Sure. I'd never re-upload something like that to curseforge or whatever; mostly I use a clause like that to ensure that if I ever need to tailor something for my modpack specifically, I can. Then I only redistribute the mod in relation to that specific modpack, with full credit to the original author, of course.
Speaking of which, I think people who permissively license your code so packmakers can do that sort of stuff are heroes, BTW. Thanks!
Word of warning: You mention that nobody can redistribute this mod without written permission, but the GPL license you use is specifically designed to allow free, unrestricted distribution.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users.
Might want to fix either one statement or the other. Technically, once you've put your code under GPL, you cannot revoke it (see section 5c) but if you delete the GPL license from everywhere and pretend you never released it under GPL, I don't think anybody will realize or care.
Another question: Is there any way to use un-localized strings instead of hard-coded strings? I've had requests to translate my modpack, which has CustomNPC dialog. To translate those, you'd need an entirely different set of dialog jsons for each language, meaning a different version of the modpack for each language. It would be far easier (for me) to have the dialogue reference un-localized strings that are then turned into full dialogue by en_US.lang, etc. That way, users could select their language from the minecraft main menu instead of having to upkeep and maintain different versions of the modpack.
If this is not currently a capability, how would I request it?
Quick question: I'm making a medieval modpack/adventure map, and would love to have some of the props present in the pack, but not all of them.
If your mod were open source, I'd just make a modified version with a modified assets/props/models/decopack/{date}_DecopackFull.json and cspack and distribute that with my modpack. (As is suggested here). But your mod is ARR and so you'd probably not be too happy with me distributing modified versions.
What can I do to disable a large swath (say, two thirds) of the props, preferably in a way that prevents those objects from taking space in memory entirely? (As a feature request, a config that allows you to black-list props would be super nice!)
Or, of course, if asking politely is enough to let me distribute a modified version, that'd solve everything too.
Either way, thanks for your mod! It's a favorite among some people in my server, and they insist I add it to every pack!
So, I managed to get this to work with Biomes o' Plenty by making many custom biomes and turning "allow minecraft to decorate everything" on. I still need to do terrains, but whatever.
Then, I tried to import a heightmap, and found that importing a heightmap creates a brand new map. A map without any of the custom biomes I made in the first map.
I've been looking back and forth, and I cannot find a way to copy custom biome settings from one map to another. I also cannot cannot find a way to copy land from one map to another, so I can't put the height map from the imported map into the old map with all the custom biomes I made.
I assume this sort of problem exists with terrain, too. It makes me... hesitant to work with extended block IDs, custom terrains, or anything else that won't carry from one map to another.
Is there a workaround? Something I'm missing? Failing that, is there a description of the .world file format so that I could try to make my own program to nab biomes, terrains, etc from one .world file and put them in another?
Here's a bug I'm not sure where to go with: As posted on the GitHub for my modpack:
I think there is some sort of incompatibility between underground biome constructs and the chameleon tool enchantments added by forbidden magic. Specifically, the "Impact", and "Consuming" enchantments don't work when mining any of the stone or ore-bearing stone added by UBC. They work correctly when mining vanilla minecraft stone, or when mining something like oureclase.
I tested on andesite, gabbro, soapstone and red granite, none of them work with the FM enchants, either as normal stone or as ore bearing (eg "Andesite Iron Ore")
Those characters are meant to be there. They work on my machine fine, and allow Thaumcraft to show colored text, as shown here: http://i.imgur.com/UAoEKrB.png
The question is why they have stopped working...
I'll have to look into it. They shouldn't hurt anything until you tech up enough to be working on the dawn machine, and by then, we'll have a patch.
0
Sure. I'd never re-upload something like that to curseforge or whatever; mostly I use a clause like that to ensure that if I ever need to tailor something for my modpack specifically, I can. Then I only redistribute the mod in relation to that specific modpack, with full credit to the original author, of course.
Speaking of which, I think people who permissively license your code so packmakers can do that sort of stuff are heroes, BTW. Thanks!
0
So we are allowed to freely modify it and distribute the modified copies?
https://github.com/CreativeMD/OnlinePictureFrame/blob/1.12/LICENSE
Cool. Thanks for the clarification.
0
Word of warning: You mention that nobody can redistribute this mod without written permission, but the GPL license you use is specifically designed to allow free, unrestricted distribution.
Might want to fix either one statement or the other. Technically, once you've put your code under GPL, you cannot revoke it (see section 5c) but if you delete the GPL license from everywhere and pretend you never released it under GPL, I don't think anybody will realize or care.
0
Thank you so much! I've been using it gratefully.
Another question: Is there any way to use un-localized strings instead of hard-coded strings? I've had requests to translate my modpack, which has CustomNPC dialog. To translate those, you'd need an entirely different set of dialog jsons for each language, meaning a different version of the modpack for each language. It would be far easier (for me) to have the dialogue reference un-localized strings that are then turned into full dialogue by en_US.lang, etc. That way, users could select their language from the minecraft main menu instead of having to upkeep and maintain different versions of the modpack.
If this is not currently a capability, how would I request it?
0
Does anybody have a copy of the External Dialog editor? The drop-box link appears to be down.
I mean, I guess I could clone the github repo and compile it myself, but it'd be nice if somebody just had it lying around...
0
Best of luck!
0
Thanks a ton! You rock!
0
Quick question: I'm making a medieval modpack/adventure map, and would love to have some of the props present in the pack, but not all of them.


If your mod were open source, I'd just make a modified version with a modified assets/props/models/decopack/{date}_DecopackFull.json and cspack and distribute that with my modpack. (As is suggested here). But your mod is ARR and so you'd probably not be too happy with me distributing modified versions.
What can I do to disable a large swath (say, two thirds) of the props, preferably in a way that prevents those objects from taking space in memory entirely? (As a feature request, a config that allows you to black-list props would be super nice!)
Or, of course, if asking politely is enough to let me distribute a modified version, that'd solve everything too.
Either way, thanks for your mod! It's a favorite among some people in my server, and they insist I add it to every pack!
0
So, I managed to get this to work with Biomes o' Plenty by making many custom biomes and turning "allow minecraft to decorate everything" on. I still need to do terrains, but whatever.
Then, I tried to import a heightmap, and found that importing a heightmap creates a brand new map. A map without any of the custom biomes I made in the first map.
I've been looking back and forth, and I cannot find a way to copy custom biome settings from one map to another. I also cannot cannot find a way to copy land from one map to another, so I can't put the height map from the imported map into the old map with all the custom biomes I made.
I assume this sort of problem exists with terrain, too. It makes me... hesitant to work with extended block IDs, custom terrains, or anything else that won't carry from one map to another.
Is there a workaround? Something I'm missing? Failing that, is there a description of the .world file format so that I could try to make my own program to nab biomes, terrains, etc from one .world file and put them in another?
0
What sdbaynham said. And feel free to ask questions such as this in the Blightfall discord channel.
0
Here's a bug I'm not sure where to go with: As posted on the GitHub for my modpack:
This would be tested on test-41. The code in question is located here:https://github.com/SpitefulFox/ForbiddenMagic
Would this be better directed to you, or to spitefulfox?
1
...directly under the silverwood trees, meaning it is a teeny tiny magic forest biome.
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Well, this is enough bugs to warrant a patch. Thanks a ton, guys! I'll start the patch tomorrow.
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Those characters are meant to be there. They work on my machine fine, and allow Thaumcraft to show colored text, as shown here: http://i.imgur.com/UAoEKrB.png
The question is why they have stopped working...
I'll have to look into it. They shouldn't hurt anything until you tech up enough to be working on the dawn machine, and by then, we'll have a patch.
0
Darkwood: Quick Question: Are you on a mac?