"[STDOUT] You have some mods with DRM, you must remove these to continue"

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Lordlundar

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We are waiting for @Prodrone to return to tell us this. To be fair, I am not holding my breath. Even if they do not support the actions of the author, they may well fear reprisal from their admin, who not surprisingly will side with their friend.

Call me cynical but do suspect the user was in on it, if not the original author. Him not showing shortly after the discovery of the troll code (Most accurate description in my mind) is suspicious at best. At best he figured he'd write to code, (or someone did) and he popped it down hoping to spawn some drama.
 
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ShneekeyTheLost

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The so-called DRM you are referring to (and the offending mod is probably referring to) is the ability to have mods signed and then checked to ensure that they came exactly as the mod author published them (and other stuff has not been added. (some reading material: http://en.wikipedia.org/wiki/Digital_signature). The mods in question knew keys from other modders, so people could not fake a modder's identity. It was an informal web of trust in the chaotic mess that is minecraft mods.
I'm well aware of that. And again, I'm not calling it DRM. Whomever this ID-10T that created those mods is the one calling it DRM.

As it stands I know that forestry* still has the code to crash if a mod is not signed correctly (i.e. a) the mod expected to be signed but was not; b) the signature that the mod said it should have was different than the one it did have; c) the signature was broken (the file has been changed since it was signed) ) but is not signed (or expects a signature).

* It is the mod I had in the pack that crashed it when I didn't sign VeinMiner correctly.

P.S. Hoping that this is more informative than inflammatory.
I thought that was removed when Mojang updated their definitions. Technically, I suppose it -could- be around, but it's not going to impact hardly anyone unless someone starts monkywrenching around for a private server.
 
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Reika

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The so-called DRM you are referring to (and the offending mod is probably referring to) is the ability to have mods signed and then checked to ensure that they came exactly as the mod author published them (and other stuff has not been added. (some reading material: http://en.wikipedia.org/wiki/Digital_signature).
For the sake of disclosure, I tried to use this - as my terms forbid distributing modified copies of the code for copyright reasons - but it failed to work (always triggered the module, even in my own computer). If I do figure out how to get it working, I will be using it again, though I will not crash the game on failure to meet the criteria. More likely, I will make it disable all the recipes or something.
 
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portablejim

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I thought that was removed when Mojang updated their definitions. Technically, I suppose it -could- be around,
Still around
https://github.com/MinecraftForge/FML/blob/master/src/main/java/cpw/mods/fml/common/Mod.java#127
https://github.com/MinecraftForge/F...ommon/event/FMLFingerprintViolationEvent.java

For the sake of disclosure, I tried to use this - as my terms forbid distributing modified copies of the code for copyright reasons - but it failed to work (always triggered the module, even in my own computer). If I do figure out how to get it working, I will be using it again, though I will not crash the game on failure to meet the criteria. More likely, I will make it disable all the recipes or something.
You need to create a key in a keystore, then sign the jar.
 

ShneekeyTheLost

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Actually... not really. See also:

/**
* Specifying this field allows for a mod to expect a signed jar with a fingerprint matching this value.
* The fingerprint should be SHA-1 encoded, lowercase with ':' removed. An empty value indicates that
* the mod is not expecting to be signed.
*
* Any incorrectness of the fingerprint, be it missing or wrong, will result in the {@link FMLFingerprintViolationEvent}
* event firing <i>prior to any other event on the mod</i>.
*
* @return A certificate fingerprint that is expected for this mod.
*/
String certificateFingerprint() default "";

*/
So no, it does not crash people.
 
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portablejim

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Actually... not really. See also:

So no, it does not crash people.
It raises an event if something is not right. Forestry is one mod, that when it encounters the event, crashes the game. I just add a message to the log. However, every mod gets the event even if only 1 mod is in error.
 
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immibis

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BUG FIXED: https://github.com/MinecraftForge/FML/commit/dff22045587b37282adeb2167486a572f51f1f16

The game will no longer exit silently when System.exit is called. Mod context information will be visible.
Please also remove the thing where FML will exit if Minecraft's signature doesn't match. It's almost as bad as this mod. Seriously.

(Also I wouldn't call it a fixed bug, more like a new feature)

Edit: I noticed FML is exempt from the System.exit check. Really?

Edit 2: What stops a mod from infinite looping instead of exiting?
 
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wolfenstein19

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The so-called DRM you are referring to (and the offending mod is probably referring to) is the ability to have mods signed and then checked to ensure that they came exactly as the mod author published them (and other stuff has not been added. (some reading material: http://en.wikipedia.org/wiki/Digital_signature). The mods in question knew keys from other modders, so people could not fake a modder's identity. It was an informal web of trust in the chaotic mess that is minecraft mods.

As it stands I know that forestry* still has the code to crash if a mod is not signed correctly (i.e. a) the mod expected to be signed but was not; b) the signature that the mod said it should have was different than the one it did have; c) the signature was broken (the file has been changed since it was signed) ) but is not signed (or expects a signature).

* It is the mod I had in the pack that crashed it when I didn't sign VeinMiner correctly.

P.S. Hoping that this is more informative than inflammatory.
I know it was used back then when the forestry - tekkit drama went down and was used by sengir to prevent people from bytehacking out his anti-tekkit code.

Also, DRM is such a broad term, and everyone that doesn't release whatever their doing as open source without any license is using it. Even the open GPL license is under some respect DRM (It prevents you from doing certain things with the product). And its not limited to physical restrictions in code anyways.

The term is just drama loaded because a lot of people have been getting pissed off publicly at publishers like EA and Activision because they use bullshit DRM tactics that cause collateral damage.

Thus, the term has gained a negative annotation in the gaming industry, which is why these trolls and drama-queens are using it to incite rage and to fool people who don't know any better.
 
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Eyamaz

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For the sake of disclosure, I tried to use this - as my terms forbid distributing modified copies of the code for copyright reasons - but it failed to work (always triggered the module, even in my own computer). If I do figure out how to get it working, I will be using it again, though I will not crash the game on failure to meet the criteria. More likely, I will make it disable all the recipes or something.

No, iirc there is a function in forge you can call that just stops your mod from loading. Use that instead, as its there for such a purpose, and throw a message to stdout or err as to why you are not loading.
 

Jadedcat

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Ain't that fuckin precious?

I want to remind you to please not cuss.... but in this case.. its appropriate <.<[DOUBLEPOST=1402917303][/DOUBLEPOST]
I swear, that with all the current stupid assed movies, your going to see a movie based off ftb.


Me and Eyamaz can star in it, I can be the sweet innocent looking one and he can be the villan redeemed throug "twue love and kittens"[DOUBLEPOST=1402917358][/DOUBLEPOST]
BUG FIXED: https://github.com/MinecraftForge/FML/commit/dff22045587b37282adeb2167486a572f51f1f16

The game will no longer exit silently when System.exit is called. Mod context information will be visible.

Please tell me it prints "This mod is made by a "special" developer" ...[DOUBLEPOST=1402917514][/DOUBLEPOST]Also please note this is one of the reasons we don't support randomly adding unknown mods to packs...
 

belgabor

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Kitten_chainsaw_by_Valenciaandzak2008.jpg
 

Reika

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No, iirc there is a function in forge you can call that just stops your mod from loading. Use that instead, as its there for such a purpose, and throw a message to stdout or err as to why you are not loading.
That would do world damage, as once the mod is unloaded, all its blocks and items disappear. Because of the possibility of a false positive - maybe the system works incorrectly, maybe someone's download gets corrupted - I find this an unacceptably large risk.
 

Eyamaz

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Jul 29, 2019
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That would do world damage, as once the mod is unloaded, all its blocks and items disappear. Because of the possibility of a false positive - maybe the system works incorrectly, maybe someone's download gets corrupted - I find this an unacceptably large risk.

I'll discuss the reasoning for this with you when I get back from AL this weekend. It's not a discussion for here.
 

TomeWyrm

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Jul 29, 2019
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Actually @Eyamaz, I'm very much with @Reika on this one. Disabling a mod from loading is a not-good solution. Disabling all mod functionality while keeping the blocks and items intact is MUCH more user-friendly. Not everyone uses backups, and I don't think that everyone should be using them just because one mod author or another might screw up something and false-positive trigger the DRM.

Unless that's what the Forge function does (the disable without removing blocks/items)... in which case AWESOME! More people *cough*Greg*cough* should use that event/function. It is such a simple and elegant solution to so many of the silly dustups that have happened in the past. "Use my mod with X, and my mod shuts down. Your world will be fine and an error message will appear explaining what's happening." No world corruption, no world damage, no lost items, no lost blocks, no lag, (hopefully) no console spam, no crashes. The mod simply stops working and doesn't touch anything else (except maybe addons... that could be annoying).
 

Omicron

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Jul 29, 2019
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Not sure why this months-old thread had to be resurrected after all this time... but for what it's worth, something related happened just yesterday: https://github.com/MinecraftForge/FML/pull/529

Somebody made a new github account to put forth a pull request for Forge ModLoader that would automatically make FML reject and skip GregTech, Reika's mods, Redpower (of all things) and several others on loading. Because apparently "FML has a duty to protect it's users" from mods or modders that do not meet that guy's personal approval. :rolleyes: The fail is strong in this one... heck, it wouldn't surprise me if this was the same person identified earlier in this thread, still on some sort of personal crusade.
 

GreenZombie

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This is not possible.

Couldn't Forge just register the blocks with Minecraft on the missing mods behalf. Give them a default texture, don't hook up any events, nothing would try to access the tile entity data - the block would become an ugly, non interactable useless thing, until the mod was re-added or loaded properly.
 
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