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Nov 20, 2017[Need Advice] Foolcraft Devs Stole Craft Of The Titans Content posted a message on BoolymanPosted in: Official Modpack ThreadsAppreciate the support. But its been resolved now. Thank you though.
Oct 14, 2017[Need Advice] Foolcraft Devs Stole Craft Of The Titans Content posted a message on BoolymanPosted in: Official Modpack Threads
I'm in a bit of shock this morning, and need advice. I received an email overnight from a concerned player of my modpack Craft Of The Titans, warning me that they saw large chunks of my modpack content copy and pasted into another modpack.
At first, I figured it was one of those shady virus dishing modpack websites that steal your packs and rename them something else. Then it dawned on me that pack name was very familiar. Sure enough, it was Foolcraft, a pack that is on the Front Page of curse's Popular modpacks list for 1.10.2 just a few spaces away from Craft Of The Titans. I was skeptical at first, as I really didn't think a respectable group of modpack makers that post on a legitimate site, would really actually steal content... let alone from another "fairly" popular modpack. Thats just silly.
So I downloaded Foolcraft to check things out, and I was absolutely floored by what I found. They make zero attempts to disguise the content as their own work... and yet, give no credit to me for the 8 months of time I spent making this modpack.
The quest book is one of the most unique aspects of Craft Of The Titans...as many of the quests have extensive written dialogue, explanations, lore, etc... It isn't just another pack with "Craft this, craft that" type of quests. Well... apparently the Foolcraft Devs really liked my work... because word for word, layout for layout, entire pages of my quest book appear in Foolcraft. See the attached pictures... they hole punched out any quests that reference my modpack's specific lore, and pasted it into their book as their own.
So, this is the "Advice" part of my post. What can be done? I don't have a copyright or trademark on my work. We developers do this out of love for the community, and most of us have a code of honor amongst our fellow devs. A code of honor that the Foolcraft Development team iskall85, scalda, CriticalMole, HazDS, and Jo_Mamma 75 seem to care less about.
Sep 4, 2017Posted in: General Discussion
I want to increase the hardness of vanilla Concrete blocks to withstand explosions in my upcoming pack. There doesnt seem to be a mod on the market that does this without altering ALL block hardnesses. Is there a way to change block hardness via NBT data used as a tag on the recipe output?
Aug 23, 2017Posted in: Ideas
In reply to Boomshine777:Its more a matter of AI that needs to be scaled. Mob awareness range, ability to see through walls, ability to pillar up or dig to you, etc. The Zombie Awareness dev was kind enough to add this feature for me... but sadly that mod doesn't have certain AI modifications that I needed, like pillaring up to players.
Aug 8, 2017Posted in: Ideas
Somebody... please... I know of at least 3 modpack devs that are just waiting for a quest mod to update before they can really start working on their 1.12 content. HQM and BQM devs are AWOL... we need a reliable option soon.
Jul 16, 2017Posted in: Ideas
I am looking for some assistance from a mod dev that has a lot of creativity. One of my biggest regrets from the original COTT was that the "Titans" were simply recycled bosses from mods that already existed. This really limited my ability to make them as challenging as the pack demanded. In COTT2 I would very much like to have Titans that actually fit the lore and purpose of the pack.
So what would that entail? The creation of about 6-8 difficult "boss" mobs. Unique attack patterns, attributes, and spawn conditions. These bosses need to be hard... painful... mean. Also 3-4 regular mobs would need to accompany the pack to fill related purposes. We can talk deatils, commission, etc.. if interested.
Jul 16, 2017Posted in: Ideas
There are already multiple mods that increase mob spawns and or difficulty. Zombie Awareness, Rough Mobs, Scaling Health, Infernal Mobs, Epic Siege Mobs, etc... You just have to look.
You sound like you need a hard combat-focussed modpack, not just a hard mod itself. There are plenty on Curse already.
Apr 9, 2017Posted in: Ideas
Now that Avaritia has finished updating to 1.10 with its newest patch adding the Infinity Armors and Sword of the Cosmos. The only thing we are still missing that would be extremely helpful is additional Singularities that support the new Thermal Expansion, Tinkers Construct, and EnderIO. Even just the textures for the spinwheels in the appropriate colors would be helpful, since we can add the recipes in via Minetweaker. I, unfortunately suck with textures.
Apr 6, 2017Posted in: Ideas
In reply to MentalMouse42:Yea, there are a lot of mods that add a couple little things here and there. But its about time we had a REAL dedicate ocean mod... no corners cut... a meaty content filled mod. Oceans make up a good 40% of the map... but less than 5% of the structures/entities. Oceans are large enough to be an entire dimension on their own. The possibilities are endless.Whats crazy is that this is one of the few parts of modded minecraft that has never truly been done properly. If someone actually put in the work to make a truly quality content filled ocean mod, it would probably became one of the most popular mods since Galacticraft.
Mar 7, 2017Posted in: Ideas
I feel like Minecraft has never had a proper ocean mod... and definately not in 1.10.2. I mean a real, in depth, well made, fully functional mod. Not some half-arse mod that plops out a few fish varieties, scuba gear, and a promise that more will come.... then never does. Sure.. one mod might give us some submarines.... another adds fish... another adds coral reefs. But none of them tie together a full package.
We need underwater temples, and hostile mobs, and clusters of ore that only appear on top of the ocean floor, so you have to actually swim for them. We need better boats.... maybe some that can "boat" on lava... or go from land to sea and vice versa. We need underwater villagers, and kelp gardens that grow resources, and scuba villagers that sell shark repellant and Jelly Fish sting ointment. We need Clam Shell backpacks, and Lobster Pets... Sea Horse mounts that take you through the water faster than anything. We need.... mermaids.
Feb 12, 2017Posted in: Ideas
The mod was "updated a couple of times" and yet it didnt get JEI support until the most recent update. So it was still unusable for anyone that didn't want their players to have to remember the layout of 81 different crafting table ingredients.
This thread was made over a month and a half ago, before your JEI support update... which was only about two weeks ago. Before that the mod was hardly usable. For months before that, there was a notice on the mod page stating that the mod was dead and you were looking for someone to take it over. I came here trying to HELP get the message out, in hopes that someone would indeed take it over and update it. So I'm not exactly sure what you are looking for here?
There is no need to be sad about pack usage yet... you JUST got JEI support two weeks ago. Give it some time, and I'm sure it will get used. Even despite my disappointment in how long it took this to get JEI support, I still completely rewrote the recipes in my pack, again last week... so I could use your table instead of piggy backing on the 9x9 Armor Plus crafting workbenches. My pack will be in beta next week, so it will at least be there. http://imgur.com/a/NKdKc (See link for picture of your table in action)
Jan 27, 2017Posted in: Ideas
Could just bury glowstone just under the surface to keep things thawed out.Yea, and you could just manually harvest a farm, instead of using a Farming Station. There are always alternatives... but mods do things neater and quicker. I cant bury glowstone inside the top layer of my reactor. Or "bury" it under the top layer of water in a 4 block deep pool of water. I'd rather propose a mod that did things a bit easier.
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