Jump to content

Portablejim

Members
  • Content Count

    202
  • Joined

  • Last visited

About Portablejim

  • Rank
    Member
  • Birthday 08/31/1991

Contact Methods

  • Website URL
    http://portablejim.site-hosts.net/
  1. I am going to write some documentation for a mod I am making. Should I put it on CurseForge where both the mod download and the issue tracker is, or should I put it on github where the source is?
  2. I think I know who/what is censoring the guy's comment: The bot. See http://www.reddit.com/r/feedthebeast/comments/1uybqk/newly_registered_reddit_accounts_readme/ If you notice the account with deleted posts is new.
  3. The permissions problems were/are with redistribution. As mod devs can upload the mods to curseforge and host it there (hell, it's the main download link for my own mod), you can grab it directly from there automatically (given the api to get the file URL). It's basically similar to what the ATLauncher would do if you didn't have to click through adf.ly. (actually, you could probably make a one-click install modpack using the ATLauncher without needing permissions if all the mods were from curseforge, because you would be getting each file directly from the mod author) Acutally, because of
  4. I actually think that a Closed Source Forge would flop completely, since it is mainly thourgh pull requests that it grows. Also, it is important to realise the distinction between ForgeModLoader (maintained by CPW, Lex only has a small role) from Forge itself (Maintained my Lex, CPW only has a small role), although most things past a basic mod is basically all forge. Then there is also that under the new Mojang Terms of Use / EULA, Mojang can actually incorporate Forge into Minecraft if they want to. But trying to sell Mojang a mod from their own game would be seen as both against the term
  5. I guess they could try and convince Lexmanos that closing the source is a good idea, but they'd have a hard time convincing him. Lots of the value that forge has is because it is open source. If Forge's output files were not moved to CurseForge then it would not be easy to automatically download dependencies. I will admit that the visions are a bit optimistic. The worst I can see happening is: All the large/major/popular mods switch over to Cuseforge, while the small/minor ones still use the forum. FTB turns off their launcher while the Cuse client is a terrible payware app that just
  6. How would Curse close the source? The code is posted on github. The developers want it open source, so the most Curse could do is "you can't host here because you have the source open".
  7. I think it is a good idea to create a central way to manage mods (including an easy way to get, say, the latest download link for minecraft version X) instead of the current '1001 ways to publish your mod' (requiring a '1001 ways to download mods' or advice like "just try and follow the links"). I guess the FTB team figured that Curse would be the best to provide such a service. If curseforge provides an API where you can get download links based on info they already have such as: Mod Name Supported minecraft version Release status (alpha, beta, release) then making a 3rd party launche
  8. This is an attempt to standardize modding to make it easier. From what I have heard and read it sounds like Curse will be "the place to get mods" and that third party launchers will be able to hook into it. At the moment Curseforge is an attractive place to host mods. It provides a unified place for mods to be. It provides free filehosting to mods in a way that users can easily dowload (e.g. here is a direct link to the latest version of forestry (at time of writing)). This is better than the rabble of methods used by modders currently. As for the platform, is there a way, as a modder, I
  9. Well, we already have part of the API already...
  10. It is a partially-to-mostly implemented feature in the dev's version of the mod (not public at the moment). You were probably right when you posted though. So look out for a new version that will probably have the feature implemented.
  11. Have a mystcraft portal to the nether (using portal blocks) flat on the ground under where players spawn, so that they fall into it on spawning.
  12. You need to buy minecraft in order to play tekkit. Also, edit the post to remove your email in order to avoid spam.
×
×
  • Create New...