Permissions may not be neccesary...tekkit seems to think that way...But mod developers invest a lot of their free time, resources and their sanity making something wonderful that they believe in and love in the hopes that people will think much the same they do when the final product is created.
At a minimum having people request permission to include a mod in a pack that will be widely distributed (aka public modpack) helps to bolster their desire to make their mod since they see people wanting it. At a maximum there are minor revenue streams from downloading mods (adfly being the most common) that pays very little, but at least it's something for their time and effort and modpacks bypass that and public packs expand that exponentially because the pack is open for the masses rather than just a small group on a private pack.
Strict permissions ensure a few things from what I have seen one of which is quality (such is the case of XCW) making sure every tom, dick and harry aren't throwing their mod into anything that loads, another is, as keybounce has mentioned, to try to minimize the help requests because not every single person who can point and click is making a pack without knowing how to troubleshoot crashes before crying to the mod dev.
Personally, I have no problem with requesting permission from developers, my pack contains well in excess of 100 mods carefully chosen for a specific theme and purpose and I have taken great pains to work out any bugs, report those that are actually mod bugs or cross-compatibility bugs all before even releasing my pack to the masses to minimize those cries for help while also letting the devs of these mods know how greatly I appreciate the work they do and trying to reflect that in the effort i put into my pack. It seems a matter of common courtesy if you ask me.
Last words: I completely understand after having played minecraft and modded minecraft why so many good, hardworking devs leave, never to return, simply because of the vocal minority of players who feel self-entitled to use something they could never themselves EVER create on their own.
Thank you for your insight asie! I can only comment from a non coder mindset, so nice to have another modder throw in their outlook on this topic. (Great mods you have by the way, two of them I am planning on implementing in my own WIP modpack for 1.7.10)
I will do that when I get home. And apologize for the attribution mistake, will correct that when I get home as well. Look for me in IRC this evening!I only have one mod of my own, and that is Computronics (though I am working on a next generation wireless redstone/data transmission mod), the rest (Chisel, Statues, Immibis' Peripherals, ...) are ports with little fixes - please do not misattribute them, it slightly bothers me.
If you want to discuss it more, meet me on my IRC channel! I am making a WIP modpack for 1.7.10 as well and would love to discuss that too.
I was gonna walk in and talk about how much i hate permissions, yet think they have their place in a sense.
Then i decided "I can't be bothered and I'd rather watch the fireworks"
*grabs some popcorn out of a bag*
Anyone care to join me?
I was gonna walk in and talk about how much i hate permissions, yet think they have their place in a sense.
It's very fun, I like to do that tooI do, in fact, google my mods once in a while to see where they end up.
Here's my succinct two cents: less drama more minecraft \o\.
1. If you make a mod for a game, don't you want people to play it? Why be selective? Mojang isn't selective about who plays Minecraft other than only supporting people who paid for it. Is money the elephant in the room that motivates perms?
I am stating merely that perms are stupid and hiding beta access behind pay walls is shady. I like mods and modders. Do what you want but I don't have to like it.
Requiring modpack devs to ask for permission at least limits the number of packs and sets some kind of a quality bar. Better packs are more likely to handle bugs more efficiently and catch most of the stuff you don't need to see. Randompack999 may just be a bunch of mods thrown together with little balancing/tweaking and is likely to result in many "bugs" that are modpack issues.
Another reason is that you worked hard on your mod and don't want someone to just take your code, tweak it a bit, and claim it as theirs. You worked hard, you want some credit for it. You are proud of your code so you want to protect it to some degree. If you worked hard on a painting, you would be unhappy if someone took pictures of it, posted it online as their own, and charged $10 for reprints.
There is such a thing as too many restrictions, but that's the mod author's problem. If they want to limit their audience that is their business, but to be honest I don't think that happens very often.
However, all of this really only affects mod distribution. Regardless of what the mod author says, they really can't stop me from 1) putting the mod in a private pack, 2) decompiling the mod for educational purposes, or 3) decompiling, changing the code, and recompiling it for my own use. Once the mod is on my computer, I can do pretty much as I wish so long as it stays on my computer. Once we are talking about posting it on the web, the restrictions come back into play.
"a bunch of good points"