An intentional denerf with malicious effects isn't malicious?
An intentional recipe change is .... how modded minecraft works. They are not malicious.
An intentional denerf with malicious effects isn't malicious?
mDiyo made the gross of servers crashing. Just sayin'.An intentional recipe change is .... how modded minecraft works. They are not malicious.
Hah. MCPC+ mateFact: mDiyo has never supported bukkit.
Fact: Intent matters
Fact: You've got nothing but heresay to back your claim Tinker's Construct with bukkit is even broken, and one reversed by direct links that Bukkit supports recipe changes in a manner that the heresay claim says it doesn't.
The hole is over there, under that rock. Crawl in it.
Greg is right. His crash isn't harmful, it isn't considered malicious. It crashes the game of the people who actively seem to support mDiyo. mDiyo did a very nasty hack to get the nerf reverted. It basically broke Bukkit support. << That's harmful. You could discuss about Greg's crash. But if Greg's crash was malicious, then mDiyo's hack was also.
Source: http://forum.industrial-craft.net/index.php?page=Thread&threadID=7156&pageNo=854
An intentional denerf with malicious effects isn't malicious?
1. mDiyo shouldn't change a mod which is designed to nerf. 2. mDiyo shouldn't crash bukkit servers.
He made it crashing by using nasty programming tactics. That's enough I think.1. Did that, in and of itself, crash anyone's game?
2. You are saying that mDiyo intentionally, with malice aforethought, crashed Bukkit servers? If so, then of course they are both guilty.
Please point me to the evidence of malicious code insertion, not programmer error.
mDiyo made the gross of servers crashing. Just sayin'.
He made it crashing by using nasty programming tactics. That's enough I think.
He made it crashing by using nasty programming tactics. That's enough I think.
He made it crashing by using nasty programming tactics. That's enough I think.
He made it crashing by using nasty programming tactics. That's enough I think.
Lol I remember that one so well, but even they where not as bluntly down right insulting, just would not share the code required to make them work together & came up will silly reasons as to why they would/should not, even when politely asked & explained why forge need it to make both work as a team.Considering how Team Bukkit has treated the Forge community in the past I think it is patently silly to demand mod authors produce copacetic code for it. Porting that code is the responsibility of the people who have taken it upon themselves to make these disparate frameworks work together. I admire their tenacity in doing so, but it doesn't mandate the mod devs to meet them halfway.
You're grasping at straws. Sad ones, at that.
forge did try to approach bukkit to create a common code format for both to use.Forge modders have never cared about bukkit compatability. Why should they start now?
It shouldn't. Like it or not, there is a Gregtech community- since FTB caters to a lot of audiences, it would be highly illogical for them to drop such a high profile mod completely, even regarding the what the mod author may or may have not done with the mod.
Whether people will use it or not is a different story.
No, that's not how it works.
Forget the term "crash", that's a loaded word that's distorting the issue. What Greg did was to make it so that if his mod detected something that it didn't like while it was starting up, it stopped and said "oh dear, your config is messed up, please fix that". Almost every single MC mod does exactly the same thing -- and most of the time you WANT them to do this, because generally the things they're checking for are things that will corrupt your world if you don't fix them first.
In this case, the mod was checking for "some other mod changed my mod", and refusing to continue when this was the case. This is not an unreasonable thing to do (although a much more "optional" and less "world-breaking" event), and not even in itself a malicious thing to do -- though obviously it limits which mods can be used together, which might cause players to not want to use one or the other of the mods. I guess Greg was assuming that his one would "win". But again, this is not unreasonable -- after all, a mod author is perfectly justified to make their mod work how they want it to, and not have anyone else "break" it. (And this is also not new. Look at RedPower.) And if you don't like it, well, nobody is forcing you to play with GregTech or with TConstruct, or any other mod.
(Personally, I haven't used either mod yet, but I'm more interested in playing with TConstruct than GregTech anyway. I've never been particularly interested in "hard mode".)
I tried mindcrack. First turn off was the screen of text at world creation that made me feel that greg has a sandy vag about a great number of things. DId my best to progress up through everything outside of GT because I saw it as a resource black hole, but I wanted to atleast see if there were any advantages GT provided in the beginning and end games that would help as a bridge across several other mods as alt recipies. (I appreciate the flexibility of using all my inventories) I always have copper supply problems, or in fact redstone supply, and even iron sometimes. kinda wish alt recipies weren't so much harder to make than their originals. atleast in mindcracks147 version it didn't seem terrible, but I just stopped the world, backed it up and put it on the shelf until I could find a reasonable way to get iridium. I am not interested in mining or even quarrying for days to find that crap. I was also getting lost in all of the GT ores and their purpose. I'll probably go back that way at somepoint, but in Ultimate FTB, not mindcrack.