• published the article Non-CurseForge Mods

    Non-CurseForge Mods

    Sometimes there's a mod that you just can't find on CurseForge, what do you do?

     

    It's entirely up to the author of a mod to upload it to CurseForge, however, if the mod is hosted publicly, has a proper license that allows us to distribute the mod, and you can provide us that information we're happy to add it to our Approved Non-CurseForge Mods list.

    We recommend first checking the list to make sure the mod you wish to add isn't already on there, and if not you can submit the information for review - Submit a request.

     

    It can take several days for a review to occur, but once it has you will be notified with either a message declining the addition or approving it along with any information as to why or why not.

     

    If a specific version of a CurseForge-hosted mod is not on the site, this means the author has chosen not to upload it for some reason. These versions are not allowed to be included in modpacks.

    Posted in: Non-CurseForge Mods
  • published the article Modpack Best Practices

    Modpack Best Practices

    If you want your modpack to get noticed and get downloads, there are a few best practices you can follow to ensure it doesn't get lost in the mix.

    Modpack Name

    Your name should be unique and accurate to the content or story you're trying to tell with your modpack. Good grammar, capitalization and clever wordplay are all great ways to get your modpack noticed.

    Modpack Description

    Although we have recently pulled back some of our more strict requirements for complete and full descriptions of modpacks, that does't mean it doesn't help. When a user is trying to determine what new modpack to try next, the description is absolutely important in giving them a quick overview of the content they should expect.

     

    Just listing the mods within the pack isn't always enough. Try to give an image of how you would expect users to use the mods in the pack. Stories aren't required, but often help set the stage for creativity and will also go a long way to getting a user invested in the experience before downloading the pack.

    Server Pack

    Having a server zip uploaded as a child file is a great way to support your community of players. This allows end users to easily set up servers for their friends and families.

    Posted in: Modpack Best Practices
  • published the article Reminder: 2 days before Twitch Authentication migration!

    Greetings Authors!

     

    This is a quick reminder that on 3/1 (March 1st, 2018) we will be switching exclusively to Twitch Authentication. You will no longer be able to login and navigate CurseForge without having first merged your Curse account with a Twitch account here on CurseForge.

     

    We have noted that many issues are arising from users unintentionally creating new accounts by logging in with Twitch and for one reason or another not completing the merge process. If you have a Curse account, please start there! It’s a much easier process to login with your Curse account and merge a Twitch account to it. This is the recommended way as you can see below:

    Merging your Account

    If you already have a Twitch account, this is very straight forward - but the same general instructions appy if you do not.

    1. Log out of CurseForge to clear any session/cookie information.
    2. Log in with your Curse account on www.curseforge.com
    3. You should be prompted with a screen asking you to merge - select “I have a Twitch Account”
      1. If you do not have an account, select the other option and you will have the ability to create an account on the spot.
    4. Once authorized, you should be returned to CurseForge. Grats! You’re done.

    If you have any problems during the merge, don’t panic! Submit a ticket to https://support.curse.com and we will help you get your account squared away.

     

    We’ve been preparing to take on any extra support load to assist with issues as they arise. Please feel free to reach out to us on Twitter (@CurseForge) or put in a ticket if you have any issues merging your account or have other questions regarding the merge process.

     

    We’re here to help!

     

    Your friendly neighborhood MrFlamegoat

    Posted in: Reminder: 2 days before Twitch Authentication migration!
  • published the article Author Rewards: Post Migration Bug Recap

    Greetings Authors,

     

    Shortly after last months migration period we discovered that there was an issue in our reporting of points. The issue was quickly resolved once it had been discovered, however, it took us some time to investigate afterwards. We feel that it’s our duty to ensure proper functionality before reporting issues as resolved.

     

    Some of you may have noted an uptick in points shortly after we restored functionality. This is intended - when we corrected the reporting error, the underlying (correct) accounting of points became properly reported.

     

    In short: all is well again! This post is a part of our efforts to acknowledge on a more public platform when issues like this arise, as well as to inform those that reported this to us that it has been resolved.

     

    As always, if you have any questions feel free to reach out to us on Twitter (@CurseForge) or submit a ticket at https://support.curse.com and we will be happy to assist.

     

    Your friendly neighborhood MrFlamegoat

    Posted in: Author Rewards: Post Migration Bug Recap
  • published the article Reward Store Update: 2FA Requirements for Feb 19th, 2018

    Greetings Authors!

     

    Starting February 19th all Reward Store orders will require you to have a Twitch account with 2FA enabled and will require you to authenticate with your 2FA device when you make an order or transfer points. Due to the preparation of the Twitch authentication migration we wanted to roll this out sooner rather than later so that we can assist any Authors with merging their accounts before we make the switch on 3/1.

     

    Note: If you have already merged your account with a Twitch account and you have 2FA enabled the following will not affect you.

    Enabling 2FA on your Twitch Account

    In case you are unsure how to enable 2FA on your Twitch account, the Twitch Support team have put together a fantastic page dedicated to it here: https://help.twitch.tv/customer/portal/articles/2186271-two-factor-authentication-with-authy

     

    If you missed the last post, here’s the basic rundown on how to merge your account:

    Merging your Twitch Account

    If you already have a Twitch account, this is very straight forward - but the same general instructions appy if you do not.

    1. Log out of your CurseForge account to clear any session/cookie information.
    2. Log in with your Curse account on www.curseforge.com
    3. You should be prompted with a screen asking you to merge - select “I have a Twitch Account”
      1. If you do not have an account, select the other option and you will have the ability to create an account on the spot.
    4. Once authorized, you should be returned to CurseForge. Grats! You’re done.

    If you have any problems during the merge, don’t panic! Submit a ticket to https://support.curse.com and we will help you get your account squared away.

     

    As always, if you have any questions or comments, please let us know below or reach out to us on Twitter (@CurseForge)

    Thanks!

    Your friendly neighborhood MrFlamegoat

    Posted in: Reward Store Update: 2FA Requirements for Feb 19th, 2018
  • published the article Final Migration to Twitch Authentication on March 1st, 2018
    Greetings Authors!   Over a year ago we began our long journey of integration with Twitch. We were excited by this prospect internally because it eliminates a large portion of technical and support burdens as well as providing a leap in security that we feel has been sorely needed on CurseForge.
    Posted in: Final Migration to Twitch Authentication on March 1st, 2018
  • published the article 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 needed previously, or we flat out didn't have the staff.
    Posted in: State of CurseForge: What's Changing and Why
  • published the article 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: https://darkestdungeon.curseforge.com

    Posted in: Announcing Darkest Dungeon on CurseForge!
  • published the article 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 our minds as a team.

    Posted in: Time to break the silence! New Community Efforts & Review Schedules
  • published the article 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 codebase. Between that, business trips, travel, and boring business related activities, it’s been a bit hectic around here.

     

    We are still working out how we want to portray these posts, the content within them, the order, etc. We have received some really good feedback so far, and we hope that we can continue that open line of communication and are currently working on new ways to streamline the process.

     

    Our first move in that direction is to consolidate all news updates and posts to www.curseforge.com. Other sites will receive a stub and link back here, so that we can keep all comments and questions in a centralized location.

     

    The process for this is new, so please let us know if you find any issues.

     

    Onwards to the changelog.

    Major Development Milestone

    Massive codebase overhaul (first step mentioned in previous blogs) (All)

    • Still under development as we clean up old unused code and fix any bugs introduced in some of the larger sweeping changes.
    • Will greatly improve dev time to output ratio over time.
    • First step in giving us the tools we need to provide the experience CurseForge Authors deserve.

    Minor Feature Additions

    Added column sorting to Author Dashboard/Project Listing page (All)

    Added better Project Issue sorting (All)

    Added ability to transfer certain projects between sites - internal (WoW/WoWAce)

    Bug Fixes

    Fixed weird bug where unbanned users still showed as banned visually (All)

    Fixed various null references in Projects (All)

    Fixed bug where Reward Points weren’t showing on store for Authors (All)

    Fixed various style issues on mobile (All)

    Fixed styles for search page (All)

    Fixed missing moderation checkbox on members page (All)

    Fixed “New and Updated Thread” styles (All)

    Found missing donate buttons and returned them to their rightful spots (All)

    Many Localization fixes for WoW (ongoing) (WoW)

    • We recognize that some users are still experiencing issues with this and are working towards getting it 100%

    Legacy file URLs correctly redirect to CurseCDN now (All)

    Fixed Sort By filter (Minecraft)

    Maintenance

    Moved Legacy forums to www.curseforge.com/forums (All)

     

    Woo! Decent list of items, but keep in mind that much of our dev time for the last month has been consumed with big picture “under the hood” changes. That’s something that we’ll likely have some more info on soon.

     

    Before we go, in case anyone doesn’t know, myself and the team are available via other methods of communication as well. If you haven’t already, you should certainly follow @CurseForge on Twitter or come hang out with us on Twitch App in our server https://invite.twitch.tv/tW6UAW

     

    One of us is always available over on the CurseForge server, and it’s become a more reliable way to communicate issues, ask questions, or just to get general help as an Author.

     

    That’s it! As always, feel free to comment below and let us know what you think about the changes, and anything else you might want to communicate.

     

    Your friendly neighborhood Community Manager,

    MrFlamegoat

     

    P.S. Anyone going to PAXWest or TwitchCon? We’ll see you there!

    Posted in: CurseForge Comms for June 9th, 2017
  • published the article 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

    Posted in: CurseForge Comms for May 5th, 2017
  • published the article 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

    Posted in: CurseForge Comms for Apr 26th, 2017
  • published the article Installing A Modpack from CurseForge

    Installing A Modpack from CurseForge

     

    This article will walk you through manually downloading a modpack from CurseForge and importing it into Twitch App. Although we typically recommend that you download all modpacks through the Twitch App using the browse feature, you might want to download an Alpha or Beta version of a modpack, without displaying all Alphas and Betas in the app.

     

    To do this, you will first need to navigate to the modpack you would like to import on https://minecraft.curseforge.com. Once on the modpack page, you will then need to click "Files":

     

    This will take you to a listing of the files that have been uploaded for that modpack. Click on the version of this modpack that you would like to download and import into Twitch App.

     

    Finally, this will bring you to the file details page, and here in the top right you can download this particular version of the modpack:

     

     

    Once the modpack has downloaded, which can vary in size from just a few kilobytes to several dozen megabytes you can then easily import this into Twitch App as a new profile.

     

     

    First, click the Minecraft Tab and look for the "Create a Custom Profile" button: 

     

     

    Clicking this will give you the standard "Create Profile" window. If you look towards the top, you will see a link to instead "Import" a profile:

     

    Clicking this button will prompt you to select a file. Navigate to the profile that you would like to import (the file exported at the top of this article, or one that a friend or family member has sent you) and select it. This will automagically install that modpack as a new profile under the Minecraft tab. You don't have to set anything else up, it will install the modpack just as if you had used the Twitch App modpack browser to install it.

     

    Now there is one thing to keep in mind when installing a modpack this way. Unlike installing it via the browse feature in Twitch App, importing does not maintain a link to the original project, so you won't be notified of updates. Again, we recommend using the built in browse feature to search and browse packs within Twitch App, but we also understand that this is quite useful for sharing and testing as well.

    Posted in: Installing A Modpack from CurseForge
  • published the article Exporting and Importing Non-CurseForge Modpacks

    Exporting and Importing Non-CurseForge Modpacks

    Sometimes you might not want to upload your pack to CurseForge as a project, and you may just want to share it with your friends. Alternatively, you may have downloaded a pack either via CurseForge or from a private location for a team server or a friend's server.

    Exporting a modpack

    Exporting is as easy as clicking the Minecraft Tab in the Twitch App, clicking the modpack profile that you want to export, and clicking the gear menu in the top right corner. From this menu, select "Export Profile".

     

     

    Clicking this will bring up the following window. Generally, if you are just sharing your modpack without worlds, you should only check config and mods. Clicking "Okay" here will ask you where you want to save to and then package your modpack up into an easily importable format for your friends or family. Once you have the ZIP, you can share this with whomever! If you have a private server, feel free to share this profile with your players! You can use any number of free file sharing applications to easily provide other users easy access to this ZIP.

     

    Importing an exported modpack

    If this is something you would like to share with the world, you can always follow our project tutorials and modpack submission tutorial to place it on CurseForge as a project. Obviously, this article is for if that's not something you want, or if it just seems like too much trouble. No problem! Importing is even easier than exporting.

     

    First, click the Minecraft Tab and look for the "Create a Custom Profile" button. If you look towards the top, you will see a link to instead "Import" a profile:

     

    Clicking this button will prompt you to select a file. Navigate to the profile that you would like to import. This will automagically install that modpack as a new profile under the Minecraft tab. You don't have to set anything else up, it will install the modpack just as if you had used the Twitch App modpack browser to install it.

     

    That's it! Hopefully, this helps clear up any confusion regarding how to export and import packs without uploading to CurseForge!

    Posted in: Exporting and Importing Non-CurseForge Modpacks
  • published the article 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!

    Posted in: Curse and Twitch are joining forces!