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 are proud to announce that we have added this to our Curse.com database!
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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 to CurseForge and start your project here.
is curse going to be adding a section for tools & skins? it looks like you have everything else from the mapping & modding section
also installing mods via launcher?
It's all coming, just probably not as quickly as the community wants it. We're working directly with Forge and FTB to get this implemented in our new mod updater/installer, but it's 6 months+ away. That being said, it wouldn't hurt for mod authors to get into the system and get their mods ready for the eventual client support. Read: http://www.minecraft...ers-in-modding/
yes I heard about the team work thing any alpha/beta testing in those coming months? (guessing nothing has been started yet of course), could get some good feedback ... also will it have features like the tools the community has made already? e.g multiMC with the multiply instances, magic launcher with the compatibility check thing, & my live_modlist has a list of mods which give mod authors control over there mods & give users updates instantly to download & install them directly (lacks mod authors using it but yeh [WIP] )
Just our beta test of the new CurseForge that's linked in the article. We're pushing a new beta build of it today though.
Does this mean you guys will be faster about adding the new version numbers to the list? For us texture pack people who can work on stuff during snapshots it's pretty easy to have a pack ready the day the new version is pushed out by Mojang. I know I personally keep forgetting to go back and fix the version numbers on packs I've uploaded before that version has been added to your site.
(Which reminds me... *fixes the version on Mooncraft*)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Does this mean you guys will be faster about adding the new version numbers to the list? For us texture pack people who can work on stuff during snapshots it's pretty easy to have a pack ready the day the new version is pushed out by Mojang. I know I personally keep forgetting to go back and fix the version numbers on packs I've uploaded before that version has been added to your site.
(Which reminds me... *fixes the version on Mooncraft*)
Version updates are almost always up the same day as the release. The exception being the latest release that slipped through our radar by a day or 2. If there is a release and we don't have the version updated on CurseForge, just PM me and I'll take care of it ASAP, but usually our team gets those up the same day.
Nope! CurseForge is the name of our Author Platform. It's where authors of mods, addons, texture packs, etc. go to create their project and host their files. It was named CurseForge well before Forge was conceived(it was made for WoW addons years ago) and is just a coincidence.
Version updates are almost always up the same day as the release. The exception being the latest release that slipped through our radar by a day or 2. If there is a release and we don't have the version updated on CurseForge, just PM me and I'll take care of it ASAP, but usually our team gets those up the same day.
Cool. Any chance you could actually do it on pre-releases or would that mess up the client?
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Cool. Any chance you could actually do it on pre-releases or would that mess up the client?
What's the benefit of having pre-releases/snapshot versions in there? Are you talking about mods or resource packs or worlds? I think having those versions in the mix would do more harm then good, not to mention clutter up the system with versions that aren't actively played or get dropped in mere weeks, sometimes days.
What's the benefit of having pre-releases/snapshot versions in there? Are you talking about mods or resource packs or worlds? I think having those versions in the mix would do more harm then good, not to mention clutter up the system with versions that aren't actively played or get dropped in mere weeks, sometimes days.
You misunderstand, I don't mean adding all the snapshot and pre-release versions themselves. I mean just adding the next 'main' version as an option when it's pre-release comes out. (Basically means adding the new version about a week before it goes fully live.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
You misunderstand, I don't mean adding all the snapshot and pre-release versions themselves. I mean just adding the next 'main' version as an option when it's pre-release comes out. (Basically means adding the new version about a week before it goes fully live.)
Our mod database can handle all mods. Forge mods have quite the growing userbase and there are a lot of authors writing Forge mods so we created a section just for them, as a way to separate them from the regular client mods that don't require Forge. I'm sorry you don't like Forge, but the community has embraced it quite well and it's the dominant client mod API at the moment.
Mods generally come in three types. The first are mod loaders. Right now, there are two dominating, with a third up and coming. LiteLoader, BlazeLoader, and ForgeModLoader.
The second are independent mods. These are mods that don't rely on any other mod such as mod loader mods. Technically, the mod loaders listed above are these. In the past, these had to be jar mods, and they had a good chance of conflicting with each other. Now, you can have "tweakers" that can get their code into the game without modifying the jar file.
Forge is a large API package, loaded by FML, as just one of many FML mods. It does many things. In particular, it has a system for runtime patching of files from the jar -- specifically, I've seen runtime patching of the class files from the jar. (I don't know if it can patch the non-class files or not).
But to support that run-time patching, it enforces the signing signatures on the jar file (aka the manifest files). If the calculated data doesn't match the signature data, the runtime patch is canceled and the game aborts. There's a really good reason for this -- it means that something can go badly wrong.
I don't like forge.
You are entitled to not like Forge. I did not like it when it was young, and independent mods were the norm.
But if you are a mod author, and writing a mod that is not compatible with forge, then you really need to ask why.
Mods that use BlazeLoader? No problem -- last I heard, BlazeLoader and Forge/FML were compatible.
An independent mod that uses the tweak system? Ok, just ... why?
An independent mod that does jar editing? Seriously? Ok, for a proof-of-concept mod, like the cubic chunks redo, fine. But for a primary use mod? Are you really saying that you expect everyone that uses your mod to avoid every forge mod?
Yes, I know that FML/Forge can be told to ignore the checksum errors. But that's like saying "Turn off all your error checking". You might be OK with it, but others are not, and frankly, it's as much "out of date school" (not "old school") as you can get. I'd be more comfortable running beta 173, or SSP 125, than running anything in 164 that requires disabling those runtime checks.
Disclaimer: The above has been _HIGHLY_ simplified. Very highly simplified. I have left off the issue of alternate class loaders used to support some alternate launchers, etc. I don't claim this is 100% accurate (it's been simplified too much), but it should be "close enough".
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
What ever happened to the official API? is forge now the official standard? I used to run a server a long time ago, and swore off of that until an officail API was released, but it seems like it has been years since it was planned. . .
Will adfly links not be allowed for the file downloads? Not that it makes mod authors that much money generally, but it's still nice to be able to use.
I'd have thought a version dropdown would be obligatory. What's the point of showing people mods for versions they don't plan on playing? It becomes a hassle to sift through a ton of mods every day just to find something that works for the version you're deciding to use.
Anyways, any chance of giving people who host their mods there a way to tell their userbase whether or not the mod is universal, single-player only, clientside only, or the like? I find this info to be fairly useful myself, especially for making packs of mods. Clientside mods are great for enhancing vanilla visually/audibly without obligating people to have some or any to join a server, for instance. Likewise, from what I hear, people joining will no longer be required to have Forge installed for serverside-only Forge mods to work at some stage in the 1.7 release of Forge (kind of like bukkit).
Keep up the good work. I can still think of a few changes that should be made, but it's good to see much-needed features being implemented.
The official API is still being developed, parts of it have been in more or less EVERY update so far. They're quite close to it in 1.7 too (I've been making an API off of that code for a bit now), so it's not too far off. It'll be the official thing and Forge will likely be just another API which will likely have no use thanks to ingame plugin support.
PS. The official API is the Plugin API.
Forge will likely still be around to fill in the gaps or extend existing features of the API. It's somewhat silly to assume that the official API will be a one-stop shop for all your modding needs. Can't say I'd mind being proven wrong, however.
Will adfly links not be allowed for the file downloads? Not that it makes mod authors that much money generally, but it's still nice to be able to use.
Depends on where you're putting said links. If you're sharing your mod on the forums and linking and redirecting through adf.ly to the actual download, I don't see why it'd be an issue. Though, I believe you can earn revenue simply by hosting on curseforge and the like. Though, I don't think you're obligated to host exclusively on one site. Just depends on how much more work you're willing to do to get updates out to people, as you'd have to upload to each place you decide to host for every update, which can be tedious.
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Retired StaffWe’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 are proud to announce that we have added this 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 to CurseForge and start your project here.
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Curse PremiumIt's all coming, just probably not as quickly as the community wants it. We're working directly with Forge and FTB to get this implemented in our new mod updater/installer, but it's 6 months+ away. That being said, it wouldn't hurt for mod authors to get into the system and get their mods ready for the eventual client support. Read: http://www.minecraft...ers-in-modding/
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Curse PremiumJust our beta test of the new CurseForge that's linked in the article. We're pushing a new beta build of it today though.
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Curse Premium(Which reminds me... *fixes the version on Mooncraft*)
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Curse PremiumAvatar: "Badass" playermodel from Garry's Mod addon Metropolice Pack
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Curse PremiumWhat is it about Forge that you don't like?
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Mods generally come in three types. The first are mod loaders. Right now, there are two dominating, with a third up and coming. LiteLoader, BlazeLoader, and ForgeModLoader.
The second are independent mods. These are mods that don't rely on any other mod such as mod loader mods. Technically, the mod loaders listed above are these. In the past, these had to be jar mods, and they had a good chance of conflicting with each other. Now, you can have "tweakers" that can get their code into the game without modifying the jar file.
Forge is a large API package, loaded by FML, as just one of many FML mods. It does many things. In particular, it has a system for runtime patching of files from the jar -- specifically, I've seen runtime patching of the class files from the jar. (I don't know if it can patch the non-class files or not).
But to support that run-time patching, it enforces the signing signatures on the jar file (aka the manifest files). If the calculated data doesn't match the signature data, the runtime patch is canceled and the game aborts. There's a really good reason for this -- it means that something can go badly wrong.
You are entitled to not like Forge. I did not like it when it was young, and independent mods were the norm.
But if you are a mod author, and writing a mod that is not compatible with forge, then you really need to ask why.
Mods that use BlazeLoader? No problem -- last I heard, BlazeLoader and Forge/FML were compatible.
An independent mod that uses the tweak system? Ok, just ... why?
An independent mod that does jar editing? Seriously? Ok, for a proof-of-concept mod, like the cubic chunks redo, fine. But for a primary use mod? Are you really saying that you expect everyone that uses your mod to avoid every forge mod?
Yes, I know that FML/Forge can be told to ignore the checksum errors. But that's like saying "Turn off all your error checking". You might be OK with it, but others are not, and frankly, it's as much "out of date school" (not "old school") as you can get. I'd be more comfortable running beta 173, or SSP 125, than running anything in 164 that requires disabling those runtime checks.
Disclaimer: The above has been _HIGHLY_ simplified. Very highly simplified. I have left off the issue of alternate class loaders used to support some alternate launchers, etc. I don't claim this is 100% accurate (it's been simplified too much), but it should be "close enough".
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I mean it's 2014, get with the times curse.
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Retired StaffAnyways, any chance of giving people who host their mods there a way to tell their userbase whether or not the mod is universal, single-player only, clientside only, or the like? I find this info to be fairly useful myself, especially for making packs of mods. Clientside mods are great for enhancing vanilla visually/audibly without obligating people to have some or any to join a server, for instance. Likewise, from what I hear, people joining will no longer be required to have Forge installed for serverside-only Forge mods to work at some stage in the 1.7 release of Forge (kind of like bukkit).
Keep up the good work. I can still think of a few changes that should be made, but it's good to see much-needed features being implemented.
Forge will likely still be around to fill in the gaps or extend existing features of the API. It's somewhat silly to assume that the official API will be a one-stop shop for all your modding needs. Can't say I'd mind being proven wrong, however.
Depends on where you're putting said links. If you're sharing your mod on the forums and linking and redirecting through adf.ly to the actual download, I don't see why it'd be an issue. Though, I believe you can earn revenue simply by hosting on curseforge and the like. Though, I don't think you're obligated to host exclusively on one site. Just depends on how much more work you're willing to do to get updates out to people, as you'd have to upload to each place you decide to host for every update, which can be tedious.