These posts have been split from DRM in mods:
Ehh, if I were in your situation I would ignore it.
A) The other mod writer can work around it if they want to.
B) By singling it out, there's other mods that you maybe don't single out. If you block the ones you think are inappropriate, does that mean that the ones you don't block are ones you endorse?
For instance, you posted positively on a thread about a torture mod. Do you recognize that that torture mod would most likely allow players to torture children if they combined it with your mod? Do you support torturing children?
Of course you don't. Does this mean that you will similarly block this mod from working with your mod?
What about a mod that allows you to do gender reassignment surgery? Is it appropriate to do on a newborn? Are you encouraging genital mutilation?
What about a mod that lets you put corpses straight into a nutrient paste dispenser? Are you supporting the consumption of dead babies?
There's so many potential, and often accidental conflicts that are going to come up when you create a mod like this. I'm not sure that the author of the mod in question specifically wrote it with your mod in mind. It's possible, I haven't used either of the mods. But I can see a situation where you write a mod that interacts with pawns generally, and you write a mod that creates child pawns, unless the other author writes his mod specifically to avoid the scenario where child pawns exist in the game, and prevent certain actions, it's just going to be a consequence of the two mods. In some ways, emergent behavior.
I don't particularly like the idea of either mod. One adds a sort of "protected" class of people to a game that is way too rough and brutal to start with. This is a game where people talk about their ways of committing mass murder and maximizing value by creating cowboy hats out of their leather. Children don't really fit in this world, especially if you're worried about what might happen to them. The other mod is just meaninglessly crass. The game is brutal as it is, and that's with generally utilitarian actions. Yes, you can butcher the dead and sell to slavers, but your colonists hate it, and it's not really supported. For instance, you can't have a human "farm" or commit straight up malicious acts against colonists. The worst you can do is schedule unnecessary surgery, and that's kind of a game limitation. The other mod adds a level of malicious acts that I just don't think make the game better, just "edgier".
That said, it's not your responsibility to stop that mod from interacting with yours, and if you commit to the purity of your own mod, you're going to have a lot of work to do to make sure to continue to break that mod and others from interacting with yours. I think it's a losing battle.
Quote from: Thirite on March 05, 2017, 08:39:54 PM
Look, I don't really care if people know it's my Children & Pregnancy mod in question. If people want to start a witch hunt go ahead. But you should be aware of the facts:
- The mod did not crash the game, it caused RimWorld to load endlessly if Children & Pregnancy and the 'other' mod were both being used. Neither did it intentionally cause a memory leak/freeze RimWorld.
- The 'other' mod was a mod which I had been informed (and been shown gifs of) that it allowed child rape when used in conjunction with my mod.
I didn't plan it to be any sort of "DRM", it was made entirely as a middle finger to people to want to simulate pederasty. So you can judge for yourself whether or not this was "problematic malicious code".
Ehh, if I were in your situation I would ignore it.
A) The other mod writer can work around it if they want to.
B) By singling it out, there's other mods that you maybe don't single out. If you block the ones you think are inappropriate, does that mean that the ones you don't block are ones you endorse?
For instance, you posted positively on a thread about a torture mod. Do you recognize that that torture mod would most likely allow players to torture children if they combined it with your mod? Do you support torturing children?
Of course you don't. Does this mean that you will similarly block this mod from working with your mod?
What about a mod that allows you to do gender reassignment surgery? Is it appropriate to do on a newborn? Are you encouraging genital mutilation?
What about a mod that lets you put corpses straight into a nutrient paste dispenser? Are you supporting the consumption of dead babies?
There's so many potential, and often accidental conflicts that are going to come up when you create a mod like this. I'm not sure that the author of the mod in question specifically wrote it with your mod in mind. It's possible, I haven't used either of the mods. But I can see a situation where you write a mod that interacts with pawns generally, and you write a mod that creates child pawns, unless the other author writes his mod specifically to avoid the scenario where child pawns exist in the game, and prevent certain actions, it's just going to be a consequence of the two mods. In some ways, emergent behavior.
I don't particularly like the idea of either mod. One adds a sort of "protected" class of people to a game that is way too rough and brutal to start with. This is a game where people talk about their ways of committing mass murder and maximizing value by creating cowboy hats out of their leather. Children don't really fit in this world, especially if you're worried about what might happen to them. The other mod is just meaninglessly crass. The game is brutal as it is, and that's with generally utilitarian actions. Yes, you can butcher the dead and sell to slavers, but your colonists hate it, and it's not really supported. For instance, you can't have a human "farm" or commit straight up malicious acts against colonists. The worst you can do is schedule unnecessary surgery, and that's kind of a game limitation. The other mod adds a level of malicious acts that I just don't think make the game better, just "edgier".
That said, it's not your responsibility to stop that mod from interacting with yours, and if you commit to the purity of your own mod, you're going to have a lot of work to do to make sure to continue to break that mod and others from interacting with yours. I think it's a losing battle.