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Question regarding ComputerCraft in a server modpack

Started by Demosthenex, 23 July 2014 - 10:16 PM
Demosthenex #1
Posted 24 July 2014 - 12:16 AM
I host a very hard survival server using FTB Monster. I am in the process of applying to have our customizations packaged for distribution through their launcher and had a question regarding permissions.

ComputerCraft modpack permissions are very liberal. I understand there is no need to ask permission to distributed unmodified ComputerCraft for our modpack.

Despite our server's difficulty theme we did not want to ban Mining Turtles. Our rule is that to use them you must write your own code. Using pre-written quarry code would be considered cheating. If you invested the time to write your own code you could reap the benefits the turtle can provide. A very simple quarry really isn't hard and it would encourage our younger users to code.

To help enforce that rule I was looking for a way to disable the default excavate and tunnel programs. I don't see a way to disable those in the config file. Looking at the jar I could remove those programs from the ROM directory. That would be modifying CC prior to redistribution which violates the blanket permission to redistribute unmodified code.

My other other alternative is to ban Mining Turtles with a Bukkit plugin. Unfortunately from past experience this will ban all turtles with any tools.

So I'm posting here seeking a solution to this issue.

Thanks.
Cranium #2
Posted 24 July 2014 - 12:21 AM
Ah, I see your concern. First of all, thank you very much for actually taking the time to bother reading the mod license. You're one of very few who actually do.
Second, as a clarification, all Lua code is modifiable by the end user, and can be redistributed as such. The part referring to redistributing modified code only applies to the Java environment. You may modify, add to, or even remove the Lua files as you wish.
Bomb Bloke #3
Posted 24 July 2014 - 01:21 AM
The only copy of the mod which gets to determine whether excavate & tunnel are available in the ROM is the copy running on the server. Clients connecting with original mod archives should have no problem connecting if that's the only difference, if I'm not mistaken, so there should be no need to distribute modified copies for this purpose anyway.

Bear in mind that leaving the http API active will make it trivial to circumvent such a restriction. It's a shame that manually entering code directly into the edit script is such a painful process.
Demosthenex #4
Posted 24 July 2014 - 01:47 AM
Ah, I see your concern. First of all, thank you very much for actually taking the time to bother reading the mod license. You're one of very few who actually do.
Second, as a clarification, all Lua code is modifiable by the end user, and can be redistributed as such. The part referring to redistributing modified code only applies to the Java environment. You may modify, add to, or even remove the Lua files as you wish.

Thank you for your answer! So while I understand that I may modify the server side to omit, I would also like to push that version to the client as well for simplicity. I would prefer not to package the server and client as separate files. From your answer I believe that would be appropriate as long as I flagged the jar file as modified within the terms of only Lua code changed.

Bear in mind that leaving the http API active will make it trivial to circumvent such a restriction. It's a shame that manually entering code directly into the edit script is such a painful process.

I can't in good conscience disable the pastebin interface. It's much easier to use Notepad++ and paste then edit in game. Really my only enforcement method is the honor system, and if someone is doing too well insist on a code review where they prove they wrote it. I'm just removing the built in, there has to be trust somewhere.