Русский: Это не Fork основного мода. Модпак был вдохновлён сборкой модов Razi Protocol, он всего лишь добавляет новые планеты и моды в сборку. Спасибо автору сборки Razi Protocol что разрешил использовать свой модпак. English: This is not a Fork of the main mod. The modpack was inspired by the Razi Protocol mods build, it just adds new planets and mods to the bui
Collections of mods with tweaks to make them work together.
What are the terms of your license? Right now you have a custom license called "SergMonsterBro", right now the license is useless as the website linked doesn't actually explain the license. The link to your social media should instead be in the "Homepage" link and the License should link to a text file, like in a GitHub directory.
It would be good to know the terms of the license and then it is also important to note that the license for the original Razi Protocol is GNU GPLv3, which means that this mod must also be GNU GPLv3 as that is a viral license.
Okay, I'll replace the license, tell me which one should I install so that there won't be any problems?
It's just that earlier, when I licensed the mods, I was told to do it as it is now.
This is a modpack that counts mods in itself, and modpacks of other users.
The original is GNU GPLv3 therefore this mod must also be GNU GPLv3
even if it's a modpack?
Given this is a fork of the modpack, yes. If the modpack is just a dependancy then no.
So this is not a fork, but a modpack that includes the razi protocol modpack.
Check out the dependencies for this modpack :)
If I Fork, then I write about it in the title.
I have corrected the description of the modpack.
It's just that earlier, when I licensed the mods, I was told to do it as it is now.
Assuming you are referring to me and the thread I posted about the license you used when you forked one of my mods, that's not what I told you to do. I gave you instructions about how to link a license to your mod on the mod portal, and what kind of license you should be using.
I did not tell you to add a link to your social media. In this case, it doesn't matter because you aren't taking any of the code directly, but whenever you actually make a fork, you should just use (and link to) the same license that the original has; that's just the simplest method
So I have to choose what is indicated by the person?Yes, I only used my own code, if you can call it a code :)By the way, you weren't the only one talking about the license. By the way, if I created my own mod, how do I create a license for it?
It's just that for me it's Sucking out of the finger, if anyone wants to, then let them use my code if it helps. As it is, it's nonsense. The game is not about code, not about legal features, etc., but about the community and interesting solutions, passing something new. In fact, without mods, the game won't be as exciting anymore. If I had the opportunity to make mods on my portal, without any legal nonsense, I would post them there. And so I want to say a huge thank you to everyone who had a hand in cool content creation solutions. There are both cool and not-so-cool solutions, but still, a person must study to create an ideal and strive for it. For example, the assembly from Razi is very cool. Notice there are very few of them here, who else has made cool mods for different universes and galaxies on the map? I think the answer is obvious ;) I'm trying to repeat something like this, but I don't have enough programming knowledge, and I also respect you Kryzeth, it's brilliant to assemble most of the mods on the planets so that they don't make mistakes. But all this lacks a star chart, if you know what I mean. I can see what my project should look like, but I don't see a solution to how to do it, and I'm sorry to think that I won't be able to do what I plan to do. But it won't change anything, someone will do it sooner or later anyway, who knows, maybe you or someone else :)
I'm tired of showing up on Nauvis. I want the beginning to be on a space platform, you only choose the planet where it appears, then you will need to make a drop module to the planet, then you periodically dump resources extracted from space from the platform and send resources to the platform from the planet. Just so it doesn't cost a billion wireframes and so on. So that the difficulty of launching a rocket depends on gravity and other factors. After all, it takes a kick from the moon to launch a rocket, but there's a lot of Fuel from earth, and so on. This is logical and does not kill the interest. Asteroids around planets should be safe, and space should put pressure on the player If it is a distant space. There should be a lot of galaxies on different topics. Let's just imagine how people add a mod with their galaxy and planets, and you choose where to display it and where to start, rather than over and over again, they annoy and force me to abandon the game for 1 month or 1 year. The monotonous launch kills the game, but the rocket should be logical, not made of sticks and logs :) Imagine a galaxy with planets from C&C or even Halo, or maybe Star Craft, all in One game. And if there are also many players, do they all share resources as in the market? Trading resources in space, etc. It's very interesting, but unfortunately I won't be able to implement it. There are cool mods BZ, Angel, Bob, Krastorio, you can list forever, but there is no idea that I think about, I would like to unite and release something grandiose, brilliant. This is the face of the game developers when people release something similar to Space Exploration, but in which everyone will contribute what they always wanted ;)
This is how I see the Modeler Community, I can put together what I find interesting in a modpack, but it will never be exactly what I would like to get in the final version.
I think it's worth thinking about working together on a super project, stop producing poorly compatible content that can't be connected to each other in any way. I might want to install all the mOds to get everything the users have in mind, but I can't. Problems with code, compatibility, and so on, but it turns out to be a legal problem to fork, it's impossible to combine genius with genius and get a super build, there will always be compatibility problems, it upsets me :(I'm just trying to do what I can :) I hope you will understand and appreciate this. I'm trying to build a modpack, but I need your help, I do not know how to replace the settings in the game using a modpack to enable a function defined from a particular mod. I hope for your support. I will try to share my idea in the community as soon as possible, as soon as it is exactly in my head and there is a clear set of mods :)
What does the Invited collaborators section mean?
Holy essay. Okay, Let me try to address the important points:
Licensing part 1: I understand that nobody wants to learn about copyright and licensing when all they want to do is release a cool and interesting and unique mod. The problem is when somebody takes what someone else has created, makes some minor changes, and then re-releases the whole thing without crediting the original author. I know you haven't done this, because I can see the links and credits on the main info page, but that is part of what licenses are for, preventing others from stealing credit for work they haven't done.
Licensing part 2: The other half of why it's important to use the correct license, is that it tells people HOW they are allowed to modify. The license I use for most of my mods allows other devs to copy, modify, distribute, etc. as long as they do NOT paywall, sell, or otherwise monetize that modified content. This is important to me, because I don't want other people to make money from what I have developed, basically re-selling my hard work. Putting your own license on a fork of my work, means other devs won't see that very important part; hence why you should just use the same license when making a fork.
Licensing part 3: Making your own license is not easy. It's better to just use one that already exists, like MIT (allows anything but you must give credit to original author), CC-BY-NC (similar to mine, allows anything but you can't monetize the content), or even the Unlicense (allows literally anything with no restrictions). For your purposes, you probably just want to use the Unlicense for anything that you have created on your own, assuming it doesn't use code or graphics taken from another mod, i.e. not a fork (otherwise, you should use the license from the original mod)
I'm tired of showing up on Nauvis, I want the beginning to be on a space platform
Asteroids around planets should be safe, and space should put pressure on the player If it is a distant space
There should be a lot of galaxies on different topics
[collaborate on a super project instead of] producing poorly compatible content that can't be connected to each other in any way
I do not know how to replace the settings in the game using a modpack to enable a function defined from a particular mod
data.raw["bool-setting"]["name-of-setting"].hidden = true
data.raw["bool-setting"]["name-of-setting"].forced_value = false
Using this from a modpack is the best way to ensure everyone is playing with your exact intended settings, and hides them to prevent people from modifying them in-game (so they don't break the balance or cause an error by changing settings). Just make sure to use the correct type from the original mod's settings.lua file, and set a valid value (i.e. bool-setting -> true/false; int-setting -> any valid number, string-setting -> any valid string, etc)
What does the Invited collaborators section mean?
Thanks for the reply, I'll figure it out. Can I add you to my future modpack as a Invited collaborators?
Can I add you to my future modpack as a Guest Contributor?
I'm not sure exactly what "Guest Contributor" means? If you just mean, including my mods as dependencies in your modpack and putting my name somewhere on the info page or the mod description, then by all means, go ahead. If you mean the "Mod collaborators" thing on the mod portal, then I'll pass on that one
EDIT: Oop, just saw your edit. Well, you have your answer.
I have enough of my own mods on the mod portal to worry about, I'd rather not unnecessarily add to that list
What is the difference between Better Planets and Redrawn Space Compatibility? There are just no screenshots and it's hard to understand.
And I saw everything, Better Planets includes your mod.
Yeah, I don't have any images on Redrawn Space Compatibility, but the thumbnail alone and description should mention what it does. It's more of a dynamic mod, the changes made depends on the current modlist.
But in general, it polishes the result of Redrawn Space Connections (which removes and redraws all of the routes between planets). My mod simply prunes all of the unintentional routes added by Redrawn Space Connections (like routes between different star systems, or routes between inner and outer planets, that were not there before, but incidentally added by RSConnections). It basically just fixes the little edge cases, something of a compatibility patch mod.
Better Planets builds on top of that result, while also allowing the user to move the planets around at their own leisure, with certain "defaults" provided by the mod author. They have plenty of images showing off the different star systems and default configurations. It also seems to make a few other sweeping changes, depending on which planets the user has installed, changing some standalone planets to become moons of other planets, while making some moons into standalone planets. They seem to have put a TON of work into that mod, if what I'm reading from the info page is accurate.
It sounds really cool, you'll have to try it. But I'm not sure if everything will be smooth with Krastorio 2.