Is legal. Minecraft license prevents you from distributing decompiled code NOT decompiling the code and prevents you from making money off Minecraft. All mods are legal.
Patreon and what's it called is legal because you're not asking for money or making money off it. You're simply making money trough ads by having people download it a lot.
The thing I'm worried about here is Patreon-backer-only content.
A mod developers' personal Patreon is not illegal. These donations can not even be tied to the mod-product you are developing in any rock-solid way. People are paying because they think the stuff you do is awesome and should be rewarded in a financial way.
Mods themselves are legal as long as you don't charge people money to receive your mod. AdFly and the like are semi-okay, because they don't force the downloader to pay any money.
Exclusive Patreon-backer alpha releases* though, would (in my understanding of the concept) count as "charging people money to receive (a specific, or early version of) your mod". For as far as I know, that IS in conflict with Mojang's (and now Microsoft's) Minecraft legal policy.
*With this, I mean that you only receive a download link for these versions/get to use these versions if you pledge a certain amount of money to Azanor's Patreon account. And I understood that this is what majestyc2k1 meant in the post to which I originally reacted.
PS. I actually think you can even set Patreon goals that have to be reached before you will start taking the time for developing and/or supporting a certain feature of your mod, as long as you keep each build of the mod either to yourself and your development and tester team**, or distribute it publicly.
**In this case, a substantial part of the development team can not be a Patreon of yours and not all your Patreons can be in the development team. Otherwise it would be hard to make the contention that "you are not rewarding people who pay you, with exclusive mod-content" believable (I believe "equitable" is the right legal jargon here?).
It's the EULA people are talking about, which disallows profiting off of users for minecraft-based content. While the change in EULA was specifically aimed at those servers that gave users and advantage (through rarer Minecraft items) by donating to the server, but I've seen a lot of people hold caution because of what you said.
Patreon itself is donating based on the user and the content, but I agree with you with the exclusive content, since it can be interpreted as such from the EULA.
Nah dude radiation is a type of vis. If you install EssentialCraft3 you will see that . Magic powered by magic raditation which can be used for Thaumcraft vis via a plugin.
Well to be fair, That's not only a mod (and therefore not reflective of TC itself) but it's also stating it as 'Magic Radiation', Implying it is different from normal radiation. Most likely magic radiation isjust highly charged vis particles like radiation, Which is just normal highly charged particles.
are we seriously going about this again? can we have at least one week without someone spewing this? the patreon exclusive content is legal because it's not locked in minecraft. if you could download and install it but have to pay to unlock say aura nodes then it'd be illegal.
If I'm not mistaken, giving your Patreon backers (all respect due) early access to alpha content, that your other users don't have, could be interpreted as "making money, directly off of a modification/addition to the Minecraft product/code.
Even when technically, those people are alpha-testing your mod and they need to have the alpha version to test it, they are paying you a little money to be in that special group. Since they are beta testing for you, paying them would illustrate that relation better.
Now I may be wrong, but I don't think that Microsoft buying Minecraft has suddenly loosened the ties of in what ways you can, and can not use Minecraft to earn a little money for yourself.
Now don't get me wrong: a closed Alpha behind a Patreon "wall" may be the most innocent way of earning a little money off of modified Minecraft content that exists. This trickle of Patreon Funding probably in no way represents a profitable income when compared to the hours you spend on your... Let me call it you main (and awesome) hobby? For goodness' sake, there are lots of servers who make big money ripping off their players by selling in-game content for real money!
However you must have thought about this carefully before, I urge you to take another look at the legal part around providing modified minecraft content on payed bases. I know this is probably not relevant at this moment, but I'd hate for Thaumcraft, which is, after all, the one best content-adding Minecraft mod, to be swept from the face of the earth in the future by some thorough Microsoft "legal train", because of something as silly as that your Patreon backers receive your alpha versions a few weeks early.
PS. If I have no idea what I'm talking about, please say so. (Not only pointed towards Azanor. There are other people in this thread who know quite a lot.)
PPS. Not trying to start a whole multi page discussion about this topic here. I'd like this to be done within the next three statements of people who know their stuff about this matter, Azanor and me. Let this topic be dominated by feature-suggestion and discussion, like it's supposed to be, please.
The way Patreon works, is that they're merely donating money to him for his coding capabilities--as a way of helping support him, and showing how much they like what he does.
He merely gives back to them by allowing them to test what he has as a work-in-progress. He's not going to hand the mod off to everyone right off the bat, only to get flooded with a million bug reports over the same thing needlessly. Alpha/Beta testers are good for singling out game-breaking bugs/errors; the masses help for edge-case bugs, or the harder-to-find issues.
Armchair lawyers. Nevermind that what's technically illegal and what's actually unethical are not always the same. Here's the smell test: Do the mod author's actions hurt you or the mod community in some way? If yes, voice your complaints. If no, what's it to you? If it's a EULA violation, let Mojang handle it. It's their problem, not yours.
Suggestions/ideas (beside the silly if not desperate pleading for mirror shields). and please keep in mind that i write, revise, and edit as i go so i apologize for any poorly communicated concepts or bad presentation structure.
aura nodes could be the eyes of eldritch beings that aren't necessarily malevolent.
aura nodes could be a rare find that "stabilizes" an area allowing it to have a higher concentration of vis without negative effects or/and recharge at a far faster rate this in turn could allow for far more effective machines like maybe a better infernal furnace that is only possible because of its proximity to the node then from there a super-efficient furnace structure with a ingnis node blazing at its heart, a magical font of power never seen before(something as powerful as i'm thinking would need to be somewhat rare) feeding the ever-burning inferno that brings an almost otherworldly purity to ores.
-think in some storys when you hear about ancient civilizations that had a "mysterious power source" this could be that power source
-aqua node = Atlantis ;>
there could be blocks that react differently to different nodes like aer nodes make these block glow yellow and you run faster and jump higher on them and nullify fall damage the beauty is that there really just a super cheap alternative to paving stone of travelling but only because of the aer node that's empowering it.
also i'm thinking that from a mechanical stand point with this system of self-sufficient aura and boosting nodes that nodes themselves could be changed to use a tiered system with higher tiers having a larger area of influence and more effects for example a tier1 ignis node would be unnoticeable(like they were back in TC2 or TC3 i cant seem to remember at the moment) to the unenlightened plebeian but still a nice boon to a blooming thaumaturge. however a tier7 ignis node could cause fires to ignite around it and dry out the surrounding area among other effects.
the tiers might have a fall-off effect like for example a tier1 node reach i don't know maybe 10 blocks then a tier2 would have tier2 effects for 10 blocks then tier1 effects for however many blocks.
-theoretically this would help with the nodes cause lag considering the they would be so rare and as such so few, maybe 3 or 4 on a small server. keeping in mind that with this system they wouldn't be a necessity but rather a significant boon when properly harnessed
I've also thought for a while that an "affinity" system would be cool what i mean is the idea of infusing oneself with a primal aspect to gain a benefit from it or similar things. example; a water infused thaumaturge would heal a bit faster in the rain and/or if there in area with aqua being the most "dominant" aspect but in a desert or with ignis being "dominant" they would suffer from dehydration(slowness).
aer aficionados however could have a more passive effect like taking less damage but suffering more knockback as they are lighter(theres potential for storms to have hilarious "wind" effects).
that's all i though of so far, and keep in mind these suggestion are just a framework to be fiddled with and refined to your wonderous standards
p.s please tell me if you like where this is going and if you want more ideas/theoretical "solutions"
Suggestions/ideas (beside the silly if not desperate pleading for mirror shields). and please keep in mind that i write, revise, and edit as i go so i apologize for any poorly communicated concepts or bad presentation structure.
aura nodes could be the eyes of eldritch beings that aren't necessarily malevolent.
aura nodes could be a rare find that "stabilizes" an area allowing it to have a higher concentration of vis without negative effects or/and recharge at a far faster rate this in turn could allow for far more effective machines like maybe a better infernal furnace that is only possible because of its proximity to the node then from there a super-efficient furnace structure with a ingnis node blazing at its heart, a magical font of power never seen before(something as powerful as i'm thinking would need to be somewhat rare) feeding the ever-burning inferno that brings an almost otherworldly purity to ores.
-think in some storys when you hear about ancient civilizations that had a "mysterious power source" this could be that power source
-aqua node = Atlantis ;>
there could be blocks that react differently to different nodes like aer nodes make these block glow yellow and you run faster and jump higher on them and nullify fall damage the beauty is that there really just a super cheap alternative to paving stone of travelling but only because of the aer node that's empowering it.
also i'm thinking that from a mechanical stand point with this system of self-sufficient aura and boosting nodes that nodes themselves could be changed to use a tiered system with higher tiers having a larger area of influence and more effects for example a tier1 ignis node would be unnoticeable(like they were back in TC2 or TC3 i cant seem to remember at the moment) to the unenlightened plebeian but still a nice boon to a blooming thaumaturge. however a tier7 ignis node could cause fires to ignite around it and dry out the surrounding area among other effects.
the tiers might have a fall-off effect like for example a tier1 node reach i don't know maybe 10 blocks then a tier2 would have tier2 effects for 10 blocks then tier1 effects for however many blocks.
-theoretically this would help with the nodes cause lag considering the they would be so rare and as such so few, maybe 3 or 4 on a small server. keeping in mind that with this system they wouldn't be a necessity but rather a significant boon when properly harnessed
I've also thought for a while that an "affinity" system would be cool what i mean is the idea of infusing oneself with a primal aspect to gain a benefit from it or similar things. example; a water infused thaumaturge would heal a bit faster in the rain and/or if there in area with aqua being the most "dominant" aspect but in a desert or with ignis being "dominant" they would suffer from dehydration(slowness).
aer aficionados however could have a more passive effect like taking less damage but suffering more knockback as they are lighter(theres potential for storms to have hilarious "wind" effects).
that's all i though of so far, and keep in mind these suggestion are just a framework to be fiddled with and refined to your wonderous standards
p.s please tell me if you like where this is going and if you want more ideas/theoretical "solutions"
These could be very useful and lore-friendly. I like where this is going. I'd like to see more of some similar ideas.
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I'm sorry as well. :/
I was just worried, mostly, that's all. (also @Velaroz)
@ewsmith, if this topic had been covered before in the last few months, I would have known. I've been lurking this thread for ages.
@tacgnol06, if Mojang would make it a problem, it's Azanor's problem as well and being the paranoid pessimist I am, I'd just like to anticipate and avoid possible complications.
So to get on topic again: What is your current thought on how aura and nodes are going to work in MC 1.10.2?
not planning to bring it back up but the discussion happened about a year ago iirc probably around the 1000 page, give or take 100
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"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
The way Patreon works, is that they're merely donating money to him for his coding capabilities--as a way of helping support him, and showing how much they like what he does.
He merely gives back to them by allowing them to test what he has as a work-in-progress. He's not going to hand the mod off to everyone right off the bat, only to get flooded with a million bug reports over the same thing needlessly. Alpha/Beta testers are good for singling out game-breaking bugs/errors; the masses help for edge-case bugs, or the harder-to-find issues.
'Zanor's just saving the majority from offputting half-finished mod gameplay, but he needs someone to help him test those and since he doesn't wanna waste time on picking the right people, he just gives it to those with obvious commitment.
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I recall some discussion in the topic over the moon playing a role in thaumcraft, and if what you said is true then I hope there will be an event(s) based off the lunar cycle.
Is legal. Minecraft license prevents you from distributing decompiled code NOT decompiling the code and prevents you from making money off Minecraft. All mods are legal.
Patreon and what's it called is legal because you're not asking for money or making money off it. You're simply making money trough ads by having people download it a lot.
It's the EULA people are talking about, which disallows profiting off of users for minecraft-based content. While the change in EULA was specifically aimed at those servers that gave users and advantage (through rarer Minecraft items) by donating to the server, but I've seen a lot of people hold caution because of what you said.
Patreon itself is donating based on the user and the content, but I agree with you with the exclusive content, since it can be interpreted as such from the EULA.
I believe it's under "One Major Rule" here: https://account.mojang.com/documents/minecraft_eula
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Well to be fair, That's not only a mod (and therefore not reflective of TC itself) but it's also stating it as 'Magic Radiation', Implying it is different from normal radiation. Most likely magic radiation is just highly charged vis particles like radiation, Which is just normal highly charged particles.
Guys there are other threads to discuss EULA issues . This forum is about Thaumcraft not about patreon, money, eula etc.
are we seriously going about this again? can we have at least one week without someone spewing this? the patreon exclusive content is legal because it's not locked in minecraft. if you could download and install it but have to pay to unlock say aura nodes then it'd be illegal.
Wow, sorry I brought it up...
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
The way Patreon works, is that they're merely donating money to him for his coding capabilities--as a way of helping support him, and showing how much they like what he does.
He merely gives back to them by allowing them to test what he has as a work-in-progress. He's not going to hand the mod off to everyone right off the bat, only to get flooded with a million bug reports over the same thing needlessly. Alpha/Beta testers are good for singling out game-breaking bugs/errors; the masses help for edge-case bugs, or the harder-to-find issues.
Oh great, this drama again. Yay.
Armchair lawyers. Nevermind that what's technically illegal and what's actually unethical are not always the same. Here's the smell test: Do the mod author's actions hurt you or the mod community in some way? If yes, voice your complaints. If no, what's it to you? If it's a EULA violation, let Mojang handle it. It's their problem, not yours.
Suggestions/ideas (beside the silly if not desperate pleading for mirror shields). and please keep in mind that i write, revise, and edit as i go so i apologize for any poorly communicated concepts or bad presentation structure.
aura nodes could be the eyes of eldritch beings that aren't necessarily malevolent.
aura nodes could be a rare find that "stabilizes" an area allowing it to have a higher concentration of vis without negative effects or/and recharge at a far faster rate this in turn could allow for far more effective machines like maybe a better infernal furnace that is only possible because of its proximity to the node then from there a super-efficient furnace structure with a ingnis node blazing at its heart, a magical font of power never seen before(something as powerful as i'm thinking would need to be somewhat rare) feeding the ever-burning inferno that brings an almost otherworldly purity to ores.
-think in some storys when you hear about ancient civilizations that had a "mysterious power source" this could be that power source
-aqua node = Atlantis ;>
there could be blocks that react differently to different nodes like aer nodes make these block glow yellow and you run faster and jump higher on them and nullify fall damage the beauty is that there really just a super cheap alternative to paving stone of travelling but only because of the aer node that's empowering it.
also i'm thinking that from a mechanical stand point with this system of self-sufficient aura and boosting nodes that nodes themselves could be changed to use a tiered system with higher tiers having a larger area of influence and more effects for example a tier1 ignis node would be unnoticeable(like they were back in TC2 or TC3 i cant seem to remember at the moment) to the unenlightened plebeian but still a nice boon to a blooming thaumaturge. however a tier7 ignis node could cause fires to ignite around it and dry out the surrounding area among other effects.
the tiers might have a fall-off effect like for example a tier1 node reach i don't know maybe 10 blocks then a tier2 would have tier2 effects for 10 blocks then tier1 effects for however many blocks.
-theoretically this would help with the nodes cause lag considering the they would be so rare and as such so few, maybe 3 or 4 on a small server. keeping in mind that with this system they wouldn't be a necessity but rather a significant boon when properly harnessed
I've also thought for a while that an "affinity" system would be cool what i mean is the idea of infusing oneself with a primal aspect to gain a benefit from it or similar things. example; a water infused thaumaturge would heal a bit faster in the rain and/or if there in area with aqua being the most "dominant" aspect but in a desert or with ignis being "dominant" they would suffer from dehydration(slowness).
aer aficionados however could have a more passive effect like taking less damage but suffering more knockback as they are lighter(theres potential for storms to have hilarious "wind" effects).
that's all i though of so far, and keep in mind these suggestion are just a framework to be fiddled with and refined to your wonderous standards
p.s please tell me if you like where this is going and if you want more ideas/theoretical "solutions"
These could be very useful and lore-friendly. I like where this is going. I'd like to see more of some similar ideas.
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not planning to bring it back up but the discussion happened about a year ago iirc probably around the 1000 page, give or take 100
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
'Zanor's just saving the majority from offputting half-finished mod gameplay, but he needs someone to help him test those and since he doesn't wanna waste time on picking the right people, he just gives it to those with obvious commitment.
Isn't this what someone said earlier?
I made a D flip-flop!
So other than the untyped vis system and changes to aura nodes, are anymore big mechanic changes coming in TC6?
I heard something about in game events tied to aura levels.
My first mod =D
I recall some discussion in the topic over the moon playing a role in thaumcraft, and if what you said is true then I hope there will be an event(s) based off the lunar cycle.
Astral nodes do indeed work based on light levels
Place a block of lava next to it then. Be creative.
Would pouring lava on an ignis node do something?
Or would adding fire to fire do nothing?
That'd just strengthen the node.
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