
- #TERRATECH MODS MOD#
- #TERRATECH MODS UPDATE#
- #TERRATECH MODS SOFTWARE#
- #TERRATECH MODS CODE#
Mods cannot be seen to be acting as marketing or commercial material in nature.Please make it clear that you are the creator of any of your mods (rather than Payload Studios) and that your mod is unofficial and has not been verified or endorsed by Payload Studios.It is at the sole discretion of Payload Studios to determine what is considered offensive. Mods must not contain any material that is explicit, abusive, derogatory, defamatory, discriminatory, deceitful, prejudiced, indecent, or cause offence to any person.This includes but is not limited to viruses, worms, harmful data.
#TERRATECH MODS SOFTWARE#
Mods must not contain any malicious software that could be harmful to anyone’s computer.
If using a third party’s work in your mod you must credit them for their work in the mod’s description and obtain their permission first. Mods cannot contain any illegal material or put us at risk of exposure to criminal liability.
Modding is currently limited to creating new block skins and new static blocks. If you create and publish a mod using our tools and assets you agree to the following rules: Any mods using DLC content should be locked by the same DLC, for instance, if your mod included a texture that’s exclusive to a DLC pack it would do nothing if the player didn’t own the DLC when they load the mod. Failure to do so may result in the mod being taken down. It is your responsibility to obtain permission from anyone else whose work you have used in your mods. This will avoid duplication and unnecessary confusion. #TERRATECH MODS UPDATE#
If you make any changes to your mod or update it after it has been published make sure you replace the earlier version rather than publish it as a new mod. Players are more likely to continue to use your mods if they are stable and user-friendly. Make sure you rigorously test your mods before you publish them to iron out any issues or bugs. Having small, robust mods will make it easier for other players to share and play themselves. Try not to pack too much into a single mod. Having clear and concise instructions will make it easier for players to use your mod. Include as much detail as possible in the mod’s description. In order to make sure your mod is the best it can possibly be, here are some steps we strongly recommend you follow when creating and publishing your mod: Other than those created by Payload Studios, we do not verify or endorse, and we are not responsible for, any mods. Our EULA contains additional terms relating to our use of community creations. If you are using the official tools that we have provided to make your mod or if you distribute your mod on a public platform then you grant us permission to use, adapt, modify, copy, or adjust your mod in any way that we see fit as well as share them with the TerraTech community and allow others to do so. In exchange for us letting you use our tools and produce mods for the game, you grant us a perpetual license to use, adapt, and share that work as part of TerraTech or associated merchandise, commercially or otherwise. In the same way that we are happy for you to make mods using assets from TerraTech (provided that your mods comply with the rest of these guidelines and our EULA), we ask that we can do the same for your mod(s). In order to use someone else’s mod you must first own a legitimate copy of TerraTech. The distribution of the game itself is forbidden. #TERRATECH MODS CODE#
This means textures, skins and block models but does not include code or our trade marks. You are free to use assets provided by Payload Studios in your mods. We also own any modding tools we provide. If your mod uses any part of our game or any other work we created, then we own that part. If your mod contains or uses any work that has been created by a third party, including textures, models, visual effects, etc, then you must obtain their permission to use it before you publish your mod. If you created a mod from scratch, that includes all the textures, models, visual effects, etc, we do not claim ownership of your work. Let’s start with who owns what when it comes to mods.