What is It: Nostalgia mod jam is going to be a whole bunch of people comunity updating good old minecraft mods. I have an archive of 300+ old mods to choose from but, have my favorites on what to start on. To sign up you have to know how to code some or be a modeler. I know how to code but, I require assistance as this project would take years without 10+ people working on it.
Like what mods are worth update 1.2.5 and beta 1.8.1?: For example take a look at this picture here. This is worth updating but, the textures have to be snatched and recreated pixel by pixel as I only have the oudated version with outdated textures that are not purple and orange. Other mods will be easier to port like evil minecraft. There are many skyland mods that are archived by me. Templates for a specific mod combing them in perfect unity plans are here. There are also many good mods like the underworld mod and more recent like meat hooks mod and evil minecraft.
But wait you can't redistribute/modify anybody else's work Read the EULA
"If you make any content available on or through our Game, you agree to give us permission to use, copy, modify, adapt, distribute, and publicly display that content. This permission is irrevocable, and you also agree to let us permit other people to use, copy, modify, adapt, distribute, and publicly display your content."
Read above before posting is this forum against Mojang's EULA or you will get reported for spam if it's not too nice.
What mods would be planned on first and who is the head developer: you are free to update any single mod in the archive that is in the archives via msg. However I do want people to develop a whole bunch of skylands mod first in aetherific expansion templates above but, this is a community modjam so you update what mods you decide to do.
So what's the catch why haven't these mods already been updated: they either couldn't find the files to update them, didn't know how to code, thought the author would update it, or were afraid to take it over from the mods eula. Well you can update mods if the owner has clearly abandoned the project for example Applied energistics didn't even have permission and so was alot of mods that got updated from 1.6.4 by different people. But, mostly people just don't know what to do on how to decompile. to decompile is simple use byte code viewer de-obfucsaction is the problem but, if you know how to code and find mcp mappings you don't need a de-obfuscater you can do it yourself easily but, annoyingly
So what mod versions are they anyways and what level of coding would you need to update them: let's just say if you use mcreator and claim your updating the mods you need to stop developing. You need to know some basic java logic, and enough to have some common sense. I am available to help and mods must have the same output as they would in the previous version on the initial working fully ported version. They can have different outputs later and different biomes but, first initially by porting the mod you shouldn't change it to your liking on the first port then it's no longer that mod. For aetherific expansion for example all skyland mods will be ported to a stable mc version mod freindly same output then be combined into different dimensions later and might be modified.
What versions are these mods and how difficult are they to update: the versions range from beta 1.7.3 to 1.6.2. mods 1.5.2+ are pretty easy to update as the code is readable without manually de-obfuscating / using bon but, We will be using bon to attempt our de-obfucsation. We need to find a working version though. They won't be too difficult at all even the beta versions. You will just have to go back and forth to see if they edited the vanilla base classes to see what they did and convert that to asm. Don't worry if it comes to that I will develop / teach basic asm and learn it for you people.
Great how do I sign up: simply comment on this thread or msg me. Sign up form and submission rules down below in the comment section below...
Eula is updated and is easy to understand please msg me if you have any questions. Note I don't want to take your updated mod it's yours once you update it.
Note there is no official team for Nostalgia mod jam but, communities developing teams would be nice especially ones to help with good old mods. If you don't believe me that I have the mods archived then msg me and sign up not even required and I will link you to an archive.
Sign up information form Respond to this:
Do you know java:
Do you know how to model:
Do you think porting straight to 1.12 is a good idea or stable 1.7.10 then 1.1.2:
How do you feel about good mods like Evil Minecraft:
Are you a modeler/texture or animator please specify:
Independent modder if not who you plan on working with:
Submitting Modjam Nostalgia mod:
Don't necessarily have to sign up for submitting an updated good old mod
Simply comment below this forum with 1 minimum picture linked to a non malware file host:
I plan on working for aetherific expansion the heavenly gates are open: Here are the layouts tell me what you think and if you want to join my team you can still join the nostalgic mod jam on your own as well.
I haven't tested it, but if there exist a mapping for it then yes (as in I don't see why not).
How does it work older versions of mcp don't use .gradle they don't even seem to use their .cvs files since some of them couldn't find the fields but, I can't be sure.
My program needs the zip file with the csv files in. If that doesn't exist then it wont work.
the .cvs does exist however I am not sure if it's accurate for mc 1.2.5 and below. Why don't you post a link to here and I will put this to the main thread if it works along with the archive of old mod files.
You cannot legally distribute copies of the mod unless you have permission from the mod author.
Yes you can explain modpacks they have been done since 2011. If you read Mojangs Eula mod owners don't really have rights it's not their software. A modpack is defined as more then one mod in a file or folder well there you go. I do not claim to own these and yes it's perfectly legal which is why technic launcher isn't down. And no technic launcher doesn't require mods permissions to distribute other people's mods nor does the dropbox the modpack is on.
second off it's perfectly acceptible to take over the owners mod if it's A: been clearly abandoned B: it's been two mc versions. This was in an older mojang EULa but, this is why Backpacks mod got re-done and weighted inventories , applied energistics, rei's minimap(now is something under a different name) all made by different users from the original and most without permissions.
So unless you remember old EULA(Described above) and read the new Microsoft (Eula it states no where that mods have permissions for their software for). Microsoft says you may make plugins / addons for our game. Microsoft owns minecraft so the only copy right a mod owner can have is if they write the software, don't use minecraft at all for any of their code.
Look at it this way. Microsoft owns minecraft software > people make addons > addons don't own minecraft. They have very few rights like allowing mod creators the option of removing someone else's website if someone is re-distributing their mod as is not in a modpack. I can't name one modpack even when the creator has purposley tried to take it down if their mod EULA specifically said no modpacks and it never got taken down since they didn't have the ability to have that right. Not even on technic will do anything of the sort the only place that does that is curseforge/planet minecraft aka the devil.
Second off have you even read copy write in order for something to be copy righted it needs to be patented. It's slightly different for online but, in order for it to be copy righted it needs to have something like a patent. Since Microsoft owns it they really can't patent it without their permission and since they don't support mods it's never going to happen.
Mod devs have little to no permision since they extend , implament and use Microsoft source code in their software.
Modpack distribution has always been allowed that's why technic is still up with no permissions regardless of how many times people reported them for this.
It's ok to update abandoned mods even without permsion since A;they have no rights to stop it, B: it use to be in mojang's EULA before Microsoft re-wrote it and maybe a little before then as well. C: Microsoft current EULa says nothing about mods having rights when using their software so I am sorry you couldn't have been more wrong.
"modified versions of a Game, part of those things, or anything else we've made."
If you read the content above it was saying something that they made not mod makers made. They are claiming direct responsibility for mods there saying it's their software do you even read anything or just post
That's just nonsense that you made up,
No it's not take a look at backpacks mod they got updated from might pork to the current one without permission and has millions of downloads. No where in the eula you gave me states any modder has any permission to their code it stated that mojang does not want you to distribute their content regardless if it's modded nothing to do with mod jar files.
Redistribution of mods updated without the original author's permission is forbidden in this forum's rules:
Altering existing content and distribution of it is not allowed unless permission is given by the original content creator. This includes Mojang assets, mods, and resource packs.
I am not distributing it's called a modpack and if you took a look at the technic Policies it said nothing about permissions of mods.
Do I have to put this on the technic launcher will that make you happy? they won't take it because it will crash but, it would be up there until somebody reports it doesn't work as a modpack's function.
if you don't believe me about modpacks see here no permisions lots of downloads
Welcome the the Nostalgia Mod Jam
What is It: Nostalgia mod jam is going to be a whole bunch of people comunity updating good old minecraft mods. I have an archive of 300+ old mods to choose from but, have my favorites on what to start on. To sign up you have to know how to code some or be a modeler. I know how to code but, I require assistance as this project would take years without 10+ people working on it.
Like what mods are worth update 1.2.5 and beta 1.8.1?: For example take a look at this picture here. This is worth updating but, the textures have to be snatched and recreated pixel by pixel as I only have the oudated version with outdated textures that are not purple and orange. Other mods will be easier to port like evil minecraft. There are many skyland mods that are archived by me. Templates for a specific mod combing them in perfect unity plans are here. There are also many good mods like the underworld mod and more recent like meat hooks mod and evil minecraft.
https://www.mediafire.com/?kc5cpp8rklmu61y
Let me know how the de-obfuscater works:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2849175-minecraft-deobfuscator
Archive of mods
https://drive.google.com/open?id=0B2RjUfAfGfw2YWg1bUJCRXlaVkE
But wait you can't redistribute/modify anybody else's work Read the EULA
Read above before posting is this forum against Mojang's EULA or you will get reported for spam if it's not too nice.
What mods would be planned on first and who is the head developer: you are free to update any single mod in the archive that is in the archives via msg. However I do want people to develop a whole bunch of skylands mod first in aetherific expansion templates above but, this is a community modjam so you update what mods you decide to do.
So what's the catch why haven't these mods already been updated: they either couldn't find the files to update them, didn't know how to code, thought the author would update it, or were afraid to take it over from the mods eula. Well you can update mods if the owner has clearly abandoned the project for example Applied energistics didn't even have permission and so was alot of mods that got updated from 1.6.4 by different people. But, mostly people just don't know what to do on how to decompile. to decompile is simple use byte code viewer de-obfucsaction is the problem but, if you know how to code and find mcp mappings you don't need a de-obfuscater you can do it yourself easily but, annoyingly
So what mod versions are they anyways and what level of coding would you need to update them: let's just say if you use mcreator and claim your updating the mods you need to stop developing. You need to know some basic java logic, and enough to have some common sense. I am available to help and mods must have the same output as they would in the previous version on the initial working fully ported version. They can have different outputs later and different biomes but, first initially by porting the mod you shouldn't change it to your liking on the first port then it's no longer that mod. For aetherific expansion for example all skyland mods will be ported to a stable mc version mod freindly same output then be combined into different dimensions later and might be modified.
What versions are these mods and how difficult are they to update: the versions range from beta 1.7.3 to 1.6.2. mods 1.5.2+ are pretty easy to update as the code is readable without manually de-obfuscating / using bon but, We will be using bon to attempt our de-obfucsation. We need to find a working version though. They won't be too difficult at all even the beta versions. You will just have to go back and forth to see if they edited the vanilla base classes to see what they did and convert that to asm. Don't worry if it comes to that I will develop / teach basic asm and learn it for you people.
Great how do I sign up: simply comment on this thread or msg me. Sign up form and submission rules down below in the comment section below...
Eula is updated and is easy to understand please msg me if you have any questions. Note I don't want to take your updated mod it's yours once you update it.
Note there is no official team for Nostalgia mod jam but, communities developing teams would be nice especially ones to help with good old mods. If you don't believe me that I have the mods archived then msg me and sign up not even required and I will link you to an archive.
Sign up information form Respond to this:
Do you know java:
Do you know how to model:
Do you think porting straight to 1.12 is a good idea or stable 1.7.10 then 1.1.2:
How do you feel about good mods like Evil Minecraft:
Are you a modeler/texture or animator please specify:
Independent modder if not who you plan on working with:
Submitting Modjam Nostalgia mod:
Don't necessarily have to sign up for submitting an updated good old mod
Simply comment below this forum with 1 minimum picture linked to a non malware file host:
Also include the name and progress of the mod
Prizes:
vote on what a prize should be:
Been working on something nostalgic. Bone meal anything with only one and also mushrooms can be placed on grass/dirt regardless of light level
Evil notch core is downloadable not quite 1.12 yet cause of other projects in the way:
I plan on working for aetherific expansion the heavenly gates are open: Here are the layouts tell me what you think and if you want to join my team you can still join the nostalgic mod jam on your own as well.
Aetherific Expansion Main:
https://gist.github.com/jredfox/36b9303c72bbd082dfebab6bf7b6e936#file-aetherific-expansion-plans-txt
Aetherific Expansion Nostalgic Implementation:
https://gist.github.com/jredfox/36b9303c72bbd082dfebab6bf7b6e936#file-aether_nostalgic_implamentation-txt
Aetherfic Expansion Technical Nostalgic Details:
https://gist.github.com/jredfox/36b9303c72bbd082dfebab6bf7b6e936#file-operational-technical-details
This would be a biome in there
This looks like a pretty nice swamp for 1.10.2 #Beta 1.8.1
Swamp options currently look like for evil notch core:
beta default > 1.8.1
mc 1.2.5 > if not beta
mc 1.7.10 > if not beta and not mc 1.2.5 (configurable overlays)
single layer (If nothing else) #mcpatcher (Configurable single grass layer)
swamp foliage color single configurable color if not beta and not mc 1.2.5
You're welcome to use my tool to help deobfuscate the mods.
My Mods:
- Happy Coding -
Does it work with mcp versions from alpha-beta-mc1.2.5? My decompiler sometimes fails with invalid characters when it's not even a string.
Are you joining? Feel free I will post the archive link above
I haven't tested it, but if there exist a mapping for it then yes (as in I don't see why not).
My Mods:
- Happy Coding -
How does it work older versions of mcp don't use .gradle they don't even seem to use their .cvs files since some of them couldn't find the fields but, I can't be sure.
My program needs the zip file with the csv files in. If that doesn't exist then it wont work.
My Mods:
- Happy Coding -
the .cvs does exist however I am not sure if it's accurate for mc 1.2.5 and below. Why don't you post a link to here and I will put this to the main thread if it works along with the archive of old mod files.
The link is in my sig
My Mods:
- Happy Coding -
Ok I am putting your forum link up and the archive link
It's up
You cannot legally distribute copies of the mod unless you have permission from the mod author.
My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
Yes you can explain modpacks they have been done since 2011. If you read Mojangs Eula mod owners don't really have rights it's not their software. A modpack is defined as more then one mod in a file or folder well there you go. I do not claim to own these and yes it's perfectly legal which is why technic launcher isn't down. And no technic launcher doesn't require mods permissions to distribute other people's mods nor does the dropbox the modpack is on.
second off it's perfectly acceptible to take over the owners mod if it's A: been clearly abandoned B: it's been two mc versions. This was in an older mojang EULa but, this is why Backpacks mod got re-done and weighted inventories , applied energistics, rei's minimap(now is something under a different name) all made by different users from the original and most without permissions.
So unless you remember old EULA(Described above) and read the new Microsoft (Eula it states no where that mods have permissions for their software for). Microsoft says you may make plugins / addons for our game. Microsoft owns minecraft so the only copy right a mod owner can have is if they write the software, don't use minecraft at all for any of their code.
Look at it this way. Microsoft owns minecraft software > people make addons > addons don't own minecraft. They have very few rights like allowing mod creators the option of removing someone else's website if someone is re-distributing their mod as is not in a modpack. I can't name one modpack even when the creator has purposley tried to take it down if their mod EULA specifically said no modpacks and it never got taken down since they didn't have the ability to have that right. Not even on technic will do anything of the sort the only place that does that is curseforge/planet minecraft aka the devil.
Second off have you even read copy write in order for something to be copy righted it needs to be patented. It's slightly different for online but, in order for it to be copy righted it needs to have something like a patent. Since Microsoft owns it they really can't patent it without their permission and since they don't support mods it's never going to happen.
That post summarized.
Microsoft owns minecraft not the mod devs
Mod devs have little to no permision since they extend , implament and use Microsoft source code in their software.
Modpack distribution has always been allowed that's why technic is still up with no permissions regardless of how many times people reported them for this.
It's ok to update abandoned mods even without permsion since A;they have no rights to stop it, B: it use to be in mojang's EULA before Microsoft re-wrote it and maybe a little before then as well. C: Microsoft current EULa says nothing about mods having rights when using their software so I am sorry you couldn't have been more wrong.
They might claim it but go ahead and report every stinking modpack since non of them have permisions nor any proof
https://www.technicpack.net/modpack/farmsim.585804
Pixelmon unable to get permision since official dev team was required to quit
https://www.technicpack.net/modpack/kandorus.1077864
If you read the content above it was saying something that they made not mod makers made. They are claiming direct responsibility for mods there saying it's their software do you even read anything or just post
No it's not take a look at backpacks mod they got updated from might pork to the current one without permission and has millions of downloads. No where in the eula you gave me states any modder has any permission to their code it stated that mojang does not want you to distribute their content regardless if it's modded nothing to do with mod jar files.
I am not distributing it's called a modpack and if you took a look at the technic Policies it said nothing about permissions of mods.
Do I have to put this on the technic launcher will that make you happy? they won't take it because it will crash but, it would be up there until somebody reports it doesn't work as a modpack's function.
if you don't believe me about modpacks see here no permisions lots of downloads
https://www.technicpack.net/modpack/farmsim.585804