Out of curiosity (and slightly off topic, sorry moderators), is this why you oppose servers making changes to mods? If a server's rules were clear from the get-go, not changed midlife nor hidden, would you still be opposed to this?
It is one reason.
Another is the fact that 95% of changes are done with minimal (or no) research and end up causing large problems for stability, balance, design, or otherwise. That guy from my thread who replaced bedrock with compressed cobble in RC ("because bedrock is too easy to get") stands out as a clear example. Just think of how many server admins refuse to even touch configs - instead opting to demand direct design changes, or at least changes in the default config settings.
Another reason is it often completely overturns the design of a mod, depending on the change. I can understand the desire for small tweaks, but turning the mod upside-down or wiping out half the content? If anything, that tells the author "most of this is crap, but I have it installed for this one thing...".
Yet another reason is a lot of changes are made based on the opinion of the "server elite" - i.e. admins and donators - and often screw over the other players. "Balance" changes commonly fall in this category; if the decider finds item X overpowered, he removes it, regardless of how many people on the server feel otherwise. This is exacerbated by the fact many such admins callously reply with "my server, my rules, I don't care what you want" - which just so happens to be another thing said by that guy mentioned above - and the fact that often such "overpowered" items are completely optional to use, thus invalidating "it makes the game not fun to have X" types of arguments.
Even if you provide me examples of servers that do not suffer from any of these issues, the fact remains that they are in the
severe minority. And all rules must be applied equally - not only is it impossible to evaluate a server's management's ability to make "proper" changes, but it is just
asking to become the center of a massive drama war ("HE PLAYS FAVORITES!").
EDIT:
Answering the second half of that, partly. It is a portion of the special exemption I give to semi-private packs, designed to solve these issues:
Due to techtree dependency and "learning curve" concerns, RotaryCraft, ReactorCraft, and ElectriCraft must not be modified in any way, including disabling items and changing recipes.
This includes the use of MineTweaker and other similar tools! In cases of instability, contact me to obtain a temporary exception.
Other mods have a bit more flexibility:
- Total feature removal must be a last resort; where possible, other solutions such as more costly recipes must be considered
- Any and all feature removals must be immediately obvious to all potential players on the server before they take steps to join
- If adding the mod to an existing server, it must be made clear before the addition of the mod which features will be modified and/or removed
- The removal of the feature must be accepted by a majority of the players on the server
- If the feature is a prerequisite or crafting ingredient of something else, some alternative way to obtain those items must be provided
- Players must not be given preferential treatment; admins or donators get no more access to banned features than ordinary players do
- If a large section of the playerbase strongly disapproves of the disabling of an item, the one(s) responsible for disabling it must make a valid justification for their reasoning to their players. If they fail to do so to their players' satisfaction, the ban must be lifted
- Modified copies of the mod are ineligible for tech support until the issue can be reproduced in an unmodified copy
- Modifications must be done by using commonly-accepted tools such as WorldGuard. Under no circumstances may you modify any mod's source code, including with ASM or bytecode edits.
- Abuse of the above powers to earn income or torment the server players will result in a total loss of modification permissions