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  1. I'm not sure what's causing the failure to extract, unless maybe there's an issue with the way you formatted the file. To change the logo, go to your mod pack's page on the Platform, and in the Edit tab, add a logo/background. The dimensions required for those images are just above the box where you select them.
  2. tacoriffic, did you include the generated config files in your mod pack? If not, other people will receive that message when they get to a server, even if they are using your mod pack. Basically, including your config files in the ZIP will prevent user's computers from generating a separate set of IDs that may be completely different, and will cause each person's installation to be incompatible with the next.
  3. Found this thread that talks about whether it'll work to just install it on your launcher. Should work just fine. http://forums.technicpack.net/threads/installing-client-side-mods-not-contained-in-custom-modpack.40134/#post-330254
  4. Makes sense. I was just sad that it turns out they didn't solve that problem since it didn't exist. Still, the Platform is awesome. Thanks again. I'll be packing mods like a lunatic for the next couple of months.
  5. Very nice! I guess a mod developer could refuse to provide the mod to someone unless it was someone on their list of "good packers", but then the mod would be unavailable to private packers.
  6. Here's the Mojang Terms of Use on the subject... "Any tools you write for the game from scratch belongs to you." "Plugins for the game also belong to you and you can do whatever you want with them, as long as you don't sell them for money." Based on this, it looks to me like Mojang accounts for this in their policy, although they "reserve the final say regarding what constitutes a tool/plugin and what doesn't." On a side note, I know some mod developers make money through a hosting service like adf.ly. Is that a violation of the terms of use?
  7. Here's Wikipedia on the subject... "All software is copyright protected, except material in the public domain." "Public domain software is software that has been placed in the public domain, in other words there is absolutely no ownership such as copyright, trademark, or patent." "Some jurisdictions have required formalities to establishing copyright, but most recognize copyright in any completed work, without formal registration. Generally, copyright is enforced as a civil matter, though some jurisdictions do apply criminal sanctions." This makes me feel that modders can, in f
  8. The "Public" versus "Private" issue does settle itself quite nicely once you add the "hidden" option. My impression was that licenses included in mods are legally binding for the downloader, regardless of how much he/she may care about it. Maybe I'm wrong? Maybe that's a disputed subject? Anyway, this does more than let modders spy on mod packers. It also lets them gather statistics to determine how successful their mods are. As for "watermarking", I didn't mean they would make mods that phone home during runtime. I meant that a mod's installation would be unavoidably noticeable to any
  9. Everyone updated to EE3, pretty much. It's pretty rare to find someone who hasn't. I guess you could make your own mod pack, but I haven't seen anyone using EE2 for about a month.
  10. Agreed. If you're okay with making it a private (hidden) pack, you could use Mystcraft (the modder requests that his mod only be used in public modpacks with his specific permission). Mystcraft is pretty darn awesome.
  11. It's hard to ignore when all the mod packs are moving to the same place. If I were a modder trying to enforce my permissions, the first problem I'd run into would be finding where the modpacks I need to look at are. If they're all on the Platform, I don't even have to search. We just need to develop the following functions for a program... 1) Iterate through the public mod packs on the Platform 2) Download the current pack (as a zip) 3) Scan the current zip for your mod (this can be totally reconfigured by the modder) I foresee the development of several very tricky ways for a modder
  12. I know Technic has been taking a lot of flak for the Platform. I understand the immediate reactions I've been seeing, but after a few hours of thought, I feel all you good people working on the Platform and the new Technic Launcher deserve some serious applause. You've solved the ultimate problem associated with Minecraft Modding! You've created a central location where people can gain access to mod packs: A means for modders to enforce permissions, and you've done so with immense foresight. Below are the issues that even I, puny though I am, can see you have masterfully resolved... 1:
  13. Maybe you could manually install it. I'm pretty sure the Launcher just sets up a Forge environment for your mod pack and runs it. So if you mess with stuff in there, as long as the Launcher doesn't undo your changes, it should be fine. There WOULD be a problem if the mod was adding block IDs or something of the sort, or if there were other total incompatibilities, but for something that doesn't affect the map or game mechanics, it should be fine methinks.
  14. Thanks, Mr.Hotkeys. I had already deleted the zip as instructed by DiscoBiscuit, but that sounds like a functional plan. I even saw some posts during my search where people thought there was a glitch but the only problem was their config.
  15. I know it probably sounds like lunacy to anyone who's been using Tekkit Lite for a while, but I want to disable Treecapitator. I don't want to do it the brutal way where I delete the mod from my mods folder (especially since I can't figure out which zip is the right one). According to the Tekkit Lite wiki, it's possible to disable Treecapitator from "the 'options' tab in Tekkit". I haven't been able to find such an option in any of the options menus.
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