bonus to those who use this to ask permission:
Mod(s):
Modpack Name:
Author(s):
Is pack non-profit:
Why I want this mod:
Link to Modpack:
Sorry I have to be so strict with this now, some people can't follow simple directions so I am cracking down on people using my mods now because of it.
[/quote]
I must ask before ripping on you, what is your motivation for doing this? Why do you feel it necessary to protect your mod from modpacks with such vigor as to insert malicious code to halt it?
My sincerest apology's if you have already addressed this earlier in your mod's thread but 300 posts is a lot to look through to find something that may still not answer my question.
It's my property, I have a right to protect it from being redistributed without my permission. Every download a modpack gets that contains my mod is a download that I do not get from my threads. The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't. Therefore, measures were taken against it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I got a report this morning that my mod's bridge plugin no longer functions. Did your mod ID change?
To quote myself:
"The fact that people were not asking me to use my mods was why I went ahead with protecting it. It takes no more than a minute or two to ask if you can use one or all of my mods, and people weren't."
Four separate packs were using my mods without asking, so I took preventative measures.
A lot of things did change, yes. My mod ID changed to PlunderRummage, and some parts of the API. I took a look at the way you made the plugin and it is not necessary to call the list() method at the end of your RewardLister. PlunderRummage does that if it is necessary, so you can remove that as it is now called reflectively from the mod. Other than that, yes, the mod ID changed to PlunderRummage to avoid confusion with people trying to find my configuration files.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Cool beans. "PR" was a little odd.
Anyway, I'll revisit it next week, thanks for the info.
You're welcome.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
That's still not what I'm after. I would like to know what made you ed off at modpacks enough to insert malicious code. That is not something I would expect for a measly four modpacks using it without permission.
I hope you realized that mistake you just made.
I don't know what you're after then. Four packs was enough. When people can't follow simple instructions and take the time to ask me (I have said yes to EVERYONE that has asked me since this protection has been in place) and the fact that the Technic Platform was less than slightly helpful to me when I found these packs using my mods, I decided that I had to take action myself.
I don't care about mod packs, I care about redistribution without my permission. It takes traffic and downloads away from my threads, it completely disregards the fact that most mod creators want permission in the first place, and it is downright disrespectful to not ask someone if you can use something of theirs. I don't know what you're trying to get out of me, but this is my answer and has been my answer.
Just for the record, the malicious code that you're referring to (if by malicious you mean a -safe- and -established- method to shutting down the client) has been done away with and replaced with a less-effective protection system that will probably cause even more complaints and troubleshooting, so no problems there.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
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.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Actually, there is.