RPG PD Fork


A Diablo like RPG stats system - now with magic! | PD fork: caster-force spells + exp token craftable. The original mod is really good, I recommend installing the original, and only if you are looking for something different or more features then come to this one. I am adding new features whenever I can, once completed this mod will end up being very different from the original. installing: pd_rpg_extra_spells pd_rpg_m_spell_pack PD RPG Too Many Spells is recommended!

Content
15 days ago
2.0
316
Combat

g Original Author Chat

22 days ago

Hi!

I’ve noticed that in your fork, the license has been changed to MIT / Unlicensed. This is not permitted. The GPLv3 license explicitly requires that any fork or derivative work remains licensed under GPLv3 and the original license must be preserved.

You are welcome to fork and modify the project under the terms of GPLv3, but you do not have the right to remove or replace the original license, nor to relicense my work under more permissive terms.

Please correct this by restoring the GNU GPLv3 license immediately, or remove the fork entirely if you do not wish to comply with the license terms.

If this issue is not resolved promptly, I'll escalate this further.

22 days ago

forgive me, I am new to modding and made a mistake, I have changed the license as requested.

Thank you for letting me know.

19 days ago

Honest question: why make a fork instead of contributing these changes to the original mod?

My mod already works correctly in multiplayer and is desync safe. It also exposes remote interfaces specifically so other mods can add spells and functionality without forking.

From what I can tell, your mod mainly adds new spells and increases the number of spell slots. That's totally fine, but it doesnt really change the core systems. So this whole fork seems pointless.

The following lines in your description are a problem and need to be removed, as they imply issues that dont exist and are misleading to my mod:
“Fixed multiple desync issues with multiplayer”
“accepts other mods to add spells and functions using RPG. feel free to make your own spell :)”

Those features already exist in the original mod, so claiming them here makes it sound like my mod is broken or incompatible, which simply is not true.

If you want to extend the mod, adding spells via the provided interfaces is the intended path.
Forking and rewriting the history like this just creates confusion for users.

19 days ago

Thanks for reaching out — I get where you’re coming from.

Just to be clear up front: I’m not trying to imply your mod is broken or unsafe in multiplayer. You’re right, it already works well. I’ve removed the “fixed desync issues” line, and sorry for the hassle that wording caused.

As for why I forked instead of contributing: I’m mainly building a version that’s super tailored to how my family and friends like to play. I want to add a lot more over time, and I’m pretty sure a bunch of those ideas won’t fit your vision (which is totally fair — your mod already feels complete and solid). Forking lets me go in that direction without pushing stuff onto your project.

At the start I uploaded it mostly so my friends could help troubleshoot and we could all stay synced on the same version for our servers. If other people like it too, cool, but that wasn’t really the goal.

I did try doing this as an addon first (I’ve even got a deprecated addon mod), but I hit problems I couldn’t solve and it just wouldn’t work reliably for me. Forking was the only way I could actually get it working for our group. I’m also still pretty new to modding, and I don’t really know the proper workflow for contributing upstream yet — this was the simplest way to keep moving with the limited time I have.

On the “other mods can add spells” line: you’re right that your mod already has interfaces for that, and I can see how my wording makes it sound like it didn’t. That wasn’t my intent. I mentioned it because I’m putting extra effort into documentation and helping friends make their own spells, and I’m trying to keep the fork compatible with their additions. I’ll reword that part so it doesn’t imply the Original lacks it.
Also, when I read your mod page I saw:
remote.call("RPG", "add_new_spell", spell) — create a new spell (currently broken)
That made me think there were known issues around extending spells (even if the core mod is fine). I might’ve misunderstood what you meant by that, but that note did influence my decision to fork so I could fix what I needed for my setup.
I’ve also added stuff like XP tokens meant to work with my other mod (PD Force Trade), which I assume is outside what you’d want in your mod — so again, fork felt like the respectful route.

I really do appreciate your mod — it’s honestly the reason I even attempted any of this. Sorry again for the misleading wording, and I’ll keep the description clean so it’s obvious your mod is solid and this is just my own customized branch.

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