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Add Modpack(s) to mod browser. #536
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I am not entirely certain that this falls within fair use, but I hope it does.
Again, don't know how I'd put all the mod idents in there, nor who all the authors are. I hope that is acceptable. Also, I'm not entirely certain the link is in a form that the launcher will accept, and there might be a better download link that auto updates.
Woops, I forgot to change the file size indicator. |
Idk how I'd format this mess, welp. In kenan's pack, some used "id" and others used "ident" so formatting is a mess. There may also be duplicate ids in goats mod, idk.
I am of the opinion that adding these to the launcher is the worst idea possible, but if you want to add them anyhow; it needs severe auditing because even through a cursory glance I notice stuff like boat mod which is a deprecated mod that does nothing except cause ghost bugs that make it for actually maintaining and bugfixing the game a headache. |
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two changes needed for this to work, old repo was moved and had an excessive size issue
id remove deprecated stuff, but Idk what ones are deprecated or not. I haven't come across issues with the boat mod either? it's literally a modinfo.json it can't do anything? except for load and at that it loads nothing. it doesn't cause a bug. you don't know what you're talking about. i must ask why would ease of access be the worst idea possible? |
you could also add my GMC E-3 release |
It is the worst idea possible because these modpacks offer no real cohesion, no actual curation, it is merely a bunch of mods thrown together into a repo, messed with whenever there is a bug, and that is it. It is a minecraft (A game with no actual story or lore, simply a true sandbox game) kitchensink modpack in a game that is made for story and lore, and it just doesn't work. I have heard plenty of stories from mark about the boat mod causing plenty of ghosts bugs, to only learn that the issue is that people saw a weird old mod was asking for boat mod, and people went out to install an old deprecated mod that was already mainlined and in game. Even in this list for these mods, I see... 8 mentions of dark skies, a deprecated conversion mod, 2 of them are unaltered with no actual additional content, 3 that simply remove the blacklist and that is it, and 3 more that is just for adding a faction friendship between strays and zombies because dark skies, a conversion mod, is surprise surprise, not that good at working with main game and it ends up messing with the balance! There are numerous examples I imagine here, but the minor one is conflicts between Aftershock's existing robots like the utility bots, tankbots, and chicken walkers, and the same bots in salvaged robots because they were inherited from salvaged robots, yet were included in this modpack when they were deprecated to be fixed up anyway because... reasons? And adding this, ontop of a launcher that includes several out of date mods that are due for an auditing and pruning, it is indeed, the worst idea possible. |
Co-authored-by: TheGoatGod <[email protected]>
Co-authored-by: Zhilkin Serg <[email protected]>
@meelock What's the goal of your modpack? Is there a definitive value for people to use this mod pack as a whole instead of letting them chose individual mods? Isn't this just a kitchen sink with a bunch of mods thown in together? @Mom-Bun Would you like to help clean up the mods repository by letting us know which ones are out of date or which ones need to go? |
@remyroy Neither modpacks were created by me, nor are either of them maintained by me, so I have no answer to your question. Ask @Kenan2000 and @TheGoatGod. |
@remyroy Yes I would love to actually! I'm bit in a pickle right now as I'm busy re-working triffid groves and stuff, but once I get the time I will review the launcher mods and make a PR with my suggestions :) |
i have to say mom-bun at least the kitchen sink isn't a link to other pages... you really can't talk about modpack's yours is latterly link Some of the mods that are added dont have story or lore...? my modpack isn't 1 mod? it hosts all the mods. have you looked at it or just assuming I made them into a mod? nearly 400 stand alone mods instead of going over all the mods twice, you can just download the lot and go through the list in cdda, or only add the mods you want there is too many and i will be merging mods into packages for a mega mod until then, GMC is not a mod. im really confused at how you though it was? regardless, Cataclysm++ and PKs Rebalancing are essentially what you were referring too. honestly, you would be better waiting till I finish E.3 Release and then 0.F so the mods are entirely fixed and people aren't wondering why the mods don't work its experimental, when I fix things they also brake for older builds sometimes. do you really want mods that don't work like you said
some of this has nothing to do with me, but there are a few instances of mods in my pack with various, kenan adds duplicate mods with minor changes but enough to make it a different mod why not update the original? I want to keep the code the way the creator made it as close as possible.
hmm maybe i wanted to keep the code? there's minor conflicts of duplicate code because a certain person kept adding code to other places after preserved it in other places. why are you complaining. it doesn't get the work done. if you think I have things wrong with my repo make an issue. don't complain about it else were and expect me to know what needs done. you can make issues here. Remove my compilation from the PR thank you |
Co-authored-by: TheGoatGod <[email protected]>
@Mom-Bun , @remyroy My Modpack is separate, I do not "duplicate" mods with minor changes as GoatGod says, all the mods by other authors that I put in either of the Modpacks is either requested by the authors themselves or done with their consent and their full approval of their work being added into my Modpacks Now, about @meelock deciding to make this PR to include my Modpack into the CDDA launcher at least, I really don't mind whether the Modpack gets included or not, I actually would rather not include it because there is 0.E-3 release version in this CDDA Modpack - this would cause unnecessary confusion when someone who uses 0.E-3 release would decide to install the mods for latest experimental versions and vice versa About the kitchensink, as usually, it's up to the players to enable all the mods together or not, I don't approve of enabling all the mods altogether in either of my Modpacks without reading the description first at least, it's a kitchensink as long as the player makes it a kitchensink and decides to enable everything at once :-) |
Nop, not true, I don't remember being asked permission to use my easy CBMs mods: Clean CBMs, manual instal, portable autodoc etc... |
Is not the work of developers and anything that is within the repository free to be used and forked as long as the original author is indicated?If the entire game with it's source code is free to be forked and distributed, it means that the developers approve of it, including the mods that are within the game's repository and that come automatically with the fork of it. I'm not sure if I'm doing any disregarding towards you or any other developer the mod or files of whom I put in the Modpack, but to me it seems honest considering the initial open source and free distribution nature of the game itself, and that I'm not taking your work, changing some names here and there and then inserting my name in the authors just because there is a slight difference between my and your version Your, any other modder's or developer's name will always be there and remain unchanged, no matter how many tweaks, fixes or updates or content additions I or the Modpack contributors do, that's my main rule of honor: You are the author - you will always be the mod's only author whether I tweak it, change it's balance, change it's value or straight up add content to it or whatever, I don't add my name to what straight up has not been initially created by me And no, I haven't copy pasted anything from Magiclysm except for the empty folder and then filling it with tiles, in the Modpack's Magiclysm folder there is absolutely 0 content from the original Magiclysm The only other mod which utilizes Magiclysm files is MagicRevampAdditions - and that is a content addition mod which just increases maximum reachable level and maximum damage along with spell buff levels by 1.5, if anything, it actually encourages playing with Magiclysm and it is dependent on it |
here's cdda license https://github.com/CleverRaven/Cataclysm-DDA/blob/master/LICENSE.txt since you're not reditributiing it under the same license, and you didn't keep proper atribution by forking I thikn you're already in breach of that license You said you have authorisation from the mods author and again I repeat that's not true, not true for the mod included with cdda and not true for other mod either. All the easy CBM mods included in your pack were made by me, were not part of the cdda repo and are now in your pack and you didn't ask permission or anything so it's just a lie. You said |
I beg your pardon then, I've messed up pretty bad, it seems. How can I atone for this then?Am I allowed to use the developers' mods by attributing these mods as a property of CleverRaven and it's developers or some extra steps need to be taken? |
a few things here. a) we don't do copyright assignment. none of the work belongs to "cleverraven", it belongs to the individual authors. i don't recommend 1. because it's a rather tricky thing to collate disparate git histories. possible, but extremely technically exacting. i don't recommend 3. because it's ridiculously labor intensive. it is, of course, your choice how you choose to comply with the attribution requirements. |
@esotericist Dear Esotericist, of course, it is NOT of my intentions to commit copyright infringements and today I've done my best, carefully and scrupulously working on complying with the license and attributing everything to the developers and original authors by going with 2. according to your advice: 1) I've removed all the mods by Fris, John Candlebury and KorGenT and some miscellaneous mods by the developers that have accidentally been put into either of the Modpacks for various reasons as per 2) I've personally messaged Night Pryanik asking for a permission to use his awesome No-Hope mod in my Modpack, moreover, just for the sake of safety as you've stated in 1. I've forked his mod and included my updates there as per https://github.com/Kenan2000/No-Hope/commit/66c3d36c7010d768c9f5b8d23f424d47fd118445 3) MOST importantly I've forked CDDA repository and incorporated into that fork version all of the tile updates for each vanilla mod and various tweaks that I've done for the vanilla mods in either of the Modpacks as per Kenan2000/Cataclysm-DDA@d70ddce Thank you for a warm and a thorough answer with all the explanations, Esotericist, I've already apologized and apologize once again before you, Fris and any other developer that might have been offended by this, once again, all the authorship and rights belong to the original authors and creators of each of these mods in either of the Modpacks I hope that now after cleaning everything up and forking CDDA, incorporating all the small changes and additions from either of the Modpacks in the process, I'm not breaching the license or copyright, feel free to correct me if there is anything else that I need to tweak or do |
I asked in the beginning and everyone was pretty happy someone was keeping the mods UpToDate, I asked the big mod owners and a load of small mod owners, I've only had one complaint from homestead owner pretty sure he rage quit. id like to see some of my mods added eventually, Once I have worked on them. Gods guns is the only mod finished bar the windows additions to vanilla. still see no point in adding the compilation with around 400 mods your launcher might not like it, and I for one wouldn't want to go through the launcher and then the mod selection screen to pick my mods twice. I've opted for using a .exe anyway for installing GMC and cdda together. Gods guns joke mod |
I think you are not right and anyone can take everything that wants and make an assembly from this pointing to the original source. And you only add problems to people with their stupid prohibitions. (because of such people the game is only worse) |
for EoA, im not right, when the compilation isnt for the latest build you would still get people to download the entire thing. depends on the update mods will break all over. Add kenans mod pack, smaller and more buggy. most updates aren't his, my pack isn't going here, sure fork my compilation and make your own. i can't stop that. i said no to using my updated code technically I got that, just told you the workaround. but if you do I'm doing things on my end so it's not my compilation you have. I'm making this for me and some people that use mods, so ill put it on the patron (you wouldn't be paying for other peoples mods go get them for free, your paying to play the updated versions that work on latest) or ill remove it altogether and just get on with building my mod. |
This should probably be closed as the modpack is now officially abandonned https://www.reddit.com/r/cataclysmbn/comments/qy7y21/kenan_modpack_going_to_be_bright_nights_exclusive/ |
I am not entirely certain that this falls within fair use, but I hope it does.
Fixes #534.
I'm probably doing something wrong, so please help.