Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Evul on February 19, 2015, 02:12:53 PM

Title: Mod release rules
Post by: Evul on February 19, 2015, 02:12:53 PM
Here are some basic rules set for everybody to enjoy their time on the mod release board in addition to the Forum-wide rules (https://ludeon.com/forums/index.php?topic=122.0).

1. Stick to the community standard topic naming. E.g. name starts with [1.0] for version 1.0.

2. Include a license. This is just a few sentences at the end of your post. It should answer at least these questions:
3. Avoid spamming mods in the release board. If you have multiple minor mods (e.g. a mod that only changes one or two things and does not change the game overall) make a mod collection thread instead. We have had problems with people posting large numbers of tiny mods, and want to make sure there's room to see everyone's work.

4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.


Before creating a new mod release, please take a look at HELP: Publish a mod, help and FAQ (https://ludeon.com/forums/index.php?topic=7037.0).
Title: Re: Mod release rule
Post by: Iwillbenicetou on February 19, 2015, 05:06:46 PM
Thank you Evul!
Title: Re: Mod release rule
Post by: Evul on February 20, 2015, 05:52:13 AM
No problem! ^^
Title: Re: Mod release rule
Post by: joshwoo69 on February 20, 2015, 11:44:03 AM
How bout JuliaEllie's mods? Do they need to go under one roof and dat thread need to be bumped to say like "here's a new mod! Enjoy!"?
Title: Re: Mod release rule
Post by: Evul on February 20, 2015, 11:47:29 AM
The rule is applied from now and forward for future releases. If a mod only contains minor changes keep them to one thread. :)
Title: Re: Mod release rule
Post by: soulkata on February 20, 2015, 12:58:17 PM
Well, I kinda like the JuliaEllie's style of publishing small mods, I can choose between them carefully...

If they are packed all together, i wont download any, because I dont want all of her mods...
And if she put all of her mods on a single thread, If would be a messy to handle user suport!

In my humble opinion, to give the visibility to all mods, shoud be creatd a Fixed and Locked, thread, linking the mod threads! Or leave this way! :)
Title: Re: Mod release rule
Post by: Evul on February 20, 2015, 03:06:23 PM
You don't have to pack them all together just have them in the same thread.
Title: Re: Mod release rule
Post by: Igabod on February 20, 2015, 03:21:07 PM
Quote from: Evul on February 20, 2015, 03:06:23 PM
You don't have to pack them all together just have them in the same thread.

ItchyFlea has already done this, as have a few other modders. But to see an example of what Evul is talking about look at This Thread (https://ludeon.com/forums/index.php?topic=10623). One page listing several individual mods that can be downloaded separately is all that is required.
Title: Re: Mod release rule
Post by: Kirid on February 20, 2015, 06:26:14 PM
I modded a Dr. Suess Quote: “A mod's a mod, no matter how small.”
I have some serious concerns about this..

It will only affect a few select people and I doubt it will have any real impact on the crowding in the release thread. People are going to continue to add new mods expanding the list. Half of the release thread is currently outdated mods, which I know you keep on there in case they are updated, but it's getting out of control and is by far the biggest issue in finding up-to-date mods.

All my mods are small, so they should all go in one of these collection threads, which would have a fairly good chance of being overlooked.
I would get the same exposure as someone who makes a single mod with one item (they wouldn't be required to make a collection thread, as they only have one mod)

It's not very enforceable either... How do you determine if a mod is big enough?
If you politely ask someone to make a mod collection thread and they refuse, what exactly would you do? Delete their mods? Go about making a collection thread for them?

This also seems like it would promote cramming more crap into mods just so they aren't considered small. We'll get even more hobglob overhauls that fail to be updated.

It's a good rule in theory, but maybe it should be a suggestion instead of a rule.
There has to be a more effective solution to the problem of too many mods on the list.
Title: Re: Mod release rule
Post by: ItchyFlea on February 21, 2015, 03:46:20 PM
Quote from: Evul on February 19, 2015, 02:12:53 PM
- Please avoid spamming mods in the release board. If you have multiple minor mods (e.g. a mod that only changes one or two things and does not change the game overall) make a mod collection thread instead. We have had problems with people posting large numbers of tiny mods, and want to make sure there's room to see everyone's work.
Can we get a definition of what constitutes a minor mod? I've got one that doesn't quite fit: RTG's. That mod only adds 2 things, so it fits the first part, but since they are made with a mineable resource and are fairly good power generators that also provide heating, I believe they change the game just enough to not fit the final part of the current definition you've got.

I've also got a problem with having to list our mods into a single thread while other modders who create single small mods don't have to. Because of this, my small mods are lumped into a thread called "ItchyFlea's Small Mods" which at a glance doesn't tell you what is in there at all. While others can give their threads the name of their mod, and mod names are a pretty good indicator of what's contained within that thread.
Basically the visibility of my mods is being adversely affected simply because I've made a lot of mods and simply cannot place all their names into the thread title.

I'm not complaining, as I understand the reasoning behind why this new rule exists. I just don't think it's a good way to solve the issue of multiple small mods created by a single modder.

Come to think of it I could fix the visibility of my smaller mods simply by giving them up. Which puts me in the position of possibly having to make a horrible choice. Keep my mods under my name and as result keep them hidden under the small mod thread, or give them up so that they can see the light of day again....
Title: Re: Mod release rule
Post by: Igabod on February 21, 2015, 04:03:05 PM
My thought was that "small mods" meant anything that just makes small adjustments but doesn't actually add anything new to the game. My "Fast Floors" mod being a prime example. Another example would be the "Darkness" mod which (at the time of my last checking the thread) only changes some values and adds nothing new in the way of events or items.
Title: Re: Mod release rule
Post by: skullywag on February 21, 2015, 04:27:54 PM
This is a stopgap as best, numbers of modders is going to increase eventually to the point where even if everyone uses 1 thread for their mods itll be too much, another option needs to be thought of imo. I have an idea but im not sure if it steps on toes. Im a professional website developer, I could quite easily come up with a website complete with search that would allow the display of modded content.

I use a CMF (content management framework) called Drupal, its highly configurable and is very quick to spin up.

I am however not going to do this if it does step on peoples toes, I may however build it for my mods as I feel I can display better info and have it highly searchable, could be a good prototype for anyone whos toes do feel their being stepped on to check out.
Title: Re: Mod release rule
Post by: Igabod on February 21, 2015, 04:41:30 PM
Quote from: skullywag on February 21, 2015, 04:27:54 PM
This is a stopgap as best, numbers of modders is going to increase eventually to the point where even if everyone uses 1 thread for their mods itll be too much, another option needs to be thought of imo. I have an idea but im not sure if it steps on toes. Im a professional website developer, I could quite easily come up with a website complete with search that would allow the display of modded content.

I use a CMF (content management framework) called Drupal, its highly configurable and is very quick to spin up.

I am however not going to do this if it does step on peoples toes, I may however build it for my mods as I feel I can display better info and have it highly searchable, could be a good prototype for anyone whos toes do feel their being stepped on to check out.

The problem is we would need someone to maintain that list. I would gladly volunteer if not for the fact that I'll be way too busy for the next few months. And I've already volunteered to work on updating the wiki list once I finish updating my mods. However, if someone were to maintain that list at least as much as I maintained the Alpha 8 mod list then it would be a great solution in my mind.
Title: Re: Mod release rule
Post by: skullywag on February 21, 2015, 07:07:43 PM
why have someone do it, you just do it yourselves. You create a login, add your thread for your mod, fill in some info (tags, categories, links to download etc) hit submit. Simples. Ill do the rest with simple list views that are searchable/sortable. As an example, You add which Alpha the mod is compatiable with, you narrow your filters to show only A9, it shows you only A9 stuff, its all very simple to do. Ill knock something up when I can with my stuff on it so people can see what im talking about.
Title: Re: Mod release rule
Post by: RemingtonRyder on February 22, 2015, 04:28:05 AM
Awesome. Can't wait to see it. :)
Title: Re: Mod release rule
Post by: akiceabear on February 22, 2015, 06:20:43 AM
Quotewhy have someone do it, you just do it yourselves. You create a login, add your thread for your mod, fill in some info (tags, categories, links to download etc) hit submit. Simples. Ill do the rest with simple list views that are searchable/sortable. As an example, You add which Alpha the mod is compatiable with, you narrow your filters to show only A9, it shows you only A9 stuff, its all very simple to do. Ill knock something up when I can with my stuff on it so people can see what im talking about.

This sounds great. A few suggestions, if possible:
* Use the platform entirely for organization and linking, rather than discussion. One thing that sucks about such sites is they can fragment the community. To avoid this I suggest just having links back to the relevant "Releases" thread on these boards.
* "Utilities" and "Graphics pack" tag, in addition to the standard "Gameplay" tag - while I dabble in mods that actually change gameplay, utilities like EdB's are the real mainstay for me. Similarly, a "Vanilla-tweaks" tag would be great, for mods that are largely consistent with the core style - I have to admit I avoid many mods simply because they look like too large a GFX or gameplay style departure from the vanilla version. I do understand this would be hard to police... maybe it could be a vote option?
* Simply rating - e.g. just +1's, or perhaps a script that pulls the number of replies from the forum thread as an indication of how "hot" it is.
Title: Re: Mod release rule
Post by: soulkata on March 09, 2015, 03:05:38 PM
Hi...

I've complained about this standard to release the Mods, but have to do it again.
This new format is not any visibility for the mods!

You can not know when an author makes a new release of a specific mod, you must always go to your page and get looking for updates.
Users need to be decorating who created each mod to see if an update to the topic of the forum is relevant.
The comments are all grouped together and it gets more confusing to the user.
Anyway, this new way hinders more than it helps...

Sorry to be annoying but, in my opinion, the traditional way is better...
Title: Re: Mod release rule
Post by: Evul on March 09, 2015, 03:28:56 PM
(I will handle all the other post above soon and answer the questions.)
But first this question:

Quote from: soulkata on March 09, 2015, 03:05:38 PM
Hi...

I've complained about this standard to release the Mods, but have to do it again.
This new format is not any visibility for the mods!

You can not know when an author makes a new release of a specific mod, you must always go to your page and get looking for updates.
Users need to be decorating who created each mod to see if an update to the topic of the forum is relevant.
The comments are all grouped together and it gets more confusing to the user.
Anyway, this new way hinders more than it helps...

Sorry to be annoying but, in my opinion, the traditional way is better...

Due to the share amount of threads "mod release per post" would generate would overload the forum and also make things way to messy. Don't think there is a easier way to do it actually.
Title: Re: Mod release rule
Post by: soulkata on March 09, 2015, 05:45:14 PM
Quote from: Evul on March 09, 2015, 03:28:56 PM
Due to the share amount of threads "mod release per post" would generate would overload the forum and also make things way to messy. Don't think there is a easier way to do it actually.

Well, if I give suggestions, I would advise to make two distinct changes:

1) To distinguish the mods that have content widely used from mods that are situational, I would recommend the creation of a new session called "famous mods". In this session, would not be allowed to create new topics. It would be up to the forum administrators transfer the topics of the session "releases" for the session "famous mods" when they are approved. I know it's not the ideal solution, and it will be too much work for you, but, at least, the mods are not be hidden in a topic.

2) To reduce the amount of feedback that the mods get from their users, I would advise the creation of a new session called "feedback". This new session will be used for the relationship between the developer of Mod and its users. She would receive 90% of the current comment. The current session, "releases" (or "famous mods"), would resevada only to deliver new releases. Developers would be advised to change the topics for blocked and add a link to the respective topic of feedback. Therefore, the session "releases" (or "famous mods") is replaced only relevant posts.
Title: Re: Mod release rules
Post by: Tynan on June 23, 2015, 01:21:45 PM
I've just added a rule where modpack makers must credit original mod authors.
Title: Re: Mod release rules
Post by: Leucetius on July 01, 2015, 06:07:15 PM
Proposal: add the requirement for every mod creator to include a license. Ludeon Studios establishes a license itself, where it's reglemented what is allowed mod-wise, what is allowed license-wise (share, modify, distribute, credit (yeah this one should be fairly clear)...) .

Argumentation:
I was active in numerous modding communities throughout my PC years. In some more involved in others not so much. Work expanded from writing Editors and ModManager (Empire: Total War), creating maps (CS / HalfLife / DeusEx - the original ;)), being part of a large Mod / ModPack teams (X games, Emergency).
What that has to do with my proposal? Easy. Every community without clear rules regarding copyright / usage of assets / Frankenstein'ing others work into something new had huuuuge problems and a highly variable member pool.
I know this is a fairly new game and it's in its early alpha stages. So the perfect time to establish the rules ;)
I looked for a license agreement from you, Tynan, regarding your work and what we are allowed to do. You (all) may know, that his license type has the potential to have a huge influence on what and what not is allowed by the modders.

Example:
I read the catchphrase "share alike" somewhere around here today. Lets construct around that. Modder A creates a new ressource, awesomium, complete with textures, production chain, everything, even some kind of end product. He shares it with "redistribute, use, modify, share-alike".
Modder B thinks, its the perfect ressource for his new mod, Gigablaster 3000. But he doesn't need the end product and ups the GetFromMining value by 1. As he has to, he too shares his mod (now ressource, texture and part of the production chain from A plus his own textures, production table and the Blaster) with the license "redistribute, use, modify, share-alike".
Modder C gets the mod but dislikes the color of the new ressource and he changes it, from purple to black with red dots. He releases it under "GigaBlaster 4000 XM" (same license and all).
Modder A sees this and gets enraged. His wonderful bright purple Awesomium!
A written fight engulfes and in the aftermath, A leaves the pack, because "What you have done with my Awesomium is unbearable".

Are you with me? Do you see the way, the last fight could have been prevented? Yeah! 'A' could have shared its mod with "redistribute, use, share-alike" (no modify).
Given, in this case 'C' might not have used the mod from 'B' because of the color. But hey - he's free to create something new himself.


One last thought: I've been told Bohemia Interactive has a nice licensing system for their stuff ;)
Title: Re: Mod release rules
Post by: Tynan on August 29, 2015, 05:26:39 PM
I added a license requirement like an hour ago :)
Title: Re: Mod release rules
Post by: darthrax on August 29, 2015, 05:37:21 PM
I used to run an SMF forum a few years ago and after a quick google search I found a mod (for SMF) that might help with the number of posts in the Mods forum, the confusion surrounding them and help with tags etc. There is a free and paid version both made by SMF Hacks called Downloads System. I don't know if this will help but I think it would be better to revise/improve the mods section on this site (as everyone already comes here) that it would be to create a new one as skyllywag wants to (no offence) and split the community. Links below:

Download System
http://custom.simplemachines.org/mods/index.php?mod=992 (http://custom.simplemachines.org/mods/index.php?mod=992)

Download System Pro
http://www.smfhacks.com/download-system-pro.php (http://www.smfhacks.com/download-system-pro.php)
Title: Re: Mod release rules
Post by: Alistaire on September 05, 2015, 07:31:57 PM
Rule 4 doesn't state modpack authors have to abide by the mod authors license.
Title: Re: Mod release rules
Post by: RemingtonRyder on September 05, 2015, 07:33:28 PM
It does now. I updated it.
Title: Re: Mod release rules
Post by: RemingtonRyder on September 08, 2015, 07:33:07 AM
A few more things that might be helpful when putting together a license.


Title: Re: Mod release rules
Post by: Urz_ on November 27, 2016, 09:14:37 AM
This thread might be outdated/not checked often anymore, but if you are going to enforce licensing of mods, you should really have a specific license that all mods on this forum has to be published under. like CC BY-NC-SA 4.0 that some modders are already using.
Title: Re: Mod release rules
Post by: Kruniac on November 05, 2017, 10:27:51 AM
Quote from: Leucetius on July 01, 2015, 06:07:15 PM
Proposal: add the requirement for every mod creator to include a license. Ludeon Studios establishes a license itself, where it's reglemented what is allowed mod-wise, what is allowed license-wise (share, modify, distribute, credit (yeah this one should be fairly clear)...) .

Argumentation:
I was active in numerous modding communities throughout my PC years. In some more involved in others not so much. Work expanded from writing Editors and ModManager (Empire: Total War), creating maps (CS / HalfLife / DeusEx - the original ;)), being part of a large Mod / ModPack teams (X games, Emergency).
What that has to do with my proposal? Easy. Every community without clear rules regarding copyright / usage of assets / Frankenstein'ing others work into something new had huuuuge problems and a highly variable member pool.
I know this is a fairly new game and it's in its early alpha stages. So the perfect time to establish the rules ;)
I looked for a license agreement from you, Tynan, regarding your work and what we are allowed to do. You (all) may know, that his license type has the potential to have a huge influence on what and what not is allowed by the modders.

Example:
I read the catchphrase "share alike" somewhere around here today. Lets construct around that. Modder A creates a new ressource, awesomium, complete with textures, production chain, everything, even some kind of end product. He shares it with "redistribute, use, modify, share-alike".
Modder B thinks, its the perfect ressource for his new mod, Gigablaster 3000. But he doesn't need the end product and ups the GetFromMining value by 1. As he has to, he too shares his mod (now ressource, texture and part of the production chain from A plus his own textures, production table and the Blaster) with the license "redistribute, use, modify, share-alike".
Modder C gets the mod but dislikes the color of the new ressource and he changes it, from purple to black with red dots. He releases it under "GigaBlaster 4000 XM" (same license and all).
Modder A sees this and gets enraged. His wonderful bright purple Awesomium!
A written fight engulfes and in the aftermath, A leaves the pack, because "What you have done with my Awesomium is unbearable".

Are you with me? Do you see the way, the last fight could have been prevented? Yeah! 'A' could have shared its mod with "redistribute, use, share-alike" (no modify).
Given, in this case 'C' might not have used the mod from 'B' because of the color. But hey - he's free to create something new himself.


One last thought: I've been told Bohemia Interactive has a nice licensing system for their stuff ;)

I feel that this is moot, actually. I'll personally host any mod that this forum doesn't without any questions asked, as I do not believe that changing a small value warrants cries of "mod thief".

Then you get into dirty territory where someone wants to use a resource but changes a few pixels in the art so that it's not stealing, or whatever. No, I'd much rather use a "like it, use it" policy.

Title: Re: Mod release rules
Post by: Razzoriel on July 10, 2018, 02:42:34 PM
I have a question. Does releasing mods related to content that might be considered by the forum or community's mods as "hate speech" forbidden from publishing?
Title: Re: Mod release rules
Post by: cortanakya on October 20, 2018, 05:14:19 AM
Rule 2 isn't relevant anymore, as it's now a full release. 1.0 should be the assumed version, and the rule should apply to mods that haven't yet been updated.
Title: Re: Mod release rules
Post by: BlackSmokeDMax on October 22, 2018, 12:37:55 PM
Quote from: cortanakya on October 20, 2018, 05:14:19 AM
Rule 2 isn't relevant anymore, as it's now a full release. 1.0 should be the assumed version, and the rule should apply to mods that haven't yet been updated.

Do you mean Rule 1?

And with that, I think we should continue labeling just in case Tynan decides to make more content at some point in the future. It would be a real mess if everything was un-labeled and then a new build was released.

EDIT: Just looked closer at the first post and realized Tynan recently edited that first post, so it very possibly said something different when you made your post! Sorry!