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Permissions for mod packs?


Jiraiyah

Would you like the idea of forum section for mod packs alone?  

  1. 1. Would you like the idea of forum section for mod packs alone?

    • Yes
      3
    • No
      14


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Hello all

I was a dedicated minecraft player before starting ksp :cool:, and anyone who played modded minecraft and tried to publish a mod pack, knows how tricky and tedious job it is to get permissions from every developer out there :huh:. It has two down points in doing so :

1- each mod pack publisher needs to ask developers to get permissions

2- each mod developer needs to reply on permission requests time and time again. :mad:

so I thought to my self, why not having a thread just for this in ksp ?

TBH I'm playing ksp with 70 folders of mods in GameData folder! so imagine how hard it would be to contact each developer and ask for permissions, not to be rude, but as I said, having a global post that developers can give global permissions would be nice.

I won't publish the mod pack until I get permission from every mod developer out there. :wink:

so here is the list of mods i have and I think it covers 90% of mods out there (by the way, the order in list is just the order of folders I see in the GameData.)

1- ToolBar

2- 2mNERVA

3- Action Group Manager

4- ASET (Lander cabinet & EXT Cam Radial)

5- Aviation Lights

6- B9 Aerospace

7- Boulder Co (City Lights & Texture Compressor)

8- Concave Construction

9- Crew Manifest

10- DeadlyReentry

11- Engineer

12- Enhanced Nav Ball

13- Exsurgent Engineering

14- Extraplanetary Launchpads

15- Ferram Aerospace Research

16- Firespitter (Plugin only)

17- HexCans

18- Hooligan Labs (Aero & Utility)

19- Hull Camera VDS

20- JSI

21- KAS

22- Kermzit

23- Kerbal GPS

24- Kerbal Joint Reinforcement

25- Kerb Paint

26- KESA

27- Kethane

28- KineTechAnimation

29- Klockheed Martian Shuttle Engines

30- KSPX

31- KW Rocketry

32- Lionhead Aerospace Inc Circular Panel

33- LLL

34- LLL- Entra

35- LTech

36- Magic Smoke Industries

37- masTerTorch

38- MechJeb2

39- MechJeb2RPM

40- ModsByTal

41- NavyFish

42- NothkeSerCom

43- NovaPunch2

44- ORDA-master

45- Precise Node

46- Procedural Dynamics

47- RBI

48- Rcs Sounds

49- Remote Tech 2

50- ResGen

51- Romfarer Lazor System

52- SCANsat

53- SCANsatRPM

54- ScoopOMatic

55- SH_mods

56- Simple Part Organizer

57- Station Science

58- Stretchy Tanks

59- Targetron

60- Tarsier Space Tech

61- Thunder Aerospace

62- TrackDll

63- Tree Loader

64- Trigger Tech

65- Tweakable Docking Node

66- Tweakable Parameters

67- VNG (Parachute & Plugin)

68- VOID

69- Warp Plugin

70- Wayland Corp (Command, Engine, Fuel tank, Utility, Wheel)

some things that i think needs to be mentioned :

1- I know that most of the things I listed is actual name of folders in GameData and not the name of mods themselves, TBH I may not be able to find all the correct names myself. I'll add the actual name of mods one by one when i have more time to put on this. :blush:

2- The current version of mods I listed is for KSP .23

3- If developers give permission for mod packs, some other rules apply to mod pack developers themselves :

a) each mod pack developer is responsible of keeping his/her mod pack up to date himself/herself.

B)Mod developers ARE NOT responsible of any conflicts happen between mods in the pack , each modpack developer is responsible of checking the mods in the pack and their compatibility.

c) mod pack developers have no right to force or bother mod developers for new updates, remember, each mod developer has a real life and they are not gaining money by developing mods, in other words they are doing us (players) favors, so respect their timing and effort. :D

After all, if your mod is not listed above, it doesn't mean that you should stop posting in this thread about permissions for your mod.

and for forum admins : of it's possible, please sticky this thread !

thanks everyone

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This thread is kind of pointless since it's a requirement to include a license with any mod.

I don't see the need for a mod pack including all of these mods. B9 is already technically a mod pack on its own. Not to mention, a single large mod pack could be detrimental for other mod makers whose mods may not be as popular, since people would already be overwhelmed by a large mod pack of that size. Many people that play KSP, probably don't even have the memory to run all of those mods at once.

Then as soon as a new version comes out, you end up with a bunch of mods that might stop working, and when people download it, they could face problems, and in a mod pack that size, the source and reason may be tedious to ascertain.

Just kind of seems like you're trying to ride the coat tails of mod makers. You have 6 posts.....stick around the forums for a while.

Edited by trekkie_
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i'm more a reader than poster hence the reason for 6 posts, but i agree, maybe many people have not enough ram for this, and i know with each new version it's always a problem for updating packs, but, i disagree with removing motivation for new developers, after all i think many people doesn't even know how fancy a little mod like concave constructions can be :( so, when there are new mods, at least i'm one of those that would try them myself no matter what

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The main limiting factor will be the licenses, not all mods use the same license. Most use a 'Copyleft' type of license and some don't. Also ask around with the modders, you'll quickly come to the realization that even the authors using the 'Copyleft' type of licenses are opposed to letting others make changes or redistribute their works, despite the fact that the license they use removes that level of control for them. It's just plain courtesy.

There is also a distinct dislike of being compared to minecraft. Frankly I like the mod pack idea, but I think mod packs should be specific to a game style/experience, but also because there tends to be a lot of fluff and overlap between similar mods sometimes.

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Modpacks worked well for Minecraft because Minecraft had a lot of little design facets that made it incredibly easy for mods to be incompatible in dumb ways. Nearly everything added to the game had a numerical ID, and that ID was not managed, it was simply picked, for a very long time. Minecraft has actual modifications to the main game's source code which allow simple changes in code to break each other simply by overwriting each other. And it's been very common for large mods to impliment similar features that when put together break the balance and reduce the experience.

Minecraft modpacks exist for good reasons. KSP modpacks don't exist because there aren't any good reasons.

Installing KSP mods is simple and isolated, parts only impact each other if they invade each other's gamedata space or happen to have the same [a-zA-Z0-9_] string, which unique naming schemes largely prevent. Plugins do not change the base game at all, and the features they impliment coincide far less frequently, and conflict far less frequently either in code or gameplay.

From an add-on developer's point of view modpacks are undesireable, they increase the chance of users coming to us and complaining about problems that we've already fixed because somebody else is hosting a version of our files that is outdated. There's really just no reason to put up with that.

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