Greetings Authors!
Later today we will be performing relatively large scale maintenance that affects our download statistics (DLS). The quick and dirty is that we will be moving all of our...
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State of CurseForge: What's Changing and Why
Let me first start this post by yet again apologizing. Things are moving fast around here: a speed they've never moved before, in fact. We either didn't have the kind of clearance and approval we...
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Announcing Darkest Dungeon on CurseForge!
Today we're launching official CurseForge support for Darkest Dungeon by Red Hook Studios with full client support (as we add mods).
Checkout the Author portal here:... -
Time to break the silence! New Community Efforts & Review Schedules
Hey guys, gals, orcs, goblins, zerg and more!
I know it's been a while, and I also know that we haven't kept up our end of the bargain on communication. It is an issue that has weighed heavy on... -
CurseForge Comms for June 9th, 2017
Greetings and salutations, Authors!
This update comes quite a bit late, but we’re here! The team has been hard at work on some of the previously alluded to large scale overhauls to our... -
Site Maintenance for May 17th, 2017
Hey Authors!
We will be performing site-wide maintenance on Wednesday the 17th of May between 11am PDT (6pm UTC/GMT) and 1pm PDT (8pm UTC/GMT).
During this time the site will be put into read-only mode while maintenance is underway. Any services that require data to be pushed to CurseForge will be unavailable.
Although the window is for 2 hours, we are hoping that it will be less.
We apologize for the relatively short notice. -
CurseForge Comms for May 5th, 2017
Greetings Authors! This is CurseForge Comms for May 5th, 2017!
We have quite a few things for you guys this week, but before we get started I wanted to introduce you to one of our new moderators, Technostar98!
Many of you may have noticed his name popping up either approving or denying your projects and files. He just started this week, and I’m sure you guys will be seeing a lot of him around the communities.
With this new addition to our team, moderation will now have 24 hour coverage for all addons and mods, aside from Bukkit which requires special training. Store order audit times remain unchanged. This new moderation schedule starts May 14th, 2017!
Just as a refresher for Store Orders and Bukkit plugins: moderation times are Mon-Sun, 8am - 11:59pm Pacific. Anytime there is going to be exceptionally long moderation/audit times, we do our best to notify everyone via our Twitter @CurseForge.
With introductions and refreshers out of the way, let’s get onto this week’s changelog!
Fixed and Released
- Mods.curse.com icon no longer sends you to Curse.com (Mods)
- “Primary GameLanguage” now set for existing games (All)
- Added ability to update file information via API - docs (Look for the Update File section) (All)
- Hardened Project File Uploader (All)
- More removal of “Premium” verbiage, you’re all Premium now! (All)
- Now correctly blocking child files from having child files (All)
- Found the missing Favicon on WoW.CF (WoW)
- Localization Processor Fixes (WoW)
- Most of these apply to Localization Substitutions in files.
- Subtables now work in file replacements
- Concat now works in file replacements
- Rewrote localization system to handle multiple namespaces. This means that when you do not specify a namespace it will output them all (Like previously behavior)
- Export Page updated to allow users to export subtables
- Escape non-ASCII characters now respected in file replacements
- Set value to true if equals to key now respected in file replacements
- Codebase unified with exporter codebase to prevent the two from continuing to diverge when we fix localization issues/add features.
From last Comms, now released
- Server Pack Integration/Support on CurseForge (Minecraft)
As a final note, our developers will be out of town starting next Monday and won’t be back in until the following week. We still have availability for emergency bug fixes, but will be short on feature updates until they return.
That’s the roundup for this week, as always if you have any ideas or suggestions, drop them down below.
Signed,
Your friendly neighborhood MrFlamegoat
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CurseForge Comms for Apr 26th, 2017
Greetings Authors! This is CurseForge Comms for April 26th, 2017.
First up - sorry for being late! Between illness, a summit that we shipped our devs off to, and my own workload we missed our last Friday deadline for this post.
Our devs were out for the majority the week after our last post at an internal summit to discuss changes and features revolving around our core platform. There is a lot of good that came from those discussions, and plans are in place that should allow us a faster turn around on features and fixes due to less development overhead dedicated to maintenance, and more dedicated to productive development.
Obviously, we can’t divulge too much about that process, but as any of those plans come to fruition, we will be sure to put that information right here in these posts.
Okay, so down to business. We may be late but we are still committed to making sure we keep you guys up-to-date on the week to week over here, so let’s get to it.
Fixed and Released
- Fixed bug in permissions for image uploads on projects (All)
- Backend tweaks to Project Role Management (doesn’t affect front end) (All)
- Improved security on Project submission forms (All)
- Improved security on Private Messages forms (All)
- Improved security on Attachments (All)
- Additional fixes and improvements to project slugs (All)
- Added *.wotmod file processing (WoT)
- We've removed the download button on modpacks due to user confusion (Minecraft)*
A couple of those security related changes are vague due to their sensitive nature, but we want you to know that we work to secure aspects of our platform (preferably) long before an issue arises. That’s the case here.
From last Comms, now released
- File uploads to WoWAce blocked correctly (WoW)
- If your file does not need Localizations the original file will be served to the users (WoW)
- Action Logs for the Packager! Now with more info! (If it fails, we’ll try to provide info on why) (WoW)
- You can now change your project name and slug independently (All)
- File Details page now shows upload date (All)
- Hashtags no longer break the everything (handled correctly in download links) (All)
- Tag deletion now removes the tag from associated issues (All)
- File uploads to Abandoned or Inactive projects will now re-activate those projects (All)
- Changing slugs temporarily preserves old slug as a redirect to new slug (All)
Future Roadmap (Current & Ongoing Development)
- Server Pack Integration (Minecraft)
Wait, why was the download button removed on Modpacks?
There has been a recent uprise in questions (i.e. tons of support tickets) regarding how to use modpacks from users who have stumbled onto CurseForge, downloaded the modpack manifest, and have no knowledge of how to import and launch it. This of course has led to questions from authors due to download counts appearing “high” for modpacks while the mods in them maintain much lower download counts than expected. Removing the download button from forward facing locations is an attempt to help reconcile this issue.
As an example, 25% of Darkosto’s new Invasion pack downloads during its first month were generated from users incorrectly downloading the pack from the site and not knowing how to use it. The download button can still be accessed on the file information page, but that is now the only location to download modpacks on the site if needed.
Additional files (server packs, etc) will continue to have their normal download buttons as well as being better surfaced in a soon to be released update. The download button will refer to our Knowledge Base articles for downloading and importing modpacks (see those here).
Alright, that’s the fix and feature round-up since the last communications, but before we go we have a few more things we would like to discuss about the coming weeks.
Many of you will be happy to hear that we have officially moved from the discussion stage to the planning/action stage regarding community features for CurseForge!
While we don’t want to risk over promising and under delivering, we have taken a very serious look at a few key features we feel would be integral in community interaction and community building. As soon as we have the approval on specifics, we will be sure to post right here as they are added to the roadmap. These are features that we feel are essential to our current communities, but would also enrich other future communities as well.
Lastly, please know that if any issues you are concerned about have yet to be addressed, you can rest assured that we are willing to listen.
Thanks for reading!
Your friendly neighborhood MrFlamegoat
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CurseForge Comms for Apr 7th, 2017
Greetings and salutations, Authors!
As many of you may have noticed recently, many things have been changing in the last 6 months for Curse. We know there are plenty of questions, concerns, and issues that have been brought to our attention.
The team has been wanting to develop a more clear communication pipeline between our development team and the communities for quite some time. Due to lack of resources and staff, this hasn’t been something we have had any way of effectively carrying out. Not to mention, many things we were working on we just could not discuss for logistical and business reasons.
Which brings me straight to the point of this article...
Starting today, and continuing semi-monthly (maybe more!), we’ll be putting together a post consolidating all of the changes, fixes, features, etc that we’ve completed or are working on. Some weeks will have a lot of things, some weeks won’t. Either way, we’re going to do what we can to communicate with you the things we feel you would want to know.
This won’t always just be a changelog, but will also include information about events we’re attending, places we’re going to be, cool things we want to share with you guys and in general a more open and honest window into the week to week here at CurseForge.
This first round up is very WoW heavy - but we’re doing our best to balance out the work so future updates will be a bit more diverse! So without further ado, here’s a list of the most recent fixes!
Fixed and released:
- Found a missing digit for @packager-date-integer (WoW)
- Tags no longer spit out exclusively Alphas from Mercurial repo (WoW)
- Localization will no longer duplicate itself when deleting (WoW)
- An “Unhandled Exception” in the WoW Packager has been handled, preventing files from incorrectly being flagged as complete prematurely (WoW)
- WoW Packager now correctly outputs UTF-8 encoding in changelogs (WoW)
- SVN Packager no longer repackages the latest tag for every commit. (WoW)
- Packager now realizes when repos have changed their type (WoW)
- Packager has gone to school and names Alphas a bit more clearly (WoW)
- When exporting tables, quotes are no longer trimmed off the end (WoW)
- You can now import and export localizations via API (WoW)
- Fixed edge cases where syncer would not sync projects to client (WoW)
- Block downloads on files until they are fully processed (WoW)
- Translations “Needs Review” checkbox now defaults to true (WoW)
- You can now delete localizations without the website complaining (WoW)
- Localizations managers can now manage localizations (yea I know) (WoW)
- Localizations no longer freak out when editing their namespaces (WoW)
- Fixed crash when importing translations with “Delete if no Translations” selected (WoW)
- Rewrote Maven handler to adhere closer to Maven standards (Minecraft)
- Removed API requirement from Maven (Minecraft)
- World of Tanks now supports .wotmod uploads (WoT)
- Changelogs have been cut in half or more (no longer duplicating) (Various)
- Added “Thanks” to appropriate communities for better user interaction. (Various)
- Trying to access a project on the wrong site will now redirect you to the correct site (All)
- Users can no longer see tickets marked as SPAM (you’re welcome) (All)
- Trying to access a project by it’s ID will correctly redirect to the project (All)
- Filters on project listings will now remember your last settings across sessions (per site) (All)
- Uploading images will now correctly re-submit your project for moderation if required (All)
- Issues now have default template options (All)
- Issue managers can now properly manage issue settings such as Tags (All)
- Fixed crash in Project Pages (x3, yep there were multiples) (All)
- Replies now reply accordingly in comments and forum threads (All)
- General speed improvements (SQL indexes added to reduce query times) (All)
Eventually, we hope the fix list is relatively short. Not because we will ever stop fixing bugs, but because we hope we don’t create them faster than we fix them! But these posts aren’t just about what we’ve done, it’s also about what we’re doing. In addition to these fixes, we also have updates that will be going live in next week's release:
Things in QA (Fixes coming soon!)
- File uploads to WoWAce blocked correctly (WoW)
- If your file does not need Localizations the original file will be served to the users (WoW)
- Action Logs for the Packager! Now with more info! (If it fails, we’ll try to provide info on why) (WoW)
- You can now change your project name and slug independently (HOORAY!!) (All)
- File Details page now shows upload date (All)
- Hashtags no longer break the everything (handled correctly in download links) (All)
- Tag deletion now removes the tag from associated issues (All)
- File uploads to Abandoned or Inactive projects will now re-activate those projects (All)
- Changing slugs temporarily preserves old slug as a redirect to new slug (All)
Lastly, I want to talk a little about the future of CurseForge. I know with all of the changes there are quite a few concerns about Author Rewards, CurseForge as a business, the state of individual communities, and much much more.
First and foremost, the team here at CurseForge is 100% committed to CurseForge. In fact, we’ve organized ourselves as a proper division within the company, and as a team we have chosen to double down on our core ideals, motivations, and passion for what these sites are. In the last several weeks, as we’ve met and planned, I’ve seen renewed passion and excitement from the entire team.
We’re not going anywhere!
As for other concerns, there will be further announcements and info regarding most if not all of the major points in the coming weeks. We will be absolutely sure to let you know right here, from this point forward, any time there is important news regarding CurseForge.
Wow! This is a long one, but I wanted to make sure I was clear and thorough. Now, what I need from you guys is feedback. Give us whatever you’ve got down below. The only thing I ask is that you keep it constructive. Many of you who have come across me in forums and comment threads know that I’m happy to take constructive criticism, even if it’s harsh - but rude, non constructive, or disrespectful comments are still not appropriate and may be removed.
Keep it clear for real issues, comments, and discussion so that we can easily pick those up, track them, and get them into our tracker.
That vast majority of those who I’ve spoken to, even the most outspoken of the communities, are driven by passion. That’s something that no matter how harsh it comes across, we will take with open arms.
Thanks for reading!
Your friendly neighborhood MrFlamegoat
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Curse and Twitch are joining forces!
Hello Authors!
Today we’re happy to announce the ability to merge your Twitch account with Curse! As many of you know, and some of you don’t know, Curse was acquired by Twitch in late August of 2016.
Since then we have been working diligently behind the scenes to integrate Twitch services and offerings into our ecosystem, as well as ours into theirs. This is the next step in that process.
Unifying the login process is the first step in allowing us to offload much of the development load back to home base and move our resources more to just working on the individual experiences of each community.
In addition to this, it means that there is now a much narrower entry point helping to prevent spambot creation.
Okay, fluff is out of the way. Let’s get down to business!
What’s happening to my CurseForge account?
Nothing! This only changes how you authenticate with our services. We’re just adding the ability for you to login with your Twitch credentials! That’s it.
A few things to note:
- Your CurseForge display name will stay the same if you choose
- You will not lose any of your forum posts, site activity, or account information
- Merging accounts is completely optional for now
- This brings in the much requested ability to enable 2FA. You can merge your accounts and enable 2FA on your Twitch profile page.
- Merged accounts gain access to premium addon features inside Curse App
Once you’ve merged your accounts, you will from that point forward log into CurseForge with your Twitch credentials.
Although merging is currently optional, this will change in the future as we move to simplify and secure the authentication process.
Cool. Now HOW do I merge my account?
That’s the easy part! The next time you go to login, you will have the option to either login with your Curse credentials, or your Twitch account. You can easily create a Twitch account if you do not have one currently. After creating/logging in with Twitch and authorizing Curse access to your Twitch account, you will be asked to enter your Curse credentials.
Poof! Connected. From this point forward, you should login in to CurseForge with your Twitch account. It’s that simple.
During this process, you may be given the option to update your Display Name. Please note that this does not affect your username, which will become your Twitch username, but only affects the name people see which works the same as it always has.
Ew! Twitch?! What is that, I don’t like it, I don’t watch live streams, etc etc etc!
No worries! It’s optional for the time being. Furthermore, once you create your Twitch account, you aren’t required to go there unless you want to. (Editor’s Note: As a streamer, I’m biased. I personally love the place).
This move’s primary goal is to consolidate our resources into a central location. We have hundreds of thousands of users coming in and out of CurseForge, and not utilizing the resources available to us would be silly.
Help! Something has gone horribly, terribly wrong!
Got Twitter? @CurseForge - we’ll be watching it around the clock.
Got E-Mail? cfmoderation[at]curse.com
Got Internet? https://support.curse.com - submit a ticket, this goes to the whole team!
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BukkitDev gets an upgrade!
Hey ladies and gents! You may notice a few new things here and there around the old BukkitDev page. We've launched the new and improved site to further integrate and match the rest of our sites. Bringing with it a multitude of improvements in speed, efficiency, and usability.
Whether you're just looking for that right plugin, or you're looking to start your own project, the process has been much improved all around.
Of course, for plugin creators, we know that this is a huge change, and our support staff is working right now to make sure that our knowledge base articles get updated as quickly as possible to provide all of the information needed to make the transition as easy as possible. At the moment, you can take a look at our "Creating Your First Project" article here.
As we adjust and get everything in the right place over the next few days, you can expect longer wait periods on file approvals. We want to make sure we don't miss anything and that the process runs as smoothly as possible.
And as always, if you have any questions or comments feel free to reach out to myself @MrFlamegoat or @CurseForge on Twitter - you can also drop us a line at cfmoderation[at]curse.com and we'll make sure we do our best to help.
Your Friendly Community Helper,
MrFlamegoat
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Holiday Hours
Hey guys!
The holidays are coming up quick and with that we have our family gatherings to attend to (or you know, sitting on the couch eating ham and watching TV)! Since we prefer to spend out holidays with our family instead of looking over files all day we will have limited availability to approval files/projects or answer questions during this time. Below you can find our full schedule, while most of these days are marked unavailable one of us might check in randomly during the day to clear the queue out. On Christmas Eve I will make sure the queue is clear before I head to bed to prevent any 24-hour delays. If you have an emergency or concern feel free to reach out to me on twitter (@ZeldoKavira) and if I see it I will be glad to help :)
- Thanksgiving (11/24)
- No availability. Expect 6-18 hour delays.
- Black Friday (11/25)
- Limited Availability. Expect 1-2 hour delays.
- Christmas Eve (12/24)
- No availability. Expect 6-18 hour delays.
- Christmas Day (12/25)
- No availability. Expect 6-18 hour delays.
- New Years Eve (12/31)
- Limited Availability after 4PM PST. Expect 4-6 hour delays.
- Click here and add your city to see what time this is where you live!
- New Years Day (1/1)
- Limited Availability before 12AM PST. Expect 4-6 hour delays.
- Click here and add your city to see what time this is where you live!
Separate from our Holiday hours we recently hired a new moderator to help with our work load. We have all been working 7 days a week for quite a few months to keep up with you guys and your awesome mods/addons but we are looking forward to time off again! That said we are still a little understaffed and so there will be two 8 hour periods in which the queue will not be covered every week. These will be the same every week and easily predictable in case anything comes up! We went through our stats and these two shifts are the least impactful for you guys, but we understand this can be frustrating apologize for the inconvenience. This will kick in starting next week.
- Tuesdays from 12AM to 8AM PST
- Wednesdays from 12AM to 8AM PST
Here are these times converted to a few time zones:
- EST: 3AM-12AM
- AEST: 7PM-3AM
- CET: 9AM-5PM
Thanks!Zeldo
- Thanksgiving (11/24)
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RSVP CurseForge Pax South Community Dinner
If you are headed to Pax South, or you will be in the San Antonio,TX area on Saturday Jan 24th, you are invited to dinner on us. In the tradition of Texas dinner will be steak. There may be vegetables hidden somewhere.*
Dinner will start at 7pm. You must be 17+ to attend. You must be 21+ with valid ID to drink alcohol. Come hang out with FTB, Curse, streamers, youtubers, authors, and anyone else that stops in.
Space is limited, RSVP to [email protected] for confirmation of seating and location.
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Upcoming Approval Delays
Half of the CurseForge team is headed to Pax South Jan 22-26th. During this time approvals may take slightly longer than normal, especially during the 10pm to 10am shift (CST). We will still be checking the queues and approving files, but we will be away from our computers with only hotel internet to rely on, so delays may occur. If you are going to be at Pax South, come find us and say hi. Or RSVP for the CurseForge Dinner.
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CurseForge and FTB PAXPrime Community Dinner
Attention all CurseForge authors, and other creative types!
Are you in Seattle for PAX Prime? Do you happen to be in the area for other reasons on Saturday August 30th? If so you are coordially invited to dinner and a show on us. We're going to start with dinner at the Triple Door and stay to watch Cards Against Humanity, the Nerdologues, and Improvised Star Trek for an improv show.
Dinner starts at 6:30PM, and the show is slanted to start at 8:00PM. You must be 17+ to attend, 21+ to imbibe alcohol. You're welcome to come hangout with us, the Feed The Beast Crew, and other authors, artists, youtubers, or who ever the cat may drag in...
Space is limited, so you'll have to RSVP by sending a PM using this link. We will confirm reservations as space is available.
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Kerbal Space Program and Curse Join Forces
Kerbal Space Program, Curse.com Partner Together
For Updated Modding Community Website
Kerbal Spaceport will now be part of CurseForge modding community
Squad, the developers of the award-winning space agency sim game Kerbal Space Program, announced a partnership with Curse.com to partner on a new website for Kerbal Spaceport, the host site for the game’s popular modding community.
Starting today, modders will be welcomed to start updating and uploading their KSP game mods to http://kerbal.curseforge.com. The existing website, http://KerbalSpaceport.com, will remain open for modders to transfer their mods to the new site but will no longer be accepting new mods. Players will go to Curse.com to find Kerbal Space Program mods.
“Modders have helped make Kerbal Space Program a more open, more rewarding game experience for our players,” Squad chief operating officer Adrian Goya said. “Curse is an important partner because their team is passionate and experienced in caring for and growing online game communities, such as our amazing playerbase for Kerbal Space Program.”
"We've got a great platform and a tremendous team that will be supporting the amazing modders for Kerbal Space Program," said Bryan McLemore, Curse's Author Platform Evangelist. "We also expect the millions of gamers who frequent Curse every month to see Kerbal Space Program as a great addition to our existing community."
Kerbal Space Program recently won the 2013 Game Developers Choice Audience Award, which is voted online by gamers from all games nominated, including indie and AAA titles. KerbalSpaceport, the home for KSP mods, has more than 2,000 pieces of user-generated content to allow for players to customize their KSP experience. As part of CurseForge, modders will now have a bigger audience to share their mods and will have the opportunity to participate in ad-generated revenue sharing.About Squad
Squad is a multimedia marketing agency located in Mexico City and the development studio behind award-winning, independent video game, Kerbal Space Program. Founded by Ezequiel Ayarza and Adrian Goya, Squad offers partners a creative and unique way to tap into the blooming Mexican market with its interactive displays, artistic vision and well-rounded marketing skill set. Squad develops Kerbal Space Program through its early access program, which allows players the opportunity to try the game demo for free or buy the game now, while it’s still in development.
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Repo Maintenance
The CurseForge Git HG and SVN repos will be offline for aprox 3-5 hours while the maintenance goblins do some work on the servers and evict some gremlins. Don't panic, normal operating behavior will resume as soon as possible.
Ways to spend your time while waiting:
- Tea
- Cocoa
- get a massage
- go outside, the graphics are incredible
- watch a movie or 2
- try out a new game
- read a book
- look up cat pictures -
Preparing for the new System
As we start preparing for the new system (yay new features) we are working on getting mods moved out of the Legacy Categories. Right now if you are in a Legacy Category and not in new categories your mod is harder for the users to find. We are reading through the descriptions of mods that have not been moved to new categories and are putting them in the (hopefully) appropriate category. You can of course edit the categories and change them to where you feel the mod belongs. Please do not pick "World Gen" as it will not be a selectable category in the new system, pick an appropriate sub-category.
While we are doing this we would also like to see mod authors add a default image to any non-api, non-library mod. This image shows up in the search list and draws more attention to your mod from the users browsing the lists.
Please forgive us if we put your mod somewhere you don't feel it belongs.
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New Mod Categories
It has been remarked on that the current category system is mildly non-specific for Minecraft Mods. So we gave you new specific categories that should help better organize your mods and help end users find what they are looking for.
When editing categories, make sure you change both Primary and Secondary categories. Use Project Management and click on Edit Project. Then go down and use the dropdown menu to select your Primary Category then pick up to 4 Secondary Categories.
The old categories have been moved to Legacy and will be disappearing when the new system is put in place. Currently if you are using a Legacy Category other than Forge or Other users will not be able to sort with that category.
Feel free to comment if you feel a category is missing.
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The Minecraft CurseForge Beta has Concluded
Hi everyone,
As of today, we've wound down the Minecraft CurseForge beta. Thanks to everyone who looked around, reported bugs and provided feedback, it has helped us a ton to prepare for the real thing.
Speaking of that, stay tuned. We'll be back real soon.
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New Beta Round for Minecraft Site
Since our initial Beta unveiling in mid-December, we've looked at your feedback as well as our own observations and put in a great deal of effort toward further refinements. While we didn't get to everything that was suggested or that should be in the final version, we've made quite a few changes and improvements which we hope will spark even more feedback.
As with our previous Beta, please keep in mind that several core functionalities are not yet implemented. In addition, Projects created on the Beta site will not synchronize to either Curse.com or to the Curse Client; at the end of the beta run all projects will be deleted - this is strictly for testing and feedback purposes.
We encourage you to try breaking things on the site, and give feedback on what you like and dislike so we have data to work with during our continued development.
If you have not yet seen the Beta site, or need a refresher on where to find it, the URL is http://minecraft-beta.curseforge.com.
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Scheduled Maintenance Notice, January 22nd at 10PM CST
On January 22nd, at 10pm CST, we will be performing scheduled maintenance on the site an estimated downtime of no longer than an hour.
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New Sorting Method on Curse.com, Sort by Minecraft Game Version!
Our Minecraft mod database on Curse.com has been growing at a steady pace, and if you haven’t heard yet,we are in the process of becoming the official hosting platform for Forge mods. We’re up to 731 released and beta mods on Curse.com with well over 1,200 on CurseForge in their planning, alpha, beta and released stages.
We’ve also been listening to your feedback and the number 1 request we kept hearing was the need to filter mods based on the version of minecraft it supports. So we’re proud to announce that we’ve gotten this added to our Curse.com database.
Thanks again to the community for suggesting such a great feature. Don’t forget, we’re also testing the new version of CurseForge, using Minecraft mods, texture packs and worlds as our guinea pigs, and you can take part in that here. If you’d like to host your Forge mod on Curse, head on over and start your project here.
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Minecraft Site Revamp Beta
We have been working for a long time to create an improved experience for CurseForge, and the time has come to showcase the fruition of our labor in the form of a beta version of our Minecraft site: http://minecraft-beta.curseforge.com.
Please, try to break as much as you can and give feedback on what you like and dislike so we have data to work with during our continued development. Keep in mind that several core functionalities are not yet implemented such as the issue tracker and repository support.
Projects created on the beta site will not synchronize to either Curse.com or to the Curse Client, and at the end of the beta run all projects will be deleted - this is strictly for testing and feedback purposes.
We hope you enjoy the new look and feel, and we're looking forward to your feedback!
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500 Mods on Curse.com!
We hit a big milestone this weekend, we’ve reached 500 mods on Curse.com! This is in large part due to the awesome community here at the Minecraft Forums and we really couldn’t have done it without you. The 500th mod specifically was “Varnished Blocks Mod” which according to its concise description says, “It's basically a mod that varnishes blocks.”We’d also like to take this time to educate authors on some things about hosting your mods on CurseForge. We’ve had a great initial adoption of our hosting platform, but it seems that we might have been pushing CurseForge so much we haven’t explained how it syncs with Curse.com very well.
For starters, CurseForge is the hosting site for authors. Once you have a project up and running and you have a beta or released mod attached to it, you should be sending users to Curse.com to download your mod, do not send them to CurseForge.
You can easily find the link to your project on Curse.com from your project page on CurseForge, on the right side panel there’s link under the heading “Curse link”. That will take you directly to your Curse.com page and you can use that page to share your project. But, on MinecraftForums.com, we have a great way of inserting download links without any hassle! We have a special BBCode that inserts a great looking download button complete with your mods logo/image that is attached to your project. Here’s what the BBCode looks like with an example:
[MOD]enchanting-plus[/MOD]
It’s really just that simple, place the name of your mod as it appears on CurseForge/Curse with dashes instead of spaces in between the BBCode and you’ll get a link in your forum post that looks like this:Again, we’d really like to thank everyone who has uploaded mods to CurseForge and got us to where we are today. We have big plans for the growing database in the coming months and we really appreciate the participation by the Minecraft Community! Lastly, check out the database of over 500 mods here!