• 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Your mod sounds wonderful. I'm testing it out and it's almost unbearable to play. It's extremely buggy. All the vehicles are both very hard to place and very hard to board. Chests don't work. They all move like driving a brick that's having a seizure. And I don't see any instruction on how to use the mod or a real wiki. I sure hope you fix this mod because I love the idea of what it's supposed to be!

    The mod was made in less than 30 hours of total work time, so with all things considered it's actually surprising it works so well. Neither TheMike or I have had the interest to update it. It's open source so anybody can fix it if they want.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So
    Quote from ShooShoSha

    Would you share the license you used? I'd like to inform myself.


    I don't know if I have the license file anymore. It was literally GPL with a statement about Technic appended onto the bottom.
    Posted in: WIP Mods
  • 1

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So
    Quote from enneract



    You say 'just your opinion' as if that is an invalidating criterion, and not an equal to your own position. You are an example of the cancer which is the modern 'popular' modding scene - the copyright/license crazy, self-important, pompous tin gods. When I started modding, the idea of putting a license on your mod, or any sort of copyright beyond 'don't claim you made it if you didn't' was utterly ridiculous. The attitude was 'hey, check out this cool thing I made', not 'hey, check out how awesome I am for making this thing, i r professional software developer because I can 'license' it!'. Disgusting.


    All I can say is that you're the kind of person that makes me hate the Minecraft modding community. I open-source all my mods, but that doesn't mean I want people blatantly disrespecting me and my code. I treat it as any other software project, as it should be treated.
    Posted in: WIP Mods
  • 1

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So
    Quote from ShooShoSha

    Just out of curiosity before you removed this mod from the public view and thought you could license your code, what license did you use?


    I think I used a modified version of GPL. The modification just specified that it could not be distributed on Technic Platform because of a personal objection to their respect towards modders.

    Quote from enneract

    Nah, it is absolutely childish to create a derivative work based upon decompiled software and then try to claim to a more restrictive level of 'copyright'. Another developer's perspective.


    That's just your opinion. Legally, my code itself is not derivative unless I copy-paste a class from Minecraft or Forge source code and modify it. Any code I write myself from scratch (which is most of my mod) is 100% mine to license. It simply references other classes, which is not "derivative." The ideas themselves that are based on Minecraft or that only apply to Minecraft are derivative, but those fall under patent laws and not copyright laws.

    Quote from jjjworley

    Hopefully you don't set a precedence here and make the good mod makers want to pull their works. They know, even through controversy, that leaving their mods up is the right thing to do. When you pull your mods, only you and a few of your friends will be able to play it, so unless you eventually sell it, your masterpiece will not gain recognition anyway. Only now, you will have a lot of ed off gamers because you gave them candy and then took it away. Do you want to be remembered for that?


    I believe I posted a while back that Mojang corrected their EULA and once again allow modders to license their unique code as they wish. I don't plan on selling anything...I just didn't want my work public if somebody could legally rip it off and call it their own. I wasn't trying to get other modders to do anything that wasn't in their plan originally...I was acting on my own isolated accord. I'm currently working on a new mod under the same name now that I have the time. It will be open-sourced and publicly available when it's ready.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from EncrypXMark

    Can this be used on modpacks?


    Our license can be found on the first post and in our repository.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from MokahTGS

    So how is this considered a released mod? It doesn't work...at least the boats don't. First, they don't have recipes, but that can be forgiven since I could at least grab them in creative...except that they don't work. Trying to place them on water just gets nothing. You can click again on the same square and get the boat back, but they are completely not usable. What is worse is that this mod completely overrides the vanilla boat so there aren't any boats that work.

    It's too bad as this looked interesting. Maybe when it is updated to be usable.


    It's not even close to a released mod. It was an entry for the ModJam 3 competition a few weeks ago. Consider it early-alpha stage.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So

    We should be able to put a license on anything stating that it is our own work and not someone elses, I mean can't Mojang understand that, we take time to put these mods together, so it would make sense for modders to be able to license their mods so no one, I mean no one else can steal it. This to me is not right.


    Glad to see somebody who shares my opinion. Hopefully they'll start noticing all of the modders quitting and take a clue.

    (Note: a lot of the modders who quit recently didn't do so directly because of the recent EULA incident, but the issue has still been causing many modders stress)
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So
    Quote from Shiitake

    I understand if you don't want to continue modding because you want to be able to control distribution of your mod. Pulling all your mods from the forums, though? That's childish.

    You're literally trying to take your ball and go home.


    It's not childish. I'm doing it for a reason that is important to me. Go read my statement again as well as the Minecraft EULA. The EULA states that at any time, Mojang can take control of our mod and do what they want with it. This was fine until now as they never did anything. Marc_IRL's tweet, however, because it came from a Mojang employee, changes the situation a bit. He said in his two tweets that modders have no right to put a license on their mods unless they don't distribute their mods. This is a huge issue. Code must be licensed simply because of the nature of the trade. If I can't license my code, I don't want it public. Same with the binaries, especially given how easy Java is to decompile. It may not be what you want, but that's no reason for you to call me childish. Try to understand things from a developer's perspective instead of from your perspective.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.2][Forge] Logical Engineering 0.4.1b - The affordable high-tech mod to fulfill your tech dreams - 1200+ downloads - Open So
    Logical Engineering and ItemSearch have been cancelled as of today. I have no plans to continue writing Minecraft mods in the near future. My personal life is more important than dealing with the drama that comes with being involved in the modding community. Oceania is under the hands of TheMike at this point.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from Carriontrooper

    There is something very disconcerting with this mod, and that is the overwriting of the vanilla minecraft boat. By doing so, the boat now has no recipes!
    tl;dr: can't make vanilla boat nor any other boats from Oceania, fix plz.


    We didn't have time for recipes during ModJam; we're currently planning a huge update to fix bugs and add more content. No release date set.

    In other words, it's not meant to be used in survival just yet.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from Jedi_starwars

    i want ask something.... can you update this for minecraft 1.7.2 i realy want it


    No.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from xeronut

    This is pretty sweet. I have a few other mods that add things to the ocean, but underwater encampments aren't one of them. The new boats & submarine are a nice touch too. One question however - are the villages set to spawn at a set ocean depth or to spawn on the ocean floor itself? I ask because I use Biomes O Plenty and the oceans are by default much deeper than vanilla. When using Better Dungeons, the underwater structures seemed to spawn floating above the sea floor. Seeing as your structures have floors made of sand and living things inside them.. that might make a mess if it were just sort of bobbing around. :)


    It should spawn at the bottom, but it may not work right with additional biomes. I'll take a look later.

    Quote from dsaman123

    I was kinda hoping for something more like reefs, seaweed and such, but this is good too.
    While I won't download this, I do recommend it for any underwater base lovers.
    I'd give a 7.5/10


    We were only allowed 96 hours to complete the mod, so adding stuff like that was not feasible. We'll be adding some more underwater content later.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from AkulaMak

    Looks awesome. Just out of curiosity does it have Retrogen capability? If not, are there any plans to add it?


    It is not implemented yet, but is a planned feature.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from TheAtlanticCraft

    Nevermind the rubberbanding was only while loading new chunks, but stll needs to be fixed bit glitchy with that. Here is the showcase if you could feature it that would be great!




    Thanks for the showcase! The boat glitchiness is due to vanilla's network code. The packets get delayed while chunks are loading. There's not a whole lot to be done about it. If vanilla boats moved that fast they'd do the same thing.
    Quote from CubeaDivers

    Hey, sweet mod dude, only thing is the world doesn't have underwater villiages or that blue sand stuff anywhere, i look for like an hour, i got the new mc forge, downloaded the mod, and started a new world, the mod is on cause i got the stuff for it, i just can't seem to find anything that should spawn in the world naturally. did i do something wrong?


    They're rare, but if the mod is loaded they'll be there. If you still can't find them after a while make sure the mod is loaded and post a pastebin of your ForgeModLoader-client-0.log file.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4][ModJam3] Oceania - the mod that brings exploration and inhabitability to the oceans of Minecraftia
    Quote from Adam_Bomb

    A simple review / how-to for your mod



    Very nice! I'll put it on the O.P.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.