Thanks! Also, I can explain my perspective though I can't explain that for others as well. My knowledge of programming has been accumulated across many years of intermittent study and practice. When I get started on it, I devote a lot of time to it and much of what can be learned from a textbook and taken at face value on faith that the book is correct, I've produced by sheer tenacity and learned the hard way. You can see why that would lead to many false starts on projects and stretch the time it has taken me to acquire practically applicable proficiency. Though now, I've met a standard I set for myself years ago: I've accomplished something in code that one I'd consider more knowledgeable has said is impossible, and it only took a few days' tinkering. So, where does this put me as a budding developer? I have no releases to point to yet, nothing on Github to showcase my skills, no resume in programming, and my academic credentials in the subject consist of a whopping one class on fundamental concepts that could have as easily been taught using Basic as C++. I am under no delusions that I am desirable as an asset to any company yet. So, my next milestone is something worthwhile for a portfolio, and the milestone after that is to prove myself an asset. So, wouldn't it be pretentious of me to worry about whether somebody out there makes money with my code? It would only be beneficial to us both if anybody did. Now, bring in KSP. The game has motivated and inspired me, so for love of something fun and challenging, I want to do something challenging to help others have fun. My project is one inspired by sheer good will and recreation; not some serious research project or commercial product in development. It's a toy, even if it's a toy with potential applications for more than just KSP. This is probably a very different perspective from that held by one who understands the nuances of various licenses and the practical consequences of departing from standards thereupon, and I can't say with certainty but would wager that for many mod developers, it's exactly the same. They work out of love for a recreational outlet, and build their skills from that frame of reference. As such, for those of us writing from this perspective, it would be awesome to have a license that better reflects our intentions. See, we could write one up ourselves, but it would be practically meaningless, and we could borrow parts from existing licenses, but we wouldn't understand all the ramifications of such in practice.