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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from NullMagic1

    your entire preposition is built upon those "minor points" as being true, if they are not in fact true then your argument falls apart, I don't have to address a faulty argument if I can show it's support to be invalid.

    Agreed.
    Posted in: Mods Discussion
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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from RustyXXL

    It's not the act of watching the ad, but that you follow the distribution rules the modder set what makes it respectful.
    Instead of saying "I don't care what you say, I distribute your mod however I want" it says "Hey, I do my best to follow the rules for your mod"
    And the question isn't why should the modder recieve this .0001 cent. It's why shouldn't he get the .0001 cent?
    The only one, who has a say on wether or not that is allowed is Mojang. And Mojang didn't act on that matter the last couple of years, which shows they don't really bother. So who made you the police for Mojang again?
    Additionally there are plenty of examples of people making money from their Hobbies, including (but not limited to) my mother, who makes bags and dog-clothes in her freetime and sells them, Grandmothers who sell selfmade cake on basars and Youtubers who put advertisements on their videos, but don't do this for a living.
    So stop acting like it's a bad thing. It's a quite common concept.

    Who made you the mod police? (the irony) Don't be a hypocrite, you are defending the modder's rules, I am defending mojang's rules
    Posted in: Mods Discussion
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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from RustyXXL

    You are assuming that _each_ of the 100 mods has to be downloaded manually. This isn't true, only the one with restricted redistribution policy have to be downloaded manually. I tried it with the biggest pack in their list, the "Solitary Craft" modpack, which made me download like 7 or 8 mods manually. For the sake of better numbers let's say it would have been 12 mods...
    12 mods would have taken 1 minute waiting time on adfly. Do you really think it's to much to ask for 1 minute of the users time, to pay respect to 12 modders?
    And granted, your launcher might be faster, but it still offers no solution to the real problem, it just disrespects the modders rules by avoiding it. Sorry, but IMHO this is exactly the behavior that goes against Mojangs "Don't be a jerk" rule.

    Stop with the imho, But no it does not disrespect anyone. How is spending 1 minute to watch an ad really respecting anyone? And why do the modders need a .0001 cent for one mod download? What is really the point? There are better ways to make money, and show respect.

    Not only will my launcher include the download installer, but many other features that ATLauncher and other launchers do not yet have.
    Posted in: Mods Discussion
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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from Rimevel



    In my opinion we really badly need a centralized platform for modders to store their mods and share them. Then people can do "collections" that are essentially a list of mods and a config back. Selecting the collection will download all the mods from the platform and then apply the config. Valve has something similar to the collections I propose already going in their steam workshop and its a brilliant idea.

    For example the launcher I proposed can have a small ad window show up during the download progress for the mods that want it enabled. The money from said ad would go to the mod being downloaded. Observe that great care should be taken to make sure the ads are clean and non-malicious.

    I only disagree as in I want to mod the mods, just on the modpack after the mods are installed, just for compatibility sake. I have an idea for my modpack with a mod that just ties loose ends.

    I very much agree on the adfly replacement.
    Posted in: Mods Discussion
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    posted a message on To Mod Creators: Copyrights and Malicious code
    Quote from RustyXXL

    But again, it's not your job to enforce the EULA (Which again, as multiple times shown in this thread, doesn't even neccessarily is binding for everyone). That's for the main part job of Mojang and regarding to this forum the Forum staffs job. And the fact that neither the Forum Staff nor Mojang themselves show any kind of action against modders, show to me that this part of the EULA is mainly there to protect Mojang from competition making money of their IP, and not to stop modders from making a few bucks from advertisement, or to stop server staff to sell premium accounts.
    Not everything in an EULA is directed at every single user. Some things may simply be busines strategy.

    Regarding the part about modpacks difficult to make:
    I just took a quick look at the ATLauncher. While there still are some smaller points I'd like to see improved, it still shows, that it's possible to combine modpacks and the need for some modders that their mods don't get redistributed. So imho we don't even need to discuss that point.

    The ATLauncher redirects a user to a dl page, that isn't going to fly for a modpack with 100 mods. That is too much work for a user when another modpack launcher could do it without the user having to wait 5 seconds to download each mod. That is my point, and such my launcher will be faster and easier for the user.

    Quote from nxsupert

    There is one thing I still don't understand. What IS wrong with trying to make money off of modding (I understand the Stuff about Adf.ly etc.) . As far as I can tell it is like any other job. And if you are going to say EULA. Then I ask you this simple question , Why hasn't Mojang done anything about it?

    Making money from jobs is NO different to making money off of youtube.

    But I do agree that modders should probably start moving over to using CurseForge for gaining revenue. They just need to get it out of Beta.

    As for modpacks. I think it is just a sign of respect to follow modders rules on modpacks. They made the mod after all.

    Yes modders should be able to make money from adf.ly, but forcing a user to wait and install a mod isn't really good, especially for a 100 mod modpack.

    If a modpack doesn't infringe on the modder, or anyone else, then why is it an issue?
    Quote from NullMagic1

    I really wish people would stop cropping bits out of my posts. If someone had bothered to finish my quote it'd be quite clear that I siad

    "in all my time modding for Neverwinter Nights 2 I have always made a conscious decision to sit down and spend hours modding knowing that my content is going to be released to people who are undeserving of me and my work, however I have never once asked for or found it necessary to demand payment, so that argument isn't going to fly."

    that's not a direct quote, because the post no longer exists. My point wasn't that we need to enforce the EULA, however EVERYONE Modders and Players alike keep trying to tell me that we can't bypass Adfly because it might cut into the modder's revenue string. Yet doesn't curse give modders donations based on download numbers? And isn't this something you're doing because you chose to mod?

    Let me be CLEAR. If you're making mods you chose to do so knowing that you were giving up your time for something that would bring pleasure not profit. Every other gaming community in the world understands this, be it old games such as Neverwinter Nights or new games such as Skyrim. You WILLINGLY gave up your time, so stop acting like we owe you for it.

    I'm NOT saying you should never get credit, or respect for it, and if you look closely at my past posts I've said multiple times I'm not against you making your 20 dollars from adfly. However "because then you wouldn't be giving them money with each new download" is NOT an excuse to force people to use it.

    Then wouldn't any game designer fal under the same logic? I disagree, your work is well deserving of profit, only if the work is original and you prompt the user for purchase before they have the product. However, modders are not supposed to gain revenue from their mod.
    Posted in: Mods Discussion
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    posted a message on Minecraft Force OP
    Its a scam, man.
    Quote from mesmashh

    .Rar files are a type of compression folder you need a program to open it like 7zip but i'm unsure it works with a mac. Also i hope you are not trying to use a force OP for griefing.

    What else would it be used for?
    Posted in: Mods Discussion
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    posted a message on [1.6.4] [FORGE] Mo' food and crops.
    -Announcement- I'm currently working on the next update, hopefully to 1.7.4, but for now I'm debugging, and modifying some stuff
    Posted in: Minecraft Mods
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    posted a message on [INDEV]Modpack creation tool,
    Quote from nxsupert

    Nope. Not MCForum rules at least. (Otherwise there wouldn't be sooo many people using it). And if Mojang really believed that Adf.ly was wrong they would have done something about it.


    I reread, and you are right but, They shouldn't force a ad onto us. If it just for money, The launcher will have terms as well. Stating that you still have to provide credit, and link to original page. That will allow people to still download the mod and the modder to still gain the optional revenue.
    Posted in: Mods Discussion
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    posted a message on To Mod Creators: Copyrights and Malicious code
    My opinion on all of this is that modders need to stop being stingy with their work, no one is trying to steal their code.

    Quote from walkerjonny

    Such kind of an installer or mod launcher would be a great idea and could ease up a lot of things. Maybe you can make it so that other popular mod launchers can use it, too.
    Plan to.
    Quote from RustyXXL

    But the Problem isn't adfly itself. Adfly is just very visible to the users of these forums. The real risks are first and foremost javascript and flash and misused advertisements in the second row.
    Blaming adfly doesn't solve the real problem, it just shifts it to a different spot. The only real way out of that, that I see is using stuff like noscript and adblock to protect your system. If enough ppl use that, advertisement companies feel the impact on their revenue and start thinking about providing more security for their users. Sadly this comes with the pretty bad sideeffect that not only the advertising company looses revenue, but also the content providers, be it moddevs or other content providers relying on ad-revenue.
    So even this problem is much deeper than displayed here.
    Even Curseforge only splits up parts of the ad-revenue they got between the modders. So it's basically the same thing.
    I do agree however, that adfly is one of the worse add providers, and repeatedly shown that they don't really care what ads are distributed, but again banning adfly only shifts the real problem to a different ad-provider.
    If you are really concerned about your system security, the only way to go atm is to generally only allow java, javascript and flash on sites you really trust. And at that point adfly doesn't really matter (but it doesn't create revenue for the modder either).


    Adf.ly is a way for modders to make profit, I like it. But the eula states that you cannot make moeny off of a mod, and it als makes modpacks hard to make.
    Posted in: Mods Discussion
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    posted a message on [1.6.4] [FORGE] Mo' food and crops.
    Quote from Crankheartfreeze

    pls fix the Link :D
    i like this mod!!!

    Quote from master801

    Link is broken.

    Okay one sec.

    EDIT: done
    Posted in: Minecraft Mods
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    posted a message on [INDEV]Modpack creation tool,
    Quote from Rimevel

    I don't really want to get caught in the whole money debate so I will opt out of that.Will this be a a launcher or just an installer? Anyway something I would like to see is the possibility to skin it, but it should not be a high priority feature :)

    I will do both, separately most likely.

    EDIT: it only makes sense for a launcher to download/install the mods, so launcher.
    Posted in: Mods Discussion
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    posted a message on [INDEV]Modpack creation tool,
    Quote from walkerjonny

    It would be nice if you can provide an API for Mod Pack launchers so that the developers can integrate these functions into their launchers.

    I will
    Quote from NullMagic1

    One of the things that's been terribly frustrating with some launchers/installers (such as the Magic Launcher) is that I can't point it to any folder that doesn't contain a certain folder name such as .minecraft, so my first suggestion would be to make it so that the user can define where they want the pack to be downloaded to and run from.

    My second suggestions is to make it so that the download link requires an Author Name, a Description, a Mod Name, and a Link to the Forum in order to function. Yes, some people will just add things like ";lksjdfh" but honestly I wouldn't mind taking the extra five seconds during setup to write those out, this enforces giving credit yet only needs to be done once and only by the "pack" distributor.

    Okay
    Posted in: Mods Discussion
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    posted a message on [INDEV]Modpack creation tool,
    Quote from Mikeemoo

    So, basically ATLauncher but denying mod developers the pittance they make from their mods to try cover the costs involved in it? (for their build server, website hosting.etc.)?

    Sounds like a Great Idea™

    Quote from SinisterBro

    ATLauncher without the LITTLE money modders get.

    How nice of you!

    Adf.ly links are against both mcfourm, and minecraft rules. This isn't breaking any of them
    Posted in: Mods Discussion
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    posted a message on Ban the user above you #2
    Banned because night yo
    Posted in: Forum Games
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    posted a message on Ban the user above you #2
    Banned because of confusion
    Posted in: Forum Games
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