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Enzer

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About Enzer

  • Birthday 04/01/1987

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  1. What? I understand that, I never said that Mojang would just full on rip mods off, they've always had a decent policy of talking with the mod author and working things out, it is the same reason why Optifine didn't become integrated into vanilla MC (which may be for the better in the long run, but that is another topic all together). My point is that the wording for the EULA also indicates things like other modders are now able to take someone's mod, decompile it, look at it and make modifications, and re-release as a fork: "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. You must also let us permit other people to use, copy, modify and adapt your content." That is what a lot of people are talking about, not so much redistribution of a mod (however, with the decoration that Mojang's EULA makes all mods Public Work and wording that indicates that people can do what ever the hell they want with that public work, makes me think that things like permissions really isn't an issue anymore until Mojang clarifies otherwise), but if "modmods" can be made and to what degree do you need to "modify/adapt" a mod in order to rebrand it as something else and re-release it to overcome permissions issues. Honestly, the wording of it is kind of nice because it drags the last bit of the community, the portion that is holding the rest of the community back with really bad behaviors, forward kicking and screaming. It is a nice change of pace. Maybe one day the MC modding community will be as nice as the Starbound one, where modders say that people making mods based off of/adapted from their own mods is a compliment instead of throwing a fit and building up the rage of their fanbase. :allears:
  2. Eh, it is a bit debatable on that. That same section also says "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." Any content that you release for MC becomes public and people are allowed to do things to it. It is the fact that Mojang is saying that your released mod is now a public work that makes me believe that " you must also let us permit other people to use, copy, modify and adapt your content" means that you allow Mojang to allow other people to copy/modify/adapt content via the EULA, as in, anyone who has bought the game. If this wasn't the case, that section would just read as: "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 parties 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." That would define it as being specific parties dictated by Mojang and makes it so that mods and what not do not have to be made "public". Really, there are some weird wordings to everything and it will not be until someone decides to test the EULA that we will figure out completely, but until Mojang updates the EULA with more strict wording, the current wording suggests that mods are fair game for everyone.
  3. "If you upload videos of the game to video sharing and streaming sites you are however allowed to put ads on them." covers Let's Plays and such. Web page based ad revenue is, legally, considered completely different than building revenue generation into the actual download (via systems such as adfly) is where you would run into issues. Ad banners on a page are tied to revenue for a website, and as long as the website isn't selling itself as officially part of Mojang or Minecraft (unless they have a contract with Mojang to do so), banner ad revenue wouldn't count as it would fall under the website's generated revenue. However, selling a mod, or forcing revenue in the act of downloading a mod would be considered "trying to make money" off of the mod, since in this case it is completely unavoidable to not give revenue to the mod developer. An easy way to solve this situation completely, if you still consider it a legal gray area, is to move the download links onto a separate page and not have any ads on that page. Wording on the whole document could probably be improved, but for the most part it is completely reasonable, especially since it doesn't forbid mod developers from accepting donations. Edit: Decided to ask Marc what "content" meant in terms of that section of the EULA. Yes it includes mods.
  4. If mods are not "content made available on or through our Game", then what the heck are they? The wording of "you must give us permission to use, copy, modify and adapt that content" is what the devs have been saying about how Mojang handles applying content from mods to the vanilla game (as discussed by Dinnerbone in the 2012 Minecon panel). Since there is not an additional section that specifically states the permission issue with mods, and since Mojang has gone on record that this new EULA gives them the right to "use, copy, modify and adapt" modded content for their own use, then yes, I think that "content" includes everything someone can make available to the game, be it a resource pack, map, or modification to the game.
  5. Adding up the tracker for each of the snapshots is something like 259 bug fixes, which isn't half bad at all.
  6. Oh, I completely agree on most points. The dev team's work is atrociously slow. Though I wonder if how much of that is due to Grum apparently being a stickler for how things are done and if that doesn't cause things to get bogged down, as well as them not fully working as a team, Jeb constantly being out of country as the face for MC at conventions, interviews, etc, as well as personal life stuff like Jeb getting married or Dinnerbone moving again last week. All minor things, but they build upon each other to cause major slowdowns in development. No one at Mojang seems to have any form of leadership or group development experience and that really shows, that is one thing they really need to work on, because until the current team is able to function better as an actual team and until Mojang as a company stops breaking up their team for side projects or events, shit is going to get bogged down in some places. I'm also wondering how much of the slow down is because of Notch's code, how much they have to tip toe around to not bring the whole fucker down while they try to replace large parts of it. No one can really say for sure unless the team became more transparent about the issues they are facing, but yeah, something needs to be done about the speed they work at. And I agree that they shouldn't half ass implement mods into vanilla, but I am also of the mind that outside Horses and Pistons, at least one of which they had the help of the mod dev to implement their own version, they haven't actually added anything straight from other mods. In my last post I outlined that any example I see on content they added that is also present in another mod is such an none-unique, mundane, general concept from the real world, that I have heavy doubts that they decided to pluck that one feature from such larger mods, especially when there could have been better things to rip from say BTW or RC and I also highly doubt that the developers even play with mods outside of Grum or even browse to see what is available out there. I highly doubt DB sat down with the fireworks mod, played with it for a bit, and went "Oh this is cool, should add this to the game". Most of the "weird" things they seem to add are suggestions that get thrown at them all day either on Twitter or Reddit, and even if some of those suggestions are coming from players wanting features from a mod they like, I doubt the developers even know that. Yes the updates tend to add very little for the time they take and that mod developers in general seem to code at a crazy break neck speed and add way more content (though I would argue that their slow addition of content to the game is more them arguing about what would disrupt the "feel" of vanilla and put off core vanilla players, I mean hell people freaked when they added the extra cube for a pigs noes, people freaked out about pistons being added, about enchantments being added, about the new horses to be added having knees despite it not being the only mob to have them.. much easier to leave big content changes in the hands of modders so people can choose, but again you get the issue of them needing support via the API to do that better). But regardless, despite all that, it doesn't mean shit how much better or faster or more content the modding community adds because the modding community in general is shit and until it grows up as a whole (no more goddamn drama, no more bickering over licenses, no more bickering over "but his mod did it first!", no more attacks on the players, no more stupid attacks on fellow modders, etc), it soils anything that comes out of the community, it is that toxic. Who cares how awesome the modders are when we are almost at the point, and have been for a while now, where you have to do research on the mod developer themselves to see if they are fucking crazy or not so that you wont have to worry about the mod itself fucking you over either through a direct targeted attack, or attacking another mod developers mod because they are having a hissy fit or if a mod that has some really cool features happens to also be for no reason at all be filled with a lot of really sick shit (honestly, if I was a parent with a kid that played MC, I wouldn't allow them to visit the curse forums or install mods, people slip some fucked up shit in and don't really document it, goddamn). At least with the MC Dev Team I don't have to worry about BDSM becoming part of a core mechanic of invisible blocks that follow me everywhere that break my nether portals and pistons. And just to stress, that isn't saying that all modders are shit or complete psychos, there are good ones out there (Azanor half the time, King Lemming, PowerCrystals, MachineMuse, and maybe a small handful of others), but the problem is that the shit far out weighs the good both in terms of damage it causes to the community and the amount of idiots out there. And now I've gotten way off topic. :P
  7. This is correct, arrows being stuck into players was a thing that was developed right before or after the introduction of Endermen, it was taken out at a later point because of rendering issues and then recently re-added because they found a fix for it. Yeah, but didn't it take most of the bukkit guys six months or more to even get moved from their respective countries to Sweden? Might just be an excuse, but I can see them not wanting to start on such a major project that can't really afford a fuck up until everyone could be physically present to discuss the damn thing. (Not saying that much work has been done since then, but it isn't like they are not working on it in some way.) 3D items is based on code that has been around since more or less Alpha that was just never fully integrated into the game, it was the same code that renders the item in a players hand. I'm actually pretty sure the Dev's stated that you could have found the code for it in versions of minecraft way before that mod was even released. Fireworks were done because of when that patch was slated to be released, they thought it would be a nice addition for the holidays, and had nothing to do with the fireworks mod. Fireworks have been a thing for over a thousand years, it is not a unique idea to that mod author. Horses/Donkeys/Armors. They fully admitted to working with DrZ and gave credit to his help, though their implementation isn't a straight rip of the code from what I understand. Either way, horses are not a unique idea and have been in many many other games, horse armor was done by Bethesda (as well as other sources) way before Mo'Creatures was a thing, and people have been bugging the devs to add horses since I think late alpha/early beta. Hoppers were also done in buildcraft and I don't see finger pointing at one mod author adding a similar concept. Hoppers, again, are also something that is used a lot in the real world, and are used heavily in train yards for certain kind of material loading. TNT Carts I really don't see as a unique idea and as far as I know, Mojang was the first ones to start placing items inside the carts to be pushed around (chest carts). I also believe that the RC tnt carts and vanilla tnt carts work differently (vanilla's blast strength being based off of the carts speed when it is ignited), I could be wrong though since I haven't used RC in ages. Really, I don't see it an issue of "Mojang's slowly adapting concepts from other mods into their game to make up lack of content" and more "there are thousands of mods with very mundane, none unique, real worlds solution, objects, animals, what have you". Every example I see of someone going "they're stealing ideas" or "they are unoriginal" or "they're lazy" is usually pointing at a completely unique mundane thing from the real world or a feature that has been screamed at them from the community for years (such as the redstone block, which has been something people bitched for since Beta). Really, I'd be more raising my eyebrow if the dev's started adding actually unique mod ideas, like the a copy of the Twilight Forest or the Vis Node system from TC if they ever decided to expand upon magic in MC outside of enchantments. :P
  8. As an aside, according to the information on the mod's page, that ice meteor armor is one of the weakest out there. You'll want the other two types if you are going to use meteor armor. Diamond also seems to be in a much lower tier of armor as well. Personally I'd rather save the diamonds that I'd used to make diamond armor and instead put those towards the custom Hexxit armor sets, which are pretty nice.
  9. Enzer

    What?

    Diamonds seem to be less useful for when it comes to things like armor and weapons. The variety of new armors added in Hexxit come with some pretty cool perks (you'll need a lot of diamonds for parts to make the special Hexxit specific armors) and TConstruct makes better weapons from metals (though diamonds will modify a weapon to have extra durability.. nether quartz is where it is at for extra damage. )
  10. The Hexxit page on Technicpack.net lists what mods are in the pack and provides links to the mod's websites. Just check the bottom of the screen.
  11. Enzer

    What?

    Most ores spawn at a higher y level in Hexxit. The idea is that you spend more time running about finding dungeons and exploring and shit and less time doing mindless mining and such.
  12. So you're OK with every mod in the pack that has multi-block structures breaking, being unable to go to the nether since vanilla nether portals break and not even being able to use pistons as long as you get HS rails?
  13. Nuclear Reactors: A mod called Big Reactors is coming soon that is going to add modular sized multiblock reactors including fission and fusion reactors among other kinds of energy out put. From what the mod author has shown, it will blow away IC2 reactors, not just in how he has them planed to work, but visually as well (how cool is it that you can litteraly see the cooling rods interact in the reactor as opposed to the whole thing being just a giant GUI inventory). You can keep track of that mod here. Frames: Someone is making a mod that replicates what frames were able to do. I for one am OK with RP2 frames being gone as I know there was a lot of inter-mod issues with that. From what other modders have said, RP2 refused to write any sort of API to work with frames, frames were a very "hackish" implementation that ended up breaking a lot of different things in other mods and frames in general did not play well with other mods. Basically they created a lot of work on other modders to make sure that her frames didn't break peoples games when they combined RP2 with other mods. Between her attitude about them with other modders and the horror stories I've heard, I'd welcome a new challenger. Solar: I believe King Lemming has said that he is working on a solar array system (which I guess would not just be a single block solar panel, but something like reflective mirrors set up) which will be a lot more balanced than what was presented in IC2. Do not quote me on this, this is just me saying I am pretty sure I remember him posting about this here. He is of course free to correct me on this. Low Tier Energy Storage: I think there is like three or so different people working on new energy storage right now. I am not sure how handy that may be honestly, but who knows. So yes, as you said, they are being replaced, but I don't think their exclusion right now is all that big a deal. IC2's solar panels were poorly thought out and created more problems than anything. I've gave my statement on frames already and reactors, at least IC2's, were very meh. You also don't even need the power generation output that a reactor would give you, nothing right now has a high energy draw. If you want reactors just for the fun of playing with radioactive stuff, than the mods that are being worked on right now will be well worth the wait since IC2's reactors were so.. boring. Way to easy to get them stable and outputting a stupid amount of energy, not much risk in using them and when it all comes down it it, it was just an inventory organization minigame. Honestly, if you are unhappy with the state of tekkit right now, I suggest sticking with Classic or Lite for a few months and coming back when these things get implemented. Taking out RP2 and IC2 now were smart moves, because even if they do update soon by some miracle, what happens if they don't update again after that? Or it takes another year for an update, that means Tekkit is either forced to ruin people's worlds by force removing those mods or falling behind as MC updates and mods improve and add new features for versions they cannot update to anymore. Change can be painful at times, but it is usually for the best in the end.
  14. Also, 3 of those mods don't work on 1.5.2 (IC2 (likely dead), RedPower (likely dead), EE2 (officially no longer developed!) and one doesn't want to be included in Tekkit nor do the Tekkit devs have had any plans in a long ass time to include it again (Forestry). But BuildCraft is still in the latest Tekkit, so there's that. Something tells me you haven't even given the new mods a chance at all. Especially with how you seem to indicate that those mods were replaced by GalacticCraft, but failed to mention AE, TE or MFR let alone a ton of other great mods that have improved this version as well. :P
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