I dont even bother looking at crap like this anymore, modders and community throw around soo much hate i just kinda gave up reading this ****
I just found it disappointing that there were people actually defending that blacklist, and at least one major mod dev saying, paraphrased, "just about everyone dislikes Reika".
(Comic (c) TheOatmeal)
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I just found it disappointing that there were people actually defending that blacklist, and at least one major mod dev saying, paraphrased, "just about everyone dislikes Reika".
Don't let this discourage you. You're writing magnificent mods. The only *problem* (if you can even call it that) is that you are really an engineer and you communicate like one. I don't see that as a problem but I can see that some people don't like your style of communication.
But I think there are *lots* of people who absolutely love your mods. I recently made a custom mod pack for 1.7.10 and the first thing my son requested was that all your mods would be in it :-)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
So I'm unsure if you've heard of this one, but I went back almost 15 pages (maybe I missed a post about it, maybe I didn't go far enough, bit tired at the moment) and didn't see it. Anyways, it appears that DragonAPI is using an outdated version of the Thaumcraft API. I was having a crash when trying to infuse stuff regardless of whether it was from base Thaumcraft or an addon which made the world unplayable until the altar was removed with MCEdit. Anyways, here's a link to the report on Thaumcraft's Github page: clicky clicky
Removing the Thaumcraft API from the DragonAPI .jar fixed this issue for now. This seems to also be the case for the Forestry API, as it's updated recently as well and causes crashes if it is not removed from DragonAPI.
So I'm unsure if you've heard of this one, but I went back almost 15 pages (maybe I missed a post about it, maybe I didn't go far enough, bit tired at the moment) and didn't see it. Anyways, it appears that DragonAPI is using an outdated version of the Thaumcraft API. I was having a crash when trying to infuse stuff regardless of whether it was from base Thaumcraft or an addon which made the world unplayable until the altar was removed with MCEdit. Anyways, here's a link to the report on Thaumcraft's Github page: clicky clicky
Removing the Thaumcraft API from the DragonAPI .jar fixed this issue for now. This seems to also be the case for the Forestry API, as it's updated recently as well and causes crashes if it is not removed from DragonAPI.
I will fix this for v2.
Quote from McJty»
Don't let this discourage you. You're writing magnificent mods. The only *problem* (if you can even call it that) is that you are really an engineer and you communicate like one. I don't see that as a problem but I can see that some people don't like your style of communication.
But I think there are *lots* of people who absolutely love your mods. I recently made a custom mod pack for 1.7.10 and the first thing my son requested was that all your mods would be in it :-)
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
It is even more restrictive than yours and yet people don't seem to mind.
Oh, Reika. Why do you make Magnetic Containment Pipe melt? You know very well the plasma doesn't even enough thermal energy to melt even a section of the pipe let alone all of the pipe between the pre-heater and the plasma injector. Isn't it enough to make the plasma disappears when containment is lost, which is lost energy that will never come back?
It is even more restrictive than yours and yet people don't seem to mind.
Especially this line is weird:
'View, decompile or look at the source code'
So we are not allowed to do this with his mod while the entire modding community is based on decompilation (and deobfuscation) of the Minecraft code itself. I'm not even sure you *can* enforce this restriction.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
So we are not allowed to do this with his mod while the entire modding community is based on decompilation (and deobfuscation) of the Minecraft code itself. I'm not even sure you *can* enforce this restriction.
He can't last time I read through the Mojang EULA because mojang can view and modify his source to include it in the base minecraft and that right is irrevocable.
Veddy
EDIT: Note that I only remember some parts and may very well be wrong about this.
Request: could you make it so that the terraformer can create the Ender Forest biome (if you've got Chromaticraft installed)? If you're concerned about balance, then perhaps just make it rather expensive (require a block of bedrock or something).
Edit: actually, to that end, I'm curious if it would be too much work to redo the mechanics and GUI of the terraformer such that it can pull from any biome listed within one's instance of Minecraft. For example, I imagine that any registered biome from, say, Biomes o' plenty (or any other mod which adds biomes), includes rules for each biome (what biome it's allowed to spawn next to, its inate temperature, etc). I would assume, then, that you could make the terraformer able to infer what biomes it is allowed to turn the current biome into by reading through those rule sets...
Then again, though this might allow automated access to those biomes added in through other mods, there is little way to judge what "items" should be used, unless you also make it somehow able to automatically sort through what "growths" or blocks are most common/allowed within the biome, and then choose from that for allowing the biome to be created.
Request: could you make it so that the terraformer can create the Ender Forest biome (if you've got Chromaticraft installed)? If you're concerned about balance, then perhaps just make it rather expensive (require a block of bedrock or something).
Edit: actually, to that end, I'm curious if it would be too much work to redo the mechanics and GUI of the terraformer such that it can pull from any biome listed within one's instance of Minecraft. For example, I imagine that any registered biome from, say, Biomes o' plenty (or any other mod which adds biomes), includes rules for each biome (what biome it's allowed to spawn next to, its inate temperature, etc). I would assume, then, that you could make the terraformer able to infer what biomes it is allowed to turn the current biome into by reading through those rule sets...
Then again, though this might allow automated access to those biomes added in through other mods, there is little way to judge what "items" should be used, unless you also make it somehow able to automatically sort through what "growths" or blocks are most common/allowed within the biome, and then choose from that for allowing the biome to be created.
The problem is not one of GUIs or balance, but of transforms. Because the terraformer only can make incremental biome changes, every transformation must be explicitly coded based on biome temperatures, humidity, and "structure". Doing this for biome mods, most of whose biomes I have never even seen ingame, makes this a daunting task.
Quote from Samster0708»Can I use reactorcraft and rotarycraft in my modpack. I will not use external mods to change the mods work.
That covers #3. Is this a public pack? If so, you need to agree to the other four rules (found in the beginning of this thread) as well.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Wasn't that later specified to be about vanilla maps? Mods were supposed to be the property of the author and they can do with them as they please aside from directly making money of them, I think.
Though truth be told that entire EULA is not really a good document from legal perspective. It was written by non-legal people and it shows.
CONTENT
If you make any content available on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and you must also let us permit other people to use, copy, modify and adapt your content. If you don‘t want to give us this permission, do not make content available on or through our Game. 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.
If you are going to make something available on or through our Game, it must not be offensive to people or illegal, it must be honest, and it must be your own creation. The types of things you must not make available using our Game include: posts that include racist or homophobic language; posts that are bullying or trolling; posts that might damage our or another person‘s reputation; posts that include porn, advertising or someone else‘s creation or image; or posts that impersonate a moderator or try to trick or exploit people.
Any content you make available on our Game must also be your creation. You must not make any content available, using the Game, that infringes the rights of anyone else. If you post content on our Game, and we get challenged, threatened or sued by someone because the content infringes that persons rights, we may hold you responsible and that means you may have to pay us back for any damage we suffer as a result. Therefore it is really important that you only make content available that you have created and you don‘t do so with any content created by anyone else.
Please watch out if you are talking to people in our Game. It is hard for either you or us to know for sure that what people say is true, or even if people are really who they say they are. You should think twice about giving out information about yourself.
The problem is not one of GUIs or balance, but of transforms. Because the terraformer only can make incremental biome changes, every transformation must be explicitly coded based on biome temperatures, humidity, and "structure". Doing this for biome mods, most of whose biomes I have never even seen ingame, makes this a daunting task.
Alright, so how about just the Ender Forest biome? We're trying not to expand the world size by too much, but so far no one has found an Ender Forest biome, and the world size is already over 3000x3000 large. Maybe if there were an option to change the frequency/likelihood of the biome's appearance in the config?
Perfectly selfish request, but could everyone discussing the blacklisting drama and EULA intricacies please take it elsewhere? It's quite easy to derail the primary topics of threads with that kind of stuff, and I don't imagine it would serve Reika's mods very well if that happens with this thread.
If you make any content available on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and you must also let us permit other people to use, copy, modify and adapt your content.
Read that carefully. Mojang is saying two things:
They can take any content they so desire from a mod and incorporate it into vMC
They can grant that power to a third party
They are not giving that third-party implicit permission, nor are they saying that third parties inherently have that permission.
Additionally, no matter what Mojang says, the law takes precedence. In the case of mods, this means code and asset copyright. Mojang could (but does not) explicitly say that "once you upload a mod, anyone can take its code and reuse it, you lose all ownership", and it would have as much legal effect as "if you use our software you grant us permission to take your house if we feel like it" - none.
Quote from eqlipse»
Alright, so how about just the Ender Forest biome? We're trying not to expand the world size by too much, but so far no one has found an Ender Forest biome, and the world size is already over 3000x3000 large. Maybe if there were an option to change the frequency/likelihood of the biome's appearance in the config?
I can look into adding my biomes to the terraformer, yes.
Adding frequency options is not an option, because every time you change it you will need to purge the map.
Quote from eqlipse»Perfectly selfish request, but could everyone discussing the blacklisting drama and EULA intricacies please take it elsewhere? It's quite easy to derail the primary topics of threads with that kind of stuff, and I don't imagine it would serve Reika's mods very well if that happens with this thread.
As long as it does not crowd out other discussion and does not degrade to insults or hostility, I have no problem with it being discussed here, as there is a level of relevance these discussions have.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
May I suggest a config that contains all pairs of neighbouring biomes? By that you can leave it to others to actually add other biomes.
And yes, I am aware that this might be something like 10000 pairs with BoP. I would probably autogenerate one from the temperature, rainfall and such, then look over it.
No, this opens up the same inconsistency problems and errant bug reports.
Quote from ChromoTrigger»
You might also implement it as ordered pairs, i.e. (A,B) means we can terraform A to B, but not B to A (unless there is also (B,A) specified); e.g. I am thinking about allowing rainbow/magical forests to be turned it normal forests, but not vice versa (which the respective trees could do).
Options to restrict certain changes to certain dimension also might be interesting, but I do not see that much use in such a thing (most dimensions I am aware of are not sharing biome types anyway).
The code already supports this, though I doubt it will be needed.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I just found it disappointing that there were people actually defending that blacklist, and at least one major mod dev saying, paraphrased, "just about everyone dislikes Reika".
(Comic (c) TheOatmeal)
I can totally empathize with how you feel (I feel this way at work haha, really a bad habit to get into). I can't say anything about the quality of the code your write itself (I may be a software engineer, but doesn't mean I go around analyzing peoples' codebases :P) but certainly the content of your mod speaks a lot. It's a pretty damn good mod and handles all the bases and is more than usable. It shows a lot about how real world concepts can be moved to Minecraft in a way reflective of the real world without being too unreasonably tedious (it makes me want to learn to mod and work on my own mod for sure). Don't let the haters get to you, I hope you keep on keeping on
(I personally think blacklisting any mod is asinine, especially such a popular and good one)
Not sure if you want me to update here or on the tracker, but yeah that was something I thought was a bit odd, that something that might actually cause that issue would be with your stuff, but it did seem to be the case.
I think I know what's up with it, in a way. I re-tested it with the normal 4.2.0.1 version of Thaumcraft and did not have this issue. The current version I'm using is a beta version only available after a donation via Azanor's Patreon page (4.2.1.0 B1), so it's not really publicly available until it's, well, not a beta/confidently stable. It might be using an updated version of the API that either isn't available yet or is what Azanor calls his 'slightly more cutting-edge versions of the api' on his github page. So with current, public releases, DragonAPI seems just fine. But something is changing in later releases that is breaking it somehow, sorry I can't really be of much help as to why as I'm not much of an expert on this stuff. Hopefully this provides a little clarity on the issue, though. I also posted on the issue tracker asking if the beta build has an updated version of the API over the current, public release to be sure that this is the case.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
I just found it disappointing that there were people actually defending that blacklist, and at least one major mod dev saying, paraphrased, "just about everyone dislikes Reika".
(Comic (c) TheOatmeal)
Don't let this discourage you. You're writing magnificent mods. The only *problem* (if you can even call it that) is that you are really an engineer and you communicate like one. I don't see that as a problem but I can see that some people don't like your style of communication.
But I think there are *lots* of people who absolutely love your mods. I recently made a custom mod pack for 1.7.10 and the first thing my son requested was that all your mods would be in it :-)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Removing the Thaumcraft API from the DragonAPI .jar fixed this issue for now. This seems to also be the case for the Forestry API, as it's updated recently as well and causes crashes if it is not removed from DragonAPI.
I will fix this for v2.
Why don't they have a beef about this one?
http://calclavia.com/calclavia-mod-license/
It is even more restrictive than yours and yet people don't seem to mind.
Oh, Reika. Why do you make Magnetic Containment Pipe melt? You know very well the plasma doesn't even enough thermal energy to melt even a section of the pipe let alone all of the pipe between the pre-heater and the plasma injector. Isn't it enough to make the plasma disappears when containment is lost, which is lost energy that will never come back?
Especially this line is weird:
'View, decompile or look at the source code'
So we are not allowed to do this with his mod while the entire modding community is based on decompilation (and deobfuscation) of the Minecraft code itself. I'm not even sure you *can* enforce this restriction.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
He can't last time I read through the Mojang EULA because mojang can view and modify his source to include it in the base minecraft and that right is irrevocable.
Veddy
EDIT: Note that I only remember some parts and may very well be wrong about this.
Edit: actually, to that end, I'm curious if it would be too much work to redo the mechanics and GUI of the terraformer such that it can pull from any biome listed within one's instance of Minecraft. For example, I imagine that any registered biome from, say, Biomes o' plenty (or any other mod which adds biomes), includes rules for each biome (what biome it's allowed to spawn next to, its inate temperature, etc). I would assume, then, that you could make the terraformer able to infer what biomes it is allowed to turn the current biome into by reading through those rule sets...
Then again, though this might allow automated access to those biomes added in through other mods, there is little way to judge what "items" should be used, unless you also make it somehow able to automatically sort through what "growths" or blocks are most common/allowed within the biome, and then choose from that for allowing the biome to be created.
The problem is not one of GUIs or balance, but of transforms. Because the terraformer only can make incremental biome changes, every transformation must be explicitly coded based on biome temperatures, humidity, and "structure". Doing this for biome mods, most of whose biomes I have never even seen ingame, makes this a daunting task.
That covers #3. Is this a public pack? If so, you need to agree to the other four rules (found in the beginning of this thread) as well.
CONTENT
If you make any content available on or through our Game, you must give us permission to use, copy, modify and adapt that content. This permission must be irrevocable, and you must also let us permit other people to use, copy, modify and adapt your content. If you don‘t want to give us this permission, do not make content available on or through our Game. 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.If you are going to make something available on or through our Game, it must not be offensive to people or illegal, it must be honest, and it must be your own creation. The types of things you must not make available using our Game include: posts that include racist or homophobic language; posts that are bullying or trolling; posts that might damage our or another person‘s reputation; posts that include porn, advertising or someone else‘s creation or image; or posts that impersonate a moderator or try to trick or exploit people.
Any content you make available on our Game must also be your creation. You must not make any content available, using the Game, that infringes the rights of anyone else. If you post content on our Game, and we get challenged, threatened or sued by someone because the content infringes that persons rights, we may hold you responsible and that means you may have to pay us back for any damage we suffer as a result. Therefore it is really important that you only make content available that you have created and you don‘t do so with any content created by anyone else.
Please watch out if you are talking to people in our Game. It is hard for either you or us to know for sure that what people say is true, or even if people are really who they say they are. You should think twice about giving out information about yourself.
Above excerpt was taken from the Minecraft EULA at: https://account.mojang.com/documents/minecraft_eula
Specifically the first section.
Alright, so how about just the Ender Forest biome? We're trying not to expand the world size by too much, but so far no one has found an Ender Forest biome, and the world size is already over 3000x3000 large. Maybe if there were an option to change the frequency/likelihood of the biome's appearance in the config?
Read that carefully. Mojang is saying two things:
Additionally, no matter what Mojang says, the law takes precedence. In the case of mods, this means code and asset copyright. Mojang could (but does not) explicitly say that "once you upload a mod, anyone can take its code and reuse it, you lose all ownership", and it would have as much legal effect as "if you use our software you grant us permission to take your house if we feel like it" - none.
I can look into adding my biomes to the terraformer, yes.
Adding frequency options is not an option, because every time you change it you will need to purge the map.
As long as it does not crowd out other discussion and does not degrade to insults or hostility, I have no problem with it being discussed here, as there is a level of relevance these discussions have.
See my update to the issue tracker.
No, this opens up the same inconsistency problems and errant bug reports.
The code already supports this, though I doubt it will be needed.
Yes, if you're having issues with sporadic planting, disable the railcraft heat block.
Thanks!
I can totally empathize with how you feel (I feel this way at work haha, really a bad habit to get into). I can't say anything about the quality of the code your write itself (I may be a software engineer, but doesn't mean I go around analyzing peoples' codebases :P) but certainly the content of your mod speaks a lot. It's a pretty damn good mod and handles all the bases and is more than usable. It shows a lot about how real world concepts can be moved to Minecraft in a way reflective of the real world without being too unreasonably tedious (it makes me want to learn to mod and work on my own mod for sure). Don't let the haters get to you, I hope you keep on keeping on
(I personally think blacklisting any mod is asinine, especially such a popular and good one)
Not sure if you want me to update here or on the tracker, but yeah that was something I thought was a bit odd, that something that might actually cause that issue would be with your stuff, but it did seem to be the case.
I think I know what's up with it, in a way. I re-tested it with the normal 4.2.0.1 version of Thaumcraft and did not have this issue. The current version I'm using is a beta version only available after a donation via Azanor's Patreon page (4.2.1.0 B1), so it's not really publicly available until it's, well, not a beta/confidently stable. It might be using an updated version of the API that either isn't available yet or is what Azanor calls his 'slightly more cutting-edge versions of the api' on his github page. So with current, public releases, DragonAPI seems just fine. But something is changing in later releases that is breaking it somehow, sorry I can't really be of much help as to why as I'm not much of an expert on this stuff. Hopefully this provides a little clarity on the issue, though. I also posted on the issue tracker asking if the beta build has an updated version of the API over the current, public release to be sure that this is the case.