cross-posted from: https://biglemmowski.win/post/2418820

For me, the most interesting point was the short mention of open sourcing Factorio (around 2:40). Kovarex seems to be very much open to the idea, he mentions that (as an approximation) maybe two years after the DLC after things calm down …

(Hope this is not much of a titlegore)

    • Ferk@lemmy.ml
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      2 months ago

      True. Though I don’t think we would be in a hurry for this one, both Mindustry and Shapez have similar concepts and are already open source and quite good.

    • jsomae@lemmy.ml
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      2 months ago

      Correct me if I’m wrong, but isn’t the source code of the Java version open for modding?

      • Goodtoknow@lemmy.ca
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        2 months ago

        Not really. There is de-obfusication headers which They officially provide which can make decompiled source readable for the purpose of making mods, You’re not allowed to redistribute any of the code.

  • frezik@midwest.social
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    2 months ago

    There’s a model that id used for open sourcing their engines. The source code is open, but the assets (textures, models, sounds, etc.) are still copyrighted and you still have to buy the game to get them legally. This means the company still sells copies on Steam or wherever, and games that replace all the assets can still sell them without any licensing costs, too.

    I’m a little surprised this model never caught on. Even id only ever published the engine to the previous game–Quake 3 was open sourced a little after Doom 3 was released–and the practice seems to have stopped when John Carmack left.

    Possibly because nobody has tested it in court, or some other subtle legal issue?