Ready to release a mod, but...

Place to post guides, observations, things related to modding that are not mods themselves.
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Taehl
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Ready to release a mod, but...

Post by Taehl »

The mod is ready and fine. It changes the colors of objects on the minimap so you can tell what they are.

ImageImage

The only issue is, I can't seem to find a clear description as to how to properly post it here. What kind of a header am I supposed to use? And I have to go to the trouble of selecting a software license before I post it? Maybe someone should write a "How to submit a mod" guide.

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Ranakastrasz
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Re: Ready to release a mod, but...

Post by Ranakastrasz »

viewtopic.php?f=89&t=13493

The mod should go in
Non-Game-Changing
, as it is purely graphical.

Licence, I have no idea, really. I am using MIT licence, but that is mainly because many other mods use it.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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jockeril
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Re: Ready to release a mod, but...

Post by jockeril »

Take a couple of minutes to read the license short explanation or use google to find "free use license explained"
[request] RTL support please

My mods

Formally Hebrew translator for FARL & EvoGUI mods

join me on
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- and steam !
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Koub
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Re: Ready to release a mod, but...

Post by Koub »

IIrc, the devs stated a year or so ago that default license for Factorio mods would be http://creativecommons.org/licenses/by-nc/4.0/.
With 0.13 comes the mod portal, which will include a licence helper, and make the license choice a mandatory part of publishing a mod.

I personnally think the CC BY-NC 4.0 is a good choice for a license : your work can be modified and shared as long as people give you the credit, and don't make money with your work.
Koub - Please consider English is not my native language.

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