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Алан-э-Дейл       27.01.2024 г.

Installed mod is not detected ▾

The CurseForge app is connected to the same repository as the CurseForge website, and allows many mod authors to upload their projects to it and share it with the world!

If you’re using a mod that cannot be found in the CurseForge app or website, it can mean:

  1. That the mod is pending review by CurseForge’s moderators, and should be available once it’s approved (check out the working hours of the moderation team ).Or
  2. The project is not available in the repository, and therefore will not be detected by the CurseForge app.

Why don’t certain mods get uploaded to CurseForge?

Mods and addons in the CurseForge repository are submitted and managed directly by their creators. 

Some authors prefer to host their addons and mods in other sources, in which case their projects will not be available in CurseForge.

If you would like to see an addons or mods you enjoy in CurseForge, contact the authors and submit a request to them.

Responses

Each request response is a JSON document containing either project data or
an error.

  • 200 Project found and
    data included as the body of the response.
  • 202 Path not found in
    local database so it has been queued for processing. Retry request in a
    few seconds.
  • 301 Project is
    available in database however the path used for the request is not the
    canonical path. Retry request using the canonical path.
  • 400 Path provided is
    not a valid CurseForge path or a valid legacy curse.com project path.
  • 404 Path is valid but
    CurseForge responded that no project exists. This may be because no
    project has ever lived at this path, or a project does but is hidden
    from public view.
  • 500 An unknown error
    occurred processing your request.

Project File Management API

To update a file, issue a POST multipart/form-data request to , containing the field: . The ID of your project will be in the URL when you go to its overview page.

must contain a json object with the following fields:

{
    fileID: 20402, // This is the file ID you are updating. This is required.

    // Note: These are all optional fields, you can include any of these in any combination. 
    // The API will fail if you do not include any settings to change.
    changelog: "A string describing changes.", // Can be HTML or markdown if changelogType is set.
    changelogType: , // Choose one, defaults to text
    displayName: "Foo", // A friendly display name used on the site if provided.
    gameVersions: , // A list of supported game versions, see the Game Versions API for details. Not supported if parentFileID is provided.
    releaseType: "alpha", // One of "alpha", "beta", "release".
    relations: {
        projects: [{
            slug: "mantle", // Slug of related plugin.
            type:  // Choose one
        }]
    } // Optional: An array of project relations by slug and type of dependency for inclusion in your project. 
}

On successful upload, returns a json object containing the old file ID:

{
    id: 20402
}

Maven

CurseForge includes a maven endpoint so that you can include your dependancies using any build scripts that support maven. Please note that due to how maven works you do not provide your API key as a header, but as part of the maven URL. 

https://www.curseforge.com/api/maven/{projectSlug}/{mavenArtifact}/{mavenVersion}/{projectFileNameArtifact}-{projectFileNameVersion}-{projectFileNameTag}.jar

This is the Maven full URL. Below is the explanation of each part, and where you can find that information. For the examples below we will be using the CoFHCore Project.

: The slug of the project you want to use. In our example its cofhcore

: This should be the files name, in our example CoFHCore-1.10.2

: This should be what release you want, in our case we are going to use release as this gives us the latest, but you can also use the file version in the name (Such as 4.1.0.155 for CoFHCore-1.10.2-4.1.0.155-universal.jar)

: The same as mavenArtifact

: The same as mavenVersion

: The name tag on the file, on older mods it would be dev on newer ones it might be universal, in our case its universal

This puts our final example link at:

https://minecraft.curseforge.com/api/maven/cofhcore/CoFHCore-1.10.2/release/CoFHCore-1.10.2-release-universal.jar

If you want to use the maven with ForgeGradle I’ve also provided the same example in the script below

This goes above

repositories {
    maven {
        name = "CurseForge"
        url = "https://minecraft.curseforge.com/api/maven/"
    }
}

Then add this to dependencies

compile ‘cofhcore:CoFHCore-1.10.2:release:universal’

Export

The localization API allows exporting via a GET request. Below is the list of optional parameters that are accepted by the endpoint. These all correspond to the available feature on the export page, and none are required.

https://wow.curseforge.com/api/projects/{projectID}/localization/export

History

The earliest archived version of CurseForge was taken in late 2007. Then, it just linked to various World of Warcraft advertisements, since the URL was reserved by GoDaddy. In 2008 it was taken by Curse, Inc., as a repository of World of Warcraft addons. The repository was imported from curse.com. The website was also paired with a CurseClient, which helped install addons. The CurseClient would be the predecessor to CurseVoice, which was renamed to the Twitch Desktop App after Curse, Inc. was bought by Twitch.tv.

CurseForge was originally oriented to addon developers rather than users, while curse.com was oriented towards the general public. Besides from World Of Warcraft, CurseForge expanded to Warhammer Online: Age of Reckoning, Age of Conan, and Runes of Magic, with the potential for other games. In mid-2011, CurseForge started hosting Minecraft content.

At first, CurseForge mainly hosted «server mods» instead of «client mods.» The term server mods referred to Bukkit plugins, while the term client mods referred to all content that required the client to modified in order to function, including language packs (non-English translation weren’t supported by the game until version 1.1), texture packs, and conventional mods. Although listed on CurseForge, mods were actually hosted on dev.bukkit.org, a sub-website. In mid-2012, texture packs were separated from client mods. In early 2013, worlds (custom saves, also called maps) were added to CurseForge.

In June 2013, CurseForge announced that they would orient to modders who used Minecraft Forge by separating the «client mods» into a subsection of CurseForge for all mods. Mods could be categorized as being based through Minecraft Forge, ModLoader, or through the modification of the Minecraft.jar, or a combination of the three. minecraft.curseforge.com became the subdomain for all third party content developed for modded Minecraft, excluding Bukkit plugins, which remained on dev.bukkit.org.

In January 2014, Feed The Beast announced a partnership with Curse, Inc. Some of Feed The Beast’s websites would be moved onto Curse servers, and eventually their modpacks would be hosted on CurseForge and would be downloaded through CurseVoice, Curse Inc’s new mod manager and communication software, instead of through the Feed The Beast launcher. Despite skepticism in the community over Curse Inc’s commercialism, the plan went through, and as a result, CurseForge had a massive increase of popularity and usage. While modders previously self-hosted mods using sites like MediaFire, CurseForge became the primary repository for mods. Many modpacks also moved onto CurseForge. This likely because of the convenience of a centralized repository, the monetary incentives for popularity of a project (reaching a significant popularity for a project would give «Curse Points» that could be exchanged for PayPal, Amazon, or Steam giftcards), the feature that a modpack download would contribute a download to the count of each mod (meaning that modders could make money off of their mods being downloaded indirectly through modpacks), the allowance of CurseForge modpack makers to be include any mod on CurseForge in their modpacks, and the presence and endorsement of popular curators such as Feed The Beast and Jadedcat.

In August 2016, Curse, Inc. was bought by Twitch.tv. CurseVoice was transformed into the Twitch Desktop App, but there was not much change to CurseForge, except for a merging of accounts. In June 2019, the curse.com website was merged with CurseForge, with CurseForge working as a singular front for both developers and users.

On October 8th, 2019, Feed The Beast announced that their contract with Curse, Inc. had ended and that they would no longer use the service and would instead recreate their own launcher. They planned to remove their content from the site on the 31st of October, although the content is still available.

First projects

  • First Bukkit plugin (or «server mod,» as it was originally called): Heroes by LordKainzo, created on August 3rd, 2011.
  • First mod: Invinci-Dogs by an unknown user, created on August 25th, 2011 for Minecraft Beta 1.7.3.
  • First texture pack: Pocok’s texture pack by a user likely named Pocok, created on September 3rd, 2011.
  • First world: Texture Pack Viewer by Pluto_mcpvp, created on January 29th, 2013.
  • First modpack: Aesthetic Construction by jadedcat, created on October 23rd, 2014.
  • First customization: LUCKY BLOCK BROWN MOD by a user likely named Josh7506EI, created on February 21st, 2015.
  • First addon: Castle Siege by an unknown user, created on October 21, 2016.

Managing Your Project ▾

Clicking the orange ‘Manage Project’ button will allow you to edit your page, as well as additional non-mandatory fields.

Note — only project owners or members with access can edit these segment.

  • You can add your PayPal or Pledgie links here, making donations one click easier, in a visible area.

  • If your project has a wiki entry, this is where you can link it.

  • You can use the internal tracker (on CurseForge), or an external one if your project is on GitHub, or any other tracker website service.

  • If your code is up and available in other sites and you want people to have access to it, this option is for you!

  • Add other CurseForge users that are part of the project, assign them a role and permissions so they get recognition, access and reward points split.

  • While it’s sad to see a project go, this is the place to do so should you wish. There are other options if you simply don’t want a project to sync to the system anymore, read about those here.

Backwards Compatibility

During the many years this service has been operating it has been through
many iterations, some required by changes to CurseForge and others
required to ensure service reliability. Although the API is always
intended to be backwards compatible, there is the potential for breaking
changes when data we offer is no longer available through CurseForge. API
consumers should be mindful that it is possible that at some point in
future data you depend on now may no longer be available and should
integrate accordingly. For example, monthly download counts were removed
by CurseForge in November 2017.

From 2013 — 2017 this service was available at widget.mcf.li, with API
requests made by appending .json to widget URLs. Developers making use of
this old format are encouraged to update their integrations to make use of
the new request endpoint, however this is not required as the legacy
widget.mcf.li URLs redirect and will do so indefinitely.

From 2019, it served stale data due to the sell of MinecraftForum to MagicFind.
Since 2019, caching has also been implemented on top of the API. Calls to the API
will be cached for up to 2 minutes.

From 2020, the syncing process has been restored. However, not all data may be present
due to the change in APIs used to gather this data.
Following fields will no longer have accurate values due to the API changes:

  • File downloads
  • License
  • Donate
  • Versions will not provide Java version
  • Summary
  • File display name

As of April 11th, URLs which contain the Project ID in them (i.e /minecraft/mc-mods/12345)
will resolve to the proper ID. This was done to ensure that if we could not determine the path,
that there is always a way to do so.
Also, urls which use the legacy format (mc-mods/minecraft) will now redirect to the correct path
(minecraft/mc-mods).

As of January 1st, 2021, due to the transfer of CurseForge to Overwolf, the API will no longer be able to
resolve paths to projects that do not contain the ID. As a result of this change, the following URL formats
are the only ways to resolve a project.

  • /{game}/{type}/{id}-{name}
  • /{id}

Maven

CurseForge includes a maven endpoint so that you can include your dependancies using any build scripts that support maven. Please note that due to how maven works you do not provide your API key as a header, but as part of the maven URL. 

https://www.curseforge.com/api/maven/{projectSlug}/{mavenArtifact}/{mavenVersion}/{projectFileNameArtifact}-{projectFileNameVersion}-{projectFileNameTag}.jar

This is the Maven full URL. Below is the explanation of each part, and where you can find that information. For the examples below we will be using the CoFHCore Project.

: The slug of the project you want to use. In our example its cofhcore

: This should be the files name, in our example CoFHCore-1.10.2

: This should be what release you want, in our case we are going to use release as this gives us the latest, but you can also use the file version in the name (Such as 4.1.0.155 for CoFHCore-1.10.2-4.1.0.155-universal.jar)

: The same as mavenArtifact

: The same as mavenVersion

: The name tag on the file, on older mods it would be dev on newer ones it might be universal, in our case its universal

This puts our final example link at:

https://minecraft.curseforge.com/api/maven/cofhcore/CoFHCore-1.10.2/release/CoFHCore-1.10.2-release-universal.jar

If you want to use the maven with ForgeGradle I’ve also provided the same example in the script below

This goes above

repositories {
    maven {
        name = "CurseForge"
        url = "https://minecraft.curseforge.com/api/maven/"
    }
}

Then add this to dependencies

compile ‘cofhcore:CoFHCore-1.10.2:release:universal’

Main Submission Page ▾

  • Which game is the project for? Choose from the dropdown menu.If it’s not in the list, open a ticket and request a new game!

  • Some games have multiple game categories. Tag the relevant one. Not sure about it? Why not consult with peers in the Discord server for advice!

  • This should be a unique and distinct name, so make sure to check if a project with the same or highly similar name already exists.Avoid version numbers, creator names or excessively long names in general.

  • A summary is a one line explanation that offers the gist of what your creation offers.Share what your project does, not who created it, what version or server it is intended for.

  • The Description is an opportunity to tell the story behind you creation. What makes it unique, what experience does it provide. You can embed images and videos or mention notable mods.This is also the place to share your socials and invite users to join your community if you’d like, add credit to whom it’s due and add functional instructions for installing or running your creation.The Description is the most open section in the project submission process, however you should consider the dos and don’ts mentioned in the moderation policies.Note: Partnership affiliations and donation links — You may add Server Hosting partnerships links or banners if you have any, but keep them civil in size and visual presence. Keep the users in mind!Ditto with donation sites. Additionally, avoid advertising paywalled features available for donators. What you do in the donation site is your concern and liability.

  • These are the two text-editor options that you can choose from. If you are not sure which to use, we recommend the default WYSIWYG (which stand for ‘What You See Is What You Get’).

  • Choose from a list of available licenses or write your own with ‘Custom’. You can refer to the link available next to this dropdown menu to learn more about licenses.Attention! If you are porting a project, or remaking it — please make sure the license of the original project allows it, and if it requires your license to follow suit (such as GNU License).Note that if ported/forked projects are available in additional repositories and there is a conflict between licenses, our moderation refers to the license as it appears in the CurseForge project page.After you choose a license, the full license terms will appear below the dropdown menu for you to review.

  • This should be the outright distinctive category of your creation, so users can easily expect what they’re going to get with a quick glance, or by filtering.

  • If there are more relevant categories, mark them up so users can easily find them when filtering by category. You can choose up to 5 additional categories, but you can also leave this empty.

  • This is your projects visual representation — So why not make it cool and stand out?!This should be at least minimum 400*400 px (1:1 scale) image file. Anything larger will be downscaled to the appropriate size.This cannot be a single colour blank square, and should be your original graphic, meaning that it should not use an existing project avatar, nor a generic game graphic such as the game’s logo etc.Your avatar can include the name of your project, but it doesn’t have to!You should probably have this ready before you start the submission process. You can choose the file with a simple File Explorer that will open once you click ‘Choose File’.

  • This refers to the mod’s or addon’s language in-game.Note that even if your project is not in English — you must still include English in your summary and description!

  • * Allow Comments Toggle — We encourage creators to enable a communication channel with users for feedback, requests and bug reporting. If you prefer to toggle off comments, we suggest adding links and referring your audience to an alternative option within the description.* Experimental — This means the project will not sync with the CurseForge eco-system. This option is recommended mostly for experienced authors who understand the benefits and limitations of this project type.You can read more about this, as well as how you can submit an experimental project to ‘non-experimental’ status from your project page here.

And that’s it!Your Project will now head over to moderation, where several automated and manual processes are run to make sure your project follows our standards.If your project requires changes, you will receive more specific instructions which you can access in your notification area, or head over to https://www.curseforge.com/my-notifications.

Getting Started

Modified on: Thu, 7 Oct, 2021 at 2:02 PM

Log in with Twitch credentials

You can go ahead and start using the new CurseForge app without logging in — your installed games and mods automatically.

If you wish to access the syncing features, you will need to log into your CurseForge account with your Twitch credentials, by clicking on the ‘Log in’ button in the side-bar menu:

When clicking ‘Connect with Twitch’ you will be taken to a webpage in your browser where you will be asked to provide your credentials, as well as ‘Authorize’ Twitch to share your basic information (username and avatar) with Overwolf/CurseForge.

That’s it — now you’re logged in! 🙂

Creating an Overwolf account

Creating an Overwolf account is not mandatory, but it is recommended since, as part of the migration from Twitch to Overwolf, logging in with Twitch credential will be available only temporarily (until the migration process is complete). From there on, logging into the app and into CurseForge will be possible with Overwolf credentials only.You can find additional info here.

Creating an Overwolf account is simple and quick — check out this guide to learn more!

How to detect my games and mods

Your installed games and mods should be automatically detected by the app, but if you notice anything missing — no worries! You can first try to initiate a scan, or browse your system to add a game manually.

  • Follow the next steps to initiate the scanning process:
    1. Head over to the app’s Settings
    2. Click the ‘+’ button
    3. Choose ‘Scan computer for games’:
    4. The app will inform you of the scan’s completion and its results:
  • Follow the next steps to add your game manually:
    1. Head over to the app’s Settings
    2. Click the ‘+’ button
    3. Choose ‘Manually add a game’: 
    4. Navigate to the game’s installation directory:
    5. Select the game’s main folder
    6. Your game should be now successfully added to the app!

Which games are supported in the CurseForge app?

The CurseForge app currently supports the following games:

  • Chronicles of Arcadia
  • Darkest Dungeon
  • Kerbal Space Program
  • Minecraft Java Edition
  • Minecraft Dungeons
  • Rift
  • Runes of Magic
  • Secret World Legends
  • Stardew Valley
  • Surviving Mars
  • The Elder Scrolls Online
  • The Secret World
  • World of Tanks
  • World of Warcraft

How to set auto updates

To allow the app’s auto updater to check for updates and install them, please visit the following settings (*this feature will only work ):

  1. Addons > Updates

    You can choose how frequently CurseForge will check for updates available for your addons:

  2. Game Specific > Choose a game > Auto Install Updates

    Choose whether or not to allow the app to install available updates automatically: 

Moderation staff working hours

Project/File moderation is done between 8AM to 3PM CET (11PM-6AM PST), Sunday through Thursday, excluding holidays.

This process is First in, First out and any files submitted late in the day may not be checked until the next review day.

Useful settings

To open CurseForge’s settings, click on the cogwheel button located at the bottom of the menu:The settings menu is divided into two sections: General CurseForge settings and game specific settings:Here are some useful settings and options you should know about:

  • Start with Windows

    When turned on, Overwolf will also launch on startup, as CurseForge requires Overwolf to run. If you wish, you can also set the startup setting for Overwolf separately (click ‘here’ to open Overwolf’s General settings).

Addons multi-selection

The CurseForge app allows you to select multiple addons and perform actions for all of them at once, like updating or deleting them from the ‘My Addons’ section, or installing brand new ones. To select multiple addons you can:

  • Press and hold down the Ctrl key in your keyboard and add each addon to your selection with the left-click button of your mouse.
  • Click on an addon with your mouse, press and hold down the Shift key and click with your mouse on another addon to create a range selection.

*A multi-selection checkbox feature is planned for future versions of the app!

Once you have multi-selected the addons you can click one of the options on top of the addons list to apply it to all of them. In the following example, we have selected multiple addons and installed them all at once:

How to get logs

If you need to export your logs for any purpose, you can do so through Overwolf by following a few easy steps:

  1. Right-click your Overwolf tray icon and hit ‘Support’
  2. Click on ‘Create logs zip’
  3. The location window will pop automatically, with the zip highlighted — send it to us 🙂

If you’re having trouble with these steps, you can also .

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Modpack Issues

Java is required to run Minecraft modpacks. If you don’t have Java installed on your system, you will likely receive the following Windows system message when trying to launch modpacks:

Both in this case, and in cases where you do have Java but are still experiencing issues running modpacks — installing the latest Java version can solve the issue.Please follow these steps to install the latest Java version:

  1. Download the latest Java version available here: https://java.com/download (your operating system should be automatically detected, or you can choose it manually here: https://www.java.com/en/download/manual.jsp).
  2. Run the installation:

    *Please note that Java will be installed by default inside the system’s Program Files directory. If you are not a Windows admin user, you may not have a permission to continue the installation, and you will need to ask a system admin to assist you with the installation:

    *Please note that Java will be installed by default inside the system’s Program Files directory. If you are not a Windows admin user, you may not have a permission to continue the installation, and you will need to ask a system admin to assist you with the installation:

  3. Restart the CurseForge app and try to launch your modpack(s) again.

You can fix this using the ‘Repair Installation’ button — Please read more about .

If you’re trying to launch modpacks but nothing is happening, or the error message «The System cannot find the file Specified» shows up, please try the following solutions:

  • To reinstall the launcher, open the menu to your right and select ‘Repair installation’. Then, try to launch a modpack again.

  • If the error «CMD configuration may be causing issues» shows up, it means that CurseForge cannot access the Command Prompt file (C:\Windows\System32\cmd.exe) in your system.If the file has been modified, or its name has been changed — please restore it to its original state and try to launch your modpacks again.If you can run the Command Prompt but it closes as soon as it starts — that could indicate a corruption due to malware. To fix the corruption, you can follow the steps in this guide, but please note that it should be done very carefully as it requires you to handle your system’s registry.

 

If you’ve come across an error where trying to set a modding folder, please make sure you did not select a path that is invalid, for example:

  • A root drive (for example C:\, D:\)
  • The desktop or a folder within the desktop
  • A OneDrive folder, or any folder within the OneDrive directory
  • The Vanilla Minecraft directory (C:\Users\\AppData\Roaming\.minecraft\)
  • A path that contains non-English letters

If you’re not sure which directory to select, we recommend keeping the default path suggested by the app — C:\Users\\curseforge\, or creating a new folder outside of the C:\Users directory, like C:\CurseForge or D:\CurseForge and selecting that.

If you received an error when trying to import a modpack, please make sure that the modpack’s Zip file contains all the necessary files (like the manifest.json, for example).

If you aren’t sure which files these are, please reach out the creator of the modpack or send the Zip file to us, and we will do our best to help. 

If there are incompatibilities in your modpack between mods, or between the modloader and the mods you’re trying to run, you can ask for help from the Minecraft community in the official CurseForge Discord Server. Check out our article as well for extra tips!

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