Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lord_Matheas

Pages: [1]
1
This situation sucks but maybe we just need to have titled for reputable modders in the community and reputable mods. That way once mods have earned trust they can be designated as such or so on. As a whole the problem is not punishment it is prevention.
Dont think that would ever work. Matt was well respected by fellow modders until the TNP fork caught his attention and he got himself banned in the span of what...   less than a week?
Many of his fellow moders too, despite doing phenomenal work, dont have the ammount of trust in their infallibility that would be needed for such a mantle.

more ideas can be pitched, of course, but i like leaving my trust in Alex's sole hands for now

2
Let's at least allow the modders to explain themselves, and allow it if it's directly mentioned in the modpage
crashcode can be used to prevent fundamentally uncompatible mods from being played knowing it'd have a certain moment where it'd corrupt saves on next load because of how they fundamentally work together

a blanket, no context ban when there may be legitimate, technical reasons for it is a terrible idea

(also i'm making a mod that will have a (fake) worm and thus is technically a malware if your definition is very, very loose, and since you talk about no-context bans, even barely-fitting definitions becomes applicable)

i disagree, there is a big difrence between two mods fundimentally being incompatable due to trying to override the same files and not accounting for the others existance, and deliberate crashcode/malware made to harm users that used a mod combination one of the authors didnt aprove of purely due to whatever personal opinion they hold and wish to enforce on others.

in most cases it should be possible to tell the two appart, of course keeping in mind there will be those that wanna play smart and try to mask the former as the latter

3
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: April 28, 2020, 12:06:32 PM »
is there a way to remove/disable the Private Crystal Rifts?

it kinda annoys me to see the extra option for every single station

4
Mods / Re: [0.9.1a] Scy V1.56 (2019/08/10)
« on: August 13, 2019, 04:43:09 AM »
can someone explain me the ship engines?  i like everything in this mod except the engines, i have no idea whats going on there.. are they red hot dildos or something? can someone explain this propolsion system? anyone got a 3d shot or scetch of what the hell are they suposed to be ?

5
Suggestions / Re: AI cores as ship officers
« on: August 12, 2019, 05:40:31 AM »
that looks like such an awsome update, i wonder how loong will it take till it comes out

6
Suggestions / Re: Rename Sabot to Flechette
« on: August 12, 2019, 05:23:39 AM »
i would certanly dislike if we just started randomly renaming everything for as poor reasons as realism

7
Suggestions / Re: Wait at Starports
« on: August 12, 2019, 05:21:33 AM »
i would certanly love this, maybe nullifying the cost would be a bit much, but having the cost be reduced to like 1/4 or less would certanly be apriciated

8
Mods / Re: [0.9a] Safety Override for capital ships v1.0.1
« on: August 10, 2019, 07:04:41 AM »
this is atleast.... somewhat balanced right?

9
Mods / Re: [0.9a] Galatia Complete [1.5] - Galactic Space Music Mod
« on: August 10, 2019, 06:22:28 AM »
im not really getting this argument here, why exactly cant he post the mod? is the site gonna be in danger somehow if he does?

can  they even claim anything on such an obscure site as this?

Pages: [1]