Interstellar Journey(星际之旅)

by beomyo

融合了几乎全部星球mod,解决各种兼容性问题,重构科技树,星球50+ It integrates nearly all planet mods, resolves various compatibility issues, reconstructs the technology tree, and includes more than 50 planets.

Content
a day ago
2.0
373
Planets

g Copyright issue

22 days ago

Hi!
The mod looks very cool and I'm sure you have good intentions, but some of the mods you've modified and shared are behind licenses that do not permit sharing them in modified form.

22 days ago

i am sorry about that,I'm just like doing some sharing
Should any mod included in this pack infringe on your copyrights, please contact me immediately and I will remove the infringing content promptly. Of course, I would greatly appreciate it if you could provide compatibility support instead!

18 days ago

You didn't have to remove them from dependencies, that was fine. Further more, most of the mods you modified and put up on drive were under MIT or other permissive licenses, which was also fine, just that there were some that weren't.
I would recommend you ask the original mod authors, for either permission or support.

15 days ago

You didn't have to remove them from dependencies, that was fine. Further more, most of the mods you modified and put up on drive were under MIT or other permissive licenses, which was also fine, just that there were some that weren't.
I would recommend you ask the original mod authors, for either permission or support.

Well, you're a freak, because of you, the guy removed the mod description, you're a real stuffy asshole who's just jealous and can't do shit in life.

14 days ago
(updated 14 days ago)

Well, you're a freak, because of you, the guy removed the mod description, you're a real stuffy asshole who's just jealous and can't do shit in life.

Please calm down and refrain from using offensive language. I plan to share the complete modpack on Telegram—I am not making any profit from it, and it is completely free. I think this should not be a problem.

11 days ago

Ah, so that is why this mod has no dependencies. Add them back.

11 days ago

As one of the devs of the "dependencies", I do not see any copyright issues here either. No content is being copied from other mods directly.

11 days ago

Since the source files of some mods have been modified, adding dependencies serves no purpose. You still need to download the complete mod pack I provided. Besides, adding dependencies is quite troublesome—after all, there are over 270 mods in total.

11 days ago

I don't think you understand what the "modification" here means. I don't see any of my code or assets copied into this mod, so it can't violate anything. Just tweaking an existing mod from a different mod does not mean that you took source code or assets and that would be the problem.

The number of dependencies also does not matter. There are like 2-3 mods that depend on the entire portal.

11 days ago

Copying the locale files does not matter IF you think that it does.

11 days ago

I apologize for any confusion—I’m not a native English speaker. What I mean is: even if I add all dependencies to the info file, you still won’t be able to run the game. This is because some modifications require changing the mods’ own code for the game to work (otherwise, errors will occur), and these modified mods are only included in my modpack.

Can you understand what I’m saying? I’m using a translation tool.

11 days ago

I don’t have the time to contact every mod author. Even if I could get in touch with all of them, their update schedules are inconsistent—and some authors have even stopped updating their mods entirely. The most convenient and efficient solution I can think of is to provide the complete modpack myself. As for adding dependencies, I don’t think it matters at all. What’s more, I’ve already tried it: downloading the modpack via dependencies causes the game to freeze/crash, simply because there are too many mods. Perhaps the official developers never anticipated that a modpack would require over 270 dependencies.

9 days ago
(updated 9 days ago)

Perhaps the official developers never anticipated that a modpack would require over 270 dependencies

If there is an error on load, that is a compatibility issue (or possibly a lack of GPU/CPU power on the client side); there is no issue with downloading and running hundreds of mods all at once (I say this as a maintainer of multiple planet modpacks myself.

And unless you need to modify the scripts in control.lua, you don't actually need to include the code of the mods themselves in anything you create; just modify whatever properties you need to in your data-final-fixes (adding the other mods as dependencies ensures that your mod loads after theirs)

9 days ago

I’m aware of that—the main issue is with control.lua. Additionally, some mods have removed certain technologies, and I didn’t bother redefining them. There are also a tiny number of mod conflicts, but after I removed the conflict flags in the info.json file, the game still runs perfectly fine.

9 days ago

For example, the Rocket-Silo-Construction mod causes item loss when switching phases—I’ve modified it to drop the items on the ground instead. The planet-zzhora mod (along with other mods by the same author) has removed certain technologies, which leads to tech tree stalling. Additionally, planet_erimos_prime forces a turret cooldown time binding, which I don’t want, so I had to modify the info.json file to remove the dependency. And there are other similar cases like these.

9 days ago

I also made some "quality-of-life" tweaks for my own peace of mind: some mods keep spamming annoying messages, and I didn’t want to see them every time I launch the game—but the authors didn’t add a setting to turn them off.

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