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Hey guys
I'm here to request either one of two solutions:
1. The Mods section divided into two categories: Mods and Tools
2. Stricter rules for the Mods section.
Recently, I've noticed a LOT more Bukkit plugins are appearing in the mods section.
Technically speaking, Bukkit plugins are different to mods, but that's not the point here.
dev.bukkit.org is the official repo for all bukkit plugins. By posting your plugin on there, it goes through a verification process, and is only approved once it's verified to not contain any malicious code (such as an auto-opper). Therefore, by not using that service, your mod isn't being screened. That means, any malicious code will make it onto the end players servers, which is bad for them. This is the primary reason that dev.bukkit.org exists.
Also, Curse will PAY you for your content. Tiny amounts, but a lot of people seem to be unaware of this. For every download you get, you get a fraction of a credit, and those credits can be exchanged for Amazon or PayPal vouchers.
I've also noticed a lot of "tools" appearing in the mods section recently. Things such as a modpack creator, or even a pricing guide reference sheet... Again, these aren't mods.
So, my suggestion is this: Keep the Mods section for actual mods only - Anything on forge, liteloader, modloader... even basemods. Tools - including server-only plugins like Bukkit, should either have their own section, or just not be allowed on the site.
This is my opinion of course, and I'm sure that the bukkit plugin developers will disagree with me. I only state this because right now us Forge modders don't have a single, dedicated, central repo. The curse one for forge mods is still in very early stages and isn't used anywhere near as much as it could be.
I'm here to request either one of two solutions:
1. The Mods section divided into two categories: Mods and Tools
2. Stricter rules for the Mods section.
Recently, I've noticed a LOT more Bukkit plugins are appearing in the mods section.
Technically speaking, Bukkit plugins are different to mods, but that's not the point here.
dev.bukkit.org is the official repo for all bukkit plugins. By posting your plugin on there, it goes through a verification process, and is only approved once it's verified to not contain any malicious code (such as an auto-opper). Therefore, by not using that service, your mod isn't being screened. That means, any malicious code will make it onto the end players servers, which is bad for them. This is the primary reason that dev.bukkit.org exists.
Also, Curse will PAY you for your content. Tiny amounts, but a lot of people seem to be unaware of this. For every download you get, you get a fraction of a credit, and those credits can be exchanged for Amazon or PayPal vouchers.
I've also noticed a lot of "tools" appearing in the mods section recently. Things such as a modpack creator, or even a pricing guide reference sheet... Again, these aren't mods.
So, my suggestion is this: Keep the Mods section for actual mods only - Anything on forge, liteloader, modloader... even basemods. Tools - including server-only plugins like Bukkit, should either have their own section, or just not be allowed on the site.
This is my opinion of course, and I'm sure that the bukkit plugin developers will disagree with me. I only state this because right now us Forge modders don't have a single, dedicated, central repo. The curse one for forge mods is still in very early stages and isn't used anywhere near as much as it could be.
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RezzedUpI'd consider plugins mods. They're modifying a server.
Yes, but they're server-side Bukkit mods, not client-side Forge mods.
I'd consider plugins mods. They're modifying a server.
Standalone programs, however, that don't even modify minecraft in any way (such as browsers with minecraft themes) should have their own section.
*Edit:*
Maybe instead of calling it the Mods section, they should rename it to the programming section or something, since that's what it is (view the quote from the rules in the post above).
Standalone programs, however, that don't even modify minecraft in any way (such as browsers with minecraft themes) should have their own section.
*Edit:*
Maybe instead of calling it the Mods section, they should rename it to the programming section or something, since that's what it is (view the quote from the rules in the post above).
7.3.1
What is a mod? On Planet Minecraft the term Mod, which is short for Modification, is used as a general catch-all term for content created that uses programming and/or scripting languages to perform tasks. This includes Minecraft mods, Bukkit Plugins, and external software related to Minecraft. Software outside of these categories is not allowed.
Direct quote from PMC rules.
Reference: http://www.planetminecraft.com/rules/#what_is_a_mod
What is a mod? On Planet Minecraft the term Mod, which is short for Modification, is used as a general catch-all term for content created that uses programming and/or scripting languages to perform tasks. This includes Minecraft mods, Bukkit Plugins, and external software related to Minecraft. Software outside of these categories is not allowed.
Direct quote from PMC rules.
Reference: http://www.planetminecraft.com/rules/#what_is_a_mod
I'm aware of that. I'm suggesting an amendment to it...
It also seems like people are starting to use this as a ground to release their siimple plugins which bukkit rejected, I've seen quite a few which are probably a single short class. Maybe I should start reporting them like I do with dirt-to-diamonds mods?
It also seems like people are starting to use this as a ground to release their siimple plugins which bukkit rejected, I've seen quite a few which are probably a single short class. Maybe I should start reporting them like I do with dirt-to-diamonds mods?